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.
81 lines
3.4 KiB
C
81 lines
3.4 KiB
C
#ifndef GEOMETRY_UTILITIES_H
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#define GEOMETRY_UTILITIES_H
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#include "Triangle.h"
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inline void quad_create(vec3s center, vec3s forward, vec3s up, float size, uint8_t material_id, triangle_collection_t* collection)
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{
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float half_size = size / 2.0f;
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vec3s right = glms_vec3_cross(forward, up);
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vec3s scaled_right = glms_vec3_scale(right, half_size);
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vec3s scaled_up = glms_vec3_scale(up, half_size);
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vec3s temp_sub = glms_vec3_sub(center, scaled_right);
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vec3s temp_add = glms_vec3_add(center, scaled_right);
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vec3s top_left = glms_vec3_add(temp_sub, scaled_up);
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vec3s top_right = glms_vec3_add(temp_add, scaled_up);
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vec3s bottom_right = glms_vec3_sub(temp_add, scaled_up);
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vec3s bottom_left = glms_vec3_sub(temp_sub, scaled_up);
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vertex_t vertex_1 = {.position = top_left, .normal = forward, .uv = {0.0f, 0.0f}};
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vertex_t vertex_2 = {.position = top_right, .normal = forward, .uv = {1.0f, 0.0f}};
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vertex_t vertex_3 = {.position = bottom_right, .normal = forward, .uv = {1.0f, 1.0f}};
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vertex_t vertex_4 = {.position = bottom_left, .normal = forward, .uv = {0.0f, 1.0f}};
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triangle_create(vertex_1, vertex_2, vertex_4, material_id, collection);
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triangle_create(vertex_2, vertex_3, vertex_4, material_id, collection);
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}
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// inline void sphere_create(vec3s center, float radius, uint8_t material_id, triangle_collection_t* collection)
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// {
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// int segments = 16;
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// int rings = 16;
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//
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// for (int i = 0; i < rings; i++)
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// {
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// float theta1 = (float)i / (float)rings * (float)M_PI;
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// float theta2 = (float)(i + 1) / (float)rings * (float)M_PI;
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//
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// for (int j = 0; j < segments; j++)
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// {
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// float phi1 = (float)j / (float)segments * 2.0f * (float)M_PI;
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// float phi2 = (float)(j + 1) / (float)segments * 2.0f * (float)M_PI;
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//
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// vec3s p1 = {
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// center.x + radius * sinf(theta1) * cosf(phi1),
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// center.y + radius * cosf(theta1),
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// center.z + radius * sinf(theta1) * sinf(phi1)
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// };
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// vec3s p2 = {
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// center.x + radius * sinf(theta2) * cosf(phi1),
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// center.y + radius * cosf(theta2),
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// center.z + radius * sinf(theta2) * sinf(phi1)
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// };
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// vec3s p3 = {
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// center.x + radius * sinf(theta2) * cosf(phi2),
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// center.y + radius * cosf(theta2),
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// center.z + radius * sinf(theta2) * sinf(phi2)
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// };
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// vec3s p4 = {
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// center.x + radius * sinf(theta1) * cosf(phi2),
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// center.y + radius * cosf(theta1),
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// center.z + radius * sinf(theta1) * sinf(phi2)
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// };
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//
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// // vec3s n1 = glms_vec3_normalize(glms_vec3_sub(p1, center));
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// // vec3s n2 = glms_vec3_normalize(glms_vec3_sub(p2, center));
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// // vec3s n3 = glms_vec3_normalize(glms_vec3_sub(p3, center));
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// // vec3s n4 = glms_vec3_normalize(glms_vec3_sub(p4, center));
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//
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// // triangle_create_with_normals(p3, p2, p1, n3, n2, n1, material_id, collection);
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// // triangle_create_with_normals(p3, p1, p4, n3, n1, n4, material_id, collection);
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// triangle_create(p3, p2, p1, material_id, collection);
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// triangle_create(p3, p1, p4, material_id, collection);
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// }
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// }
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// }
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#endif // GEOMETRY_UTILITIES_H
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