Add HDR files and improve light handling

Added three binary files: `golden_gate_hills_1k.hdr`, `rogland_sunset_1k.hdr`, and `studio_small_03_1k.hdr`.
Added a new inline function `weight_nee_light` in `BSDF.h` to compute the weighted contribution of light based on the next event estimation (NEE).
Added a new function pointer type `sky_free_f` in `Light.h` for freeing sky light data.
Added a new structure `hdr_sky_data_t` in `SkyLight.h` to hold HDR sky data, including texture and intensity.
Changed the `RAY_EPSILON` definition in `Common.h` to a new value.
Changed the `light_collection_free` function in `Light.h` to include freeing sky light data if it exists.
Changed the `sky_create_hdr_sky` function in `SkyLight.h` to initialize HDR sky data and compute marginal and conditional distributions.
Changed the `texture_load` function in `Texture.h` to accept a `stride` parameter for different texture formats.
Changed the `evaluate_bsdf_directional` function in `LightEvaluation.c` to handle light intensity checks.
Changed the `evaluate_bsdf_const_sky` function in `SkyLight.c` to use a pointer for sky data and added checks for intensity.
Removed TODO comments related to handling triangle and material removal in `Triangle.h` and `Light.h`.
Removed the old `weight_sky_light` function in `SkyLight.h` and replaced it with the new `weight_nee_light` function.
Updated the `scene_setup` function in `main.c` to change camera position and light direction, and to load HDR textures.
Increased the sample count in the rendering configuration in `main.c` for better quality rendering.
This commit is contained in:
2025-05-02 01:25:56 +09:00
parent 0061609267
commit 9a1069db90
18 changed files with 378 additions and 82 deletions

View File

@@ -4,7 +4,7 @@
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#define GET_CHANNEL_DATA(pixel, channel, channel_count, default) (channel < channel_count ? pixel[channel] : default) / 255.0f
#define GET_CHANNEL_DATA(pixel, channel, channel_count, default, max) (channel < channel_count ? pixel[channel] : default) / max
bool texture_collection_init(uint16_t size, texture_collection_t* textures)
{
@@ -64,7 +64,7 @@ void texture_collection_free(texture_collection_t* textures)
textures->buffer = NULL;
}
texture_entity_t texture_load(const char* filename, bool srgb, texture_collection_t* textures)
texture_entity_t texture_load(const char* filename, bool srgb, stride_t stride, texture_collection_t* textures)
{
// TODO: This hurts performance, consider using a hash map or similar structure for faster lookups
@@ -77,26 +77,43 @@ texture_entity_t texture_load(const char* filename, bool srgb, texture_collectio
// }
int width, height, channels;
uint8_t* data = stbi_load(filename, &width, &height, &channels, 0);
char* data = NULL;
switch (stride)
{
case UINT_8:
uint8_t* img_data = stbi_load(filename, &width, &height, &channels, 0);
if (srgb)
{
// Convert to linear space if the texture is in sRGB format
for (int i = 0; i < width * height * channels; i++)
{
img_data[i] = (uint8_t)(powf(img_data[i] / 255.0f, 2.2f) * 255.0f);
}
}
data = (char*)img_data;
break;
case UINT_16:
data = (char*)stbi_load_16(filename, &width, &height, &channels, 0);
break;
case FLOAT_32:
data = (char*)stbi_loadf(filename, &width, &height, &channels, 0);
break;
}
if (data == NULL)
{
return invalid_texture_entity();
}
if (srgb)
{
// Convert to linear space if the texture is in sRGB format
for (int i = 0; i < width * height * channels; i++)
{
data[i] = (uint8_t)(powf(data[i] / 255.0f, 2.2f) * 255.0f);
}
}
texture_t texture = {0};
texture.width = (uint32_t)width;
texture.height = (uint32_t)height;
texture.channel_count = (uint8_t)channels;
texture.stride = stride;
texture.data = data;
texture.wrap_mode = REPEAT;
texture.filter_mode = LINEAR;
@@ -130,20 +147,43 @@ static inline void warp_uv(wrap_mode_t mode, float* u, float* v)
static vec4s get_pixel_color(const texture_t* texture, uint32_t x, uint32_t y)
{
uint32_t pixel_index = y * texture->width + x;
if (pixel_index >= texture->width * texture->height)
if (x >= texture->width || y >= texture->height)
{
return (vec4s){0.0f, 0.0f, 0.0f, 1.0f};
}
uint8_t* pixel = &texture->data[pixel_index * texture->channel_count];
return (vec4s)
uint32_t pixel_index = y * texture->width + x;
size_t pixel_offset = (size_t)pixel_index * texture->channel_count * texture->stride;
uint8_t* base8 = (uint8_t*)texture->data + pixel_offset;
uint16_t* base16 = (uint16_t*)(texture->data) + ((y * texture->width + x) * texture->channel_count);
float* base32 = (float*)(texture->data) + ((y * texture->width + x) * texture->channel_count);
vec4s out = {0, 0, 0, 1}; // default alpha = 1
for (int c = 0; c < texture->channel_count && c < 4; ++c)
{
GET_CHANNEL_DATA(pixel, 0, texture->channel_count, 0),
GET_CHANNEL_DATA(pixel, 1, texture->channel_count, 0),
GET_CHANNEL_DATA(pixel, 2, texture->channel_count, 0),
GET_CHANNEL_DATA(pixel, 3, texture->channel_count, 1)
};
float value = 0.0f;
switch (texture->stride)
{
case UINT_8:
value = base8[c] / 255.0f;
break;
case UINT_16:
value = base16[c] / 65535.0f;
break;
case FLOAT_32:
value = base32[c];
break;
default:
value = (c == 3) ? 1.0f : 0.0f;
break;
}
out.raw[c] = value;
}
return out;
}
static vec4s nearest_filter(const texture_t* texture, float u, float v)