void tracing for spot lights

This commit is contained in:
zomseffen 2025-01-14 16:01:18 +01:00
parent dd568a75e3
commit 4c4b8288d5
5 changed files with 55 additions and 81 deletions

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@ -109,9 +109,6 @@ uvec4 sample_color_from_scene_info(uint volume_start, uvec2 raster_pos, uint f)
uint back_color_size_u = scene_info.infos[array_descr_start + 10];
uint back_color_size_v = scene_info.infos[array_descr_start + 11];
uint top_neighbor_size_u = scene_info.infos[array_descr_start + 12];
uint top_neighbor_size_v = scene_info.infos[array_descr_start + 13];
uint top_size = top_color_size_u * top_color_size_v;
uint bottom_size = bottom_color_size_u * bottom_color_size_v;
uint left_size = left_color_size_u * left_color_size_v;
@ -142,28 +139,32 @@ void main() {
uint last = scene_info.infos[max_length];
uvec4 color_roughness = sample_color_from_scene_info(fragVolumeStart, fragRasterPos, facing);
vec4 color_sample = vec4(float(color_roughness.x) / 255.0, float(color_roughness.y) / 255.0, float(color_roughness.z) / 255.0, 1);
vec4 orig_color_sample = vec4(float(color_roughness.x) / 255.0, float(color_roughness.y) / 255.0, float(color_roughness.z) / 255.0, 1);
uint max_light_num = scene_info.infos[0];
uint light_num = 0;
uint volume_index = fragVolumeStart;
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];
uint light_index = scene_info.infos[volume_index + 6];
vec3 light_direction = get_light_position(light_index) - origPosition;
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);
vec3 color_sum = vec3(0.0, 0.0, 0.0) + (color_sample.xyz * 0.01);
vec3 color_sum = vec3(0.0, 0.0, 0.0) + (orig_color_sample.xyz * 0.01);
uint max_iterations = 2; //max_light_num * 20;
uint max_iterations = max_light_num * 20;
for (int i = 0; i < max_iterations; i++) {
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;
@ -185,9 +186,9 @@ void main() {
z_factor = (z_border - origPosition.z) / light_direction.z;
}
if ((x_factor >= 0.999 && y_factor >= 0.999 && z_factor >= 0.999)) {
if ((x_factor >= 1.0) && (y_factor >= 1.0) && (z_factor >= 1.0)) {
// no hit, add light color result
color_sum += (color_sample.xyz * light_color) / (0.01 * light_direction.length() * light_direction.length() + 1.0);
color_sum += (orig_color_sample.xyz * light_color) / ((0.01 * light_direction.length() * light_direction.length()) + 1.0);
needs_next_light = true;
} else {
// if there is a border hit before reaching the light
@ -203,8 +204,8 @@ void main() {
hit_facing = 2;
}
vec3 intersection_pos = origPosition + x_factor * light_direction;
u = uint(ceil(intersection_pos.y)) - volume_pos_y;
v = uint(ceil(intersection_pos.z)) - volume_pos_z;
u = uint(round(intersection_pos.y)) - volume_pos_y;
v = uint(round(intersection_pos.z)) - volume_pos_z;
}
if (y_factor <= x_factor && y_factor <= z_factor) {
@ -214,19 +215,19 @@ void main() {
hit_facing = 4;
}
vec3 intersection_pos = origPosition + y_factor * light_direction;
u = uint(ceil(intersection_pos.x)) - volume_pos_x;
v = uint(ceil(intersection_pos.z)) - volume_pos_z;
u = uint(round(intersection_pos.x)) - volume_pos_x;
v = uint(round(intersection_pos.z)) - volume_pos_z;
}
if (z_factor <= x_factor && z_factor <= y_factor) {
if (y_pos) {
if (z_pos) {
hit_facing = 0;
} else {
hit_facing = 1;
}
vec3 intersection_pos = origPosition + z_factor * light_direction;
u = uint(ceil(intersection_pos.x)) - volume_pos_x;
v = uint(ceil(intersection_pos.y)) - volume_pos_y;
u = uint(round(intersection_pos.x)) - volume_pos_x;
v = uint(round(intersection_pos.y)) - volume_pos_y;
}
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);
@ -234,18 +235,15 @@ void main() {
if (color_sample == uvec4(0, 0, 0, 0)) {
// not a color hit, so check neighbor
if (next_neighbor != 0) {
color_sum = vec3(1.0, 0.0, 0.0);
volume_index = next_neighbor;
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];
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];
} else {
color_sum = vec3(0.0, 0.0, 1.0);
// 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;
}
} else {
color_sum = vec3(1.0, 0.0, 1.0);
// color hit, move on to next light (may change once transparents are implemnted)
needs_next_light = true;
}
@ -254,30 +252,5 @@ void main() {
break;
}
}
// todo light color memory index does not contain the expected values -> check
outColor = vec4(color_sum, 1.0);
/*if (scene_info.infos[1] == 16) {
outColor = vec4(0, 1, 0, 1);
}*/
/*if (fragVolumeStart == 1 && scene_info.infos[fragVolumeStart] == 16) {
outColor = vec4(0, 1, 0, 1);
}*/
/*if (facing == 0) {
outColor = vec4(1, 0, 0, 1);
} else if (facing == 1) {
outColor = vec4(0, 1, 1, 1);
} else if (facing == 2) {
outColor = vec4(0, 1, 0, 1);
} else if (facing == 3) {
outColor = vec4(1, 0, 1, 1);
} else if (facing == 4) {
outColor = vec4(0, 0, 1, 1);
} else if (facing == 5) {
outColor = vec4(1, 1, 0, 1);
}*/
}