9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
298 lines
12 KiB
HLSL
298 lines
12 KiB
HLSL
#ifndef UNITY_GEOMETRICTOOLS_INCLUDED
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#define UNITY_GEOMETRICTOOLS_INCLUDED
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//-----------------------------------------------------------------------------
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// Transform functions
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//-----------------------------------------------------------------------------
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// Rotate around a pivot point and an axis
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float3 Rotate(float3 pivot, float3 position, float3 rotationAxis, float angle)
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{
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rotationAxis = normalize(rotationAxis);
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float3 cpa = pivot + rotationAxis * dot(rotationAxis, position - pivot);
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return cpa + ((position - cpa) * cos(angle) + cross(rotationAxis, (position - cpa)) * sin(angle));
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}
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float3x3 RotationFromAxisAngle(float3 A, float sinAngle, float cosAngle)
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{
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float c = cosAngle;
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float s = sinAngle;
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return float3x3(A.x * A.x * (1 - c) + c, A.x * A.y * (1 - c) - A.z * s, A.x * A.z * (1 - c) + A.y * s,
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A.x * A.y * (1 - c) + A.z * s, A.y * A.y * (1 - c) + c, A.y * A.z * (1 - c) - A.x * s,
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A.x * A.z * (1 - c) - A.y * s, A.y * A.z * (1 - c) + A.x * s, A.z * A.z * (1 - c) + c);
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}
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//-----------------------------------------------------------------------------
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// Solver
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//-----------------------------------------------------------------------------
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// Solves the quadratic equation of the form: a*t^2 + b*t + c = 0.
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// Returns 'false' if there are no real roots, 'true' otherwise.
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// Ensures that roots.x <= roots.y.
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bool SolveQuadraticEquation(float a, float b, float c, out float2 roots)
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{
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float det = Sq(b) - 4.0 * a * c;
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float sqrtDet = sqrt(det);
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roots.x = (-b - sign(a) * sqrtDet) / (2.0 * a);
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roots.y = (-b + sign(a) * sqrtDet) / (2.0 * a);
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return (det >= 0.0);
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}
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//-----------------------------------------------------------------------------
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// Intersection functions
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//-----------------------------------------------------------------------------
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bool IntersectRayAABB(float3 rayOrigin, float3 rayDirection,
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float3 boxMin, float3 boxMax,
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float tMin, float tMax,
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out float tEntr, out float tExit)
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{
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// Could be precomputed. Clamp to avoid INF. clamp() is a single ALU on GCN.
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// rcp(FLT_EPS) = 16,777,216, which is large enough for our purposes,
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// yet doesn't cause a lot of numerical issues associated with FLT_MAX.
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float3 rayDirInv = clamp(rcp(rayDirection), -rcp(FLT_EPS), rcp(FLT_EPS));
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// Perform ray-slab intersection (component-wise).
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float3 t0 = boxMin * rayDirInv - (rayOrigin * rayDirInv);
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float3 t1 = boxMax * rayDirInv - (rayOrigin * rayDirInv);
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// Find the closest/farthest distance (component-wise).
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float3 tSlabEntr = min(t0, t1);
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float3 tSlabExit = max(t0, t1);
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// Find the farthest entry and the nearest exit.
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tEntr = Max3(tSlabEntr.x, tSlabEntr.y, tSlabEntr.z);
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tExit = Min3(tSlabExit.x, tSlabExit.y, tSlabExit.z);
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// Clamp to the range.
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tEntr = max(tEntr, tMin);
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tExit = min(tExit, tMax);
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return tEntr < tExit;
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}
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// This simplified version assume that we care about the result only when we are inside the box
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float IntersectRayAABBSimple(float3 start, float3 dir, float3 boxMin, float3 boxMax)
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{
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float3 invDir = rcp(dir);
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// Find the ray intersection with box plane
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float3 rbmin = (boxMin - start) * invDir;
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float3 rbmax = (boxMax - start) * invDir;
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float3 rbminmax = (dir > 0.0) ? rbmax : rbmin;
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return min(min(rbminmax.x, rbminmax.y), rbminmax.z);
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}
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// Assume Sphere is at the origin (i.e start = position - spherePosition)
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bool IntersectRaySphere(float3 start, float3 dir, float radius, out float2 intersections)
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{
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float a = dot(dir, dir);
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float b = dot(dir, start) * 2.0;
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float c = dot(start, start) - radius * radius;
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return SolveQuadraticEquation(a, b, c, intersections);
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}
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// This simplified version assume that we care about the result only when we are inside the sphere
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// Assume Sphere is at the origin (i.e start = position - spherePosition) and dir is normalized
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// Ref: http://http.developer.nvidia.com/GPUGems/gpugems_ch19.html
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float IntersectRaySphereSimple(float3 start, float3 dir, float radius)
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{
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float b = dot(dir, start) * 2.0;
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float c = dot(start, start) - radius * radius;
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float discriminant = b * b - 4.0 * c;
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return abs(sqrt(discriminant) - b) * 0.5;
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}
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float3 IntersectRayPlane(float3 rayOrigin, float3 rayDirection, float3 planeOrigin, float3 planeNormal)
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{
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float dist = dot(planeNormal, planeOrigin - rayOrigin) / dot(planeNormal, rayDirection);
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return rayOrigin + rayDirection * dist;
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}
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// Same as above but return intersection distance and true / false if the ray hit/miss
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bool IntersectRayPlane(float3 rayOrigin, float3 rayDirection, float3 planePosition, float3 planeNormal, out float t)
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{
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bool res = false;
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t = -1.0;
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float denom = dot(planeNormal, rayDirection);
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if (abs(denom) > 1e-5)
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{
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float3 d = planePosition - rayOrigin;
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t = dot(d, planeNormal) / denom;
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res = (t >= 0);
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}
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return res;
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}
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// Can support cones with an elliptic base: pre-scale 'coneAxisX' and 'coneAxisY' by (h/r_x) and (h/r_y).
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// Returns parametric distances 'tEntr' and 'tExit' along the ray,
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// subject to constraints 'tMin' and 'tMax'.
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bool IntersectRayCone(float3 rayOrigin, float3 rayDirection,
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float3 coneOrigin, float3 coneDirection,
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float3 coneAxisX, float3 coneAxisY,
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float tMin, float tMax,
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out float tEntr, out float tExit)
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{
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// Inverse transform the ray into a coordinate system with the cone at the origin facing along the Z axis.
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float3x3 rotMat = float3x3(coneAxisX, coneAxisY, coneDirection);
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float3 o = mul(rotMat, rayOrigin - coneOrigin);
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float3 d = mul(rotMat, rayDirection);
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// Cone equation (facing along Z): (h/r*x)^2 + (h/r*y)^2 - z^2 = 0.
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// Cone axes are premultiplied with (h/r).
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// Set up the quadratic equation: a*t^2 + b*t + c = 0.
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float a = d.x * d.x + d.y * d.y - d.z * d.z;
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float b = o.x * d.x + o.y * d.y - o.z * d.z;
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float c = o.x * o.x + o.y * o.y - o.z * o.z;
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float2 roots;
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// Check whether we have at least 1 root.
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bool hit = SolveQuadraticEquation(a, 2 * b, c, roots);
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tEntr = roots.x;
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tExit = roots.y;
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float3 pEntr = o + tEntr * d;
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float3 pExit = o + tExit * d;
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// Clip the negative cone.
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bool pEntrNeg = pEntr.z < 0;
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bool pExitNeg = pExit.z < 0;
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if (pEntrNeg && pExitNeg) { hit = false; }
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if (pEntrNeg) { tEntr = tExit; tExit = tMax; }
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if (pExitNeg) { tExit = tEntr; tEntr = tMin; }
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// Clamp using the values passed into the function.
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tEntr = clamp(tEntr, tMin, tMax);
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tExit = clamp(tExit, tMin, tMax);
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// Check for grazing intersections.
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if (tEntr == tExit) { hit = false; }
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return hit;
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}
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bool IntersectSphereAABB(float3 position, float radius, float3 aabbMin, float3 aabbMax)
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{
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float x = max(aabbMin.x, min(position.x, aabbMax.x));
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float y = max(aabbMin.y, min(position.y, aabbMax.y));
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float z = max(aabbMin.z, min(position.z, aabbMax.z));
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float distance2 = ((x - position.x) * (x - position.x) + (y - position.y) * (y - position.y) + (z - position.z) * (z - position.z));
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return distance2 < radius * radius;
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}
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//-----------------------------------------------------------------------------
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// Miscellaneous functions
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//-----------------------------------------------------------------------------
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// Box is AABB
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float DistancePointBox(float3 position, float3 boxMin, float3 boxMax)
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{
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return length(max(max(position - boxMax, boxMin - position), float3(0.0, 0.0, 0.0)));
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}
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float3 ProjectPointOnPlane(float3 position, float3 planePosition, float3 planeNormal)
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{
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return position - (dot(position - planePosition, planeNormal) * planeNormal);
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}
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// Plane equation: {(a, b, c) = N, d = -dot(N, P)}.
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// Returns the distance from the plane to the point 'p' along the normal.
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// Positive -> in front (above), negative -> behind (below).
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float DistanceFromPlane(float3 p, float4 plane)
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{
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return dot(float4(p, 1.0), plane);
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}
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// Returns 'true' if the triangle is outside of the frustum.
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// 'epsilon' is the (negative) distance to (outside of) the frustum below which we cull the triangle.
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bool CullTriangleFrustum(float3 p0, float3 p1, float3 p2, float epsilon, float4 frustumPlanes[6], int numPlanes)
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{
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bool outside = false;
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for (int i = 0; i < numPlanes; i++)
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{
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// If all 3 points are behind any of the planes, we cull.
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outside = outside || Max3(DistanceFromPlane(p0, frustumPlanes[i]),
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DistanceFromPlane(p1, frustumPlanes[i]),
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DistanceFromPlane(p2, frustumPlanes[i])) < epsilon;
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}
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return outside;
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}
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// Returns 'true' if the edge of the triangle is outside of the frustum.
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// The edges are defined s.t. they are on the opposite side of the point with the given index.
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// 'epsilon' is the (negative) distance to (outside of) the frustum below which we cull the triangle.
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//output packing:
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// x,y,z - one component per triangle edge, true if outside, false otherwise
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// w - true if entire triangle is outside of at least 1 plane of the frustum, false otherwise
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bool4 CullFullTriangleAndEdgesFrustum(float3 p0, float3 p1, float3 p2, float epsilon, float4 frustumPlanes[6], int numPlanes)
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{
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bool4 edgesOutsideXYZ_triangleOutsideW = false;
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for (int i = 0; i < numPlanes; i++)
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{
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bool3 pointsOutside = bool3(DistanceFromPlane(p0, frustumPlanes[i]) < epsilon,
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DistanceFromPlane(p1, frustumPlanes[i]) < epsilon,
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DistanceFromPlane(p2, frustumPlanes[i]) < epsilon);
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bool3 edgesOutside;
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// If both points of the edge are behind any of the planes, we cull.
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edgesOutside.x = pointsOutside.y && pointsOutside.z;
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edgesOutside.y = pointsOutside.x && pointsOutside.z;
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edgesOutside.z = pointsOutside.x && pointsOutside.y;
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edgesOutsideXYZ_triangleOutsideW = edgesOutsideXYZ_triangleOutsideW || bool4(edgesOutside.xyz, all(pointsOutside));
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}
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return edgesOutsideXYZ_triangleOutsideW;
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}
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// Returns 'true' if the edge of the triangle is outside of the frustum.
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// The edges are defined s.t. they are on the opposite side of the point with the given index.
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// 'epsilon' is the (negative) distance to (outside of) the frustum below which we cull the triangle.
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//output packing:
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// x,y,z - one component per triangle edge, true if outside, false otherwise
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bool3 CullTriangleEdgesFrustum(float3 p0, float3 p1, float3 p2, float epsilon, float4 frustumPlanes[6], int numPlanes)
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{
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return CullFullTriangleAndEdgesFrustum(p0, p1, p2, epsilon, frustumPlanes, numPlanes).xyz;
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}
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bool CullTriangleBackFaceView(float3 p0, float3 p1, float3 p2, float epsilon, float3 V, float winding)
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{
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float3 edge1 = p1 - p0;
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float3 edge2 = p2 - p0;
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float3 N = cross(edge1, edge2);
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float NdotV = dot(N, V) * winding;
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// Optimize:
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// NdotV / (length(N) * length(V)) < Epsilon
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// NdotV < Epsilon * length(N) * length(V)
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// NdotV < Epsilon * sqrt(dot(N, N)) * sqrt(dot(V, V))
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// NdotV < Epsilon * sqrt(dot(N, N) * dot(V, V))
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return NdotV < epsilon * sqrt(dot(N, N) * dot(V, V));
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}
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// Returns 'true' if a triangle defined by 3 vertices is back-facing.
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// 'epsilon' is the (negative) value of dot(N, V) below which we cull the triangle.
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// 'winding' can be used to change the order: pass 1 for (p0 -> p1 -> p2), or -1 for (p0 -> p2 -> p1).
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bool CullTriangleBackFace(float3 p0, float3 p1, float3 p2, float epsilon, float3 viewPos, float winding)
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{
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float3 V = viewPos - p0;
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return CullTriangleBackFaceView(p0, p1, p2, epsilon, V, winding);
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}
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#endif // UNITY_GEOMETRICTOOLS_INCLUDED
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