#include "Rendering/Renderer.h" #include "Algorithm/PathTracing.h" 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) { render_target_t* temp = NULL; if (has_flag(aov_flags, target_flag)) { temp = (render_target_t*)malloc(sizeof(render_target_t)); if (temp == NULL) { return; } render_target_init(width, height, temp); } *render_target = temp; } bool renderer_aov_target_init(render_job_t* job, aov_flags_t aov_flags) { job->aov_target = (render_target_t**)malloc(sizeof(render_target_t*) * MAX_AOV_TARGET); if (job->aov_target == NULL) { return false; } create_target_if_required(aov_flags, AOV_BEAUTY, &job->aov_target[AOV_BEAUTY_INDEX], job->config->width, job->config->height); create_target_if_required(aov_flags, AOV_AlBEDO, &job->aov_target[AOV_AlBEDO_INDEX], job->config->width, job->config->height); create_target_if_required(aov_flags, AOV_NORMAL, &job->aov_target[AOV_NORMAL_INDEX], job->config->width, job->config->height); 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; } static inline void ensure_camera_aspect_ratio(camera_t* camera, const rendering_config_t* config) { float aspect_ratio = (float)config->width / config->height; if (fabsf((float)config->width / config->height - camera->size_x / camera->size_y) > 0.001f) { camera->size_y = camera->size_x / aspect_ratio; camera->fov_y = 2.0f * (float)atan(camera->size_x / (2.0f * camera->focal_length * aspect_ratio)); } } static inline vec2s compute_ndc(float x, float y, uint32_t width, uint32_t height) { return (vec2s){ .x = x / (float)width, #ifdef FLIP_Y .y = 1.0f - y / (float)height #else .y = y / (float)height #endif }; } static inline bool aov_needs_lighting_samples(aov_flags_t flags) { 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) { aov_output_t accumulated_color = {0}; uint32_t pixel_id = y * config->width + x; 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); vec3s camera_up = quat_get_up(scene->camera.rotation); for (uint16_t k = 0; k < sample_count; k++) { // TODO: Hash it uint32_t sobol_idx = pixel_id * (uint32_t)sample_count + (k + 1); uint32_t pos_hash = hash_uint32(pixel_id); // Apply AA float du = sobol_sample_scrambled(sobol_idx, PRNG_LENS_U, pos_hash); float dv = sobol_sample_scrambled(sobol_idx, PRNG_LENS_V, pos_hash); vec2s position_ndc = compute_ndc((float)x + du, (float)y + dv, config->width, config->height); float screen_x = position_ndc.x * 2.0f - 1.0f; float screen_y = position_ndc.y * 2.0f - 1.0f; float sensor_offset_x = screen_x * scene->camera.size_x * 0.5f; float sensor_offset_y = screen_y * scene->camera.size_y * 0.5f; vec3s image_plane_point = coord; image_plane_point = glms_vec3_add(image_plane_point, glms_vec3_scale(camera_right, sensor_offset_x)); image_plane_point = glms_vec3_add(image_plane_point, glms_vec3_scale(camera_up, sensor_offset_y)); // Calculate initial spread angle for ray differentials float pixel_height = scene->camera.size_y / (float)config->height; float spread_angle = atanf(pixel_height / scene->camera.focal_length); 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}; path_trace_aov(scene, ray, sobol_idx, config->max_depth, aov_flags, &aov_output); accumulate_aov(&accumulated_color, &aov_output, inv_sample); } *pixel_output = accumulated_color; } static inline void update_aov_pixel_if_exist(render_target_t** target, vec4s color, uint32_t x, uint32_t y) { if (*target == NULL || (*target)->buffer == NULL) { return; } render_target_set_pixel(*target, x, y, color); } static inline void update_aov(render_target_t** target, const aov_output_t* aov, uint32_t x, uint32_t y) { update_aov_pixel_if_exist(&target[AOV_BEAUTY_INDEX], aov->beauty, x, y); update_aov_pixel_if_exist(&target[AOV_AlBEDO_INDEX], aov->albedo, x, y); 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 void renderer_start(render_job_t* job) { ensure_camera_aspect_ratio(&job->scene->camera, job->config); 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) \ 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++) { uint32_t tile_x_0 = (uint32_t)tile_index % tile_count_x * job->config->bucket_size; uint32_t tile_y_0 = (uint32_t)tile_index / tile_count_x * job->config->bucket_size; uint32_t tile_x_1 = (uint32_t)fmin(tile_x_0 + job->config->bucket_size, job->config->width); uint32_t tile_y_1 = (uint32_t)fmin(tile_y_0 + job->config->bucket_size, job->config->height); for (y = tile_y_0; y < tile_y_1; y++) { for (x = tile_x_0; x < tile_x_1; x++) { if (job->is_done) { goto tile_done; } aov_output_t pixel_output = {0}; render_pixel(job->config, job->scene, coord, (uint32_t)x, (uint32_t)y, job->aov_flags, &pixel_output); update_aov(job->aov_target, &pixel_output, (uint32_t)x, (uint32_t)y); } } tile_done:; } // TODO: A-Trous denoising job->is_done = true; } void render_job_free(render_job_t* job) { if (job == NULL || job->aov_target == NULL) { return; } for (uint8_t i = 0; i < MAX_AOV_TARGET; i++) { if (job->aov_target[i] != NULL) { render_target_free(job->aov_target[i]); free(job->aov_target[i]); } } free(job->aov_target); job->aov_target = NULL; }