| Age | Commit message (Collapse) | Author |
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Also decided to not use glam and just do the math myself.
Just didn't want an entire library for such a small thing.
Probably goint to replace Vec3 at some point, just not now.
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Wanted to be able to for example move around freely in the scene but
also have something that would for example follow key frames and
render a gif.
Abstracted it with a scene controller. You can hook up keybinds and
other thigns for it as well. Right now there is only the interactive
scene controller which keep the behaviours previous to this change.
Now I could possibly switch it out with something that uses key frames
to render several images to create for example a gif.
List of other Misc changes:
- Add configuration setting for scene controller (`scene_controller`)
- Add configuration setting for renderer
- Add configuration setting for preview renderer (`preview_renderer`)
- Add clone to Config.
- Add from implementation for Renderer to be created from the config
object.
- Add cancel event to image action. An action could be blocking when
the application wants to exit. Actions can now listen to the cancel
event to exit early and not block.
- Fixed bug where WaitForSignal action would block after application
tries to exit.
- Add method to KeyInputs to be able to take a list of callbacks instead of
manually registering every callback one at the time.
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Removed render.rs and added a renderer trait.
Planning on making several implementations so it makes sense to move
it to a trait so you can change implementations.
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Just wanted to add defocus blur but ended up changing a bunch of other
this as well.
- Moved scenes to a separate folder.
- Updated readme with more pretty images.
- Add interface for loading scenes. There is currently one for yaml
and another if you want a slightly random scene.
- Add image action to decide what to do with the final image once its
rendered. Currently supports just showing the buffer until you press
the render buffer again and saving the image as `png`.
- When you use nix shell you will be dropped in the proper folder so
you can just do cargo build etc without having to do `cd`.
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Once the render is done it saves an PNG.
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Refactored how the threading worked. Before it just keept up splitting
the screen recursively for x number of times.
Felt like using recursion was unnecessary. It's now just done in a
loop instead. The user can control the behaviour by setting
`num_threads_width` and `num_threads_height` which will split the
image x number of times and run a thread for each.
Split up the rendering function for one that does scaling and one
that doesn't. I just don't want to deal with any kind of scaling when
actually rendering the image. The code shouldn't change much so
maintaining is going to be ok.
- Fixed scaling issues where black bars would appear if the subimage
size wasn't divisible by the scale.
- Cleaned up a bunch of arcs and other things that wasn't neccesary
any more.
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