diff --git a/libs/yocto/yocto_diagram.cpp b/libs/yocto/yocto_diagram.cpp index d3c66828c..989175f4d 100644 --- a/libs/yocto/yocto_diagram.cpp +++ b/libs/yocto/yocto_diagram.cpp @@ -2302,9 +2302,9 @@ static vec4f render_ray( // prepare shading point auto outgoing = -ray.d; - auto position = eval_position(scene, intersection); - auto normal = eval_normal(scene, intersection); - auto material = eval_material(scene, intersection); + auto position = intersection_point(scene, intersection); + auto normal = intersection_normal(scene, intersection); + auto material = intersection_material(scene, intersection); // accumulate color radiance += weight * material.color * material.opacity; diff --git a/libs/yocto/yocto_raytracing.h b/libs/yocto/yocto_raytracing.h index 1cabf9384..3d2909551 100644 --- a/libs/yocto/yocto_raytracing.h +++ b/libs/yocto/yocto_raytracing.h @@ -238,21 +238,21 @@ intersection3f overlap_scene_bvh(const scene_bvh& bvh, const scene_data& scene, namespace yocto { // Convenience functions -inline vec3f eval_position( +inline vec3f intersection_point( const scene_data& scene, const intersection3f& intersection); -inline vec3f eval_normal( +inline vec3f intersection_normal( const scene_data& scene, const intersection3f& intersection); -inline vec3f eval_element_normal( +inline vec3f intersection_element_normal( const scene_data& scene, const intersection3f& intersection); -inline vec3f eval_shading_position(const scene_data& scene, +inline vec3f intersection_shading_point(const scene_data& scene, const intersection3f& intersection, vec3f outgoing); -inline vec3f eval_shading_normal(const scene_data& scene, +inline vec3f intersection_shading_normal(const scene_data& scene, const intersection3f& intersection, vec3f outgoing); -inline vec2f eval_texcoord( +inline vec2f intersection_texcoord( const scene_data& scene, const intersection3f& intersection); -inline material_point eval_material( +inline material_point intersection_material( const scene_data& scene, const intersection3f& intersection); -inline bool is_volumetric( +inline bool is_volumetric_intersection( const scene_data& scene, const intersection3f& intersection); } // namespace yocto @@ -726,42 +726,42 @@ inline bool overlap_bbox(const bbox3f& bbox1, const bbox3f& bbox2) { namespace yocto { // Convenience functions -inline vec3f eval_position( +inline vec3f intersection_point( const scene_data& scene, const intersection3f& intersection) { return eval_position(scene, scene.instances[intersection.instance], intersection.element, intersection.uv); } -inline vec3f eval_normal( +inline vec3f intersection_normal( const scene_data& scene, const intersection3f& intersection) { return eval_normal(scene, scene.instances[intersection.instance], intersection.element, intersection.uv); } -inline vec3f eval_element_normal( +inline vec3f intersection_element_normal( const scene_data& scene, const intersection3f& intersection) { return eval_element_normal( scene, scene.instances[intersection.instance], intersection.element); } -inline vec3f eval_shading_position(const scene_data& scene, +inline vec3f intersection_shading_point(const scene_data& scene, const intersection3f& intersection, vec3f outgoing) { return eval_shading_position(scene, scene.instances[intersection.instance], intersection.element, intersection.uv, outgoing); } -inline vec3f eval_shading_normal(const scene_data& scene, +inline vec3f intersection_shading_normal(const scene_data& scene, const intersection3f& intersection, vec3f outgoing) { return eval_shading_normal(scene, scene.instances[intersection.instance], intersection.element, intersection.uv, outgoing); } -inline vec2f eval_texcoord( +inline vec2f intersection_texcoord( const scene_data& scene, const intersection3f& intersection) { return eval_texcoord(scene, scene.instances[intersection.instance], intersection.element, intersection.uv); } -inline material_point eval_material( +inline material_point intersection_material( const scene_data& scene, const intersection3f& intersection) { return eval_material(scene, scene.instances[intersection.instance], intersection.element, intersection.uv); } -inline bool is_volumetric( +inline bool is_volumetric_intersection( const scene_data& scene, const intersection3f& intersection) { return is_volumetric(scene, scene.instances[intersection.instance]); } diff --git a/libs/yocto/yocto_trace.cpp b/libs/yocto/yocto_trace.cpp index feb7b7d78..10e144c10 100644 --- a/libs/yocto/yocto_trace.cpp +++ b/libs/yocto/yocto_trace.cpp @@ -472,9 +472,9 @@ static trace_result trace_path(const scene_data& scene, const trace_bvh& bvh, if (!in_volume) { // prepare shading point auto outgoing = -ray.d; - auto position = eval_shading_position(scene, intersection, outgoing); - auto normal = eval_shading_normal(scene, intersection, outgoing); - auto material = eval_material(scene, intersection); + auto position = intersection_shading_point(scene, intersection, outgoing); + auto normal = intersection_shading_normal(scene, intersection, outgoing); + auto material = intersection_material(scene, intersection); // correct roughness if (params.nocaustics) { @@ -523,10 +523,10 @@ static trace_result trace_path(const scene_data& scene, const trace_bvh& bvh, } // update volume stack - if (is_volumetric(scene, intersection) && + if (is_volumetric_intersection(scene, intersection) && dot(normal, outgoing) * dot(normal, incoming) < 0) { if (volume_stack.empty()) { - auto material = eval_material(scene, intersection); + auto material = intersection_material(scene, intersection); volume_stack.push_back(material); } else { volume_stack.pop_back(); @@ -619,9 +619,9 @@ static trace_result trace_pathdirect(const scene_data& scene, if (!in_volume) { // prepare shading point auto outgoing = -ray.d; - auto position = eval_shading_position(scene, intersection, outgoing); - auto normal = eval_shading_normal(scene, intersection, outgoing); - auto material = eval_material(scene, intersection); + auto position = intersection_shading_point(scene, intersection, outgoing); + auto normal = intersection_shading_normal(scene, intersection, outgoing); + auto material = intersection_material(scene, intersection); // correct roughness if (params.nocaustics) { @@ -697,10 +697,10 @@ static trace_result trace_pathdirect(const scene_data& scene, } // update volume stack - if (is_volumetric(scene, intersection) && + if (is_volumetric_intersection(scene, intersection) && dot(normal, outgoing) * dot(normal, incoming) < 0) { if (volume_stack.empty()) { - auto material = eval_material(scene, intersection); + auto material = intersection_material(scene, intersection); volume_stack.push_back(material); } else { volume_stack.pop_back(); @@ -798,9 +798,9 @@ static trace_result trace_pathmis(const scene_data& scene, const trace_bvh& bvh, if (!in_volume) { // prepare shading point auto outgoing = -ray.d; - auto position = eval_shading_position(scene, intersection, outgoing); - auto normal = eval_shading_normal(scene, intersection, outgoing); - auto material = eval_material(scene, intersection); + auto position = intersection_shading_point(scene, intersection, outgoing); + auto normal = intersection_shading_normal(scene, intersection, outgoing); + auto material = intersection_material(scene, intersection); // correct roughness if (params.nocaustics) { @@ -879,10 +879,10 @@ static trace_result trace_pathmis(const scene_data& scene, const trace_bvh& bvh, } // update volume stack - if (is_volumetric(scene, intersection) && + if (is_volumetric_intersection(scene, intersection) && dot(normal, outgoing) * dot(normal, incoming) < 0) { if (volume_stack.empty()) { - auto material = eval_material(scene, intersection); + auto material = intersection_material(scene, intersection); volume_stack.push_back(material); } else { volume_stack.pop_back(); @@ -956,9 +956,9 @@ static trace_result trace_pathtest(const scene_data& scene, // prepare shading point auto outgoing = -ray.d; - auto position = eval_shading_position(scene, intersection, outgoing); - auto normal = eval_shading_normal(scene, intersection, outgoing); - auto material = eval_material(scene, intersection); + auto position = intersection_shading_point(scene, intersection, outgoing); + auto normal = intersection_shading_normal(scene, intersection, outgoing); + auto material = intersection_material(scene, intersection); material.type = material_type::matte; // set hit variables @@ -1035,9 +1035,9 @@ static trace_result trace_lightsampling(const scene_data& scene, // prepare shading point auto outgoing = -ray.d; - auto position = eval_shading_position(scene, intersection, outgoing); - auto normal = eval_shading_normal(scene, intersection, outgoing); - auto material = eval_material(scene, intersection); + auto position = intersection_shading_point(scene, intersection, outgoing); + auto normal = intersection_shading_normal(scene, intersection, outgoing); + auto material = intersection_material(scene, intersection); // handle opacity if (material.opacity < 1 && rand1f(rng) >= material.opacity) { @@ -1140,9 +1140,9 @@ static trace_result trace_naive(const scene_data& scene, const trace_bvh& bvh, // prepare shading point auto outgoing = -ray.d; - auto position = eval_shading_position(scene, intersection, outgoing); - auto normal = eval_shading_normal(scene, intersection, outgoing); - auto material = eval_material(scene, intersection); + auto position = intersection_shading_point(scene, intersection, outgoing); + auto normal = intersection_shading_normal(scene, intersection, outgoing); + auto material = intersection_material(scene, intersection); // handle opacity if (material.opacity < 1 && rand1f(rng) >= material.opacity) { @@ -1219,9 +1219,9 @@ static trace_result trace_eyelight(const scene_data& scene, // prepare shading point auto outgoing = -ray.d; - auto position = eval_shading_position(scene, intersection, outgoing); - auto normal = eval_shading_normal(scene, intersection, outgoing); - auto material = eval_material(scene, intersection); + auto position = intersection_shading_point(scene, intersection, outgoing); + auto normal = intersection_shading_normal(scene, intersection, outgoing); + auto material = intersection_material(scene, intersection); // handle opacity if (material.opacity < 1 && rand1f(rng) >= material.opacity) { @@ -1365,11 +1365,11 @@ static trace_result trace_falsecolor(const scene_data& scene, // prepare shading point auto outgoing = -ray.d; - auto position = eval_shading_position(scene, intersection, outgoing); - auto normal = eval_shading_normal(scene, intersection, outgoing); - auto gnormal = eval_element_normal(scene, intersection); - auto texcoord = eval_texcoord(scene, intersection); - auto material = eval_material(scene, intersection); + auto position = intersection_shading_point(scene, intersection, outgoing); + auto normal = intersection_shading_normal(scene, intersection, outgoing); + auto gnormal = intersection_element_normal(scene, intersection); + auto texcoord = intersection_texcoord(scene, intersection); + auto material = intersection_material(scene, intersection); auto delta = is_delta(material) ? 1.0f : 0.0f; // hash color