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blender-archive/source/blender/draw/intern/shaders/common_intersect_lib.glsl
Clément Foucault 534214e65c DRW: Make intersect lib not dependent on common_view_lib.glsl
This declares view intersection functions only if the view lib if
required.
2023-01-18 15:36:46 +01:00

514 lines
14 KiB
GLSL

/**
* Intersection library used for culling.
* Results are meant to be conservative.
*/
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
#pragma BLENDER_REQUIRE(common_shape_lib.glsl)
/* ---------------------------------------------------------------------- */
/** \name Plane extraction functions.
* \{ */
/** \a v1 and \a v2 are vectors on the plane. \a p is a point on the plane. */
vec4 isect_plane_setup(vec3 p, vec3 v1, vec3 v2)
{
vec3 normal_to_plane = normalize(cross(v1, v2));
return vec4(normal_to_plane, -dot(normal_to_plane, p));
}
struct IsectPyramid {
vec3 corners[5];
vec4 planes[5];
};
IsectPyramid isect_data_setup(Pyramid shape)
{
vec3 A1 = shape.corners[1] - shape.corners[0];
vec3 A2 = shape.corners[2] - shape.corners[0];
vec3 A3 = shape.corners[3] - shape.corners[0];
vec3 A4 = shape.corners[4] - shape.corners[0];
vec3 S4 = shape.corners[4] - shape.corners[1];
vec3 S2 = shape.corners[2] - shape.corners[1];
IsectPyramid data;
data.planes[0] = isect_plane_setup(shape.corners[0], A2, A1);
data.planes[1] = isect_plane_setup(shape.corners[0], A3, A2);
data.planes[2] = isect_plane_setup(shape.corners[0], A4, A3);
data.planes[3] = isect_plane_setup(shape.corners[0], A1, A4);
data.planes[4] = isect_plane_setup(shape.corners[1], S2, S4);
for (int i = 0; i < 5; i++) {
data.corners[i] = shape.corners[i];
}
return data;
}
struct IsectBox {
vec3 corners[8];
vec4 planes[6];
};
IsectBox isect_data_setup(Box shape)
{
vec3 A1 = shape.corners[1] - shape.corners[0];
vec3 A3 = shape.corners[3] - shape.corners[0];
vec3 A4 = shape.corners[4] - shape.corners[0];
IsectBox data;
data.planes[0] = isect_plane_setup(shape.corners[0], A3, A1);
data.planes[1] = isect_plane_setup(shape.corners[0], A4, A3);
data.planes[2] = isect_plane_setup(shape.corners[0], A1, A4);
/* Assumes that the box is actually a box! */
data.planes[3] = vec4(-data.planes[0].xyz, -dot(-data.planes[0].xyz, shape.corners[6]));
data.planes[4] = vec4(-data.planes[1].xyz, -dot(-data.planes[1].xyz, shape.corners[6]));
data.planes[5] = vec4(-data.planes[2].xyz, -dot(-data.planes[2].xyz, shape.corners[6]));
for (int i = 0; i < 8; i++) {
data.corners[i] = shape.corners[i];
}
return data;
}
/* Construct box from 1 corner point + 3 side vectors. */
IsectBox isect_data_setup(vec3 origin, vec3 side_x, vec3 side_y, vec3 side_z)
{
IsectBox data;
data.corners[0] = origin;
data.corners[1] = origin + side_x;
data.corners[2] = origin + side_y + side_x;
data.corners[3] = origin + side_y;
data.corners[4] = data.corners[0] + side_z;
data.corners[5] = data.corners[1] + side_z;
data.corners[6] = data.corners[2] + side_z;
data.corners[7] = data.corners[3] + side_z;
data.planes[0] = isect_plane_setup(data.corners[0], side_y, side_z);
data.planes[1] = isect_plane_setup(data.corners[0], side_x, side_y);
data.planes[2] = isect_plane_setup(data.corners[0], side_z, side_x);
/* Assumes that the box is actually a box! */
data.planes[3] = vec4(-data.planes[0].xyz, -dot(-data.planes[0].xyz, data.corners[6]));
data.planes[4] = vec4(-data.planes[1].xyz, -dot(-data.planes[1].xyz, data.corners[6]));
data.planes[5] = vec4(-data.planes[2].xyz, -dot(-data.planes[2].xyz, data.corners[6]));
return data;
}
struct IsectFrustum {
vec3 corners[8];
vec4 planes[6];
};
IsectFrustum isect_data_setup(Frustum shape)
{
vec3 A1 = shape.corners[1] - shape.corners[0];
vec3 A3 = shape.corners[3] - shape.corners[0];
vec3 A4 = shape.corners[4] - shape.corners[0];
vec3 B5 = shape.corners[5] - shape.corners[6];
vec3 B7 = shape.corners[7] - shape.corners[6];
vec3 B2 = shape.corners[2] - shape.corners[6];
IsectFrustum data;
data.planes[0] = isect_plane_setup(shape.corners[0], A3, A1);
data.planes[1] = isect_plane_setup(shape.corners[0], A4, A3);
data.planes[2] = isect_plane_setup(shape.corners[0], A1, A4);
data.planes[3] = isect_plane_setup(shape.corners[6], B7, B5);
data.planes[4] = isect_plane_setup(shape.corners[6], B5, B2);
data.planes[5] = isect_plane_setup(shape.corners[6], B2, B7);
for (int i = 0; i < 8; i++) {
data.corners[i] = shape.corners[i];
}
return data;
}
/** \} */
/* ---------------------------------------------------------------------- */
/** \name View Intersection functions.
* \{ */
#ifdef COMMON_VIEW_LIB_GLSL
bool intersect_view(Pyramid pyramid)
{
bool intersects = true;
/* Do Pyramid vertices vs Frustum planes. */
for (int p = 0; p < 6; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 5; ++v) {
float test = dot(drw_view_culling.planes[p], vec4(pyramid.corners[v], 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
if (!intersects) {
return intersects;
}
/* Now do Frustum vertices vs Pyramid planes. */
IsectPyramid i_pyramid = isect_data_setup(pyramid);
for (int p = 0; p < 5; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 8; ++v) {
float test = dot(i_pyramid.planes[p], vec4(drw_view_culling.corners[v].xyz, 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
return intersects;
}
bool intersect_view(Box box)
{
bool intersects = true;
/* Do Box vertices vs Frustum planes. */
for (int p = 0; p < 6; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 8; ++v) {
float test = dot(drw_view_culling.planes[p], vec4(box.corners[v], 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
if (!intersects) {
return intersects;
}
/* Now do Frustum vertices vs Box planes. */
IsectBox i_box = isect_data_setup(box);
for (int p = 0; p < 6; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 8; ++v) {
float test = dot(i_box.planes[p], vec4(drw_view_culling.corners[v].xyz, 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
return intersects;
}
bool intersect_view(IsectBox i_box)
{
bool intersects = true;
/* Do Box vertices vs Frustum planes. */
for (int p = 0; p < 6; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 8; ++v) {
float test = dot(drw_view_culling.planes[p], vec4(i_box.corners[v], 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
if (!intersects) {
return intersects;
}
for (int p = 0; p < 6; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 8; ++v) {
float test = dot(i_box.planes[p], vec4(drw_view_culling.corners[v].xyz, 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
return intersects;
}
bool intersect_view(Sphere sphere)
{
bool intersects = true;
for (int p = 0; p < 6 && intersects; ++p) {
float dist_to_plane = dot(drw_view_culling.planes[p], vec4(sphere.center, 1.0));
if (dist_to_plane < -sphere.radius) {
intersects = false;
}
}
/* TODO reject false positive. */
return intersects;
}
#endif
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Shape vs. Shape Intersection functions.
* \{ */
bool intersect(IsectPyramid i_pyramid, Box box)
{
bool intersects = true;
/* Do Box vertices vs Pyramid planes. */
for (int p = 0; p < 5; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 8; ++v) {
float test = dot(i_pyramid.planes[p], vec4(box.corners[v], 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
if (!intersects) {
return intersects;
}
/* Now do Pyramid vertices vs Box planes. */
IsectBox i_box = isect_data_setup(box);
for (int p = 0; p < 6; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 5; ++v) {
float test = dot(i_box.planes[p], vec4(i_pyramid.corners[v], 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
return intersects;
}
bool intersect(IsectPyramid i_pyramid, IsectBox i_box)
{
bool intersects = true;
/* Do Box vertices vs Pyramid planes. */
for (int p = 0; p < 5; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 8; ++v) {
float test = dot(i_pyramid.planes[p], vec4(i_box.corners[v], 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
if (!intersects) {
return intersects;
}
/* Now do Pyramid vertices vs Box planes. */
for (int p = 0; p < 6; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 5; ++v) {
float test = dot(i_box.planes[p], vec4(i_pyramid.corners[v], 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
return intersects;
}
bool intersect(IsectFrustum i_frustum, Pyramid pyramid)
{
bool intersects = true;
/* Do Pyramid vertices vs Frustum planes. */
for (int p = 0; p < 6; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 5; ++v) {
float test = dot(i_frustum.planes[p], vec4(pyramid.corners[v], 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
if (!intersects) {
return intersects;
}
/* Now do Frustum vertices vs Pyramid planes. */
IsectPyramid i_pyramid = isect_data_setup(pyramid);
for (int p = 0; p < 5; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 8; ++v) {
float test = dot(i_pyramid.planes[p], vec4(i_frustum.corners[v].xyz, 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
return intersects;
}
bool intersect(IsectFrustum i_frustum, Box box)
{
bool intersects = true;
/* Do Box vertices vs Frustum planes. */
for (int p = 0; p < 6; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 8; ++v) {
float test = dot(i_frustum.planes[p], vec4(box.corners[v], 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
if (!intersects) {
return intersects;
}
/* Now do Frustum vertices vs Box planes. */
IsectBox i_box = isect_data_setup(box);
for (int p = 0; p < 6; ++p) {
bool is_any_vertex_on_positive_side = false;
for (int v = 0; v < 8; ++v) {
float test = dot(i_box.planes[p], vec4(i_frustum.corners[v].xyz, 1.0));
if (test > 0.0) {
is_any_vertex_on_positive_side = true;
break;
}
}
bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
if (all_vertex_on_negative_side) {
intersects = false;
break;
}
}
return intersects;
}
bool intersect(IsectFrustum i_frustum, Sphere sphere)
{
bool intersects = true;
for (int p = 0; p < 6; ++p) {
float dist_to_plane = dot(i_frustum.planes[p], vec4(sphere.center, 1.0));
if (dist_to_plane < -sphere.radius) {
intersects = false;
break;
}
}
return intersects;
}
bool intersect(Cone cone, Sphere sphere)
{
/**
* Following "Improve Tile-based Light Culling with Spherical-sliced Cone"
* by Eric Zhang
* https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html
*/
float sphere_distance = length(sphere.center);
float sphere_distance_rcp = safe_rcp(sphere_distance);
float sphere_sin = saturate(sphere.radius * sphere_distance_rcp);
float sphere_cos = sqrt(1.0 - sphere_sin * sphere_sin);
float cone_aperture_sin = sqrt(1.0 - cone.angle_cos * cone.angle_cos);
float cone_sphere_center_cos = dot(sphere.center * sphere_distance_rcp, cone.direction);
/* cos(A+B) = cos(A) * cos(B) - sin(A) * sin(B). */
float cone_sphere_angle_sum_cos = (sphere.radius > sphere_distance) ?
-1.0 :
(cone.angle_cos * sphere_cos -
cone_aperture_sin * sphere_sin);
/* Comparing cosines instead of angles since we are interested
* only in the monotonic region [0 .. M_PI / 2]. This saves costly acos() calls. */
bool intersects = (cone_sphere_center_cos >= cone_sphere_angle_sum_cos);
return intersects;
}
bool intersect(Circle circle_a, Circle circle_b)
{
return distance_squared(circle_a.center, circle_b.center) <
sqr(circle_a.radius + circle_b.radius);
}
/** \} */