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- // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #pragma once
- #include <AnKi/Shaders/Common.hlsl>
- /// https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/moller-trumbore-ray-triangle-intersection
- Bool testRayTriangle(Vec3 rayOrigin, Vec3 rayDir, Vec3 v0, Vec3 v1, Vec3 v2, Bool backfaceCulling, out F32 t, out F32 u, out F32 v)
- {
- const Vec3 v0v1 = v1 - v0;
- const Vec3 v0v2 = v2 - v0;
- const Vec3 pvec = cross(rayDir, v0v2);
- const F32 det = dot(v0v1, pvec);
- t = 0.0f;
- u = 0.0f;
- v = 0.0f;
- if((backfaceCulling && det < kEpsilonF32) || abs(det) < kEpsilonF32)
- {
- return false;
- }
- const F32 invDet = 1.0 / det;
- const Vec3 tvec = rayOrigin - v0;
- u = dot(tvec, pvec) * invDet;
- if(u < 0.0 || u > 1.0)
- {
- return false;
- }
- const Vec3 qvec = cross(tvec, v0v1);
- v = dot(rayDir, qvec) * invDet;
- if(v < 0.0 || u + v > 1.0)
- {
- return false;
- }
- t = dot(v0v2, qvec) * invDet;
- if(t <= kEpsilonF32)
- {
- // This is an addition to the original code. Can't have rays that don't touch the triangle
- return false;
- }
- return true;
- }
- /// Return true if to AABBs overlap.
- Bool aabbAabbOverlap(Vec3 aMin, Vec3 aMax, Vec3 bMin, Vec3 bMax)
- {
- return all(aMin < bMax) && all(bMin < aMax);
- }
- Bool testSphereSphereCollision(Vec3 sphereCenterA, F32 sphereRadiusA, Vec3 sphereCenterB, F32 sphereRadiusB)
- {
- const Vec3 vec = sphereCenterA - sphereCenterB;
- const F32 distSquared = dot(vec, vec);
- const F32 maxDist = sphereRadiusA + sphereRadiusB;
- return (distSquared < maxDist * maxDist);
- }
- /// Intersect a ray against an AABB. The ray is inside the AABB. The function returns the distance 'a' where the
- /// intersection point is rayOrigin + rayDir * a
- /// https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
- F32 testRayAabbInside(Vec3 rayOrigin, Vec3 rayDir, Vec3 aabbMin, Vec3 aabbMax)
- {
- const Vec3 intersectMaxPointPlanes = (aabbMax - rayOrigin) / rayDir;
- const Vec3 intersectMinPointPlanes = (aabbMin - rayOrigin) / rayDir;
- const Vec3 largestParams = max(intersectMaxPointPlanes, intersectMinPointPlanes);
- const F32 distToIntersect = min(min(largestParams.x, largestParams.y), largestParams.z);
- return distToIntersect;
- }
- /// Ray box intersection by Simon Green
- Bool testRayAabb(Vec3 rayOrigin, Vec3 rayDir, Vec3 aabbMin, Vec3 aabbMax, out F32 t0, out F32 t1)
- {
- const Vec3 invR = 1.0 / rayDir;
- const Vec3 tbot = invR * (aabbMin - rayOrigin);
- const Vec3 ttop = invR * (aabbMax - rayOrigin);
- const Vec3 tmin = min(ttop, tbot);
- const Vec3 tmax = max(ttop, tbot);
- t0 = max(tmin.x, max(tmin.y, tmin.z));
- t1 = min(tmax.x, min(tmax.y, tmax.z));
- return t0 < t1 && t1 > kEpsilonF32;
- }
- Bool testRayObb(Vec3 rayOrigin, Vec3 rayDir, Vec3 obbExtend, Mat4 obbTransformInv, out F32 t0, out F32 t1)
- {
- // Transform ray to OBB space
- const Vec3 rayOriginS = mul(obbTransformInv, Vec4(rayOrigin, 1.0)).xyz;
- const Vec3 rayDirS = mul(obbTransformInv, Vec4(rayDir, 0.0)).xyz;
- // Test as AABB
- return testRayAabb(rayOriginS, rayDirS, -obbExtend, obbExtend, t0, t1);
- }
- /// https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection
- Bool testRaySphere(Vec3 rayOrigin, Vec3 rayDir, Vec3 sphereCenter, F32 sphereRadius, out F32 t0, out F32 t1)
- {
- t0 = 0.0f;
- t1 = 0.0f;
- const Vec3 L = sphereCenter - rayOrigin;
- const F32 tca = dot(L, rayDir);
- const F32 d2 = dot(L, L) - tca * tca;
- const F32 radius2 = sphereRadius * sphereRadius;
- const F32 diff = radius2 - d2;
- if(diff < 0.0)
- {
- return false;
- }
- const F32 thc = sqrt(diff);
- t0 = tca - thc;
- t1 = tca + thc;
- if(t0 < 0.0 && t1 < 0.0)
- {
- return false;
- }
- // Swap
- if(t0 > t1)
- {
- const F32 tmp = t0;
- t0 = t1;
- t1 = tmp;
- }
- t0 = max(0.0, t0);
- return true;
- }
- F32 testPlanePoint(Vec3 planeNormal, F32 planeOffset, Vec3 point3d)
- {
- return dot(planeNormal, point3d) - planeOffset;
- }
- F32 testPlaneAabb(Vec3 planeNormal, F32 planeOffset, Vec3 aabbMin, Vec3 aabbMax)
- {
- const bool3 ge = planeNormal >= 0.0;
- const Vec3 diagMin = select(aabbMin, aabbMax, ge);
- const Vec3 diagMax = select(aabbMax, aabbMin, ge);
- F32 test = testPlanePoint(planeNormal, planeOffset, diagMin);
- if(test > 0.0)
- {
- return test;
- }
- test = testPlanePoint(planeNormal, planeOffset, diagMax);
- return (test >= 0.0) ? 0.0 : test;
- }
- F32 testPlaneSphere(Vec3 planeNormal, F32 planeOffset, Vec3 sphereCenter, F32 sphereRadius)
- {
- const F32 centerDist = testPlanePoint(planeNormal, planeOffset, sphereCenter);
- F32 dist = centerDist - sphereRadius;
- if(dist >= 0.0f)
- {
- return dist;
- }
- dist = centerDist + sphereRadius;
- return (dist < 0.0f) ? dist : 0.0f;
- }
- Bool aabbSphereOverlap(Vec3 aabbMin, Vec3 aabbMax, Vec3 sphereCenter, F32 sphereRadius)
- {
- Vec3 closestPoint = sphereCenter;
- #if 0
- [unroll] for(U32 i = 0; i < 3; ++i)
- {
- if(sphereCenter[i] < aabbMin[i])
- {
- closestPoint[i] = aabbMin[i];
- }
- else if(sphereCenter[i] > aabbMax[i])
- {
- closestPoint[i] = aabbMax[i];
- }
- }
- #else
- closestPoint = select(sphereCenter > aabbMax, aabbMax, sphereCenter);
- closestPoint = select(closestPoint < aabbMin, aabbMin, closestPoint);
- #endif
- const Vec3 sub = sphereCenter - closestPoint;
- return dot(sub, sub) <= square(sphereRadius);
- }
- Bool frustumTest(Vec4 frustumPlanes[6], Vec3 sphereCenter, F32 sphereRadius)
- {
- F32 minPlaneDistance = testPlanePoint(frustumPlanes[0].xyz, frustumPlanes[0].w, sphereCenter);
- [unroll] for(U32 i = 1; i < 6; ++i)
- {
- const F32 d = testPlanePoint(frustumPlanes[i].xyz, frustumPlanes[i].w, sphereCenter);
- minPlaneDistance = min(minPlaneDistance, d);
- }
- return minPlaneDistance > -sphereRadius;
- }
- /// Modified version found in https://zeux.io/2023/01/12/approximate-projected-bounds
- void projectAabb(Vec3 aabbMin, Vec3 aabbMax, Mat4 viewProjMat, out Vec2 minNdc, out Vec2 maxNdc, out F32 aabbMinDepth)
- {
- const Vec4 SX = mul(viewProjMat, Vec4(aabbMax.x - aabbMin.x, 0.0, 0.0, 0.0));
- const Vec4 SY = mul(viewProjMat, Vec4(0.0, aabbMax.y - aabbMin.y, 0.0, 0.0));
- const Vec4 SZ = mul(viewProjMat, Vec4(0.0, 0.0, aabbMax.z - aabbMin.z, 0.0));
- Vec4 aabbEdgesClip[8u];
- aabbEdgesClip[0] = mul(viewProjMat, Vec4(aabbMin.x, aabbMin.y, aabbMin.z, 1.0));
- aabbEdgesClip[1] = aabbEdgesClip[0] + SZ;
- aabbEdgesClip[2] = aabbEdgesClip[0] + SY;
- aabbEdgesClip[3] = aabbEdgesClip[2] + SZ;
- aabbEdgesClip[4] = aabbEdgesClip[0] + SX;
- aabbEdgesClip[5] = aabbEdgesClip[4] + SZ;
- aabbEdgesClip[6] = aabbEdgesClip[4] + SY;
- aabbEdgesClip[7] = aabbEdgesClip[6] + SZ;
- aabbMinDepth = 1.0f;
- minNdc = 1000.0f;
- maxNdc = -1000.0f;
- [unroll] for(U32 i = 0; i < 8; ++i)
- {
- Vec4 p = aabbEdgesClip[i];
- p.xyz /= abs(p.w);
- minNdc = min(minNdc, p.xy);
- maxNdc = max(maxNdc, p.xy);
- aabbMinDepth = min(aabbMinDepth, p.z);
- }
- if(aabbMinDepth < 0.0)
- {
- // Behind the camera so we can't be sure about our calculations
- minNdc = -1.0;
- maxNdc = 1.0;
- }
- aabbMinDepth = saturate(aabbMinDepth);
- }
- Bool cullHzb(Vec2 aabbMinNdc, Vec2 aabbMaxNdc, F32 aabbMinDepth, Texture2D<Vec4> hzb, SamplerState nearestAnyClampSampler)
- {
- Vec2 texSize;
- F32 mipCount;
- hzb.GetDimensions(0, texSize.x, texSize.y, mipCount);
- const Vec2 uva = saturate(ndcToUv(aabbMinNdc));
- const Vec2 uvb = saturate(ndcToUv(aabbMaxNdc));
- const Vec2 minUv = Vec2(uva.x, uvb.y);
- const Vec2 maxUv = Vec2(uvb.x, uva.y);
- const Vec2 sizeXY = (maxUv - minUv) * texSize;
- F32 mip = ceil(log2(max(sizeXY.x, sizeXY.y)));
- // Try to use a more detailed mip if you can
- const F32 levelLower = max(mip - 1.0, 0.0);
- const Vec2 mipSize = texSize / pow(2.0f, levelLower);
- const Vec2 a = floor(minUv * mipSize);
- const Vec2 b = ceil(maxUv * mipSize);
- const Vec2 dims = b - a;
- if(dims.x <= 2.0 && dims.y <= 2.0)
- {
- mip = levelLower;
- }
- // Sample mip
- Vec4 depths;
- depths[0] = hzb.SampleLevel(nearestAnyClampSampler, minUv, mip);
- depths[1] = hzb.SampleLevel(nearestAnyClampSampler, maxUv, mip);
- depths[2] = hzb.SampleLevel(nearestAnyClampSampler, Vec2(minUv.x, maxUv.y), mip);
- depths[3] = hzb.SampleLevel(nearestAnyClampSampler, Vec2(maxUv.x, minUv.y), mip);
- const F32 maxDepth = max4(depths);
- return (aabbMinDepth > maxDepth);
- }
- /// All cone values in local space.
- Bool cullBackfaceMeshlet(Vec3 coneDirection, F32 coneCosHalfAngle, Vec3 coneApex, Mat3x4 worldTransform, Vec3 cameraWorldPos)
- {
- const Vec3 apexWSpace = mul(worldTransform, Vec4(coneApex, 1.0f));
- const Vec3 coneAxisWSpace = normalize(mul(worldTransform, Vec4(coneDirection, 0.0f)));
- const Vec3 dir = normalize(apexWSpace - cameraWorldPos);
- return dot(dir, coneAxisWSpace) >= coneCosHalfAngle;
- }
- F32 distancePointToLineSegment(Vec2 p, Vec2 lineSegmentA, Vec2 lineSegmentB)
- {
- const Vec2 ap = p - lineSegmentA;
- const Vec2 ab = lineSegmentB - lineSegmentA;
- const F32 abLenSq = dot(ab, ab);
- if(abLenSq == 0.0f)
- {
- return length(p - lineSegmentA);
- }
- const F32 t = saturate(dot(ap, ab) / abLenSq);
- const Vec2 closestPoint = lineSegmentA + t * ab;
- return length(p - closestPoint);
- }
- Vec4 computePlane(Vec3 p0, Vec3 p1, Vec3 p2)
- {
- const Vec3 u = p1 - p0;
- const Vec3 v = p2 - p0;
- const Vec3 normal = normalize(cross(u, v));
- const F32 offset = dot(normal, p1);
- return Vec4(normal, offset);
- }
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