#include "Lighting/LightEvaluation.h" #include "Algorithm/BSDF.h" #include "Algorithm/RayIntersection.h" path_output evaluate_bsdf_directional(directional_light_t light, const light_shading_context_t* context, vec3s throughput, uint32_t sample_index) { path_output output = {0.0f}; output.state = TERMINATE; output.pdf = 1.0f; if (light.intensity <= 0.0f) { return output; } float angular_radius = glm_rad(light.angular_diameter / 2.0f); 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_angular(light.direction, sample_index, angular_radius, d1, d2); float n_dot_l = glms_vec3_dot(context->normal, wi); if (n_dot_l <= 0.0f) { return output; } ray_t shadow_ray = ray_create(BIAS_RAY_ORIGION(context->hit_point, context->normal), wi); float closest = FLT_MAX; hit_result_t shadow_hit = {1}; ray_intersect_bvh(&shadow_ray, context->bvh_tree->nodes, context->bvh_tree->primitive_indices, context->bvh_tree->triangles, 0, &closest, &shadow_hit); if (shadow_hit.hit) { return output; } 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.wi = wi; output.state = NORMAL; return output; }