shader refactoring and float pos for lights
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86135cb2ce
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9b618b0e3f
3 changed files with 92 additions and 70 deletions
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@ -127,68 +127,71 @@ uvec4 sample_color_from_scene_info(uint volume_start, uvec2 raster_pos, uint f)
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}
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vec3 get_light_position(uint light_index) {
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return vec3(float(scene_info.infos[light_index]), float(scene_info.infos[light_index + 1]), float(scene_info.infos[light_index + 2]));
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return vec3(uintBitsToFloat(scene_info.infos[light_index]), uintBitsToFloat(scene_info.infos[light_index + 1]), uintBitsToFloat(scene_info.infos[light_index + 2]));
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}
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vec3 get_light_color(uint light_index) {
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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);
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}
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vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sample) {
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uint max_light_num = scene_info.infos[0];
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uint light_num = 0;
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struct Tracing {
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vec3 end_pos;
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uvec4 end_color;
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uint end_volume;
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uint end_facing;
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float end_factor;
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uint end_cycle;
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bool has_hit;
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};
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Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 direction, float max_factor, uint start_cycle, uint max_cycle) {
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uint cycle = start_cycle;
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// setup volume info
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uint volume_index = volume_start;
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uint volume_pos_x = scene_info.infos[volume_index + 0];
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uint volume_pos_y = scene_info.infos[volume_index + 1];
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uint volume_pos_z = scene_info.infos[volume_index + 2];
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// setup light info
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uint light_index = scene_info.infos[volume_start + 6 + light_num];
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vec3 light_direction = get_light_position(light_index) - starting_pos;
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vec3 light_color = get_light_color(light_index);
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bool x_pos = light_direction.x > 0.0;
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bool x_null = (light_direction.x == 0.0);
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bool y_pos = light_direction.y > 0.0;
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bool y_null = (light_direction.y == 0.0);
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bool z_pos = light_direction.z > 0.0;
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bool z_null = (light_direction.z == 0.0);
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bool x_pos = direction.x > 0.0;
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bool x_null = (direction.x == 0.0);
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bool y_pos = direction.y > 0.0;
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bool y_null = (direction.y == 0.0);
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// initialize color
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vec3 color_sum = vec3(0.0, 0.0, 0.0) + (orig_color_sample.xyz * 0.01);
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bool z_pos = direction.z > 0.0;
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bool z_null = (direction.z == 0.0);
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uint max_iterations = max_light_num * scene_info.infos[1];
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for (int i = 0; i < max_iterations; i++) {
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// default is max factor, that way we avoid collision when going parallel to an axis. The other directions will score a hit
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float x_factor = max_factor;
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float y_factor = max_factor;
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float z_factor = max_factor;
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Tracing result;
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while (cycle < max_cycle) {
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cycle ++;
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float x_border = float(volume_pos_x + (scene_info.infos[volume_index + 3]) * uint(x_pos)) - 0.5;
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float y_border = float(volume_pos_y + (scene_info.infos[volume_index + 4]) * uint(y_pos)) - 0.5;
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float z_border = float(volume_pos_z + (scene_info.infos[volume_index + 5]) * uint(z_pos)) - 0.5;
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bool needs_next_light = false;
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// 2 is way behind the light position and should result in no collision being detected
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float x_factor = 2.0;
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float y_factor = 2.0;
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float z_factor = 2.0;
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if (!x_null) {
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x_factor = (x_border - starting_pos.x) / light_direction.x;
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x_factor = (x_border - starting_pos.x) / direction.x;
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}
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if (!y_null) {
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y_factor = (y_border - starting_pos.y) / light_direction.y;
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y_factor = (y_border - starting_pos.y) / direction.y;
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}
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if (!z_null) {
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z_factor = (z_border - starting_pos.z) / light_direction.z;
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z_factor = (z_border - starting_pos.z) / direction.z;
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}
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if ((x_factor >= 1.0) && (y_factor >= 1.0) && (z_factor >= 1.0)) {
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// no hit, add light color result
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color_sum += (orig_color_sample.xyz * light_color) / ((0.01 * length(light_direction) * length(light_direction)) + 1.0);
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needs_next_light = true;
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if ((x_factor >= max_factor) && (y_factor >= max_factor) && (z_factor >= max_factor)) {
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// no hit, finish tracking
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result.has_hit = false;
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break;
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} else {
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// if there is a border hit before reaching the light
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// if there is a border hit before reaching the end
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// change to the relevant next volume
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// Todo: look into removing ifs from this
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uint hit_facing = 0;
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@ -200,9 +203,11 @@ vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sa
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} else {
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hit_facing = 2;
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}
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vec3 intersection_pos = starting_pos + x_factor * light_direction;
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vec3 intersection_pos = starting_pos + x_factor * direction;
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u = uint(round(intersection_pos.y)) - volume_pos_y;
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v = uint(round(intersection_pos.z)) - volume_pos_z;
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result.end_pos = intersection_pos;
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result.end_facing = hit_facing;
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}
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if (y_factor <= x_factor && y_factor <= z_factor) {
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@ -211,9 +216,11 @@ vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sa
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} else {
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hit_facing = 4;
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}
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vec3 intersection_pos = starting_pos + y_factor * light_direction;
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vec3 intersection_pos = starting_pos + y_factor * direction;
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u = uint(round(intersection_pos.x)) - volume_pos_x;
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v = uint(round(intersection_pos.z)) - volume_pos_z;
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result.end_pos = intersection_pos;
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result.end_facing = hit_facing;
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}
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if (z_factor <= x_factor && z_factor <= y_factor) {
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@ -222,9 +229,11 @@ vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sa
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} else {
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hit_facing = 1;
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}
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vec3 intersection_pos = starting_pos + z_factor * light_direction;
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vec3 intersection_pos = starting_pos + z_factor * direction;
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u = uint(round(intersection_pos.x)) - volume_pos_x;
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v = uint(round(intersection_pos.y)) - volume_pos_y;
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result.end_pos = intersection_pos;
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result.end_facing = hit_facing;
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}
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uint next_neighbor = sample_neighbor_from_scene_info(volume_index, uvec2(u, v), hit_facing);
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uvec4 color_sample = sample_color_from_scene_info(volume_index, uvec2(u, v), hit_facing);
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@ -237,43 +246,56 @@ vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sa
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volume_pos_y = scene_info.infos[volume_index + 1];
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volume_pos_z = scene_info.infos[volume_index + 2];
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} else {
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// neightbor miss, shouldn't happen with a light inside of a volume. Might happen with ambient light. For now move on to next light.
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needs_next_light = true;
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// neightbor miss
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break;
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}
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} else {
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// color hit, move on to next light (may change once transparents are implemnted)
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needs_next_light = true;
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}
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}
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if (needs_next_light) {
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light_num += 1;
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if (light_num >= max_light_num) {
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// color hit, move on
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result.end_color = color_sample;
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result.has_hit = true;
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break;
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}
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// set up the new light
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light_index = scene_info.infos[volume_start + 6 + light_num];
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if (light_index == 0) {
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// abort if there is no new light
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break;
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}
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light_direction = get_light_position(light_index) - starting_pos;
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light_color = get_light_color(light_index);
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x_pos = light_direction.x > 0.0;
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x_null = (light_direction.x == 0.0);
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y_pos = light_direction.y > 0.0;
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y_null = (light_direction.y == 0.0);
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z_pos = light_direction.z > 0.0;
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z_null = (light_direction.z == 0.0);
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// reset volume info
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volume_index = volume_start;
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volume_pos_x = scene_info.infos[volume_index + 0];
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volume_pos_y = scene_info.infos[volume_index + 1];
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volume_pos_z = scene_info.infos[volume_index + 2];
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}
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}
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result.end_volume = volume_index;
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result.end_factor = min(min(x_factor, y_factor), z_factor);
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result.end_cycle = cycle;
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return result;
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}
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vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sample) {
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uint max_light_num = scene_info.infos[0];
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uint light_num = 0;
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// initialize color
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vec3 color_sum = vec3(0.0, 0.0, 0.0) + (orig_color_sample.xyz * 0.01);
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uint max_iterations = max_light_num * scene_info.infos[1];
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uint iteration = 0;
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while (iteration < max_iterations) {
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// setup light info
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uint light_index = scene_info.infos[volume_start + 6 + light_num];
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if (light_index == 0) {
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// abort if there is no new light
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break;
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}
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vec3 light_direction = get_light_position(light_index) - starting_pos;
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vec3 light_color = get_light_color(light_index);
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Tracing result = trace_ray(volume_start, starting_pos, light_direction, 1.0, iteration, max_iterations);
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if (!result.has_hit) {
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// no hit, add light color result
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color_sum += (orig_color_sample.xyz * light_color) / ((0.01 * length(light_direction) * length(light_direction)) + 1.0);
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}
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iteration = result.end_cycle;
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light_num += 1;
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if (light_num >= max_light_num) {
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break;
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}
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}
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return color_sum;
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}
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@ -15,9 +15,9 @@ impl PointLight {
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}
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pub fn insert_into_memory(&self, mut v: Vec<u32>) -> Vec<u32> {
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v[self.memory_start] = self.pos.x as u32;
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v[self.memory_start + 1] = self.pos.y as u32;
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v[self.memory_start + 2] = self.pos.z as u32;
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v[self.memory_start] = u32::from_ne_bytes(self.pos.x.to_ne_bytes());
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v[self.memory_start + 1] = u32::from_ne_bytes(self.pos.y.to_ne_bytes());
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v[self.memory_start + 2] = u32::from_ne_bytes(self.pos.z.to_ne_bytes());
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v[self.memory_start + 3] = (self.color.x * 255.0) as u32;
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v[self.memory_start + 4] = (self.color.y * 255.0) as u32;
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