adds multilight handling

This commit is contained in:
zomseffen 2025-01-15 13:09:54 +01:00
parent 4c4b8288d5
commit 729fcb8559
4 changed files with 43 additions and 6 deletions

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@ -149,7 +149,8 @@ void main() {
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];
// setup light info
uint light_index = scene_info.infos[fragVolumeStart + 6 + light_num];
vec3 light_direction = get_light_position(light_index) - origPosition;
vec3 light_color = get_light_color(light_index);
@ -162,6 +163,7 @@ void main() {
bool z_pos = light_direction.z > 0.0;
bool z_null = (light_direction.z == 0.0);
// initialize color
vec3 color_sum = vec3(0.0, 0.0, 0.0) + (orig_color_sample.xyz * 0.01);
uint max_iterations = max_light_num * 20;
@ -188,7 +190,7 @@ void main() {
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 * light_direction.length() * light_direction.length()) + 1.0);
color_sum += (orig_color_sample.xyz * light_color) / ((0.1 * light_direction.length() * light_direction.length()) + 1.0);
needs_next_light = true;
} else {
// if there is a border hit before reaching the light
@ -249,7 +251,32 @@ void main() {
}
}
if (needs_next_light) {
break;
light_num += 1;
if (light_num >= max_light_num) {
break;
}
// set up the new light
light_index = scene_info.infos[fragVolumeStart + 6 + light_num];
if (light_index == 0) {
// abort if there is no new light
break;
}
light_direction = get_light_position(light_index) - origPosition;
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 = fragVolumeStart;
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];
}
}
outColor = vec4(color_sum, 1.0);