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

@@ -1,23 +1,72 @@
#include "Geometry/Mesh.h"
#include "Geometry/Triangle.h"
#include "Common/String.h"
#include "Material/SimpleLit.h"
#include "assimp/cimport.h"
#include "assimp/scene.h"
#include "assimp/postprocess.h"
mesh_entity_t mesh_load(const char* filename, uint8_t material_id, triangle_collection_t* triangles, material_collection_t* materials)
mesh_entity_t mesh_load(const char* filename, scene_t* scene)
{
mesh_entity_t entity = {0};
const C_STRUCT aiScene* scene = aiImportFile(filename, aiProcessPreset_TargetRealtime_MaxQuality | aiProcess_GenSmoothNormals);
if (scene == NULL)
const struct aiScene* mesh_scene = aiImportFile(filename, aiProcessPreset_TargetRealtime_Quality);
if (mesh_scene == NULL)
{
perror(aiGetErrorString());
return entity;
}
for (uint32_t i = 0; i < scene->mNumMeshes; i++)
entity.triangle_id = scene->triangles.count;
entity.material_id = scene->materials.count;
for (uint32_t i = 0; i < mesh_scene->mNumMaterials; i++)
{
struct aiMesh* mesh = scene->mMeshes[i];
const struct aiMaterial* src = mesh_scene->mMaterials[i];
struct aiColor4D base_color;
aiGetMaterialColor(src, AI_MATKEY_COLOR_DIFFUSE, &base_color);
float smoothness = 0.5f;
aiGetMaterialFloat(src, AI_MATKEY_SHININESS, &smoothness);
texture_t* albedo_texture = NULL;
if (aiGetMaterialTextureCount(src, aiTextureType_DIFFUSE) > 0)
{
struct aiString path;
if (AI_SUCCESS == aiGetMaterialTexture(src, aiTextureType_DIFFUSE, 0, &path, NULL, NULL, NULL, NULL, NULL, NULL))
{
if (!is_absolute_path(path.data))
{
char directory[1024];
get_path_directory(filename, directory, 1024);
char image_path[1024];
memcpy(image_path, path.data, 1024);
string_join(directory, image_path, path.data, 1024);
}
texture_entity_t entity = texture_load(path.data, true, &scene->textures);
if (entity.id != INVALID_TEXTURE_ID)
{
albedo_texture = &scene->textures.buffer[entity.id];
}
}
}
simple_lit_properties_t prop =
{
.albedo = {base_color.r, base_color.g, base_color.b},
.roughness = 1.0f - smoothness,
.metallic = 0.0f,
.albedo_texture = albedo_texture,
};
material_create_simple_lit_default(&prop, &scene->materials);
}
for (uint32_t i = 0; i < mesh_scene->mNumMeshes; i++)
{
const struct aiMesh* mesh = mesh_scene->mMeshes[i];
//TODO: Handle all primitive types, not just triangles
if (mesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE)
@@ -25,9 +74,11 @@ mesh_entity_t mesh_load(const char* filename, uint8_t material_id, triangle_coll
continue;
}
bool has_uv = mesh->mTextureCoords[0] != NULL && mesh->mNumUVComponents[0] >= 2;
for (uint32_t j = 0; j < mesh->mNumFaces; j++)
{
struct aiFace* face = &mesh->mFaces[j];
const struct aiFace* face = &mesh->mFaces[j];
if (face->mNumIndices != 3)
{
continue;
@@ -36,7 +87,7 @@ mesh_entity_t mesh_load(const char* filename, uint8_t material_id, triangle_coll
uint32_t index1 = face->mIndices[0];
uint32_t index2 = face->mIndices[1];
uint32_t index3 = face->mIndices[2];
vec3s point1 = {
mesh->mVertices[index1].x,
mesh->mVertices[index1].y,
@@ -53,6 +104,20 @@ mesh_entity_t mesh_load(const char* filename, uint8_t material_id, triangle_coll
mesh->mVertices[index3].z
};
vec2s uv1 = {0.0f, 0.0f};
vec2s uv2 = {0.0f, 0.0f};
vec2s uv3 = {0.0f, 0.0f};
if (has_uv)
{
struct aiVector3D const* tc = mesh->mTextureCoords[0];
uv1.x = tc[index1].x;
uv1.y = tc[index1].y;
uv2.x = tc[index2].x;
uv2.y = tc[index2].y;
uv3.x = tc[index3].x;
uv3.y = tc[index3].y;
}
vec3s normal1 = {
mesh->mNormals[index1].x,
mesh->mNormals[index1].y,
@@ -69,18 +134,15 @@ mesh_entity_t mesh_load(const char* filename, uint8_t material_id, triangle_coll
mesh->mNormals[index3].z
};
//TODO: Handle materials, we use OpenPBR standard for parameter naming
vertex_t vertex1 = {.position = point1, .normal = normal1, .uv = uv1};
vertex_t vertex2 = {.position = point2, .normal = normal2, .uv = uv2};
vertex_t vertex3 = {.position = point3, .normal = normal3, .uv = uv3};
// uint32_t properties_count = scene->mMaterials[mesh->mMaterialIndex]->mNumProperties;
// C_STRUCT aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
// for (uint32_t p = 0; p < properties_count; p++)
// {
// material->mProperties[p]->mKey;
// }
triangle_create_with_normals(point1, point2, point3, normal1, normal2, normal3, material_id, triangles);
triangle_create(vertex1, vertex2, vertex3, entity.material_id + mesh->mMaterialIndex, &scene->triangles);
entity.triangle_count++;
}
}
aiReleaseImport(mesh_scene);
return entity;
}

View File

@@ -1,6 +1,6 @@
#include "Geometry/Triangle.h"
bool triangle_collection_init(triangle_collection_t* triangles, size_t size)
bool triangle_collection_init(size_t size, triangle_collection_t* triangles)
{
if (size > UINT64_MAX)
{
@@ -45,37 +45,23 @@ void triangle_collection_free(triangle_collection_t* collection)
}
}
void triangle_create_with_normals(vec3s point1, vec3s point2, vec3s point3,
vec3s normal1, vec3s normal2, vec3s normal3,
uint8_t material_id, triangle_collection_t* collection)
void triangle_create(vertex_t v1, vertex_t v2, vertex_t v3, uint8_t material_id, triangle_collection_t* collection)
{
vec3s edge1 = glms_vec3_sub(v2.position, v1.position);
vec3s edge2 = glms_vec3_sub(v3.position, v1.position);
vec3s normal = glms_vec3_normalize(glms_vec3_cross(edge1, edge2));
triangle_t triangle = {
.vertices = {v1, v2, v3},
.face_normal = normal,
.material_id = material_id,
};
if (collection->count >= collection->size)
{
triangle_collection_resize(collection, collection->size * 2);
}
triangle_t triangle;
triangle.point_1 = point1;
triangle.point_2 = point2;
triangle.point_3 = point3;
triangle.material_id = material_id;
triangle.normal_1 = normal1;
triangle.normal_2 = normal2;
triangle.normal_3 = normal3;
vec3s edge1 = glms_vec3_sub(point2, point1);
vec3s edge2 = glms_vec3_sub(point3, point1);
triangle.normal_face = glms_vec3_normalize(glms_vec3_cross(edge1, edge2));
collection->buffer[collection->count] = triangle;
collection->count++;
}
void triangle_create(vec3s point1, vec3s point2, vec3s point3, uint8_t material_id, triangle_collection_t* collection)
{
vec3s edge1 = glms_vec3_sub(point2, point1);
vec3s edge2 = glms_vec3_sub(point3, point1);
vec3s normal = glms_vec3_normalize(glms_vec3_cross(edge1, edge2));
triangle_create_with_normals(point1, point2, point3, normal, normal, normal, material_id, collection);
}