+ | New window2 scene + better light direct sampling, to tweak and see

This commit is contained in:
TheRedShip
2025-01-15 12:18:21 +01:00
parent 2899055b51
commit 8048d0b799
6 changed files with 113 additions and 11 deletions

View File

@ -1,6 +1,9 @@
hitInfo traceRay(Ray ray);
vec3 GetEnvironmentLight(Ray ray)
{
return vec3(0.);
vec3 sun_pos = vec3(-0.5, 0.5, 0.5);
float SunFocus = 1.5;
float SunIntensity = 1.;
@ -18,9 +21,55 @@ vec3 GetEnvironmentLight(Ray ray)
return composite;
}
hitInfo traceRay(Ray ray);
vec3 sampleSphereLight(vec3 position, GPUObject obj, GPUMaterial mat, inout uint rng_state)
{
float theta = 2.0 * M_PI * randomValue(rng_state);
float phi = acos(2.0 * randomValue(rng_state) - 1.0);
vec3 sample_point = obj.position + obj.radius * vec3(
sin(phi) * cos(theta),
sin(phi) * sin(theta),
cos(phi)
);
vec3 light_dir = normalize(sample_point - position);
float light_dist = length(sample_point - position);
Ray shadow_ray = Ray(position + light_dir * 0.001, light_dir);
hitInfo shadow_hit = traceRay(shadow_ray);
if (shadow_hit.obj_index != -1 && shadow_hit.t < light_dist)
return vec3(0.0);
vec3 sampleLights(vec3 position)
float cos_theta = max(0.0, -dot(light_dir, normalize(sample_point - obj.position)));
return mat.emission * mat.color / (light_dist);
}
vec3 sampleQuadLight(vec3 position, GPUObject obj, GPUMaterial mat, inout uint rng_state)
{
float u = randomValue(rng_state);
float v = randomValue(rng_state);
vec3 sample_point = obj.position + u * obj.vertex1 + v * obj.vertex2;
vec3 light_dir = normalize(sample_point - position);
float light_dist = length(sample_point - position);
Ray shadow_ray = Ray(position + light_dir * 0.001, light_dir);
hitInfo shadow_hit = traceRay(shadow_ray);
if (shadow_hit.obj_index != -1 && shadow_hit.t < light_dist)
return vec3(0.0);
vec3 crossQuad = cross(obj.vertex1, obj.vertex2);
float area = length(crossQuad);
float pdf = 1.0 / area;
vec3 normal = normalize(crossQuad);
float cos_theta = max(0.0, dot(normal, -light_dir));
return mat.emission * mat.color * cos_theta / (pdf * light_dist * light_dist);
}
vec3 sampleLights(vec3 position, inout uint rng_state)
{
vec3 light = vec3(0.0);
@ -45,9 +94,35 @@ vec3 sampleLights(vec3 position)
return (light);
}
void calculateLightColor(inout vec3 color, inout vec3 light, GPUMaterial mat, hitInfo hit)
// vec3 sampleLights(vec3 position, inout uint rng_state)
// {
// vec3 light = vec3(0.0);
// int emissive_count = 0;
// for (int i = 0; i < u_objectsNum; i++)
// if (materials[objects[i].mat_index].emission > 0.0)
// emissive_count++;
// if (emissive_count == 0)
// return (vec3(0.));
// int target_light = int(floor(randomValue(rng_state) * float(emissive_count)));
// GPUObject obj = objects[target_light];
// GPUMaterial mat = materials[obj.mat_index];
// if (obj.type == 0)
// light = sampleSphereLight(position, obj, mat, rng_state);
// else if (obj.type == 2)
// light = sampleQuadLight(position, obj, mat, rng_state);
// return (light);
// }
void calculateLightColor(GPUMaterial mat, hitInfo hit, inout vec3 color, inout vec3 light, inout uint rng_state)
{
color *= mat.color;
light += mat.emission * mat.color;
// light += sampleLights(hit.position);
// light += sampleLights(hit.position, rng_state);
}