Commit graph

70 commits

Author SHA1 Message Date
3226e9c965 Refactoring 2026-05-22 14:34:53 +01:00
226ff88874 Fixing rendering issues, unifying rendering pipeline 2026-05-21 23:47:37 +01:00
1a7ac9cb22 Fixing typos 2026-05-21 15:05:36 +01:00
1ea327cb6c Changing behaviour of Ray 2026-05-21 02:15:08 +01:00
82255e5046 ALmost done with changes 2026-05-20 20:52:34 +01:00
72acb8ccdf Continuing cleanup 2026-05-20 20:14:58 +01:00
384a0019d8 Fixing some import errors 2026-05-20 16:56:58 +01:00
a14960562c This commit is way too large. So, added Upload trait back again, but only for Textures, which are the most complex types. Fixing Medium and PixelSensor creation on host side. Can´t really find a satisfying way of keeping construction and creation separate, so for now, regrettably, putting them in the same place. Added some types to parameter parsing. Continuing fixup caused by creation of GVec and GBox 2026-05-20 16:16:57 +01:00
44099dffa9 Plowing straight ahead 2026-05-19 22:54:27 +01:00
050698c1d0 Finished work on the shared side. Now moving to host code. May god have mercy on my soul 2026-05-19 19:58:21 +01:00
5b4928e1aa Continuing refactoring, deleted camera construction on host side 2026-05-19 01:44:38 +01:00
31106696bd Continuing refactoring 2026-05-19 00:54:29 +01:00
a4c751bbcd Just changing var names 2026-05-18 22:59:31 +01:00
fa4692bfe6 Trying out allocate API, and just have a unified Vec and Ptr representation instead of duplicating everything and having DeviceRepr 2026-05-18 22:44:22 +01:00
dad7300a14 Hitting myself, and going for a trait for uploading objs to GPU. Keep forgetting to actually upload them 2026-05-16 02:36:20 +01:00
645556da22 Fixign dangling pointer issues. Moving now to bumpalo, not able to keep a stable memory allocation system. 2026-05-15 15:35:21 +01:00
1e0840dcda Continuing work on BVH creation 2026-05-14 15:08:14 +01:00
2fc366878f Continuing, ever onwards 2026-05-14 02:26:25 +01:00
f21cb7cf08 Continuing work on handling Options. Lesson learned, actually handle them 2026-05-13 23:32:58 +01:00
c8d083df62 Running tests on parsing 2026-05-12 15:07:59 +01:00
c659ea0f44 Continuing cleanup of builder and parser. Removing light factory, creating issues with function signatures and unnecessary resources for light creation 2026-05-12 12:29:44 +01:00
0c04eeb0f9 Fixing issues caused by migrating from shared to host code. Lanczos filter is unseemly now, but options have to be handled host side 2026-02-20 22:37:50 +00:00
731a37abae More fixes to allow for spirv compilation. Namely,
issues with array initialization with functions ([object::default()]),
initializing arrays from a function (implemented a simple gpu version
using manual MaybeUninit pointers),
changing enums with distinct types to structs or changing the selection
logic, changing pointer subtraction in light samplers to a scan (this
will come back to bite me in the ass), and ignoring the data module,
since SPIR-V cant use pointers in statics.
2026-02-20 21:11:17 +00:00
31ce07e079 SPIR-V doesnt like mismatched enums 2026-02-20 16:58:36 +00:00
7ebed27d4a Cleanup of shared codebase to no_std and spirv compatibility 2026-02-20 16:39:27 +00:00
b36105edc1 Changing error handling with scene file parsing 2026-02-19 15:41:24 +00:00
8a92d7642d Generalizing GPU framework to use Vulkan or CUDA with spirv 2026-02-19 15:41:05 +00:00
0b04d54346 Cleanup 2026-02-18 19:53:13 +00:00
45e866ebd1 Continuing with the cleanup 2026-02-15 14:48:50 +00:00
30e8cf85f8 Continuing fixing errors from thoughtless copying of shared code 2026-02-13 14:16:22 +00:00
a32cd60e9f Fixing film creation, arena allocation separation from texture creation, bad function signatures 2026-01-26 19:44:53 +00:00
640e17110a Continuing cleanup of scene creation, texture ownership, and memory management 2026-01-25 18:15:48 +00:00
64a139d108 Continuing on the quest to fix bugs. Never again 2026-01-23 20:30:55 +00:00
b6b17a8c7e Missing SpectrumTextureTrait implementations, placeholders for now. Continuing fixing errors 2026-01-23 15:23:01 +00:00
14418472d5 Some more refactoring, more error correction. When will this end? 2026-01-22 16:20:28 +00:00
380b1c9f90 Some more refactoring, more error correction. When will this end? 2026-01-22 16:18:26 +00:00
93bcd465eb Fixing errors in CPU code 2026-01-22 14:18:57 +00:00
1e21cc64f9 Unused parameters, lifetime issues in sampling 2026-01-20 01:01:19 +00:00
9a8ec13728 Finally fixed import errors due to refactoring, gotta get a better IDE 2026-01-19 23:52:12 +00:00
86c9a90f2e Fixes 2026-01-18 16:29:27 +00:00
3b3f9eb155 Working on fixing import errors, standardizing CPU/GPU container types 2026-01-18 16:25:56 +00:00
c412b6d668 Updated light creation, sampling types in shared code 2026-01-16 15:42:51 +00:00
f94c5d78c7 Implementing arena based memory allocation 2026-01-10 00:20:43 +00:00
0ef563d1a5 Implementing arena based memory allocation 2026-01-10 00:16:24 +00:00
f7c47be077 Some more refactoring 2026-01-01 09:45:00 +00:00
cc557dfa50 Forgot to actually implement FilterTrait 2025-12-30 18:19:17 +00:00
75655ed774 Continuing GPU migration, implemented new parallelization strategies, correcting some logic bugs in maths functions 2025-12-30 18:09:30 +00:00
4dbec9bc2c Major overhaul to data management over CPU and GPU, clean up of incorrectly defined light creation methods, a lot of stuff in general. I should make smaller commits. 2025-12-22 22:54:49 +00:00
cda63e42c5 Big slog, separating GPU and CPU safe structs and constructors 2025-12-21 02:17:28 +00:00
2e9d3c7301 Migrating to a more GPU friendly architecture, refactored texture handling, working on images and scene creation. God have mercy on my soul 2025-12-20 18:37:52 +00:00