fix: changes inf ray behaviour for better sky rendering

This commit is contained in:
2025-09-04 12:50:36 +02:00
parent 7cafe6544b
commit 12315d2791

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@@ -28,7 +28,7 @@ struct Ray {
}; };
Ray createRay(vec3 dir, vec3 pos){ Ray createRay(vec3 dir, vec3 pos){
return Ray(dir, pos, .0, .0, SmallHit(80.,0.,false), vec3(.0)); return Ray(dir, pos, .0, .0, SmallHit(80.,0.,false), vec3(1.0));
} }
Ray applyMin(Ray ray, float min) { Ray applyMin(Ray ray, float min) {
@@ -52,11 +52,11 @@ Ray applyMin(Ray ray, float min) {
float planeMin(vec3 pos){ float planeMin(vec3 pos){
return pos.y - planeHeight; return pos.y - planeHeight+ 0.2*sin(5*pos.x+t)*sin(5*pos.y+t)*sin(5*pos.z+t);
} }
float sphereMin(vec3 pos){ float sphereMin(vec3 pos){
return length(pos - center) - radius + 0.2*sin(5*pos.x+t)*sin(5*pos.y+t)*sin(5*pos.z+t); return length(pos - center) - radius;
} }
Ray minFn(Ray ray){ Ray minFn(Ray ray){
@@ -88,11 +88,13 @@ Ray march(Ray ray){
//ray.min = minFn(ray.pos); //ray.min = minFn(ray.pos);
ray = minFn(ray); ray = minFn(ray);
int c = 0; int c = 0;
while(( c < 200) && (ray.min < 100.0f) && (ray.min > 0.01f) ) { while(( c < 1000) && (ray.min < 100.0f) && (ray.min > 0.01f) ) {
ray = minFn(ray); ray = minFn(ray);
c++; c++;
} }
if(ray.min > 0.01){
ray.color = vec3(1.0);
}
return ray; return ray;
} }
@@ -142,11 +144,14 @@ void main()
light *= shLeve; light *= shLeve;
Ray reflectR = createRay(reflect(ray.dir,normal),ray.pos + 0.1* normal);
reflectR = march(reflectR);
if(ray.min <= 0.2){ if(ray.min <= 0.2){
//FragColor = vec4(vec3(shRay.small.min)*0.1,1.0); //FragColor = vec4(0,1,0,1.0);
FragColor = vec4(ray.color * (light+0.3), 1.0); FragColor = vec4(mix(ray.color,reflectR.color,0.3) * (light+0.3), 1.0);
} else { } else {
FragColor = vec4(.0,0.0,0.0,1.0); FragColor = vec4(ray.color,1.0);
} }
} }