Files
SimpleRayTracing/source/Rendering/Debug.c
Misaki 17872804c5 Update project files and enhance rendering system
Added:
- Updated `.gitignore` to ignore the `[Bb]uild/` directory.
- Additional tasks added to the roadmap in `README.md` for light unit standardization and GPU backend support.

Changed:
- Removed line in `settings.json` that disabled error squiggles for C/C++ code.
- Modified `Triangle.h` to include `material_id` in `triangle_t` and reorganized properties.
- Reordered parameters in `triangle_collection_init` for clarity.
- Updated `shading_context_t` in `Material.h` and added size parameter to `material_create`.
- Streamlined initialization in `scene_init` and updated `scene_free` for proper resource management.
- Updated `window_create` in `Window.h` to accept a `render_job_t` parameter.
- Introduced `renderer_start` in `Renderer.c` to handle rendering jobs and optimized pixel rendering logic.
2025-04-23 22:24:02 +09:00

66 lines
1.6 KiB
C

#include "Rendering/Debug.h"
#include "Algorithm/RayIntersection.h"
static void ray_intersect_bvh_count(ray_t ray, bvh_tree_t bvh_tree, uint64_t node_index, uint32_t* count_out)
{
const float _MAX_DIST = 1e6f;
if (bvh_tree.nodes == NULL || bvh_tree.primitive_indices == NULL || count_out == NULL)
{
return;
}
const bvh_node_t* node = &bvh_tree.nodes[node_index];
float enter, exit;
if (!ray_intersect_aabb(ray, node->bounds, &enter, &exit))
{
return;
}
if (enter > _MAX_DIST || exit < 0.0f)
{
return;
}
(*count_out)++;
if (node->primitive_count == 0)
{
// Internal node
ray_intersect_bvh_count(ray, bvh_tree, node->left_child_offset, count_out);
ray_intersect_bvh_count(ray, bvh_tree, node->right_child_offset, count_out);
}
}
vec4s render_debug(scene_t* scene, ray_t ray, uint16_t sample_index, int flag)
{
vec4s result = glms_vec4_zero();
if (scene == NULL)
{
return result;
}
switch (flag & 0xFF)
{
case DEBUG_BVH:
uint32_t count = 0;
ray_intersect_bvh_count(ray, scene->bvh_tree, 0, &count);
for (uint32_t i = 0; i < count; i++)
{
result = glms_vec4_add(result, DEBUG_COLOR_BVH);
}
break;
case DEBUG_SOBOL:
uint16_t i = sample_index ^ (sample_index >> 1);
float sobol_sample_value = sobol_sample(i, 1); // Assuming dimension 0 for simplicity
result = glms_vec4_add(result, (vec4s){sobol_sample_value, sobol_sample_value, sobol_sample_value, 1.0f});
break;
default:
break;
}
return result;
}