deduplicate rayquery code

This commit is contained in:
Ricardo Luís Vaz Silva 2024-12-30 11:47:20 -03:00 committed by Magnus Norddahl
commit f0efface7b
3 changed files with 8 additions and 169 deletions

View file

@ -6,7 +6,7 @@ struct TraceResult
int primitiveIndex;
};
#if defined(USE_RAYQUERY)
#if defined(USE_RAYQUERY) || defined(SUPPORTS_RAYQUERY)
TraceResult TraceFirstHit(vec3 origin, float tmin, vec3 dir, float tmax)
{
@ -43,7 +43,6 @@ TraceResult TraceFirstHit(vec3 origin, float tmin, vec3 dir, float tmax)
return result;
}
/*
bool TraceAnyHit(vec3 origin, float tmin, vec3 dir, float tmax)
{
rayQueryEXT rayQuery;
@ -51,7 +50,6 @@ bool TraceAnyHit(vec3 origin, float tmin, vec3 dir, float tmax)
while(rayQueryProceedEXT(rayQuery)) { }
return rayQueryGetIntersectionTypeEXT(rayQuery, true) != gl_RayQueryCommittedIntersectionNoneEXT;
}
*/
#else
@ -164,7 +162,6 @@ bool is_leaf(int node_index)
return nodes[node_index].element_index != -1;
}
/*
bool TraceAnyHit(vec3 origin, float tmin, vec3 dir, float tmax)
{
if (tmax <= 0.0f)
@ -199,7 +196,6 @@ bool TraceAnyHit(vec3 origin, float tmin, vec3 dir, float tmax)
} while (stackIndex > 0);
return false;
}
*/
struct TraceHit
{
@ -281,3 +277,8 @@ TraceResult TraceFirstHit(vec3 origin, float tmin, vec3 dir, float tmax)
}
#endif
bool traceHit(vec3 origin, vec3 direction, float dist)
{
return TraceAnyHit(origin, 0.01f, direction, dist);
}

View file

@ -7,7 +7,7 @@ layout(set = 0, binding = 4) uniform samplerCubeArray PrefilterMap;
#if defined(USE_RAYTRACE)
#if defined(SUPPORTS_RAYQUERY)
layout(set = 0, binding = 5) uniform accelerationStructureEXT TopLevelAS;
layout(set = 0, binding = 5) uniform accelerationStructureEXT acc;
#else
struct CollisionNode
{

View file

@ -3,169 +3,7 @@
#if defined(USE_RAYTRACE)
#if defined(SUPPORTS_RAYQUERY)
bool traceHit(vec3 origin, vec3 direction, float dist)
{
rayQueryEXT rayQuery;
rayQueryInitializeEXT(rayQuery, TopLevelAS, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, origin, 0.01f, direction, dist);
while(rayQueryProceedEXT(rayQuery)) { }
return rayQueryGetIntersectionTypeEXT(rayQuery, true) != gl_RayQueryCommittedIntersectionNoneEXT;
}
#else
struct RayBBox
{
vec3 start, end;
vec3 c, w, v;
};
RayBBox create_ray(vec3 ray_start, vec3 ray_end)
{
RayBBox ray;
ray.start = ray_start;
ray.end = ray_end;
ray.c = (ray_start + ray_end) * 0.5;
ray.w = ray_end - ray.c;
ray.v = abs(ray.w);
return ray;
}
bool overlap_bv_ray(RayBBox ray, int a)
{
vec3 v = ray.v;
vec3 w = ray.w;
vec3 h = nodes[a].extents;
vec3 c = ray.c - nodes[a].center;
if (abs(c.x) > v.x + h.x ||
abs(c.y) > v.y + h.y ||
abs(c.z) > v.z + h.z)
{
return false;
}
if (abs(c.y * w.z - c.z * w.y) > h.y * v.z + h.z * v.y ||
abs(c.x * w.z - c.z * w.x) > h.x * v.z + h.z * v.x ||
abs(c.x * w.y - c.y * w.x) > h.x * v.y + h.y * v.x)
{
return false;
}
return true;
}
#define FLT_EPSILON 1.192092896e-07F // smallest such that 1.0+FLT_EPSILON != 1.0
float intersect_triangle_ray(RayBBox ray, int a, out float barycentricB, out float barycentricC)
{
int start_element = nodes[a].element_index;
vec3 p[3];
p[0] = vertices[elements[start_element]].pos.xyz;
p[1] = vertices[elements[start_element + 1]].pos.xyz;
p[2] = vertices[elements[start_element + 2]].pos.xyz;
// Moeller-Trumbore ray-triangle intersection algorithm:
vec3 D = ray.end - ray.start;
// Find vectors for two edges sharing p[0]
vec3 e1 = p[1] - p[0];
vec3 e2 = p[2] - p[0];
// Begin calculating determinant - also used to calculate u parameter
vec3 P = cross(D, e2);
float det = dot(e1, P);
// Backface check
//if (det < 0.0f)
// return 1.0f;
// If determinant is near zero, ray lies in plane of triangle
if (det > -FLT_EPSILON && det < FLT_EPSILON)
return 1.0f;
float inv_det = 1.0f / det;
// Calculate distance from p[0] to ray origin
vec3 T = ray.start - p[0];
// Calculate u parameter and test bound
float u = dot(T, P) * inv_det;
// Check if the intersection lies outside of the triangle
if (u < 0.f || u > 1.f)
return 1.0f;
// Prepare to test v parameter
vec3 Q = cross(T, e1);
// Calculate V parameter and test bound
float v = dot(D, Q) * inv_det;
// The intersection lies outside of the triangle
if (v < 0.f || u + v > 1.f)
return 1.0f;
float t = dot(e2, Q) * inv_det;
if (t <= FLT_EPSILON)
return 1.0f;
// Return hit location on triangle in barycentric coordinates
barycentricB = u;
barycentricC = v;
return t;
}
bool is_leaf(int node_index)
{
return nodes[node_index].element_index != -1;
}
bool TraceAnyHit(vec3 origin, float tmin, vec3 dir, float tmax)
{
if (tmax <= 0.0f)
return false;
RayBBox ray = create_ray(origin, origin + dir * tmax);
tmin /= tmax;
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 >= tmin && t < 1.0)
{
return true;
}
}
else
{
stack[stackIndex++] = nodes[a].right;
stack[stackIndex++] = nodes[a].left;
}
}
} while (stackIndex > 0);
return false;
}
bool traceHit(vec3 origin, vec3 direction, float dist)
{
return TraceAnyHit(origin, 0.01f, direction, dist);
}
#endif
#include <shaders/lightmap/polyfill_rayquery.glsl>
vec2 getVogelDiskSample(int sampleIndex, int sampleCount, float phi)
{