games202-hw/hw4/lut-gen/Eavg_MC.cpp

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#include <iostream>
#include <vector>
#include <algorithm>
#include <cmath>
#include <sstream>
#include <fstream>
#include <random>
#include "vec.h"
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "stb_image_write.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
int resolution = 128;
int channel = 3;
typedef struct samplePoints {
std::vector<Vec3f> directions;
std::vector<float> PDFs;
}samplePoints;
void setRGB(int x, int y, float alpha, unsigned char *data) {
data[3 * (resolution * x + y) + 0] = uint8_t(alpha);
data[3 * (resolution * x + y) + 1] = uint8_t(alpha);
data[3 * (resolution * x + y) + 2] = uint8_t(alpha);
}
void setRGB(int x, int y, Vec3f alpha, unsigned char *data) {
data[3 * (resolution * x + y) + 0] = uint8_t(alpha.x);
data[3 * (resolution * x + y) + 1] = uint8_t(alpha.y);
data[3 * (resolution * x + y) + 2] = uint8_t(alpha.z);
}
samplePoints squareToCosineHemisphere(int sample_count){
samplePoints samlpeList;
const int sample_side = static_cast<int>(floor(sqrt(sample_count)));
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_real_distribution<> rng(0.0, 1.0);
for (int t = 0; t < sample_side; t++) {
for (int p = 0; p < sample_side; p++) {
double samplex = (t + rng(gen)) / sample_side;
double sampley = (p + rng(gen)) / sample_side;
double theta = 0.5f * acos(1 - 2*samplex);
double phi = 2 * M_PI * sampley;
Vec3f wi = Vec3f(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
float pdf = wi.z / PI;
samlpeList.directions.push_back(wi);
samlpeList.PDFs.push_back(pdf);
}
}
return samlpeList;
}
Vec3f getEmu(int x, int y, int alpha, unsigned char *data, float NdotV, float roughness) {
return Vec3f(data[3 * (resolution * x + y) + 0],
data[3 * (resolution * x + y) + 1],
data[3 * (resolution * x + y) + 2]);
}
Vec3f IntegrateEmu(Vec3f V, float roughness, float NdotV, Vec3f Ei) {
Vec3f Eavg = Vec3f(0.0f);
const int sample_count = 1024;
Vec3f N = Vec3f(0.0, 0.0, 1.0);
samplePoints sampleList = squareToCosineHemisphere(sample_count);
for (int i = 0; i < sample_count; i++) {
Vec3f L = sampleList.directions[i];
Vec3f H = normalize(V + L);
float NoL = std::max(L.z, 0.0f);
float NoH = std::max(H.z, 0.0f);
float VoH = std::max(dot(V, H), 0.0f);
float NoV = std::max(dot(N, V), 0.0f);
// TODO: To calculate Eavg here
}
return Eavg / sample_count;
}
int main() {
unsigned char *Edata = stbi_load("./GGX_E_MC_LUT.png", &resolution, &resolution, &channel, 3);
if (Edata == NULL)
{
std::cout << "ERROE_FILE_NOT_LOAD" << std::endl;
return -1;
}
else
{
std::cout << resolution << " " << resolution << " " << channel << std::endl;
// | -----> mu(j)
// |
// | roughi
// flip it if you want to write the data on picture
uint8_t data[resolution * resolution * 3];
float step = 1.0 / resolution;
Vec3f Eavg = Vec3f(0.0);
for (int i = 0; i < resolution; i++)
{
float roughness = step * (static_cast<float>(i) + 0.5f);
for (int j = 0; j < resolution; j++)
{
float NdotV = step * (static_cast<float>(j) + 0.5f);
Vec3f V = Vec3f(std::sqrt(1.f - NdotV * NdotV), 0.f, NdotV);
Vec3f Ei = getEmu((resolution - 1 - i), j, 0, Edata, NdotV, roughness);
Eavg += IntegrateEmu(V, roughness, NdotV, Ei) * step;
setRGB(i, j, 0.0, data);
}
for(int k = 0; k < resolution; k++)
{
setRGB(i, k, Eavg, data);
}
Eavg = Vec3f(0.0);
}
stbi_flip_vertically_on_write(true);
stbi_write_png("GGX_Eavg_LUT.png", resolution, resolution, channel, data, 0);
}
stbi_image_free(Edata);
return 0;
}