Add AOV rendering support and related enhancements

Added support for rendering Arbitrary Output Variables (AOVs) for detailed outputs like beauty, albedo, normal, depth, and position.
Added new functions `render_aov` and `accumulate_aov` for AOV data management during rendering.
Added AOV rendering capabilities to the `SimpleLit` material with specific functions.
Changed the material system to include new function pointers for AOV rendering.
Changed the renderer to initialize and update AOV targets during the rendering process.
Changed the main rendering loop to handle AOVs and update render targets accordingly.
Fixed various minor issues, including function signature updates, variable name changes, and improved error handling for memory allocations.
This commit is contained in:
2025-05-04 17:32:48 +09:00
parent 4c62b3ecde
commit 4b29de15cd
16 changed files with 357 additions and 135 deletions

View File

@@ -5,7 +5,7 @@
path_output evaluate_bsdf_directional(directional_light_t light, const light_shading_context_t* context, vec3s throughput, uint32_t sample_index)
{
path_output output = {0.0f};
output.state = TERMINATE;
output.state = PS_TERMINATE;
output.pdf = 1.0f;
if (light.intensity <= 0.0f)
@@ -26,7 +26,7 @@ path_output evaluate_bsdf_directional(directional_light_t light, const light_sha
return output;
}
ray_t shadow_ray = ray_create(BIAS_RAY_ORIGION(context->hit_point, context->normal), wi);
ray_t shadow_ray = ray_create(BIAS_RAY_ORIGION(context->position, context->normal), wi);
float closest = FLT_MAX;
hit_result_t shadow_hit = {1};
@@ -42,6 +42,6 @@ path_output evaluate_bsdf_directional(directional_light_t light, const light_sha
output.direct_lighting = glms_vec3_mul(light_radiance, light_contribute);
output.wi = wi;
output.state = NORMAL;
output.state = PS_NORMAL;
return output;
}