Refactor the codebase and add aov support.

This commit is contained in:
2025-12-30 01:20:41 +09:00
parent 400137ee99
commit bfd06bdd11
9 changed files with 265 additions and 122 deletions

View File

@@ -3,15 +3,157 @@
#include "Lighting/LightEvaluation.h"
#include "Algorithm/BSDF.h"
// TODO: Split the diffuse and specular into different Monte Carlo, so we can decide the sample count for each one
vec4s path_trace(const scene_t* scene, ray_t ray, uint32_t sample_index, uint16_t max_depth)
static inline bool aov_wants_lighting(aov_flags_t flags)
{
return (flags & (AOV_BEAUTY | AOV_DIRECT | AOV_INDIRECT)) != 0;
}
static inline bool aov_wants_surface(aov_flags_t flags)
{
return (flags & (AOV_AlBEDO | AOV_NORMAL | AOV_DEPTH | AOV_POSITION)) != 0;
}
static inline vec4s vec4_add_rgb(vec4s base, vec3s rgb)
{
return glms_vec4_add(base, glms_vec4(rgb, 0.0f));
}
static inline void aov_init_output(aov_output_t* out)
{
*out = (aov_output_t){0};
out->beauty = (vec4s){0.0f, 0.0f, 0.0f, 1.0f};
out->direct = (vec4s){0.0f, 0.0f, 0.0f, 1.0f};
out->indirect = (vec4s){0.0f, 0.0f, 0.0f, 1.0f};
}
static inline shading_context_t make_shading_context(const scene_t* scene,
vec3s wo,
vec3s throughput,
uint32_t sample_index,
uint32_t bounce_depth,
const hit_result_t* hit,
float cone_width,
float spread_angle)
{
return (shading_context_t){
.camera_position = scene->camera.position,
.camera_direction = glms_vec3_normalize(glms_vec3_sub(hit->point, scene->camera.position)),
.position = hit->point,
.normal = hit->normal,
.tangent = hit->tangent,
.uv = hit->uv,
.wo = wo,
.throughput = throughput,
.sample_index = sample_index,
.bounce_depth = bounce_depth,
.bvh_tree = &scene->bvh_tree,
.triangles = &scene->triangles,
.lights = &scene->lights,
.textures = &scene->textures,
.triangle_id = hit->triangle_id,
.cone_width = cone_width,
.spread_angle = spread_angle,
};
}
static void trace_surface_aovs_only(const scene_t* scene,
ray_t ray,
uint32_t sample_index,
aov_flags_t aov_flags,
aov_output_t* out)
{
hit_result_t closest_hit = ray_intersect_scene_closest(&ray, scene);
if (!closest_hit.hit)
{
return;
}
const material_t* hit_material = &scene->materials.buffer[scene->triangles.buffer[closest_hit.triangle_id].material_id];
float cone_width = ray.width + closest_hit.distance * ray.spread_angle;
shading_context_t shading_context = make_shading_context(scene,
ray.direction,
glms_vec3_one(),
sample_index,
0,
&closest_hit,
cone_width,
ray.spread_angle);
render_material_aov(hit_material, &shading_context, out);
if (aov_flags & AOV_POSITION)
{
out->position = glms_vec4(closest_hit.point, 1.0f);
}
if (aov_flags & AOV_DEPTH)
{
out->depth = closest_hit.distance;
}
}
static inline void aov_accumulate_env(aov_output_t* out, aov_flags_t flags, vec3s env_contrib, uint16_t depth)
{
if (flags & AOV_BEAUTY)
{
out->beauty = vec4_add_rgb(out->beauty, env_contrib);
}
// Environment visible from camera => direct; reached after bounces => indirect.
if (depth == 0)
{
if (flags & AOV_DIRECT)
{
out->direct = vec4_add_rgb(out->direct, env_contrib);
}
}
else
{
if (flags & AOV_INDIRECT)
{
out->indirect = vec4_add_rgb(out->indirect, env_contrib);
}
}
}
static inline void aov_accumulate_nee(aov_output_t* out, aov_flags_t flags, vec3s L, uint16_t depth)
{
// Next-event estimation at camera-visible vertex => direct.
// NEE at later vertices is reached via bounces => indirect.
if (depth == 0)
{
if (flags & AOV_DIRECT)
{
out->direct = vec4_add_rgb(out->direct, L);
}
}
else
{
if (flags & AOV_INDIRECT)
{
out->indirect = vec4_add_rgb(out->indirect, L);
}
}
if (flags & AOV_BEAUTY)
{
out->beauty = vec4_add_rgb(out->beauty, L);
}
}
static void trace_lighting_aovs(const scene_t* scene,
ray_t ray,
uint32_t sample_index,
uint16_t max_depth,
aov_flags_t aov_flags,
aov_output_t* out)
{
vec4s accumulated_color = (vec4s){0.0f, 0.0f, 0.0f, 1.0f};
vec3s throughput = glms_vec3_one();
ray_t active_ray = ray;
// PDF of the direction that generated the current ray segment (used for MIS on env hits).
float last_bsdf_pdf = 0.0f;
uint16_t depth = 0;
@@ -21,7 +163,6 @@ vec4s path_trace(const scene_t* scene, ray_t ray, uint32_t sample_index, uint16_
if (!closest_hit.hit)
{
// Set bvh to null indicate that the ray is not hit anything
light_shading_context_t light_context =
{
.wo = active_ray.direction,
@@ -30,7 +171,6 @@ vec4s path_trace(const scene_t* scene, ray_t ray, uint32_t sample_index, uint16_
};
path_output sky_output = evaluate_bsdf_sky(&scene->lights, &light_context, throughput, sample_index);
// MIS for BSDF-sampled environment hit (for depth==0 camera ray, use weight 1).
float w = 1.0f;
if (depth > 0)
{
@@ -43,52 +183,48 @@ vec4s path_trace(const scene_t* scene, ray_t ray, uint32_t sample_index, uint16_
}
vec3s env_contrib = glms_vec3_scale(sky_output.direct_lighting, w);
accumulated_color = glms_vec4_add(accumulated_color, glms_vec4(env_contrib, 0.0f));
aov_accumulate_env(out, aov_flags, env_contrib, depth);
break;
}
uint8_t material_id = scene->triangles.buffer[closest_hit.triangle_id].material_id;
const material_t* hit_material = &scene->materials.buffer[material_id];
// Calculate ray cone width at the hit point
float current_cone_width = active_ray.width + closest_hit.distance * active_ray.spread_angle;
shading_context_t shading_context = make_shading_context(scene,
active_ray.direction,
throughput,
sample_index,
depth,
&closest_hit,
current_cone_width,
active_ray.spread_angle);
shading_context_t shading_context =
// First-hit surface AOVs are still cheap; record them if requested.
if (depth == 0 && aov_wants_surface(aov_flags))
{
.camera_position = scene->camera.position,
.camera_direction = glms_vec3_normalize(glms_vec3_sub(closest_hit.point, scene->camera.position)),
.position = closest_hit.point,
.normal = closest_hit.normal,
.tangent = closest_hit.tangent,
.uv = closest_hit.uv,
.wo = active_ray.direction,
.throughput = throughput,
.sample_index = sample_index,
.bounce_depth = depth,
.bvh_tree = &scene->bvh_tree,
.triangles = &scene->triangles,
.lights = &scene->lights,
.textures = &scene->textures,
.triangle_id = closest_hit.triangle_id,
.cone_width = current_cone_width,
.spread_angle = active_ray.spread_angle,
};
render_material_aov(hit_material, &shading_context, out);
if (aov_flags & AOV_POSITION)
{
out->position = glms_vec4(closest_hit.point, 1.0f);
}
if (aov_flags & AOV_DEPTH)
{
out->depth = closest_hit.distance;
}
}
path_output material_output = render_material(hit_material, &shading_context);
if (glms_vec3_isinf(material_output.direct_lighting) || glms_vec3_isnan(material_output.direct_lighting))
{
goto end_path_trace;
break;
}
accumulated_color = glms_vec4_add(accumulated_color, glms_vec4(material_output.direct_lighting, 0.0f));
aov_accumulate_nee(out, aov_flags, material_output.direct_lighting, depth);
if (material_output.pdf < FLT_EPSILON)
{
goto end_path_trace;
break;
}
last_bsdf_pdf = material_output.pdf;
@@ -96,78 +232,52 @@ vec4s path_trace(const scene_t* scene, ray_t ray, uint32_t sample_index, uint16_
throughput = glms_vec3_mul(throughput, material_output.bsdf);
if (glms_vec3_isinf(throughput) || glms_vec3_isnan(throughput))
{
goto end_path_trace;
break;
}
// We do Russian roulette to decide whether to continue tracing or terminate the path
if (depth > 1)
{
float q = fminf(glms_vec3_max(throughput), 0.95f);
float rr = sobol_sample(sample_index, sobol_get_dimension(depth, PRNG_TERMINATE));
if (rr > q)
{
goto end_path_trace;
break;
}
// Keep the energy of the path by scaling the throughput
throughput = glms_vec3_scale(throughput, 1.0f / q);
}
switch (material_output.state)
if (material_output.state != PS_SUCCESS)
{
//case PATH_THROUGH:
// active_ray = ray_create(BIAS_RAY_ORIGION(closest_hit.point, glms_vec3_negate(closest_hit.normal)), active_ray.direction);
// continue;
case PS_SUCCESS:
vec3s origin = offset_ray_origin(closest_hit.point, closest_hit.normal, shading_context.wo);
active_ray = ray_create(origin, material_output.wi, current_cone_width, material_output.spread_angle);
depth++;
break;
default:
goto end_path_trace;
break;
}
}
end_path_trace:
return accumulated_color;
vec3s origin = offset_ray_origin(closest_hit.point, closest_hit.normal, shading_context.wo);
active_ray = ray_create(origin, material_output.wi, current_cone_width, material_output.spread_angle);
depth++;
}
}
// How to handle multi-bounced aov like indirect lighting?
// Maybe we should move aov to path_trace and split accumulated_color into direct/indirect diffuse/specular before returning.
void render_aov(const scene_t* scene, ray_t ray, uint32_t sample_index, uint16_t max_depth, aov_output_t* aov_output)
void path_trace_aov(const scene_t* scene, ray_t ray, uint32_t sample_index, uint16_t max_depth, aov_flags_t aov_flags, aov_output_t* out)
{
hit_result_t closest_hit = ray_intersect_scene_closest(&ray, scene);
if (!closest_hit.hit)
if (out == NULL)
{
return;
}
const material_t* hit_material = &scene->materials.buffer[scene->triangles.buffer[closest_hit.triangle_id].material_id];
shading_context_t shading_context =
aov_init_output(out);
// Fast path: surface-only AOVs (single intersection + material aov evaluation).
if (!aov_wants_lighting(aov_flags))
{
.camera_position = scene->camera.position,
.camera_direction = glms_vec3_normalize(glms_vec3_sub(closest_hit.point, scene->camera.position)),
if (!aov_wants_surface(aov_flags))
{
return;
}
.position = closest_hit.point,
.normal = closest_hit.normal,
.tangent = closest_hit.tangent,
.uv = closest_hit.uv,
.wo = ray.direction,
.throughput = 1.0f,
trace_surface_aovs_only(scene, ray, sample_index, aov_flags, out);
return;
}
.sample_index = sample_index,
.bounce_depth = 0,
.bvh_tree = &scene->bvh_tree,
.triangles = &scene->triangles,
.lights = &scene->lights,
.textures = &scene->textures,
.triangle_id = closest_hit.triangle_id,
.cone_width = ray.width + closest_hit.distance * ray.spread_angle,
.spread_angle = ray.spread_angle,
};
render_material_aov(hit_material, &shading_context, aov_output);
aov_output->position = glms_vec4(closest_hit.point, 1.0f);
aov_output->depth = closest_hit.distance;
trace_lighting_aovs(scene, ray, sample_index, max_depth, aov_flags, out);
}