Add texture handling and refactor material functions
Added a new function `blinn_phong_specular_exponent_to_roughness` in `BSDF.h` to convert a specular exponent to roughness. Added a `textures` member to the `shading_context_t` structure in `Material.h` for passing texture information during shading. Added a new member `textures` in the `light_shading_context_t` structure in `Light.h` to hold texture information. Added inline functions in `Texture.h` for handling texture entities, including `invalid_texture_entity`, `is_texture_entity_valid`, and `get_texture`. Changed the texture-related members in `simple_lit_properties_t` in `SimpleLit.h` from pointers to `texture_entity_t` to better manage texture entities. Changed the `sample_material_bsdf` and `sample_material_bsdf_pdf` functions in `Material.h` to accept a `shading_context_t` instead of individual parameters. Changed the `mesh_load` function in `Mesh.c` to use the new roughness calculation and texture entity handling. Changed the `path_trace` function in `PathTracing.c` to use the new structure and functions for handling materials and textures. Refactored the `sample_material_bsdf` and `sample_material_bsdf_pdf` functions in `Material.c` to utilize the new `shading_context_t` structure. Updated the `material_collection_init` function in `Material.h` to reflect changes in the material sampling functions. Updated the `evaluate_bsdf_directional` and `evaluate_bsdf_const_sky` functions to use the new shading context structure. Adjusted the `simple_lit_data_default` function in `SimpleLit.c` to work with the new texture handling approach. Added texture entity handling in `Texture.c` for managing invalid texture entities.
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@@ -50,4 +50,24 @@ texture_entity_t texture_load(const char* filename, bool srgb, texture_collectio
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vec4s texture_sample(const texture_t* texture, float u, float v);
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void texture_free(texture_t* texture);
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inline texture_entity_t invalid_texture_entity()
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{
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return (texture_entity_t){.id = INVALID_TEXTURE_ID};
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}
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inline bool is_texture_entity_valid(texture_entity_t entity)
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{
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return entity.id != INVALID_TEXTURE_ID;
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}
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inline texture_t* get_texture(const texture_collection_t* textures, texture_entity_t entity)
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{
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if (entity.id >= textures->count || !is_texture_entity_valid(entity))
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{
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return NULL;
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}
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return &textures->buffer[entity.id];
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}
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#endif // TEXTURE_H
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