Added new demo, tweaked some values to produce better lighting

This commit is contained in:
MitchellHansen
2017-03-20 22:22:53 -07:00
parent 0d82cd5a20
commit 5e222a0331
5 changed files with 33 additions and 14 deletions

View File

@@ -15,7 +15,7 @@ float4 white_light(float4 input, float3 light, int3 mask) {
normalize(light),
normalize(convert_float3(mask * (-mask)))
)
) / 8;
) / 32;
return input;
@@ -72,9 +72,9 @@ bool cast_light_intersection_ray(
){
float distance_to_light = DistanceBetweenPoints(ray_pos, (float3)(lights[4], lights[5], lights[6]));
if (distance_to_light > 200.0f){
return false;
}
//if (distance_to_light > 200.0f){
// return false;
//}
// Setup the voxel step based on what direction the ray is pointing
int3 voxel_step = { 1, 1, 1 };
@@ -219,7 +219,7 @@ __kernel void raycaster(
int3 face_mask = { 0, 0, 0 };
float4 fog_color = { 0.73f, 0.81f, 0.89f, 0.8f };
float4 voxel_color = (float4)(0.50f, 0.0f, 0.50f, 0.1f);
float4 voxel_color = (float4)(0.0f, 0.0f, 0.0f, 0.001f);
float4 overshoot_color = { 0.25f, 0.48f, 0.52f, 0.8f };
float4 overshoot_color_2 = { 0.25f, 0.1f, 0.52f, 0.8f };
@@ -353,7 +353,7 @@ __kernel void raycaster(
)) {
// If the light ray intersected an object on the way to the light point
float4 ambient_color = white_light(voxel_color, (float3)(lights[4], lights[5], lights[6]), face_mask);
float4 ambient_color = white_light(voxel_color, (float3)(256.0f, 256.0f, 256.0f), face_mask);
write_imagef(image, pixel, ambient_color);
return;
}