Files
SimpleRayTracing/source/Lighting/LightEvaluation.c
Misaki 3de6b83d32 Set C standard to C11 and add new assets
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.
2025-04-29 01:43:52 +09:00

43 lines
1.6 KiB
C

#include "Lighting/LightEvaluation.h"
#include "Algorithm/BSDF.h"
#include "Algorithm/RayIntersection.h"
vec3s evaluate_bsdf_directional(directional_light_t light, const light_shading_context_t* context, vec3s throughput, uint32_t sample_index)
{
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 glms_vec3_zero();
}
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 glms_vec3_zero();
}
shading_context_t shading_context = {
.normal = context->normal,
.wi = wi,
.wo = glms_vec3_negate(context->wo),
.uv = context->uv,
};
vec3s bsdf = evaluate_material_bsdf(context->material, &shading_context);
vec3s light_radiance = glms_vec3_scale(light.color, light.intensity);
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
return glms_vec3_mul(light_radiance, light_contribute);
}