Update project files and enhance rendering system
Added: - Updated `.gitignore` to ignore the `[Bb]uild/` directory. - Additional tasks added to the roadmap in `README.md` for light unit standardization and GPU backend support. Changed: - Removed line in `settings.json` that disabled error squiggles for C/C++ code. - Modified `Triangle.h` to include `material_id` in `triangle_t` and reorganized properties. - Reordered parameters in `triangle_collection_init` for clarity. - Updated `shading_context_t` in `Material.h` and added size parameter to `material_create`. - Streamlined initialization in `scene_init` and updated `scene_free` for proper resource management. - Updated `window_create` in `Window.h` to accept a `render_job_t` parameter. - Introduced `renderer_start` in `Renderer.c` to handle rendering jobs and optimized pixel rendering logic.
This commit is contained in:
129
source/Rendering/Renderer.c
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129
source/Rendering/Renderer.c
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#include "Rendering/Renderer.h"
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#include "Algorithm/PathTracing.h"
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#define FLIP_Y
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static inline void ensure_camera_aspect_ratio(camera_t* camera, const rendering_config_t* config)
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{
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float aspect_ratio = (float)config->width / config->height;
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if (fabsf((float)config->width / config->height - camera->size_x / camera->size_y) > 0.001f)
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{
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camera->size_y = camera->size_x / aspect_ratio;
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camera->fov_y = 2.0f * (float)atan(camera->size_x / (2.0f * camera->focal_length * aspect_ratio));
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}
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}
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static inline vec2s compute_ndc(float x, float y, uint32_t width, uint32_t height)
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{
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return (vec2s){
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.x = x / (float)width,
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#ifdef FLIP_Y
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.y = 1.0f - y / (float)height
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#else
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.y = y / (float)height
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#endif
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};
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}
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static inline uint16_t get_sample_count(uint16_t sample_count, int flag)
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{
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switch (flag)
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{
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case DEBUG_BVH:
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case DEBUG_SOBOL:
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return 1;
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default:
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return sample_count;
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}
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return sample_count;
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}
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static void render_pixel(const rendering_config_t* config, scene_t* scene, vec3s coord, uint32_t x, uint32_t y, int flag, vec4s* pixel_color)
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{
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vec4s accumulated_color = glms_vec4_zero();
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uint32_t pixel_id = y * config->width + x;
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uint16_t sample_count = get_sample_count(config->sample_count, flag);
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vec2s position_ndc = compute_ndc((float)x, (float)y, config->width, config->height);
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vec3s camera_right = quat_get_right(scene->camera.rotation);
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vec3s camera_up = quat_get_up(scene->camera.rotation);
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for (uint16_t k = 0; k < sample_count; k++)
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{
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float screen_x = position_ndc.x * 2.0f - 1.0f;
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float screen_y = position_ndc.y * 2.0f - 1.0f;
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float sensor_offset_x = screen_x * scene->camera.size_x * 0.5f;
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float sensor_offset_y = screen_y * scene->camera.size_y * 0.5f;
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vec3s image_plane_point = coord;
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image_plane_point = glms_vec3_add(image_plane_point, glms_vec3_scale(camera_right, sensor_offset_x));
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image_plane_point = glms_vec3_add(image_plane_point, glms_vec3_scale(camera_up, sensor_offset_y));
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ray_t ray = {
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.origin = scene->camera.position,
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.direction = glms_vec3_normalize(glms_vec3_sub(image_plane_point, scene->camera.position))
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};
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vec4s out_color = glms_vec4_zero();
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if (flag != 0)
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{
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out_color = render_debug(scene, ray, k, flag);
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}
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else
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{
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// TODO: Hash it
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uint32_t sobol_idx = pixel_id * config->sample_count + (k + 1);
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out_color = path_trace(scene, ray, sobol_idx, config->max_depth);
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}
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accumulated_color = glms_vec4_add(accumulated_color, out_color);
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}
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*pixel_color = glms_vec4_scale(accumulated_color, 1.0f / (float)sample_count);
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}
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// TODO: Progressive rendering
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void renderer_start(render_job_t* job)
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{
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ensure_camera_aspect_ratio(&job->scene->camera, job->config);
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uint32_t tile_count_x = (job->config->width + job->config->bucket_size - 1) / job->config->bucket_size;
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uint32_t tile_count_y = (job->config->height + job->config->bucket_size - 1) / job->config->bucket_size;
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uint32_t tile_count = tile_count_x * tile_count_y;
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float inv_sample = 1.0f / job->config->sample_count;
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vec3s coord = glms_vec3_add(job->scene->camera.position, glms_vec3_scale(quat_get_forward(job->scene->camera.rotation), job->scene->camera.focal_length));
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int64_t x, y, tile_index; // OpenMP requires these to be declared outside the parallel region. Also, they need to be signed integers. To avoid overflow, we need to use int64_t
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#pragma omp parallel for schedule(dynamic, 1) default(none) \
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shared(tile_count_x, tile_count_y, tile_count, coord, inv_sample, job) \
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private(x, y, tile_index)
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for (tile_index = 0; tile_index < tile_count; tile_index++)
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{
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uint32_t tile_x_0 = (uint32_t)tile_index % tile_count_x * job->config->bucket_size;
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uint32_t tile_y_0 = (uint32_t)tile_index / tile_count_x * job->config->bucket_size;
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uint32_t tile_x_1 = (uint32_t)fmin(tile_x_0 + job->config->bucket_size, job->config->width);
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uint32_t tile_y_1 = (uint32_t)fmin(tile_y_0 + job->config->bucket_size, job->config->height);
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for (y = tile_y_0; y < tile_y_1; y++)
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{
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for (x = tile_x_0; x < tile_x_1; x++)
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{
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if (job->is_done)
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{
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goto tile_done;
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}
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vec4s pixel_color;
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render_pixel(job->config, job->scene, coord, (uint32_t)x, (uint32_t)y, job->rendering_flag, &pixel_color);
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render_target_set_pixel(job->render_target, (uint32_t)x, (uint32_t)y, pixel_color);
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}
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}
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tile_done:;
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}
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job->is_done = true;
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}
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