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reverted real with float in geometrictools.hlsl

/feature-ReflectionProbeFit
Felipe Lira 7 年前
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1dd8a1f2
共有 1 个文件被更改,包括 38 次插入38 次删除
  1. 76
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/GeometricTools.hlsl

76
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/GeometricTools.hlsl


// return furthest near intersection in x and closest far intersection in y
// if (intersections.y > intersections.x) the ray hit the box, else it miss it
// Assume dir is normalize
real2 BoxRayIntersect(real3 start, real3 dir, real3 boxMin, real3 boxMax)
float2 BoxRayIntersect(float3 start, float3 dir, float3 boxMin, float3 boxMax)
real3 invDir = 1.0 / dir;
float3 invDir = 1.0 / dir;
real3 firstPlaneIntersect = (boxMin - start) * invDir;
real3 secondPlaneIntersect = (boxMax - start) * invDir;
float3 firstPlaneIntersect = (boxMin - start) * invDir;
float3 secondPlaneIntersect = (boxMax - start) * invDir;
real3 closestPlane = min(firstPlaneIntersect, secondPlaneIntersect);
real3 furthestPlane = max(firstPlaneIntersect, secondPlaneIntersect);
float3 closestPlane = min(firstPlaneIntersect, secondPlaneIntersect);
float3 furthestPlane = max(firstPlaneIntersect, secondPlaneIntersect);
real2 intersections;
float2 intersections;
// Find the furthest near intersection
intersections.x = max(closestPlane.x, max(closestPlane.y, closestPlane.z));
// Find the closest far intersection

// This simplified version assume that we care about the result only when we are inside the box
// Assume dir is normalize
real BoxRayIntersectSimple(real3 start, real3 dir, real3 boxMin, real3 boxMax)
float BoxRayIntersectSimple(float3 start, float3 dir, float3 boxMin, float3 boxMax)
real3 invDir = 1.0 / dir;
float3 invDir = 1.0 / dir;
real3 rbmin = (boxMin - start) * invDir;
real3 rbmax = (boxMax - start) * invDir;
float3 rbmin = (boxMin - start) * invDir;
float3 rbmax = (boxMax - start) * invDir;
real3 rbminmax = (dir > 0.0) ? rbmax : rbmin;
float3 rbminmax = (dir > 0.0) ? rbmax : rbmin;
real2 SphereRayIntersect(real3 start, real3 dir, real radius, out bool intersect)
float2 SphereRayIntersect(float3 start, float3 dir, float radius, out bool intersect)
real a = dot(dir, dir);
real b = dot(dir, start) * 2.0;
real c = dot(start, start) - radius * radius;
real discriminant = b * b - 4.0 * a * c;
float a = dot(dir, dir);
float b = dot(dir, start) * 2.0;
float c = dot(start, start) - radius * radius;
float discriminant = b * b - 4.0 * a * c;
real2 intersections = real2(0.0, 0.0);
float2 intersections = float2(0.0, 0.0);
intersect = false;
if (discriminant < 0.0 || a == 0.0)
{

else
{
real sqrtDiscriminant = sqrt(discriminant);
float sqrtDiscriminant = sqrt(discriminant);
intersections.x = (-b - sqrtDiscriminant) / (2.0 * a);
intersections.y = (-b + sqrtDiscriminant) / (2.0 * a);
intersect = true;

// This simplified version assume that we care about the result only when we are inside the sphere
// Assume Sphere is at the origin (i.e start = position - spherePosition) and dir is normalized
// Ref: http://http.developer.nvidia.com/GPUGems/gpugems_ch19.html
real SphereRayIntersectSimple(real3 start, real3 dir, real radius)
float SphereRayIntersectSimple(float3 start, float3 dir, float radius)
real b = dot(dir, start) * 2.0;
real c = dot(start, start) - radius * radius;
real discriminant = b * b - 4.0 * c;
float b = dot(dir, start) * 2.0;
float c = dot(start, start) - radius * radius;
float discriminant = b * b - 4.0 * c;
real3 RayPlaneIntersect(in real3 rayOrigin, in real3 rayDirection, in real3 planeOrigin, in real3 planeNormal)
float3 RayPlaneIntersect(in float3 rayOrigin, in float3 rayDirection, in float3 planeOrigin, in float3 planeNormal)
real dist = dot(planeNormal, planeOrigin - rayOrigin) / dot(planeNormal, rayDirection);
float dist = dot(planeNormal, planeOrigin - rayOrigin) / dot(planeNormal, rayDirection);
return rayOrigin + rayDirection * dist;
}

// Box is AABB
real DistancePointBox(real3 position, real3 boxMin, real3 boxMax)
float DistancePointBox(float3 position, float3 boxMin, float3 boxMax)
return length(max(max(position - boxMax, boxMin - position), real3(0.0, 0.0, 0.0)));
return length(max(max(position - boxMax, boxMin - position), float3(0.0, 0.0, 0.0)));
real3 ProjectPointOnPlane(real3 position, real3 planePosition, real3 planeNormal)
float3 ProjectPointOnPlane(float3 position, float3 planePosition, float3 planeNormal)
{
return position - (dot(position - planePosition, planeNormal) * planeNormal);
}

// Positive -> in front (above), negative -> behind (below).
real DistanceFromPlane(real3 p, real4 plane)
float DistanceFromPlane(float3 p, float3 plane)
return dot(real4(p, 1.0), plane);
return dot(float4(p, 1.0), plane);
bool CullTriangleFrustum(real3 p0, real3 p1, real3 p2, real epsilon, real4 frustumPlanes[6], int numPlanes)
bool CullTriangleFrustum(float3 p0, float3 p1, float3 p2, float epsilon, float4 frustumPlanes[6], int numPlanes)
{
bool outside = false;

// Returns 'true' if the edge of the triangle is outside of the frustum.
// The edges are defined s.t. they are on the opposite side of the point with the given index.
// 'epsilon' is the (negative) distance to (outside of) the frustum below which we cull the triangle.
bool3 CullTriangleEdgesFrustum(real3 p0, real3 p1, real3 p2, real epsilon, real4 frustumPlanes[6], int numPlanes)
bool3 CullTriangleEdgesFrustum(float3 p0, float3 p1, float3 p2, float epsilon, float4 frustumPlanes[6], int numPlanes)
{
bool3 edgesOutside = false;

// Returns 'true' if a triangle defined by 3 vertices is back-facing.
// 'epsilon' is the (negative) value of dot(N, V) below which we cull the triangle.
// 'winding' can be used to change the order: pass 1 for (p0 -> p1 -> p2), or -1 for (p0 -> p2 -> p1).
bool CullTriangleBackFace(real3 p0, real3 p1, real3 p2, real epsilon, real3 viewPos, real winding)
bool CullTriangleBackFace(float3 p0, float3 p1, float3 p2, float epsilon, float3 viewPos, float winding)
real3 edge1 = p1 - p0;
real3 edge2 = p2 - p0;
float3 edge1 = p1 - p0;
float3 edge2 = p2 - p0;
real3 N = cross(edge1, edge2);
real3 V = viewPos - p0;
real NdotV = dot(N, V) * winding;
float3 N = cross(edge1, edge2);
float3 V = viewPos - p0;
float NdotV = dot(N, V) * winding;
// Optimize:
// NdotV / (length(N) * length(V)) < Epsilon

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