30QSSGRenderRay::RayData QSSGRenderRay::createRayData(
const QMatrix4x4 &globalTransform,
31 const QSSGRenderRay &ray)
33 using DirectionOp = RayData::DirectionOp;
34 QMatrix4x4 originTransform = globalTransform.inverted();
35 QVector3D transformedOrigin = QSSGUtils::mat44::transform(originTransform, ray.origin);
36 float *outOriginTransformPtr(originTransform.data());
37 outOriginTransformPtr[12] = outOriginTransformPtr[13] = outOriginTransformPtr[14] = 0.0f;
38 const QVector3D &transformedDirection = QSSGUtils::mat44::rotate(originTransform, ray.direction).normalized();
39 static auto getInverseAndDirOp = [](
const QVector3D &dir, QVector3D &invDir, DirectionOp (&dirOp)[3]) {
40 for (
int i = 0; i != 3; ++i) {
41 const float axisDir = dir[i];
42 dirOp[i] = qFuzzyIsNull(axisDir) ? DirectionOp::Zero : ((axisDir < -std::numeric_limits<
float>::epsilon())
44 : DirectionOp::Normal);
45 invDir[i] = qFuzzyIsNull(axisDir) ? 0.0f : (1.0f / axisDir);
49 QVector3D transformedDirectionInvers;
50 getInverseAndDirOp(transformedDirection, transformedDirectionInvers, dirOp);
51 return RayData{ globalTransform, ray, transformedOrigin, transformedDirectionInvers,
52 transformedDirection, { dirOp[0], dirOp[1], dirOp[2] } };
55QSSGRenderRay::IntersectionResult QSSGRenderRay::createIntersectionResult(
const QSSGRenderRay::RayData &data,
58 Q_ASSERT(hit.intersects());
59 Q_ASSERT(hit.bounds !=
nullptr);
60 const QSSGBounds3 &bounds = *hit.bounds;
62 const QVector3D &scaledDir = data.direction * hit.min;
63 const QVector3D &localPosition = scaledDir + data.origin;
65 const QVector3D &globalPosition = QSSGUtils::mat44::transform(data.globalTransform, localPosition);
66 const QVector3D &cameraToLocal = data.ray.origin - globalPosition;
67 const float rayLenSquared = QSSGUtils::vec3::magnitudeSquared(cameraToLocal);
69 const auto &boundsMin = bounds.minimum;
70 const auto &boundsMax = bounds.maximum;
71 const float xRange = boundsMax.x() - boundsMin.x();
72 const float yRange = boundsMax.y() - boundsMin.y();
73 const QVector2D uvCoords{((localPosition[0] - boundsMin.x()) / xRange), ((localPosition[1] - boundsMin.y()) / yRange)};
76 return IntersectionResult(rayLenSquared, uvCoords, globalPosition, localPosition, QVector3D(), QVector3D());
79QSSGRenderRay::HitResult QSSGRenderRay::intersectWithAABBv2(
const QSSGRenderRay::RayData &data,
80 const QSSGBounds3 &bounds)
91 float tmax = std::numeric_limits<
float>::max();
92 float tmin = std::numeric_limits<
float>::min();
94 const QVector3D *
const barray[] { &bounds.minimum, &bounds.maximum };
96 for (
int axis = 0; axis != 3; ++axis) {
97 origin = data.origin[axis];
98 const bool zeroDir = (data.dirOp[axis] == RayData::DirectionOp::Zero);
99 if (zeroDir && (origin < bounds.minimum[axis] || origin > bounds.maximum[axis])) {
102 return { -1.0f, -1.0f,
nullptr };
106 tmax = std::min(((*barray[1-quint8(data.dirOp[axis])])[axis] - origin) * data.directionInvers[axis], tmax);
107 tmin = std::max(((*barray[quint8(data.dirOp[axis])])[axis] - origin) * data.directionInvers[axis], tmin);
111 return { tmin, tmax, &bounds };
117bool QSSGRenderRay::triangleIntersect(
const QSSGRenderRay &ray,
125 const float epsilon = std::numeric_limits<
float>::epsilon();
128 const QVector3D edge1 = v1 - v0;
129 const QVector3D edge2 = v2 - v0;
132 const QVector3D P = QVector3D::crossProduct(ray.direction, edge2);
135 const float determinant = QVector3D::dotProduct(edge1, P);
140 if (determinant > epsilon) {
142 const QVector3D T = ray.origin - v0;
145 u = QVector3D::dotProduct(T, P);
146 if (u < 0.0f || u > determinant)
150 Q = QVector3D::crossProduct(T, edge1);
153 v = QVector3D::dotProduct(ray.direction, Q);
154 if (v < 0.0f || ((u + v) > determinant))
157
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171
172else{
177 const float invDeterminant = 1.0f / determinant;
180 const float t = QVector3D::dotProduct(edge2, Q) * invDeterminant;
183 normal = QVector3D::crossProduct(edge1, edge2).normalized();
193void QSSGRenderRay::intersectWithBVH(
const RayData &data,
194 const QSSGMeshBVHNode *bvh,
195 const QSSGRenderMesh *mesh,
196 QVector<IntersectionResult> &intersections,
199 if (!bvh || !mesh || !mesh->bvh)
203 if (bvh->count != 0) {
205 auto results = intersectWithBVHTriangles(data, mesh->bvh->triangles(), bvh->offset, bvh->count);
206 if (!results.isEmpty())
207 intersections.append(results);
211 auto hit = QSSGRenderRay::intersectWithAABBv2(data, bvh->left->boundingData);
212 if (hit.intersects())
213 intersectWithBVH(data,
static_cast<
const QSSGMeshBVHNode *>(bvh->left), mesh, intersections, depth + 1);
215 hit = QSSGRenderRay::intersectWithAABBv2(data, bvh->right->boundingData);
216 if (hit.intersects())
217 intersectWithBVH(data,
static_cast<
const QSSGMeshBVHNode *>(bvh->right), mesh, intersections, depth + 1);
222QVector<QSSGRenderRay::IntersectionResult> QSSGRenderRay::intersectWithBVHTriangles(
const RayData &data,
223 const QSSGMeshBVHTriangles &bvhTriangles,
227 Q_ASSERT(bvhTriangles.size() >= size_t(triangleOffset + triangleCount));
229 QVector<QSSGRenderRay::IntersectionResult> results;
231 for (
int i = triangleOffset; i < triangleCount + triangleOffset; ++i) {
232 const auto &triangle = bvhTriangles[i];
234 QSSGRenderRay relativeRay(data.origin, data.direction);
240 const bool intersects = triangleIntersect(relativeRay,
248 const float w = 1.0f - u - v;
249 const QVector3D localIntersectionPoint = w * triangle.vertex1 +
250 u * triangle.vertex2 +
251 v * triangle.vertex3;
253 const QVector2D uvCoordinate = w * triangle.uvCoord1 +
254 u * triangle.uvCoord2 +
255 v * triangle.uvCoord3;
257 const QVector3D sceneIntersectionPos = QSSGUtils::mat44::transform(data.globalTransform,
258 localIntersectionPoint);
259 const QVector3D hitVector = data.ray.origin - sceneIntersectionPos;
261 const float rayLengthSquared = QSSGUtils::vec3::magnitudeSquared(hitVector);
264 const QMatrix3x3 normalMatrix = data.globalTransform.normalMatrix();
265 const QVector3D sceneNormal = QSSGUtils::mat33::transform(normalMatrix, normal);
267 results.append(IntersectionResult(rayLengthSquared,
269 sceneIntersectionPos,
270 localIntersectionPoint,
280std::optional<QVector2D> QSSGRenderRay::relative(
const QMatrix4x4 &inGlobalTransform,
281 const QSSGBounds3 &inBounds,
282 QSSGRenderBasisPlanes inPlane)
const
284 QMatrix4x4 theOriginTransform = inGlobalTransform.inverted();
286 QVector3D theTransformedOrigin = QSSGUtils::mat44::transform(theOriginTransform, origin);
287 float *outOriginTransformPtr(theOriginTransform.data());
288 outOriginTransformPtr[12] = outOriginTransformPtr[13] = outOriginTransformPtr[14] = 0.0f;
289 QVector3D theTransformedDirection = QSSGUtils::mat44::rotate(theOriginTransform, direction);
293 QVector3D theDirection(0, 0, 1);
294 QVector3D theRight(1, 0, 0);
295 QVector3D theUp(0, 1, 0);
297 case QSSGRenderBasisPlanes::XY:
299 case QSSGRenderBasisPlanes::XZ:
300 theDirection = QVector3D(0, 1, 0);
301 theUp = QVector3D(0, 0, 1);
303 case QSSGRenderBasisPlanes::YZ:
304 theDirection = QVector3D(1, 0, 0);
305 theRight = QVector3D(0, 0, 1);
308 QSSGPlane thePlane(theDirection,
309 QVector3D::dotProduct(theDirection, theTransformedDirection) > 0.0f
310 ? QVector3D::dotProduct(theDirection, inBounds.maximum)
311 : QVector3D::dotProduct(theDirection, inBounds.minimum));
313 const QSSGRenderRay relativeRay(theTransformedOrigin, theTransformedDirection);
314 std::optional<QVector3D> localIsect = QSSGRenderRay::intersect(thePlane, relativeRay);
315 if (localIsect.has_value()) {
316 float xRange = QVector3D::dotProduct(theRight, inBounds.maximum) - QVector3D::dotProduct(theRight, inBounds.minimum);
317 float yRange = QVector3D::dotProduct(theUp, inBounds.maximum) - QVector3D::dotProduct(theUp, inBounds.minimum);
318 float xOrigin = xRange / 2.0f + QVector3D::dotProduct(theRight, inBounds.minimum);
319 float yOrigin = yRange / 2.0f + QVector3D::dotProduct(theUp, inBounds.minimum);
320 return QVector2D((QVector3D::dotProduct(theRight, *localIsect) - xOrigin) / xRange,
321 (QVector3D::dotProduct(theUp, *localIsect) - yOrigin) / yRange);