Added three binary files: `golden_gate_hills_1k.hdr`, `rogland_sunset_1k.hdr`, and `studio_small_03_1k.hdr`. Added a new inline function `weight_nee_light` in `BSDF.h` to compute the weighted contribution of light based on the next event estimation (NEE). Added a new function pointer type `sky_free_f` in `Light.h` for freeing sky light data. Added a new structure `hdr_sky_data_t` in `SkyLight.h` to hold HDR sky data, including texture and intensity. Changed the `RAY_EPSILON` definition in `Common.h` to a new value. Changed the `light_collection_free` function in `Light.h` to include freeing sky light data if it exists. Changed the `sky_create_hdr_sky` function in `SkyLight.h` to initialize HDR sky data and compute marginal and conditional distributions. Changed the `texture_load` function in `Texture.h` to accept a `stride` parameter for different texture formats. Changed the `evaluate_bsdf_directional` function in `LightEvaluation.c` to handle light intensity checks. Changed the `evaluate_bsdf_const_sky` function in `SkyLight.c` to use a pointer for sky data and added checks for intensity. Removed TODO comments related to handling triangle and material removal in `Triangle.h` and `Light.h`. Removed the old `weight_sky_light` function in `SkyLight.h` and replaced it with the new `weight_nee_light` function. Updated the `scene_setup` function in `main.c` to change camera position and light direction, and to load HDR textures. Increased the sample count in the rendering configuration in `main.c` for better quality rendering.
36 lines
868 B
C
36 lines
868 B
C
#ifndef SIMPLE_LIT_H
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#define SIMPLE_LIT_H
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#include "Material.h"
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#include "Rendering/Texture.h"
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#include "cglm/struct/vec3.h"
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typedef struct
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{
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vec3s albedo;
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vec3s normal;
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float roughness;
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float metallic;
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} surface_data_t;
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typedef struct
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{
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vec3s albedo;
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float roughness;
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float metallic;
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texture_entity_t albedo_texture;
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texture_entity_t normal_texture;
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texture_entity_t roughness_texture;
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texture_entity_t metallic_texture;
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} simple_lit_properties_t;
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path_output simple_lit_render_loop(const void* properties, const shading_context_t* context);
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inline material_entity_t material_create_simple_lit_default(const simple_lit_properties_t* properties, material_collection_t* collection)
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{
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return material_create(properties, sizeof(simple_lit_properties_t), simple_lit_render_loop, collection);
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}
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#endif // SIMPLE_LIT_H
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