+ | Better samplelighting

This commit is contained in:
RedShip
2025-01-16 18:41:40 +01:00
parent 02e670195c
commit a07252b059
5 changed files with 24028 additions and 28 deletions

View File

@ -11,6 +11,6 @@ Pos=1648,220
Size=266,285
[Window][Fog settings]
Pos=1654,508
Pos=1656,509
Size=247,157

24003
obj/Model.obj Normal file

File diff suppressed because it is too large Load Diff

View File

@ -1,5 +1,4 @@
CAM 1.43879 3.42554 1.94198 -44.6001 -139.599 0 4 90 5
CAM 10.2849 6.27579 9.45482 -0.600081 -128.999 0 4 90 5
MAT 200 200 200 0.0 0.0 0.0 //white
MAT 255 50 50 0.0 1.0 0.05 //red
@ -27,4 +26,4 @@ sp 0 1 5 1 7
cy 0 1 2 0.5 2 -1.5 0 0.75 1
# OBJ obj/Lowpoly_tree_sample.obj
OBJ obj/Lowpoly_tree_sample.obj

View File

@ -7,7 +7,7 @@ MAT 255 255 255 5.0 0.0 0.0 //light
pl 0 0 0 0 1 0 1
sp -10 10 -9 0.1 2
sp -10 10 -9 1 2
# qu -10 5 -12 0 6 0 0 0 6 2
qu 0 0 0 0 6 0 18 0 0 0

View File

@ -19,7 +19,7 @@ vec3 GetEnvironmentLight(Ray ray)
return composite;
}
vec3 sampleSphereLight(vec3 position, GPUObject obj, GPUMaterial mat, inout uint rng_state)
vec3 sampleSphereLight(vec3 position, GPUObject obj, int light_index, 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);
@ -36,14 +36,14 @@ vec3 sampleSphereLight(vec3 position, GPUObject obj, GPUMaterial mat, inout uint
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)
if (shadow_hit.obj_index != light_index)
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);
}
vec3 sampleQuadLight(vec3 position, GPUObject obj, GPUMaterial mat, inout uint rng_state)
vec3 sampleQuadLight(vec3 position, GPUObject obj, int light_index, GPUMaterial mat, inout uint rng_state)
{
float u = randomValue(rng_state);
float v = randomValue(rng_state);
@ -55,7 +55,7 @@ vec3 sampleQuadLight(vec3 position, GPUObject obj, GPUMaterial mat, inout uint r
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)
if (shadow_hit.obj_index != light_index)
return vec3(0.0);
vec3 crossQuad = cross(obj.vertex1, obj.vertex2);
@ -74,19 +74,18 @@ vec3 sampleLights(vec3 position, inout uint rng_state)
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 (mat.emission > 0.0)
{
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);
hitInfo shadow_hit = traceRay(shadow_ray);
vec3 light_dir = normalize(obj.position - position);
float light_dist = length(obj.position - position);
if (shadow_hit.obj_index == light_index)
light += mat.emission * mat.color / (light_dist);
}
Ray shadow_ray = Ray(position + light_dir * 0.01, light_dir);
hitInfo shadow_hit = traceRay(shadow_ray);
if (shadow_hit.obj_index == light_index)
light += mat.emission * mat.color / (light_dist);
}
return (light);
@ -96,19 +95,18 @@ vec3 sampleLights(vec3 position, inout uint rng_state)
// {
// vec3 light = vec3(0.0);
// for (int i = 0; i < u_objectsNum; i++)
// for (int i = 0; i < u_lightsNum; i++)
// {
// int light_index = lightsIndex[i];
// GPUObject obj = objects[i];
// GPUObject obj = objects[light_index];
// GPUMaterial mat = materials[obj.mat_index];
// if (mat.emission == 0.0)
// continue ;
// if (obj.type == 0)
// light = sampleSphereLight(position, obj, mat, rng_state);
// light += sampleSphereLight(position, obj, light_index, mat, rng_state);
// else if (obj.type == 2)
// light = sampleQuadLight(position, obj, mat, rng_state);
// light += sampleQuadLight(position, obj, light_index, mat, rng_state);
// }
// return (light);
@ -117,6 +115,6 @@ vec3 sampleLights(vec3 position, inout uint rng_state)
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, rng_state);
light += mat.emission * mat.color;
// light += sampleLights(hit.position, rng_state);
}