2023-08-31 00:47:11 +00:00
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#if defined(USE_RAYQUERY)
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layout(set = 1, binding = 0) uniform accelerationStructureEXT acc;
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#else
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struct CollisionNode
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{
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vec3 center;
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float padding1;
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vec3 extents;
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float padding2;
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int left;
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int right;
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int element_index;
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int padding3;
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};
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layout(std430, set = 1, binding = 0) buffer NodeBuffer
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{
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int nodesRoot;
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int nodebufferPadding1;
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int nodebufferPadding2;
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int nodebufferPadding3;
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CollisionNode nodes[];
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};
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layout(std430, set = 1, binding = 1) buffer VertexBuffer { vec4 vertices[]; };
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layout(std430, set = 1, binding = 2) buffer ElementBuffer { int elements[]; };
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#endif
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layout(set = 0, binding = 0) uniform Uniforms
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{
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vec3 SunDir;
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float Padding1;
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vec3 SunColor;
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float SunIntensity;
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};
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struct SurfaceInfo
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{
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vec3 Normal;
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float Sky;
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float SamplingDistance;
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uint PortalIndex;
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float Padding1, Padding2;
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};
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struct PortalInfo
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{
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mat4 Transformation;
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};
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struct LightInfo
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{
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vec3 Origin;
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float Padding0;
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vec3 RelativeOrigin;
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float Padding1;
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float Radius;
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float Intensity;
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float InnerAngleCos;
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float OuterAngleCos;
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vec3 SpotDir;
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float Padding2;
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vec3 Color;
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float Padding3;
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};
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layout(set = 0, binding = 1) buffer SurfaceIndexBuffer { uint surfaceIndices[]; };
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layout(set = 0, binding = 2) buffer SurfaceBuffer { SurfaceInfo surfaces[]; };
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layout(set = 0, binding = 3) buffer LightBuffer { LightInfo lights[]; };
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layout(set = 0, binding = 4) buffer PortalBuffer { PortalInfo portals[]; };
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layout(push_constant) uniform PushConstants
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{
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uint LightStart;
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uint LightEnd;
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int SurfaceIndex;
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int PushPadding1;
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vec3 LightmapOrigin;
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float PushPadding2;
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vec3 LightmapStepX;
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float PushPadding3;
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vec3 LightmapStepY;
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float PushPadding4;
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};
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layout(location = 0) centroid in vec3 worldpos;
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layout(location = 0) out vec4 fragcolor;
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vec3 TraceSunLight(vec3 origin);
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vec3 TraceLight(vec3 origin, vec3 normal, LightInfo light);
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float TraceAmbientOcclusion(vec3 origin, vec3 normal);
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vec2 Hammersley(uint i, uint N);
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float RadicalInverse_VdC(uint bits);
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bool TraceAnyHit(vec3 origin, float tmin, vec3 dir, float tmax);
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bool TracePoint(vec3 origin, vec3 target, float tmin, vec3 dir, float tmax);
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int TraceFirstHitTriangle(vec3 origin, float tmin, vec3 dir, float tmax);
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int TraceFirstHitTriangleT(vec3 origin, float tmin, vec3 dir, float tmax, out float t);
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void main()
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{
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vec3 normal = surfaces[SurfaceIndex].Normal;
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vec3 origin = worldpos + normal * 0.1;
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vec3 incoming = TraceSunLight(origin);
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for (uint j = LightStart; j < LightEnd; j++)
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{
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incoming += TraceLight(origin, normal, lights[j]);
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}
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#if defined(USE_RAYQUERY) // The non-rtx version of TraceFirstHitTriangle is too slow to do AO without the shader getting killed ;(
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incoming.rgb *= TraceAmbientOcclusion(origin, normal);
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#endif
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fragcolor = vec4(incoming, 1.0);
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}
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vec3 TraceLight(vec3 origin, vec3 normal, LightInfo light)
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{
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const float minDistance = 0.01;
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vec3 incoming = vec3(0.0);
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float dist = distance(light.RelativeOrigin, origin);
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if (dist > minDistance && dist < light.Radius)
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{
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vec3 dir = normalize(light.RelativeOrigin - origin);
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float distAttenuation = max(1.0 - (dist / light.Radius), 0.0);
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float angleAttenuation = 1.0f;
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if (SurfaceIndex >= 0)
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{
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angleAttenuation = max(dot(normal, dir), 0.0);
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}
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float spotAttenuation = 1.0;
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if (light.OuterAngleCos > -1.0)
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{
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float cosDir = dot(dir, light.SpotDir);
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spotAttenuation = smoothstep(light.OuterAngleCos, light.InnerAngleCos, cosDir);
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spotAttenuation = max(spotAttenuation, 0.0);
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}
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float attenuation = distAttenuation * angleAttenuation * spotAttenuation;
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if (attenuation > 0.0)
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{
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if(TracePoint(origin, light.Origin, minDistance, dir, dist))
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{
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incoming.rgb += light.Color * (attenuation * light.Intensity);
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}
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}
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}
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return incoming;
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}
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vec3 TraceSunLight(vec3 origin)
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{
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const float minDistance = 0.01;
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vec3 incoming = vec3(0.0);
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const float dist = 32768.0;
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int primitiveID = TraceFirstHitTriangle(origin, minDistance, SunDir, dist);
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if (primitiveID != -1)
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{
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SurfaceInfo surface = surfaces[surfaceIndices[primitiveID]];
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incoming.rgb += SunColor * SunIntensity * surface.Sky;
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}
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return incoming;
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}
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float TraceAmbientOcclusion(vec3 origin, vec3 normal)
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{
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const float minDistance = 0.05;
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const float aoDistance = 100;
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2023-08-31 17:15:15 +00:00
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const int SampleCount = 128;
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2023-08-31 00:47:11 +00:00
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vec3 N = normal;
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vec3 up = abs(N.x) < abs(N.y) ? vec3(1.0, 0.0, 0.0) : vec3(0.0, 1.0, 0.0);
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vec3 tangent = normalize(cross(up, N));
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vec3 bitangent = cross(N, tangent);
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float ambience = 0.0f;
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for (uint i = 0; i < SampleCount; i++)
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{
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vec2 Xi = Hammersley(i, SampleCount);
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vec3 H = normalize(vec3(Xi.x * 2.0f - 1.0f, Xi.y * 2.0f - 1.0f, 1.5 - length(Xi)));
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vec3 L = H.x * tangent + H.y * bitangent + H.z * N;
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float hitDistance;
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int primitiveID = TraceFirstHitTriangleT(origin, minDistance, L, aoDistance, hitDistance);
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if (primitiveID != -1)
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{
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SurfaceInfo surface = surfaces[surfaceIndices[primitiveID]];
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if (surface.Sky == 0.0)
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{
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ambience += clamp(hitDistance / aoDistance, 0.0, 1.0);
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}
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}
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else
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{
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ambience += 1.0;
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}
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}
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return ambience / float(SampleCount);
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}
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vec2 Hammersley(uint i, uint N)
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{
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return vec2(float(i) / float(N), RadicalInverse_VdC(i));
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}
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float RadicalInverse_VdC(uint bits)
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{
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10f; // / 0x100000000
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}
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#if defined(USE_RAYQUERY)
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int TraceFirstHitTriangleNoPortal(vec3 origin, float tmin, vec3 dir, float tmax, out float t)
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{
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rayQueryEXT rayQuery;
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rayQueryInitializeEXT(rayQuery, acc, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, origin, tmin, dir, tmax);
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while(rayQueryProceedEXT(rayQuery))
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{
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if (rayQueryGetIntersectionTypeEXT(rayQuery, false) == gl_RayQueryCommittedIntersectionTriangleEXT)
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{
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rayQueryConfirmIntersectionEXT(rayQuery);
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}
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}
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if (rayQueryGetIntersectionTypeEXT(rayQuery, true) == gl_RayQueryCommittedIntersectionTriangleEXT)
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{
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t = rayQueryGetIntersectionTEXT(rayQuery, true);
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return rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, true);
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}
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else
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{
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t = tmax;
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return -1;
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}
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}
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/*
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bool TraceAnyHit(vec3 origin, float tmin, vec3 dir, float tmax)
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{
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rayQueryEXT rayQuery;
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rayQueryInitializeEXT(rayQuery, acc, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, origin, tmin, dir, tmax);
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while(rayQueryProceedEXT(rayQuery)) { }
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return rayQueryGetIntersectionTypeEXT(rayQuery, true) != gl_RayQueryCommittedIntersectionNoneEXT;
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}
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*/
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#else
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struct RayBBox
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{
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vec3 start, end;
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vec3 c, w, v;
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};
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RayBBox create_ray(vec3 ray_start, vec3 ray_end)
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{
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RayBBox ray;
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ray.start = ray_start;
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ray.end = ray_end;
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ray.c = (ray_start + ray_end) * 0.5;
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ray.w = ray_end - ray.c;
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ray.v = abs(ray.w);
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return ray;
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}
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bool overlap_bv_ray(RayBBox ray, int a)
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{
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vec3 v = ray.v;
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vec3 w = ray.w;
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vec3 h = nodes[a].extents;
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vec3 c = ray.c - nodes[a].center;
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if (abs(c.x) > v.x + h.x ||
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abs(c.y) > v.y + h.y ||
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abs(c.z) > v.z + h.z)
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{
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return false;
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}
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if (abs(c.y * w.z - c.z * w.y) > h.y * v.z + h.z * v.y ||
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abs(c.x * w.z - c.z * w.x) > h.x * v.z + h.z * v.x ||
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abs(c.x * w.y - c.y * w.x) > h.x * v.y + h.y * v.x)
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{
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return false;
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}
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return true;
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}
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#define FLT_EPSILON 1.192092896e-07F // smallest such that 1.0+FLT_EPSILON != 1.0
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float intersect_triangle_ray(RayBBox ray, int a, out float barycentricB, out float barycentricC)
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{
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int start_element = nodes[a].element_index;
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vec3 p[3];
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p[0] = vertices[elements[start_element]].xyz;
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p[1] = vertices[elements[start_element + 1]].xyz;
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p[2] = vertices[elements[start_element + 2]].xyz;
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// Moeller-Trumbore ray-triangle intersection algorithm:
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vec3 D = ray.end - ray.start;
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// Find vectors for two edges sharing p[0]
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vec3 e1 = p[1] - p[0];
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vec3 e2 = p[2] - p[0];
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// Begin calculating determinant - also used to calculate u parameter
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vec3 P = cross(D, e2);
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float det = dot(e1, P);
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// Backface check
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//if (det < 0.0f)
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// return 1.0f;
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// If determinant is near zero, ray lies in plane of triangle
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if (det > -FLT_EPSILON && det < FLT_EPSILON)
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return 1.0f;
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float inv_det = 1.0f / det;
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// Calculate distance from p[0] to ray origin
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vec3 T = ray.start - p[0];
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// Calculate u parameter and test bound
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float u = dot(T, P) * inv_det;
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// Check if the intersection lies outside of the triangle
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if (u < 0.f || u > 1.f)
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return 1.0f;
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// Prepare to test v parameter
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vec3 Q = cross(T, e1);
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// Calculate V parameter and test bound
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float v = dot(D, Q) * inv_det;
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// The intersection lies outside of the triangle
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if (v < 0.f || u + v > 1.f)
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return 1.0f;
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float t = dot(e2, Q) * inv_det;
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if (t <= FLT_EPSILON)
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return 1.0f;
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// Return hit location on triangle in barycentric coordinates
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barycentricB = u;
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barycentricC = v;
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return t;
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}
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bool is_leaf(int node_index)
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{
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return nodes[node_index].element_index != -1;
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}
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/*
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bool TraceAnyHit(vec3 origin, float tmin, vec3 dir, float tmax)
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{
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if (tmax <= 0.0f)
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return false;
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RayBBox ray = create_ray(origin, origin + dir * tmax);
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tmin /= tmax;
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int stack[64];
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|
int stackIndex = 0;
|
|
|
|
stack[stackIndex++] = nodesRoot;
|
|
|
|
do
|
|
|
|
{
|
|
|
|
int a = stack[--stackIndex];
|
|
|
|
if (overlap_bv_ray(ray, a))
|
|
|
|
{
|
|
|
|
if (is_leaf(a))
|
|
|
|
{
|
|
|
|
float baryB, baryC;
|
|
|
|
float t = intersect_triangle_ray(ray, a, baryB, baryC);
|
|
|
|
if (t >= tmin && t < 1.0)
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
stack[stackIndex++] = nodes[a].right;
|
|
|
|
stack[stackIndex++] = nodes[a].left;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} while (stackIndex > 0);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
|
|
|
|
struct TraceHit
|
|
|
|
{
|
|
|
|
float fraction;
|
|
|
|
int triangle;
|
|
|
|
float b;
|
|
|
|
float c;
|
|
|
|
};
|
|
|
|
|
|
|
|
TraceHit find_first_hit(RayBBox ray)
|
|
|
|
{
|
|
|
|
TraceHit hit;
|
|
|
|
hit.fraction = 1.0;
|
|
|
|
hit.triangle = -1;
|
|
|
|
hit.b = 0.0;
|
|
|
|
hit.c = 0.0;
|
|
|
|
|
|
|
|
int stack[64];
|
|
|
|
int stackIndex = 0;
|
|
|
|
stack[stackIndex++] = nodesRoot;
|
|
|
|
do
|
|
|
|
{
|
|
|
|
int a = stack[--stackIndex];
|
|
|
|
if (overlap_bv_ray(ray, a))
|
|
|
|
{
|
|
|
|
if (is_leaf(a))
|
|
|
|
{
|
|
|
|
float baryB, baryC;
|
|
|
|
float t = intersect_triangle_ray(ray, a, baryB, baryC);
|
|
|
|
if (t < hit.fraction)
|
|
|
|
{
|
|
|
|
hit.fraction = t;
|
|
|
|
hit.triangle = nodes[a].element_index / 3;
|
|
|
|
hit.b = baryB;
|
|
|
|
hit.c = baryC;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
stack[stackIndex++] = nodes[a].right;
|
|
|
|
stack[stackIndex++] = nodes[a].left;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} while (stackIndex > 0);
|
|
|
|
return hit;
|
|
|
|
}
|
|
|
|
|
|
|
|
int TraceFirstHitTriangleNoPortal(vec3 origin, float tmin, vec3 dir, float tmax, out float tparam)
|
|
|
|
{
|
|
|
|
// Perform segmented tracing to keep the ray AABB box smaller
|
|
|
|
vec3 ray_start = origin;
|
|
|
|
vec3 ray_end = origin + dir * tmax;
|
|
|
|
vec3 ray_dir = dir;
|
|
|
|
float tracedist = tmax;
|
|
|
|
float segmentlen = max(200.0, tracedist / 20.0);
|
|
|
|
for (float t = 0.0; t < tracedist; t += segmentlen)
|
|
|
|
{
|
|
|
|
float segstart = t;
|
|
|
|
float segend = min(t + segmentlen, tracedist);
|
|
|
|
|
|
|
|
RayBBox ray = create_ray(ray_start + ray_dir * segstart, ray_start + ray_dir * segend);
|
|
|
|
TraceHit hit = find_first_hit(ray);
|
|
|
|
if (hit.fraction < 1.0)
|
|
|
|
{
|
|
|
|
tparam = hit.fraction = segstart * (1.0 - hit.fraction) + segend * hit.fraction;
|
|
|
|
return hit.triangle;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
tparam = tracedist;
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
int TraceFirstHitTriangleT(vec3 origin, float tmin, vec3 dir, float tmax, out float t)
|
|
|
|
{
|
|
|
|
int primitiveID;
|
|
|
|
while(true)
|
|
|
|
{
|
|
|
|
primitiveID = TraceFirstHitTriangleNoPortal(origin, tmin, dir, tmax, t);
|
|
|
|
|
|
|
|
if(primitiveID < 0)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
SurfaceInfo surface = surfaces[surfaceIndices[primitiveID]];
|
|
|
|
|
|
|
|
if(surface.PortalIndex == 0)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Portal was hit: Apply transformation onto the ray
|
|
|
|
mat4 transformationMatrix = portals[surface.PortalIndex].Transformation;
|
|
|
|
|
|
|
|
origin = (transformationMatrix * vec4(origin + dir * t, 1.0)).xyz;
|
|
|
|
dir = (transformationMatrix * vec4(dir, 0.0)).xyz;
|
|
|
|
tmax -= t;
|
|
|
|
}
|
|
|
|
return primitiveID;
|
|
|
|
}
|
|
|
|
|
|
|
|
int TraceFirstHitTriangle(vec3 origin, float tmin, vec3 dir, float tmax)
|
|
|
|
{
|
|
|
|
float t;
|
|
|
|
return TraceFirstHitTriangleT(origin, tmin, dir, tmax, t);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool TraceAnyHit(vec3 origin, float tmin, vec3 dir, float tmax)
|
|
|
|
{
|
|
|
|
return TraceFirstHitTriangle(origin, tmin, dir, tmax) >= 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool TracePoint(vec3 origin, vec3 target, float tmin, vec3 dir, float tmax)
|
|
|
|
{
|
|
|
|
int primitiveID;
|
|
|
|
float t;
|
|
|
|
while(true)
|
|
|
|
{
|
|
|
|
t = tmax;
|
|
|
|
primitiveID = TraceFirstHitTriangleNoPortal(origin, tmin, dir, tmax, t);
|
|
|
|
|
|
|
|
origin += dir * t;
|
|
|
|
tmax -= t;
|
|
|
|
|
|
|
|
if(primitiveID < 0)
|
|
|
|
{
|
|
|
|
// We didn't hit anything
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
SurfaceInfo surface = surfaces[surfaceIndices[primitiveID]];
|
|
|
|
|
|
|
|
if(surface.PortalIndex == 0)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(dot(surface.Normal, dir) >= 0.0)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
mat4 transformationMatrix = portals[surface.PortalIndex].Transformation;
|
|
|
|
origin = (transformationMatrix * vec4(origin, 1.0)).xyz;
|
|
|
|
dir = (transformationMatrix * vec4(dir, 0.0)).xyz;
|
|
|
|
|
|
|
|
#if defined(USE_RAYQUERY)
|
|
|
|
#else
|
|
|
|
origin += dir * tmin;
|
|
|
|
tmax -= tmin;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
return distance(origin, target) <= 1.0;
|
|
|
|
}
|