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// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include <math/vec.h>
// #include "helper.hpp"
struct Sample;
namespace embree {
enum LightType {
LIGHT_AMBIENT,
LIGHT_POINT,
LIGHT_DIRECTIONAL,
LIGHT_SPOT,
LIGHT_DISTANT,
LIGHT_TRIANGLE,
LIGHT_QUAD,
};
struct Light {
//Light_SampleFunc sample;
//Light_EvalFunc eval;
LightType type;
};
struct Light_EvalRes {
Vec3fa value; //!< radiance that arrives at the given point (not weighted by pdf)
float dist;
float pdf; //!< probability density that the direction would have been sampled
};
//! compute the radiance, distance and pdf caused by the light source (pointed to by the given direction)
typedef Light_EvalRes (*Light_EvalFunc)(const Light* self,
const Sample& sp, /*! point to evaluate illumination for >*/
const Vec3fa& dir); /*! direction towards the light source >*/
Light_EvalRes Light_eval(const Light* self, const Sample& sp, const Vec3fa& dir);
inline void Light_Constructor(Light* self) {
//self->eval = GET_FUNCTION_POINTER(Light_eval);
}
struct Light_SampleRes {
Vec3fa weight; //!< radiance that arrives at the given point divided by pdf
Vec3fa dir; //!< direction towards the light source
float dist; //!< largest valid t_far value for a shadow ray
float pdf; //!< probability density that this sample was taken
};
//! compute the weighted radiance at a point caused by a sample on the light source
// by convention, giving (0, 0) as "random" numbers should sample the "center"
// of the light source (used by the raytracing renderers such as the OBJ renderer)
typedef Light_SampleRes (*Light_SampleFunc)(const Light* self,
const Sample& sp, /*! point to generate the sample for >*/
const Vec2f& s); /*! random numbers to generate the sample >*/
} // namespace embree