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https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | Better bouncing
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@ -5,7 +5,7 @@ MAT 150 150 150 0.0 1.0 0.0 //grey
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MAT 255 255 255 1.0 0.0 0.0 //light
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MAT 255 255 255 1.0 0.0 0.0 //light
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sp -10 5 0 0.01 2
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sp -10 7 0 0.1 2
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# qu -5 0 -2.5 0 5 0 0 0 5 0 2
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# qu -5 0 -2.5 0 5 0 0 0 5 0 2
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@ -2,7 +2,7 @@ hitInfo traceRay(inout Ray ray);
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vec3 GetEnvironmentLight(Ray ray)
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vec3 GetEnvironmentLight(Ray ray)
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{
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{
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return vec3(0.);
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// return vec3(0.);
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vec3 sun_pos = vec3(-0.5, 0.5, 0.5);
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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 SunFocus = 1.5;
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float SunIntensity = 1.;
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float SunIntensity = 1.;
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@ -37,17 +37,26 @@ vec3 sampleSphereLight(vec3 position, GPUObject obj, int light_index, GPUMateria
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Ray shadow_ray = Ray(position + light_dir * 0.001, light_dir, (1.0 / light_dir));
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Ray shadow_ray = Ray(position + light_dir * 0.001, light_dir, (1.0 / light_dir));
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hitInfo shadow_hit = traceRay(shadow_ray);
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hitInfo shadow_hit = traceRay(shadow_ray);
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vec3 dir = normalize(vec3(-0.5, 0.2, 0.));
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vec3 dir = normalize(vec3(-0.5, 0.15, 0.));
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if (dot(shadow_ray.direction, dir) < 0.995 || shadow_hit.obj_index != light_index)
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if (dot(shadow_ray.direction, dir) < 0.995 || shadow_hit.obj_index != light_index)
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{
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{
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theta = 2.0 * M_PI * randomValue(rng_state);
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float circleRadius = light_dist * tan(acos(0.995));
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phi = acos(2.0 * randomValue(rng_state) - 1.0);
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sample_point = obj.position + tan(acos(0.995)) * light_dist * vec3(
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// Uniformly sample a point in a disk.
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sin(phi) * cos(theta),
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float r = circleRadius * sqrt(randomValue(rng_state));
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sin(phi) * sin(theta),
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float theta = 2.0 * M_PI * randomValue(rng_state);
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cos(phi)
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vec2 diskSample = vec2(r * cos(theta), r * sin(theta));
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);
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// Build an orthonormal basis for the plane perpendicular to 'dir'.
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vec3 up = abs(dir.y) < 0.99 ? vec3(0, 1, 0) : vec3(1, 0, 0);
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vec3 tangent = normalize(cross(up, dir));
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vec3 bitangent = cross(dir, tangent);
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// Determine the center of the projected circle on the wall.
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vec3 circleCenter = obj.position + light_dist * dir;
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// Compute the final sample point on the projected circle.
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vec3 sample_point = circleCenter + diskSample.x * tangent + diskSample.y * bitangent;
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Ray light_ray = Ray(sample_point, -dir, (1.0 / -dir));
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Ray light_ray = Ray(sample_point, -dir, (1.0 / -dir));
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hitInfo light_ray_hit = traceRay(light_ray);
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hitInfo light_ray_hit = traceRay(light_ray);
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@ -66,6 +75,8 @@ vec3 sampleSphereLight(vec3 position, GPUObject obj, int light_index, GPUMateria
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if (dot(reflect_ray.direction, reflect_to_particle) < 0.995)
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if (dot(reflect_ray.direction, reflect_to_particle) < 0.995)
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return vec3(0.0);
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return vec3(0.0);
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mat.color *= light_ray_mat.color;
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return mat.emission * mat.color * vec3(10.0);
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}
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}
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float cos_theta = max(0.0, -dot(light_dir, normalize(sample_point - obj.position)));
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float cos_theta = max(0.0, -dot(light_dir, normalize(sample_point - obj.position)));
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/13 16:16:24 by TheRed #+# #+# */
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/* Created: 2024/10/13 16:16:24 by TheRed #+# #+# */
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/* Updated: 2025/03/18 16:23:10 by tomoron ### ########.fr */
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/* Updated: 2025/03/18 16:24:39 by tomoron ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -326,7 +326,6 @@ void Window::imGuiRender(ShaderProgram &raytracing_program)
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has_changed |= ImGui::SliderInt("Triangle treshold", &_scene->getDebug().triangle_treshold, 1, 2000);
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has_changed |= ImGui::SliderInt("Triangle treshold", &_scene->getDebug().triangle_treshold, 1, 2000);
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}
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}
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_renderer->renderImgui(*_clusterizer);
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_renderer->renderImgui(*_clusterizer);
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_clusterizer->imguiRender();
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_clusterizer->imguiRender();
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@ -335,7 +334,6 @@ void Window::imGuiRender(ShaderProgram &raytracing_program)
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ImGui::Render();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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if (has_changed)
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if (has_changed)
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_frameCount = (accumulate == 0) - 1;
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_frameCount = (accumulate == 0) - 1;
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}
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}
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