+ | Fog imGUI

This commit is contained in:
TheRedShip
2025-01-14 20:38:03 +01:00
parent 95098711f7
commit 2899055b51
9 changed files with 103 additions and 36 deletions

View File

@ -32,14 +32,23 @@ struct GPUMaterial
struct GPUCamera
{
mat4 view_matrix;
vec3 position;
mat4 view_matrix;
vec3 position;
float aperture_size;
float focus_distance;
float fov;
float aperture_size;
float focus_distance;
float fov;
int bounce;
};
int bounce;
struct GPUVolume
{
vec3 sigma_a; // absorption coefficient
vec3 sigma_s; // scattering coefficient
vec3 sigma_t; // extinction coefficient
float g; // phase function parameter
bool enabled;
};
layout(std430, binding = 1) buffer ObjectBuffer
@ -52,11 +61,16 @@ layout(std430, binding = 2) buffer MaterialBuffer
GPUMaterial materials[];
};
layout(std140) uniform CameraData
layout(std140, binding = 0) uniform CameraData
{
GPUCamera camera;
};
layout(std140, binding = 1) uniform VolumeData
{
GPUVolume volume;
};
uniform int u_objectsNum;
uniform vec2 u_resolution;
uniform int u_pixelisation;
@ -148,31 +162,25 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
vec3 transmittance = vec3(1.0);
VolumeProperties volume;
volume.sigma_a = vec3(0.0001);
volume.sigma_s = vec3(0.0800);
volume.sigma_t = volume.sigma_a + volume.sigma_s;
volume.g = 1.;
for (int i = 0; i < camera.bounce; i++)
{
hitInfo hit = traceRay(ray);
float t_scatter = 0.0;
if (atmosScatter(volume, hit, t_scatter, rng_state))
if (volume.enabled && atmosScatter(hit, t_scatter, rng_state))
{
calculateVolumetricLight(t_scatter, volume, ray, color, light, transmittance, rng_state);
calculateVolumetricLight(t_scatter, ray, color, light, transmittance, rng_state);
continue;
}
if (hit.obj_index == -1)
{
light += transmittance * GetEnvironmentLight(ray);
// light += vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f); //ambient color
break;
}
transmittance *= exp(-volume.sigma_t * hit.t);
if (volume.enabled)
transmittance *= exp(-volume.sigma_t * hit.t);
GPUObject obj = objects[hit.obj_index];
GPUMaterial mat = materials[obj.mat_index];

View File

@ -1,9 +1,9 @@
vec3 GetEnvironmentLight(Ray ray)
{
vec3 sun_pos = vec3(-1., 1.0, 0.);
vec3 sun_pos = vec3(-0.5, 0.5, 0.5);
float SunFocus = 1.5;
float SunIntensity = 0.5;
float SunIntensity = 1.;
vec3 GroundColour = vec3(0.5, 0.5, 0.5);
vec3 SkyColourHorizon = vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f);
@ -29,7 +29,7 @@ vec3 sampleLights(vec3 position)
GPUObject obj = objects[i];
GPUMaterial mat = materials[obj.mat_index];
if (obj.type == 0 && mat.emission > 0.0)
if (mat.emission > 0.0)
{
vec3 light_dir = normalize(obj.position - position);
float light_dist = length(obj.position - position);

View File

@ -1,11 +1,4 @@
struct VolumeProperties {
vec3 sigma_a; // absorption coefficient
vec3 sigma_s; // scattering coefficient
vec3 sigma_t; // extinction coefficient
float g; // phase function parameter
};
float sampleHG(float g, inout uint rng_state)
{
if (abs(g) < 0.001)
@ -36,17 +29,18 @@ vec3 sampleDirection(vec3 forward, float cos_theta, inout uint rng_state)
);
}
bool atmosScatter(VolumeProperties volume, hitInfo hit, inout float t_scatter, inout uint rng_state)
bool atmosScatter(hitInfo hit, inout float t_scatter, inout uint rng_state)
{
t_scatter = -log(randomValue(rng_state)) / volume.sigma_t.x;
float density = volume.sigma_t.x;
t_scatter = -log(randomValue(rng_state)) / density;
return (t_scatter < hit.t && volume.sigma_t.x > 0.0);
return (t_scatter < hit.t && density > 0.0);
}
void calculateVolumetricLight(float t_scatter, VolumeProperties volume, inout Ray ray, inout vec3 color, inout vec3 light, inout vec3 transmittance, inout uint rng_state)
void calculateVolumetricLight(float t_scatter, inout Ray ray, inout vec3 color, inout vec3 light, inout vec3 transmittance, inout uint rng_state)
{
vec3 scatter_pos = ray.origin + ray.direction * t_scatter;
transmittance *= exp(-volume.sigma_t * t_scatter);
color *= volume.sigma_s / volume.sigma_t;