Files
SimpleRayTracing/source/Material/Material.c
2025-04-24 00:05:21 +09:00

118 lines
2.8 KiB
C

#include "Material/Material.h"
#include <string.h>
bool material_collection_init(size_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)
{
for (uint8_t i = 0; i < materials->count; i++)
{
void* data = materials->buffer[i].data;
if (data != NULL)
{
free(data);
}
}
free(materials->buffer);
materials->buffer = NULL;
}
}
material_entity_t material_create(sample_bsdf_f sample, sample_bsdf_pdf_f sample_pdf, evaluate_bsdf_f evaluate, void* data, size_t size_of_data, material_collection_t* collection)
{
material_t material = {0};
if (collection->count >= collection->size)
{
material_collection_resize(collection, collection->size * 2);
}
material.sample_bsdf = sample;
material.sample_bsdf_pdf = sample_pdf;
material.evaluate_bsdf = evaluate;
material.data = malloc(size_of_data);
if (material.data == NULL)
{
return (material_entity_t){.id = 255};
}
memcpy(material.data, data, size_of_data);
material_entity_t entity = {.id = collection->count};
collection->buffer[collection->count] = material;
collection->count++;
return entity;
}
vec3s sample_material_bsdf(const material_t* material, vec3s normal, vec3s wo, uint32_t sample_index, uint32_t bounce, float* pdf_out)
{
vec3s wi = glms_vec3_zero();
if (material->sample_bsdf != NULL)
{
wi = material->sample_bsdf(material->data, normal, wo, sample_index, bounce, pdf_out);
}
return wi;
}
float sample_material_bsdf_pdf(const material_t* material, vec3s normal, vec3s wo, vec3s wi)
{
float pdf = 0.0f;
if (material->sample_bsdf_pdf != NULL)
{
pdf = material->sample_bsdf_pdf(material->data, normal, wo, wi);
}
return pdf;
}
vec3s evaluate_material_bsdf(const material_t* material, const shading_context_t* context)
{
vec3s bsdf_color = glms_vec3_zero();
if (material->evaluate_bsdf != NULL)
{
bsdf_color = material->evaluate_bsdf(context, material->data);
}
return bsdf_color;
}