Changed CMakeLists.txt to set the C standard to C11. Added multiple binary image files for new visual assets. Added several new image files to enhance rendering capabilities. Changed stb_image.h to improve support for various image formats. Changed ray tracing engine to enhance ray creation and intersection. Changed triangle structure to use a vertex array for better attribute handling. Changed scene initialization to accommodate new texture management.
43 lines
1.6 KiB
C
43 lines
1.6 KiB
C
#include "Lighting/LightEvaluation.h"
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#include "Algorithm/BSDF.h"
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#include "Algorithm/RayIntersection.h"
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vec3s evaluate_bsdf_directional(directional_light_t light, const light_shading_context_t* context, vec3s throughput, uint32_t sample_index)
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{
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float angular_radius = glm_rad(light.angular_diameter / 2.0f);
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uint16_t d1 = sobol_get_dimension(context->bounce_depth, PRNG_LIGHT_U);
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uint16_t d2 = sobol_get_dimension(context->bounce_depth, PRNG_LIGHT_V);
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vec3s wi = random_uniform_cdf_direction_angular(light.direction, sample_index, angular_radius, d1, d2);
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float n_dot_l = glms_vec3_dot(context->normal, wi);
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if (n_dot_l <= 0.0f)
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{
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return glms_vec3_zero();
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}
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ray_t shadow_ray = ray_create(BIAS_RAY_ORIGION(context->hit_point, context->normal), wi);
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float closest = FLT_MAX;
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hit_result_t shadow_hit = {1};
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ray_intersect_bvh(&shadow_ray, context->bvh_tree->nodes, context->bvh_tree->primitive_indices, context->bvh_tree->triangles, 0,
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&closest, &shadow_hit);
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if (shadow_hit.hit)
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{
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return glms_vec3_zero();
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}
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shading_context_t shading_context = {
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.normal = context->normal,
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.wi = wi,
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.wo = glms_vec3_negate(context->wo),
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.uv = context->uv,
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};
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vec3s bsdf = evaluate_material_bsdf(context->material, &shading_context);
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vec3s light_radiance = glms_vec3_scale(light.color, light.intensity);
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vec3s light_contribute = glms_vec3_scale(glms_vec3_mul(throughput, bsdf), fmaxf(0.0f, n_dot_l)); // we always assume pdf = 1.0f for directional light
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return glms_vec3_mul(light_radiance, light_contribute);
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}
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