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.
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.
Changed the pixel rendering function to include anti-aliasing using Sobol sampling in Renderer.c.
Changed the path tracing function to adjust light shading context and Russian roulette logic in PathTracing.c.
Changed the normal calculation logic to use a ternary operator in RayIntersection.c.
Changed the Sobol sample calculation for consistency in Debug.c.
Removed some items from the project roadmap in README.md.
Modified the sample count from 64 to 16 in main.c, affecting rendering quality and performance.
Changed CMakeLists.txt to set the C standard to C11.
Added multiple binary image files for new visual assets.
Added several new image files to enhance rendering capabilities.
Changed stb_image.h to improve support for various image formats.
Changed ray tracing engine to enhance ray creation and intersection.
Changed triangle structure to use a vertex array for better attribute handling.
Changed scene initialization to accommodate new texture management.
Added:
- Updated `.gitignore` to ignore the `[Bb]uild/` directory.
- Additional tasks added to the roadmap in `README.md` for light unit standardization and GPU backend support.
Changed:
- Removed line in `settings.json` that disabled error squiggles for C/C++ code.
- Modified `Triangle.h` to include `material_id` in `triangle_t` and reorganized properties.
- Reordered parameters in `triangle_collection_init` for clarity.
- Updated `shading_context_t` in `Material.h` and added size parameter to `material_create`.
- Streamlined initialization in `scene_init` and updated `scene_free` for proper resource management.
- Updated `window_create` in `Window.h` to accept a `render_job_t` parameter.
- Introduced `renderer_start` in `Renderer.c` to handle rendering jobs and optimized pixel rendering logic.