Fix shading

This commit is contained in:
2024-10-07 13:56:29 +02:00
parent c86d7d994e
commit dad4d0f1ed
+168 -76
View File
@@ -66,6 +66,10 @@ Vector3 fresnelSchlickRoughness(float cosTheta, Vector3 F0, float roughness)
return combine(F0, combine(maxv(vec_from_scalar(1.0 - roughness), F0), F0, 1, -1), 1, pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0));
}
Vector3 fresnelSchlick(float u, Vector3 f0) {
return combine(f0, combine(vec_from_scalar(1.0), f0, 1, -1), 1, pow(1.0 - u, 5.0));
}
float geometrySmith(float NoV, float NoL, float a) {
float a2 = a * a;
float GGXL = NoV * sqrt((-NoL * a2 + NoL) * NoL + a2);
@@ -562,6 +566,27 @@ Vector3 origin_of(Object o)
Cubemap skybox;
Vector3 F_Schlick(float u, Vector3 f0)
{
float f = pow(1.0 - u, 5.0);
return combine(vec_from_scalar(f), f0, 1, (1.0 - f));
}
bool iszerof(float f)
{
return f < 0.0001 && f > -0.0001;
}
bool iszerov(Vector3 v)
{
return iszerof(v.x) && iszerof(v.y) && iszerof(v.z);
}
float avgv(Vector3 v)
{
return (v.x + v.y + v.z) / 3;
}
Vector3 pixel(float x, float y, float aspect_ratio)
{
assert(!isnan(aspect_ratio));
@@ -570,83 +595,86 @@ Vector3 pixel(float x, float y, float aspect_ratio)
assert(!isnanv(in_ray.direction));
//Vector3 sky_color = {0.6, 0.7, 0.9};
//Vector3 sky_color = {0, 0, 0};
Vector3 sky_color = {0, 0, 0};
//Vector3 sky_color = {1, 1, 1};
0;
Vector3 contrib = {1, 1, 1};
Vector3 result = {0, 0, 0};
for (int i = 0; i < 100; i++) {
for (int i = 0; i < 5; i++) {
HitInfo hit = trace_ray(in_ray);
if (hit.object == -1) {
Vector3 sky_color = sample_cubemap(&skybox, normalize(in_ray.direction));
//Vector3 sky_color = sample_cubemap(&skybox, normalize(in_ray.direction));
result = combine(result, mulv(sky_color, contrib), 1, 1);
break;
}
Material material = objects[hit.object].material;
Vector3 reflect_dir = reflect(in_ray.direction, scale(hit.normal, -1));
Vector3 rand_dir = random_direction();
if (dotv(rand_dir, hit.normal) < 0)
rand_dir = scale(rand_dir, -1);
Vector3 out_dir = normalize(combine(rand_dir, reflect_dir, material.roughness, 1));
Ray out_ray = { combine(hit.point, out_dir, 1, 0.001), out_dir };
Vector3 diffuse_contrib;
Vector3 emitted_light;
{
float perceptualRoughness = maxf(material.roughness, 0.089);
float roughness = perceptualRoughness * perceptualRoughness;
Vector3 v = scale(in_ray.direction, -1);
Vector3 l = out_dir;
Vector3 n = hit.normal;
Vector3 h = normalize(combine(v, l, 1, 1));
float NoH = dotv(n, h);
float LoH = dotv(l, h);
float NoV = dotv(n, v);
float NoL = dotv(n, l);
Vector3 f0 = combine(vec_from_scalar(0.16 * material.reflectance * material.reflectance * (1 - material.metallic)), material.albedo, 1, material.metallic);
float D = distribGGX(NoH, roughness);
Vector3 F = fresnelSchlickRoughness(NoL, f0, roughness);
float V = geometrySmith(NoV, NoL, roughness);
Vector3 specular = scale(F, (D * V) / (4.0 * NoV * NoL + 0.0001));
Vector3 diffuse = mulv(combine((Vector3) {1, 1, 1}, F, 1, -1), scale(material.albedo, 1 - material.metallic));
diffuse_contrib = scale(combine(diffuse, specular, 1, 1), NoL);
emitted_light = scale(material.emission_color, material.emission_power);
}
bool sampled_light = false;
Vector3 sampled_light_color;
{
for (int j = 0; j < num_objects; j++) {
if (objects[j].material.emission_power == 0 || j == hit.object)
continue;
Vector3 dir_to_light_source = combine(origin_of(objects[j]), hit.point, 1, -1);
// Add some noise based on roughness
Vector3 rand_dir = random_direction();
if (dotv(rand_dir, hit.normal) < 0)
rand_dir = scale(rand_dir, -1);
dir_to_light_source = normalize(combine(rand_dir, dir_to_light_source, material.roughness, 1));
Ray ray_to_light_source = { combine(hit.point, dir_to_light_source, 1, 0.001), dir_to_light_source };
HitInfo hit2 = trace_ray(ray_to_light_source);
if (hit2.object == j) {
sampled_light = true;
sampled_light_color = scale(objects[hit2.object].material.emission_color, objects[hit2.object].material.emission_power);
break;
}
Vector3 sampled_light_color = {0, 0, 0};
for (int j = 0; j < num_objects; j++) {
if (objects[j].material.emission_power == 0 || j == hit.object)
continue;
Vector3 dir_to_light_source = combine(origin_of(objects[j]), hit.point, 1, -1);
// Add some noise based on roughness
Vector3 rand_dir = random_direction();
if (dotv(rand_dir, hit.normal) < 0)
rand_dir = scale(rand_dir, -1);
dir_to_light_source = normalize(combine(rand_dir, dir_to_light_source, objects[j].material.roughness, 1));
Ray ray_to_light_source = { combine(hit.point, dir_to_light_source, 1, 0.001), dir_to_light_source };
HitInfo hit2 = trace_ray(ray_to_light_source);
if (hit2.object == j) {
sampled_light_color = scale(objects[hit2.object].material.emission_color, objects[hit2.object].material.emission_power);
break;
}
}
result = combine(result, mulv(emitted_light, contrib), 1, 1);
contrib = mulv(contrib, diffuse_contrib);
if (sampled_light) {
float sample_weight = 0.1;
result = combine(result, mulv(sampled_light_color, contrib), 1, sample_weight);
contrib = scale(contrib, 1 - sample_weight);
Material material = objects[hit.object].material;
float perceptualRoughness = maxf(material.roughness, 0.089);
float roughness = perceptualRoughness * perceptualRoughness;
Vector3 v = scale(in_ray.direction, -1);
//Vector3 l = out_dir;
Vector3 n = hit.normal;
//Vector3 h = normalize(combine(v, l, 1, 1));
//float NoH = clamp(dotv(n, h), 0, 1);
//float LoH = clamp(dotv(l, h), 0, 1);
float NoV = clamp(dotv(n, v), 0, 1);
//float NoL = clamp(dotv(n, l), 0, 1);
Vector3 f0_dielectric = vec_from_scalar(0.16 * material.reflectance * material.reflectance);
Vector3 f0_metal = material.albedo;
Vector3 f0 = combine(f0_dielectric, f0_metal, (1 - material.metallic), material.metallic);
Vector3 F = fresnelSchlick(NoV, f0);
Vector3 rand_dir = random_direction();
if (dotv(rand_dir, hit.normal) < 0)
rand_dir = scale(rand_dir, -1);
result = combine(result, mulv(scale(material.emission_color, material.emission_power), contrib), 1, 1);
Vector3 out_dir;
if (random_float() < avgv(F)) {
// Specular ray
Vector3 reflect_dir = reflect(in_ray.direction, scale(hit.normal, -1));
out_dir = normalize(combine(rand_dir, reflect_dir, material.roughness, 1));
float NoL = dotv(n, out_dir);
float specular_contrib = 1.0f / (4.0 * NoV * NoL + 0.0001);
contrib = scale(contrib, specular_contrib);
} else {
// Diffuse ray
Vector3 diffuse_contrib = scale(material.albedo, (1 - material.metallic));
out_dir = rand_dir;
contrib = mulv(contrib, diffuse_contrib);
}
float NoL = dotv(n, out_dir);
contrib = scale(contrib, NoL);
Ray out_ray = { combine(hit.point, out_dir, 1, 0.001), out_dir };
float light_sample_weight = 0.1;
if (!iszerov(sampled_light_color)) {
result = combine(result, mulv(sampled_light_color, contrib), 1, light_sample_weight);
contrib = scale(contrib, 1 - light_sample_weight);
}
in_ray = out_ray;
@@ -802,7 +830,63 @@ void update_frame_texture(float s)
int main(void)
{
#if 1
#if 0
add_object(sphere(
(Material) {
.emission_color={0},
.emission_power=0,
.metallic=0,
.reflectance=0,
.roughness=0,
.albedo=(Vector3) {0.2, 0.5, 1},
},
(Vector3) {0, 0, 0},
1)
);
add_object(sphere(
(Material) {
.emission_color={0},
.emission_power=0,
.metallic=1,
.reflectance=0,
.roughness=0,
.albedo=(Vector3) {0.5, 0.2, 1},
},
(Vector3) {3, 0, 0},
1)
);
#elif 0
int num_spheres = 5;
for (int i = 0; i < num_spheres; i++) {
add_object(sphere(
(Material) {
.emission_color={0},
.emission_power=0,
.metallic=0,
.reflectance=0,
.roughness= (float) i / (num_spheres-1),
.albedo=(Vector3) {0.2, 0.5, 1},
},
(Vector3) {3 * i, 0, 0},
1)
);
add_object(sphere(
(Material) {
.emission_color={0},
.emission_power=0,
.metallic=1,
.reflectance=0,
.roughness= (float) i / (num_spheres-1),
.albedo=(Vector3) {0.2, 0.5, 1},
},
(Vector3) {3 * i, 3, 0},
1)
);
}
#elif 0
float box_d = 3;
float box_w = 3;
float box_h = 5;
@@ -875,8 +959,8 @@ int main(void)
add_object(cube(
(Material) {
.emission_color={0.5, 0.5, 0.5},
.emission_power=1,
.emission_color={1, 1, 1},
.emission_power=3,
.metallic=0,
.reflectance=0,
.roughness=0,
@@ -890,9 +974,9 @@ int main(void)
(Material) {
.emission_color={0},
.emission_power=0,
.metallic=0,
.metallic=1,
.reflectance=0,
.roughness=1,
.roughness=0,
.albedo=(Vector3) {0, 1, 0}
},
(Vector3) {box_w/2, box_w/3, box_d/2},
@@ -900,14 +984,22 @@ int main(void)
));
#elif 1
add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0, .albedo=(Vector3) {1, 0.3, 0.3}}, (Vector3) {0, 0, 0}, (Vector3) {10, 5, 0.1}));
// add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0.6, .albedo=(Vector3) {0.3, 1, 0.3}}, (Vector3) {0, 0, 0}, (Vector3) {0.1, 5, 10}));
add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {0.4, 0.3, 0.9}}, (Vector3) {0, -0.1, 0}, (Vector3) {10, 0.1, 10}));
add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {1, 0, 0}}, (Vector3) {7, 0, 8}, (Vector3) {1, 1, 1}));
add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0, .albedo=(Vector3) {1, 0, 1}}, (Vector3) {6, 0, 7}, (Vector3) {1, 1, 1}));
add_object(sphere((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0.5, .albedo=(Vector3) {1, 0.4, 0}}, (Vector3) {3, 1, 3}, 1));
add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=1, .reflectance=0, .roughness=1, .albedo=(Vector3) {1, 0.3, 0.3}}, (Vector3) {0, 0, 0}, (Vector3) {3, 5, 0.1}));
add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=1, .reflectance=0, .roughness=0.5, .albedo=(Vector3) {1, 0.3, 0.3}}, (Vector3) {3, 0, 0}, (Vector3) {3, 5, 0.1}));
add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=1, .reflectance=0, .roughness=0, .albedo=(Vector3) {1, 0.3, 0.3}}, (Vector3) {6, 0, 0}, (Vector3) {3, 5, 0.1}));
/*
add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {0.3, 1, 0.3}}, (Vector3) {0, 0, 0}, (Vector3) {0.1, 5, 3}));
add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0.5, .albedo=(Vector3) {0.3, 1, 0.3}}, (Vector3) {0, 0, 3}, (Vector3) {0.1, 5, 3}));
add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0, .albedo=(Vector3) {0.3, 1, 0.3}}, (Vector3) {0, 0, 6}, (Vector3) {0.1, 5, 3}));
*/
add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {0.4, 0.3, 0.9}}, (Vector3) {0, -0.1, 0}, (Vector3) {9, 0.1, 9}));
add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {1, 0, 0}}, (Vector3) {5, 0, 6}, (Vector3) {1, 1, 1}));
add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0, .albedo=(Vector3) {1, 0, 1}}, (Vector3) {4, 0, 5}, (Vector3) {1, 1, 1}));
add_object(sphere((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {1, 0.4, 0}}, (Vector3) {3, 1, 3}, 1));
add_object(sphere((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0, .albedo=(Vector3) {0, 1, 0}}, (Vector3) {5, 1, 3}, 1));
add_object(sphere((Material) {.emission_color={0.5, 0.5, 0.5}, .emission_power=1, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {1, 0.4, 0}}, (Vector3) {3, 5, 3}, 1));
add_object(sphere((Material) {.emission_color={1, 0.5, 0.5}, .emission_power=5, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {1, 0.4, 0}}, (Vector3) {3, 5, 3}, 1));
#elif 1
// add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0, .albedo=(Vector3) {1, 0.3, 0.3}}, (Vector3) {0, 0, 0}, (Vector3) {10, 5, 0.1}));
// add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0.6, .albedo=(Vector3) {0.3, 1, 0.3}}, (Vector3) {0, 0, 0}, (Vector3) {0.1, 5, 10}));
@@ -1028,7 +1120,7 @@ int main(void)
Vector3 clear_color = {1, 1, 1};
update_frame_texture(0.4);
update_frame_texture(1);
glViewport(0, 0, screen_w, screen_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, 1.0f);