Files
RT_GPU/shaders/intersect.glsl
2025-01-22 19:33:18 +01:00

245 lines
6.5 KiB
GLSL

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);
float last_t = -b + sqrt(h);
if (t > last_t)
{
float temp = t;
t = last_t;
last_t = temp;
}
hit.t = t;
hit.last_t = last_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;
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);
if (d == 0.0) return (false);
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);
}
bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
{
vec3 vertex1 = obj.vertex1 - obj.position;
vec3 vertex2 = obj.vertex2 - obj.position;
vec3 pvec = cross(ray.direction, vertex2);
float det = dot(vertex1, pvec);
vec3 tvec = ray.origin - obj.position;
float invDet = 1.0 / det;
float u = dot(tvec, pvec) * invDet;
vec3 qvec = cross(tvec, vertex1);
float v = dot(ray.direction, qvec) * invDet;
float t = dot(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, GPUTriangle obj, out hitInfo hit)
{
vec3 vertex1 = obj.vertex1 - obj.position;
vec3 vertex2 = obj.vertex2 - obj.position;
vec3 pvec = cross(ray.direction, vertex2);
float det = dot(vertex1, pvec);
vec3 tvec = ray.origin - obj.position;
float invDet = 1.0 / det;
float u = dot(tvec, pvec) * invDet;
vec3 qvec = cross(tvec, vertex1);
float v = dot(ray.direction, qvec) * invDet;
float t = dot(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 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;
}
bool intersectCylinder(Ray ray, GPUObject obj, out hitInfo hit)
{
float radius = obj.normal.x;
float height = obj.normal.y;
vec3 rayOrigin = mat3(obj.rotation) * (ray.origin - obj.position);
vec3 rayDir = mat3(obj.rotation) * ray.direction;
float halfHeight = height * 0.5;
float radius2 = radius * radius;
vec2 oc_xz = rayOrigin.xz;
vec2 rd_xz = rayDir.xz;
float a = dot(rd_xz, rd_xz);
float b = dot(oc_xz, rd_xz);
float c = dot(oc_xz, oc_xz) - radius2;
float h = b * b - a * c;
if (h < 0.0) return (false);
float t_cyl = (-b - sqrt(h)) / a;
float y = rayOrigin.y + t_cyl * rayDir.y;
t_cyl = mix((-b + sqrt(h)) / a, t_cyl,
float(abs(y) <= halfHeight && t_cyl > 0.0));
y = rayOrigin.y + t_cyl * rayDir.y;
float invRayDirY = 1.0 / rayDir.y;
float t_cap = (-sign(rayDir.y) * halfHeight - rayOrigin.y) * invRayDirY;
vec2 cap_xz = rayOrigin.xz + t_cap * rayDir.xz;
bool cap_valid = (dot(cap_xz, cap_xz) <= radius2) && (t_cap > 0.0);
bool cyl_valid = abs(y) <= halfHeight && t_cyl > 0.0;
float t = mix(t_cap, t_cyl, float(cyl_valid && (t_cyl < t_cap || !cap_valid)));
if (!cyl_valid && !cap_valid) return (false);
vec3 p = rayOrigin + t * rayDir;
vec3 n_side = normalize(vec3(p.x, 0.0, p.z));
vec3 n_cap = vec3(0.0, -sign(rayDir.y), 0.0);
vec3 normal = mix(n_cap, n_side, float(cyl_valid && (t_cyl < t_cap || !cap_valid)));
hit.t = t;
hit.position = ray.origin + ray.direction * t;
hit.normal = normalize(transpose(mat3(obj.rotation)) * normal);
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);
}
bool intersectRayBVH(Ray ray, vec3 min_pos, vec3 max_pos, inout hitInfo hit)
{
// vec3 inv_direction = 1.0 / ray.direction;
vec3 t1 = (min_pos - ray.origin) * ray.inv_direction;
vec3 t2 = (max_pos - ray.origin) * ray.inv_direction;
vec3 tMin = min(t1, t2);
vec3 tMax = max(t1, t2);
hit.t = max(max(tMin.x, tMin.y), tMin.z);
float last_t = min(min(tMax.x, tMax.y), tMax.z);
return (hit.t <= last_t && last_t >= 0.0);
}