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Interface for ray-casting data structures. More...
Inherits G3D::ReferenceCountedObject.
Inherited by G3D::TriTreeBase.
Classes | |
class | Hit |
Public Types | |
typedef unsigned int | IntersectRayOptions |
Options for intersectRays. More... | |
Public Member Functions | |
virtual const String & | className () const =0 |
virtual void | clear ()=0 |
virtual void | intersectBox (const AABox &box, Array< Tri > &results) const =0 |
Returns all triangles that lie within the box. More... | |
virtual bool | intersectRay (const Ray &ray, Hit &hit, IntersectRayOptions options=IntersectRayOptions(0)) const =0 |
Intersect a single ray. More... | |
shared_ptr< Surfel > | intersectRay (const Ray &ray) const |
Special single-ray CPU function for simplicity. More... | |
virtual void | intersectRays (const Array< Ray > &rays, Array< Hit > &results, IntersectRayOptions options=IntersectRayOptions(0)) const =0 |
Batch ray casting. More... | |
virtual void | intersectRays (const Array< Ray > &rays, Array< shared_ptr< Surfel >> &results, IntersectRayOptions options=IntersectRayOptions(0), const Array< float > &coneBuffer=Array< float >()) const =0 |
Values in results will be reused if already allocated, which can increase performance. More... | |
virtual void | intersectRays (const shared_ptr< Texture > &rayOrigin, const shared_ptr< Texture > &rayDirection, const shared_ptr< GBuffer > &results, IntersectRayOptions options=IntersectRayOptions(0), const shared_ptr< Texture > &rayCone=nullptr) const =0 |
virtual void | intersectRays (const shared_ptr< GLPixelTransferBuffer > &rayOrigin, const shared_ptr< GLPixelTransferBuffer > &rayDirection, const shared_ptr< GLPixelTransferBuffer > results[5], IntersectRayOptions options=IntersectRayOptions(0), const shared_ptr< GLPixelTransferBuffer > &rayCone=nullptr, const int baseMipLevel=0, const Vector2int32 wavefrontDimensions=Vector2int32(-1,-1), const RenderMask renderMask=0xFFFFFFFF) const =0 |
virtual void | intersectRays (const shared_ptr< Texture > &rayOrigin, const shared_ptr< Texture > &rayDirection, const shared_ptr< Texture > &booleanResults, IntersectRayOptions options=IntersectRayOptions(0)) const =0 |
virtual void | intersectRays (const shared_ptr< GLPixelTransferBuffer > &rayOrigin, const shared_ptr< GLPixelTransferBuffer > &rayDirection, const shared_ptr< GLPixelTransferBuffer > &booleanResults, IntersectRayOptions options=IntersectRayOptions(0)) const =0 |
virtual void | intersectRays (const Array< Ray > &rays, Array< bool > &results, IntersectRayOptions options=IntersectRayOptions(0)) const =0 |
virtual void | intersectSphere (const Sphere &sphere, Array< Tri > &triArray) const =0 |
Returns all triangles that intersect or are contained within the sphere (technically, this is a ball intersection). More... | |
RealTime | lastBuildTime () const |
Time at which setContents() or rebuild() was last invoked. More... | |
const Tri & | operator[] (int i) const |
Array access to the stored Tris. More... | |
virtual void | rebuild ()=0 |
Rebuild the tree after m_triArray or CPUVertexArray have been mutated. More... | |
void | sample (const Hit &hit, shared_ptr< Surfel > &surfel) const |
virtual void | setContents (const Array< shared_ptr< Surface >> &surfaceArray, ImageStorage newImageStorage=ImageStorage::COPY_TO_CPU)=0 |
Base class implementation populates m_triArray and m_vertexArray and applies the image storage option. More... | |
virtual void | setContents (const Array< Tri > &triArray, const CPUVertexArray &vertexArray, ImageStorage newStorage=ImageStorage::COPY_TO_CPU)=0 |
virtual void | setContents (const shared_ptr< class Scene > &scene, ImageStorage newStorage=ImageStorage::COPY_TO_CPU)=0 |
int | size () const |
const Array< Tri > & | triArray () const |
Array< Tri > & | triArray () |
If you mutate this, you must call rebuild() More... | |
const CPUVertexArray & | vertexArray () const |
CPUVertexArray & | vertexArray () |
If you mutate this, you must call rebuild() More... | |
Static Public Member Functions | |
static shared_ptr< TriTree > | create (bool preferGPUData=true) |
Create an instance of whatever is the fastest implementation subclass for this machine. More... | |
static shared_ptr< TriTree > | create (const shared_ptr< Scene > &scene, ImageStorage newImageStorage) |
Public Attributes | |
RealTime | debugConversionOverheadTime = 0 |
CPU timing of API conversion overhead for the most recent call to intersectRays. More... | |
Static Public Attributes | |
static const IntersectRayOptions | COHERENT_RAY_HINT = 16 |
Make optimizations appropriate for coherent rays (same origin) More... | |
static const IntersectRayOptions | DO_NOT_CULL_BACKFACES = 2 |
Do not allow the intersector to perform backface culling as an optimization. More... | |
static const IntersectRayOptions | NO_PARTIAL_COVERAGE_TEST = 8 |
Disable partial coverage (alpha) testing. More... | |
static const IntersectRayOptions | OCCLUSION_TEST_ONLY = 1 |
Test for occlusion and do not necessarily return valid triIndex, backfacing, etc. More... | |
static const IntersectRayOptions | PARTIAL_COVERAGE_THRESHOLD_ZERO = 4 |
Only fail the partial coverage (alpha) test on zero coverage. More... | |
Protected Member Functions | |
bool | _intersectRay (const Ray &ray, Hit &hit, IntersectRayOptions options) const |
Static Protected Member Functions | |
template<class T , class ... ArgTypes> | |
static shared_ptr< T > | createShared (ArgTypes &&... args) |
Like std::make_shared, but works for protected constructors. More... | |
Protected Attributes | |
RealTime | m_lastBuildTime = -1e6 |
shared_ptr< CubeMap > | m_sky |
Array< Tri > | m_triArray |
CPUVertexArray | m_vertexArray |
Interface for ray-casting data structures.
typedef unsigned int G3D::TriTree::IntersectRayOptions |
Options for intersectRays.
Default is full intersection with no backface culling optimization and partial coverage (alpha) test passing for values over 0.5.
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inlineprotected |
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pure virtual |
Implemented in G3D::NativeTriTree, G3D::VulkanTriTree, and G3D::OptiXTriTree.
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pure virtual |
Implemented in G3D::NativeTriTree, and G3D::TriTreeBase.
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static |
Create an instance of whatever is the fastest implementation subclass for this machine.
preferGPUData | If true, use an implementation that is fast for ray buffers already on the GPU. |
Referenced by G3D::MeshShape::bspTree().
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static |
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inlinestaticprotectedinherited |
Like std::make_shared, but works for protected constructors.
Call as createShared<myclass>.
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pure virtual |
Returns all triangles that lie within the box.
Default implementation tests each triangle in turn (linear time).
Implemented in G3D::NativeTriTree, and G3D::TriTreeBase.
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pure virtual |
Intersect a single ray.
Return value is hit.triIndex != Hit::NONE
for convenience.
Implemented in G3D::NativeTriTree, G3D::VulkanTriTree, and G3D::OptiXTriTree.
Referenced by _intersectRay().
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pure virtual |
Batch ray casting.
The default implementation calls the single-ray version using Thread::runConcurrently.
Implemented in G3D::NativeTriTree, G3D::VulkanTriTree, G3D::OptiXTriTree, and G3D::TriTreeBase.
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pure virtual |
Values in results will be reused if already allocated, which can increase performance.
Implemented in G3D::VulkanTriTree, G3D::OptiXTriTree, and G3D::TriTreeBase.
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pure virtual |
rayOrigin | must be RGBA32F() = XYZ, min distance |
rayDirection | must be RGBA32F() or RGBA16F() = normalized XYZ, max distance |
rayCone | must be null or a single-channel (R-only) texture. If not null, each element is the cosine of the half-angle of the cone about rayDirection that should be used to select a MIP-level at the intersection point. The easy way to compute this for primary rays is to pass the dot products of adjacent pixel ray directions. |
The GBuffer and both textures must have the same dimensions.
Reconfigures the GBuffer and writes the following fields:
WS_NORMAL is zero at pixels where the ray misses
All other fields are ignored. The GBuffer may be reallocated with textures in a different format as well.
The base class implementation copies all data to the CPU, invokes the intersectRays overload that accepts CPU data, and then copies all data back to the GPU.
Implemented in G3D::VulkanTriTree, and G3D::TriTreeBase.
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pure virtual |
rayOrigin | must be RGBA32F() = XYZ, min distance |
rayDirection | must be RGBA32F() or RGBA16F() = normalized XYZ, max distance |
rayCone | must be null or a single-channel (R-only) texture. If not null, each element is the cosine of the half-angle of the cone about rayDirection that should be used to select a MIP-level at the intersection point. The easy way to approximate this for primary rays is to pass: sqrt(dot(rayDir, adjacentRayDir) * 0.5 + 0.5) . That is only exact for "square" rays, though, and given the number of approximations involved in both MIP maps and approximating a square pixel footprint with a cone, dropping the square root is also reasonable: dot(rayDir, adjacentRayDir) * 0.5 + 0.5 . |
The GBuffer and all buffers must have the same dimensions.
The GBuffer array must have G3D::GLPixelTransferBuffers with exactly the following semantics and format:
WS_NORMAL is zero at pixels where the ray misses
All other fields are ignored.
The base class implementation copies all data to the CPU, invokes the intersectRays overload that accepts CPU data, and then copies all data back to the GPU.
This is the fastest overload for OptiXTriTree
Only supports the first two bits (0b11 = 3) of renderMask. Reports hits where (renderMask & surface->renderMask() & 3) != 0
Implemented in G3D::VulkanTriTree, G3D::OptiXTriTree, and G3D::TriTreeBase.
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pure virtual |
booleanResults | The red channel is nonzero on hit, 0 on miss. Subclasses are free to change the format of the booleanResults texture to whatever is most convenient for them, so make no assumptions other than that it has a red channel. |
Implemented in G3D::TriTreeBase.
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pure virtual |
booleanResults | The red channel is nonzero on hit, 0 on miss. Subclasses are free to change the format of the booleanResults texture to whatever is most convenient for them, so make no assumptions other than that it has a red channel. This is the fastest overload for OptiXTriTree |
Implemented in G3D::VulkanTriTree, G3D::OptiXTriTree, and G3D::TriTreeBase.
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pure virtual |
Implemented in G3D::VulkanTriTree, G3D::OptiXTriTree, and G3D::TriTreeBase.
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pure virtual |
Returns all triangles that intersect or are contained within the sphere (technically, this is a ball intersection).
Default implementation calls intersectBox and then filters the results for the sphere.
Implemented in G3D::NativeTriTree, and G3D::TriTreeBase.
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inline |
Time at which setContents() or rebuild() was last invoked.
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pure virtual |
Rebuild the tree after m_triArray or CPUVertexArray have been mutated.
Called automatically by setContents()
Implemented in G3D::NativeTriTree, and G3D::VulkanTriTree.
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pure virtual |
Base class implementation populates m_triArray and m_vertexArray and applies the image storage option.
Implemented in G3D::TriTreeBase.
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pure virtual |
Implemented in G3D::VulkanTriTree, G3D::OptiXTriTree, and G3D::TriTreeBase.
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pure virtual |
Implemented in G3D::TriTreeBase.
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inline |
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inline |
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inline |
If you mutate this, you must call rebuild()
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static |
Make optimizations appropriate for coherent rays (same origin)
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mutable |
CPU timing of API conversion overhead for the most recent call to intersectRays.
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static |
Do not allow the intersector to perform backface culling as an optimization.
Backface culling is not required in any case.
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protected |
Referenced by lastBuildTime().
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protected |
Referenced by operator[](), size(), and triArray().
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protected |
Referenced by vertexArray().
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static |
Disable partial coverage (alpha) testing.
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static |
Test for occlusion and do not necessarily return valid triIndex, backfacing, etc.
data (useful for shadow rays and testing line of sight)
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static |
Only fail the partial coverage (alpha) test on zero coverage.