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

@@ -1,6 +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);
}