+ | 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

@ -2,7 +2,7 @@ hitInfo traceRay(Ray ray);
vec3 GetEnvironmentLight(Ray ray)
{
// return vec3(0.);
return vec3(0.);
vec3 sun_pos = vec3(-0.5, 0.5, 0.5);
float SunFocus = 1.5;
float SunIntensity = 1.;
@ -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);
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)
@ -65,54 +65,29 @@ 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);
return mat.emission * mat.color / (light_dist * light_dist) * cos_theta / pdf;
}
vec3 sampleLights(vec3 position, inout uint rng_state)
vec3 sampleLights(vec3 position, inout uint rng_state)
{
vec3 light = vec3(0.0);
for (int i = 0; i < u_lightsNum; i++)
{
int light_index = lightsIndex[i];
GPUObject obj = objects[light_index];
GPUMaterial mat = materials[obj.mat_index];
vec3 light_dir = normalize(obj.position - position);
float light_dist = length(obj.position - position);
Ray shadow_ray = Ray(position + light_dir * 0.01, light_dir, (1.0 / light_dir));
hitInfo shadow_hit = traceRay(shadow_ray);
if (shadow_hit.obj_index == light_index)
light += mat.emission * mat.color / (light_dist);
if (obj.type == 0)
light += sampleSphereLight(position, obj, light_index, mat, rng_state);
else if (obj.type == 2)
light += sampleQuadLight(position, obj, light_index, mat, rng_state);
}
return (light);
}
// vec3 sampleLights(vec3 position, inout uint rng_state)
// {
// vec3 light = vec3(0.0);
// for (int i = 0; i < u_lightsNum; i++)
// {
// int light_index = lightsIndex[i];
// GPUObject obj = objects[light_index];
// GPUMaterial mat = materials[obj.mat_index];
// if (obj.type == 0)
// light += sampleSphereLight(position, obj, light_index, mat, rng_state);
// else if (obj.type == 2)
// light += sampleQuadLight(position, obj, light_index, mat, rng_state);
// }
// return (light);
// }
void calculateLightColor(GPUMaterial mat, hitInfo hit, inout vec3 color, inout vec3 light, inout uint rng_state)
{
color *= mat.color;