add MSVC compiler support, make it default for Windows
new header file simd.h for SSE abstraction and helpers
add mselect pseudo instruction for common or(and(...), andnot(...))
replace many SSE intrinsics with new names
new MemoryPool class (mempool.h) for faster KdNode allocation
remove setMaxDepth() from Octree and KdTree, make max_depth const,
it should be defined in constructor and never changed, change after
building tree would cause error in traversal
modify DefaultSampler to generate nice 2x2 packets of samples for packet tracing
optimize Box and BBox::intersect_packet
add precomputed invdir attribute to RayPacket
scons build system:
check for pthread library on Windows
check for SDL
generate include/config.h with variables detected by scons configuration
move auxiliary files to build/
add sanity checks
add writable operator[] to Vector
Bugs
====
* (none known)
Future Plans
============
* Python binding for material.h classes
* Container should implement Shape interface to allow building hierarchies
* Container should allow local space transformations
* generalization: Camera "shader" (ray generator), surface shader and maybe light & background shaders
* put everything into a namespace
* stochastic oversampling
* absorbtion of refracted rays in dense materials (can be computed using shape distance and some 'absorbance' constant)
* implement efficient AABB-ray intersection using Plucker coordinates
New Classes?
============
scene.h -- Scene, ...
reader.h -- Reader, WavefrontReader
wf = new WavefrontReader()
wf.setContainer(top)
wf.setTransform(monkey_pos_matrix)
wf.read("monkey.obj")
// more transform&reads
destroy wf
Scene scene -- container with shapes, a camera and lights
scene = new Scene()
scene.setCamera(new Camera(eye, u, v, p))
scene.addLight(new PointLight(pos, color))
rt.setScene(scene)
rt.render(w,h)