features/modernize #1
@@ -30,6 +30,10 @@ typedef struct
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rendering_mode_t rendering_mode;
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aov_flags_t aov_flags;
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bool is_done;
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// Progressive rendering state (0-based count of completed samples per pixel).
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// In tile-based mode this remains 0.
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uint32_t progressive_sample_index;
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} render_job_t;
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bool renderer_aov_target_init(render_job_t* job, aov_flags_t aov_flags);
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@@ -131,7 +131,8 @@ void ggx_ms_init_lut_once(void)
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valid++;
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}
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float E = (valid > 0u) ? (sum / (float)valid) : 0.0f;
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// float E = (valid > 0u) ? (sum / (float)valid) : 0.0f;
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float E = sum / (float)GGX_MS_LUT_SAMPLES;
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E = saturatef(E);
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g_ggx_E_lut[ry][ix] = E;
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@@ -27,12 +27,12 @@ static float oren_nayar_eval(vec3s l, vec3s v, vec3s n, float roughness, float n
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if (n_dot_v > n_dot_l)
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{
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sin_alpha = sin_theta_l;
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tan_beta = sin_theta_v / fmaxf(n_dot_v, 0.0001f);
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tan_beta = sin_theta_v / fmaxf(n_dot_v, FLT_EPSILON);
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}
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else
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{
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sin_alpha = sin_theta_v;
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tan_beta = sin_theta_l / fmaxf(n_dot_l, 0.0001f);
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tan_beta = sin_theta_l / fmaxf(n_dot_l, FLT_EPSILON);
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}
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return (A + B * cos_phi_diff * sin_alpha * tan_beta) * INV_PI;
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@@ -117,19 +117,20 @@ static vec3s evaluate_bsdf_standard_lit(const shading_context_t* context, standa
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// Specular (GGX)
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float D = ggx_distribution(n_dot_h, surface_data->roughness);
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float G = ggx_g_smith(n_dot_v, n_dot_l, surface_data->roughness);
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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));
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vec3s spec = glms_vec3_scale(glms_vec3_mul(F, (vec3s){D * G, D * G, D * G}),
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1.0f / fmaxf(4.0f * n_dot_v * n_dot_l, FLT_EPSILON));
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// Multi-scatter GGX (broad lobe)
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vec3s ms = ggx_multi_scatter_lambert(f0, n_dot_v, n_dot_l, surface_data->roughness);
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// Diffuse (Oren-Nayar)
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// Using (1 - F) here can make rough dielectrics look too dark because our specular is single-scatter GGX
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// (missing multi-scattering energy compensation). A stable approximation is (1 - F0_diel).
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float kd_scale = (1.0f - surface_data->metallic) * (1.0f - DIELECTRIC_REFLECTIVE_F0);
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vec3s kD = glms_vec3_scale(glms_vec3_one(), kd_scale);
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vec3s kD = glms_vec3_sub(glms_vec3_one(), F);
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kD = glms_vec3_scale(kD, (1.0f - surface_data->metallic));
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float on_val = oren_nayar_eval(l, v, n, surface_data->diffuse_roughness, n_dot_l, n_dot_v);
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vec3s diff = glms_vec3_scale(glms_vec3_mul(surface_data->albedo, kD), on_val);
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// return (vec3s){n_dot_h, n_dot_h, n_dot_h};
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return glms_vec3_add(glms_vec3_add(diff, spec), ms);
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}
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@@ -144,7 +145,7 @@ static float sample_bsdf_pdf(const standard_lit_surface_data_t* surface_data, ve
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// Lobe probabilities (single-scatter spec vs cosine)
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// We allocate some cosine probability for multi-scatter spec, especially for rough metals.
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vec3s f0 = glms_vec3_lerp(DIELECTRIC_F0, surface_data->albedo, surface_data->metallic);
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float n_dot_v = fmaxf(glms_vec3_dot(surface_data->normal, V), 0.0001f);
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float n_dot_v = fmaxf(glms_vec3_dot(surface_data->normal, V), 0.0f);
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vec3s F_est = fresnel_schlick_vec3(f0, n_dot_v);
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float spec_strength = luminance(F_est);
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@@ -159,6 +160,7 @@ static float sample_bsdf_pdf(const standard_lit_surface_data_t* surface_data, ve
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{
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return 0.0f;
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}
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w_ss /= sum_w;
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w_cos /= sum_w;
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@@ -168,16 +170,17 @@ static float sample_bsdf_pdf(const standard_lit_surface_data_t* surface_data, ve
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// p_w(wi) = p_h(h) / (4 * (V·H))
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vec3s H = glms_vec3_normalize(glms_vec3_add(L, V));
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float v_dot_h = glms_vec3_dot(V, H);
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if (v_dot_h <= 1e-6f)
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if (v_dot_h <= FLT_EPSILON)
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{
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return 0.0f;
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}
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float n_dot_h = fmaxf(glms_vec3_dot(surface_data->normal, H), 0.0f);
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float D = ggx_distribution(n_dot_h, surface_data->roughness);
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float G1v = ggx_g1(n_dot_v, surface_data->roughness);
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float pdf_h = (D * G1v * n_dot_h) / fmaxf(n_dot_v, 1e-6f);
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float pdf_spec = pdf_h / (4.0f * fmaxf(v_dot_h, 1e-6f));
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float pdf_h = (D * G1v * v_dot_h) / fmaxf(n_dot_v, FLT_EPSILON);
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float pdf_spec = pdf_h / (4.0f * fmaxf(v_dot_h, FLT_EPSILON));
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// Cosine PDF (used for diffuse + multi-scatter)
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float pdf_cos = n_dot_l * INV_PI;
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@@ -210,7 +213,7 @@ path_output standard_lit_render_loop(const standard_lit_properties_t* properties
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surface_data.normal = context->normal;
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}
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float n_dot_v = fmaxf(glms_vec3_dot(surface_data.normal, V), 0.0001f);
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float n_dot_v = fmaxf(glms_vec3_dot(surface_data.normal, V), 0.0f);
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// Ensure LUT is ready (thread-safe, one-time).
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ggx_ms_init_lut_once();
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@@ -284,7 +287,7 @@ path_output standard_lit_render_loop(const standard_lit_properties_t* properties
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vec3s f_eval = glms_vec3_zero();
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float n_dot_l = 0.0f;
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float r_lobe = sobol_sample_scrambled(context->sample_index, sobol_get_dimension(context->bounce_depth, PRNG_BSDF), scramble);
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float r_lobe = sobol_sample(context->sample_index, sobol_get_dimension(context->bounce_depth, PRNG_BSDF));
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bool is_specular = (r_lobe < w_ss);
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if (is_specular)
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@@ -297,7 +300,7 @@ path_output standard_lit_render_loop(const standard_lit_properties_t* properties
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float u2 = sobol_sample_scrambled(context->sample_index, d2, scramble);
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vec3s H = ggx_sample_vndf(surface_data.normal, V, surface_data.roughness, u1, u2);
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output.wi = glms_vec3_reflect(context->wo, H); // reflect(-V, H) -> V is wo inverted
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output.wi = glms_vec3_reflect(context->wo, H);
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if (glms_vec3_dot(output.wi, surface_data.normal) <= 0.0f || glms_vec3_dot(output.wi, context->normal) <= 0.0f)
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{
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@@ -305,62 +308,35 @@ path_output standard_lit_render_loop(const standard_lit_properties_t* properties
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return output;
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}
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// Recalculate dots
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n_dot_l = fmaxf(glms_vec3_dot(surface_data.normal, output.wi), 0.0001f);
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vec3s H_new = glms_vec3_normalize(glms_vec3_add(output.wi, V));
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float n_dot_h = fmaxf(glms_vec3_dot(surface_data.normal, H_new), 0.0001f);
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float v_dot_h = fmaxf(glms_vec3_dot(V, H_new), 0.0001f);
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n_dot_l = fmaxf(glms_vec3_dot(surface_data.normal, output.wi), FLT_EPSILON);
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// Evaluate BSDF
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float D = ggx_distribution(n_dot_h, surface_data.roughness);
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float G1v = ggx_g1(n_dot_v, surface_data.roughness);
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float G = ggx_g_smith(n_dot_v, n_dot_l, surface_data.roughness);
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vec3s f0 = glms_vec3_lerp(DIELECTRIC_F0, surface_data.albedo, surface_data.metallic);
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vec3s F = fresnel_schlick_vec3(f0, v_dot_h);
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vec3s spec_f = glms_vec3_scale(glms_vec3_mul(F, (vec3s){D * G, D * G, D * G}),
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1.0f / fmaxf(4.0f * n_dot_v * n_dot_l, 1e-6f));
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f_eval = spec_f;
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// Propagate spread angle for ray cones
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// Heuristic: spread increases with roughness
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// Spread angle heuristic
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output.spread_angle = context->spread_angle + surface_data.roughness * QUARTER_PI;
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}
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else
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{
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// Sample Cosine hemisphere (Diffuse + Multi-scatter spec)
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// Note: We use cosine sampling for Oren-Nayar and the broad MS term.
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uint32_t d1 = sobol_get_dimension(context->bounce_depth, PRNG_BSDF_U);
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uint32_t d2 = sobol_get_dimension(context->bounce_depth, PRNG_BSDF_V);
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output.wi = random_cosine_direction(surface_data.normal, context->sample_index, d1, d2, scramble);
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n_dot_l = fmaxf(glms_vec3_dot(surface_data.normal, output.wi), 0.0001f);
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if (glms_vec3_dot(output.wi, context->normal) <= 0.0f)
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{
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output.state = PS_TERMINATE;
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return output;
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}
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float kd_scale = (1.0f - surface_data.metallic) * (1.0f - DIELECTRIC_REFLECTIVE_F0);
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vec3s kD = glms_vec3_scale(glms_vec3_one(), kd_scale);
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float on = oren_nayar_eval(output.wi, V, surface_data.normal, surface_data.diffuse_roughness, n_dot_l, n_dot_v);
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n_dot_l = fmaxf(glms_vec3_dot(surface_data.normal, output.wi), FLT_EPSILON);
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// Diffuse bounce significantly increases spread (effectively resets or becomes very wide)
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// Diffuse bounce spread
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output.spread_angle = context->spread_angle + 0.5f;
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vec3s diff_f = glms_vec3_scale(glms_vec3_mul(surface_data.albedo, kD), on);
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// Multi-scatter GGX term (broad): sampled here with cosine.
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vec3s ms_f = ggx_multi_scatter_lambert(f0, n_dot_v, n_dot_l, surface_data.roughness);
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// Throughput multiplier: (f * NoL) / pdf
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vec3s f_sum = glms_vec3_add(diff_f, ms_f);
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f_eval = f_sum;
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}
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// IMPORTANT: evaluate FULL BSDF for the sampled direction (unbiased for mixture sampling)
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f_eval = evaluate_bsdf_standard_lit(context, &surface_data, output.wi);
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output.pdf = sample_bsdf_pdf(&surface_data, V, output.wi);
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if (output.pdf < 1e-12f)
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if (output.pdf < FLT_EPSILON)
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{
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output.state = PS_TERMINATE;
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return output;
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@@ -1,6 +1,8 @@
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#include "Rendering/Renderer.h"
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#include "Algorithm/PathTracing.h"
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#include <string.h>
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static inline void create_target_if_required(aov_flags_t aov_flags, aov_flags_t target_flag, render_target_t** render_target, uint32_t width, uint32_t height)
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{
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render_target_t* temp = NULL;
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@@ -65,6 +67,47 @@ static inline bool aov_needs_lighting_samples(aov_flags_t flags)
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return has_flag(flags, AOV_BEAUTY) || has_flag(flags, AOV_DIRECT) || has_flag(flags, AOV_INDIRECT);
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}
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static inline vec4s running_average_vec4(vec4s prev_avg, vec4s sample, uint32_t prev_count)
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{
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float n = (float)prev_count;
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float inv = 1.0f / (n + 1.0f);
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vec4s out;
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out.x = (prev_avg.x * n + sample.x) * inv;
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out.y = (prev_avg.y * n + sample.y) * inv;
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out.z = (prev_avg.z * n + sample.z) * inv;
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out.w = 1.0f;
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return out;
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}
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static inline void clear_render_target(render_target_t* target)
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{
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if (target == NULL || target->buffer == NULL)
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{
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return;
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}
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size_t pixel_count = (size_t)target->width * target->height;
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memset(target->buffer, 0, pixel_count * sizeof(vec4s));
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for (size_t i = 0; i < pixel_count; ++i)
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{
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target->buffer[i].w = 1.0f;
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}
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}
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static inline void clear_aov_targets(render_job_t* job)
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{
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if (job == NULL || job->aov_target == NULL)
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{
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return;
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}
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for (uint8_t i = 0; i < MAX_AOV_TARGET; ++i)
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{
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clear_render_target(job->aov_target[i]);
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}
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}
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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)
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{
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aov_output_t accumulated_color = {0};
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@@ -83,8 +126,8 @@ static void render_pixel(const rendering_config_t* config, scene_t* scene, vec3s
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uint32_t pos_hash = hash_uint32(pixel_id);
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// Apply AA
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float du = sobol_sample_scrambled(sobol_idx, PRNG_LENS_U, pos_hash);
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float dv = sobol_sample_scrambled(sobol_idx, PRNG_LENS_V, pos_hash);
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float du = sobol_sample_scrambled(sobol_idx, PRNG_FILTER_U, pos_hash);
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float dv = sobol_sample_scrambled(sobol_idx, PRNG_FILTER_V, pos_hash);
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vec2s position_ndc = compute_ndc((float)x + du, (float)y + dv, config->width, config->height);
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float screen_x = position_ndc.x * 2.0f - 1.0f;
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@@ -111,6 +154,48 @@ static void render_pixel(const rendering_config_t* config, scene_t* scene, vec3s
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*pixel_output = accumulated_color;
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}
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static void render_pixel_one_sample(const rendering_config_t* config,
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scene_t* scene,
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vec3s coord,
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uint32_t x,
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uint32_t y,
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uint32_t sample_index,
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aov_flags_t aov_flags,
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aov_output_t* pixel_output)
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{
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uint32_t pixel_id = y * config->width + x;
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uint32_t sobol_idx = pixel_id * config->sample_count + (sample_index + 1);
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uint32_t pos_hash = hash_uint32(pixel_id);
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vec3s camera_right = quat_get_right(scene->camera.rotation);
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vec3s camera_up = quat_get_up(scene->camera.rotation);
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float du = sobol_sample_scrambled(sobol_idx, PRNG_FILTER_U, pos_hash);
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float dv = sobol_sample_scrambled(sobol_idx, PRNG_FILTER_V, pos_hash);
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vec2s position_ndc = compute_ndc((float)x + du, (float)y + dv, config->width, config->height);
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float screen_x = position_ndc.x * 2.0f - 1.0f;
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float screen_y = position_ndc.y * 2.0f - 1.0f;
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float sensor_offset_x = screen_x * scene->camera.size_x * 0.5f;
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float sensor_offset_y = screen_y * scene->camera.size_y * 0.5f;
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vec3s image_plane_point = coord;
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image_plane_point = glms_vec3_add(image_plane_point, glms_vec3_scale(camera_right, sensor_offset_x));
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image_plane_point = glms_vec3_add(image_plane_point, glms_vec3_scale(camera_up, sensor_offset_y));
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float pixel_height = scene->camera.size_y / (float)config->height;
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float spread_angle = atanf(pixel_height / scene->camera.focal_length);
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ray_t ray = ray_create(scene->camera.position,
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glms_vec3_normalize(glms_vec3_sub(image_plane_point, scene->camera.position)),
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0.0f,
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spread_angle);
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aov_output_t out = {0};
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path_trace_aov(scene, ray, sobol_idx, config->max_depth, aov_flags, &out);
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*pixel_output = out;
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}
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static inline void update_aov_pixel_if_exist(render_target_t** target, vec4s color, uint32_t x, uint32_t y)
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{
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if (*target == NULL || (*target)->buffer == NULL)
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@@ -133,19 +218,93 @@ static inline void update_aov(render_target_t** target, const aov_output_t* aov,
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update_aov_pixel_if_exist(&target[AOV_INDIRECT_INDEX], aov->indirect, x, y);
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}
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// TODO: Progressive rendering
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void renderer_start(render_job_t* job)
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{
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ensure_camera_aspect_ratio(&job->scene->camera, job->config);
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// Reset progressive state whenever we (re)start.
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job->progressive_sample_index = 0;
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vec3s coord = glms_vec3_add(job->scene->camera.position, glms_vec3_scale(quat_get_forward(job->scene->camera.rotation), job->scene->camera.focal_length));
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if (job->rendering_mode == RENDER_PROGRESSIVE)
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{
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// Progressive mode: accumulate 1 spp per pass until sample_count or stop requested.
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clear_aov_targets(job);
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job->is_done = false;
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uint32_t width = job->config->width;
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uint32_t height = job->config->height;
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for (uint32_t s = 0; s < job->config->sample_count; ++s)
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{
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if (job->is_done)
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{
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break;
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}
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int64_t x, y;
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#pragma omp parallel for schedule(dynamic, 1) default(none) \
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shared(job, coord, width, height, s) \
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private(x, y)
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for (y = 0; y < (int64_t)height; ++y)
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{
|
||||
for (x = 0; x < (int64_t)width; ++x)
|
||||
{
|
||||
if (job->is_done)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
aov_output_t pixel = {0};
|
||||
render_pixel_one_sample(job->config, job->scene, coord, (uint32_t)x, (uint32_t)y, s, job->aov_flags, &pixel);
|
||||
|
||||
// Accumulate lighting AOVs; write non-stochastic AOVs once.
|
||||
if (has_flag(job->aov_flags, AOV_BEAUTY))
|
||||
{
|
||||
vec4s prev = render_target_get_pixel(job->aov_target[AOV_BEAUTY_INDEX], (uint32_t)x, (uint32_t)y);
|
||||
vec4s avg = running_average_vec4(prev, pixel.beauty, s);
|
||||
render_target_set_pixel(job->aov_target[AOV_BEAUTY_INDEX], (uint32_t)x, (uint32_t)y, avg);
|
||||
}
|
||||
|
||||
if (s == 0)
|
||||
{
|
||||
update_aov_pixel_if_exist(&job->aov_target[AOV_AlBEDO_INDEX], pixel.albedo, (uint32_t)x, (uint32_t)y);
|
||||
update_aov_pixel_if_exist(&job->aov_target[AOV_NORMAL_INDEX], pixel.normal, (uint32_t)x, (uint32_t)y);
|
||||
update_aov_pixel_if_exist(&job->aov_target[AOV_DEPTH_INDEX], (vec4s){pixel.depth, pixel.depth, pixel.depth, 1.0f}, (uint32_t)x, (uint32_t)y);
|
||||
update_aov_pixel_if_exist(&job->aov_target[AOV_POSITION_INDEX], pixel.position, (uint32_t)x, (uint32_t)y);
|
||||
}
|
||||
|
||||
if (has_flag(job->aov_flags, AOV_DIRECT))
|
||||
{
|
||||
vec4s prev = render_target_get_pixel(job->aov_target[AOV_DIRECT_INDEX], (uint32_t)x, (uint32_t)y);
|
||||
vec4s avg = running_average_vec4(prev, pixel.direct, s);
|
||||
render_target_set_pixel(job->aov_target[AOV_DIRECT_INDEX], (uint32_t)x, (uint32_t)y, avg);
|
||||
}
|
||||
|
||||
if (has_flag(job->aov_flags, AOV_INDIRECT))
|
||||
{
|
||||
vec4s prev = render_target_get_pixel(job->aov_target[AOV_INDIRECT_INDEX], (uint32_t)x, (uint32_t)y);
|
||||
vec4s avg = running_average_vec4(prev, pixel.indirect, s);
|
||||
render_target_set_pixel(job->aov_target[AOV_INDIRECT_INDEX], (uint32_t)x, (uint32_t)y, avg);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
job->progressive_sample_index = s + 1;
|
||||
}
|
||||
|
||||
job->is_done = true;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
uint32_t tile_count_x = (job->config->width + job->config->bucket_size - 1) / job->config->bucket_size;
|
||||
uint32_t tile_count_y = (job->config->height + job->config->bucket_size - 1) / job->config->bucket_size;
|
||||
uint32_t tile_count = tile_count_x * tile_count_y;
|
||||
|
||||
vec3s coord = glms_vec3_add(job->scene->camera.position, glms_vec3_scale(quat_get_forward(job->scene->camera.rotation), job->scene->camera.focal_length));
|
||||
|
||||
int64_t x, y, tile_index; // OpenMP requires these to be declared outside the parallel region.
|
||||
#pragma omp parallel for schedule(dynamic, 1) default(none) \
|
||||
#pragma omp parallel for schedule(dynamic, 1) default(none) \
|
||||
shared(tile_count_x, tile_count_y, tile_count, coord, job) \
|
||||
private(x, y, tile_index)
|
||||
for (tile_index = 0; tile_index < tile_count; tile_index++)
|
||||
@@ -172,9 +331,10 @@ void renderer_start(render_job_t* job)
|
||||
tile_done:;
|
||||
}
|
||||
|
||||
// TODO: A-Trous denoising
|
||||
|
||||
job->is_done = true;
|
||||
}
|
||||
|
||||
// TODO: A-Trous denoising
|
||||
}
|
||||
|
||||
void render_job_free(render_job_t* job)
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
|
||||
#define TITLE "Path Tracing"
|
||||
#define SCENE_PATH "./assets/sponza.fbx"
|
||||
#define HDRI_PATH "./assets/hdri/golden_gate_hills_1k.hdr"
|
||||
#define HDRI_PATH "C:/Users/Misaki/Downloads/shanghai_bund_1k.hdr"
|
||||
|
||||
static bool scene_setup(scene_t* scene)
|
||||
{
|
||||
@@ -24,8 +24,13 @@ static bool scene_setup(scene_t* scene)
|
||||
return false;
|
||||
}
|
||||
|
||||
#if 0
|
||||
scene->camera.position = (vec3s){-7.5f, 2.5f, 0.0f};
|
||||
scene->camera.rotation = euler_to_quat(10.0f, -90.0f, 0.0f);
|
||||
#else
|
||||
scene->camera.position = (vec3s){0.0f, 0.0f, 5.0f};
|
||||
scene->camera.rotation = glms_quat_identity();
|
||||
#endif
|
||||
|
||||
// TODO: Standardize light unit
|
||||
light_entity_t sun = light_create_directional_light(&scene->lights);
|
||||
@@ -81,12 +86,8 @@ static bool load_assets(scene_t* scene)
|
||||
},
|
||||
&scene->materials);
|
||||
|
||||
// quad_create((vec3s){0.0f, -0.5f, 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, -0.5f, 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, 0.0f, 0.0f}, (vec3s){0.0f, 0.0f, 1.0f}, (vec3s){0.0f, 1.0f, 0.0f}, 1.0f, floor_material.id, &scene->triangles);
|
||||
// vertex_t v0 = {.position = (vec3s){-1.0f, -1.0f, 0.0f}, .normal = (vec3s){0.0f, 0.0f, 1.0f}, .tangent = (vec3s){1.0f, 0.0f, 0.0f}, .uv = (vec2s){0.0f, 0.0f}};
|
||||
// vertex_t v1 = {.position = (vec3s){1.0f, -1.0f, 0.0f}, .normal = (vec3s){0.0f, 0.0f, 1.0f}, .tangent = (vec3s){1.0f, 0.0f, 0.0f}, .uv = (vec2s){1.0f, 0.0f}};
|
||||
// vertex_t v2 = {.position = (vec3s){-1.0f, 1.0f, 0.0f}, .normal = (vec3s){0.0f, 0.0f, 1.0f}, .tangent = (vec3s){1.0f, 0.0f, 0.0f}, .uv = (vec2s){1.0f, 1.0f}};
|
||||
// triangle_create(v0, v1, v2, quad_material.id, &scene->triangles);
|
||||
#endif
|
||||
|
||||
return scene_build_bvh(scene);
|
||||
@@ -110,7 +111,7 @@ static bool initialize_renderer(const rendering_config_t* config, aov_flags_t ao
|
||||
.scene = outScene,
|
||||
.config = config,
|
||||
|
||||
.rendering_mode = RENDER_TILE_BASED,
|
||||
.rendering_mode = RENDER_PROGRESSIVE,
|
||||
.aov_flags = aov_flags,
|
||||
.is_done = false,
|
||||
};
|
||||
@@ -206,7 +207,7 @@ 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 * 4,
|
||||
.max_depth = 4,
|
||||
.bucket_size = 64,
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user