+ | Graphics tweaks

This commit is contained in:
TheRedShip
2025-01-26 16:03:27 +01:00
parent e1e53b99fe
commit 9798a9942b
5 changed files with 2142910 additions and 47 deletions

View File

@ -1,5 +1,4 @@
#version 430 core
#extension GL_NV_gpu_shader5 : enable
layout(local_size_x = 16, local_size_y = 16) in;
layout(binding = 0, rgba32f) uniform image2D output_image;
@ -80,7 +79,6 @@ struct GPUBvh
int index;
int primitive_count;
};
layout(std430, binding = 1) buffer ObjectBuffer
@ -169,21 +167,28 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
{
hitInfo hit = traceRay(ray);
float t_scatter = 0.0;
float scatter_valid = float(volume.enabled != 0 && atmosScatter(hit, t_scatter, rng_state));
#if 0
float t_scatter = 0.0;
bool scatter_valid = bool(volume.enabled != 0 && atmosScatter(hit, t_scatter, rng_state));
if (scatter_valid)
{
calculateVolumetricLight(t_scatter, ray, color, light, transmittance, rng_state);
continue ;
}
#endif
float miss_condition = float(hit.obj_index == -1);
light += miss_condition * transmittance * GetEnvironmentLight(ray);
float p = max(color.r, max(color.g, color.b));
float rr_continue = float(randomValue(rng_state) <= p);
color /= max(p, 0.001);
GPUMaterial mat = materials[hit.mat_index];
float break_condition = miss_condition + (1.0 - rr_continue);
if (break_condition > 0.0) break;
color /= max(p, 0.001);
GPUMaterial mat = materials[hit.mat_index];
calculateLightColor(mat, hit, color, light, rng_state);
if (mat.emission > 0.0)
@ -198,8 +203,7 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
Ray initRay(vec2 uv, inout uint rng_state)
{
float fov = camera.fov;
float focal_length = 1.0 / tan(radians(fov) / 2.0);
float focal_length = 1.0 / tan(radians(camera.fov) / 2.0);
vec3 origin = camera.position;
vec3 view_space_ray = normalize(vec3(uv.x, uv.y, -focal_length));