shader refactoring and float pos for lights

This commit is contained in:
zomseffen 2025-01-20 10:18:28 +01:00
parent 86135cb2ce
commit 9b618b0e3f
3 changed files with 92 additions and 70 deletions

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View file

@ -127,68 +127,71 @@ uvec4 sample_color_from_scene_info(uint volume_start, uvec2 raster_pos, uint f)
}
vec3 get_light_position(uint light_index) {
return vec3(float(scene_info.infos[light_index]), float(scene_info.infos[light_index + 1]), float(scene_info.infos[light_index + 2]));
return vec3(uintBitsToFloat(scene_info.infos[light_index]), uintBitsToFloat(scene_info.infos[light_index + 1]), uintBitsToFloat(scene_info.infos[light_index + 2]));
}
vec3 get_light_color(uint light_index) {
return vec3(float(scene_info.infos[light_index + 3]) / 255.0, float(scene_info.infos[light_index + 4]) / 255.0, float(scene_info.infos[light_index + 5]) / 255.0);
}
vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sample) {
uint max_light_num = scene_info.infos[0];
uint light_num = 0;
struct Tracing {
vec3 end_pos;
uvec4 end_color;
uint end_volume;
uint end_facing;
float end_factor;
uint end_cycle;
bool has_hit;
};
Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 direction, float max_factor, uint start_cycle, uint max_cycle) {
uint cycle = start_cycle;
// setup volume info
uint volume_index = volume_start;
uint volume_pos_x = scene_info.infos[volume_index + 0];
uint volume_pos_y = scene_info.infos[volume_index + 1];
uint volume_pos_z = scene_info.infos[volume_index + 2];
// setup light info
uint light_index = scene_info.infos[volume_start + 6 + light_num];
vec3 light_direction = get_light_position(light_index) - starting_pos;
vec3 light_color = get_light_color(light_index);
bool x_pos = light_direction.x > 0.0;
bool x_null = (light_direction.x == 0.0);
bool y_pos = light_direction.y > 0.0;
bool y_null = (light_direction.y == 0.0);
bool z_pos = light_direction.z > 0.0;
bool z_null = (light_direction.z == 0.0);
bool x_pos = direction.x > 0.0;
bool x_null = (direction.x == 0.0);
bool y_pos = direction.y > 0.0;
bool y_null = (direction.y == 0.0);
// initialize color
vec3 color_sum = vec3(0.0, 0.0, 0.0) + (orig_color_sample.xyz * 0.01);
bool z_pos = direction.z > 0.0;
bool z_null = (direction.z == 0.0);
uint max_iterations = max_light_num * scene_info.infos[1];
for (int i = 0; i < max_iterations; i++) {
// default is max factor, that way we avoid collision when going parallel to an axis. The other directions will score a hit
float x_factor = max_factor;
float y_factor = max_factor;
float z_factor = max_factor;
Tracing result;
while (cycle < max_cycle) {
cycle ++;
float x_border = float(volume_pos_x + (scene_info.infos[volume_index + 3]) * uint(x_pos)) - 0.5;
float y_border = float(volume_pos_y + (scene_info.infos[volume_index + 4]) * uint(y_pos)) - 0.5;
float z_border = float(volume_pos_z + (scene_info.infos[volume_index + 5]) * uint(z_pos)) - 0.5;
bool needs_next_light = false;
// 2 is way behind the light position and should result in no collision being detected
float x_factor = 2.0;
float y_factor = 2.0;
float z_factor = 2.0;
if (!x_null) {
x_factor = (x_border - starting_pos.x) / light_direction.x;
x_factor = (x_border - starting_pos.x) / direction.x;
}
if (!y_null) {
y_factor = (y_border - starting_pos.y) / light_direction.y;
y_factor = (y_border - starting_pos.y) / direction.y;
}
if (!z_null) {
z_factor = (z_border - starting_pos.z) / light_direction.z;
z_factor = (z_border - starting_pos.z) / direction.z;
}
if ((x_factor >= 1.0) && (y_factor >= 1.0) && (z_factor >= 1.0)) {
// no hit, add light color result
color_sum += (orig_color_sample.xyz * light_color) / ((0.01 * length(light_direction) * length(light_direction)) + 1.0);
needs_next_light = true;
if ((x_factor >= max_factor) && (y_factor >= max_factor) && (z_factor >= max_factor)) {
// no hit, finish tracking
result.has_hit = false;
break;
} else {
// if there is a border hit before reaching the light
// if there is a border hit before reaching the end
// change to the relevant next volume
// Todo: look into removing ifs from this
uint hit_facing = 0;
@ -200,9 +203,11 @@ vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sa
} else {
hit_facing = 2;
}
vec3 intersection_pos = starting_pos + x_factor * light_direction;
vec3 intersection_pos = starting_pos + x_factor * direction;
u = uint(round(intersection_pos.y)) - volume_pos_y;
v = uint(round(intersection_pos.z)) - volume_pos_z;
result.end_pos = intersection_pos;
result.end_facing = hit_facing;
}
if (y_factor <= x_factor && y_factor <= z_factor) {
@ -211,9 +216,11 @@ vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sa
} else {
hit_facing = 4;
}
vec3 intersection_pos = starting_pos + y_factor * light_direction;
vec3 intersection_pos = starting_pos + y_factor * direction;
u = uint(round(intersection_pos.x)) - volume_pos_x;
v = uint(round(intersection_pos.z)) - volume_pos_z;
result.end_pos = intersection_pos;
result.end_facing = hit_facing;
}
if (z_factor <= x_factor && z_factor <= y_factor) {
@ -222,9 +229,11 @@ vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sa
} else {
hit_facing = 1;
}
vec3 intersection_pos = starting_pos + z_factor * light_direction;
vec3 intersection_pos = starting_pos + z_factor * direction;
u = uint(round(intersection_pos.x)) - volume_pos_x;
v = uint(round(intersection_pos.y)) - volume_pos_y;
result.end_pos = intersection_pos;
result.end_facing = hit_facing;
}
uint next_neighbor = sample_neighbor_from_scene_info(volume_index, uvec2(u, v), hit_facing);
uvec4 color_sample = sample_color_from_scene_info(volume_index, uvec2(u, v), hit_facing);
@ -237,43 +246,56 @@ vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sa
volume_pos_y = scene_info.infos[volume_index + 1];
volume_pos_z = scene_info.infos[volume_index + 2];
} else {
// neightbor miss, shouldn't happen with a light inside of a volume. Might happen with ambient light. For now move on to next light.
needs_next_light = true;
// neightbor miss
break;
}
} else {
// color hit, move on to next light (may change once transparents are implemnted)
needs_next_light = true;
}
}
if (needs_next_light) {
light_num += 1;
if (light_num >= max_light_num) {
// color hit, move on
result.end_color = color_sample;
result.has_hit = true;
break;
}
// set up the new light
light_index = scene_info.infos[volume_start + 6 + light_num];
if (light_index == 0) {
// abort if there is no new light
break;
}
light_direction = get_light_position(light_index) - starting_pos;
light_color = get_light_color(light_index);
x_pos = light_direction.x > 0.0;
x_null = (light_direction.x == 0.0);
y_pos = light_direction.y > 0.0;
y_null = (light_direction.y == 0.0);
z_pos = light_direction.z > 0.0;
z_null = (light_direction.z == 0.0);
// reset volume info
volume_index = volume_start;
volume_pos_x = scene_info.infos[volume_index + 0];
volume_pos_y = scene_info.infos[volume_index + 1];
volume_pos_z = scene_info.infos[volume_index + 2];
}
}
result.end_volume = volume_index;
result.end_factor = min(min(x_factor, y_factor), z_factor);
result.end_cycle = cycle;
return result;
}
vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sample) {
uint max_light_num = scene_info.infos[0];
uint light_num = 0;
// initialize color
vec3 color_sum = vec3(0.0, 0.0, 0.0) + (orig_color_sample.xyz * 0.01);
uint max_iterations = max_light_num * scene_info.infos[1];
uint iteration = 0;
while (iteration < max_iterations) {
// setup light info
uint light_index = scene_info.infos[volume_start + 6 + light_num];
if (light_index == 0) {
// abort if there is no new light
break;
}
vec3 light_direction = get_light_position(light_index) - starting_pos;
vec3 light_color = get_light_color(light_index);
Tracing result = trace_ray(volume_start, starting_pos, light_direction, 1.0, iteration, max_iterations);
if (!result.has_hit) {
// no hit, add light color result
color_sum += (orig_color_sample.xyz * light_color) / ((0.01 * length(light_direction) * length(light_direction)) + 1.0);
}
iteration = result.end_cycle;
light_num += 1;
if (light_num >= max_light_num) {
break;
}
}
return color_sum;
}

View file

@ -15,9 +15,9 @@ impl PointLight {
}
pub fn insert_into_memory(&self, mut v: Vec<u32>) -> Vec<u32> {
v[self.memory_start] = self.pos.x as u32;
v[self.memory_start + 1] = self.pos.y as u32;
v[self.memory_start + 2] = self.pos.z as u32;
v[self.memory_start] = u32::from_ne_bytes(self.pos.x.to_ne_bytes());
v[self.memory_start + 1] = u32::from_ne_bytes(self.pos.y.to_ne_bytes());
v[self.memory_start + 2] = u32::from_ne_bytes(self.pos.z.to_ne_bytes());
v[self.memory_start + 3] = (self.color.x * 255.0) as u32;
v[self.memory_start + 4] = (self.color.y * 255.0) as u32;