Added: - AOV support for normals, albedo, and depth marked as completed. - New function `normal_unpack` in `BSDF.h`. - New field `esp` in `ray_t` structure in `RayIntersection.h`. Changed: - Updated `normal_ts_to_ws` to accept an additional parameter. - Refactored `weight_nee_light` for clarity. - Modified `RAY_EPSILON` for improved precision. - Updated `path_output` structure to include a `normal` field. - Normalized unpacked normal vector in `normal_unpack` function. - Updated `path_trace` to use closest hit ray intersection. - Updated `render_aov` to utilize closest hit logic. - Modified `ray_create` to initialize `esp` based on ray origin. - Improved accuracy in `offset_ray_origin` calculations. - Updated ray intersection logic in `ray_intersect_triangle` and `ray_intersect_aabb` to include epsilon checks. - Updated `evaluate_bsdf_directional` and `evaluate_bsdf_const_sky` for shadow rays. - Adjusted `sample_bsdf_simple_lit` for incoming light direction calculations. - Enhanced `render_pixel` to manage AOV flags effectively. - Changed camera rotation and light intensity in `scene_setup`. - Simplified texture loading by removing unnecessary sRGB conversion. Modified: - Several binary image files have been updated.
66 lines
1.8 KiB
C
66 lines
1.8 KiB
C
#include "Rendering/Debug.h"
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#include "Algorithm/RayIntersection.h"
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static void ray_intersect_bvh_count(ray_t ray, bvh_tree_t bvh_tree, uint64_t node_index, uint32_t* count_out)
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{
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const float _MAX_DIST = 1e6f;
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if (bvh_tree.nodes == NULL || bvh_tree.primitive_indices == NULL || count_out == NULL)
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{
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return;
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}
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const bvh_node_t* node = &bvh_tree.nodes[node_index];
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float enter, exit;
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if (!ray_intersect_aabb(&ray, node->bounds, &enter, &exit))
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{
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return;
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}
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if (enter > _MAX_DIST || exit < 0.0f)
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{
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return;
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}
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(*count_out)++;
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if (node->primitive_count == 0)
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{
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// Internal node
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ray_intersect_bvh_count(ray, bvh_tree, node->left_child_offset, count_out);
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ray_intersect_bvh_count(ray, bvh_tree, node->right_child_offset, count_out);
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}
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}
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vec4s render_debug(scene_t* scene, ray_t ray, uint16_t sample_index, int flag)
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{
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if (scene == NULL)
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{
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return glms_vec4_zero();
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}
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switch (flag & 0xFF)
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{
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case DEBUG_BVH:
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uint32_t count = 0;
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ray_intersect_bvh_count(ray, scene->bvh_tree, 0, &count);
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vec4s result = glms_vec4_zero();
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for (uint32_t i = 0; i < count; i++)
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{
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result = glms_vec4_add(result, DEBUG_COLOR_BVH);
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}
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return result;
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case DEBUG_SOBOL:
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float sobol_sample_value = sobol_sample(sample_index, 1); // Assuming dimension 0 for simplicity
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return (vec4s){sobol_sample_value, sobol_sample_value, sobol_sample_value, 1.0f};
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case DEBUG_UV:
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hit_result_t hit_result = ray_intersect_scene_closest(&ray, scene);
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return (vec4s){fmodf(fabsf(hit_result.uv.x), 1.0f), fmodf(fabsf(hit_result.uv.y), 1.0f), 0.0f, 1.0f};
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default:
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return glms_vec4_zero();
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}
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}
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