Files
SimpleRayTracing/source/Rendering/Scene.c
Misaki 17872804c5 Update project files and enhance rendering system
Added:
- Updated `.gitignore` to ignore the `[Bb]uild/` directory.
- Additional tasks added to the roadmap in `README.md` for light unit standardization and GPU backend support.

Changed:
- Removed line in `settings.json` that disabled error squiggles for C/C++ code.
- Modified `Triangle.h` to include `material_id` in `triangle_t` and reorganized properties.
- Reordered parameters in `triangle_collection_init` for clarity.
- Updated `shading_context_t` in `Material.h` and added size parameter to `material_create`.
- Streamlined initialization in `scene_init` and updated `scene_free` for proper resource management.
- Updated `window_create` in `Window.h` to accept a `render_job_t` parameter.
- Introduced `renderer_start` in `Renderer.c` to handle rendering jobs and optimized pixel rendering logic.
2025-04-23 22:24:02 +09:00

66 lines
1.4 KiB
C

#include "Rendering/Scene.h"
bool scene_init(scene_t* scene, uint64_t triangle_count, uint8_t material_count, uint32_t punctual_light_count)
{
scene_t temp = {0};
if (!triangle_collection_init(&temp.triangles, triangle_count))
{
goto triangle_failed;
}
if (!material_collection_init(material_count, &temp.materials))
{
goto material_failed;
}
if (!light_collection_create(punctual_light_count, 16, &temp.lights)) // NOTE: We just fixed the max directional light count to 16.
{
goto light_failed;
}
temp.camera = camera_create(
(vec3s){0.0f, 0.0f, 5.0f},
glms_quat_identity(),
0.025f,
0.036f,
16.0f / 9.0f
);
*scene = temp;
return true;
light_failed:
material_collection_free(&temp.materials);
material_failed:
triangle_collection_free(&temp.triangles);
triangle_failed:
return false;
}
bool scene_build_bvh(scene_t* scene)
{
if (scene == NULL || scene->triangles.count == 0)
{
return false;
}
bvh_tree_t bvh_tree = {0};
if (!bvh_tree_init(&bvh_tree, &scene->triangles))
{
return false;
}
bvh_tree_build(&bvh_tree);
scene->bvh_tree = bvh_tree;
return true;
}
void scene_free(scene_t* scene)
{
bvh_tree_free(&scene->bvh_tree);
triangle_collection_free(&scene->triangles);
material_collection_free(&scene->materials);
light_collection_free(&scene->lights);
}