Added new files for BVH, AABB, and Debug functionalities. Added new utility functions in Common.h. Added gamma correction function in PostProcessing.h. Changed the return type of path_trace to vec4s for alpha blending. Changed BSDF function signatures to include sample index and bounce. Changed the BSDF.h to replace inline functions with declarations. Changed the Light and SkyLight evaluation functions to include throughput and sample index. Changed the sphere creation function in GeometryUtilities.h for better quality. Changed the scene structure to include a BVH tree for improved ray intersection. Changed the scene initialization parameters for better performance. Created new Debug functions for ray intersection counting. Created new functions for triangle collection management in Triangle.c. Improved pixel updating logic in Window.c. Improved ray intersection performance with new BVH implementation. Removed unused includes from Common.h. Removed old library linking methods in CMakeLists.txt.
211 lines
6.9 KiB
C
211 lines
6.9 KiB
C
#include "ALgorithm/BSDF.h"
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float power_heuristic(float pdf_a, float pdf_b)
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{
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float a2 = pdf_a * pdf_a;
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float b2 = pdf_b * pdf_b;
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return a2 / (a2 + b2);
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}
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float roughness_to_blinn_phong_specular_exponent(float roughness)
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{
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return glm_clamp(2.0f * 1.0f / (fmaxf(roughness * roughness, FLT_EPSILON)) - 2.0f, FLT_EPSILON, 1.0f / FLT_EPSILON);
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}
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vec3s fresnel_schlick_vec3(vec3s f0, float cos_theta)
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{
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float x = 1.0f - cos_theta;
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float x5 = x * x * x * x * x;
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return glms_vec3_adds(glms_vec3_scale(f0, (1.0f - x5)), x5);
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}
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// BSDF sampling functions
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float pdf_cosine_weighted_hemisphere(vec3s normal, vec3s wi)
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{
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return fmaxf(glms_vec3_dot(wi, normal), 0.0f) / (float)M_PI;
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}
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float pdf_blinn_phong_lobe(vec3s normal, vec3s wi, vec3s wo, float roughness)
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{
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// Check if wo and wi are on the same side of the surface normal geometry
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if (glms_vec3_dot(wo, normal) <= 0.0f || glms_vec3_dot(wi, normal) <= 0.0f)
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{
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return 0.0f; // Cannot scatter from below horizon to above, or vice versa
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}
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// Calculate the half-vector h based on input wo and wi
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vec3s wo_n = glms_vec3_normalize(wo); // Ensure normalized inputs if not guaranteed
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vec3s wi_n = glms_vec3_normalize(wi);
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vec3s h = glms_vec3_add(wo_n, wi_n);
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float h_len_sq = glms_vec3_norm2(h);
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if (h_len_sq < FLT_EPSILON)
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{
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return 0.0f; // wo and wi are opposite, highly unlikely for reflection
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}
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h = glms_vec3_scale(h, 1.0f / sqrtf(h_len_sq)); // Normalize h
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// Calculate Blinn-Phong specular exponent
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float specular_exponent = roughness_to_blinn_phong_specular_exponent(roughness);
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// PDF of sampling h (Blinn-Phong distribution)
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// D(h) = (specular_exponent + 1) / (2 * PI) * pow(max(0, dot(n, h)), specular_exponent)
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float n_dot_h = fmaxf(0.0f, glms_vec3_dot(normal, h));
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float pdf_h = (specular_exponent + 1.0f) / (2.0f * (float)M_PI) * powf(n_dot_h, specular_exponent);
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// Jacobian of the transformation from h to wi
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// jacobian = 1 / (4 * dot(wo, h))
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float wo_dot_h = fmaxf(FLT_EPSILON, glms_vec3_dot(wo_n, h)); // Use normalized wo, ensure > 0
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float jacobian = 1.0f / (4.0f * wo_dot_h);
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// PDF of sampling wi is pdf(h) * jacobian
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float pdf_spec = pdf_h * jacobian;
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return pdf_spec;
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}
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vec3s sample_cosine_weighted_hemisphere_z_angular(float angular, uint32_t index, uint32_t d1, uint32_t d2)
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{
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float r1 = sobol_sample(index, d1);
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float r2 = sobol_sample(index, d2);
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float phi = 2.0f * (float)M_PI * r1;
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float cos_angular = cosf(angular);
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// Correctly sample cos(theta) for cosine weighting within the cone [cos_angular, 1]
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// cos_theta = sqrt(cos(angular)^2 + r2 * (1 - cos(angular)^2))
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float cos_theta = sqrtf(cos_angular * cos_angular + r2 * (1.0f - cos_angular * cos_angular));
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float sin_theta = sqrtf(1.0f - cos_theta * cos_theta);
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// Convert spherical coordinates (1, theta, phi) to Cartesian (Z-up)
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float x = sin_theta * cosf(phi);
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float y = sin_theta * sinf(phi);
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float z = cos_theta;
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vec3s local_dir = {{x, y, z}};
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return local_dir;
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}
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// Function to generate a direction with cosine weighting around (0, 0, 1)
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// This is the local coordinate sample.
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vec3s sample_cosine_weighted_hemisphere_z(uint32_t index, uint32_t d1, uint32_t d2)
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{
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float r1 = sobol_sample(index, d1);
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float r2 = sobol_sample(index, d2);
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float r = sqrtf(r1);
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float phi = 2.0f * (float)M_PI * r2;
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float disk_x = r * cosf(phi);
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float disk_y = r * sinf(phi);
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// Map point (disk_x, disk_y) on disk to hemisphere (Z-up)
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float x = disk_x;
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float y = disk_y;
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float z = sqrtf(1.0f - disk_x * disk_x - disk_y * disk_y); // z = sqrt(1 - r*r) = sqrt(1 - r1)
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vec3s local_dir = {{x, y, z}};
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return local_dir;
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}
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// Function to create an orthonormal basis (coordinate system) from a single vector (normal)
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// w will be aligned with normal, u and v will be perpendicular.
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void create_orthonormal_basis(vec3s direction, vec3s* u, vec3s* v)
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{
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vec3s a;
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if (fabsf(direction.x) > 0.9f)
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{
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a = (vec3s){{0.0f, 1.0f, 0.0f}}; // Use y-axis
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}
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else
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{
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a = (vec3s){{1.0f, 0.0f, 0.0f}}; // Use x-axis
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}
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*u = glms_vec3_normalize(glms_vec3_cross(a, direction));
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*v = glms_vec3_normalize(glms_vec3_cross(direction, *u));
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}
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vec3s random_cosine_direction_angular(vec3s direction, float angular, uint32_t index, uint32_t d1, uint32_t d2)
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{
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vec3s local_dir = sample_cosine_weighted_hemisphere_z_angular(angular, index, d1, d2);
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vec3s u, v;
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create_orthonormal_basis(direction, &u, &v);
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vec3s term_u = glms_vec3_scale(u, local_dir.x);
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vec3s term_v = glms_vec3_scale(v, local_dir.y);
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vec3s term_w = glms_vec3_scale(direction, local_dir.z);
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vec3s world_dir = glms_vec3_add(glms_vec3_add(term_u, term_v), term_w);
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return world_dir;
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}
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// Samples a direction from the hemisphere oriented along 'normal'
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// with a cosine-weighted distribution.
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vec3s random_cosine_direction(vec3s direction, uint32_t index, uint32_t d1, uint32_t d2)
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{
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vec3s local_dir = sample_cosine_weighted_hemisphere_z(index, d1, d2);
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vec3s u, v;
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create_orthonormal_basis(direction, &u, &v);
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vec3s term_u = glms_vec3_scale(u, local_dir.x);
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vec3s term_v = glms_vec3_scale(v, local_dir.y);
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vec3s term_w = glms_vec3_scale(direction, local_dir.z);
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vec3s world_dir = glms_vec3_add(glms_vec3_add(term_u, term_v), term_w);
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return world_dir;
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}
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vec3s random_uniform_cdf_direction(vec3s direction, uint32_t index, uint32_t d1, uint32_t d2)
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{
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float r1 = sobol_sample(index, d1);
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float r2 = sobol_sample(index, d2);
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float phi = 2.0f * (float)M_PI * r1;
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float cos_theta = 1.0f - r2 * 2.0f;
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float sin_theta = sqrtf(fmaxf(0.0f, 1.0f - cos_theta * cos_theta));
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float x = sin_theta * cosf(phi);
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float y = sin_theta * sinf(phi);
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float z = cos_theta;
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vec3s u, v;
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create_orthonormal_basis(direction, &u, &v);
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vec3s term_u = glms_vec3_scale(u, x);
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vec3s term_v = glms_vec3_scale(v, y);
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vec3s term_w = glms_vec3_scale(direction, z);
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vec3s world_dir = glms_vec3_add(glms_vec3_add(term_u, term_v), term_w);
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return world_dir;
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}
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vec3s random_uniform_cdf_direction_angular(vec3s direction, uint32_t index, float angular, uint32_t d1, uint32_t d2)
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{
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float r1 = sobol_sample(index, d1);
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float r2 = sobol_sample(index, d2);
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float cos_alpha = cosf(angular);
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float cos_theta = 1.0f - r1 * (1.0f - cos_alpha);
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float sin_theta = sqrtf(fmaxf(0.0f, 1.0f - cos_theta * cos_theta));
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float phi = 2.0f * (float)M_PI * r2;
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float x = sin_theta * cosf(phi);
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float y = sin_theta * sinf(phi);
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float z = cos_theta;
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vec3s u, v;
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create_orthonormal_basis(direction, &u, &v);
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vec3s term_u = glms_vec3_scale(u, x);
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vec3s term_v = glms_vec3_scale(v, y);
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vec3s term_w = glms_vec3_scale(direction, z);
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vec3s world_dir = glms_vec3_add(glms_vec3_add(term_u, term_v), term_w);
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return world_dir;
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}
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