mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
128 lines
4.2 KiB
GLSL
128 lines
4.2 KiB
GLSL
hitInfo traceRay(Ray ray);
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vec3 GetEnvironmentLight(Ray ray)
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{
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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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float SunFocus = 1.5;
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float SunIntensity = 1.;
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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, 0.4, ray.direction.y), 0.35);
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float groundToSkyT = smoothstep(-0.01, 0.0, 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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vec3 sampleSphereLight(vec3 position, GPUObject obj, int light_index, GPUMaterial mat, inout uint rng_state)
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{
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float theta = 2.0 * M_PI * randomValue(rng_state);
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float phi = acos(2.0 * randomValue(rng_state) - 1.0);
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vec3 sample_point = obj.position + obj.radius * vec3(
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sin(phi) * cos(theta),
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sin(phi) * sin(theta),
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cos(phi)
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);
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vec3 light_dir = normalize(sample_point - position);
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float light_dist = length(sample_point - position);
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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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if (shadow_hit.obj_index != light_index)
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return vec3(0.0);
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float cos_theta = max(0.0, -dot(light_dir, normalize(sample_point - obj.position)));
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return mat.emission * mat.color / (light_dist); // * cos_theta / (4.0 * M_PI * (obj.radius / 2.0) * (obj.radius / 2.0));
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}
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vec3 sampleQuadLight(vec3 position, GPUObject obj, int light_index, GPUMaterial mat, inout uint rng_state)
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{
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float u = randomValue(rng_state);
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float v = randomValue(rng_state);
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vec3 sample_point = obj.position + u * obj.vertex1 + v * obj.vertex2;
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vec3 light_dir = normalize(sample_point - position);
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float light_dist = length(sample_point - position);
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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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if (shadow_hit.obj_index != light_index)
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return vec3(0.0);
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vec3 crossQuad = cross(obj.vertex1, obj.vertex2);
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float area = length(crossQuad);
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float pdf = 1.0 / area;
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vec3 normal = normalize(crossQuad);
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float cos_theta = max(0.0, dot(normal, -light_dir));
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return mat.emission * mat.color / (light_dist); // * cos_theta / pdf;
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}
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vec3 sampleLights(vec3 position, inout uint rng_state)
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{
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vec3 light = vec3(0.0);
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for (int i = 0; i < u_lightsNum; i++)
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{
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int light_index = lightsIndex[i];
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GPUObject obj = objects[light_index];
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GPUMaterial mat = materials[obj.mat_index];
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if (obj.type == 0)
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light += sampleSphereLight(position, obj, light_index, mat, rng_state);
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else if (obj.type == 2)
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light += sampleQuadLight(position, obj, light_index, mat, rng_state);
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}
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return (light);
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}
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vec2 getSphereUV(vec3 surfacePoint)
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{
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// Convert 3D point to spherical coordinates
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float phi = atan(surfacePoint.z, surfacePoint.x);
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float theta = acos(surfacePoint.y);
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// Map to [0, 1] UV space
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float u = (phi + M_PI) / (2.0 * M_PI);
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float v = theta / M_PI;
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return vec2(u, v);
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}
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uniform sampler2D textures[32];
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vec3 getTextureColor(int texture_index, hitInfo hit)
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{
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vec2 uv = vec2(0.0);
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if (hit.obj_type == 0)
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uv = getSphereUV(hit.normal);
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else if (hit.obj_type == 3)
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{
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GPUTriangle tri = triangles[hit.obj_index];
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uv = hit.u * tri.texture_vertex2 + hit.v * tri.texture_vertex3 + (1 - (hit.u + hit.v)) * tri.texture_vertex1;
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uv = vec2(uv.x, 1 - uv.y);
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}
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return (texture(textures[texture_index], uv).rgb);
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}
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void calculateLightColor(GPUMaterial mat, hitInfo hit, inout vec3 color, inout vec3 light, inout uint rng_state)
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{
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color *= mat.texture_index == -1 ? vec3(1.0) : getTextureColor(mat.texture_index, hit);
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color *= mat.color;
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light += mat.emission * mat.color;
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// light += sampleLights(hit.position, rng_state);
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} |