~ | Small tweaks

This commit is contained in:
TheRedShip
2025-02-01 14:56:45 +01:00
parent 3e122a972e
commit 0b930fe394
9 changed files with 59 additions and 20 deletions

View File

@ -74,6 +74,10 @@ bool intersectTriangle(Ray ray, GPUTriangle obj, out hitInfo hit)
vec3 pvec = cross(ray.direction, vertex2);
float det = dot(vertex1, pvec);
if (abs(det) < 1e-8)
return (false);
vec3 tvec = ray.origin - obj.position;
float invDet = 1.0 / det;
@ -82,8 +86,7 @@ bool intersectTriangle(Ray ray, GPUTriangle obj, out hitInfo hit)
float v = dot(ray.direction, qvec) * invDet;
float t = dot(vertex2, qvec) * invDet;
bool valid = abs(det) > 1e-8 &&
u >= 0.0 && u <= 1.0 &&
bool valid = u >= 0.0 && u <= 1.0 &&
v >= 0.0 && (u + v) <= 1.0 &&
t > 0.0;

View File

@ -41,7 +41,7 @@ vec3 sampleSphereLight(vec3 position, GPUObject obj, int light_index, GPUMateria
return vec3(0.0);
float cos_theta = max(0.0, -dot(light_dir, normalize(sample_point - obj.position)));
return mat.emission * mat.color / (light_dist); // * cos_theta / (4.0 * M_PI * (obj.radius / 2.0) * (obj.radius / 2.0));
return mat.emission * mat.color / (light_dist * light_dist) * cos_theta / (4.0 * M_PI * (obj.radius / 2.0) * (obj.radius / 2.0));
}
vec3 sampleQuadLight(vec3 position, GPUObject obj, int light_index, GPUMaterial mat, inout uint rng_state)
@ -65,7 +65,7 @@ vec3 sampleQuadLight(vec3 position, GPUObject obj, int light_index, GPUMaterial
vec3 normal = normalize(crossQuad);
float cos_theta = max(0.0, dot(normal, -light_dir));
return mat.emission * mat.color / (light_dist); // * cos_theta / pdf;
return mat.emission * mat.color / (light_dist);
}
vec3 sampleLights(vec3 position, inout uint rng_state)