features/modernize #1

Merged
Misaki merged 5 commits from features/modernize into main 2026-02-22 03:05:52 +00:00
19 changed files with 246 additions and 99 deletions
Showing only changes of commit b41ea60c02 - Show all commits

View File

@@ -1,7 +1,7 @@
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
cmake_minimum_required(VERSION 3.10)
set(CMAKE_C_STANDARD 11)
set(CMAKE_C_STANDARD 23)
set(PROJECT_NAME SimpleRayTracer)
project(${PROJECT_NAME} LANGUAGES C)

View File

@@ -21,7 +21,8 @@ typedef struct
typedef struct
{
vec3s point;
vec3s normal; // Should we remove normal, tangent, and uv from here and output u, v, w instead?
vec3s normal;
vec3s geometric_normal;
vec3s tangent;
vec2s uv;
mesh_model_handle_t model;

View File

@@ -40,12 +40,11 @@ typedef enum
typedef struct
{
vec3s wi;
vec3s direct_lighting;
vec3s bsdf;
vec3s lighting;
float pdf;
float spread_angle;
path_state state;
bool is_delta;
} path_output;
inline float random_float()

View File

@@ -9,47 +9,49 @@
#define INVALID_HANDLE(T) (T){ .id = UINT32_MAX, .generation = 0 }
#define IS_VALID_HANDLE(h) ((h).id != UINT32_MAX)
#define HANDLE_DEF(name) \
typedef struct \
{ \
uint32_t id; \
uint32_t generation; \
} name##_handle_t;
#define HANDLE_DEF(name) \
typedef struct \
{ \
uint32_t id; \
uint32_t generation; \
} name##_handle_t;
#define ARRAY_DEF(T, name) \
typedef struct \
{ \
uint32_t length; \
T* buffer; \
} name##_array_t; \
static inline result_t name##_array_init(name##_array_t* array, uint32_t size) \
{ \
array->length = size; \
T* temp = (T*)malloc(sizeof(T) * size); \
if (temp == NULL) \
typedef struct \
{ \
return RESULT_OUT_OF_MEMORY; \
} \
array->buffer = temp; \
return RESULT_SUCCESS; \
} \
static inline void name##_array_free(name##_array_t* array) \
{ \
if (array->buffer != NULL) \
uint32_t length; \
T* buffer; \
} name##_array_t;
#define array_init(array, size) \
do \
{ \
free(array->buffer); \
array->buffer = NULL; \
array->length = 0; \
} \
} \
static inline T* name##_array_get(name##_array_t* array, uint32_t index) \
{ \
if (index >= array->length) \
array.length = size; \
array.buffer = malloc(sizeof(*array.buffer) * size); \
} while (0)
#define array_free(array) \
do \
{ \
return NULL; \
} \
return &array->buffer[index]; \
}
if (array.buffer != NULL) \
{ \
free(array.buffer); \
array.buffer = NULL; \
array.length = 0; \
} \
} while (0)
#define array_get(array, index) \
((index) >= (array).length ? NULL : &(array).buffer[index])
#define list_init(list, capacity) \
do \
{ \
capacity = capacity == 0 ? 1 : capacity; \
list.count = 0; \
list.capacity = capacity; \
list.buffer = (T*)malloc(sizeof(T) * capacity); \
} while (0)
#define LIST_DEF(T, name) \
typedef struct \

View File

@@ -5,9 +5,6 @@
#include "Rendering/Texture.h"
#include "cglm/struct/vec3.h"
struct scene_t;
struct bvh_tree_t;
typedef struct
{
vec3s position;

View File

@@ -7,6 +7,7 @@
#include "Rendering/Scene.h"
path_output evaluate_bsdf_directional( directional_light_t light, const light_shading_context_t* context, vec3s throughput, uint32_t sample_index);
path_output evaluate_bsdf_punctual_light(punctual_light_t light, const light_shading_context_t* context, vec3s throughput, uint32_t sample_index);
inline path_output evaluate_bsdf_sky(const light_collection_t* lights, const light_shading_context_t* context, vec3s throughput, uint32_t sample_index)
{

View File

@@ -17,6 +17,7 @@ typedef struct
vec3s position;
vec3s normal;
vec3s geometric_normal;
vec3s tangent;
vec3s wo;
vec3s throughput;

View File

@@ -1,6 +0,0 @@
#ifndef SHADING_CONTEXT_H
#define SHADING_CONTEXT_H
#endif // SHADING_CONTEXT_H

View File

@@ -56,7 +56,7 @@ bool scene_build_bvh(scene_t* scene);
void scene_free(scene_t* scene);
// Mesh model/instance API (simple first, flexible later).
mesh_model_handle_t scene_add_mesh_model(scene_t* scene, uint64_t triangle_reserve);
mesh_model_handle_t scene_add_mesh_model(scene_t* scene, uint32_t triangle_reserve);
mesh_instance_handle_t scene_add_mesh_instance(scene_t* scene, mesh_model_handle_t model, mat4s local_to_world);
void scene_remove_mesh_instance(scene_t* scene, mesh_instance_handle_t instance);
void scene_set_mesh_instance_transform(scene_t* scene, mesh_instance_handle_t instance, mat4s local_to_world);

View File

@@ -71,11 +71,11 @@ typedef struct
} texture_sample_context_t;
texture_handle_t texture_load(const char* filename, bool srgb, bool mipmap, stride_t stride, texture_slot_map_t* textures);
void texture_free(texture_t* texture);
vec4s texture_get_pixel(const texture_t* texture, vec2s uv, uint8_t lod);
float texture_get_sample_lod(const texture_t* texture, const texture_sample_context_t* sample_context);
vec4s texture_sample(const texture_t* texture, const texture_sample_context_t* sample_context, vec2s uv);
vec4s texture_sample_lod(const texture_t* texture, vec2s uv, float lod);
void texture_free(texture_t* texture);
inline bool is_texture_entity_valid(texture_handle_t entity)
{

View File

@@ -57,6 +57,7 @@ static inline shading_context_t make_shading_context(const scene_t* scene,
.position = hit->point,
.normal = hit->normal,
.geometric_normal = hit->geometric_normal,
.tangent = hit->tangent,
.uv = hit->uv,
.wo = wo,
@@ -184,7 +185,7 @@ static void trace_lighting_aovs(const scene_t* scene,
}
}
vec3s env_contrib = glms_vec3_scale(sky_output.direct_lighting, w);
vec3s env_contrib = glms_vec3_scale(sky_output.lighting, w);
aov_accumulate_nee(out, aov_flags, env_contrib, depth);
break;
}
@@ -223,12 +224,12 @@ static void trace_lighting_aovs(const scene_t* scene,
}
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))
if (glms_vec3_isinf(material_output.lighting) || glms_vec3_isnan(material_output.lighting))
{
break;
}
aov_accumulate_nee(out, aov_flags, material_output.direct_lighting, depth);
aov_accumulate_nee(out, aov_flags, material_output.lighting, depth);
if (material_output.pdf < FLT_EPSILON)
{

View File

@@ -151,6 +151,7 @@ hit_result_t ray_intersect_triangle(const ray_t* ray, const triangle_t* triangle
normal = glms_vec3_add(normal, glms_vec3_scale(triangle->vertices[2].normal, v));
normal = glms_vec3_dot(normal, direction) < 0.0f ? normal : glms_vec3_negate(normal);
result.normal = glms_vec3_normalize(normal);
result.geometric_normal = triangle->face_normal;
vec3s tangent = glms_vec3_scale(triangle->vertices[0].tangent, w);
tangent = glms_vec3_add(tangent, glms_vec3_scale(triangle->vertices[1].tangent, u));
@@ -308,7 +309,7 @@ void ray_intersect_bvh_any(const ray_t* ray, const bvh_node_t* bvh_nodes, const
{
for (uint32_t i = 0; i < node->primitive_count; i++)
{
uint64_t triangle_index = primitive_indices[node->start_index + i];
uint32_t triangle_index = primitive_indices[node->start_index + i];
hit_result_t hit_result = ray_intersect_triangle(ray, &all_triangles->buffer[triangle_index]);
if (hit_result.hit)
{
@@ -322,8 +323,8 @@ void ray_intersect_bvh_any(const ray_t* ray, const bvh_node_t* bvh_nodes, const
else
{
// Internal node: traverse children in nearfirst order
uint64_t left_child_index = node->left_child_offset;
uint64_t right_child_index = node->right_child_offset;
uint32_t left_child_index = node->left_child_offset;
uint32_t right_child_index = node->right_child_offset;
const bvh_node_t* left_child = &bvh_nodes[left_child_index];
const bvh_node_t* right_child = &bvh_nodes[right_child_index];
@@ -376,7 +377,7 @@ hit_result_t ray_intersect_scene_closest(const ray_t* ray, const scene_t* scene)
{
typedef struct
{
uint64_t node_index;
uint32_t node_index;
float enter;
} tlas_stack_entry_t;
@@ -467,8 +468,8 @@ hit_result_t ray_intersect_scene_closest(const ray_t* ray, const scene_t* scene)
continue;
}
uint64_t left = node->left_child_offset;
uint64_t right = node->right_child_offset;
uint32_t left = node->left_child_offset;
uint32_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);

View File

@@ -35,7 +35,7 @@ mesh_model_handle_t mesh_load(const char* filename, scene_t* scene)
}
// Reserve a model sized for the imported geometry.
uint64_t triangle_reserve = 0;
uint32_t triangle_reserve = 0;
for (uint32_t i = 0; i < mesh_scene->mNumMeshes; i++)
{
const struct aiMesh* mesh = mesh_scene->mMeshes[i];
@@ -45,7 +45,7 @@ mesh_model_handle_t mesh_load(const char* filename, scene_t* scene)
}
// Each face is expected to be a triangle; we still validate per face below.
triangle_reserve += (uint64_t)mesh->mNumFaces;
triangle_reserve += (uint32_t)mesh->mNumFaces;
}
mesh_model_handle_t handle = scene_add_mesh_model(scene, triangle_reserve);

View File

@@ -51,8 +51,61 @@ path_output evaluate_bsdf_directional(directional_light_t light, const light_sha
vec3s light_radiance = glms_vec3_scale(light.color, light.intensity);
vec3s light_contribute = glms_vec3_scale( throughput, fmaxf(0.0f, n_dot_l)); // we always assume pdf = 1.0f for directional light
output.direct_lighting = glms_vec3_mul(light_radiance, light_contribute);
output.lighting = glms_vec3_mul(light_radiance, light_contribute);
output.wi = wi;
output.state = PS_SUCCESS;
return output;
}
// TODO: Support light size and soft shadows
// TODO: Support different light types (spot, area)
path_output evaluate_bsdf_punctual_light(punctual_light_t light, const light_shading_context_t* context, vec3s throughput, uint32_t sample_index)
{
path_output output = {0.0f};
output.state = PS_TERMINATE;
output.pdf = 1.0f;
if (context == NULL)
{
return output;
}
if (light.intensity <= 0.0f)
{
return output;
}
vec3s light_dir = glms_vec3_normalize(glms_vec3_sub(light.position, context->position));
float distance_squared = glms_vec3_dot(glms_vec3_sub(light.position, context->position), glms_vec3_sub(light.position, context->position));
float n_dot_l = glms_vec3_dot(context->normal, light_dir);
if (n_dot_l <= 0.0f)
{
return output;
}
ray_t shadow_ray = ray_create(offset_ray_origin(context->position, context->normal, context->wo), light_dir, 0.0f, 0.0f);
hit_result_t shadow_hit = {0};
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 && shadow_hit.distance * shadow_hit.distance < distance_squared - FLT_EPSILON)
{
return output;
}
vec3s light_radiance = glms_vec3_scale(light.color, light.intensity / distance_squared);
vec3s light_contribute = glms_vec3_scale(throughput, fmaxf(0.0f, n_dot_l)); // we always assume pdf = 1.0f for punctual light
output.lighting = glms_vec3_mul(light_radiance, light_contribute);
output.wi = light_dir;
output.state = PS_SUCCESS;
return output;
}

View File

@@ -40,7 +40,7 @@ path_output evaluate_bsdf_const_sky(const void* data, const light_shading_contex
// 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);
output.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;
@@ -89,7 +89,7 @@ path_output evaluate_bsdf_const_sky(const void* data, const light_shading_contex
return output;
}
output.direct_lighting = glms_vec3_scale(glms_vec3_mul(sky_light, throughput), cos_theta / pdf);
output.lighting = glms_vec3_scale(glms_vec3_mul(sky_light, throughput), cos_theta / pdf);
output.wi = wi;
output.state = PS_SUCCESS;
@@ -348,7 +348,7 @@ path_output evaluate_bsdf_hdr_sky(const void* data, const light_shading_context_
}
vec4s sky_light = texture_sample_lod(get_texture(context->textures, sky_data->texture), uv, lod);
output.direct_lighting = glms_vec3_scale(glms_vec3_mul(glms_vec3(sky_light), throughput), sky_data->intensity);
output.lighting = glms_vec3_scale(glms_vec3_mul(glms_vec3(sky_light), throughput), sky_data->intensity);
// Return the correct environment PDF for MIS when the BSDF-sampled ray escapes to the sky.
output.pdf = hdr_sky_pdf_direction(sky_data, context->wo);
return output;
@@ -400,9 +400,11 @@ path_output evaluate_bsdf_hdr_sky(const void* data, const light_shading_context_
return output;
}
// TODO: Both texture sampling and PDF calculation can be bilinear interpolated for better quality
// This requires us to change the uv from always being at the center of the texel to being continuous
vec2s uv = (vec2s){u, v};
const texture_t* hdri = get_texture(context->textures, sky_data->texture);
vec4s pixel = texture_get_pixel(hdri, uv, 0);
vec4s pixel = texture_sample_lod(hdri, uv, 0);
vec3s sky_light = glms_vec3_scale(glms_vec3(pixel), sky_data->intensity);
float mass = sky_data->pdf_uv_mass[y_idx * sky_data->width + x_idx];
@@ -412,7 +414,7 @@ path_output evaluate_bsdf_hdr_sky(const void* data, const light_shading_context_
return output;
}
output.direct_lighting = glms_vec3_scale(glms_vec3_mul(sky_light, throughput), n_dot_l / pdf);
output.lighting = glms_vec3_scale(glms_vec3_mul(sky_light, throughput), n_dot_l / pdf);
output.wi = wi;
output.pdf = pdf;
output.state = PS_SUCCESS;

View File

@@ -93,7 +93,7 @@ static void get_surface_data(const shading_context_t* context, const standard_li
}
}
static vec3s evaluate_bsdf_standard_lit(const shading_context_t* context, standard_lit_surface_data_t* surface_data, vec3s wi)
static vec3s evaluate_bsdf_standard_lit(const shading_context_t* context, const standard_lit_surface_data_t* surface_data, vec3s wi)
{
vec3s n = surface_data->normal;
vec3s v = glms_vec3_negate(context->wo);
@@ -188,6 +188,14 @@ static float sample_bsdf_pdf(const standard_lit_surface_data_t* surface_data, ve
return w_ss * pdf_spec + w_cos * pdf_cos;
}
static void accumulate_lighting(path_output* output, const path_output* light_output, const shading_context_t* context, vec3s V, const standard_lit_surface_data_t* surface_data)
{
vec3s bsdf_dir_light = evaluate_bsdf_standard_lit(context, surface_data, light_output->wi);
float pdf_bsdf = sample_bsdf_pdf(surface_data, V, light_output->wi);
vec3s light_contribute = weight_nee_light(bsdf_dir_light, light_output->lighting, pdf_bsdf, light_output->pdf);
output->lighting = glms_vec3_add(output->lighting, light_contribute);
}
path_output standard_lit_render_loop(const standard_lit_properties_t* properties, const shading_context_t* context)
{
standard_lit_surface_data_t surface_data; // Assuming you reuse your struct
@@ -243,10 +251,17 @@ path_output standard_lit_render_loop(const standard_lit_properties_t* properties
path_output light_output = evaluate_bsdf_directional(context->lights->directional_lights.buffer[i], &light_context, context->throughput, context->sample_index);
if (light_output.state == PS_SUCCESS)
{
vec3s bsdf_dir_light = evaluate_bsdf_standard_lit(context, &surface_data, light_output.wi);
float pdf_bsdf = sample_bsdf_pdf(&surface_data, V, light_output.wi);
vec3s light_contribute = weight_nee_light(bsdf_dir_light, light_output.direct_lighting, pdf_bsdf, light_output.pdf);
output.direct_lighting = glms_vec3_add(output.direct_lighting, light_contribute);
accumulate_lighting(&output, &light_output, context, V, &surface_data);
}
}
// Punctual Lights
for (uint32_t i = 0; i < context->lights->punctual_lights.count; i++)
{
path_output light_output = evaluate_bsdf_punctual_light(context->lights->punctual_lights.buffer[i], &light_context, context->throughput, context->sample_index);
if (light_output.state == PS_SUCCESS)
{
accumulate_lighting(&output, &light_output, context, V, &surface_data);
}
}
@@ -254,10 +269,7 @@ path_output standard_lit_render_loop(const standard_lit_properties_t* properties
path_output sky_output = evaluate_bsdf_sky(context->lights, &light_context, context->throughput, context->sample_index);
if (sky_output.state == PS_SUCCESS)
{
vec3s bsdf_sky_light = evaluate_bsdf_standard_lit(context, &surface_data, sky_output.wi);
float pdf_bsdf = sample_bsdf_pdf(&surface_data, V, sky_output.wi);
vec3s sky_light = weight_nee_light(bsdf_sky_light, sky_output.direct_lighting, pdf_bsdf, sky_output.pdf);
output.direct_lighting = glms_vec3_add(output.direct_lighting, sky_light);
accumulate_lighting(&output, &sky_output, context, V, &surface_data);
}
// ----------------------------------------------------

View File

@@ -48,7 +48,7 @@ static bool scene_rebuild_tlas(scene_t* scene)
}
// Build list of active instances.
uint64_t active_count = 0;
uint32_t active_count = 0;
for (uint32_t i = 0; i < scene->mesh_instances.capacity; ++i)
{
if (scene->mesh_instances.occupied[i])
@@ -64,13 +64,13 @@ static bool scene_rebuild_tlas(scene_t* scene)
return true;
}
uint64_t* indices = (uint64_t*)malloc(sizeof(uint64_t) * active_count);
uint32_t* indices = (uint32_t*)malloc(sizeof(uint32_t) * active_count);
if (indices == NULL)
{
return false;
}
uint64_t cursor = 0;
uint32_t cursor = 0;
for (uint32_t i = 0; i < scene->mesh_instances.capacity; ++i)
{
if (scene->mesh_instances.occupied[i])
@@ -115,6 +115,8 @@ static bool scene_rebuild_tlas(scene_t* scene)
return true;
}
ARRAY_DEF(int, test)
bool scene_init(scene_t* scene, uint32_t triangle_count, uint32_t texture_count, uint32_t material_count, uint32_t punctual_light_count)
{
scene_t temp = {0};
@@ -232,7 +234,7 @@ void scene_free(scene_t* scene)
light_collection_free(&scene->lights);
}
mesh_model_handle_t scene_add_mesh_model(scene_t* scene, uint64_t triangle_reserve)
mesh_model_handle_t scene_add_mesh_model(scene_t* scene, uint32_t triangle_reserve)
{
if (scene == NULL)
{

View File

@@ -362,7 +362,7 @@ 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) * 0.5f;
return log2f(texels_covered) * 0.5f; // TODO: Apply EWA for better quality
}
static vec4s nearest_filter(const texture_t* texture, vec2s uv, uint8_t lod)

View File

@@ -1,7 +1,6 @@
#include <time.h>
#include <omp.h>
#include <stdint.h>
#include <svpng.inc>
#include "Algorithm/Sobol.h"
#include "Geometry/GeometryUtilities.h"
@@ -15,7 +14,14 @@
#define TITLE "Path Tracing"
#define SCENE_PATH "./assets/sponza.fbx"
#define HDRI_PATH "C:/Users/Misaki/Downloads/shanghai_bund_1k.hdr"
#define HDRI_PATH "./assets/hdri/golden_gate_hills_1k.hdr"
#define SAVE_OUTPUT
#ifdef SAVE_OUTPUT
#include <svpng.inc>
#define OUTPUT_PATH "./output.png"
#endif
static bool scene_setup(scene_t* scene)
{
@@ -33,21 +39,54 @@ static bool scene_setup(scene_t* scene)
#endif
// TODO: Standardize light unit
directional_light_t sun_light =
{
.direction = glms_vec3_normalize((vec3s){0.6f, 1.0f, 0.25f}),
.color = (vec3s){1.0f, 0.93f, 0.87f},
.intensity = 0.0f,
.angular_diameter = 0.53f
};
// directional_light_t sun_light =
// {
// .direction = glms_vec3_normalize((vec3s){0.6f, 1.0f, 0.25f}),
// .color = (vec3s){1.0f, 0.93f, 0.87f},
// .intensity = 1.0f,
// .angular_diameter = 0.53f
// };
light_handle_t sun = light_add_directional_light(&scene->lights, &sun_light);
// light_handle_t sun = light_add_directional_light(&scene->lights, &sun_light);
// punctual_light_t point_light1 =
// {
// .position = (vec3s){1.0f, 5.0f, 0.0f},
// .color = (vec3s){1.0f, 1.0f, 1.0f},
// .intensity = 10.0f,
// };
// punctual_light_t point_light2 =
// {
// .position = (vec3s){1.0f, 5.0f, 2.5f},
// .color = (vec3s){1.0f, 1.0f, 1.0f},
// .intensity = 50.0f,
// };
// punctual_light_t point_light3 =
// {
// .position = (vec3s){1.0f, 5.0f, 2.5f},
// .color = (vec3s){1.0f, 1.0f, 1.0f},
// .intensity = 50.0f,
// };
// punctual_light_t point_light4 =
// {
// .position = (vec3s){1.0f, 5.0f, 2.5f},
// .color = (vec3s){1.0f, 1.0f, 1.0f},
// .intensity = 50.0f,
// };
// light_add_punctual_light(&scene->lights, &point_light1);
// light_add_punctual_light(&scene->lights, &point_light2);
// light_add_punctual_light(&scene->lights, &point_light3);
// light_add_punctual_light(&scene->lights, &point_light4);
#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,
.intensity = 0.0f,
});
#else
texture_handle_t hdri = texture_load(HDRI_PATH, false, false, FLOAT_32, &scene->textures);
@@ -65,7 +104,7 @@ static bool scene_setup(scene_t* scene)
static bool load_assets(scene_t* scene)
{
#if 0
#if 1
mesh_model_handle_t model_handle = mesh_load(SCENE_PATH, scene);
if (!IS_VALID_HANDLE(model_handle))
{
@@ -211,6 +250,46 @@ static int run_main_loop(render_job_t* job, uint8_t aov_index)
return 0;
}
static void save_render_output_png(const render_target_t* render_target, const char* output_path)
{
#ifdef SAVE_OUTPUT
if (render_target == NULL || render_target->buffer == NULL)
{
return;
}
uint8_t* png_buffer = (uint8_t*)malloc(render_target->width * render_target->height * 3);
if (png_buffer == NULL)
{
return;
}
for (uint32_t y = 0; y < render_target->height; y++)
{
for (uint32_t x = 0; x < render_target->width; x++)
{
vec4s pixel = render_target_get_pixel(render_target, x, y);
pixel = aces_tone_map(pixel);
pixel = gamma_correct(pixel, 2.2f);
size_t index = (size_t)(y * render_target->width + x) * 3;
png_buffer[index + 0] = (uint8_t)(fminf(fmaxf(pixel.x, 0.0f), 1.0f) * 255.0f);
png_buffer[index + 1] = (uint8_t)(fminf(fmaxf(pixel.y, 0.0f), 1.0f) * 255.0f);
png_buffer[index + 2] = (uint8_t)(fminf(fmaxf(pixel.z, 0.0f), 1.0f) * 255.0f);
}
}
FILE* fp = fopen(output_path, "wb");
if (fp != NULL)
{
svpng(fp, render_target->width, render_target->height, png_buffer, 0);
fclose(fp);
}
free(png_buffer);
#endif
}
// int main()
int WINAPI wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ PWSTR pCmdLine, _In_ int nCmdShow)
{
@@ -226,12 +305,12 @@ int WINAPI wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance,
render_job_t* job = NULL;
rendering_config_t config = {
.width = 1920 / 2,
.height = 1080 / 2,
.sample_count = 16 * 4,
.width = 1920 / 1,
.height = 1080 / 1,
.sample_count = 16 * 1,
.max_depth = 4,
.bucket_size = 64,
.rendering_mode = RENDER_PROGRESSIVE,
.bucket_size = 128,
.rendering_mode = RENDER_TILE_BASED,
.aov_flags = AOV_BEAUTY,
};
@@ -244,6 +323,8 @@ int WINAPI wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance,
int result = run_main_loop(job, AOV_BEAUTY_INDEX);
save_render_output_png(job->aov_target[AOV_BEAUTY_INDEX], OUTPUT_PATH);
window_close();
shutdown_renderer(job, &scene);