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.
This commit is contained in:
2025-04-29 13:29:29 +09:00
parent 3de6b83d32
commit 3c3168af7a
13 changed files with 83 additions and 60 deletions

View File

@@ -50,4 +50,24 @@ texture_entity_t texture_load(const char* filename, bool srgb, texture_collectio
vec4s texture_sample(const texture_t* texture, float u, float v);
void texture_free(texture_t* texture);
inline texture_entity_t invalid_texture_entity()
{
return (texture_entity_t){.id = INVALID_TEXTURE_ID};
}
inline bool is_texture_entity_valid(texture_entity_t entity)
{
return entity.id != INVALID_TEXTURE_ID;
}
inline texture_t* get_texture(const texture_collection_t* textures, texture_entity_t entity)
{
if (entity.id >= textures->count || !is_texture_entity_valid(entity))
{
return NULL;
}
return &textures->buffer[entity.id];
}
#endif // TEXTURE_H