Update AOV support, ray intersection logic, and README

Added:
- AOV support for normals, albedo, and depth marked as completed.
- New function `normal_unpack` in `BSDF.h`.
- New field `esp` in `ray_t` structure in `RayIntersection.h`.

Changed:
- Updated `normal_ts_to_ws` to accept an additional parameter.
- Refactored `weight_nee_light` for clarity.
- Modified `RAY_EPSILON` for improved precision.
- Updated `path_output` structure to include a `normal` field.
- Normalized unpacked normal vector in `normal_unpack` function.
- Updated `path_trace` to use closest hit ray intersection.
- Updated `render_aov` to utilize closest hit logic.
- Modified `ray_create` to initialize `esp` based on ray origin.
- Improved accuracy in `offset_ray_origin` calculations.
- Updated ray intersection logic in `ray_intersect_triangle` and `ray_intersect_aabb` to include epsilon checks.
- Updated `evaluate_bsdf_directional` and `evaluate_bsdf_const_sky` for shadow rays.
- Adjusted `sample_bsdf_simple_lit` for incoming light direction calculations.
- Enhanced `render_pixel` to manage AOV flags effectively.
- Changed camera rotation and light intensity in `scene_setup`.
- Simplified texture loading by removing unnecessary sRGB conversion.

Modified:
- Several binary image files have been updated.
This commit is contained in:
2025-05-05 01:59:13 +09:00
parent 4b29de15cd
commit f940569ca3
21 changed files with 190 additions and 85 deletions

View File

@@ -26,12 +26,11 @@ path_output evaluate_bsdf_directional(directional_light_t light, const light_sha
return output;
}
ray_t shadow_ray = ray_create(BIAS_RAY_ORIGION(context->position, context->normal), wi);
ray_t shadow_ray = ray_create(offset_ray_origin(context->position, context->normal, context->wo), wi);
float closest = FLT_MAX;
hit_result_t shadow_hit = {1};
ray_intersect_bvh(&shadow_ray, context->bvh_tree->nodes, context->bvh_tree->primitive_indices, context->bvh_tree->triangles, 0,
&closest, &shadow_hit);
hit_result_t shadow_hit = {0};
ray_intersect_bvh_any(&shadow_ray, context->bvh_tree->nodes, context->bvh_tree->primitive_indices, context->bvh_tree->triangles, 0, &shadow_hit);
if (shadow_hit.hit)
{
return output;