~ | Some map changing

This commit is contained in:
TheRedShip
2025-01-08 15:11:06 +01:00
parent 8e4d844f38
commit c414888f9e
5 changed files with 49 additions and 54 deletions

View File

@ -135,7 +135,8 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
hitInfo hit = traceRay(ray);
if (hit.obj_index == -1)
{
light += vec3(0); //ambient color
light += GetEnvironmentLight(ray);
// light += vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f); //ambient color
break;
}

View File

@ -29,28 +29,21 @@ vec3 randomHemisphereDirection(vec3 normal, inout uint rng_state)
return (direction * sign(dot(normal, direction)));
}
vec3 GetEnvironmentLight(Ray ray)
{
vec3 sun_pos = vec3(-0.5, 0.5, 0.5);
float SunFocus = 1.5;
float SunIntensity = 1;
// vec3 randomHemisphereDirection(vec3 normal, inout uint rng_state)
// {
// float r1 = randomValue(rng_state);
// float r2 = randomValue(rng_state);
// float phi = 2.0 * M_PI * r1;
// float cos_theta = sqrt(1.0 - r2);
// float sin_theta = sqrt(r2);
// // Create orthonormal basis
// vec3 tangent, bitangent;
// if (abs(normal.x) > abs(normal.z)) {
// tangent = normalize(vec3(-normal.y, normal.x, 0.0));
// } else {
// tangent = normalize(vec3(0.0, -normal.z, normal.y));
// }
// bitangent = cross(normal, tangent);
// return normalize(
// tangent * (cos(phi) * sin_theta) +
// bitangent * (sin(phi) * sin_theta) +
// normal * cos_theta
// );
// }
vec3 GroundColour = vec3(0.5, 0.5, 0.5);
vec3 SkyColourHorizon = vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f);
vec3 SkyColourZenith = SkyColourHorizon / 2.0;
float skyGradientT = pow(smoothstep(0, 0.4, ray.direction.y), 0.35);
float groundToSkyT = smoothstep(-0.01, 0, ray.direction.y);
vec3 skyGradient = mix(SkyColourHorizon, SkyColourZenith, skyGradientT);
float sun = pow(max(0, dot(ray.direction, sun_pos.xyz)), SunFocus) * SunIntensity;
// Combine ground, sky, and sun
vec3 composite = mix(GroundColour, skyGradient, groundToSkyT) + sun * int(groundToSkyT >= 1);
return composite;
}

View File

@ -7,31 +7,11 @@ Ray lambertRay(hitInfo hit, Ray ray, GPUMaterial mat, uint rng_state)
bool is_specular = (mat.metallic >= randomValue(rng_state));
ray.origin = hit.position + hit.normal * 0.001;
ray.direction = mix(diffuse_dir, specular_dir, mat.roughness * float(is_specular));
ray.direction = normalize(mix(diffuse_dir, specular_dir, mat.roughness * float(is_specular)));
return (ray);
}
// Ray dieletricRay(hitInfo hit, Ray ray, GPUMaterial mat)
// {
// float refraction_ratio;
// vec3 unit_direction;
// refraction_ratio = 1.0f / mat.roughness; //mat.roughness = refraction (saving memory)
// if (dot(ray.direction, hit.normal) > 0.0f)
// {
// hit.normal = -hit.normal;
// refraction_ratio = mat.roughness;
// }
// unit_direction = normalize(ray.direction);
// ray.origin = hit.position + hit.normal * -0.0001f;
// ray.direction = refract(unit_direction, hit.normal, refraction_ratio);
// return (ray);
// }
Ray dieletricRay(hitInfo hit, Ray ray, GPUMaterial mat)
{
float refraction_ratio;
@ -39,19 +19,20 @@ Ray dieletricRay(hitInfo hit, Ray ray, GPUMaterial mat)
refraction_ratio = 1.0f / mat.roughness; //mat.roughness = refraction (saving memory)
float d = dot(ray.direction, hit.normal);
hit.normal *= sign(d);
if (d > 0.0f)
if (dot(ray.direction, hit.normal) > 0.0f)
{
hit.normal = -hit.normal;
refraction_ratio = mat.roughness;
}
unit_direction = normalize(ray.direction);
ray.origin = hit.position + hit.normal * 0.0001f;
ray.direction = refract(unit_direction, -hit.normal, refraction_ratio);
ray.origin = hit.position + hit.normal * -0.0001f;
ray.direction = refract(unit_direction, hit.normal, refraction_ratio);
return (ray);
}
Ray newRay(hitInfo hit, Ray ray, uint rng_state)
{
GPUObject obj;