Improve abdbd1ee64 to better handle cascade transitions
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@@ -215,85 +215,87 @@ GlobalSDFHit RayTraceGlobalSDF(const GlobalSDFData data, Texture3D<float> tex, T
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hit.HitTime = -1.0f;
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float chunkSizeDistance = (float)GLOBAL_SDF_RASTERIZE_CHUNK_SIZE / data.Resolution; // Size of the chunk in SDF distance (0-1)
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float chunkMarginDistance = (float)GLOBAL_SDF_RASTERIZE_CHUNK_MARGIN / data.Resolution; // Size of the chunk margin in SDF distance (0-1)
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float nextIntersectionStart = 0.0f;
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float nextIntersectionStart = trace.MinDistance;
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float traceMaxDistance = min(trace.MaxDistance, data.CascadePosDistance[3].w * 2);
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float3 traceEndPosition = trace.WorldPosition + trace.WorldDirection * traceMaxDistance;
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LOOP
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for (uint cascade = 0; cascade < data.CascadesCount && hit.HitTime < 0.0f; cascade++)
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{
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float4 cascadePosDistance = data.CascadePosDistance[cascade];
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float voxelSize = data.CascadeVoxelSize[cascade];
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float voxelExtent = voxelSize * 0.5f;
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float3 worldPosition = trace.WorldPosition + trace.WorldDirection * max(voxelSize * cascadeTraceStartBias, trace.MinDistance);
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float3 worldPosition = trace.WorldPosition;
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// Skip until cascade that contains the start location
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if (any(abs(worldPosition - cascadePosDistance.xyz) > cascadePosDistance.w))
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continue;
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// Hit the cascade bounds to find the intersection points
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float traceStartBias = voxelSize * cascadeTraceStartBias;
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float2 intersections = LineHitBox(worldPosition, traceEndPosition, cascadePosDistance.xyz - cascadePosDistance.www, cascadePosDistance.xyz + cascadePosDistance.www);
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intersections.xy *= traceMaxDistance;
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intersections.x = max(intersections.x, traceStartBias);
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intersections.x = max(intersections.x, nextIntersectionStart);
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if (intersections.x >= intersections.y)
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if (intersections.x < intersections.y)
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{
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// Skip the current cascade if the ray starts outside it
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continue;
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}
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// Skip the current cascade tracing on the next cascade
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nextIntersectionStart = max(nextIntersectionStart, intersections.y - voxelSize);
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// Skip the current cascade tracing on the next cascade (if we're tracing from inside SDF volume)
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if (intersections.x <= 0.0f)
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nextIntersectionStart = intersections.y;
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// Walk over the cascade SDF
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uint step = 0;
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float stepTime = intersections.x;
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LOOP
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for (; step < 250 && stepTime < intersections.y; step++)
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{
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float3 stepPosition = worldPosition + trace.WorldDirection * stepTime;
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// Sample SDF
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float cascadeMaxDistance;
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float3 cascadeUV, textureUV;
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GetGlobalSDFCascadeUV(data, cascade, stepPosition, cascadeMaxDistance, cascadeUV, textureUV);
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float stepDistance = mip.SampleLevel(SamplerLinearClamp, textureUV, 0);
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if (stepDistance < chunkSizeDistance)
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// Walk over the cascade SDF
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uint step = 0;
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float stepTime = intersections.x;
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LOOP
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for (; step < 250 && stepTime < intersections.y && hit.HitTime < 0.0f; step++)
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{
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float stepDistanceTex = tex.SampleLevel(SamplerLinearClamp, textureUV, 0);
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if (stepDistanceTex < chunkMarginDistance * 2)
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float3 stepPosition = worldPosition + trace.WorldDirection * stepTime;
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// Sample SDF
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float cascadeMaxDistance;
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float3 cascadeUV, textureUV;
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GetGlobalSDFCascadeUV(data, cascade, stepPosition, cascadeMaxDistance, cascadeUV, textureUV);
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float stepDistance = mip.SampleLevel(SamplerLinearClamp, textureUV, 0);
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if (stepDistance < chunkSizeDistance)
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{
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stepDistance = stepDistanceTex;
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float stepDistanceTex = tex.SampleLevel(SamplerLinearClamp, textureUV, 0);
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if (stepDistanceTex < chunkMarginDistance * 2)
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{
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stepDistance = stepDistanceTex;
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}
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}
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}
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else
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{
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// Assume no SDF nearby so perform a jump
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stepDistance = chunkSizeDistance;
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}
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stepDistance *= cascadeMaxDistance;
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// Detect surface hit
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float minSurfaceThickness = voxelExtent * saturate(stepTime / voxelSize);
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if (stepDistance < minSurfaceThickness)
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{
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// Surface hit
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hit.HitTime = max(stepTime + stepDistance - minSurfaceThickness, 0.0f);
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hit.HitCascade = cascade;
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hit.HitSDF = stepDistance;
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if (trace.NeedsHitNormal)
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else
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{
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// Calculate hit normal from SDF gradient
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float texelOffset = 1.0f / data.Resolution;
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float xp = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x + texelOffset, textureUV.y, textureUV.z), 0).x;
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float xn = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x - texelOffset, textureUV.y, textureUV.z), 0).x;
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float yp = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y + texelOffset, textureUV.z), 0).x;
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float yn = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y - texelOffset, textureUV.z), 0).x;
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float zp = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y, textureUV.z + texelOffset), 0).x;
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float zn = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y, textureUV.z - texelOffset), 0).x;
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hit.HitNormal = normalize(float3(xp - xn, yp - yn, zp - zn));
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// Assume no SDF nearby so perform a jump
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stepDistance = chunkSizeDistance;
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}
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break;
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}
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stepDistance *= cascadeMaxDistance;
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// Move forward
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stepTime += max(stepDistance * trace.StepScale, voxelSize);
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// Detect surface hit
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float minSurfaceThickness = voxelExtent * saturate(stepTime / voxelSize);
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if (stepDistance < minSurfaceThickness)
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{
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// Surface hit
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hit.HitTime = max(stepTime + stepDistance - minSurfaceThickness, 0.0f);
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hit.HitCascade = cascade;
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hit.HitSDF = stepDistance;
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if (trace.NeedsHitNormal)
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{
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// Calculate hit normal from SDF gradient
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float texelOffset = 1.0f / data.Resolution;
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float xp = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x + texelOffset, textureUV.y, textureUV.z), 0).x;
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float xn = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x - texelOffset, textureUV.y, textureUV.z), 0).x;
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float yp = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y + texelOffset, textureUV.z), 0).x;
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float yn = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y - texelOffset, textureUV.z), 0).x;
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float zp = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y, textureUV.z + texelOffset), 0).x;
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float zn = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y, textureUV.z - texelOffset), 0).x;
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hit.HitNormal = normalize(float3(xp - xn, yp - yn, zp - zn));
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}
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}
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// Move forward
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stepTime += max(stepDistance * trace.StepScale, voxelSize);
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}
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hit.StepsCount += step;
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}
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hit.StepsCount += step;
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}
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return hit;
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}
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