This commit is contained in:
RedShip
2025-01-10 21:31:55 +01:00
parent 9aa1de378f
commit 08fb9c37ad
8 changed files with 181 additions and 181 deletions

View File

@ -38,17 +38,17 @@ struct GPUCamera
float focus_distance;
};
layout(std430, binding = 1) buffer ObjectBuffer
layout(std430, binding = 0) buffer ObjectBuffer
{
GPUObject objects[];
};
layout(std430, binding = 2) buffer MaterialBuffer
layout(std430, binding = 1) buffer MaterialBuffer
{
GPUMaterial materials[];
};
layout(std140) uniform CameraData
layout(std140, binding = 0) uniform CameraData
{
GPUCamera camera;
};

View File

@ -1,224 +1,224 @@
bool intersectSphere(Ray ray, GPUObject obj, out hitInfo hit)
{
vec3 oc = ray.origin - obj.position;
float b = dot(oc, ray.direction);
float c = dot(oc, oc) - obj.radius * obj.radius;
float h = b * b - c;
float t = -b - sqrt(h);
t = mix(t, -b + sqrt(h), step(t, 0.0));
hit.t = t;
hit.position = ray.origin + ray.direction * t;
hit.normal = normalize(hit.position - obj.position);
return (h >= 0.0 && t > 0.0);
vec3 oc = ray.origin - obj.position;
float b = dot(oc, ray.direction);
float c = dot(oc, oc) - obj.radius * obj.radius;
float h = b * b - c;
float t = -b - sqrt(h);
t = mix(t, -b + sqrt(h), step(t, 0.0));
hit.t = t;
hit.position = ray.origin + ray.direction * t;
hit.normal = normalize(hit.position - obj.position);
return (h >= 0.0 && t > 0.0);
}
bool intersectPlane(Ray ray, GPUObject obj, out hitInfo hit)
{
float d = dot(obj.normal, ray.direction);
float t = dot(obj.position - ray.origin, obj.normal) / d;
bool valid = t >= 0.0 && d != 0.0;
float d = dot(obj.normal, ray.direction);
float t = dot(obj.position - ray.origin, obj.normal) / d;
bool valid = t >= 0.0 && d != 0.0;
if (!valid) return (false);
hit.t = t;
hit.position = ray.origin + ray.direction * t;
hit.normal = d < 0.0 ? obj.normal : -obj.normal;
return (valid);
if (!valid) return (false);
hit.t = t;
hit.position = ray.origin + ray.direction * t;
hit.normal = d < 0.0 ? obj.normal : -obj.normal;
return (valid);
}
bool intersectQuad(Ray ray, GPUObject obj, out hitInfo hit)
{
vec3 normal = normalize(cross(obj.vertex1, obj.vertex2));
float d = dot(normal, ray.direction);
vec3 normal = normalize(cross(obj.vertex1, obj.vertex2));
float d = dot(normal, ray.direction);
if (d == 0.0) return (false);
if (d == 0.0) return (false);
float t = dot(obj.position - ray.origin, normal) / d;
float t = dot(obj.position - ray.origin, normal) / d;
if (t <= 0.0) return (false);
vec3 p = ray.origin + ray.direction * t - obj.position;
float e1 = dot(p, obj.vertex1);
float e2 = dot(p, obj.vertex2);
float l1 = dot(obj.vertex1, obj.vertex1);
float l2 = dot(obj.vertex2, obj.vertex2);
bool inside = e1 >= 0.0 && e1 <= l1 && e2 >= 0.0 && e2 <= l2;
hit.t = t;
hit.position = p + obj.position;
hit.normal = normal * -sign(d);
return (inside);
if (t <= 0.0) return (false);
vec3 p = ray.origin + ray.direction * t - obj.position;
float e1 = dot(p, obj.vertex1);
float e2 = dot(p, obj.vertex2);
float l1 = dot(obj.vertex1, obj.vertex1);
float l2 = dot(obj.vertex2, obj.vertex2);
bool inside = e1 >= 0.0 && e1 <= l1 && e2 >= 0.0 && e2 <= l2;
hit.t = t;
hit.position = p + obj.position;
hit.normal = normal * -sign(d);
return (inside);
}
bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
{
vec3 pvec = cross(ray.direction, obj.vertex2);
float det = dot(obj.vertex1, pvec);
vec3 tvec = ray.origin - obj.position;
float invDet = 1.0 / det;
float u = dot(tvec, pvec) * invDet;
vec3 qvec = cross(tvec, obj.vertex1);
float v = dot(ray.direction, qvec) * invDet;
float t = dot(obj.vertex2, qvec) * invDet;
bool valid = abs(det) > 1e-8 &&
u >= 0.0 && u <= 1.0 &&
v >= 0.0 && (u + v) <= 1.0 &&
t > 0.0;
hit.t = t;
hit.position = ray.origin + ray.direction * t;
hit.normal = obj.normal * sign(-dot(ray.direction, obj.normal));
return (valid);
vec3 pvec = cross(ray.direction, obj.vertex2);
float det = dot(obj.vertex1, pvec);
vec3 tvec = ray.origin - obj.position;
float invDet = 1.0 / det;
float u = dot(tvec, pvec) * invDet;
vec3 qvec = cross(tvec, obj.vertex1);
float v = dot(ray.direction, qvec) * invDet;
float t = dot(obj.vertex2, qvec) * invDet;
bool valid = abs(det) > 1e-8 &&
u >= 0.0 && u <= 1.0 &&
v >= 0.0 && (u + v) <= 1.0 &&
t > 0.0;
hit.t = t;
hit.position = ray.origin + ray.direction * t;
hit.normal = obj.normal * sign(-dot(ray.direction, obj.normal));
return (valid);
}
// bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
// {
// vec3 pvec = cross(ray.direction, obj.vertex2);
// float det = dot(obj.vertex1, pvec);
// if (abs(det) < 1e-8) return (false); // det < 0.0
// float invDet = 1.0 / det;
// vec3 tvec = ray.origin - obj.position;
// float u = dot(tvec, pvec) * invDet;
// if (u < 0.0 || u > 1.0) return (false);
// vec3 qvec = cross(tvec, obj.vertex1);
// float v = dot(ray.direction, qvec) * invDet;
// if (v < 0.0 || u + v > 1.0) return (false);
// float t = dot(obj.vertex2, qvec) * invDet;
// if (t <= 0.0) return (false);
// hit.t = t;
// hit.position = ray.origin + ray.direction * t;
// vec3 normal = obj.normal;
// hit.normal = dot(ray.direction, normal) < 0.0 ? normal : -normal;
// return (true);
// }
bool intersectCube(Ray ray, GPUObject obj, out hitInfo hit)
{
vec3 halfSize = obj.vertex1 * 0.5;
vec3 rayOriginLocal = ray.origin - obj.position;
vec3 invDir = 1.0 / ray.direction;
vec3 t1 = (-halfSize - rayOriginLocal) * invDir;
vec3 t2 = (halfSize - rayOriginLocal) * invDir;
vec3 tMinVec = min(t1, t2);
vec3 tMaxVec = max(t1, t2);
float tMin = max(tMinVec.x, max(tMinVec.y, tMinVec.z));
float tMax = min(tMaxVec.x, min(tMaxVec.y, tMaxVec.z));
bool hit_success = (tMax >= tMin) && (tMax > 0.0);
if (!hit_success) return false;
hit.t = tMin > 0.0 ? tMin : tMax;
vec3 hitPointLocal = rayOriginLocal + hit.t * ray.direction;
hit.position = hitPointLocal + obj.position;
vec3 distances = abs(hitPointLocal) - halfSize;
const float epsilon = 1e-4;
vec3 signs = sign(hitPointLocal);
vec3 masks = step(abs(distances), vec3(epsilon));
hit.normal = normalize(masks * signs);
bool inside = all(lessThan(abs(rayOriginLocal), halfSize + vec3(epsilon)));
hit.normal *= (inside ? -1.0 : 1.0);
return true;
vec3 halfSize = obj.vertex1 * 0.5;
vec3 rayOriginLocal = ray.origin - obj.position;
vec3 invDir = 1.0 / ray.direction;
vec3 t1 = (-halfSize - rayOriginLocal) * invDir;
vec3 t2 = (halfSize - rayOriginLocal) * invDir;
vec3 tMinVec = min(t1, t2);
vec3 tMaxVec = max(t1, t2);
float tMin = max(tMinVec.x, max(tMinVec.y, tMinVec.z));
float tMax = min(tMaxVec.x, min(tMaxVec.y, tMaxVec.z));
bool hit_success = (tMax >= tMin) && (tMax > 0.0);
if (!hit_success) return false;
hit.t = tMin > 0.0 ? tMin : tMax;
vec3 hitPointLocal = rayOriginLocal + hit.t * ray.direction;
hit.position = hitPointLocal + obj.position;
vec3 distances = abs(hitPointLocal) - halfSize;
const float epsilon = 1e-4;
vec3 signs = sign(hitPointLocal);
vec3 masks = step(abs(distances), vec3(epsilon));
hit.normal = normalize(masks * signs);
bool inside = all(lessThan(abs(rayOriginLocal), halfSize + vec3(epsilon)));
hit.normal *= (inside ? -1.0 : 1.0);
return true;
}
bool intersectCylinder(Ray ray, GPUObject obj, out hitInfo hit)
{
float radius = obj.normal.x;
float height = obj.normal.y;
vec3 p = ray.origin - obj.position;
float radius = obj.normal.x;
float height = obj.normal.y;
vec3 p = ray.origin - obj.position;
vec3 d = ray.direction * mat3(obj.rotation);
p = p * mat3(obj.rotation);
float half_height = height * 0.5;
vec3 d = ray.direction * mat3(obj.rotation);
p = p * mat3(obj.rotation);
float half_height = height * 0.5;
float a = d.x * d.x + d.z * d.z;
float b = p.x * d.x + p.z * d.z;
float c = p.x * p.x + p.z * p.z - radius * radius;
float h = b * b - a * c;
if (h < 0.0) return false;
float sqrt_h = sqrt(h);
float t = (-b - sqrt_h) / a;
if (t <= 0.0)
{
t = (-b + sqrt_h) / a;
if (t <= 0.0) return false;
}
float a = d.x * d.x + d.z * d.z;
float b = p.x * d.x + p.z * d.z;
float c = p.x * p.x + p.z * p.z - radius * radius;
float h = b * b - a * c;
if (h < 0.0) return false;
float sqrt_h = sqrt(h);
float t = (-b - sqrt_h) / a;
if (t <= 0.0)
{
t = (-b + sqrt_h) / a;
if (t <= 0.0) return false;
}
float y = p.y + t * d.y;
if (abs(y) <= half_height)
{
float y = p.y + t * d.y;
if (abs(y) <= half_height)
{
hit.t = t;
hit.position = ray.origin + ray.direction * t;
vec3 local_normal = vec3(p.x + t * d.x, 0.0, p.z + t * d.z);
hit.normal = normalize(local_normal * inverse(mat3(obj.rotation)));
return true;
}
float cap_t = (sign(y) * half_height - p.y) / d.y;
if (cap_t <= 0.0) return false;
hit.t = t;
hit.position = ray.origin + ray.direction * t;
vec3 local_normal = vec3(p.x + t * d.x, 0.0, p.z + t * d.z);
hit.normal = normalize(local_normal * inverse(mat3(obj.rotation)));
return true;
}
float cap_t = (sign(y) * half_height - p.y) / d.y;
if (cap_t <= 0.0) return false;
float cap_x = p.x + cap_t * d.x;
float cap_z = p.z + cap_t * d.z;
if (cap_x * cap_x + cap_z * cap_z > radius * radius) return false;
float cap_x = p.x + cap_t * d.x;
float cap_z = p.z + cap_t * d.z;
if (cap_x * cap_x + cap_z * cap_z > radius * radius) return false;
hit.t = cap_t;
hit.position = ray.origin + ray.direction * cap_t;
hit.t = cap_t;
hit.position = ray.origin + ray.direction * cap_t;
vec3 cap_normal = vec3(0.0, sign(y), 0.0);
hit.normal = normalize(cap_normal * inverse(mat3(obj.rotation)));
return true;
vec3 cap_normal = vec3(0.0, sign(y), 0.0);
hit.normal = normalize(cap_normal * inverse(mat3(obj.rotation)));
return true;
}
bool intersect(Ray ray, GPUObject obj, out hitInfo hit)
{
if (obj.type == 0)
return (intersectSphere(ray, obj, hit));
if (obj.type == 1)
return (intersectPlane(ray, obj, hit));
if (obj.type == 2 || obj.type == 5)
return (intersectQuad(ray, obj, hit));
if (obj.type == 3)
return (intersectTriangle(ray, obj, hit));
if (obj.type == 4)
return (intersectCube(ray, obj, hit));
if (obj.type == 6)
return (intersectCylinder(ray, obj, hit));
return (false);
if (obj.type == 0)
return (intersectSphere(ray, obj, hit));
if (obj.type == 1)
return (intersectPlane(ray, obj, hit));
if (obj.type == 2 || obj.type == 5)
return (intersectQuad(ray, obj, hit));
if (obj.type == 3)
return (intersectTriangle(ray, obj, hit));
if (obj.type == 4)
return (intersectCube(ray, obj, hit));
if (obj.type == 6)
return (intersectCylinder(ray, obj, hit));
return (false);
}