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.
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@@ -11,7 +11,7 @@ typedef struct
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vec3s normal;
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float roughness;
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float metallic;
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} simple_lit_data_t;
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} surface_data_t;
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typedef struct
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{
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@@ -25,20 +25,15 @@ typedef struct
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texture_entity_t metallic_texture;
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} simple_lit_properties_t;
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void simple_lit_data_default(const shading_context_t* context, const void* properties, void* data_out);
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// vec3s sample_bsdf_simple_lit(const shading_context_t* context, const void* properties, const compute_surface_data_f compute_surface_data, uint32_t sample_index, uint32_t bounce, float* pdf_out);
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// vec3s evaluate_bsdf_simple_lit(const shading_context_t* context, const void* properties, const compute_surface_data_f compute_surface_data);
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// float sample_bsdf_pdf_simple_lit(const shading_context_t* context, const void* properties, const compute_surface_data_f compute_surface_data);
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vec3s sample_bsdf_simple_lit(const shading_context_t* context, const void* properties, const compute_surface_data_f compute_surface_data, uint32_t sample_index, uint32_t bounce, float* pdf_out);
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vec3s evaluate_bsdf_simple_lit(const shading_context_t* context, const void* properties, const compute_surface_data_f compute_surface_data);
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float sample_bsdf_pdf_simple_lit(const shading_context_t* context, const void* properties, const compute_surface_data_f compute_surface_data);
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inline material_entity_t material_create_simple_lit(const simple_lit_properties_t* properties, compute_surface_data_f surface_data, material_collection_t* collection)
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{
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return material_create(properties, sizeof(simple_lit_properties_t), surface_data, sample_bsdf_simple_lit, sample_bsdf_pdf_simple_lit, evaluate_bsdf_simple_lit, collection);
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}
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path_output simple_lit_render_loop(const void* properties, const shading_context_t* context);
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inline material_entity_t material_create_simple_lit_default(const simple_lit_properties_t* properties, material_collection_t* collection)
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{
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return material_create(properties, sizeof(simple_lit_properties_t), simple_lit_data_default, sample_bsdf_simple_lit, sample_bsdf_pdf_simple_lit, evaluate_bsdf_simple_lit, collection);
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return material_create(properties, sizeof(simple_lit_properties_t), simple_lit_render_loop, collection);
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}
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#endif // SIMPLE_LIT_H
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