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.
187 lines
8.2 KiB
C
187 lines
8.2 KiB
C
#include "Material/SimpleLit.h"
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#include "Algorithm/BSDF.h"
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#include "Algorithm/Sobol.h"
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#include <float.h>
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static float DIELECTRIC_REFLECTIVE_F0 = 0.04f; // Standard dielectric reflectivity coef at incident angle (= 4%)
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static vec3s DIELECTRIC_REFLECTIVE = {0.04f, 0.04f, 0.04f}; // Standard dielectric reflectivity coef at incident angle (= 4%)
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void simple_lit_data_default(const shading_context_t* context, const void* properties, void* data_out)
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{
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const simple_lit_properties_t* prop = (simple_lit_properties_t*)properties;
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simple_lit_data_t* data = (simple_lit_data_t*)data_out;
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data->albedo = prop->albedo;
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if (prop->albedo_texture != NULL && prop->albedo_texture->data != NULL)
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{
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data->albedo = glms_vec3_mul(data->albedo, glms_vec3(texture_sample(prop->albedo_texture, context->uv.x, context->uv.y)));
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}
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data->roughness = prop->roughness;
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if (prop->roughness_texture != NULL && prop->roughness_texture->data != NULL)
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{
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data->roughness = data->roughness * texture_sample(prop->roughness_texture, context->uv.x, context->uv.y).x;
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}
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data->metallic = prop->metallic;
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if (prop->metallic_texture != NULL && prop->metallic_texture->data != NULL)
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{
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data->metallic = data->metallic * texture_sample(prop->metallic_texture, context->uv.x, context->uv.y).x;
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}
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}
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// Simple lit, but keep it unbiased as much as possible
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vec3s sample_bsdf_simple_lit(const shading_context_t* context, const void* properties, const compute_surface_data_f compute_surface_data, uint32_t sample_index, uint32_t bounce, float* pdf_out)
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{
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simple_lit_data_t shading_data;
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compute_surface_data(context, properties, &shading_data);
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//TODO: having a bsdf data struct to avoid recomputing the same thing in both sample and evaluate
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vec3s f0 = glms_vec3_lerp(DIELECTRIC_REFLECTIVE, shading_data.albedo, shading_data.metallic);
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float cos_theta_0 = fmaxf(glms_vec3_dot(context->normal, context->wo), 0.0f);
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vec3s f = fresnel_schlick_vec3(f0, cos_theta_0);
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float lum_f = (f.x + f.y + f.z) / 3.0f;
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float prob_specular = glm_lerp(lum_f, 1.0f, shading_data.metallic);
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float prob_diffuse = (1.0f - shading_data.metallic) * (1.0f - lum_f); // Diffuse only for non-metals, reduced by reflection
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float total_prob = prob_diffuse + prob_specular;
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if (total_prob < FLT_EPSILON)
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{
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*pdf_out = 0.0f;
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return glms_vec3_zero();
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}
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// Normalize probabilities
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// total_prob should be 1.0f, worth it? Maybe still need to avoid floating point errors
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prob_diffuse /= total_prob;
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prob_specular /= total_prob;
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vec3s wi;
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float lob_sample = sobol_sample(sample_index, sobol_get_dimension(bounce, PRNG_BSDF));
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uint16_t d1 = sobol_get_dimension(bounce, PRNG_BSDF_U);
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uint16_t d2 = sobol_get_dimension(bounce, PRNG_BSDF_V);
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if (lob_sample < prob_diffuse) // Diffuse Lobe
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{
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wi = random_cosine_direction(context->normal, sample_index, d1, d2);
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}
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else // Specular Lobe
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{
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// For simplification we use blinn-phong lobe distribution, we will implement GGX for standard lit later
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// When talking about simplification, wen even can use a simple interpolation bwtween roughness and wi, but it's too biased.
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// A common simplification involves sampling spherical coordinates(theta and phi angles) related to normal such that cose(theta) is distributed according to the Blinn-Phong distribution
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// We can use a inversion sampling where cos(theta) = powf(random_float(), 1.0f / (specular_exponent + 1.0f)) and phi = 2 * PI * random_float()
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float specular_exponent = roughness_to_blinn_phong_specular_exponent(shading_data.roughness);
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float theta = acosf(powf(sobol_sample(sample_index, d1), 1.0f / (specular_exponent + 1.0f)));
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float phi = 2.0f * (float)M_PI * sobol_sample(sample_index, d2);
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// float theta = acosf(powf(random_float(), 1.0f / (specular_exponent + 1.0f)));
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// float phi = 2.0f * (float)M_PI * random_float();
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vec3s h_ts = (vec3s)
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{
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sinf(theta) * cosf(phi),
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sinf(theta) * sinf(phi),
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cosf(theta)
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};
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vec3s tangent_u; // World-space tangent (U)
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vec3s bitangent_v; // World-space bitangent (V)
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create_orthonormal_basis(context->normal, &tangent_u, &bitangent_v);
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vec3s scaled_u = glms_vec3_scale(tangent_u, h_ts.x);
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vec3s scaled_v = glms_vec3_scale(bitangent_v, h_ts.y);
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vec3s scaled_n = glms_vec3_scale(context->normal, h_ts.z);
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// Transform h from tangent space to world space
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vec3s h_ws;
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h_ws = glms_vec3_add(scaled_u, scaled_v);
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h_ws = glms_vec3_add(h_ws, scaled_n);
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h_ws = glms_vec3_normalize(h_ws);
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// wi is simple now, just reflect wo around normal
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wi = glms_vec3_reflect(glms_vec3_negate(context->wo), h_ws);
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}
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// Final check to ensure wi is in the correct hemisphere
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if (glms_vec3_dot(wi, context->normal) < 0.0f)
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{
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*pdf_out = 0.0f;
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return glms_vec3_zero();
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}
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float pdf_diffuse = pdf_cosine_weighted_hemisphere(context->normal, wi);
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float pdf_specular = pdf_blinn_phong_lobe(context->normal, wi, context->wo, shading_data.roughness);
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*pdf_out = prob_diffuse * pdf_diffuse + prob_specular * pdf_specular;
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return wi;
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}
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float sample_bsdf_pdf_simple_lit(const shading_context_t* context, const void* properties, const compute_surface_data_f compute_surface_data)
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{
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// If wi is below the horizon relative to the normal, PDF must be 0
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if (glms_vec3_dot(context->normal, context->wi) <= 0.0f) // Use <= to be safe
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{
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return 0.0f;
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}
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simple_lit_data_t shading_data;
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compute_surface_data(context, properties, &shading_data);
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// Again, we need bsdf data;
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vec3s f0 = glms_vec3_lerp(DIELECTRIC_REFLECTIVE, shading_data.albedo, shading_data.metallic);
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float cos_theta_o = fmaxf(glms_vec3_dot(context->normal, context->wo), 0.0f); // Use 'o' for outgoing (wo)
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float F = glms_vec3_max(fresnel_schlick_vec3(f0, cos_theta_o));
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float prob_specular = glm_lerp(F, 1.0f, shading_data.metallic);
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float prob_diffuse = (1.0f - shading_data.metallic) * (1.0f - F);
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float total_prob = prob_diffuse + prob_specular;
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if (total_prob < FLT_EPSILON)
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{
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return 0.0f; // No probability of scattering
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}
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prob_diffuse /= total_prob;
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prob_specular /= total_prob;
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float pdf_diff = pdf_cosine_weighted_hemisphere(context->normal, context->wi);
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float diffuse_pdf_component = prob_diffuse * pdf_diff;
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float pdf_spec = pdf_blinn_phong_lobe(context->normal, context->wo, context->wi, shading_data.roughness);
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float specular_pdf_component = prob_specular * pdf_spec;
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return diffuse_pdf_component + specular_pdf_component;
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}
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vec3s evaluate_bsdf_simple_lit(const shading_context_t* context, const void* properties, const compute_surface_data_f compute_surface_data)
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{
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simple_lit_data_t shading_data;
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compute_surface_data(context, properties, &shading_data);
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vec3s h = glms_vec3_normalize(glms_vec3_add(context->wi, context->wo));
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float n_dot_l = fmaxf(FLT_EPSILON, glms_vec3_dot(context->normal, context->wi));
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float n_dot_v = fmaxf(FLT_EPSILON, glms_vec3_dot(context->normal, context->wo));
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float n_dot_h = glms_vec3_dot(context->normal, h);
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float v_dot_h = glms_vec3_dot(context->wo, h);
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vec3s f0 = glms_vec3_lerp(DIELECTRIC_REFLECTIVE, shading_data.albedo, shading_data.metallic);
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vec3s diffuse_color = glms_vec3_scale(shading_data.albedo, 1.0f - shading_data.metallic);
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vec3s diffuse_term = glms_vec3_scale(diffuse_color, (float)M_1_PI);
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float specular_exponent = roughness_to_blinn_phong_specular_exponent(shading_data.roughness);
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// Normalization factor D (Blinn-Phong distribution)
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float D_norm = (specular_exponent + 2.0f) / (2.0f * (float)M_PI); // Common normalization
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float D = D_norm * powf(n_dot_h, specular_exponent);
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vec3s F = fresnel_schlick_vec3(f0, v_dot_h);
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float denominator = 4.0f * n_dot_l * n_dot_v;
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if (denominator < FLT_EPSILON)
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{
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return diffuse_term;
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}
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vec3s specular_term = glms_vec3_scale(F, D / denominator); // Specular term (Blinn-Phong), we assume that G = 1.0f for simplicity
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return glms_vec3_add(diffuse_term, specular_term);
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}
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