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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@@ -1,16 +1,18 @@
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#include "Lighting/SkyLight.h"
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#include "Algorithm/BSDF.h"
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#include "Algorithm/RayIntersection.h"
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#include "Material/Material.h"
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vec3s evaluate_bsdf_const_sky(const void* data, const light_shading_context_t* context, vec3s throughput, uint32_t sample_index)
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path_output evaluate_bsdf_const_sky(const void* data, const light_shading_context_t* context, vec3s throughput, uint32_t sample_index)
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{
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constant_sky_data_t sky_data = *(const constant_sky_data_t*)data;
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vec3s sky_color = glms_vec3_scale(sky_data.color, sky_data.intensity);
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path_output output = {0.0f};
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output.state = TERMINATE;
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if (context == NULL)
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{
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return glms_vec3_mul(sky_color, throughput);
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output.direct_lighting = glms_vec3_mul(sky_color, throughput);
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return output;
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}
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uint16_t d1 = sobol_get_dimension(context->bounce_depth, PRNG_LIGHT_U);
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@@ -26,25 +28,15 @@ vec3s evaluate_bsdf_const_sky(const void* data, const light_shading_context_t* c
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ray_intersect_bvh(&shadow_ray, context->bvh_tree->nodes, context->bvh_tree->primitive_indices, context->bvh_tree->triangles, 0, &closest, &shadow_hit);
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if (shadow_hit.hit)
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{
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return glms_vec3_zero();
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return output;
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}
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shading_context_t shading_context = {
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.normal = context->normal,
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.wi = wi,
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.wo = glms_vec3_negate(context->wo),
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.uv = context->uv,
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.textures = context->textures,
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};
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vec3s bsdf = evaluate_material_bsdf(context->material, &shading_context);
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bsdf = glms_vec3_mul(bsdf, sky_color);
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float cos_theta = fmaxf(glms_vec3_dot(wi, context->normal), 0.0f);
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output.direct_lighting = glms_vec3_scale(throughput, cos_theta / pdf);
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float pdf_bsdf = sample_material_bsdf_pdf(context->material, &shading_context);
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float weight = power_heuristic(pdf, pdf_bsdf);
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vec3s env_contrib = glms_vec3_scale(glms_vec3_mul(throughput, bsdf), cos_theta / pdf);
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return glms_vec3_scale(env_contrib, weight);
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output.wi = wi;
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output.pdf = pdf;
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output.state = NORMAL;
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return output;
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}
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