Files
SimpleRayTracing/source/Material/SimpleLit.c
Misaki bfc94f0008 Enhance graphics library functionality and structure
Added new function signatures in `assimp-vc143-mt.lib` for improved logging, parsing, and vector operations.
Added new metadata and configuration information in `assimp-vc143-mt.dll` for versioning and licensing compliance.
Added Sobol sequence generation in `Sobol.c` for quasi-random sampling.
Added window message handling in `Window.c` for rendering graphics.
Added ray-triangle intersection tests in `RayIntersection.c` for collision detection.
Added functions for loading mesh data in `Mesh.c` to support 3D model import.
Added functions for managing triangle collections in `Triangle.c` to enhance geometric data handling.
Added light evaluation functions in `LightEvaluation.c` and `SkyLight.c` for realistic rendering.
Added sampling and evaluation functions for simple lit materials in `SimpleLit.c`.
Changed various header files to include copyright and licensing information.
Changed existing functions in multiple files to improve performance and clarity.
Removed unused code in several files to streamline the library.
2025-04-18 01:54:26 +09:00

153 lines
6.8 KiB
C

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