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

@@ -17,14 +17,11 @@ vec3s evaluate_bsdf_directional(directional_light_t light, const light_shading_c
return glms_vec3_zero();
}
ray_t shadow_ray = {
.origin = BIAS_RAY_ORIGION(context->hit_point, context->normal),
.direction = wi,
};
ray_t shadow_ray = ray_create(BIAS_RAY_ORIGION(context->hit_point, context->normal), wi);
float closest = FLT_MAX;
hit_result_t shadow_hit = {1};
ray_intersect_bvh(shadow_ray, context->bvh_tree->nodes, context->bvh_tree->primitive_indices, context->bvh_tree->triangles, 0,
ray_intersect_bvh(&shadow_ray, context->bvh_tree->nodes, context->bvh_tree->primitive_indices, context->bvh_tree->triangles, 0,
&closest, &shadow_hit);
if (shadow_hit.hit)
{
@@ -34,11 +31,12 @@ vec3s evaluate_bsdf_directional(directional_light_t light, const light_shading_c
shading_context_t shading_context = {
.normal = context->normal,
.wi = wi,
.wo = glms_vec3_negate(context->wo)
.wo = glms_vec3_negate(context->wo),
.uv = context->uv,
};
vec3s bsdf = evaluate_material_bsdf(context->material, &shading_context);
vec3s light_radiance = glms_vec3_scale(light.color, light.intensity);
vec3s light_contribute = glms_vec3_scale(glms_vec3_mul(throughput, bsdf), fmaxf(0.0f, n_dot_l));
vec3s light_contribute = glms_vec3_scale(glms_vec3_mul(throughput, bsdf), fmaxf(0.0f, n_dot_l)); // we always assume pdf = 1.0f for directional light
return glms_vec3_mul(light_radiance, light_contribute);
}

View File

@@ -11,7 +11,6 @@ vec3s evaluate_bsdf_const_sky(const void* data, const light_shading_context_t* c
if (context == NULL)
{
return glms_vec3_mul(sky_color, throughput);
// return sky_data.color;
}
uint16_t d1 = sobol_get_dimension(context->bounce_depth, PRNG_LIGHT_U);
@@ -20,14 +19,11 @@ vec3s evaluate_bsdf_const_sky(const void* data, const light_shading_context_t* c
vec3s wi = random_uniform_cdf_direction(context->normal, sample_index, d1, d2);
float pdf = 1.0f / (4.0f * (float)M_PI);
ray_t shadow_ray = {
.origin = BIAS_RAY_ORIGION(context->hit_point, context->normal),
.direction = wi,
};
ray_t shadow_ray = ray_create(BIAS_RAY_ORIGION(context->hit_point, context->normal), wi);
float closest = FLT_MAX;
hit_result_t shadow_hit = {1};
ray_intersect_bvh(shadow_ray, context->bvh_tree->nodes, context->bvh_tree->primitive_indices, context->bvh_tree->triangles, 0, &closest, &shadow_hit);
ray_intersect_bvh(&shadow_ray, context->bvh_tree->nodes, context->bvh_tree->primitive_indices, context->bvh_tree->triangles, 0, &closest, &shadow_hit);
if (shadow_hit.hit)
{
return glms_vec3_zero();
@@ -36,14 +32,15 @@ vec3s evaluate_bsdf_const_sky(const void* data, const light_shading_context_t* c
shading_context_t shading_context = {
.normal = context->normal,
.wi = wi,
.wo = glms_vec3_negate(context->wo)
.wo = glms_vec3_negate(context->wo),
.uv = context->uv,
};
vec3s bsdf = evaluate_material_bsdf(context->material, &shading_context);
bsdf = glms_vec3_mul(bsdf, sky_color);
float cos_theta = fmaxf(glms_vec3_dot(wi, context->normal), 0.0f);
float pdf_bsdf = sample_material_bsdf_pdf(context->material, shading_context.normal, shading_context.wo, shading_context.wi);
float pdf_bsdf = sample_material_bsdf_pdf(context->material, shading_context.normal, shading_context.wo, shading_context.wi, context->uv);
float weight = power_heuristic(pdf, pdf_bsdf);
vec3s env_contrib = glms_vec3_scale(glms_vec3_mul(throughput, bsdf), cos_theta / pdf);