mirror of
https://github.com/KhronosGroup/glslang
synced 2024-09-18 19:59:54 +00:00
223 lines
5.8 KiB
Plaintext
223 lines
5.8 KiB
Plaintext
#version 460
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#extension GL_EXT_ray_query : enable
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#extension GL_EXT_ray_flags_primitive_culling : enable
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#extension GL_EXT_ray_tracing_position_fetch : enable
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layout(primitive_culling);
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struct Ray
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{
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vec3 pos;
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float tmin;
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vec3 dir;
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float tmax;
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};
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layout(std430, set = 0, binding = 0) buffer Log
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{
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uint x;
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uint y;
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};
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layout(binding = 1, set = 0) uniform accelerationStructureEXT rtas;
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layout(std430, set = 0, binding = 2) buffer Rays { Ray rays[]; };
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void doSomething()
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{
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x = 0;
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y = 0;
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}
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Ray makeRayDesc()
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{
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Ray ray;
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ray.pos= vec3(0,0,0);
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ray.dir = vec3(1,0,0);
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ray.tmin = 0.0f;
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ray.tmax = 9999.0;
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return ray;
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}
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void main()
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{
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Ray ray = makeRayDesc();
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rayQueryEXT rayQuery;
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rayQueryInitializeEXT(rayQuery, rtas, gl_RayFlagsNoneEXT, 0xFF, ray.pos, ray.tmin, ray.dir, ray.tmax);
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mat4x3 _mat4x3;
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mat3x4 _mat3x4;
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while (rayQueryProceedEXT(rayQuery))
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{
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uint candidateType = rayQueryGetIntersectionTypeEXT(rayQuery, false);
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switch(candidateType)
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{
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case gl_RayQueryCandidateIntersectionTriangleEXT:
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rayQueryTerminateEXT(rayQuery);
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_mat4x3 = rayQueryGetIntersectionObjectToWorldEXT(rayQuery, false);
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_mat3x4 = transpose(_mat4x3);
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rayQueryConfirmIntersectionEXT(rayQuery);
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if (rayQueryGetIntersectionFrontFaceEXT(rayQuery, true))
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{
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doSomething();
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}
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if (rayQueryGetIntersectionBarycentricsEXT(rayQuery, true).x == 0)
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{
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doSomething();
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}
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if (rayQueryGetIntersectionInstanceCustomIndexEXT(rayQuery, true) > 0)
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{
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doSomething();
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}
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if (rayQueryGetIntersectionInstanceIdEXT(rayQuery, true) > 0)
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{
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doSomething();
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}
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if (rayQueryGetIntersectionObjectRayDirectionEXT(rayQuery, true).x > 0)
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{
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doSomething();
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}
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if (rayQueryGetIntersectionObjectRayOriginEXT(rayQuery, true).x > 0)
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{
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doSomething();
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}
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if (rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, true) > 0)
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{
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doSomething();
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}
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if (rayQueryGetIntersectionTEXT(rayQuery, true) > 0.f)
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{
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doSomething();
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}
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if (rayQueryGetIntersectionInstanceShaderBindingTableRecordOffsetEXT(rayQuery, true) > 0)
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{
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doSomething();
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}
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break;
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case gl_RayQueryCandidateIntersectionAABBEXT:
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{
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_mat4x3 = rayQueryGetIntersectionObjectToWorldEXT(rayQuery, false);
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_mat3x4 = transpose(_mat4x3);
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if (rayQueryGetIntersectionCandidateAABBOpaqueEXT(rayQuery))
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{
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doSomething();
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}
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float t = 0.5;
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rayQueryGenerateIntersectionEXT(rayQuery, t);
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rayQueryTerminateEXT(rayQuery);
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break;
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}
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}
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}
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if(_mat3x4[0][0] == _mat4x3[0][0])
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{
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doSomething();
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}
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uint committedStatus = rayQueryGetIntersectionTypeEXT(rayQuery, true);
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switch(committedStatus)
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{
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case gl_RayQueryCommittedIntersectionNoneEXT :
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_mat4x3 = rayQueryGetIntersectionWorldToObjectEXT(rayQuery, false);
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_mat3x4 = transpose(_mat4x3);
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break;
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case gl_RayQueryCommittedIntersectionTriangleEXT :
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_mat4x3 = rayQueryGetIntersectionWorldToObjectEXT(rayQuery, true);
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_mat3x4 = transpose(_mat4x3);
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if (rayQueryGetIntersectionFrontFaceEXT(rayQuery, true))
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{
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doSomething();
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}
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if (rayQueryGetIntersectionBarycentricsEXT(rayQuery, true).y == 0)
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{
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doSomething();
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}
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{
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vec3 positions[3];
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rayQueryGetIntersectionTriangleVertexPositionsEXT(rayQuery, true, positions);
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if (positions[0].x < 0 && positions[2].y > 0)
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{
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doSomething();
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}
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}
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break;
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case gl_RayQueryCommittedIntersectionGeneratedEXT :
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if(rayQueryGetIntersectionGeometryIndexEXT(rayQuery, true) > 0)
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{
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doSomething();
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}
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if(rayQueryGetIntersectionInstanceIdEXT(rayQuery, true) > 0)
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{
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doSomething();
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}
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if(rayQueryGetIntersectionInstanceCustomIndexEXT(rayQuery, true) > 0)
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{
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doSomething();
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}
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if(rayQueryGetIntersectionObjectRayDirectionEXT(rayQuery, true).z > 0)
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{
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doSomething();
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}
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if(rayQueryGetIntersectionObjectRayOriginEXT(rayQuery, true).x > 0)
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{
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doSomething();
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}
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if(rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, true) > 0)
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{
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doSomething();
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}
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if(rayQueryGetIntersectionTEXT(rayQuery, true) > 0.f)
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{
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doSomething();
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}
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break;
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}
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if (_mat3x4[0][0] == _mat4x3[0][0])
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{
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doSomething();
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}
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if (rayQueryGetRayFlagsEXT(rayQuery) > gl_RayFlagsSkipTrianglesEXT)
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{
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doSomething();
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}
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if (rayQueryGetRayTMinEXT(rayQuery) > 0.0)
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{
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doSomething();
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}
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vec3 o = rayQueryGetWorldRayOriginEXT(rayQuery);
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vec3 d = rayQueryGetWorldRayDirectionEXT(rayQuery);
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if (o.x == d.z)
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{
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doSomething();
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}
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}
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