Orthodox C++ (sometimes referred as C+) is minimal subset of C++ that improves C, but avoids all unnecessary things from so called Modern C++. It's exactly opposite of what Modern C++ suppose to be.
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// float->sRGB8 conversions - two variants. | |
// by Fabian "ryg" Giesen | |
// | |
// I hereby place this code in the public domain. | |
// | |
// Both variants come with absolute error bounds and a reversibility and monotonicity | |
// guarantee (see test driver code below). They should pass D3D10 conformance testing | |
// (not that you can verify this, but still). They are verified against a clean reference | |
// implementation provided below, and the test driver checks all floats exhaustively. | |
// |
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// Just before switching jobs: | |
// Add one of these. | |
// Preferably into the same commit where you do a large merge. | |
// | |
// This started as a tweet with a joke of "C++ pro-tip: #define private public", | |
// and then it quickly escalated into more and more evil suggestions. | |
// I've tried to capture interesting suggestions here. | |
// | |
// Contributors: @r2d2rigo, @joeldevahl, @msinilo, @_Humus_, | |
// @YuriyODonnell, @rygorous, @cmuratori, @mike_acton, @grumpygiant, |
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// ----- math.h -------------------------------------- | |
namespace math | |
{ | |
// Simple types with exposed data members, no constructors and multiple addressing modes | |
// No templates in the public API | |
struct quatf | |
{ | |
union |
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#include <Windows.h> | |
#include <GL/gl.h> | |
#pragma comment(lib, "OpenGL32.lib") | |
LRESULT CALLBACK MyWndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) | |
{ | |
switch (message) | |
{ | |
case WM_CLOSE: |
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/* | |
Twisting Pool Allocator | |
======================= | |
written by Leonard Ritter ([email protected]) | |
This file is in the public domain | |
I don't know if I was the first one to stumble upon this technique, so | |
I can't guarantee there's no patent on it, but let's hope there's not, |
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<?xml version="1.0" encoding="UTF-8"?> | |
<opml version="1.0"> | |
<head> | |
<title>Graphics, Games, Programming, and Physics Blogs</title> | |
</head> | |
<body> | |
<outline text="Tech News" title="Tech News"> | |
<outline type="rss" text="Ars Technica" title="Ars Technica" xmlUrl="http://feeds.arstechnica.com/arstechnica/index/" htmlUrl="https://arstechnica.com"/> | |
<outline type="rss" text="Polygon - Full" title="Polygon - Full" xmlUrl="http://www.polygon.com/rss/index.xml" htmlUrl="https://www.polygon.com/"/> | |
<outline type="rss" text="Road to VR" title="Road to VR" xmlUrl="http://www.roadtovr.com/feed" htmlUrl="https://www.roadtovr.com"/> |
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// | |
// TinyCRT, revamp and TinyWin support by Don Williamson, 2011 | |
// Based on http://www.codeproject.com/KB/library/tlibc.aspx and LIBCTINY by Matt Pietrek | |
// | |
#pragma once | |
#ifdef USE_DEFAULT_CRT |
There are two types of rays being traced: shadow and "gbuffer". The latter return gbuffer-style information from hit points, and don't recursively launch more rays. Lighting is done in a deferred way. There is just one light: the sun.
-
irradiance cache: usually fewer than 16k cache entries:
- main trace: 4/entry * (1 gbuffer ray + 1 shadow ray for the sun)
- restir validation trace: 4/entry * (1 gbuffer ray + 1 shadow ray for the sun)
- accessibility check: 16/entry short shadow rays
-
sun shadow pass: 1/pixel shadow ray
-
final gather done at half-res; every third frame is a ReSTIR validation frame, and instead of tracing new candidates, it checks the old ones, and updates their radiance. in addition to that, the validation frame also traces very short contact rays; on paper it seems like it would be doing more work, but it's actually slightly cheaper, so I'm counting conservatively here: