Files
RT_GPU/shaders/light.glsl
2025-03-04 21:15:04 +01:00

196 lines
6.7 KiB
GLSL

hitInfo traceRay(inout Ray ray);
vec3 GetEnvironmentLight(Ray ray)
{
// return vec3(0.);
vec3 sun_pos = vec3(-0.5, 0.5, 0.5);
float SunFocus = 1.5;
float SunIntensity = 1.;
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, 0.4, ray.direction.y), 0.35);
float groundToSkyT = smoothstep(-0.01, 0.0, 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;
}
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);
vec3 sample_point = obj.position + obj.radius * vec3(
sin(phi) * cos(theta),
sin(phi) * sin(theta),
cos(phi)
);
vec3 light_dir = normalize(sample_point - position);
float light_dist = length(sample_point - position);
Ray shadow_ray = Ray(position + light_dir * 0.001, light_dir, (1.0 / light_dir));
hitInfo shadow_hit = traceRay(shadow_ray);
vec3 dir = normalize(vec3(-0.5, 0.15, 0.));
if (dot(shadow_ray.direction, dir) < 0.995 || shadow_hit.obj_index != light_index)
{
float circleRadius = light_dist * tan(acos(0.995));
// Uniformly sample a point in a disk.
float r = circleRadius * sqrt(randomValue(rng_state));
float theta = 2.0 * M_PI * randomValue(rng_state);
vec2 diskSample = vec2(r * cos(theta), r * sin(theta));
// Build an orthonormal basis for the plane perpendicular to 'dir'.
vec3 up = abs(dir.y) < 0.99 ? vec3(0, 1, 0) : vec3(1, 0, 0);
vec3 tangent = normalize(cross(up, dir));
vec3 bitangent = cross(dir, tangent);
// Determine the center of the projected circle on the wall.
vec3 circleCenter = obj.position + light_dist * dir;
// Compute the final sample point on the projected circle.
vec3 sample_point = circleCenter + diskSample.x * tangent + diskSample.y * bitangent;
Ray light_ray = Ray(sample_point, -dir, (1.0 / -dir));
hitInfo light_ray_hit = traceRay(light_ray);
if (light_ray_hit.obj_index == -1)
return (vec3(0.0));
GPUMaterial light_ray_mat = materials[light_ray_hit.mat_index];
if (light_ray_mat.metallic == 0.)
return vec3(0.0);
Ray reflect_ray = newRay(light_ray_hit, light_ray, rng_state);
reflect_ray.inv_direction = 1.0 / reflect_ray.direction;
vec3 reflect_to_particle = normalize(position - reflect_ray.origin);
if (dot(reflect_ray.direction, reflect_to_particle) < 0.995)
return vec3(0.0);
mat.color *= light_ray_mat.color;
return mat.emission * mat.color * vec3(10.0);
}
float cos_theta = max(0.0, -dot(light_dir, normalize(sample_point - obj.position)));
return mat.emission * mat.color / (light_dist * light_dist) * cos_theta / (4.0 * M_PI * (obj.radius / 2.0) * (obj.radius / 2.0));
}
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);
vec3 sample_point = obj.position + u * obj.vertex1 + v * obj.vertex2;
vec3 light_dir = normalize(sample_point - position);
float light_dist = length(sample_point - position);
Ray shadow_ray = Ray(position + light_dir * 0.001, light_dir, (1.0 / light_dir));
hitInfo shadow_hit = traceRay(shadow_ray);
if (shadow_hit.obj_index != light_index)
return vec3(0.0);
vec3 dir = normalize(vec3(-0.5, 0., 0.));
if (dot(shadow_ray.direction, dir) < 0.995)
return vec3(0.);
vec3 crossQuad = cross(obj.vertex1, obj.vertex2);
float area = length(crossQuad);
float pdf = 1.0 / area;
vec3 normal = normalize(crossQuad);
float cos_theta = max(0.0, dot(normal, -light_dir));
return mat.emission * mat.color / (light_dist * light_dist) * pdf;
}
vec3 sampleLights(in vec3 position, inout uint rng_state)
{
int light_list_index = int(floor(randomValue(rng_state) * float(u_lightsNum)));
int light_index = lightsIndex[light_list_index];
GPUObject light_obj = objects[light_index];
GPUMaterial lightMat = materials[light_obj.mat_index];
if (light_obj.type == 0)
return float(u_lightsNum) * sampleSphereLight(position, light_obj, light_index, lightMat, rng_state);
else if (light_obj.type == 2)
return float(u_lightsNum) * sampleQuadLight(position, light_obj, light_index, lightMat, rng_state);
}
vec2 getSphereUV(vec3 surfacePoint)
{
float phi = atan(surfacePoint.z, surfacePoint.x);
float theta = acos(surfacePoint.y);
float u = (phi + M_PI) / (2.0 * M_PI);
float v = theta / M_PI;
return vec2(u, v);
}
#if SHADER_TEXTURE_MAX
uniform sampler2D textures[SHADER_TEXTURE_MAX];
uniform sampler2D emissive_textures[SHADER_TEXTURE_MAX];
#else
uniform sampler2D textures[64];
uniform sampler2D emissive_textures[64];
#endif
vec2 getTextureColor(hitInfo hit)
{
vec2 uv = vec2(0.0);
if (hit.obj_type == 0)
uv = getSphereUV(hit.normal);
else if (hit.obj_type == 3)
{
GPUTriangle tri = triangles[hit.obj_index];
uv = hit.u * tri.texture_vertex2 + hit.v * tri.texture_vertex3 + (1 - (hit.u + hit.v)) * tri.texture_vertex1;
}
return (vec2(uv.x, 1 - uv.y));
}
vec3 getCheckerboardColor(GPUMaterial mat, hitInfo hit)
{
float scale = mat.refraction; //scale
int check = int(floor(hit.u * scale) + floor(hit.v * scale)) % 2;
vec3 color1 = mat.color;
vec3 color2 = vec3(0.0);
return check == 0 ? color1 : color2;
}
void calculateLightColor(GPUMaterial mat, hitInfo hit, inout vec3 color, inout vec3 light, inout uint rng_state)
{
if (mat.texture_index != -1)
{
vec2 uv = getTextureColor(hit);
color *= texture(textures[mat.texture_index], uv).rgb;
}
if (mat.emission_texture_index != -1)
{
vec2 uv = getTextureColor(hit);
vec3 emission = mat.emission * texture(emissive_textures[mat.emission_texture_index], uv).rgb;
light += mat.emission * emission;
}
else
{
vec3 mat_color = (mat.type == 3) ? getCheckerboardColor(mat, hit) : mat.color;
color *= mat_color;
light += mat.emission * mat_color;
// if (mat.emission == 0.0)
// light += sampleLights(hit.position, rng_state);
}
}