284 lines
No EOL
6.2 KiB
GLSL
284 lines
No EOL
6.2 KiB
GLSL
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struct TraceResult
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{
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float t;
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vec3 primitiveWeights;
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int primitiveIndex;
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};
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#if defined(USE_RAYQUERY) || defined(SUPPORTS_RAYQUERY)
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TraceResult TraceFirstHit(vec3 origin, float tmin, vec3 dir, float tmax)
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{
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TraceResult result;
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rayQueryEXT rayQuery;
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rayQueryInitializeEXT(rayQuery, acc, gl_RayFlagsCullBackFacingTrianglesEXT, 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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result.t = rayQueryGetIntersectionTEXT(rayQuery, true);
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result.primitiveWeights.xy = rayQueryGetIntersectionBarycentricsEXT(rayQuery, true);
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result.primitiveWeights.z = 1.0 - result.primitiveWeights.x - result.primitiveWeights.y;
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result.primitiveIndex =
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rayQueryGetIntersectionInstanceCustomIndexEXT(rayQuery, true) +
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rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, true);
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}
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else
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{
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result.t = tmax;
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result.primitiveIndex = -1;
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}
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return result;
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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 | gl_RayFlagsCullBackFacingTrianglesEXT, 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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#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]].pos.xyz;
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p[1] = vertices[elements[start_element + 1]].pos.xyz;
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p[2] = vertices[elements[start_element + 2]].pos.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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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;
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stack[stackIndex++] = nodesRoot;
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do
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{
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int a = stack[--stackIndex];
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if (overlap_bv_ray(ray, a))
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{
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if (is_leaf(a))
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{
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float baryB, baryC;
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float t = intersect_triangle_ray(ray, a, baryB, baryC);
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if (t >= tmin && t < 1.0)
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{
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return true;
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}
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}
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else
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{
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stack[stackIndex++] = nodes[a].right;
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stack[stackIndex++] = nodes[a].left;
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}
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}
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} while (stackIndex > 0);
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return false;
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}
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struct TraceHit
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{
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float fraction;
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int triangle;
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float b;
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float c;
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};
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TraceHit find_first_hit(RayBBox ray)
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{
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TraceHit hit;
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hit.fraction = 1.0;
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hit.triangle = -1;
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hit.b = 0.0;
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hit.c = 0.0;
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int stack[64];
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int stackIndex = 0;
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stack[stackIndex++] = nodesRoot;
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do
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{
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int a = stack[--stackIndex];
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if (overlap_bv_ray(ray, a))
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{
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if (is_leaf(a))
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{
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float baryB, baryC;
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float t = intersect_triangle_ray(ray, a, baryB, baryC);
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if (t < hit.fraction)
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{
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hit.fraction = t;
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hit.triangle = nodes[a].element_index / 3;
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hit.b = baryB;
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hit.c = baryC;
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}
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}
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else
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{
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stack[stackIndex++] = nodes[a].right;
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stack[stackIndex++] = nodes[a].left;
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}
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}
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} while (stackIndex > 0);
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return hit;
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}
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TraceResult TraceFirstHit(vec3 origin, float tmin, vec3 dir, float tmax)
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{
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TraceResult result;
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// Perform segmented tracing to keep the ray AABB box smaller
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vec3 ray_start = origin;
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vec3 ray_end = origin + dir * tmax;
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vec3 ray_dir = dir;
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float tracedist = tmax;
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float segmentlen = max(200.0, tracedist / 20.0);
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for (float t = 0.0; t < tracedist; t += segmentlen)
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{
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float segstart = t;
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float segend = min(t + segmentlen, tracedist);
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RayBBox ray = create_ray(ray_start + ray_dir * segstart, ray_start + ray_dir * segend);
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TraceHit hit = find_first_hit(ray);
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if (hit.fraction < 1.0)
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{
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result.t = mix(segstart, segend, hit.fraction);
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result.primitiveWeights.x = hit.b;
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result.primitiveWeights.y = hit.c;
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result.primitiveWeights.z = 1.0 - hit.b - hit.c;
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result.primitiveIndex = hit.triangle;
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return result;
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}
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}
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result.t = tracedist;
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result.primitiveIndex = -1;
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return result;
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}
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#endif
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bool traceHit(vec3 origin, vec3 direction, float dist)
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{
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return TraceAnyHit(origin, 0.01f, direction, dist);
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} |