#include #include #include #include #include #include #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; Vec2f Hammersley(uint32_t i, uint32_t N) { uint32_t bits = (i << 16u) | (i >> 16u); bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); float rdi = float(bits) * 2.3283064365386963e-10; return {float(i) / float(N), rdi}; } Vec3f ImportanceSampleGGX(Vec2f Xi, Vec3f N, float roughness) { float a = roughness * roughness; // TODO: Copy the code from your previous work - Bonus 1 return Vec3f(1.0f); } 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); for (int i = 0; i < sample_count; i++) { Vec2f Xi = Hammersley(i, sample_count); Vec3f H = ImportanceSampleGGX(Xi, N, roughness); Vec3f L = normalize(H * 2.0f * dot(V, H) - V); 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 - Bonus 1 } return Vec3f(1.0); } 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); } 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]); } int main() { unsigned char *Edata = stbi_load("./GGX_E_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) // | // | rough(i) // Flip it, if you want the data written to the texture 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(i) + 0.5f); for (int j = 0; j < resolution; j++) { float NdotV = step * (static_cast(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; }