2 Commits

Author SHA1 Message Date
5f5404268c Added blas-tlas;
Added Multi-Scattering GGX;
2025-12-30 15:25:16 +09:00
bfd06bdd11 Refactor the codebase and add aov support. 2025-12-30 01:20:41 +09:00
29 changed files with 1734 additions and 296 deletions

61
.vscode/tasks.json vendored Normal file
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@@ -0,0 +1,61 @@
{
"version": "2.0.0",
"tasks": [
{
"label": "CMake Build (Debug)",
"type": "shell",
"command": "cmake",
"args": [
"--build",
"f:\\c\\SimpleRayTracer\\build",
"--config",
"Debug"
],
"isBackground": false,
"problemMatcher": [],
"group": "build"
},
{
"label": "CMake Build (Debug)",
"type": "shell",
"command": "cmake",
"args": [
"--build",
"f:\\c\\SimpleRayTracer\\build",
"--config",
"Debug"
],
"isBackground": false,
"problemMatcher": [],
"group": "build"
},
{
"label": "CMake Build (Debug)",
"type": "shell",
"command": "cmake",
"args": [
"--build",
"f:\\c\\SimpleRayTracer\\build",
"--config",
"Debug"
],
"isBackground": false,
"problemMatcher": [],
"group": "build"
},
{
"label": "CMake Build (Debug)",
"type": "shell",
"command": "cmake",
"args": [
"--build",
"f:\\c\\SimpleRayTracer\\build",
"--config",
"Debug"
],
"isBackground": false,
"problemMatcher": [],
"group": "build"
}
]
}

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@@ -14,7 +14,7 @@ set(HEADER_DIR "${CMAKE_SOURCE_DIR}/header")
set(LIBRARY_PATH "${CMAKE_SOURCE_DIR}/lib")
# Recursively find all .c files in the Sources directory
file(GLOB_RECURSE SOURCES "${SOURCE_DIR}/*.c")
file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS "${SOURCE_DIR}/*.c")
add_executable(${PROJECT_NAME} WIN32 ${SOURCES})

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@@ -22,14 +22,14 @@ vec3s normal_ts_to_ws(vec3s normal, vec3s geo_normal, vec3s tangent);
float pdf_cosine_weighted_hemisphere(vec3s normal, vec3s wi);
float pdf_blinn_phong_lobe(vec3s normal, vec3s wi, vec3s wo, float roughness);
vec3s sample_cosine_weighted_hemisphere_z_angular(float angular, uint32_t index, uint32_t d1, uint32_t d2, uint32_t scramble);
vec3s sample_cosine_weighted_hemisphere_z(uint32_t index, uint32_t d1, uint32_t d2, uint32_t scramble);
vec3s sample_cosine_weighted_hemisphere_z_angular(float angular, uint32_t index, uint16_t d1, uint16_t d2, uint32_t scramble);
vec3s sample_cosine_weighted_hemisphere_z(uint32_t index, uint16_t d1, uint16_t d2, uint32_t scramble);
void create_orthonormal_basis(vec3s direction, vec3s* u, vec3s* v);
vec3s random_cosine_direction_angular(vec3s direction, float angular, uint32_t index, uint32_t d1, uint32_t d2, uint32_t scramble);
vec3s random_cosine_direction(vec3s direction, uint32_t index, uint32_t d1, uint32_t d2, uint32_t scramble);
vec3s random_cosine_direction_angular(vec3s direction, float angular, uint32_t index, uint16_t d1, uint16_t d2, uint32_t scramble);
vec3s random_cosine_direction(vec3s direction, uint32_t index, uint16_t d1, uint16_t d2, uint32_t scramble);
vec3s random_uniform_cdf_direction(vec3s direction, uint32_t index, uint32_t d1, uint32_t d2, uint32_t scramble);
vec3s random_uniform_cdf_direction_angular(vec3s direction, uint32_t index, float angular, uint32_t d1, uint32_t d2, uint32_t scramble);
vec3s random_uniform_cdf_direction(vec3s direction, uint32_t index, uint16_t d1, uint16_t d2, uint32_t scramble);
vec3s random_uniform_cdf_direction_angular(vec3s direction, uint32_t index, float angular, uint16_t d1, uint16_t d2, uint32_t scramble);
vec3s weight_nee_light(vec3s bsdf, vec3s light, float pdf_bsdf, float pdf_sky);

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@@ -0,0 +1,17 @@
#ifndef GGX_MULTI_SCATTER_H
#define GGX_MULTI_SCATTER_H
#include "Common.h"
#include "cglm/struct/vec3.h"
// Initialize the tiny LUT. Safe to call multiple times.
void ggx_ms_init_lut_once(void);
// Heitz-style multiple-scattering GGX approximation (Smith model).
// Returns a broad lobe (Lambertian-shaped in shading space).
vec3s ggx_multi_scatter_lambert(vec3s f0, float NoV, float NoL, float roughness);
// Expose E(NoV, roughness) for lobe mixing / pdfs.
float ggx_ms_E(float NoV, float roughness);
#endif // GGX_MULTI_SCATTER_H

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@@ -0,0 +1,17 @@
#ifndef MICROFACET_GGX_H
#define MICROFACET_GGX_H
#include "Common.h"
#include "Algorithm/BSDF.h" // create_orthonormal_basis
#include "cglm/struct/vec3.h"
// Trowbridge-Reitz GGX helpers (isotropic)
float ggx_distribution(float n_dot_h, float roughness);
float ggx_g1(float n_dot_v, float roughness);
float ggx_g_smith(float n_dot_v, float n_dot_l, float roughness);
// GGX VNDF sampling (Heitz 2018) for isotropic GGX.
// Returns a half-vector (H) sampled from the distribution of visible normals.
vec3s ggx_sample_vndf(vec3s n, vec3s v, float roughness, float u1, float u2);
#endif // MICROFACET_GGX_H

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@@ -7,7 +7,9 @@
#include "Rendering/AOV.h"
#include "Rendering/Scene.h"
vec4s path_trace(const scene_t* scene, ray_t ray, uint32_t sample_index, uint16_t max_depth);
void render_aov(const scene_t* scene, ray_t ray, uint32_t sample_index, uint16_t max_depth, aov_output_t* aov_output);
// Unified AOV integrator:
// - If only surface AOVs are requested, executes a single-hit fast path.
// - If beauty/direct/indirect are requested, runs the full path tracer and buckets contributions.
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);
#endif // PATH_TRACING_H

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@@ -25,6 +25,9 @@ typedef struct
vec3s tangent;
vec2s uv;
uint64_t triangle_id;
uint32_t model_id;
uint32_t instance_id;
uint8_t material_id;
float distance;
bool hit;
} hit_result_t;

27
header/Algorithm/TLAS.h Normal file
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@@ -0,0 +1,27 @@
#ifndef TLAS_H
#define TLAS_H
#include "Geometry/AABB.h"
#include "Algorithm/BVH.h"
#include <stdint.h>
#include <stdbool.h>
// A simple BVH over instance AABBs.
// Node layout is identical to bvh_node_t, but primitive indices map to instances.
typedef struct
{
uint64_t node_count;
uint64_t node_capacity;
uint64_t primitive_count;
bvh_node_t* nodes;
uint64_t* primitive_indices;
const aabb_t* instance_bounds; // array of primitive_count bounds
} tlas_tree_t;
bool tlas_tree_build(tlas_tree_t* tlas, const uint64_t* instance_indices, uint64_t instance_count, const aabb_t* all_instance_bounds);
void tlas_tree_free(tlas_tree_t* tlas);
#endif // TLAS_H

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@@ -15,6 +15,7 @@
#define PI 3.141592653589793f
#define TWO_PI 6.283185307179586f // 2 * PI
#define HALF_PI 1.570796326794896f // PI / 2
#define QUARTER_PI 0.785398163397448f // PI / 4
#define PI_TWO 9.869604401089358f // PI^2
#define INV_PI 0.318309886183790f // 1 / PI
@@ -34,8 +35,9 @@ typedef struct
vec3s direct_lighting;
vec3s bsdf;
float pdf;
path_state state;
float spread_angle;
path_state state;
bool is_delta;
} path_output;
inline float random_float()

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@@ -15,6 +15,12 @@
typedef struct
{
mat4s local_to_world;
// New TLAS/BLAS identifiers.
uint32_t model_id;
uint32_t instance_id;
// Legacy fields (kept for now).
uint64_t triangle_id;
uint64_t triangle_count;
uint16_t material_id;

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@@ -7,6 +7,8 @@
#include "Rendering/Texture.h"
#include "cglm/struct/vec3.h"
struct scene_t;
typedef struct
{
vec3s position;
@@ -18,6 +20,8 @@ typedef struct
uint16_t bounce_depth;
const struct scene_t* scene;
const bvh_tree_t* bvh_tree;
const texture_collection_t* textures;

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@@ -29,6 +29,8 @@ typedef struct
uint32_t sample_index;
uint32_t bounce_depth;
const struct scene_t* scene;
const bvh_tree_t* bvh_tree;
const triangle_collection_t* triangles;
const light_collection_t* lights;

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@@ -31,13 +31,12 @@ typedef struct
path_output standard_lit_render_loop(const standard_lit_properties_t* properties, const shading_context_t* context);
float sample_bsdf_pdf(const standard_lit_surface_data_t* surface_data, vec3s V, vec3s L);
void standard_lit_render_aov(const shading_context_t* properties, const shading_context_t* context, aov_output_t* aov_output);
void standard_lit_render_aov(const standard_lit_properties_t* properties, const shading_context_t* context, aov_output_t* aov_output);
inline material_handle_t material_create_standard_lit_default(const standard_lit_properties_t* properties, material_collection_t* collection)
{
return material_create(properties, sizeof(standard_lit_properties_t), (material_render_loop_f)standard_lit_render_loop, NULL, collection);
return material_create(properties, sizeof(standard_lit_properties_t), (material_render_loop_f)standard_lit_render_loop, (material_render_aov_f)standard_lit_render_aov, collection);
}
#endif // STANDARd_LIT_H

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@@ -2,8 +2,9 @@
#define AOV_H
#include "cglm/struct/vec4.h"
#include <math.h>
#define MAX_AOV_TARGET 5
#define MAX_AOV_TARGET 7
typedef enum
@@ -13,6 +14,9 @@ typedef enum
AOV_NORMAL = 1 << 2,
AOV_DEPTH = 1 << 3,
AOV_POSITION = 1 << 4,
// Lighting AOVs (require integration / multiple samples)
AOV_DIRECT = 1 << 5,
AOV_INDIRECT = 1 << 6,
} aov_flags_t;
typedef enum
@@ -22,6 +26,8 @@ typedef enum
AOV_NORMAL_INDEX = 2,
AOV_DEPTH_INDEX = 3,
AOV_POSITION_INDEX = 4,
AOV_DIRECT_INDEX = 5,
AOV_INDIRECT_INDEX = 6,
} aov_index_t;
typedef struct
@@ -31,6 +37,9 @@ typedef struct
vec4s normal;
vec4s position;
vec4s direct;
vec4s indirect;
float depth;
} aov_output_t;
@@ -40,7 +49,22 @@ inline void accumulate_aov(aov_output_t* aov, const aov_output_t* new_aov, float
aov->albedo = glms_vec4_add(aov->albedo, glms_vec4_scale(new_aov->albedo, inv_sample_count));
aov->normal = glms_vec4_add(aov->normal, glms_vec4_scale(new_aov->normal, inv_sample_count));
aov->position = glms_vec4_add(aov->position, glms_vec4_scale(new_aov->position, inv_sample_count));
aov->depth = fminf(aov->depth, new_aov->depth);
aov->direct = glms_vec4_add(aov->direct, glms_vec4_scale(new_aov->direct, inv_sample_count));
aov->indirect = glms_vec4_add(aov->indirect, glms_vec4_scale(new_aov->indirect, inv_sample_count));
// Depth: keep nearest valid depth across samples; treat 0 as "unset".
if (new_aov->depth > 0.0f)
{
if (aov->depth <= 0.0f)
{
aov->depth = new_aov->depth;
}
else
{
aov->depth = fminf(aov->depth, new_aov->depth);
}
}
}
#endif // AOV_H

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@@ -2,6 +2,7 @@
#define SCENE_H
#include "Algorithm/BVH.h"
#include "Algorithm/TLAS.h"
#include "Camera.h"
#include "Lighting/Light.h"
#include "Material/Material.h"
@@ -9,11 +10,59 @@
#include "Rendering/RenderTarget.h"
#include "Rendering/Texture.h"
#include "cglm/struct/mat3.h"
#include "cglm/struct/mat4.h"
#include <stdbool.h>
typedef struct scene_t
{
bool active;
triangle_collection_t triangles; // local-space triangles
bvh_tree_t blas; // BVH over local-space triangles
aabb_t local_bounds;
} mesh_model_t;
typedef struct
{
bool active;
uint32_t model_id;
mat4s local_to_world;
mat4s world_to_local;
mat3s normal_matrix; // transpose(inverse(mat3(local_to_world)))
aabb_t world_bounds;
} mesh_instance_t;
typedef struct
{
uint32_t count;
uint32_t capacity;
mesh_model_t* buffer;
} mesh_model_collection_t;
typedef struct
{
uint32_t count;
uint32_t capacity;
mesh_instance_t* buffer;
} mesh_instance_collection_t;
typedef struct
{
camera_t camera;
// Legacy: single big triangle array (kept for now for procedural geometry).
bvh_tree_t bvh_tree;
triangle_collection_t triangles;
// New: TLAS/BLAS mesh system.
mesh_model_collection_t mesh_models;
mesh_instance_collection_t mesh_instances;
tlas_tree_t tlas;
bool tlas_dirty;
material_collection_t materials;
texture_collection_t textures;
light_collection_t lights;
@@ -23,4 +72,10 @@ bool scene_init(scene_t* scene, uint64_t triangle_count, uint16_t texture_count,
bool scene_build_bvh(scene_t* scene);
void scene_free(scene_t* scene);
// Mesh model/instance API (simple first, flexible later).
uint32_t scene_add_mesh_model(scene_t* scene, uint64_t triangle_reserve);
uint32_t scene_add_mesh_instance(scene_t* scene, uint32_t model_id, mat4s local_to_world);
void scene_remove_mesh_instance(scene_t* scene, uint32_t instance_id);
void scene_set_mesh_instance_transform(scene_t* scene, uint32_t instance_id, mat4s local_to_world);
#endif // SCENE_H

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@@ -182,7 +182,7 @@ void create_orthonormal_basis(vec3s direction, vec3s* u, vec3s* v)
*v = glms_vec3_normalize(glms_vec3_cross(direction, *u));
}
vec3s random_cosine_direction_angular(vec3s direction, float angular, uint32_t index, uint32_t d1, uint32_t d2, uint32_t scramble)
vec3s random_cosine_direction_angular(vec3s direction, float angular, uint32_t index, uint16_t d1, uint16_t d2, uint32_t scramble)
{
vec3s local_dir = sample_cosine_weighted_hemisphere_z_angular(angular, index, d1, d2, scramble);
@@ -200,7 +200,7 @@ vec3s random_cosine_direction_angular(vec3s direction, float angular, uint32_t i
// Samples a direction from the hemisphere oriented along 'normal'
// with a cosine-weighted distribution.
vec3s random_cosine_direction(vec3s direction, uint32_t index, uint32_t d1, uint32_t d2, uint32_t scramble)
vec3s random_cosine_direction(vec3s direction, uint32_t index, uint16_t d1, uint16_t d2, uint32_t scramble)
{
vec3s local_dir = sample_cosine_weighted_hemisphere_z(index, d1, d2, scramble);

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@@ -0,0 +1,172 @@
#include "Algorithm/GGXMultiScatter.h"
#include "Algorithm/MicrofacetGGX.h"
#define GGX_MS_LUT_NOV_SIZE 32
#define GGX_MS_LUT_ROUGH_SIZE 32
#define GGX_MS_LUT_SAMPLES 256
static float g_ggx_E_lut[GGX_MS_LUT_ROUGH_SIZE][GGX_MS_LUT_NOV_SIZE];
static float g_ggx_Eavg_lut[GGX_MS_LUT_ROUGH_SIZE];
static bool g_ggx_ms_lut_initialized = false;
static inline float saturatef(float x)
{
return fminf(fmaxf(x, 0.0f), 1.0f);
}
static inline float radical_inverse_vdc(uint32_t bits)
{
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return (float)bits * 2.3283064365386963e-10f; // / 2^32
}
static inline vec3s vec3_div_safe(vec3s a, vec3s b, float eps)
{
return (vec3s){a.x / fmaxf(b.x, eps), a.y / fmaxf(b.y, eps), a.z / fmaxf(b.z, eps)};
}
static inline vec3s fresnel_schlick_avg(vec3s f0)
{
// Cosine-weighted hemispherical average for Schlick Fresnel.
// Approximation: <(1 - cos)^5>_cos = 1/21.
const float t = 1.0f / 21.0f;
return glms_vec3_add(f0, glms_vec3_scale(glms_vec3_sub(glms_vec3_one(), f0), t));
}
static inline float ggx_ms_Eavg(float roughness)
{
ggx_ms_init_lut_once();
roughness = saturatef(roughness);
float y = roughness * (float)(GGX_MS_LUT_ROUGH_SIZE - 1);
uint32_t y0 = (uint32_t)floorf(y);
uint32_t y1 = (y0 + 1u < GGX_MS_LUT_ROUGH_SIZE) ? (y0 + 1u) : y0;
float ty = y - (float)y0;
return saturatef(glm_lerp(g_ggx_Eavg_lut[y0], g_ggx_Eavg_lut[y1], ty));
}
float ggx_ms_E(float NoV, float roughness)
{
ggx_ms_init_lut_once();
NoV = saturatef(NoV);
roughness = saturatef(roughness);
float x = NoV * (float)(GGX_MS_LUT_NOV_SIZE - 1);
float y = roughness * (float)(GGX_MS_LUT_ROUGH_SIZE - 1);
uint32_t x0 = (uint32_t)floorf(x);
uint32_t y0 = (uint32_t)floorf(y);
uint32_t x1 = (x0 + 1u < GGX_MS_LUT_NOV_SIZE) ? (x0 + 1u) : x0;
uint32_t y1 = (y0 + 1u < GGX_MS_LUT_ROUGH_SIZE) ? (y0 + 1u) : y0;
float tx = x - (float)x0;
float ty = y - (float)y0;
float e00 = g_ggx_E_lut[y0][x0];
float e10 = g_ggx_E_lut[y0][x1];
float e01 = g_ggx_E_lut[y1][x0];
float e11 = g_ggx_E_lut[y1][x1];
float e0 = glm_lerp(e00, e10, tx);
float e1 = glm_lerp(e01, e11, tx);
return saturatef(glm_lerp(e0, e1, ty));
}
void ggx_ms_init_lut_once(void)
{
if (g_ggx_ms_lut_initialized)
{
return;
}
#ifdef _OPENMP
#pragma omp critical(ggx_ms_lut_init)
#endif
{
if (!g_ggx_ms_lut_initialized)
{
vec3s n = (vec3s){0.0f, 0.0f, 1.0f};
for (uint32_t ry = 0; ry < GGX_MS_LUT_ROUGH_SIZE; ry++)
{
float roughness = ((float)ry + 0.5f) / (float)GGX_MS_LUT_ROUGH_SIZE;
roughness = fmaxf(roughness, 0.001f);
float Eavg = 0.0f;
for (uint32_t ix = 0; ix < GGX_MS_LUT_NOV_SIZE; ix++)
{
float NoV = ((float)ix + 0.5f) / (float)GGX_MS_LUT_NOV_SIZE;
NoV = fmaxf(NoV, 1e-4f);
float sin_theta = sqrtf(fmaxf(0.0f, 1.0f - NoV * NoV));
vec3s v = glms_vec3_normalize((vec3s){sin_theta, 0.0f, NoV});
float sum = 0.0f;
uint32_t valid = 0;
uint32_t scramble = hash_uint32((ry + 1u) * 0x9E3779B9u ^ (ix + 1u) * 0x7F4A7C15u);
for (uint32_t s = 0; s < GGX_MS_LUT_SAMPLES; s++)
{
float u1 = ((float)s + 0.5f) / (float)GGX_MS_LUT_SAMPLES;
float u2 = radical_inverse_vdc(s ^ scramble);
vec3s h = ggx_sample_vndf(n, v, roughness, u1, u2);
vec3s l = glms_vec3_reflect(glms_vec3_negate(v), h);
float NoL = l.z;
if (NoL <= 0.0f)
{
continue;
}
// For F=1, importance sampling with VNDF yields a simple estimator:
// rho_ss(v) = E[ G1(NoL) ].
sum += ggx_g1(NoL, roughness);
valid++;
}
float E = (valid > 0u) ? (sum / (float)valid) : 0.0f;
E = saturatef(E);
g_ggx_E_lut[ry][ix] = E;
// Accumulate hemispherical average with cosine weighting:
// Eavg = 2 * \int_0^1 E(mu) * mu dmu
float mu = NoV;
Eavg += E * mu;
}
Eavg = 2.0f * Eavg * (1.0f / (float)GGX_MS_LUT_NOV_SIZE);
g_ggx_Eavg_lut[ry] = saturatef(Eavg);
}
g_ggx_ms_lut_initialized = true;
}
}
}
vec3s ggx_multi_scatter_lambert(vec3s f0, float NoV, float NoL, float roughness)
{
float Eo = ggx_ms_E(NoV, roughness);
float Ei = ggx_ms_E(NoL, roughness);
float Eavg = ggx_ms_Eavg(roughness);
vec3s Favg = fresnel_schlick_avg(f0);
// Series factor for multiple bounces inside the microfacet layer.
// C = Favg^2 / (1 - Favg * (1 - Eavg))
vec3s Favg2 = glms_vec3_mul(Favg, Favg);
vec3s denom = glms_vec3_sub(glms_vec3_one(), glms_vec3_scale(Favg, (1.0f - Eavg)));
vec3s C = vec3_div_safe(Favg2, denom, 1e-6f);
float scale = (1.0f - Eo) * (1.0f - Ei);
scale /= (PI * fmaxf(1.0f - Eavg, 1e-6f));
return glms_vec3_scale(C, scale);
}

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@@ -0,0 +1,89 @@
#include "Algorithm/MicrofacetGGX.h"
// Trowbridge-Reitz GGX Normal Distribution Function
float ggx_distribution(float n_dot_h, float roughness)
{
float a = roughness * roughness;
float a2 = a * a;
float n_dot_h2 = n_dot_h * n_dot_h;
float nom = a2;
float denom = (n_dot_h2 * (a2 - 1.0f) + 1.0f);
denom = PI * denom * denom;
return nom / fmaxf(denom, 1e-20f);
}
float ggx_g1(float n_dot_v, float roughness)
{
if (n_dot_v <= 0.0f)
{
return 0.0f;
}
// Our GGX D() uses alpha = roughness^2, so keep the same convention here.
float alpha = roughness * roughness;
float alpha2 = alpha * alpha;
float n2 = n_dot_v * n_dot_v;
float denom = n_dot_v + sqrtf(alpha2 + (1.0f - alpha2) * n2);
return (2.0f * n_dot_v) / fmaxf(denom, FLT_EPSILON);
}
float ggx_g_smith(float n_dot_v, float n_dot_l, float roughness)
{
return ggx_g1(n_dot_v, roughness) * ggx_g1(n_dot_l, roughness);
}
vec3s ggx_sample_vndf(vec3s n, vec3s v, float roughness, float u1, float u2)
{
// Build local frame around n.
vec3s tangent, bitangent;
create_orthonormal_basis(n, &tangent, &bitangent);
// View direction in local coordinates.
vec3s v_local = (vec3s){glms_vec3_dot(v, tangent), glms_vec3_dot(v, bitangent), glms_vec3_dot(v, n)};
v_local = glms_vec3_normalize(v_local);
// Stretch view.
float alpha = roughness * roughness;
vec3s v_h = (vec3s){alpha * v_local.x, alpha * v_local.y, v_local.z};
v_h = glms_vec3_normalize(v_h);
// Orthonormal basis around v_h.
vec3s t1;
if (v_h.z < 0.9999f)
{
t1 = glms_vec3_normalize(glms_vec3_cross((vec3s){0.0f, 0.0f, 1.0f}, v_h));
}
else
{
t1 = (vec3s){1.0f, 0.0f, 0.0f};
}
vec3s t2 = glms_vec3_cross(v_h, t1);
// Sample a point on a disk.
float r = sqrtf(u1);
float phi = TWO_PI * u2;
float t1p = r * cosf(phi);
float t2p = r * sinf(phi);
// Warp to the hemisphere.
float s = 0.5f * (1.0f + v_h.z);
t2p = (1.0f - s) * sqrtf(fmaxf(0.0f, 1.0f - t1p * t1p)) + s * t2p;
vec3s n_h = glms_vec3_add(
glms_vec3_add(glms_vec3_scale(t1, t1p), glms_vec3_scale(t2, t2p)),
glms_vec3_scale(v_h, sqrtf(fmaxf(0.0f, 1.0f - t1p * t1p - t2p * t2p))));
// Unstretch.
vec3s h_local = (vec3s){alpha * n_h.x, alpha * n_h.y, fmaxf(0.0f, n_h.z)};
h_local = glms_vec3_normalize(h_local);
// Back to world.
vec3s h_world = glms_vec3_add(
glms_vec3_add(glms_vec3_scale(tangent, h_local.x), glms_vec3_scale(bitangent, h_local.y)),
glms_vec3_scale(n, h_local.z));
return glms_vec3_normalize(h_world);
}

View File

@@ -3,16 +3,178 @@
#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)
{
const triangle_collection_t* triangles = &scene->triangles;
const bvh_tree_t* bvh_tree = &scene->bvh_tree;
if (scene->tlas.nodes != NULL && hit->instance_id != UINT32_MAX && hit->instance_id < scene->mesh_instances.capacity)
{
const mesh_instance_t* inst = &scene->mesh_instances.buffer[hit->instance_id];
if (inst->active && inst->model_id < scene->mesh_models.capacity)
{
const mesh_model_t* model = &scene->mesh_models.buffer[inst->model_id];
if (model->active)
{
triangles = &model->triangles;
bvh_tree = &model->blas;
}
}
}
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,
.scene = scene,
.bvh_tree = bvh_tree,
.triangles = 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[closest_hit.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;
vec3s last_surface_normal = glms_vec3_zero();
bool has_last_surface_normal = false;
uint16_t depth = 0;
while (depth < max_depth)
@@ -21,16 +183,16 @@ 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,
.normal = has_last_surface_normal ? last_surface_normal : glms_vec3_zero(),
.bounce_depth = depth,
.textures = &scene->textures,
.spread_angle = active_ray.spread_angle,
};
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 +205,50 @@ 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;
uint8_t material_id = closest_hit.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 =
last_surface_normal = shading_context.normal;
has_last_surface_normal = true;
// 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 +256,52 @@ 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);
}

View File

@@ -2,6 +2,27 @@
#include "Common.h"
#include "Geometry/Triangle.h"
#include "cglm/struct/vec3.h"
#include "cglm/struct/mat3.h"
#include "cglm/struct/mat4.h"
static inline vec3s mat4_mul_point(mat4s m, vec3s p)
{
return glms_mat4_mulv3(m, p, 1.0f);
}
static inline vec3s mat4_mul_dir(mat4s m, vec3s v)
{
return glms_mat4_mulv3(m, v, 0.0f);
}
static inline vec3s mat3_mul(mat3s m, vec3s v)
{
vec3s out;
out.x = m.raw[0][0] * v.x + m.raw[0][1] * v.y + m.raw[0][2] * v.z;
out.y = m.raw[1][0] * v.x + m.raw[1][1] * v.y + m.raw[1][2] * v.z;
out.z = m.raw[2][0] * v.x + m.raw[2][1] * v.y + m.raw[2][2] * v.z;
return out;
}
ray_t ray_create(vec3s origin, vec3s direction, float cone_width, float spread_angle)
{
@@ -347,12 +368,162 @@ hit_result_t ray_intersect_scene_closest(const ray_t* ray, const scene_t* scene)
hit_result_t result = {0};
float closest = FLT_MAX;
if (scene == NULL || scene->bvh_tree.nodes == NULL || scene->triangles.count == 0 || scene->bvh_tree.node_count == 0 || scene->bvh_tree.primitive_count == 0)
if (scene == NULL)
{
return result;
}
ray_intersect_bvh_closest(ray, scene->bvh_tree.nodes, scene->bvh_tree.primitive_indices, &scene->triangles, 0, &closest, &result);
// TLAS/BLAS path (may coexist with legacy geometry).
if (scene->tlas.nodes != NULL && scene->tlas.node_count > 0)
{
typedef struct
{
uint64_t node_index;
float enter;
} tlas_stack_entry_t;
// BVH depth is typically small; avoid per-ray heap alloc.
tlas_stack_entry_t stack[128];
const int32_t stack_capacity = (int32_t)(sizeof(stack) / sizeof(stack[0]));
int32_t stack_size = 0;
stack[stack_size++] = (tlas_stack_entry_t){.node_index = 0, .enter = 0.0f};
while (stack_size > 0)
{
tlas_stack_entry_t entry = stack[--stack_size];
if (entry.enter > closest)
{
continue;
}
const bvh_node_t* node = &scene->tlas.nodes[entry.node_index];
float enter, exit;
if (!ray_intersect_aabb(ray, node->bounds, &enter, &exit) || enter > closest)
{
continue;
}
if (node->primitive_count > 0)
{
for (uint32_t i = 0; i < node->primitive_count; ++i)
{
uint64_t instance_id = scene->tlas.primitive_indices[node->start_index + i];
if (instance_id >= scene->mesh_instances.capacity)
{
continue;
}
const mesh_instance_t* inst = &scene->mesh_instances.buffer[instance_id];
if (!inst->active)
{
continue;
}
float inst_enter, inst_exit;
if (!ray_intersect_aabb(ray, inst->world_bounds, &inst_enter, &inst_exit) || inst_enter > closest)
{
continue;
}
uint32_t model_id = inst->model_id;
if (model_id >= scene->mesh_models.capacity)
{
continue;
}
const mesh_model_t* model = &scene->mesh_models.buffer[model_id];
if (!model->active || model->blas.nodes == NULL || model->blas.node_count == 0)
{
continue;
}
vec3s local_origin = mat4_mul_point(inst->world_to_local, ray->origin);
vec3s local_dir = mat4_mul_dir(inst->world_to_local, ray->direction);
ray_t local_ray = ray_create(local_origin, local_dir, ray->width, ray->spread_angle);
float local_closest = FLT_MAX;
hit_result_t local_hit = (hit_result_t){0};
ray_intersect_bvh_closest(&local_ray, model->blas.nodes, model->blas.primitive_indices, &model->triangles, 0, &local_closest, &local_hit);
if (!local_hit.hit)
{
continue;
}
vec3s world_point = mat4_mul_point(inst->local_to_world, local_hit.point);
float world_distance = glms_vec3_dot(glms_vec3_sub(world_point, ray->origin), ray->direction);
if (world_distance <= ray->esp || world_distance >= closest)
{
continue;
}
vec3s world_normal = glms_vec3_normalize(mat3_mul(inst->normal_matrix, local_hit.normal));
vec3s world_tangent = glms_vec3_normalize(mat3_mul(inst->normal_matrix, local_hit.tangent));
result = local_hit;
result.hit = true;
result.point = world_point;
result.normal = world_normal;
result.tangent = world_tangent;
result.distance = world_distance;
result.model_id = model_id;
result.instance_id = (uint32_t)instance_id;
result.material_id = model->triangles.buffer[local_hit.triangle_id].material_id;
closest = world_distance;
}
continue;
}
uint64_t left = node->left_child_offset;
uint64_t right = node->right_child_offset;
float left_enter, left_exit, right_enter, right_exit;
bool hit_left = ray_intersect_aabb(ray, scene->tlas.nodes[left].bounds, &left_enter, &left_exit);
bool hit_right = ray_intersect_aabb(ray, scene->tlas.nodes[right].bounds, &right_enter, &right_exit);
// Push far node first so near node pops first.
if (hit_left && hit_right)
{
if (left_enter < right_enter)
{
if (stack_size < stack_capacity) stack[stack_size++] = (tlas_stack_entry_t){.node_index = right, .enter = right_enter};
if (stack_size < stack_capacity) stack[stack_size++] = (tlas_stack_entry_t){.node_index = left, .enter = left_enter};
}
else
{
if (stack_size < stack_capacity) stack[stack_size++] = (tlas_stack_entry_t){.node_index = left, .enter = left_enter};
if (stack_size < stack_capacity) stack[stack_size++] = (tlas_stack_entry_t){.node_index = right, .enter = right_enter};
}
}
else if (hit_left)
{
if (stack_size < stack_capacity) stack[stack_size++] = (tlas_stack_entry_t){.node_index = left, .enter = left_enter};
}
else if (hit_right)
{
if (stack_size < stack_capacity) stack[stack_size++] = (tlas_stack_entry_t){.node_index = right, .enter = right_enter};
}
}
return result;
}
// Legacy path (or mixed scenes).
if (scene->bvh_tree.nodes != NULL && scene->triangles.count > 0 && scene->bvh_tree.node_count > 0 && scene->bvh_tree.primitive_count > 0)
{
hit_result_t legacy_hit = (hit_result_t){0};
float legacy_closest = closest;
ray_intersect_bvh_closest(ray, scene->bvh_tree.nodes, scene->bvh_tree.primitive_indices, &scene->triangles, 0, &legacy_closest, &legacy_hit);
if (legacy_hit.hit)
{
legacy_hit.material_id = scene->triangles.buffer[legacy_hit.triangle_id].material_id;
legacy_hit.model_id = UINT32_MAX;
legacy_hit.instance_id = UINT32_MAX;
result = legacy_hit;
closest = legacy_closest;
}
}
return result;
}
@@ -360,11 +531,116 @@ hit_result_t ray_intersect_scene_any(const ray_t* ray, const scene_t* scene)
{
hit_result_t result = {0};
result.distance = FLT_MAX;
if (scene == NULL || scene->bvh_tree.nodes == NULL || scene->triangles.count == 0 || scene->bvh_tree.node_count == 0 || scene->bvh_tree.primitive_count == 0)
if (scene == NULL)
{
return result;
}
if (scene->tlas.nodes != NULL && scene->tlas.node_count > 0)
{
uint64_t stack[128];
const int32_t stack_capacity = (int32_t)(sizeof(stack) / sizeof(stack[0]));
int32_t stack_size = 0;
stack[stack_size++] = 0;
while (stack_size > 0)
{
uint64_t node_index = stack[--stack_size];
const bvh_node_t* node = &scene->tlas.nodes[node_index];
float enter, exit;
if (!ray_intersect_aabb(ray, node->bounds, &enter, &exit))
{
continue;
}
if (node->primitive_count > 0)
{
for (uint32_t i = 0; i < node->primitive_count; ++i)
{
uint64_t instance_id = scene->tlas.primitive_indices[node->start_index + i];
if (instance_id >= scene->mesh_instances.capacity)
{
continue;
}
const mesh_instance_t* inst = &scene->mesh_instances.buffer[instance_id];
if (!inst->active)
{
continue;
}
float inst_enter, inst_exit;
if (!ray_intersect_aabb(ray, inst->world_bounds, &inst_enter, &inst_exit))
{
continue;
}
uint32_t model_id = inst->model_id;
if (model_id >= scene->mesh_models.capacity)
{
continue;
}
const mesh_model_t* model = &scene->mesh_models.buffer[model_id];
if (!model->active || model->blas.nodes == NULL || model->blas.node_count == 0)
{
continue;
}
vec3s local_origin = mat4_mul_point(inst->world_to_local, ray->origin);
vec3s local_dir = mat4_mul_dir(inst->world_to_local, ray->direction);
ray_t local_ray = ray_create(local_origin, local_dir, ray->width, ray->spread_angle);
hit_result_t local_hit = (hit_result_t){0};
ray_intersect_bvh_any(&local_ray, model->blas.nodes, model->blas.primitive_indices, &model->triangles, 0, &local_hit);
if (!local_hit.hit)
{
continue;
}
vec3s world_point = mat4_mul_point(inst->local_to_world, local_hit.point);
float world_distance = glms_vec3_dot(glms_vec3_sub(world_point, ray->origin), ray->direction);
if (world_distance <= ray->esp)
{
continue;
}
result = local_hit;
result.hit = true;
result.point = world_point;
result.distance = world_distance;
result.model_id = model_id;
result.instance_id = (uint32_t)instance_id;
result.material_id = model->triangles.buffer[local_hit.triangle_id].material_id;
return result;
}
continue;
}
if (stack_size < stack_capacity) stack[stack_size++] = node->left_child_offset;
if (stack_size < stack_capacity) stack[stack_size++] = node->right_child_offset;
}
if (result.hit)
{
return result;
}
}
if (scene->bvh_tree.nodes == NULL || scene->triangles.count == 0 || scene->bvh_tree.node_count == 0 || scene->bvh_tree.primitive_count == 0)
{
return result;
}
ray_intersect_bvh_any(ray, scene->bvh_tree.nodes, scene->bvh_tree.primitive_indices, &scene->triangles, 0, &result);
if (result.hit)
{
result.material_id = scene->triangles.buffer[result.triangle_id].material_id;
result.model_id = UINT32_MAX;
result.instance_id = UINT32_MAX;
}
return result;
}

173
source/Algorithm/TLAS.c Normal file
View File

@@ -0,0 +1,173 @@
#include "Algorithm/TLAS.h"
#include <stdlib.h>
#include <string.h>
static inline aabb_t compute_bounds_range(const uint64_t* primitive_indices, uint64_t start, uint64_t count, const aabb_t* all_bounds)
{
if (count == 0)
{
return invalid_aabb();
}
aabb_t bounds = all_bounds[primitive_indices[start]];
for (uint64_t i = start + 1; i < start + count; ++i)
{
bounds = aabb_union(bounds, all_bounds[primitive_indices[i]]);
}
return bounds;
}
static inline vec3s bounds_centroid(aabb_t b)
{
return glms_vec3_scale(glms_vec3_add(b.min, b.max), 0.5f);
}
static uint64_t build_tlas_node(bvh_node_t* nodes,
uint64_t* next_node_index,
uint64_t* primitive_indices,
const aabb_t* all_bounds,
uint64_t prim_start,
uint64_t prim_count)
{
uint64_t node_index = (*next_node_index)++;
bvh_node_t* node = &nodes[node_index];
node->start_index = prim_start;
node->primitive_count = 0;
node->bounds = compute_bounds_range(primitive_indices, prim_start, prim_count, all_bounds);
const uint32_t LEAF_THRESHOLD = 4;
if (prim_count <= LEAF_THRESHOLD)
{
node->primitive_count = prim_count;
return node_index;
}
// Choose split axis based on centroid bounds extent.
aabb_t centroid_bounds = invalid_aabb();
for (uint64_t i = prim_start; i < prim_start + prim_count; ++i)
{
aabb_t b = all_bounds[primitive_indices[i]];
vec3s c = bounds_centroid(b);
aabb_growth(&centroid_bounds, c);
}
vec3s extent = glms_vec3_sub(centroid_bounds.max, centroid_bounds.min);
int axis = 0;
if (extent.y > extent.x) axis = 1;
if (extent.z > extent.raw[axis]) axis = 2;
float mid = (centroid_bounds.min.raw[axis] + centroid_bounds.max.raw[axis]) * 0.5f;
// Partition by centroid along axis.
uint64_t i = prim_start;
for (uint64_t j = prim_start; j < prim_start + prim_count; ++j)
{
aabb_t b = all_bounds[primitive_indices[j]];
vec3s c = bounds_centroid(b);
if (c.raw[axis] < mid)
{
uint64_t tmp = primitive_indices[i];
primitive_indices[i] = primitive_indices[j];
primitive_indices[j] = tmp;
i++;
}
}
uint64_t left_count = i - prim_start;
uint64_t right_count = prim_count - left_count;
// Fallback to median if partition failed.
if (left_count == 0 || right_count == 0)
{
uint64_t median = prim_start + prim_count / 2;
left_count = median - prim_start;
right_count = prim_count - left_count;
i = median;
if (left_count == 0 || right_count == 0)
{
node->primitive_count = prim_count;
return node_index;
}
}
uint64_t left_child = build_tlas_node(nodes, next_node_index, primitive_indices, all_bounds, prim_start, left_count);
uint64_t right_child = build_tlas_node(nodes, next_node_index, primitive_indices, all_bounds, i, right_count);
node->left_child_offset = left_child;
node->right_child_offset = right_child;
return node_index;
}
bool tlas_tree_build(tlas_tree_t* tlas, const uint64_t* instance_indices, uint64_t instance_count, const aabb_t* all_instance_bounds)
{
if (tlas == NULL)
{
return false;
}
tlas_tree_free(tlas);
if (instance_count == 0 || instance_indices == NULL || all_instance_bounds == NULL)
{
return true;
}
tlas->primitive_count = instance_count;
tlas->instance_bounds = all_instance_bounds;
tlas->primitive_indices = (uint64_t*)malloc(sizeof(uint64_t) * instance_count);
if (tlas->primitive_indices == NULL)
{
tlas_tree_free(tlas);
return false;
}
memcpy(tlas->primitive_indices, instance_indices, sizeof(uint64_t) * instance_count);
tlas->node_capacity = instance_count * 2 - 1;
tlas->nodes = (bvh_node_t*)malloc(sizeof(bvh_node_t) * tlas->node_capacity);
if (tlas->nodes == NULL)
{
tlas_tree_free(tlas);
return false;
}
uint64_t next_node = 0;
(void)build_tlas_node(tlas->nodes, &next_node, tlas->primitive_indices, all_instance_bounds, 0, instance_count);
tlas->node_count = next_node;
if (tlas->node_count < tlas->node_capacity)
{
bvh_node_t* resized = (bvh_node_t*)realloc(tlas->nodes, sizeof(bvh_node_t) * tlas->node_count);
if (resized != NULL)
{
tlas->nodes = resized;
tlas->node_capacity = tlas->node_count;
}
}
return true;
}
void tlas_tree_free(tlas_tree_t* tlas)
{
if (tlas == NULL)
{
return;
}
free(tlas->nodes);
free(tlas->primitive_indices);
tlas->nodes = NULL;
tlas->primitive_indices = NULL;
tlas->node_count = 0;
tlas->node_capacity = 0;
tlas->primitive_count = 0;
tlas->instance_bounds = NULL;
}

View File

@@ -4,6 +4,7 @@
#include "assimp/cimport.h"
#include "assimp/scene.h"
#include "assimp/postprocess.h"
#include "cglm/struct/mat4.h"
static texture_handle_t load_material_texture(const struct aiMaterial* material, enum aiTextureType type, const char* filename, scene_t* scene)
{
@@ -27,6 +28,8 @@ static texture_handle_t load_material_texture(const struct aiMaterial* material,
mesh_handle_t mesh_load(const char* filename, scene_t* scene)
{
mesh_handle_t entity = {0};
entity.model_id = UINT32_MAX;
entity.instance_id = UINT32_MAX;
const struct aiScene* mesh_scene = aiImportFile(filename, aiProcessPreset_TargetRealtime_Quality);
if (mesh_scene == NULL)
@@ -35,9 +38,29 @@ mesh_handle_t mesh_load(const char* filename, scene_t* scene)
return entity;
}
entity.triangle_id = scene->triangles.count;
entity.material_id = scene->materials.count;
// Reserve a model sized for the imported geometry.
uint64_t triangle_reserve = 0;
for (uint32_t i = 0; i < mesh_scene->mNumMeshes; i++)
{
const struct aiMesh* mesh = mesh_scene->mMeshes[i];
if (mesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE)
{
continue;
}
// Each face is expected to be a triangle; we still validate per face below.
triangle_reserve += (uint64_t)mesh->mNumFaces;
}
entity.model_id = scene_add_mesh_model(scene, triangle_reserve);
mesh_model_t* model = NULL;
if (entity.model_id != UINT32_MAX && entity.model_id < scene->mesh_models.capacity)
{
model = &scene->mesh_models.buffer[entity.model_id];
}
for (uint32_t i = 0; i < mesh_scene->mNumMaterials; i++)
{
const struct aiMaterial* src = mesh_scene->mMaterials[i];
@@ -108,11 +131,31 @@ mesh_handle_t mesh_load(const char* filename, scene_t* scene)
}
}
triangle_create(vertices[0], vertices[1], vertices[2], entity.material_id + mesh->mMaterialIndex, &scene->triangles);
if (model != NULL)
{
triangle_create(vertices[0], vertices[1], vertices[2], (uint8_t)(entity.material_id + mesh->mMaterialIndex), &model->triangles);
}
entity.triangle_count++;
}
}
if (model != NULL && model->triangles.count > 0)
{
bvh_tree_free(&model->blas);
if (bvh_tree_init(&model->blas, &model->triangles))
{
(void)bvh_tree_build(&model->blas);
if (model->blas.nodes != NULL && model->blas.node_count > 0)
{
model->local_bounds = model->blas.nodes[0].bounds;
}
}
mat4s identity = glms_mat4_identity();
entity.local_to_world = identity;
entity.instance_id = scene_add_mesh_instance(scene, entity.model_id, identity);
}
aiReleaseImport(mesh_scene);
return entity;
}

View File

@@ -8,6 +8,11 @@ path_output evaluate_bsdf_directional(directional_light_t light, const light_sha
output.state = PS_TERMINATE;
output.pdf = 1.0f;
if (context == NULL)
{
return output;
}
if (light.intensity <= 0.0f)
{
return output;
@@ -29,9 +34,15 @@ path_output evaluate_bsdf_directional(directional_light_t light, const light_sha
ray_t shadow_ray = ray_create(offset_ray_origin(context->position, context->normal, context->wo), wi, 0.0f, 0.0f);
float closest = FLT_MAX;
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 (context->scene != NULL)
{
shadow_hit = ray_intersect_scene_any(&shadow_ray, context->scene);
}
else if (context->bvh_tree != NULL)
{
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;

View File

@@ -34,12 +34,26 @@ path_output evaluate_bsdf_const_sky(const void* data, const light_shading_contex
}
vec3s sky_light = glms_vec3_scale(sky_data->color, sky_data->intensity);
float pdf = 0.25f * INV_PI;
output.pdf = pdf;
if (context->bvh_tree == NULL)
// If we don't have a scene/BVH, we're evaluating radiance along a given direction (context->wo)
// and returning the sampling PDF for MIS. For constant sky we sample directions using a
// cosine-weighted hemisphere around the last shading normal.
if (context == NULL || (context->scene == NULL && context->bvh_tree == NULL))
{
output.direct_lighting = glms_vec3_mul(sky_light, throughput);
// If a normal wasn't provided, fall back to a normal-independent uniform sphere PDF.
float n2 = (context != NULL) ? glms_vec3_norm2(context->normal) : 0.0f;
if (n2 > 1e-12f)
{
float cos_theta = fmaxf(glms_vec3_dot(glms_vec3_normalize(context->normal), glms_vec3_normalize(context->wo)), 0.0f);
output.pdf = cos_theta * INV_PI;
}
else
{
output.pdf = 0.25f * INV_PI;
}
return output;
}
@@ -47,18 +61,34 @@ path_output evaluate_bsdf_const_sky(const void* data, const light_shading_contex
uint16_t d1 = sobol_get_dimension(context->bounce_depth, PRNG_LIGHT_U);
uint16_t d2 = sobol_get_dimension(context->bounce_depth, PRNG_LIGHT_V);
vec3s wi = random_uniform_cdf_direction(context->normal, sample_index, d1, d2, scramble);
// Cosine-weighted hemisphere sampling (much lower variance for diffuse-like transport).
vec3s wi = random_cosine_direction(context->normal, sample_index, d1, d2, scramble);
float cos_theta = fmaxf(glms_vec3_dot(wi, context->normal), 0.0f);
float pdf = cos_theta * INV_PI;
output.pdf = pdf;
if (pdf <= 0.0f)
{
return output;
}
ray_t shadow_ray = ray_create(offset_ray_origin(context->position, context->normal, context->wo), wi, 0.0f, 0.0f);
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 (context->scene != NULL)
{
shadow_hit = ray_intersect_scene_any(&shadow_ray, context->scene);
}
else
{
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;
}
float cos_theta = fmaxf(glms_vec3_dot(wi, context->normal), 0.0f);
output.direct_lighting = glms_vec3_scale(glms_vec3_mul(sky_light, throughput), cos_theta / pdf);
output.wi = wi;
@@ -353,7 +383,14 @@ path_output evaluate_bsdf_hdr_sky(const void* data, const light_shading_context_
ray_t shadow_ray = ray_create(offset_ray_origin(context->position, context->normal, context->wo), wi, 0.0f, 0.0f);
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 (context->scene != NULL)
{
shadow_hit = ray_intersect_scene_any(&shadow_ray, context->scene);
}
else
{
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;

View File

@@ -1,97 +1,9 @@
#include "Material/StandardLit.h"
#include "Algorithm/BSDF.h"
#include "Algorithm/MicrofacetGGX.h"
#include "Algorithm/GGXMultiScatter.h"
#include "Lighting/LightEvaluation.h"
// Trowbridge-Reitz GGX Normal Distribution Function
static float ggx_distribution(float n_dot_h, float roughness)
{
float a = roughness * roughness;
float a2 = a * a;
float n_dot_h2 = n_dot_h * n_dot_h;
float nom = a2;
float denom = (n_dot_h2 * (a2 - 1.0f) + 1.0f);
denom = PI * denom * denom;
return nom / fmaxf(denom, 0.0001f); // Prevent divide by zero
}
static float ggx_g1(float n_dot_v, float roughness)
{
if (n_dot_v <= 0.0f)
{
return 0.0f;
}
// Our GGX D() uses alpha = roughness^2, so keep the same convention here.
float alpha = fmaxf(roughness * roughness, 1e-4f);
float alpha2 = alpha * alpha;
float n2 = n_dot_v * n_dot_v;
float denom = n_dot_v + sqrtf(alpha2 + (1.0f - alpha2) * n2);
return (2.0f * n_dot_v) / fmaxf(denom, 1e-6f);
}
static inline float ggx_g_smith(float n_dot_v, float n_dot_l, float roughness)
{
return ggx_g1(n_dot_v, roughness) * ggx_g1(n_dot_l, roughness);
}
// GGX VNDF sampling (Heitz 2018) for isotropic GGX.
// Returns a Half-Vector (H) sampled from the distribution of visible normals.
static vec3s sample_ggx_vndf(vec3s n, vec3s v, float roughness, float u1, float u2)
{
// Build local frame around n.
vec3s tangent, bitangent;
create_orthonormal_basis(n, &tangent, &bitangent);
// View direction in local coordinates.
vec3s v_local = (vec3s){glms_vec3_dot(v, tangent), glms_vec3_dot(v, bitangent), glms_vec3_dot(v, n)};
v_local = glms_vec3_normalize(v_local);
// Stretch view.
float alpha = fmaxf(roughness * roughness, 1e-4f);
vec3s v_h = (vec3s){alpha * v_local.x, alpha * v_local.y, v_local.z};
v_h = glms_vec3_normalize(v_h);
// Orthonormal basis around v_h.
vec3s t1;
if (v_h.z < 0.9999f)
{
t1 = glms_vec3_normalize(glms_vec3_cross((vec3s){0.0f, 0.0f, 1.0f}, v_h));
}
else
{
t1 = (vec3s){1.0f, 0.0f, 0.0f};
}
vec3s t2 = glms_vec3_cross(v_h, t1);
// Sample a point on a disk.
float r = sqrtf(u1);
float phi = TWO_PI * u2;
float t1p = r * cosf(phi);
float t2p = r * sinf(phi);
// Warp to the hemisphere.
float s = 0.5f * (1.0f + v_h.z);
t2p = (1.0f - s) * sqrtf(fmaxf(0.0f, 1.0f - t1p * t1p)) + s * t2p;
vec3s n_h = glms_vec3_add(
glms_vec3_add(glms_vec3_scale(t1, t1p), glms_vec3_scale(t2, t2p)),
glms_vec3_scale(v_h, sqrtf(fmaxf(0.0f, 1.0f - t1p * t1p - t2p * t2p))));
// Unstretch.
vec3s h_local = (vec3s){alpha * n_h.x, alpha * n_h.y, fmaxf(0.0f, n_h.z)};
h_local = glms_vec3_normalize(h_local);
// Back to world.
vec3s h_world = glms_vec3_add(
glms_vec3_add(glms_vec3_scale(tangent, h_local.x), glms_vec3_scale(bitangent, h_local.y)),
glms_vec3_scale(n, h_local.z));
return glms_vec3_normalize(h_world);
}
static float oren_nayar_eval(vec3s l, vec3s v, vec3s n, float roughness, float n_dot_l, float n_dot_v)
{
// Full Qualitative Oren-Nayar
@@ -129,7 +41,6 @@ static float oren_nayar_eval(vec3s l, vec3s v, vec3s n, float roughness, float n
static void get_surface_data(const shading_context_t* context, const standard_lit_properties_t* properties, standard_lit_surface_data_t* data_out)
{
// Use the ray cone width (footprint) instead of simple distance for mip selection
float footprint = context->cone_width;
float distance = glms_vec3_distance(context->camera_position, context->position);
vec3s view = context->camera_direction;
@@ -143,7 +54,7 @@ static void get_surface_data(const shading_context_t* context, const standard_li
.edge2 = glms_vec3_sub(triangle->vertices[2].position, triangle->vertices[0].position),
.uv1 = glms_vec2_sub(triangle->vertices[1].uv, triangle->vertices[0].uv),
.uv2 = glms_vec2_sub(triangle->vertices[2].uv, triangle->vertices[0].uv),
.ray_width = footprint,
.ray_width = context->cone_width,
.distance = distance
};
@@ -172,6 +83,8 @@ static void get_surface_data(const shading_context_t* context, const standard_li
data_out->roughness = data_out->roughness * texture_sample(roughness_texture, &sample_context, context->uv).x;
}
data_out->roughness = fmaxf(data_out->roughness, 0.001f);
data_out->metallic = properties->metallic;
const texture_t* metallic_texture = get_texture(context->textures, properties->metallic_texture);
if (metallic_texture != NULL && metallic_texture->data != NULL)
@@ -206,12 +119,18 @@ static vec3s evaluate_bsdf_standard_lit(const shading_context_t* context, standa
float G = ggx_g_smith(n_dot_v, n_dot_l, surface_data->roughness);
vec3s spec = glms_vec3_scale(glms_vec3_mul(F, (vec3s){D * G, D * G, D * G}), 1.0f / fmaxf(4.0f * n_dot_v * n_dot_l, 0.0001f));
// Multi-scatter GGX (broad lobe)
vec3s ms = ggx_multi_scatter_lambert(f0, n_dot_v, n_dot_l, surface_data->roughness);
// Diffuse (Oren-Nayar)
vec3s kD = glms_vec3_scale(glms_vec3_sub(glms_vec3_one(), F), 1.0f - surface_data->metallic);
// Using (1 - F) here can make rough dielectrics look too dark because our specular is single-scatter GGX
// (missing multi-scattering energy compensation). A stable approximation is (1 - F0_diel).
float kd_scale = (1.0f - surface_data->metallic) * (1.0f - DIELECTRIC_REFLECTIVE_F0);
vec3s kD = glms_vec3_scale(glms_vec3_one(), kd_scale);
float on_val = oren_nayar_eval(l, v, n, surface_data->diffuse_roughness, n_dot_l, n_dot_v);
vec3s diff = glms_vec3_scale(glms_vec3_mul(surface_data->albedo, kD), on_val);
return glms_vec3_add(diff, spec);
return glms_vec3_add(glms_vec3_add(diff, spec), ms);
}
static float sample_bsdf_pdf(const standard_lit_surface_data_t* surface_data, vec3s V, vec3s L)
@@ -222,23 +141,26 @@ static float sample_bsdf_pdf(const standard_lit_surface_data_t* surface_data, ve
return 0.0f;
}
// Lobe Probabilities
vec3s f0 = glms_vec3_lerp((vec3s){0.04f, 0.04f, 0.04f}, surface_data->albedo, surface_data->metallic);
// Lobe probabilities (single-scatter spec vs cosine)
// We allocate some cosine probability for multi-scatter spec, especially for rough metals.
vec3s f0 = glms_vec3_lerp(DIELECTRIC_F0, surface_data->albedo, surface_data->metallic);
float n_dot_v = fmaxf(glms_vec3_dot(surface_data->normal, V), 0.0001f);
vec3s F_est = fresnel_schlick_vec3(f0, n_dot_v);
// Use luminance-based lobe selection (more stable than max(F)).
float lum_f = (F_est.x + F_est.y + F_est.z) / 3.0f;
float prob_spec = glm_lerp(lum_f, 1.0f, surface_data->metallic);
float prob_diff = (1.0f - surface_data->metallic) * (1.0f - lum_f);
float sum_prob = prob_spec + prob_diff;
if (sum_prob < FLT_EPSILON)
float spec_strength = luminance(F_est);
float diff_strength = (1.0f - surface_data->metallic) * (1.0f - spec_strength);
float Eo = ggx_ms_E(n_dot_v, surface_data->roughness);
float w_ss = spec_strength * Eo;
float w_cos = spec_strength * (1.0f - Eo) + diff_strength;
float sum_w = w_ss + w_cos;
if (sum_w < FLT_EPSILON)
{
return 0.0f;
}
prob_spec /= sum_prob;
prob_diff /= sum_prob;
w_ss /= sum_w;
w_cos /= sum_w;
// Specular PDF (GGX VNDF reflection)
// p_h(h) = D(h) * G1(v) * (N·H)/(N·V)
@@ -257,10 +179,10 @@ static float sample_bsdf_pdf(const standard_lit_surface_data_t* surface_data, ve
float pdf_h = (D * G1v) / fmaxf(n_dot_v, 1e-6f); // (D * G1v * v_dot_h) / fmaxf(n_dot_v, 1e-6f)
float pdf_spec = pdf_h / (4.0f); // pdf_h / (4.0f * v_dot_h)
// Diffuse PDF (Cosine Weighted)
float pdf_diff = n_dot_l * INV_PI;
// Cosine PDF (used for diffuse + multi-scatter)
float pdf_cos = n_dot_l * INV_PI;
return prob_spec * pdf_spec + prob_diff * pdf_diff;
return w_ss * pdf_spec + w_cos * pdf_cos;
}
path_output standard_lit_render_loop(const standard_lit_properties_t* properties, const shading_context_t* context)
@@ -290,6 +212,9 @@ path_output standard_lit_render_loop(const standard_lit_properties_t* properties
float n_dot_v = fmaxf(glms_vec3_dot(surface_data.normal, V), 0.0001f);
// Ensure LUT is ready (thread-safe, one-time).
ggx_ms_init_lut_once();
light_shading_context_t light_context = {
.position = context->position,
.normal = surface_data.normal,
@@ -300,6 +225,8 @@ path_output standard_lit_render_loop(const standard_lit_properties_t* properties
.bounce_depth = context->bounce_depth,
.scene = context->scene,
.bvh_tree = context->bvh_tree,
.textures = context->textures,
};
@@ -334,29 +261,30 @@ path_output standard_lit_render_loop(const standard_lit_properties_t* properties
// Indirect Lighting (Sampling Next Ray)
// ----------------------------------------------------
// 1. Choose Lobe (Diffuse or Specular)
// 1. Choose lobe: VNDF single-scatter spec vs cosine (diffuse + multi-scatter spec)
vec3s f0 = glms_vec3_lerp(DIELECTRIC_F0, surface_data.albedo, surface_data.metallic);
vec3s F_est = fresnel_schlick_vec3(f0, n_dot_v);
// Use luminance-based lobe selection (more stable than max(F)).
float lum_f = (F_est.x + F_est.y + F_est.z) / 3.0f;
float prob_spec = glm_lerp(lum_f, 1.0f, surface_data.metallic);
float prob_diff = (1.0f - surface_data.metallic) * (1.0f - lum_f);
float spec_strength = luminance(F_est);
float diff_strength = (1.0f - surface_data.metallic) * (1.0f - spec_strength);
// Normalize probabilities
float sum_probs = prob_spec + prob_diff;
if (sum_probs < FLT_EPSILON)
float Eo = ggx_ms_E(n_dot_v, surface_data.roughness);
float w_ss = spec_strength * Eo;
float w_cos = spec_strength * (1.0f - Eo) + diff_strength;
float sum_w = w_ss + w_cos;
if (sum_w < FLT_EPSILON)
{
output.state = PS_TERMINATE;
return output;
}
prob_spec /= sum_probs;
prob_diff /= sum_probs;
w_ss /= sum_w;
w_cos /= sum_w;
float pdf_gen = 0.0f;
float r_lobe = sobol_sample_scrambled(context->sample_index, sobol_get_dimension(context->bounce_depth, PRNG_BSDF), scramble);
bool is_specular = (r_lobe < prob_spec);
bool is_specular = (r_lobe < w_ss);
if (is_specular)
{
@@ -367,7 +295,7 @@ path_output standard_lit_render_loop(const standard_lit_properties_t* properties
float u1 = sobol_sample_scrambled(context->sample_index, d1, scramble);
float u2 = sobol_sample_scrambled(context->sample_index, d2, scramble);
vec3s H = sample_ggx_vndf(surface_data.normal, V, surface_data.roughness, u1, u2);
vec3s H = ggx_sample_vndf(surface_data.normal, V, surface_data.roughness, u1, u2);
output.wi = glms_vec3_reflect(context->wo, H); // reflect(-V, H) -> V is wo inverted
if (glms_vec3_dot(output.wi, surface_data.normal) <= 0.0f || glms_vec3_dot(output.wi, context->normal) <= 0.0f)
@@ -390,7 +318,7 @@ path_output standard_lit_render_loop(const standard_lit_properties_t* properties
// v_dot_h has been cancelled out in the derivation.
float pdf_h = (D * G1v) / fmaxf(n_dot_v, 1e-6f); // (D * G1v * v_dot_h) / fmaxf(n_dot_v, 1e-6f)
float pdf_spec_dir = pdf_h / (4.0f); // pdf_h / (4.0f * v_dot_h)
pdf_gen = pdf_spec_dir * prob_spec;
pdf_gen = pdf_spec_dir * w_ss;
if (pdf_gen < 1e-12f)
{
output.state = PS_TERMINATE;
@@ -410,12 +338,12 @@ path_output standard_lit_render_loop(const standard_lit_properties_t* properties
// Propagate spread angle for ray cones
// Heuristic: spread increases with roughness
output.spread_angle = context->spread_angle + surface_data.roughness * 0.2f;
output.spread_angle = context->spread_angle + surface_data.roughness * QUARTER_PI;
}
else
{
// Sample Diffuse (Cosine Weighted)
// Note: We use Cosine sampling for Oren-Nayar too, it's a "good enough" approximation for the PDF.
// Sample Cosine hemisphere (Diffuse + Multi-scatter spec)
// Note: We use cosine sampling for Oren-Nayar and the broad MS term.
uint32_t d1 = sobol_get_dimension(context->bounce_depth, PRNG_BSDF_U);
uint32_t d2 = sobol_get_dimension(context->bounce_depth, PRNG_BSDF_V);
output.wi = random_cosine_direction(surface_data.normal, context->sample_index, d1, d2, scramble);
@@ -427,17 +355,17 @@ path_output standard_lit_render_loop(const standard_lit_properties_t* properties
return output;
}
// Evaluate Oren-Nayar
// Note: Cosine PDF = n_dot_l / PI
float pdf_diff_dir = n_dot_l * INV_PI;
pdf_gen = pdf_diff_dir * prob_diff;
// Cosine PDF = n_dot_l / PI
float pdf_cos_dir = n_dot_l * INV_PI;
pdf_gen = pdf_cos_dir * w_cos;
if (pdf_gen < 1e-12f)
{
output.state = PS_TERMINATE;
return output;
}
vec3s kD = glms_vec3_scale(glms_vec3_sub(glms_vec3_one(), F_est), 1.0f - surface_data.metallic);
float kd_scale = (1.0f - surface_data.metallic) * (1.0f - DIELECTRIC_REFLECTIVE_F0);
vec3s kD = glms_vec3_scale(glms_vec3_one(), kd_scale);
float on = oren_nayar_eval(output.wi, V, surface_data.normal, surface_data.diffuse_roughness, n_dot_l, n_dot_v);
@@ -445,11 +373,30 @@ path_output standard_lit_render_loop(const standard_lit_properties_t* properties
output.spread_angle = context->spread_angle + 0.5f;
vec3s diff_f = glms_vec3_scale(glms_vec3_mul(surface_data.albedo, kD), on);
// Throughput multiplier: (f * NoL) / pdf_total
output.bsdf = glms_vec3_scale(diff_f, n_dot_l / pdf_gen);
// Multi-scatter GGX term (broad): sampled here with cosine.
vec3s ms_f = ggx_multi_scatter_lambert(f0, n_dot_v, n_dot_l, surface_data.roughness);
// Throughput multiplier: (f * NoL) / pdf
vec3s f_sum = glms_vec3_add(diff_f, ms_f);
output.bsdf = glms_vec3_scale(f_sum, n_dot_l / pdf_gen);
}
output.pdf = sample_bsdf_pdf(&surface_data, V, output.wi);
output.state = PS_SUCCESS;
return output;
}
void standard_lit_render_aov(const standard_lit_properties_t* properties, const shading_context_t* context, aov_output_t* aov_output)
{
standard_lit_surface_data_t surface_data; // Assuming you reuse your struct
get_surface_data(context, properties, &surface_data);
// Keep shading normal in the same hemisphere as the geometric normal to avoid invalid transport.
if (glms_vec3_dot(surface_data.normal, context->normal) < 0.0f)
{
surface_data.normal = glms_vec3_negate(surface_data.normal);
}
aov_output->albedo = glms_vec4(surface_data.albedo, 1.0f);
vec3s n_ws = glms_vec3_normalize(surface_data.normal);
aov_output->normal = (vec4s){n_ws.x * 0.5f + 0.5f, n_ws.y * 0.5f + 0.5f, n_ws.z * 0.5f + 0.5f, 1.0f};
}

View File

@@ -32,6 +32,9 @@ bool renderer_aov_target_init(render_job_t* job, aov_flags_t aov_flags)
create_target_if_required(aov_flags, AOV_DEPTH, &job->aov_target[AOV_DEPTH_INDEX], job->config->width, job->config->height);
create_target_if_required(aov_flags, AOV_POSITION, &job->aov_target[AOV_POSITION_INDEX], job->config->width, job->config->height);
create_target_if_required(aov_flags, AOV_DIRECT, &job->aov_target[AOV_DIRECT_INDEX], job->config->width, job->config->height);
create_target_if_required(aov_flags, AOV_INDIRECT, &job->aov_target[AOV_INDIRECT_INDEX], job->config->width, job->config->height);
return true;
}
@@ -57,15 +60,9 @@ static inline vec2s compute_ndc(float x, float y, uint32_t width, uint32_t heigh
};
}
static inline uint16_t get_sample_count(uint16_t sample_count, aov_index_t index)
static inline bool aov_needs_lighting_samples(aov_flags_t flags)
{
switch (index)
{
case AOV_BEAUTY_INDEX:
return sample_count;
default:
return 1;
}
return has_flag(flags, AOV_BEAUTY) || has_flag(flags, AOV_DIRECT) || has_flag(flags, AOV_INDIRECT);
}
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)
@@ -73,7 +70,7 @@ static void render_pixel(const rendering_config_t* config, scene_t* scene, vec3s
aov_output_t accumulated_color = {0};
uint32_t pixel_id = y * config->width + x;
uint16_t sample_count = config->sample_count;
uint16_t sample_count = aov_needs_lighting_samples(aov_flags) ? (uint16_t)config->sample_count : 1;
float inv_sample = 1.0f / (float)sample_count;
vec3s camera_right = quat_get_right(scene->camera.rotation);
@@ -82,7 +79,7 @@ static void render_pixel(const rendering_config_t* config, scene_t* scene, vec3s
for (uint16_t k = 0; k < sample_count; k++)
{
// TODO: Hash it
uint32_t sobol_idx = pixel_id * config->sample_count + (k + 1);
uint32_t sobol_idx = pixel_id * (uint32_t)sample_count + (k + 1);
// Apply AA
float du = sobol_sample(sobol_idx, PRNG_FILTER_U);
@@ -105,15 +102,7 @@ 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)), 0.0f, spread_angle);
aov_output_t aov_output = {0};
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);
}
path_trace_aov(scene, ray, sobol_idx, config->max_depth, aov_flags, &aov_output);
accumulate_aov(&accumulated_color, &aov_output, inv_sample);
}
@@ -138,6 +127,9 @@ static inline void update_aov(render_target_t** target, const aov_output_t* aov,
update_aov_pixel_if_exist(&target[AOV_NORMAL_INDEX], aov->normal, x, y);
update_aov_pixel_if_exist(&target[AOV_DEPTH_INDEX], (vec4s){aov->depth, aov->depth, aov->depth, 1.0f}, x, y);
update_aov_pixel_if_exist(&target[AOV_POSITION_INDEX], aov->position, x, y);
update_aov_pixel_if_exist(&target[AOV_DIRECT_INDEX], aov->direct, x, y);
update_aov_pixel_if_exist(&target[AOV_INDIRECT_INDEX], aov->indirect, x, y);
}
// TODO: Progressive rendering

View File

@@ -1,5 +1,169 @@
#include "Rendering/Scene.h"
#include <stdlib.h>
static inline void mesh_model_collection_init(mesh_model_collection_t* models, uint32_t capacity)
{
models->count = capacity;
models->capacity = capacity;
models->buffer = (mesh_model_t*)calloc(capacity, sizeof(mesh_model_t));
}
static inline void mesh_instance_collection_init(mesh_instance_collection_t* instances, uint32_t capacity)
{
instances->count = capacity;
instances->capacity = capacity;
instances->buffer = (mesh_instance_t*)calloc(capacity, sizeof(mesh_instance_t));
}
static inline void mesh_model_collection_free(mesh_model_collection_t* models)
{
if (models == NULL || models->buffer == NULL)
{
return;
}
for (uint32_t i = 0; i < models->capacity; ++i)
{
mesh_model_t* m = &models->buffer[i];
if (m->active)
{
bvh_tree_free(&m->blas);
triangle_collection_free(&m->triangles);
}
}
free(models->buffer);
models->buffer = NULL;
models->count = 0;
models->capacity = 0;
}
static inline void mesh_instance_collection_free(mesh_instance_collection_t* instances)
{
if (instances == NULL)
{
return;
}
free(instances->buffer);
instances->buffer = NULL;
instances->count = 0;
instances->capacity = 0;
}
static inline vec3s mat4_mul_point(mat4s m, vec3s p)
{
return glms_mat4_mulv3(m, p, 1.0f);
}
static inline aabb_t aabb_transform(mat4s m, aabb_t aabb)
{
// Transform 8 corners and compute bounds.
vec3s c000 = mat4_mul_point(m, (vec3s){aabb.min.x, aabb.min.y, aabb.min.z});
vec3s c001 = mat4_mul_point(m, (vec3s){aabb.min.x, aabb.min.y, aabb.max.z});
vec3s c010 = mat4_mul_point(m, (vec3s){aabb.min.x, aabb.max.y, aabb.min.z});
vec3s c011 = mat4_mul_point(m, (vec3s){aabb.min.x, aabb.max.y, aabb.max.z});
vec3s c100 = mat4_mul_point(m, (vec3s){aabb.max.x, aabb.min.y, aabb.min.z});
vec3s c101 = mat4_mul_point(m, (vec3s){aabb.max.x, aabb.min.y, aabb.max.z});
vec3s c110 = mat4_mul_point(m, (vec3s){aabb.max.x, aabb.max.y, aabb.min.z});
vec3s c111 = mat4_mul_point(m, (vec3s){aabb.max.x, aabb.max.y, aabb.max.z});
aabb_t out = invalid_aabb();
aabb_growth(&out, c000);
aabb_growth(&out, c001);
aabb_growth(&out, c010);
aabb_growth(&out, c011);
aabb_growth(&out, c100);
aabb_growth(&out, c101);
aabb_growth(&out, c110);
aabb_growth(&out, c111);
return out;
}
static inline mat3s compute_normal_matrix(mat4s local_to_world)
{
// normalMatrix = transpose(inverse(mat3(local_to_world)))
mat4s inv = glms_mat4_inv(local_to_world);
mat3s m3 = glms_mat4_pick3(inv);
return glms_mat3_transpose(m3);
}
static bool scene_rebuild_tlas(scene_t* scene)
{
if (scene == NULL)
{
return false;
}
// Build list of active instances.
uint64_t active_count = 0;
for (uint32_t i = 0; i < scene->mesh_instances.capacity; ++i)
{
if (scene->mesh_instances.buffer[i].active)
{
active_count++;
}
}
if (active_count == 0)
{
tlas_tree_free(&scene->tlas);
scene->tlas_dirty = false;
return true;
}
uint64_t* indices = (uint64_t*)malloc(sizeof(uint64_t) * active_count);
if (indices == NULL)
{
return false;
}
uint64_t cursor = 0;
for (uint32_t i = 0; i < scene->mesh_instances.capacity; ++i)
{
if (scene->mesh_instances.buffer[i].active)
{
indices[cursor++] = i;
}
}
// Build an array of bounds for all instances (indexed by instance_id).
// TLAS references this via primitive indices.
// We can pass the backing array directly.
aabb_t* bounds = (aabb_t*)malloc(sizeof(aabb_t) * scene->mesh_instances.capacity);
if (bounds == NULL)
{
free(indices);
return false;
}
for (uint32_t i = 0; i < scene->mesh_instances.capacity; ++i)
{
bounds[i] = scene->mesh_instances.buffer[i].world_bounds;
}
// Store bounds pointer via tlas->instance_bounds; Scene owns this allocation.
// For simplicity, reuse the buffer by freeing previous and storing on scene.
// (We attach it to tlas.instance_bounds and free it in scene_free via tlas_tree_free doesn't free it.)
// We'll keep it alive by storing in a static on scene via tlas.instance_bounds.
// TLAS builder does not take ownership; we manage it here.
const aabb_t* old_bounds = scene->tlas.instance_bounds;
bool ok = tlas_tree_build(&scene->tlas, indices, active_count, bounds);
free(indices);
if (!ok)
{
free(bounds);
return false;
}
// Free old bounds after successful rebuild.
free((void*)old_bounds);
scene->tlas_dirty = false;
return true;
}
bool scene_init(scene_t* scene, uint64_t triangle_count, uint16_t texture_count, uint8_t material_count, uint32_t punctual_light_count)
{
scene_t temp = {0};
@@ -32,6 +196,12 @@ bool scene_init(scene_t* scene, uint64_t triangle_count, uint16_t texture_count,
16.0f / 9.0f
);
// New mesh system: start with small default capacities (simple first).
(void)triangle_count;
mesh_model_collection_init(&temp.mesh_models, 64);
mesh_instance_collection_init(&temp.mesh_instances, 128);
temp.tlas_dirty = true;
*scene = temp;
return true;
@@ -47,19 +217,35 @@ triangle_failed:
bool scene_build_bvh(scene_t* scene)
{
if (scene == NULL || scene->triangles.count == 0)
if (scene == NULL)
{
return false;
}
bvh_tree_t bvh_tree = {0};
if (!bvh_tree_init(&bvh_tree, &scene->triangles))
// Prefer TLAS if any mesh instances exist.
if (scene->tlas_dirty)
{
return false;
if (!scene_rebuild_tlas(scene))
{
return false;
}
}
// Legacy BVH build if triangles are present.
if (scene->triangles.count > 0)
{
bvh_tree_free(&scene->bvh_tree);
bvh_tree_t bvh_tree = {0};
if (!bvh_tree_init(&bvh_tree, &scene->triangles))
{
return false;
}
bvh_tree_build(&bvh_tree);
scene->bvh_tree = bvh_tree;
}
bvh_tree_build(&bvh_tree);
scene->bvh_tree = bvh_tree;
return true;
}
@@ -72,7 +258,157 @@ void scene_free(scene_t* scene)
bvh_tree_free(&scene->bvh_tree);
triangle_collection_free(&scene->triangles);
// Mesh system
tlas_tree_free(&scene->tlas);
free((void*)scene->tlas.instance_bounds);
scene->tlas.instance_bounds = NULL;
mesh_instance_collection_free(&scene->mesh_instances);
mesh_model_collection_free(&scene->mesh_models);
texture_collection_free(&scene->textures);
material_collection_free(&scene->materials);
light_collection_free(&scene->lights);
}
static uint32_t find_free_mesh_model_slot(scene_t* scene)
{
for (uint32_t i = 0; i < scene->mesh_models.capacity; ++i)
{
if (!scene->mesh_models.buffer[i].active)
{
return i;
}
}
uint32_t old_capacity = scene->mesh_models.capacity;
uint32_t new_capacity = old_capacity == 0 ? 64 : old_capacity * 2;
mesh_model_t* resized = (mesh_model_t*)realloc(scene->mesh_models.buffer, sizeof(mesh_model_t) * new_capacity);
if (resized == NULL)
{
return UINT32_MAX;
}
memset(resized + old_capacity, 0, sizeof(mesh_model_t) * (new_capacity - old_capacity));
scene->mesh_models.buffer = resized;
scene->mesh_models.capacity = new_capacity;
scene->mesh_models.count = new_capacity;
return old_capacity;
}
static uint32_t find_free_mesh_instance_slot(scene_t* scene)
{
for (uint32_t i = 0; i < scene->mesh_instances.capacity; ++i)
{
if (!scene->mesh_instances.buffer[i].active)
{
return i;
}
}
uint32_t old_capacity = scene->mesh_instances.capacity;
uint32_t new_capacity = old_capacity == 0 ? 128 : old_capacity * 2;
mesh_instance_t* resized = (mesh_instance_t*)realloc(scene->mesh_instances.buffer, sizeof(mesh_instance_t) * new_capacity);
if (resized == NULL)
{
return UINT32_MAX;
}
memset(resized + old_capacity, 0, sizeof(mesh_instance_t) * (new_capacity - old_capacity));
scene->mesh_instances.buffer = resized;
scene->mesh_instances.capacity = new_capacity;
scene->mesh_instances.count = new_capacity;
return old_capacity;
}
uint32_t scene_add_mesh_model(scene_t* scene, uint64_t triangle_reserve)
{
if (scene == NULL)
{
return UINT32_MAX;
}
uint32_t slot = find_free_mesh_model_slot(scene);
if (slot == UINT32_MAX)
{
return UINT32_MAX;
}
mesh_model_t* model = &scene->mesh_models.buffer[slot];
*model = (mesh_model_t){0};
model->active = true;
model->local_bounds = invalid_aabb();
if (!triangle_collection_init((size_t)(triangle_reserve > 0 ? triangle_reserve : 1), &model->triangles))
{
model->active = false;
return UINT32_MAX;
}
return slot;
}
uint32_t scene_add_mesh_instance(scene_t* scene, uint32_t model_id, mat4s local_to_world)
{
if (scene == NULL || model_id >= scene->mesh_models.capacity || !scene->mesh_models.buffer[model_id].active)
{
return UINT32_MAX;
}
uint32_t slot = find_free_mesh_instance_slot(scene);
if (slot == UINT32_MAX)
{
return UINT32_MAX;
}
mesh_instance_t* inst = &scene->mesh_instances.buffer[slot];
*inst = (mesh_instance_t){0};
inst->active = true;
inst->model_id = model_id;
inst->local_to_world = local_to_world;
inst->world_to_local = glms_mat4_inv(local_to_world);
inst->normal_matrix = compute_normal_matrix(local_to_world);
inst->world_bounds = aabb_transform(local_to_world, scene->mesh_models.buffer[model_id].local_bounds);
scene->tlas_dirty = true;
return slot;
}
void scene_remove_mesh_instance(scene_t* scene, uint32_t instance_id)
{
if (scene == NULL || instance_id >= scene->mesh_instances.capacity)
{
return;
}
if (!scene->mesh_instances.buffer[instance_id].active)
{
return;
}
scene->mesh_instances.buffer[instance_id].active = false;
scene->tlas_dirty = true;
}
void scene_set_mesh_instance_transform(scene_t* scene, uint32_t instance_id, mat4s local_to_world)
{
if (scene == NULL || instance_id >= scene->mesh_instances.capacity)
{
return;
}
mesh_instance_t* inst = &scene->mesh_instances.buffer[instance_id];
if (!inst->active)
{
return;
}
inst->local_to_world = local_to_world;
inst->world_to_local = glms_mat4_inv(local_to_world);
inst->normal_matrix = compute_normal_matrix(local_to_world);
if (inst->model_id < scene->mesh_models.capacity && scene->mesh_models.buffer[inst->model_id].active)
{
inst->world_bounds = aabb_transform(local_to_world, scene->mesh_models.buffer[inst->model_id].local_bounds);
}
scene->tlas_dirty = true;
}

View File

@@ -419,7 +419,7 @@ float texture_get_sample_lod(const texture_t* texture, const texture_sample_cont
// 4. Convert to LOD
// LOD 0 = 1 texel. LOD 1 = 2 texels. LOD 2 = 4 texels.
// log2(texels_covered) gives the mip level.
return log2f(texels_covered);
return log2f(texels_covered) * 0.5f;
}
static vec4s nearest_filter(const texture_t* texture, vec2s uv, uint8_t lod)

View File

@@ -15,7 +15,7 @@
#define TITLE "Path Tracing"
#define SCENE_PATH "./assets/sponza.fbx"
#define HDRI_PATH "./assets/hdri/rogland_sunset_1k.hdr"
#define HDRI_PATH "./assets/hdri/golden_gate_hills_1k.hdr"
static bool scene_setup(scene_t* scene)
{
@@ -24,26 +24,29 @@ static bool scene_setup(scene_t* scene)
return false;
}
scene->camera.position = (vec3s){7.5f, 2.0f, 0.0f};
scene->camera.rotation = euler_to_quat(10.0f, 90.0f, 0.0f);
scene->camera.position = (vec3s){-7.5f, 2.0f, 0.0f};
scene->camera.rotation = euler_to_quat(10.0f, -90.0f, 0.0f);
// TODO: Standardize light unit
light_entity_t sun = light_create_directional_light(&scene->lights);
directional_light_t* sun_light = &scene->lights.directional_lights[sun.id];
sun_light->direction = glms_vec3_normalize((vec3s){0.6f, 1.0f, 0.25f});
sun_light->color = (vec3s){1.0f, 0.93f, 0.87f};
sun_light->intensity = 1.0f;
sun_light->intensity = 0.0f;
sun_light->angular_diameter = 0.53f;
// scene->lights.sky_light = sky_create_constant_sky(&(constant_sky_data_t)
// {
// .color = (vec3s){0.73f, 0.82f, 1.0f},
// .intensity = 1.0f,
// });
#if 0
scene->lights.sky_light = sky_create_constant_sky(&(constant_sky_data_t)
{
.color = (vec3s){1.0f, 1.0f, 1.0f},
.intensity = 1.0f,
});
#else
texture_handle_t hdri = texture_load(HDRI_PATH, false, false, FLOAT_32, &scene->textures);
scene->textures.buffer[hdri.id].texture.wrap_mode = WM_CLAMP;
scene->textures.buffer[hdri.id].texture.filter_mode = FM_LINEAR;
scene->lights.sky_light = sky_create_hdr_sky(&scene->textures, hdri, 1.0f);
#endif
return true;
}
@@ -55,9 +58,9 @@ static bool load_assets(scene_t* scene)
#else
material_handle_t floor_material = material_create_standard_lit_default(&(standard_lit_properties_t)
{
.albedo = (vec3s){0.95f, 0.95f, 0.95f},
.roughness = 0.95f,
.diffuse_roughness = 0.05f,
.albedo = (vec3s){1.0f, 1.0f, 1.0f},
.roughness = 1.0f,
.diffuse_roughness = 0.0f,
.metallic = 0.0f,
.albedo_texture = invalid_texture_handle(),
.metallic_texture = invalid_texture_handle(),
@@ -69,8 +72,8 @@ static bool load_assets(scene_t* scene)
&(standard_lit_properties_t){
.albedo = (vec3s){0.8f, 0.0f, 0.0f},
.roughness = 0.05f,
.diffuse_roughness = 0.05f,
.metallic = 0.0f,
.diffuse_roughness = 0.0f,
.metallic = 1.0f,
.albedo_texture = invalid_texture_handle(),
.metallic_texture = invalid_texture_handle(),
.roughness_texture = invalid_texture_handle(),
@@ -79,13 +82,13 @@ static bool load_assets(scene_t* scene)
&scene->materials);
quad_create((vec3s){0.0f, 1.0f, 0.0f}, (vec3s){0.0f, 1.0f, 0.0f}, (vec3s){1.0f, 0.0f, 0.0f}, 10.0f, floor_material.id, &scene->triangles);
quad_create((vec3s){0.0f, 1.5f, 0.0f}, (vec3s){1.0f, 0.0f, 0.0f}, (vec3s){0.0f, 1.0f, 0.0f}, 1.0f, quad_material.id, &scene->triangles);
quad_create((vec3s){0.0f, 1.5f, 0.0f}, (vec3s){1.0f, 0.0f, 0.0f}, (vec3s){0.0f, 1.0f, 0.0f}, 1.0f, floor_material.id, &scene->triangles);
#endif
return scene_build_bvh(scene);
}
static bool initialize_renderer(const rendering_config_t* config, render_job_t** outJob, scene_t* outScene)
static bool initialize_renderer(const rendering_config_t* config, aov_flags_t aov_flags, render_job_t** outJob, scene_t* outScene)
{
if (!scene_setup(outScene)
|| !load_assets(outScene))
@@ -104,7 +107,7 @@ static bool initialize_renderer(const rendering_config_t* config, render_job_t**
.config = config,
.rendering_mode = RENDER_TILE_BASED,
.aov_flags = AOV_BEAUTY,
.aov_flags = aov_flags,
.is_done = false,
};
@@ -140,8 +143,8 @@ static void update_pixel_buffer(render_target_t* render_target)
for (uint32_t x = 0; x < render_target->width; x++)
{
vec4s pixel = render_target_get_pixel(render_target, x, y);
pixel = gamma_correct(pixel, 2.2f);
pixel = aces_tone_map(pixel);
pixel = gamma_correct(pixel, 2.2f);
window_update_pixel(pixel, x, y);
}
}
@@ -185,7 +188,13 @@ static int run_main_loop(render_job_t* job, uint8_t aov_index)
// int main()
int WINAPI wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ PWSTR pCmdLine, _In_ int nCmdShow)
{
omp_set_num_threads(omp_get_max_threads());
int num_threads = omp_get_num_procs() - 1;
if (num_threads < 1)
{
num_threads = 1;
}
omp_set_num_threads(num_threads);
scene_t scene = {0};
render_job_t* job = NULL;
@@ -193,12 +202,12 @@ int WINAPI wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance,
rendering_config_t config = {
.width = 1920 / 2,
.height = 1080 / 2,
.sample_count = 16 * 1,
.sample_count = 16 * 16,
.max_depth = 4,
.bucket_size = 64,
};
if (!initialize_renderer(&config, &job, &scene)
if (!initialize_renderer(&config, AOV_BEAUTY, &job, &scene)
|| !window_create(TITLE, hInstance, config.width, config.height, job))
{
shutdown_renderer(job, &scene);