TODO
author Radek Brich <radek.brich@devl.cz>
Fri, 02 May 2008 13:27:47 +0200
branchpyrit
changeset 91 9d66d323c354
parent 81 9dbb9c8c115b
child 94 4c8abb8977dc
permissions -rw-r--r--
packetize Phong shader new scons config options: simd=(yes|no) - allow/suppress explicit SSE force_flags=(yes|no) - force use of specified flags instead of autodetected profile=(yes|no) - enable gcc's profiling (-pg option) check for pthread.h header, don't try to build without it add fourth Vector3 component for better memory aligning rename Vector3 to Vector partialy SSE-ize Vector class (only fully vertical operations) build static lib and python module in distinctive directories to avoid collision of library file names on some platforms
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Bugs
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====
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 * (none known)
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Future Plans
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============
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 * Python binding for material.h classes
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 * Container should implement Shape interface to allow building hierarchies
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 * Container should allow local space transformations
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 * generalization: Camera "shader" (ray generator), surface shader and maybe light & background shaders
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 * put everything into a namespace
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 * stochastic oversampling
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 * absorbtion of refracted rays in dense materials (can be computed using shape distance and some 'absorbance' constant)
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3763b26244f0 MIT license for sources
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 * implement efficient AABB-ray intersection using Plucker coordinates
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New Classes?
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============
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scene.h   -- Scene, ...
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reader.h  -- Reader, WavefrontReader
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wf = new WavefrontReader()
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wf.setContainer(top)
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wf.setTransform(monkey_pos_matrix)
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wf.read("monkey.obj")
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// more transform&reads
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destroy wf
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Scene scene -- container with shapes, a camera and lights
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scene = new Scene()
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scene.setCamera(new Camera(eye, u, v, p))
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scene.addLight(new PointLight(pos, color))
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rt.setScene(scene)
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rt.render(w,h)