#include "Algorithm/PathTracing.h" #include "Algorithm/RayIntersection.h" #include "Algorithm/BSDF.h" #include "Lighting/LightEvaluation.h" // TODO: Implement a faster methods like BVH, KD-Tree or uniform grid acceleration // 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) { vec4s accumulated_color = (vec4s){0.0f, 0.0f, 0.0f, 1.0f}; vec3s throughput = glms_vec3_one(); ray_t active_ray = ray; vec3s prev_normal = glms_vec3_zero(); float pdf_bsdf = 1.0f; uint16_t depth = 0; while (depth < max_depth) { hit_result_t closest_hit = ray_intersect_scene(&active_ray, scene); if (!closest_hit.hit) { vec3s sky_light = evaluate_bsdf_sky(scene, NULL, throughput, sample_index); if (depth > 0) { // Have to multiply the weight since we evaluate the sky at each bounce float pdf_nee = pdf_cosine_weighted_hemisphere(prev_normal, active_ray.direction); float weight = power_heuristic(pdf_bsdf, pdf_nee); sky_light = glms_vec3_scale(sky_light, weight); } accumulated_color = glms_vec4_add(accumulated_color, glms_vec4(sky_light, 0.0f)); break; } // Add the emission of the hit material to the accumulated color const material_t* hit_material = &scene->materials.buffer[scene->triangles.buffer[closest_hit.triangle_id].material_id]; vec3s emission = hit_material->emission; accumulated_color = glms_vec4_add(accumulated_color, glms_vec4(glms_vec3_mul(throughput, emission), 0.0f)); light_shading_context_t light_context = { .normal = closest_hit.normal, .hit_point = closest_hit.point, .wo = active_ray.direction, .uv = closest_hit.uv, .bounce_depth = depth, .bvh_tree = &scene->bvh_tree, .material = hit_material, .textures = &scene->textures, }; // Running the light loop. // TODO: Implementing other light types. for (uint32_t i = 0; i < scene->lights.directional_light_count; i++) { vec3s l = evaluate_bsdf_directional(scene->lights.directional_lights[i], &light_context, throughput, sample_index); accumulated_color = glms_vec4_add(accumulated_color, glms_vec4(l, 0.0f)); } vec3s sky_light = evaluate_bsdf_sky(scene, &light_context, throughput, sample_index); accumulated_color = glms_vec4_add(accumulated_color, glms_vec4(sky_light, 0.0f)); // Bounce and prepare for the next iteration shading_context_t shading_context = { .normal = closest_hit.normal, .position = closest_hit.point, .wo = glms_vec3_negate(active_ray.direction), .uv = closest_hit.uv, .textures = &scene->textures, }; vec3s wi = sample_material_bsdf(hit_material, &shading_context, sample_index, depth, &pdf_bsdf); shading_context.wi = wi; if (pdf_bsdf <= 0.0f) { break; } vec3s bsdf = evaluate_material_bsdf(hit_material, &shading_context); float cos_theta = fmaxf(0.0f, glms_vec3_dot(wi, closest_hit.normal)); throughput = glms_vec3_mul(throughput, glms_vec3_scale(bsdf, cos_theta / pdf_bsdf)); // 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_sample = sobol_sample(sample_index, sobol_get_dimension(depth, PRNG_TERMINATE)); // float rr_sample = random_float(); if (rr_sample > q) { break; // Terminate the path } // Keep the energy of the path by scaling the throughput throughput = glms_vec3_scale(throughput, 1.0f / q); } active_ray = ray_create(BIAS_RAY_ORIGION(closest_hit.point, closest_hit.normal), wi); prev_normal = closest_hit.normal; depth++; } return accumulated_color; }