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https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | Better samplelighting
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@ -19,7 +19,7 @@ vec3 GetEnvironmentLight(Ray ray)
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return composite;
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}
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vec3 sampleSphereLight(vec3 position, GPUObject obj, GPUMaterial mat, inout uint rng_state)
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vec3 sampleSphereLight(vec3 position, GPUObject obj, int light_index, GPUMaterial mat, inout uint rng_state)
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{
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float theta = 2.0 * M_PI * randomValue(rng_state);
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float phi = acos(2.0 * randomValue(rng_state) - 1.0);
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@ -36,14 +36,14 @@ vec3 sampleSphereLight(vec3 position, GPUObject obj, GPUMaterial mat, inout uint
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Ray shadow_ray = Ray(position + light_dir * 0.001, light_dir);
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hitInfo shadow_hit = traceRay(shadow_ray);
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if (shadow_hit.obj_index != -1 && shadow_hit.t < light_dist)
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if (shadow_hit.obj_index != light_index)
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return vec3(0.0);
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float cos_theta = max(0.0, -dot(light_dir, normalize(sample_point - obj.position)));
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return mat.emission * mat.color / (light_dist);
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}
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vec3 sampleQuadLight(vec3 position, GPUObject obj, GPUMaterial mat, inout uint rng_state)
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vec3 sampleQuadLight(vec3 position, GPUObject obj, int light_index, GPUMaterial mat, inout uint rng_state)
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{
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float u = randomValue(rng_state);
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float v = randomValue(rng_state);
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@ -55,7 +55,7 @@ vec3 sampleQuadLight(vec3 position, GPUObject obj, GPUMaterial mat, inout uint r
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Ray shadow_ray = Ray(position + light_dir * 0.001, light_dir);
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hitInfo shadow_hit = traceRay(shadow_ray);
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if (shadow_hit.obj_index != -1 && shadow_hit.t < light_dist)
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if (shadow_hit.obj_index != light_index)
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return vec3(0.0);
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vec3 crossQuad = cross(obj.vertex1, obj.vertex2);
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@ -74,19 +74,18 @@ vec3 sampleLights(vec3 position, inout uint rng_state)
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for (int i = 0; i < u_lightsNum; i++)
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{
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int light_index = lightsIndex[i];
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GPUObject obj = objects[light_index];
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GPUMaterial mat = materials[obj.mat_index];
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if (mat.emission > 0.0)
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{
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vec3 light_dir = normalize(obj.position - position);
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float light_dist = length(obj.position - position);
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Ray shadow_ray = Ray(position + light_dir * 0.01, light_dir);
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hitInfo shadow_hit = traceRay(shadow_ray);
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vec3 light_dir = normalize(obj.position - position);
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float light_dist = length(obj.position - position);
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if (shadow_hit.obj_index == light_index)
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light += mat.emission * mat.color / (light_dist);
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}
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Ray shadow_ray = Ray(position + light_dir * 0.01, light_dir);
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hitInfo shadow_hit = traceRay(shadow_ray);
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if (shadow_hit.obj_index == light_index)
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light += mat.emission * mat.color / (light_dist);
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}
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return (light);
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@ -96,19 +95,18 @@ vec3 sampleLights(vec3 position, inout uint rng_state)
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// {
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// vec3 light = vec3(0.0);
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// for (int i = 0; i < u_objectsNum; i++)
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// for (int i = 0; i < u_lightsNum; i++)
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// {
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// GPUObject obj = objects[i];
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// int light_index = lightsIndex[i];
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// GPUObject obj = objects[light_index];
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// GPUMaterial mat = materials[obj.mat_index];
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// if (mat.emission == 0.0)
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// continue ;
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// if (obj.type == 0)
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// light = sampleSphereLight(position, obj, mat, rng_state);
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// light += sampleSphereLight(position, obj, light_index, mat, rng_state);
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// else if (obj.type == 2)
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// light = sampleQuadLight(position, obj, mat, rng_state);
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// light += sampleQuadLight(position, obj, light_index, mat, rng_state);
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// }
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// return (light);
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@ -117,6 +115,6 @@ vec3 sampleLights(vec3 position, inout uint rng_state)
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void calculateLightColor(GPUMaterial mat, hitInfo hit, inout vec3 color, inout vec3 light, inout uint rng_state)
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{
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color *= mat.color;
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// light += mat.emission * mat.color;
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light += sampleLights(hit.position, rng_state);
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light += mat.emission * mat.color;
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// light += sampleLights(hit.position, rng_state);
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}
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