Files
SimpleRayTracing/source/Material/Material.c
Misaki 3c3168af7a 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.
2025-04-29 13:29:29 +09:00

106 lines
2.9 KiB
C

#include "Material/Material.h"
#include <string.h>
bool material_collection_init(uint8_t size, material_collection_t* materials)
{
if (size > 254)
{
size = 254;
}
material_collection_t temp = {0};
temp.buffer = (material_t*)malloc(size * sizeof(material_t));
if (temp.buffer == NULL)
{
return false;
}
temp.size = (uint8_t)size;
temp.count = 0;
*materials = temp;
return true;
}
void material_collection_resize(material_collection_t* materials, size_t size)
{
if (size > 254)
{
size = 254; // Limit the count to 254 to fit in a uint8_t
}
material_t* temp = (material_t*)realloc(materials->buffer, size * sizeof(material_t));
if (temp != NULL)
{
materials->buffer = temp;
materials->size = (uint8_t)size;
}
}
void material_collection_free(material_collection_t* materials)
{
if (materials->buffer != NULL)
{
free(materials->buffer);
materials->buffer = NULL;
}
}
material_entity_t material_create(const void* properties, size_t properties_size, compute_surface_data_f surface_data, sample_bsdf_f sample, sample_bsdf_pdf_f sample_pdf, evaluate_bsdf_f evaluate, material_collection_t* collection)
{
material_t material = {0};
if (collection->count >= collection->size)
{
material_collection_resize(collection, collection->size * 2);
}
memcpy(material.properties, properties, properties_size);
material.compute_surface_data = surface_data;
material.sample_bsdf = sample;
material.sample_bsdf_pdf = sample_pdf;
material.evaluate_bsdf = evaluate;
material_entity_t entity = {.id = collection->count};
collection->buffer[collection->count] = material;
collection->count++;
return entity;
}
vec3s sample_material_bsdf(const material_t* material, const shading_context_t* context, uint32_t sample_index, uint32_t bounce, float* pdf_out)
{
vec3s wi = glms_vec3_zero();
if (material->compute_surface_data != NULL && material->sample_bsdf != NULL)
{
wi = material->sample_bsdf(context, material->properties, material->compute_surface_data, sample_index, bounce, pdf_out);
}
return wi;
}
float sample_material_bsdf_pdf(const material_t* material, const shading_context_t* context)
{
float pdf = 0.0f;
if (material->compute_surface_data != NULL && material->sample_bsdf_pdf != NULL)
{
pdf = material->sample_bsdf_pdf(context, material->properties, material->compute_surface_data);
}
return pdf;
}
vec3s evaluate_material_bsdf(const material_t* material, const shading_context_t* context)
{
vec3s bsdf_color = glms_vec3_zero();
if (material->compute_surface_data != NULL && material->evaluate_bsdf != NULL)
{
bsdf_color = material->evaluate_bsdf(context, material->properties, material->compute_surface_data);
}
return bsdf_color;
}