234 lines
7.9 KiB
GLSL
234 lines
7.9 KiB
GLSL
#version 440 core
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in vec3 pos;
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in vec2 uv;
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in vec3 normal;
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out vec4 color;
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uniform sampler2D textureSampler;
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uniform usampler3D octreeSampler;
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layout(location = $width$) uniform int width;
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layout(location = $height$) uniform int height;
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layout(location = $angle$) uniform float angle;
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layout(location = $aspect$) uniform float aspect;
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layout(location = $lightDirection$) uniform vec3 lightDirection;
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layout(location = $cameraPosition$) uniform vec3 cameraPosition;
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//************************************
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// Intersection test between ray and cube, also gives intersection points as p0 + tmin * ray and p0 + tmax * ray
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//************************************
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bool rayCube(vec3 p0, vec3 ray, vec3 center, float extent, out float tmin, out float tmax, out uint minFace, out uint maxFace) {
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// Translate ray origin based on cube center
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p0 -= center;
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// Get t from ray and cube's plane equations and use it to get the intersection coordinates
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float t1 = -(dot(p0, vec3(1., 0., 0.)) - extent) / dot(ray, vec3(1., 0., 0.)); vec3 test1 = p0 + t1*ray;
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float t2 = -(dot(p0, vec3(-1., 0., 0.)) - extent) / dot(ray, vec3(-1., 0., 0.)); vec3 test2 = p0 + t2*ray;
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float t3 = -(dot(p0, vec3(0., 1., 0.)) - extent) / dot(ray, vec3(0., 1., 0.)); vec3 test3 = p0 + t3*ray;
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float t4 = -(dot(p0, vec3(0., -1., 0.)) - extent) / dot(ray, vec3(0., -1., 0.)); vec3 test4 = p0 + t4*ray;
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float t5 = -(dot(p0, vec3(0., 0., 1.)) - extent) / dot(ray, vec3(0., 0., 1.)); vec3 test5 = p0 + t5*ray;
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float t6 = -(dot(p0, vec3(0., 0., -1.)) - extent) / dot(ray, vec3(0., 0., -1.)); vec3 test6 = p0 + t6*ray;
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// Check if t was not negative and that the ray-plane intersection falls within the cube face
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if (t1 < 0. || any(greaterThanEqual(test1.yz, vec2(extent))) || any(lessThanEqual(test1.yz, vec2(-extent))))
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t1 = 0.;
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if (t2 < 0. || any(greaterThanEqual(test2.yz, vec2(extent))) || any(lessThanEqual(test2.yz, vec2(-extent))))
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t2 = 0.;
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if (t3 < 0. || any(greaterThanEqual(test3.xz, vec2(extent))) || any(lessThanEqual(test3.xz, vec2(-extent))))
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t3 = 0.;
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if (t4 < 0. || any(greaterThanEqual(test4.xz, vec2(extent))) || any(lessThanEqual(test4.xz, vec2(-extent))))
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t4 = 0.;
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if (t5 < 0. || any(greaterThanEqual(test5.xy, vec2(extent))) || any(lessThanEqual(test5.xy, vec2(-extent))))
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t5 = 0.;
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if (t6 < 0. || any(greaterThanEqual(test6.xy, vec2(extent))) || any(lessThanEqual(test6.xy, vec2(-extent))))
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t6 = 0.;
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// Initialize tmin and tmax values that define the two intersection points
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tmin = 9999999999.;
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tmax = 0.;
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// Use the lowest value of t that is not 0 for tmin
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if (t1 > 0. && t1 <= tmin) tmin = t1;
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if (t2 > 0. && t2 <= tmin) tmin = t2;
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if (t3 > 0. && t3 <= tmin) tmin = t3;
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if (t4 > 0. && t4 <= tmin) tmin = t4;
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if (t5 > 0. && t5 <= tmin) tmin = t5;
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if (t6 > 0. && t6 <= tmin) tmin = t6;
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// Use the highest value of t that is not 0 for tmax
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if (t1 > 0. && t1 >= tmax) tmax = t1;
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if (t2 > 0. && t2 >= tmax) tmax = t2;
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if (t3 > 0. && t3 >= tmax) tmax = t3;
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if (t4 > 0. && t4 >= tmax) tmax = t4;
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if (t5 > 0. && t5 >= tmax) tmax = t5;
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if (t6 > 0. && t6 >= tmax) tmax = t6;
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// If tmin = tmax, the ray origin is within the cube, so set tmin to 0
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if (tmin == tmax)
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tmin = 0.;
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// Figure out which face the ray exits
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if (t1 == tmin) minFace = 1;
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if (t2 == tmin) minFace = 2;
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if (t3 == tmin) minFace = 3;
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if (t4 == tmin) minFace = 4;
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if (t5 == tmin) minFace = 5;
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if (t6 == tmin) minFace = 6;
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if (t1 == tmax) maxFace = 1;
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if (t2 == tmax) maxFace = 2;
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if (t3 == tmax) maxFace = 3;
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if (t4 == tmax) maxFace = 4;
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if (t5 == tmax) maxFace = 5;
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if (t6 == tmax) maxFace = 6;
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// If tmax is not 0, an intersection was found
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return tmax > 0.;
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}
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//************************************
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// Sample the octree at a location, return if geometry is present here and return deepest level reached when traversing
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//************************************
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uvec4 sampleOctree(vec3 loc) {
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ivec3 texSize = textureSize(octreeSampler, 0);
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// Set location in range (0,2^$max_level$)
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uint range = 1 << $max_level$;
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loc = range + range * loc / $extent$;
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uvec3 uLoc = uvec3(loc.x, loc.y, loc.z);
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uvec3 result = uvec3(0);
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// Traverse octree
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uint i = 0;
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for (; i <= $max_level$; ++i) {
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if (i == $max_level$)
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{ // Leaf node was reached, fetch the full color:
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return uvec4(texelFetch(octreeSampler, ivec3(result), 0).rgb, i);
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}
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// Read the childmask (stored in "blue"):
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uint childMask = texelFetch(octreeSampler, ivec3(result), 0).b;
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// If the mask is empty, we got a child node
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if (childMask == 0)
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break;
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// Find the index of the child in which the sampleposition is located
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range = 1 << ($max_level$ - i);
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uint childIndex = ((uLoc.x & range) == range ? 1 : 0)
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+ ((uLoc.y & range) == range ? 2 : 0)
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+ ((uLoc.z & range) == range ? 4 : 0);
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uint mask = 1 << childIndex;
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if ((childMask & mask) == 0) // The child doesn't exist, even though this is not a leaf node
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break;//return vec4(255, 255, 0, float($max_level$ + 1));
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// Based on this index and the childmask, find out what the index of the childpointer is
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uint childPointerIndex = 0;
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for(int j = 0; j < 8; j++)
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{
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uint mask = 1 << j;
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if ((childMask & mask) == mask)
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childPointerIndex++;
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if (j == childIndex)
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break;
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}
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// Find sample position in 3D texture corresponding to current node and location
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uvec3 samplePos = result;
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samplePos.x += childPointerIndex;
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if (samplePos.x >= texSize.x)
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{
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samplePos.x = samplePos.x % texSize.x;
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samplePos.y++;
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if (samplePos.y >= texSize.y)
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{
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samplePos.y = samplePos.y % texSize.y;
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samplePos.z++;
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}
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//return vec4(255, 255, 0, float($max_level$ + 1));
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}
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result = texelFetch(octreeSampler, ivec3(samplePos), 0).rgb;
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// If not, this is not a leaf node, so result actually contains a pointer to the 3D location of the child
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// Multiply the location by two to go to next level
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//loc *= 2.;
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}
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// Return level reached, and the pointer found there?
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return uvec4(result, i);
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}
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void main() {
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uint maxLoop = 4096;
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// Set color using textures
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color = texture(textureSampler, uv);
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// Get ray and sample point
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vec3 ray = normalize(pos - cameraPosition);
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vec3 samplePoint = cameraPosition;
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float extent = $extent$;
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float tmin, tmax;
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uint minFace = 0;
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uint maxFace;
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uint crap;
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// Calculate the rayCube intersection with the root:
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float tmaxRoot, tminRoot;
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if (!rayCube(cameraPosition, ray, vec3(0.), extent, tminRoot, tmaxRoot, crap, crap))
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return;
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float t = tminRoot;
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// Keep testing ray box intersection, but prevent endless looping
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int loop = 0;
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while (t < tmaxRoot && loop < maxLoop) {
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samplePoint = cameraPosition + t * ray + 0.001 * ray;
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// Sample octree at sample point and store reached level
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uvec4 result = sampleOctree(samplePoint);
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uint reached_level = result.w;
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// If the reached level is max_level + 1, we have reached geometry, so color the pixel and break from loop
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if (reached_level == $max_level$) {
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color.rgb = /*(loop / 120.) * (0. + (float(minFace) * 0.16666666)) **/ (vec3(result) / 255.);
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//color.rgb = samplePoint / $extent$;
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break;
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}
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// Set cube center to 0 and current extent to overall extent
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vec3 cubeCenter = vec3(0.);
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float currentExtent = extent;
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// Convert relative sample point to (-1,1) range for easier computations
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vec3 relativeSamplePoint = samplePoint / extent;
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// Loop through all reached levels
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for (int j = 0; j <= reached_level; ++j) {
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// At every level, compute the cube center of the node that was sampled at this level and the sample point relative to this node
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cubeCenter += sign(relativeSamplePoint) * .5 * currentExtent;
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relativeSamplePoint = sign(relativeSamplePoint) * (-1. + 2. * abs(relativeSamplePoint));
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currentExtent *= .5;
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}
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// Use the obtained cube center to do another ray-box intersection test
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rayCube(cameraPosition, ray, cubeCenter, currentExtent, tmin, tmax, minFace, maxFace);
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t = tmax;
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++loop;
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}
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if (loop == maxLoop)
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color.rgb = vec3(1, 0,0);
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// Discard pixels that are transparent
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if (color.a < 0.5)
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discard;
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} |