Set C standard to C11 and add new assets

Changed CMakeLists.txt to set the C standard to C11.
Added multiple binary image files for new visual assets.
Added several new image files to enhance rendering capabilities.
Changed stb_image.h to improve support for various image formats.
Changed ray tracing engine to enhance ray creation and intersection.
Changed triangle structure to use a vertex array for better attribute handling.
Changed scene initialization to accommodate new texture management.
This commit is contained in:
2025-04-29 01:43:52 +09:00
parent 4db14ffdb0
commit 3de6b83d32
53 changed files with 8939 additions and 162671 deletions

View File

@@ -9,6 +9,7 @@ typedef enum
DEBUG_NONE = 0,
DEBUG_BVH = 1,
DEBUG_SOBOL = 2,
DEBUG_UV = 3,
} debug_flag_t;
static const vec4s DEBUG_COLOR_BVH = {0.0f, 1.0f, 0.0f, 0.005f}; // Green

View File

@@ -5,8 +5,9 @@
#include "Camera.h"
#include "Lighting/Light.h"
#include "Material/Material.h"
#include "RenderTarget.h"
#include "Geometry/Triangle.h"
#include "Rendering/RenderTarget.h"
#include "Rendering/Texture.h"
typedef struct
{
@@ -14,10 +15,11 @@ typedef struct
bvh_tree_t bvh_tree;
triangle_collection_t triangles;
material_collection_t materials;
texture_collection_t textures;
light_collection_t lights;
} scene_t;
bool scene_init(scene_t* scene, uint64_t triangle_count, uint8_t material_count, uint32_t punctual_light_count);
bool scene_init(scene_t* scene, uint64_t triangle_count, uint16_t texture_count, uint8_t material_count, uint32_t punctual_light_count);
bool scene_build_bvh(scene_t* scene);
void scene_free(scene_t* scene);

View File

@@ -0,0 +1,53 @@
#ifndef TEXTURE_H
#define TEXTURE_H
#include "cglm/struct/vec4.h"
#include <stdint.h>
#include <stdbool.h>
#define INVALID_TEXTURE_ID UINT16_MAX
typedef enum
{
REPEAT,
CLAMP,
} wrap_mode_t;
typedef enum
{
NEAREST,
LINEAR,
} filter_mode_t;
typedef struct
{
uint32_t width;
uint32_t height;
wrap_mode_t wrap_mode;
filter_mode_t filter_mode;
uint8_t channel_count;
uint8_t* data;
} texture_t;
typedef struct
{
uint16_t count;
uint16_t size;
texture_t* buffer;
} texture_collection_t;
typedef struct
{
uint16_t id;
} texture_entity_t;
bool texture_collection_init(uint16_t size, texture_collection_t* textures);
void texture_collection_resize(texture_collection_t* textures, uint16_t size);
void texture_collection_free(texture_collection_t* textures);
texture_entity_t texture_load(const char* filename, bool srgb, texture_collection_t* textures);
vec4s texture_sample(const texture_t* texture, float u, float v);
void texture_free(texture_t* texture);
#endif // TEXTURE_H