Refactor path tracing and material rendering system

Added a new enum `path_state` and a struct `path_output` in `Common.h` to manage path tracing states and outputs.
Added a new `simple_lit_render_loop` function in `SimpleLit.c` to handle rendering for simple lit materials, integrating light contributions and BSDF evaluations.

Changed the function signatures in `Light.h` to use `path_output` instead of `vec3s` for BSDF evaluations.
Changed the `evaluate_bsdf_directional` function in `LightEvaluation.h` to return `path_output` instead of `vec3s`.
Changed the `evaluate_bsdf_sky` function in `LightEvaluation.h` to return `path_output` and updated its implementation accordingly.
Changed the function signature of `evaluate_bsdf_const_sky` in `SkyLight.h` to return `path_output` and modified its implementation to match.

Removed several old BSDF-related functions in `Material.c` that are no longer needed due to the new structure.

Updated the `material_create` function in `Material.c` to accept the new render loop function pointer.
Updated the `path_trace` function in `PathTracing.c` to utilize the new `path_output` structure for managing light contributions and state transitions during path tracing.
Updated the `evaluate_bsdf_directional` function in `LightEvaluation.c` to return `path_output` and adjusted its internal logic to populate the output structure.
Updated the `evaluate_bsdf_const_sky` function in `SkyLight.c` to return `path_output` and modified its logic to handle light contributions correctly.
Updated the intensity of the sky light to `0.0f` during scene setup in `main.c`, effectively disabling it.
This commit is contained in:
2025-05-01 01:21:39 +09:00
parent 2c0d5a2364
commit 0061609267
13 changed files with 240 additions and 201 deletions

View File

@@ -6,17 +6,17 @@
#include "Geometry/Triangle.h"
#include "Rendering/Scene.h"
vec3s evaluate_bsdf_directional( directional_light_t light, const light_shading_context_t* context, vec3s throughput, uint32_t sample_index);
path_output evaluate_bsdf_directional( directional_light_t light, const light_shading_context_t* context, vec3s throughput, uint32_t sample_index);
inline vec3s evaluate_bsdf_sky(const scene_t* scene, const light_shading_context_t* context, vec3s throughput, uint32_t sample_index)
inline path_output evaluate_bsdf_sky(const light_collection_t* lights, const light_shading_context_t* context, vec3s throughput, uint32_t sample_index)
{
vec3s ske_color = glms_vec3_zero();
if (scene->lights.sky_light.evaluate_bsdf_sky != NULL)
path_output output = {0};
if (lights->sky_light.evaluate_bsdf_sky != NULL)
{
ske_color = scene->lights.sky_light.evaluate_bsdf_sky(scene->lights.sky_light.data, context, throughput, sample_index);
output = lights->sky_light.evaluate_bsdf_sky(lights->sky_light.data, context, throughput, sample_index);
}
return ske_color;
return output;
}
#endif // LIGHT_EVALUATION_H