Files
SimpleRayTracing/source/main.c

215 lines
5.8 KiB
C

#include <time.h>
#include <omp.h>
#include <stdint.h>
#include <svpng.inc>
#include "Algorithm/Sobol.h"
#include "Geometry/GeometryUtilities.h"
#include "Geometry/Mesh.h"
#include "Lighting/SkyLight.h"
#include "Material/StandardLit.h"
#include "Rendering/AOV.h"
#include "Rendering/PostProcessing.h"
#include "Rendering/Scene.h"
#include "Window.h"
#define TITLE "Path Tracing"
#define SCENE_PATH "./assets/sponza.fbx"
#define HDRI_PATH "./assets/hdri/rogland_sunset_1k.hdr"
static bool scene_setup(scene_t* scene)
{
if (!scene_init(scene, 167000, 3, 8, 1))
{
return false;
}
scene->camera.position = (vec3s){7.5f, 2.0f, 0.0f};
scene->camera.rotation = euler_to_quat(10.0f, 90.0f, 0.0f);
// TODO: Standardize light unit
light_entity_t sun = light_create_directional_light(&scene->lights);
directional_light_t* sun_light = &scene->lights.directional_lights[sun.id];
sun_light->direction = glms_vec3_normalize((vec3s){0.6f, 1.0f, 0.25f});
sun_light->color = (vec3s){1.0f, 0.93f, 0.87f};
sun_light->intensity = 1.0f;
sun_light->angular_diameter = 0.53f;
// scene->lights.sky_light = sky_create_constant_sky(&(constant_sky_data_t)
// {
// .color = (vec3s){0.73f, 0.82f, 1.0f},
// .intensity = 1.0f,
// });
texture_handle_t hdri = texture_load(HDRI_PATH, false, false, FLOAT_32, &scene->textures);
scene->textures.buffer[hdri.id].texture.wrap_mode = WM_CLAMP;
scene->textures.buffer[hdri.id].texture.filter_mode = FM_LINEAR;
scene->lights.sky_light = sky_create_hdr_sky(&scene->textures, hdri, 1.0f);
return true;
}
static bool load_assets(scene_t* scene)
{
#if 1
mesh_load(SCENE_PATH, scene);
#else
material_handle_t floor_material = material_create_standard_lit_default(&(standard_lit_properties_t)
{
.albedo = (vec3s){0.95f, 0.95f, 0.95f},
.roughness = 0.95f,
.diffuse_roughness = 0.05f,
.metallic = 0.0f,
.albedo_texture = invalid_texture_handle(),
.metallic_texture = invalid_texture_handle(),
.roughness_texture = invalid_texture_handle(),
.normal_texture = invalid_texture_handle(),
}, &scene->materials);
material_handle_t quad_material = material_create_standard_lit_default(
&(standard_lit_properties_t){
.albedo = (vec3s){0.8f, 0.0f, 0.0f},
.roughness = 0.05f,
.diffuse_roughness = 0.05f,
.metallic = 0.0f,
.albedo_texture = invalid_texture_handle(),
.metallic_texture = invalid_texture_handle(),
.roughness_texture = invalid_texture_handle(),
.normal_texture = invalid_texture_handle(),
},
&scene->materials);
quad_create((vec3s){0.0f, 1.0f, 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, 1.5f, 0.0f}, (vec3s){1.0f, 0.0f, 0.0f}, (vec3s){0.0f, 1.0f, 0.0f}, 1.0f, quad_material.id, &scene->triangles);
#endif
return scene_build_bvh(scene);
}
static bool initialize_renderer(const rendering_config_t* config, render_job_t** outJob, scene_t* outScene)
{
if (!scene_setup(outScene)
|| !load_assets(outScene))
{
return false;
}
render_job_t* job = malloc(sizeof(render_job_t));
if (job == NULL)
{
return false;
}
*job = (render_job_t){
.scene = outScene,
.config = config,
.rendering_mode = RENDER_TILE_BASED,
.aov_flags = AOV_BEAUTY,
.is_done = false,
};
if (!renderer_aov_target_init(job, job->aov_flags))
{
return false;
}
sobol_init();
srand((unsigned int)time(NULL));
*outJob = job;
return true;
}
static void shutdown_renderer(render_job_t* job, scene_t* scene)
{
render_job_free(job);
scene_free(scene);
free(job);
}
static void update_pixel_buffer(render_target_t* render_target)
{
if (render_target == NULL || render_target->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 = gamma_correct(pixel, 2.2f);
pixel = aces_tone_map(pixel);
window_update_pixel(pixel, x, y);
}
}
window_refresh_region(0, 0, render_target->width, render_target->height);
}
static int run_main_loop(render_job_t* job, uint8_t aov_index)
{
MSG msg;
bool running = true;
render_target_t* render_target = job->aov_target[aov_index];
while (running)
{
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
switch (msg.message)
{
case WM_QUIT:
case WM_CLOSE:
{
running = false;
job->is_done = true;
}
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if (!job->is_done && running)
{
update_pixel_buffer(render_target);
}
}
return 0;
}
// int main()
int WINAPI wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ PWSTR pCmdLine, _In_ int nCmdShow)
{
omp_set_num_threads(omp_get_max_threads());
scene_t scene = {0};
render_job_t* job = NULL;
rendering_config_t config = {
.width = 1920 / 2,
.height = 1080 / 2,
.sample_count = 16 * 1,
.max_depth = 4,
.bucket_size = 64,
};
if (!initialize_renderer(&config, &job, &scene)
|| !window_create(TITLE, hInstance, config.width, config.height, job))
{
shutdown_renderer(job, &scene);
return -1;
}
int result = run_main_loop(job, AOV_BEAUTY_INDEX);
window_close();
shutdown_renderer(job, &scene);
return result;
}