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https://github.com/TheRedShip/RT_GPU.git
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~ | Some map changing
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@ -135,7 +135,8 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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hitInfo hit = traceRay(ray);
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if (hit.obj_index == -1)
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{
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light += vec3(0); //ambient color
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light += GetEnvironmentLight(ray);
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// light += vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f); //ambient color
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break;
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}
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@ -29,28 +29,21 @@ vec3 randomHemisphereDirection(vec3 normal, inout uint rng_state)
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return (direction * sign(dot(normal, direction)));
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}
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vec3 GetEnvironmentLight(Ray ray)
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{
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vec3 sun_pos = vec3(-0.5, 0.5, 0.5);
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float SunFocus = 1.5;
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float SunIntensity = 1;
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// vec3 randomHemisphereDirection(vec3 normal, inout uint rng_state)
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// {
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// float r1 = randomValue(rng_state);
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// float r2 = randomValue(rng_state);
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// float phi = 2.0 * M_PI * r1;
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// float cos_theta = sqrt(1.0 - r2);
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// float sin_theta = sqrt(r2);
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// // Create orthonormal basis
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// vec3 tangent, bitangent;
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// if (abs(normal.x) > abs(normal.z)) {
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// tangent = normalize(vec3(-normal.y, normal.x, 0.0));
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// } else {
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// tangent = normalize(vec3(0.0, -normal.z, normal.y));
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// }
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// bitangent = cross(normal, tangent);
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// return normalize(
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// tangent * (cos(phi) * sin_theta) +
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// bitangent * (sin(phi) * sin_theta) +
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// normal * cos_theta
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// );
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// }
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vec3 GroundColour = vec3(0.5, 0.5, 0.5);
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vec3 SkyColourHorizon = vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f);
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vec3 SkyColourZenith = SkyColourHorizon / 2.0;
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float skyGradientT = pow(smoothstep(0, 0.4, ray.direction.y), 0.35);
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float groundToSkyT = smoothstep(-0.01, 0, ray.direction.y);
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vec3 skyGradient = mix(SkyColourHorizon, SkyColourZenith, skyGradientT);
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float sun = pow(max(0, dot(ray.direction, sun_pos.xyz)), SunFocus) * SunIntensity;
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// Combine ground, sky, and sun
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vec3 composite = mix(GroundColour, skyGradient, groundToSkyT) + sun * int(groundToSkyT >= 1);
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return composite;
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}
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@ -7,31 +7,11 @@ Ray lambertRay(hitInfo hit, Ray ray, GPUMaterial mat, uint rng_state)
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bool is_specular = (mat.metallic >= randomValue(rng_state));
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ray.origin = hit.position + hit.normal * 0.001;
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ray.direction = mix(diffuse_dir, specular_dir, mat.roughness * float(is_specular));
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ray.direction = normalize(mix(diffuse_dir, specular_dir, mat.roughness * float(is_specular)));
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return (ray);
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}
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// Ray dieletricRay(hitInfo hit, Ray ray, GPUMaterial mat)
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// {
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// float refraction_ratio;
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// vec3 unit_direction;
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// refraction_ratio = 1.0f / mat.roughness; //mat.roughness = refraction (saving memory)
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// if (dot(ray.direction, hit.normal) > 0.0f)
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// {
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// hit.normal = -hit.normal;
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// refraction_ratio = mat.roughness;
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// }
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// unit_direction = normalize(ray.direction);
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// ray.origin = hit.position + hit.normal * -0.0001f;
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// ray.direction = refract(unit_direction, hit.normal, refraction_ratio);
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// return (ray);
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// }
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Ray dieletricRay(hitInfo hit, Ray ray, GPUMaterial mat)
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{
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float refraction_ratio;
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@ -39,19 +19,20 @@ Ray dieletricRay(hitInfo hit, Ray ray, GPUMaterial mat)
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refraction_ratio = 1.0f / mat.roughness; //mat.roughness = refraction (saving memory)
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float d = dot(ray.direction, hit.normal);
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hit.normal *= sign(d);
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if (d > 0.0f)
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if (dot(ray.direction, hit.normal) > 0.0f)
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{
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hit.normal = -hit.normal;
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refraction_ratio = mat.roughness;
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}
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unit_direction = normalize(ray.direction);
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ray.origin = hit.position + hit.normal * 0.0001f;
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ray.direction = refract(unit_direction, -hit.normal, refraction_ratio);
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ray.origin = hit.position + hit.normal * -0.0001f;
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ray.direction = refract(unit_direction, hit.normal, refraction_ratio);
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return (ray);
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}
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Ray newRay(hitInfo hit, Ray ray, uint rng_state)
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{
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GPUObject obj;
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