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Copy pathshader.glsl
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1788 lines (1492 loc) · 61.4 KB
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extern vec2 iResolution;
extern vec3 camPos;
extern float yaw;
extern float pitch;
extern float camFov;
extern vec3 prevCamPos;
extern float prevYaw;
extern float prevPitch;
extern float prevCamFov;
extern int iFrame;
extern int uPassType;
uniform Image tex;
uniform Image radianceCache;
extern int uMaxBounces;
extern int uMaxSteps;
extern int uEnableShadows;
extern int uEnableReflections;
extern int uSceneVariant;
extern int uTracingMode;
extern int uMeshTriCount;
extern int uImportedObjectCount;
extern int uImportedMeshCount;
extern int uImportedBvhNodeCount;
extern vec2 uMeshTexSize;
extern vec2 uObjectNodeTexSize;
extern vec2 uMeshNodeTexSize;
extern vec2 uImportedBvhTexSize;
uniform Image meshVerts;
uniform Image meshNormals;
uniform Image meshMatA;
uniform Image meshMatB;
uniform Image meshMatC;
uniform Image meshMatD;
uniform Image objectNodeA;
uniform Image objectNodeB;
uniform Image meshNodeA;
uniform Image meshNodeB;
uniform Image meshNodeC;
uniform Image importedBvhNodeA;
uniform Image importedBvhNodeB;
uniform Image importedBvhNodeC;
const int HARD_MAX_IMPORTED_OBJECTS = 4096;
const int HARD_MAX_IMPORTED_MESHES = 16384;
const int HARD_MAX_MESH_TRIS = 81920;
const int HARD_MAX_IMPORTED_BVH_STEPS = 2048;
const int HARD_MAX_IMPORTED_BVH_STACK = 64;
const int HARD_MAX_IMPORTED_BVH_LEAF_TRIS = 16;
const int IMPORTED_MAT_ID = 1000;
vec4 gImportedMatA = vec4(0.8, 0.8, 0.8, 1.0);
vec4 gImportedMatB = vec4(0.0, 0.0, 0.0, 0.0);
vec4 gImportedMatC = vec4(1.0, 1.0, 1.0, 0.0);
vec4 gImportedMatD = vec4(1.45, 0.0, 0.2, 0.5);
const float PI = 3.1415926535;
const float INV_PI = 0.31830988618;
const int HARD_MAX_STEPS = 999 * 999;
const int HARD_MAX_BOUNCES = 999 * 999;
const int lightCount = 3;
const float HIT_EPS = 0.0015;
const float NORMAL_EPS = 0.0025;
const float RAY_BIAS = 0.02;
const float SHADOW_BIAS = 0.02;
const float SHADOW_MIN_STEP = 0.01;
const float MARCH_MIN_STEP = 0.001;
const float MAX_TRACE_DIST = 600.0;
const float LIGHT_RADIUS = 0.16;
const float RADIANCE_CACHE_HISTORY = 128.0;
const float LAMBDA_MIN = 400.0;
const float LAMBDA_MAX = 700.0;
const int RADIANCE_CACHE_SPP = 2;
const float REPROJECT_NORMAL_DOT_MIN = 0.965;
struct Hit {
float dist;
int mat;
};
struct Material {
vec3 albedo;
vec3 emission;
vec3 transmissionColor;
float metallic;
float roughness;
float transmission;
float ior;
float clearcoat;
float clearcoatRoughness;
float specular;
};
vec3 saturate(vec3 v) {
return clamp(v, vec3(0.0), vec3(1.0));
}
float saturate1(float v) {
return clamp(v, 0.0, 1.0);
}
float safeRcp(float v) {
if (abs(v) < 0.0000001) {
return (v >= 0.0) ? 1e20 : -1e20;
}
return 1.0 / v;
}
int decodeIndex(float v) {
return int(floor(v + 0.5));
}
int maxInt(int a, int b) {
return (a > b) ? a : b;
}
float cameraFocalLength(float fov) {
float clampedFov = clamp(fov, 0.25, PI - 0.25);
return 1.0 / tan(clampedFov * 0.5);
}
void getCameraBasisForAngles(float yawValue, float pitchValue, out vec3 forward, out vec3 right, out vec3 up) {
float cp = cos(pitchValue);
float sp = sin(pitchValue);
float cy = cos(yawValue);
float sy = sin(yawValue);
forward = normalize(vec3(cp * sy, sp, cp * cy));
right = cross(vec3(0.0, 1.0, 0.0), forward);
if (dot(right, right) < 0.000001) {
right = vec3(1.0, 0.0, 0.0);
} else {
right = normalize(right);
}
up = normalize(cross(forward, right));
}
vec3 getRayForCamera(vec2 fragCoord, float yawValue, float pitchValue, float fovValue) {
vec2 uv = (fragCoord - 0.5 * iResolution) / iResolution.y;
vec3 forward, right, up;
getCameraBasisForAngles(yawValue, pitchValue, forward, right, up);
float focal = cameraFocalLength(fovValue);
return normalize(forward * focal + uv.x * right - uv.y * up);
}
vec3 getRay(vec2 fragCoord) {
return getRayForCamera(fragCoord, yaw, pitch, camFov);
}
float hash21(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
}
vec2 hash22(vec2 p) {
return vec2(
hash21(p + vec2(17.13, 91.7)),
hash21(p + vec2(41.71, 28.3))
);
}
float gaussian(float x, float mean, float sigma) {
float d = (x - mean) / max(sigma, 0.0001);
return exp(-0.5 * d * d);
}
float heroWavelength(vec2 seed) {
return mix(LAMBDA_MIN, LAMBDA_MAX, hash21(seed));
}
vec3 wavelengthToDisplayRGB(float lambda) {
float r = 0.0;
float g = 0.0;
float b = 0.0;
if (lambda < 440.0) {
r = -(lambda - 440.0) / 60.0;
b = 1.0;
} else if (lambda < 490.0) {
g = (lambda - 440.0) / 50.0;
b = 1.0;
} else if (lambda < 510.0) {
g = 1.0;
b = -(lambda - 510.0) / 20.0;
} else if (lambda < 580.0) {
r = (lambda - 510.0) / 70.0;
g = 1.0;
} else if (lambda < 645.0) {
r = 1.0;
g = -(lambda - 645.0) / 65.0;
} else {
r = 1.0;
}
float intensity = 1.0;
if (lambda < 420.0) {
intensity = 0.35 + 0.65 * (lambda - LAMBDA_MIN) / 20.0;
} else if (lambda > 680.0) {
intensity = 0.35 + 0.65 * (LAMBDA_MAX - lambda) / 20.0;
}
return saturate(vec3(r, g, b) * intensity);
}
vec3 spectralInputBasis(float lambda) {
vec3 basis = vec3(
gaussian(lambda, 615.0, 42.0) + 0.35 * gaussian(lambda, 690.0, 54.0),
gaussian(lambda, 545.0, 36.0),
gaussian(lambda, 460.0, 24.0) + 0.22 * gaussian(lambda, 420.0, 18.0)
);
float sum = basis.r + basis.g + basis.b;
return (sum <= 0.000001) ? vec3(0.3333333) : basis / sum;
}
float sampleSpectrum(vec3 rgb, float lambda) {
return max(dot(max(rgb, vec3(0.0)), spectralInputBasis(lambda)), 0.0);
}
vec3 spectralToRGB(float lambda, float value) {
return wavelengthToDisplayRGB(lambda) * value * 2.35;
}
vec3 cosineSampleHemisphere(vec3 n, vec2 r) {
float phi = 2.0 * PI * r.x;
float r2 = sqrt(r.y);
vec3 local = vec3(r2 * cos(phi), r2 * sin(phi), sqrt(max(0.0, 1.0 - r.y)));
vec3 up = abs(n.y) < 0.999 ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0);
vec3 t = normalize(cross(up, n));
vec3 b = cross(n, t);
return normalize(local.x * t + local.y * b + local.z * n);
}
vec3 sampleAroundDirection(vec3 dir, vec3 n, vec2 r, float roughness) {
vec3 hemi = cosineSampleHemisphere(dir, r);
vec3 blended = normalize(mix(dir, hemi, clamp(roughness * roughness, 0.0, 1.0)));
if (dot(blended, n) < 0.0) {
blended = normalize(reflect(-blended, n));
}
return blended;
}
float sdSphere(vec3 p, float r) {
return length(p) - r;
}
float sdBox(vec3 p, vec3 b) {
vec3 d = abs(p) - b;
return length(max(d, 0.0)) + min(max(d.x, max(d.y, d.z)), 0.0);
}
float sdRoundedBox(vec3 p, vec3 b, float r) {
vec3 q = abs(p) - b;
return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0) - r;
}
float sdCappedCylinderZ(vec3 p, float halfHeight, float radius) {
vec2 d = abs(vec2(length(p.xy), p.z)) - vec2(radius, halfHeight);
return min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
}
Hit opUnion(Hit a, Hit b) {
return (a.dist < b.dist) ? a : b;
}
vec2 getMeshVertexUV(int col, int row) {
int triColumns = maxInt(decodeIndex(uMeshTexSize.x), 1);
int triY = row / triColumns;
int triX = row - triY * triColumns;
float texWidth = float(triColumns * 3);
float texHeight = max(uMeshTexSize.y, 1.0);
return vec2((float(triX * 3 + col) + 0.5) / texWidth, (float(triY) + 0.5) / texHeight);
}
vec2 getMeshMaterialUV(int row) {
vec2 texSize = max(uMeshTexSize, vec2(1.0));
int triColumns = maxInt(decodeIndex(texSize.x), 1);
int triY = row / triColumns;
int triX = row - triY * triColumns;
return vec2((float(triX) + 0.5) / texSize.x, (float(triY) + 0.5) / texSize.y);
}
vec2 getNodeUV(int row, vec2 texSize) {
texSize = max(texSize, vec2(1.0));
int columns = maxInt(decodeIndex(texSize.x), 1);
int y = row / columns;
int x = row - y * columns;
return vec2((float(x) + 0.5) / texSize.x, (float(y) + 0.5) / texSize.y);
}
vec4 readMeshPosTexel(int col, int row) {
return Texel(meshVerts, getMeshVertexUV(col, row));
}
vec4 readMeshNormalTexel(int col, int row) {
return Texel(meshNormals, getMeshVertexUV(col, row));
}
vec4 readMeshMaterialATexel(int row) {
return Texel(meshMatA, getMeshMaterialUV(row));
}
vec4 readMeshMaterialBTexel(int row) {
return Texel(meshMatB, getMeshMaterialUV(row));
}
vec4 readMeshMaterialCTexel(int row) {
return Texel(meshMatC, getMeshMaterialUV(row));
}
vec4 readMeshMaterialDTexel(int row) {
return Texel(meshMatD, getMeshMaterialUV(row));
}
vec4 readObjectNodeATexel(int row) {
return Texel(objectNodeA, getNodeUV(row, uObjectNodeTexSize));
}
vec4 readObjectNodeBTexel(int row) {
return Texel(objectNodeB, getNodeUV(row, uObjectNodeTexSize));
}
vec4 readMeshNodeATexel(int row) {
return Texel(meshNodeA, getNodeUV(row, uMeshNodeTexSize));
}
vec4 readMeshNodeBTexel(int row) {
return Texel(meshNodeB, getNodeUV(row, uMeshNodeTexSize));
}
vec4 readMeshNodeCTexel(int row) {
return Texel(meshNodeC, getNodeUV(row, uMeshNodeTexSize));
}
vec4 readImportedBvhNodeATexel(int row) {
return Texel(importedBvhNodeA, getNodeUV(row, uImportedBvhTexSize));
}
vec4 readImportedBvhNodeBTexel(int row) {
return Texel(importedBvhNodeB, getNodeUV(row, uImportedBvhTexSize));
}
vec4 readImportedBvhNodeCTexel(int row) {
return Texel(importedBvhNodeC, getNodeUV(row, uImportedBvhTexSize));
}
Material getMaterial(int mat) {
Material m;
m.albedo = vec3(0.8);
m.emission = vec3(0.0);
m.transmissionColor = vec3(1.0);
m.metallic = 0.0;
m.roughness = 1.0;
m.transmission = 0.0;
m.ior = 1.45;
m.clearcoat = 0.0;
m.clearcoatRoughness = 0.2;
m.specular = 0.5;
if (mat == IMPORTED_MAT_ID) {
m.albedo = saturate(gImportedMatA.rgb);
m.emission = max(gImportedMatB.rgb, vec3(0.0));
m.transmissionColor = saturate(gImportedMatC.rgb);
m.metallic = clamp(gImportedMatB.a, 0.0, 1.0);
m.roughness = clamp(gImportedMatA.a, 0.02, 1.0);
m.transmission = clamp(gImportedMatC.a, 0.0, 1.0);
m.ior = max(gImportedMatD.r, 1.0);
m.clearcoat = clamp(gImportedMatD.g, 0.0, 1.0);
m.clearcoatRoughness = clamp(gImportedMatD.b, 0.02, 1.0);
m.specular = clamp(gImportedMatD.a, 0.0, 1.0);
return m;
}
if (mat == 0) {
m.albedo = vec3(0.78, 0.76, 0.72);
m.roughness = 0.92;
} else if (mat == 1) {
m.albedo = vec3(0.95, 0.22, 0.18);
m.roughness = 0.95;
} else if (mat == 2) {
m.albedo = vec3(0.18, 0.45, 1.0);
m.roughness = 0.95;
} else if (mat == 3) {
m.albedo = vec3(0.98);
m.metallic = 1.0;
m.roughness = 0.04;
} else if (mat == 4) {
m.albedo = vec3(0.95, 0.78, 0.18);
m.metallic = 1.0;
m.roughness = 0.18;
} else if (mat == 5) {
m.albedo = vec3(0.35, 1.0, 0.55);
m.emission = vec3(0.8, 2.0, 1.0);
m.roughness = 1.0;
} else if (mat == 6) {
m.albedo = vec3(1.0, 0.3, 0.35);
m.emission = vec3(2.2, 0.4, 0.4);
m.roughness = 1.0;
} else if (mat == 7) {
m.albedo = vec3(0.2, 0.55, 1.0);
m.emission = vec3(0.4, 0.9, 2.2);
m.roughness = 1.0;
} else if (mat == 8) {
m.albedo = vec3(0.07, 0.075, 0.08);
m.roughness = 0.82;
} else if (mat == 9) {
m.albedo = vec3(0.96, 0.975, 1.0);
m.transmissionColor = vec3(0.96, 0.985, 1.0);
m.transmission = 0.97;
m.ior = 1.52;
m.specular = 0.8;
m.roughness = 0.015;
} else if (mat == 10) {
m.albedo = vec3(0.22, 0.23, 0.25);
m.metallic = 1.0;
m.roughness = 0.18;
} else if (mat == 11) {
m.albedo = vec3(1.0, 0.2, 0.15);
m.emission = vec3(4.0, 0.5, 0.3);
m.roughness = 0.35;
} else if (mat == 12) {
m.albedo = vec3(0.985, 0.99, 1.0);
m.metallic = 1.0;
m.roughness = 0.002;
} else if (mat == 13) {
m.albedo = vec3(0.14, 0.145, 0.16);
m.metallic = 1.0;
m.roughness = 0.08;
}
return m;
}
vec3 getLightPos(int i) {
if (uSceneVariant == 3) {
if (i == 0) return vec3(-2.8, 3.8, -2.0);
if (i == 1) return vec3(0.0, 4.2, -5.0);
return vec3(2.8, 3.8, -2.0);
}
if (uSceneVariant == 2) {
if (i == 0) return vec3(-10.5, 6.0, -8.0);
if (i == 1) return vec3(0.0, 6.8, -17.0);
return vec3(10.5, 6.0, -8.0);
}
if (uSceneVariant == 1) {
if (i == 0) return vec3(-2.4, 2.0, -2.2);
if (i == 1) return vec3(0.0, 2.7, -5.3);
return vec3(2.4, 2.0, -2.2);
}
if (i == 0) return vec3(-1.8, 2.0, -2.2);
if (i == 1) return vec3(0.0, 2.4, -4.4);
return vec3(1.8, 2.0, -2.2);
}
vec3 getLightColor(int i) {
if (uSceneVariant == 3) {
if (i == 0) return vec3(7.0, 6.0, 5.0);
if (i == 1) return vec3(9.0, 9.0, 9.0);
return vec3(5.0, 6.0, 7.0);
}
if (uSceneVariant == 2) {
if (i == 0) return vec3(22.0, 18.0, 16.0);
if (i == 1) return vec3(28.0, 28.0, 28.0);
return vec3(16.0, 18.0, 22.0);
}
if (uSceneVariant == 1) {
if (i == 0) return vec3(8.0, 2.0, 2.0);
if (i == 1) return vec3(6.5, 6.5, 6.5);
return vec3(2.0, 2.0, 8.0);
}
if (i == 0) return vec3(6.0, 1.4, 1.4);
if (i == 1) return vec3(5.5, 5.5, 5.5);
return vec3(1.4, 1.4, 6.0);
}
void getCameraBasis(out vec3 forward, out vec3 right, out vec3 up) {
getCameraBasisForAngles(yaw, pitch, forward, right, up);
}
vec3 toCameraLocal(vec3 p, vec3 cameraPosition, float yawValue, float pitchValue) {
vec3 forward, right, up;
getCameraBasisForAngles(yawValue, pitchValue, forward, right, up);
vec3 d = p - cameraPosition;
return vec3(dot(d, right), dot(d, up), dot(d, forward));
}
bool projectToScreenUV(vec3 p, vec3 cameraPosition, float yawValue, float pitchValue, float fovValue, out vec2 uv) {
vec3 local = toCameraLocal(p, cameraPosition, yawValue, pitchValue);
if (local.z <= RAY_BIAS) {
uv = vec2(-1.0);
return false;
}
float focal = cameraFocalLength(fovValue);
vec2 film = vec2((local.x * focal) / local.z, -(local.y * focal) / local.z);
vec2 fragCoord = film * iResolution.y + 0.5 * iResolution;
uv = fragCoord / iResolution;
vec2 edgePad = vec2(1.5) / max(iResolution, vec2(1.0));
return all(greaterThanEqual(uv, edgePad)) && all(lessThanEqual(uv, vec2(1.0) - edgePad));
}
vec3 toViewCameraLocal(vec3 p) {
return toCameraLocal(p, camPos, yaw, pitch);
}
bool intersectTriangle(
vec3 ro,
vec3 rd,
vec3 v0,
vec3 v1,
vec3 v2,
out float t,
out vec3 bary,
out vec3 faceNormal
) {
vec3 e1 = v1 - v0;
vec3 e2 = v2 - v0;
vec3 pvec = cross(rd, e2);
float det = dot(e1, pvec);
if (abs(det) < 0.000001) {
t = 0.0;
bary = vec3(0.0);
faceNormal = vec3(0.0, 1.0, 0.0);
return false;
}
float invDet = 1.0 / det;
vec3 tvec = ro - v0;
float u = dot(tvec, pvec) * invDet;
if (u < 0.0 || u > 1.0) {
t = 0.0;
bary = vec3(0.0);
faceNormal = vec3(0.0, 1.0, 0.0);
return false;
}
vec3 qvec = cross(tvec, e1);
float v = dot(rd, qvec) * invDet;
if (v < 0.0 || (u + v) > 1.0) {
t = 0.0;
bary = vec3(0.0);
faceNormal = vec3(0.0, 1.0, 0.0);
return false;
}
t = dot(e2, qvec) * invDet;
if (t <= HIT_EPS) {
bary = vec3(0.0);
faceNormal = vec3(0.0, 1.0, 0.0);
return false;
}
bary = vec3(1.0 - u - v, u, v);
faceNormal = normalize(cross(e1, e2));
return true;
}
bool intersectAABB(vec3 ro, vec3 rd, vec3 bmin, vec3 bmax, float maxLimit, out float tEnter, out float tExit) {
vec3 invRd = vec3(safeRcp(rd.x), safeRcp(rd.y), safeRcp(rd.z));
vec3 t0 = (bmin - ro) * invRd;
vec3 t1 = (bmax - ro) * invRd;
vec3 tMin = min(t0, t1);
vec3 tMax = max(t0, t1);
tEnter = max(max(tMin.x, tMin.y), max(tMin.z, 0.0));
tExit = min(min(tMax.x, tMax.y), min(tMax.z, maxLimit));
return tExit >= tEnter;
}
Hit traceImportedMeshLinear(vec3 ro, vec3 rd, out vec3 pos, out vec3 normal) {
float bestT = 1e20;
int bestMat = -1;
vec3 bestNormal = vec3(0.0);
vec4 bestMatA = vec4(0.8, 0.8, 0.8, 1.0);
vec4 bestMatB = vec4(0.0);
vec4 bestMatC = vec4(1.0, 1.0, 1.0, 0.0);
vec4 bestMatD = vec4(1.45, 0.0, 0.2, 0.5);
for (int objectIndex = 0; objectIndex < HARD_MAX_IMPORTED_OBJECTS; ++objectIndex) {
if (objectIndex >= uImportedObjectCount) break;
vec4 objectA = readObjectNodeATexel(objectIndex);
vec4 objectB = readObjectNodeBTexel(objectIndex);
float objectEnter, objectExit;
if (!intersectAABB(ro, rd, objectA.xyz, objectB.xyz, bestT, objectEnter, objectExit)) continue;
int meshStart = decodeIndex(objectA.a);
int meshCount = maxInt(decodeIndex(objectB.a), 0);
for (int localMesh = 0; localMesh < HARD_MAX_IMPORTED_MESHES; ++localMesh) {
if (localMesh >= meshCount) break;
int meshIndex = meshStart + localMesh;
if (meshIndex >= uImportedMeshCount) break;
vec4 meshA = readMeshNodeATexel(meshIndex);
vec4 meshB = readMeshNodeBTexel(meshIndex);
vec4 meshC = readMeshNodeCTexel(meshIndex);
if (decodeIndex(meshC.x) != objectIndex) continue;
float meshEnter, meshExit;
if (!intersectAABB(ro, rd, meshA.xyz, meshB.xyz, bestT, meshEnter, meshExit)) continue;
int triangleStart = decodeIndex(meshA.a);
int triangleCount = maxInt(decodeIndex(meshB.a), 0);
for (int localTri = 0; localTri < HARD_MAX_MESH_TRIS; ++localTri) {
if (localTri >= triangleCount) break;
int triangleIndex = triangleStart + localTri;
if (triangleIndex >= uMeshTriCount) break;
vec3 v0 = readMeshPosTexel(0, triangleIndex).xyz;
vec3 v1 = readMeshPosTexel(1, triangleIndex).xyz;
vec3 v2 = readMeshPosTexel(2, triangleIndex).xyz;
vec3 n0 = readMeshNormalTexel(0, triangleIndex).xyz;
vec3 n1 = readMeshNormalTexel(1, triangleIndex).xyz;
vec3 n2 = readMeshNormalTexel(2, triangleIndex).xyz;
float t;
vec3 bary;
vec3 faceNormal;
if (intersectTriangle(ro, rd, v0, v1, v2, t, bary, faceNormal) && t < bestT) {
bestT = t;
vec3 interpNormal = normalize(n0 * bary.x + n1 * bary.y + n2 * bary.z);
if (length(interpNormal) < 0.0001) interpNormal = faceNormal;
bestNormal = interpNormal;
bestMatA = readMeshMaterialATexel(triangleIndex);
bestMatB = readMeshMaterialBTexel(triangleIndex);
bestMatC = readMeshMaterialCTexel(triangleIndex);
bestMatD = readMeshMaterialDTexel(triangleIndex);
bestMat = IMPORTED_MAT_ID;
}
}
}
}
if (bestMat >= 0) {
gImportedMatA = bestMatA;
gImportedMatB = bestMatB;
gImportedMatC = bestMatC;
gImportedMatD = bestMatD;
pos = ro + rd * bestT;
normal = bestNormal;
return Hit(bestT, bestMat);
}
pos = ro + rd * MAX_TRACE_DIST;
normal = vec3(0.0);
return Hit(1e5, -1);
}
float shadowTraceImportedMeshLinear(vec3 ro, vec3 rd, float maxDist) {
for (int objectIndex = 0; objectIndex < HARD_MAX_IMPORTED_OBJECTS; ++objectIndex) {
if (objectIndex >= uImportedObjectCount) break;
vec4 objectA = readObjectNodeATexel(objectIndex);
vec4 objectB = readObjectNodeBTexel(objectIndex);
float objectEnter, objectExit;
if (!intersectAABB(ro, rd, objectA.xyz, objectB.xyz, maxDist, objectEnter, objectExit)) continue;
int meshStart = decodeIndex(objectA.a);
int meshCount = maxInt(decodeIndex(objectB.a), 0);
for (int localMesh = 0; localMesh < HARD_MAX_IMPORTED_MESHES; ++localMesh) {
if (localMesh >= meshCount) break;
int meshIndex = meshStart + localMesh;
if (meshIndex >= uImportedMeshCount) break;
vec4 meshA = readMeshNodeATexel(meshIndex);
vec4 meshB = readMeshNodeBTexel(meshIndex);
vec4 meshC = readMeshNodeCTexel(meshIndex);
if (decodeIndex(meshC.x) != objectIndex) continue;
float meshEnter, meshExit;
if (!intersectAABB(ro, rd, meshA.xyz, meshB.xyz, maxDist, meshEnter, meshExit)) continue;
int triangleStart = decodeIndex(meshA.a);
int triangleCount = maxInt(decodeIndex(meshB.a), 0);
for (int localTri = 0; localTri < HARD_MAX_MESH_TRIS; ++localTri) {
if (localTri >= triangleCount) break;
int triangleIndex = triangleStart + localTri;
if (triangleIndex >= uMeshTriCount) break;
vec3 v0 = readMeshPosTexel(0, triangleIndex).xyz;
vec3 v1 = readMeshPosTexel(1, triangleIndex).xyz;
vec3 v2 = readMeshPosTexel(2, triangleIndex).xyz;
float t;
vec3 bary;
vec3 faceNormal;
if (intersectTriangle(ro, rd, v0, v1, v2, t, bary, faceNormal) && t < maxDist) {
return 0.0;
}
}
}
}
return 1.0;
}
Hit traceImportedMesh(vec3 ro, vec3 rd, out vec3 pos, out vec3 normal) {
if (uImportedBvhNodeCount <= 0) {
return traceImportedMeshLinear(ro, rd, pos, normal);
}
float bestT = 1e20;
int bestMat = -1;
vec3 bestNormal = vec3(0.0, 1.0, 0.0);
vec4 bestMatA = vec4(0.8, 0.8, 0.8, 1.0);
vec4 bestMatB = vec4(0.0);
vec4 bestMatC = vec4(1.0, 1.0, 1.0, 0.0);
vec4 bestMatD = vec4(1.45, 0.0, 0.2, 0.5);
int stack[HARD_MAX_IMPORTED_BVH_STACK];
int stackSize = 1;
stack[0] = 0;
for (int step = 0; step < HARD_MAX_IMPORTED_BVH_STEPS; ++step) {
if (stackSize <= 0) break;
int nodeIndex = stack[stackSize - 1];
stackSize -= 1;
if (nodeIndex < 0 || nodeIndex >= uImportedBvhNodeCount) continue;
vec4 nodeA = readImportedBvhNodeATexel(nodeIndex);
vec4 nodeB = readImportedBvhNodeBTexel(nodeIndex);
vec4 nodeC = readImportedBvhNodeCTexel(nodeIndex);
float nodeEnter, nodeExit;
if (!intersectAABB(ro, rd, nodeA.xyz, nodeB.xyz, bestT, nodeEnter, nodeExit)) continue;
bool isLeaf = nodeC.x > 0.5;
if (isLeaf) {
int triangleStart = decodeIndex(nodeA.a);
int triangleCount = maxInt(decodeIndex(nodeB.a), 0);
for (int localTri = 0; localTri < HARD_MAX_IMPORTED_BVH_LEAF_TRIS; ++localTri) {
if (localTri >= triangleCount) break;
int triangleIndex = triangleStart + localTri;
if (triangleIndex < 0 || triangleIndex >= uMeshTriCount) break;
vec3 v0 = readMeshPosTexel(0, triangleIndex).xyz;
vec3 v1 = readMeshPosTexel(1, triangleIndex).xyz;
vec3 v2 = readMeshPosTexel(2, triangleIndex).xyz;
vec3 n0 = readMeshNormalTexel(0, triangleIndex).xyz;
vec3 n1 = readMeshNormalTexel(1, triangleIndex).xyz;
vec3 n2 = readMeshNormalTexel(2, triangleIndex).xyz;
float t;
vec3 bary;
vec3 faceNormal;
if (intersectTriangle(ro, rd, v0, v1, v2, t, bary, faceNormal) && t < bestT) {
bestT = t;
vec3 interpNormal = normalize(n0 * bary.x + n1 * bary.y + n2 * bary.z);
if (length(interpNormal) < 0.0001) interpNormal = faceNormal;
bestNormal = interpNormal;
bestMatA = readMeshMaterialATexel(triangleIndex);
bestMatB = readMeshMaterialBTexel(triangleIndex);
bestMatC = readMeshMaterialCTexel(triangleIndex);
bestMatD = readMeshMaterialDTexel(triangleIndex);
bestMat = IMPORTED_MAT_ID;
}
}
} else {
int leftIndex = decodeIndex(nodeA.a);
int rightIndex = decodeIndex(nodeB.a);
bool hitLeft = false;
bool hitRight = false;
float leftEnter = 0.0;
float leftExit = 0.0;
float rightEnter = 0.0;
float rightExit = 0.0;
if (leftIndex >= 0 && leftIndex < uImportedBvhNodeCount) {
vec4 leftA = readImportedBvhNodeATexel(leftIndex);
vec4 leftB = readImportedBvhNodeBTexel(leftIndex);
hitLeft = intersectAABB(ro, rd, leftA.xyz, leftB.xyz, bestT, leftEnter, leftExit);
}
if (rightIndex >= 0 && rightIndex < uImportedBvhNodeCount) {
vec4 rightA = readImportedBvhNodeATexel(rightIndex);
vec4 rightB = readImportedBvhNodeBTexel(rightIndex);
hitRight = intersectAABB(ro, rd, rightA.xyz, rightB.xyz, bestT, rightEnter, rightExit);
}
if (hitLeft && hitRight) {
bool leftFirst = leftEnter <= rightEnter;
int nearIndex = leftFirst ? leftIndex : rightIndex;
int farIndex = leftFirst ? rightIndex : leftIndex;
if (stackSize < HARD_MAX_IMPORTED_BVH_STACK) {
stack[stackSize] = farIndex;
stackSize += 1;
}
if (stackSize < HARD_MAX_IMPORTED_BVH_STACK) {
stack[stackSize] = nearIndex;
stackSize += 1;
}
} else if (hitLeft) {
if (stackSize < HARD_MAX_IMPORTED_BVH_STACK) {
stack[stackSize] = leftIndex;
stackSize += 1;
}
} else if (hitRight) {
if (stackSize < HARD_MAX_IMPORTED_BVH_STACK) {
stack[stackSize] = rightIndex;
stackSize += 1;
}
}
}
}
if (bestMat >= 0) {
gImportedMatA = bestMatA;
gImportedMatB = bestMatB;
gImportedMatC = bestMatC;
gImportedMatD = bestMatD;
pos = ro + rd * bestT;
normal = bestNormal;
return Hit(bestT, bestMat);
}
pos = ro + rd * MAX_TRACE_DIST;
normal = vec3(0.0);
return Hit(1e5, -1);
}
float shadowTraceImportedMesh(vec3 ro, vec3 rd, float maxDist) {
if (uImportedBvhNodeCount <= 0) {
return shadowTraceImportedMeshLinear(ro, rd, maxDist);
}
int stack[HARD_MAX_IMPORTED_BVH_STACK];
int stackSize = 1;
stack[0] = 0;
for (int step = 0; step < HARD_MAX_IMPORTED_BVH_STEPS; ++step) {
if (stackSize <= 0) break;
int nodeIndex = stack[stackSize - 1];
stackSize -= 1;
if (nodeIndex < 0 || nodeIndex >= uImportedBvhNodeCount) continue;
vec4 nodeA = readImportedBvhNodeATexel(nodeIndex);
vec4 nodeB = readImportedBvhNodeBTexel(nodeIndex);
vec4 nodeC = readImportedBvhNodeCTexel(nodeIndex);
float nodeEnter, nodeExit;
if (!intersectAABB(ro, rd, nodeA.xyz, nodeB.xyz, maxDist, nodeEnter, nodeExit)) continue;
bool isLeaf = nodeC.x > 0.5;
if (isLeaf) {
int triangleStart = decodeIndex(nodeA.a);
int triangleCount = maxInt(decodeIndex(nodeB.a), 0);
for (int localTri = 0; localTri < HARD_MAX_IMPORTED_BVH_LEAF_TRIS; ++localTri) {
if (localTri >= triangleCount) break;
int triangleIndex = triangleStart + localTri;
if (triangleIndex < 0 || triangleIndex >= uMeshTriCount) break;
vec3 v0 = readMeshPosTexel(0, triangleIndex).xyz;
vec3 v1 = readMeshPosTexel(1, triangleIndex).xyz;
vec3 v2 = readMeshPosTexel(2, triangleIndex).xyz;
float t;
vec3 bary;
vec3 faceNormal;
if (intersectTriangle(ro, rd, v0, v1, v2, t, bary, faceNormal) && t < maxDist) {
return 0.0;
}
}
} else {
int leftIndex = decodeIndex(nodeA.a);
int rightIndex = decodeIndex(nodeB.a);
bool hitLeft = false;
bool hitRight = false;
float leftEnter = 0.0;
float leftExit = 0.0;
float rightEnter = 0.0;
float rightExit = 0.0;
if (leftIndex >= 0 && leftIndex < uImportedBvhNodeCount) {
vec4 leftA = readImportedBvhNodeATexel(leftIndex);
vec4 leftB = readImportedBvhNodeBTexel(leftIndex);
hitLeft = intersectAABB(ro, rd, leftA.xyz, leftB.xyz, maxDist, leftEnter, leftExit);
}
if (rightIndex >= 0 && rightIndex < uImportedBvhNodeCount) {
vec4 rightA = readImportedBvhNodeATexel(rightIndex);
vec4 rightB = readImportedBvhNodeBTexel(rightIndex);
hitRight = intersectAABB(ro, rd, rightA.xyz, rightB.xyz, maxDist, rightEnter, rightExit);
}
if (hitLeft && hitRight) {
bool leftFirst = leftEnter <= rightEnter;
int nearIndex = leftFirst ? leftIndex : rightIndex;
int farIndex = leftFirst ? rightIndex : leftIndex;
if (stackSize < HARD_MAX_IMPORTED_BVH_STACK) {
stack[stackSize] = farIndex;
stackSize += 1;
}
if (stackSize < HARD_MAX_IMPORTED_BVH_STACK) {
stack[stackSize] = nearIndex;
stackSize += 1;
}
} else if (hitLeft) {
if (stackSize < HARD_MAX_IMPORTED_BVH_STACK) {
stack[stackSize] = leftIndex;
stackSize += 1;
}
} else if (hitRight) {
if (stackSize < HARD_MAX_IMPORTED_BVH_STACK) {
stack[stackSize] = rightIndex;
stackSize += 1;
}
}
}
}
return 1.0;
}
Hit mapReflectionCamera(vec3 p) {
vec3 q = toViewCameraLocal(p);
float body = sdRoundedBox(q - vec3(0.00, 0.00, -0.22), vec3(0.18, 0.12, 0.10), 0.03);
float rearBody = sdRoundedBox(q - vec3(-0.10, 0.00, -0.29), vec3(0.08, 0.09, 0.05), 0.02);
float sideGrip = sdRoundedBox(q - vec3(0.13, -0.01, -0.23), vec3(0.05, 0.08, 0.07), 0.02);
float topHandle = sdRoundedBox(q - vec3(0.02, 0.13, -0.21), vec3(0.10, 0.025, 0.06), 0.015);
float lensOuter = sdCappedCylinderZ(q - vec3(0.00, 0.00, 0.02), 0.11, 0.07);
float lensInner = sdCappedCylinderZ(q - vec3(0.00, 0.00, 0.10), 0.05, 0.05);
float lensGlass = sdCappedCylinderZ(q - vec3(0.00, 0.00, 0.145), 0.01, 0.045);
float micPod = sdSphere(q - vec3(0.10, 0.11, -0.02), 0.025);
float tallyLamp = sdSphere(q - vec3(-0.08, 0.05, 0.08), 0.012);
Hit h = Hit(body, 8);
h = opUnion(h, Hit(rearBody, 8));
h = opUnion(h, Hit(sideGrip, 8));
h = opUnion(h, Hit(topHandle, 8));
h = opUnion(h, Hit(lensOuter, 10));
h = opUnion(h, Hit(lensInner, 10));
h = opUnion(h, Hit(lensGlass, 9));
h = opUnion(h, Hit(micPod, 10));
h = opUnion(h, Hit(tallyLamp, 11));
return h;
}
Hit mapMirrorHall(vec3 p) {
Hit h = Hit(1e5, -1);
const vec3 roomCenter = vec3(0.0, 3.8, -16.0);
const vec3 roomHalf = vec3(22.0, 4.0, 24.0);
const float wallThickness = 0.18;
h = opUnion(h, Hit(sdBox(p - vec3(roomCenter.x, roomCenter.y - roomHalf.y - wallThickness, roomCenter.z), vec3(roomHalf.x, wallThickness, roomHalf.z)), 0));
h = opUnion(h, Hit(sdBox(p - vec3(roomCenter.x, roomCenter.y + roomHalf.y + wallThickness, roomCenter.z), vec3(roomHalf.x, wallThickness, roomHalf.z)), 0));
h = opUnion(h, Hit(sdBox(p - vec3(roomCenter.x - roomHalf.x - wallThickness, roomCenter.y, roomCenter.z), vec3(wallThickness, roomHalf.y, roomHalf.z)), 0));
h = opUnion(h, Hit(sdBox(p - vec3(roomCenter.x + roomHalf.x + wallThickness, roomCenter.y, roomCenter.z), vec3(wallThickness, roomHalf.y, roomHalf.z)), 0));
h = opUnion(h, Hit(sdBox(p - vec3(roomCenter.x, roomCenter.y, roomCenter.z - roomHalf.z - wallThickness), vec3(roomHalf.x, roomHalf.y, wallThickness)), 0));
h = opUnion(h, Hit(sdBox(p - vec3(roomCenter.x, roomCenter.y, roomCenter.z + roomHalf.z + wallThickness), vec3(roomHalf.x, roomHalf.y, wallThickness)), 0));
h = opUnion(h, Hit(sdRoundedBox(p - vec3(0.0, 0.40, -16.0), vec3(2.8, 0.22, 20.0), 0.08), 13));
const float panelHalfW = 1.6;
const float panelHalfH = 1.05;
const float panelHalfT = 0.035;
const float frameInset = 0.14;
const float mirrorInset = 0.06;
for (int xi = 0; xi < 4; ++xi) {
float x = -14.4 + float(xi) * 9.6;
for (int yi = 0; yi < 4; ++yi) {
float y = 1.0 + float(yi) * 1.9;