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.
119 lines
3.1 KiB
C
119 lines
3.1 KiB
C
#include "Material/Material.h"
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#include <string.h>
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bool material_collection_init(uint8_t size, material_collection_t* materials)
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{
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if (size > 254)
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{
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size = 254;
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}
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material_collection_t temp = {0};
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temp.buffer = (material_t*)malloc(size * sizeof(material_t));
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if (temp.buffer == NULL)
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{
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return false;
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}
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temp.size = (uint8_t)size;
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temp.count = 0;
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*materials = temp;
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return true;
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}
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void material_collection_resize(material_collection_t* materials, size_t size)
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{
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if (size > 254)
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{
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size = 254; // Limit the count to 254 to fit in a uint8_t
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}
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material_t* temp = (material_t*)realloc(materials->buffer, size * sizeof(material_t));
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if (temp != NULL)
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{
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materials->buffer = temp;
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materials->size = (uint8_t)size;
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}
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}
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void material_collection_free(material_collection_t* materials)
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{
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if (materials->buffer != NULL)
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{
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free(materials->buffer);
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materials->buffer = NULL;
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}
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}
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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)
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{
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material_t material = {0};
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if (collection->count >= collection->size)
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{
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material_collection_resize(collection, collection->size * 2);
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}
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memcpy(material.properties, properties, properties_size);
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material.compute_surface_data = surface_data;
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material.sample_bsdf = sample;
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material.sample_bsdf_pdf = sample_pdf;
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material.evaluate_bsdf = evaluate;
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material_entity_t entity = {.id = collection->count};
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collection->buffer[collection->count] = material;
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collection->count++;
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return entity;
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}
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vec3s sample_material_bsdf(const material_t* material, vec3s normal, vec3s wo, vec2s uv, uint32_t sample_index, uint32_t bounce, float* pdf_out)
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{
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vec3s wi = glms_vec3_zero();
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if (material->compute_surface_data != NULL && material->sample_bsdf != NULL)
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{
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shading_context_t context =
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{
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.normal = normal,
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.wo = wo,
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.uv = uv,
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};
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wi = material->sample_bsdf(&context, material->properties, material->compute_surface_data, sample_index, bounce, pdf_out);
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}
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return wi;
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}
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float sample_material_bsdf_pdf(const material_t* material, vec3s normal, vec3s wo, vec3s wi, vec2s uv)
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{
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float pdf = 0.0f;
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if (material->compute_surface_data != NULL && material->sample_bsdf_pdf != NULL)
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{
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shading_context_t context =
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{
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.normal = normal,
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.wo = wo,
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.wi = wi,
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.uv = uv,
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};
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pdf = material->sample_bsdf_pdf(&context, material->properties, material->compute_surface_data);
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}
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return pdf;
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}
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vec3s evaluate_material_bsdf(const material_t* material, const shading_context_t* context)
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{
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vec3s bsdf_color = glms_vec3_zero();
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if (material->compute_surface_data != NULL && material->evaluate_bsdf != NULL)
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{
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bsdf_color = material->evaluate_bsdf(context, material->properties, material->compute_surface_data);
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}
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return bsdf_color;
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}
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