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path: root/libdimension/raytrace.c
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* New DMNSN_ARRAY_FOREACH() macro, faster than iterating with dmnsn_array_get().Tavian Barnes2010-05-081-7/+3
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* Use C99 for loop initializers.Tavian Barnes2010-05-051-13/+9
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* Replace BVSTs with priority R-trees.Tavian Barnes2010-05-051-21/+10
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* Fix some includes.Tavian Barnes2010-04-271-0/+1
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* Don't render transparent shadows with transparency off.Tavian Barnes2010-04-171-1/+2
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* Remove a bunch of errno.h includes.Tavian Barnes2010-04-131-1/+0
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* Fix low-quality renders.Tavian Barnes2010-04-111-0/+2
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* Don't use dynamic memory for dmnsn_intersection's.Tavian Barnes2010-04-071-14/+10
| | | | Drops us from ~400,000 allocs to ~1000. Oops ><.
* New dmnsn_malloc() function, and friends.Tavian Barnes2010-04-071-88/+37
| | | | | | I'm tired of checking for malloc failures everywhere, considering it never happens. So just bail out whenever it does. A lot of stuff is guaranteed to succeed if it returns now.
* Set errno on failures.Tavian Barnes2010-04-011-3/+11
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* Make float equality comparisons more relaxed.Tavian Barnes2010-03-191-13/+0
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* Rename dmnsn_bvst_copy() to dmnsn_copy_bvst().Tavian Barnes2010-03-161-1/+1
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* Handle nested refractive objects correctly.Tavian Barnes2010-03-021-11/+24
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* Implement refraction.Tavian Barnes2010-02-251-5/+39
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* Point the normal vectors away from the object.Tavian Barnes2010-02-251-1/+2
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* Determine nthreads in dmnsn_new_scene().Tavian Barnes2010-02-231-10/+5
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* Rename `limit' scene field to `reclimit'.Tavian Barnes2010-02-231-8/+8
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* Use standard C for texture callback macros.Tavian Barnes2010-01-181-28/+25
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* Rename kD splay trees to Bounding Volume Splay Trees.Tavian Barnes2010-01-151-20/+17
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* Don't reflect transparent colors.Tavian Barnes2010-01-141-0/+2
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* Finally proper translucency semantics.Tavian Barnes2010-01-141-43/+42
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* Collapse some repeated work in raytracing.Tavian Barnes2010-01-141-18/+18
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* Make number of raytracing worker threads configurable.Tavian Barnes2010-01-141-6/+8
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* Match POV-Ray transparency semantics a bit better.Tavian Barnes2010-01-141-2/+1
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* Fold repeated dmnsn_line_point() calls.Tavian Barnes2010-01-131-19/+11
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* Implement proper texture overloading.Tavian Barnes2010-01-131-71/+48
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* Clean up internal raytracing API a bit.Tavian Barnes2010-01-131-13/+9
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* Split finish_fn into diffuse_fn and specular_fn.Tavian Barnes2010-01-131-5/+14
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* Implement reflection.Tavian Barnes2010-01-091-44/+100
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* Make recursion limit a scene parameter.Tavian Barnes2010-01-081-18/+18
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* Modularize translucency.Tavian Barnes2010-01-081-28/+32
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* Kill DMNSN_RENDER_OBJECTS.Tavian Barnes2010-01-081-1/+1
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* Clean up internal raytracing API a bit.Tavian Barnes2010-01-071-60/+74
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* Limit recursion depth in raytracing.Tavian Barnes2010-01-061-9/+20
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* Make quality settings into flags.Tavian Barnes2010-01-061-6/+6
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* Separate finishes into single-purpose finishes.Tavian Barnes2009-12-231-3/+5
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* Fix progress calculation in raytracing.Tavian Barnes2009-11-201-1/+1
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* Use dmnsn_new_*() rather than dmnsn_*_construct().Tavian Barnes2009-11-191-6/+3
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* Refactor raytrace.c a bit.Tavian Barnes2009-11-191-56/+81
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* Implement translucency with shadows.Tavian Barnes2009-11-191-10/+35
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* Translucency support.Tavian Barnes2009-11-181-29/+67
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* Make finish callback a propper BRDF.Tavian Barnes2009-11-171-24/+31
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* Raytrace one row of pixels per thread.Tavian Barnes2009-11-091-5/+2
| | | | | | The theory is that if the next ray shot is closer to the previous ray, the k-D splay tree will work better because we're more likely to hit the same object.
* Correct dmnsn_color_illuminate().Tavian Barnes2009-11-091-1/+1
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* Use finishes.Tavian Barnes2009-11-091-61/+92
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* Calculate surface normals in intersection callbacks.Tavian Barnes2009-11-091-8/+1
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* Render multiple (or zero) lights correctly.Tavian Barnes2009-11-091-1/+2
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* Rudimentary light/shadow handling.Tavian Barnes2009-11-091-9/+57
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* Fix some concurrency mistakes.Tavian Barnes2009-10-261-1/+4
| | | | TODO: eliminate the too_late field on canvases.
* Fix some memory leaks.Tavian Barnes2009-10-191-2/+6
| | | | | dmnsn_delete_pigment() was not using the free_fn, and kD splay trees were not being deleted after raytracing finished.