fixed material this ran on linux btw
Whoops, forgot to multiply the diffuse of the material...
Fixed soft shadows.Defined a new radius term for the light class, which determines the softness of the light. A softer light gives off a wider shadow, and as pictured, the point light is softer.The math behind this is simple: I sample multiple shadow rays, from directly to the light direction, to around the light direction by the radius, and take the average of the results. There is a samples per radius as well as a radius steps factor. It significantly increases the computation time but even with a low radius step factor the result looks really smooth.
First attempt- creating soft shadows. I think this accident looks cool.
fixed some bias issues
almost calibrated
partially improved
shadow bias with the prj 3 test scene
prj 2 scene shadow bias issues
Scene from project 3. Testing a new ambient lighting and skybox pipeline- the ambient light is determined by the skybox color instead of a constant value, mimicking Unreal Engines skylight. Specular reflections shown in the image are not generated by the material they are generated by the directional light being displayed in the scene, with a radius factor and its why the point lights specular reflection isnt visible. Clipping seen at the back of the red sphere is a result of the horizon transition- the upper horizon towards 0,1,0 is set to the skybox while the lower horizon not visible in the camera is set to the sum of all ambient lights.