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

@@ -56,7 +56,7 @@ vec4s render_debug(scene_t* scene, ray_t ray, uint16_t sample_index, int flag)
return (vec4s){sobol_sample_value, sobol_sample_value, sobol_sample_value, 1.0f};
case DEBUG_UV:
hit_result_t hit_result = ray_intersect_scene(&ray, scene);
hit_result_t hit_result = ray_intersect_scene_closest(&ray, scene);
return (vec4s){fmodf(fabsf(hit_result.uv.x), 1.0f), fmodf(fabsf(hit_result.uv.y), 1.0f), 0.0f, 1.0f};
default:

View File

@@ -70,7 +70,7 @@ static inline uint16_t get_sample_count(uint16_t sample_count, aov_index_t index
}
}
static void render_pixel(const rendering_config_t* config, scene_t* scene, vec3s coord, uint32_t x, uint32_t y, bool request_aov, aov_output_t* pixel_output)
static void render_pixel(const rendering_config_t* config, scene_t* scene, vec3s coord, uint32_t x, uint32_t y, aov_flags_t aov_flags, aov_output_t* pixel_output)
{
aov_output_t accumulated_color = {0};
@@ -103,8 +103,12 @@ static void render_pixel(const rendering_config_t* config, scene_t* scene, vec3s
ray_t ray = ray_create(scene->camera.position, glms_vec3_normalize(glms_vec3_sub(image_plane_point, scene->camera.position)));
aov_output_t aov_output = {0};
aov_output.beauty = path_trace(scene, ray, sobol_idx, config->max_depth);
if (request_aov)
if (has_flag(aov_flags, AOV_BEAUTY))
{
aov_output.beauty = path_trace(scene, ray, sobol_idx, config->max_depth);
}
if (aov_flags != AOV_BEAUTY)
{
render_aov(scene, ray, sobol_idx, config->max_depth, &aov_output);
}
@@ -167,7 +171,7 @@ void renderer_start(render_job_t* job)
}
aov_output_t pixel_output = {0};
render_pixel(job->config, job->scene, coord, (uint32_t)x, (uint32_t)y, job->aov_flags != AOV_BEAUTY, &pixel_output);
render_pixel(job->config, job->scene, coord, (uint32_t)x, (uint32_t)y, job->aov_flags, &pixel_output);
update_aov(job->aov_target, &pixel_output, (uint32_t)x, (uint32_t)y);
}
}

View File

@@ -82,16 +82,7 @@ texture_entity_t texture_load(const char* filename, bool srgb, stride_t stride,
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;
data = stbi_load(filename, &width, &height, &channels, 0);
break;
case UINT_16: