556 lines
21 KiB
C#
556 lines
21 KiB
C#
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using NUnit.Framework;
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using System;
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using UnityEditor;
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using System.Runtime.InteropServices;
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using Unity.Mathematics;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.Rendering.RadeonRays;
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namespace UnityEngine.Rendering.UnifiedRayTracing.Tests
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{
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internal static class MeshUtil
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{
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static internal Mesh CreateSingleTriangleMesh(float2 scaling, float3 translation)
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{
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Mesh mesh = new Mesh();
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Vector3[] vertices = new Vector3[]
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{
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(Vector3)translation + new Vector3(0.0f, 0.0f, 0),
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(Vector3)translation + new Vector3(1.0f * scaling.x, 0.0f, 0),
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(Vector3)translation + new Vector3(0.0f, 1.0f * scaling.y, 0)
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};
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mesh.vertices = vertices;
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Vector3[] normals = new Vector3[]
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{
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-Vector3.forward,
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-Vector3.forward,
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-Vector3.forward
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};
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mesh.normals = normals;
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Vector2[] uv = new Vector2[]
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{
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new Vector2(0, 1),
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new Vector2(1, 1),
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new Vector2(0, 0)
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};
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mesh.uv = uv;
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int[] tris = new int[3]
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{
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0, 2, 1
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};
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mesh.triangles = tris;
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return mesh;
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}
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static internal Mesh CreateQuadMesh()
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{
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Mesh mesh = new Mesh();
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Vector3[] vertices = new Vector3[]
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{
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new Vector3(-0.5f, -0.5f, 0.0f),
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new Vector3(0.5f, -0.5f, 0.0f),
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new Vector3(-0.5f, 0.5f, 0.0f),
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new Vector3(0.5f, 0.5f, 0.0f)
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};
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mesh.vertices = vertices;
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Vector3[] normals = new Vector3[]
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{
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-Vector3.forward,
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-Vector3.forward,
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-Vector3.forward,
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-Vector3.forward
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};
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mesh.normals = normals;
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Vector2[] uv = new Vector2[]
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{
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new Vector2(0, 0),
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new Vector2(1, 0),
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new Vector2(0, 1),
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new Vector2(1, 1)
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};
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mesh.uv = uv;
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int[] tris = new int[6]
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{
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0, 2, 1,
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2, 3, 1
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};
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mesh.triangles = tris;
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return mesh;
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}
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}
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internal class ComputeRayTracingAccelStructTests
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{
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static private void AssertFloat3sAreEqual(float3 expected, float3 actual, float tolerance)
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{
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Assert.AreEqual(expected.x, actual.x, tolerance);
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Assert.AreEqual(expected.y, actual.y, tolerance);
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Assert.AreEqual(expected.z, actual.z, tolerance);
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}
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static private void AssertAABBsAreEqual(float3 expectedMin, float3 expectedMax, float3 actualMin, float3 actualMax, float tolerance)
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{
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AssertFloat3sAreEqual(expectedMin, actualMin, tolerance);
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AssertFloat3sAreEqual(expectedMax, actualMax, tolerance);
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}
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[Test]
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public void Build_TwoInstancesOfASingleTriangleMesh_ShouldGenerateCorrectResult()
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{
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var resources = new RayTracingResources();
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resources.Load();
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using var accelStruct = new ComputeRayTracingAccelStruct(
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new AccelerationStructureOptions() { buildFlags = BuildFlags.PreferFastBuild },
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resources,
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new ReferenceCounter());
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uint instanceCount = 2;
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{
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var mesh = MeshUtil.CreateSingleTriangleMesh(new float2(1.0f, 1.0f), float3.zero);
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var globalTranslation = new float3(1.0f, 1.0f, 0.0f);
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for (uint i = 0; i < instanceCount; i++)
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{
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var instanceDesc = new MeshInstanceDesc(mesh);
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instanceDesc.localToWorldMatrix = Matrix4x4.Translate(globalTranslation + new float3(2.0f * i, 0.0f, 0.0f));
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accelStruct.AddInstance(instanceDesc);
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}
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using var scratchBuffer = RayTracingHelper.CreateScratchBufferForBuild(accelStruct);
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using var cmd = new CommandBuffer();
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accelStruct.Build(cmd, scratchBuffer);
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Graphics.ExecuteCommandBuffer(cmd);
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Object.DestroyImmediate(mesh);
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}
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var tolerance = 0.001f;
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{
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// Verify bottom level BVH.
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uint expectedTotalNodeCount = 1;
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var bottomLevelNodes = new BvhNode[(int)expectedTotalNodeCount + 1]; // plus one for header
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accelStruct.bottomLevelBvhBuffer.GetData(bottomLevelNodes);
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var header = UnsafeUtility.As<BvhNode, BvhHeader>(ref bottomLevelNodes[0]);
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Assert.AreEqual(expectedTotalNodeCount, header.internalNodeCount + header.leafNodeCount);
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Assert.AreEqual(1, header.leafNodeCount);
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Assert.AreEqual(expectedTotalNodeCount, header.internalNodeCount + header.leafNodeCount);
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AssertAABBsAreEqual(new float3(0.0f, 0.0f, 0.0f), new float3(1.0f, 1.0f, 0.0f), header.globalAabbMin, header.globalAabbMax, tolerance);
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}
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{
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// Verify top level BVH.
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uint expectedInternalNodeCount = instanceCount - 1;
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uint expectedLeafNodeCount = instanceCount;
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var topLevelNodes = new BvhNode[(int)expectedInternalNodeCount + 1]; // plus one for header
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accelStruct.topLevelBvhBuffer.GetData(topLevelNodes);
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var header = UnsafeUtility.As<BvhNode, BvhHeader>(ref topLevelNodes[0]);
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Assert.AreEqual(expectedInternalNodeCount, header.internalNodeCount);
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Assert.AreEqual(expectedLeafNodeCount, header.leafNodeCount);
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AssertAABBsAreEqual(new float3(1.0f, 1.0f, 0.0f), new float3(4.0f, 2.0f, 0.0f), header.globalAabbMin, header.globalAabbMax, tolerance);
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var instanceBvhRoot = topLevelNodes[1];
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Assert.AreEqual(0u | (1u << 31), instanceBvhRoot.child0 ); // MSB is set for leaf node indices
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Assert.AreEqual(1u | (1u << 31), instanceBvhRoot.child1 );
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AssertAABBsAreEqual(new float3(1.0f, 1.0f, 0.0f), new float3(2.0f, 2.0f, 0.0f), instanceBvhRoot.aabb0_min, instanceBvhRoot.aabb0_max, tolerance);
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AssertAABBsAreEqual(new float3(3.0f, 1.0f, 0.0f), new float3(4.0f, 2.0f, 0.0f), instanceBvhRoot.aabb1_min, instanceBvhRoot.aabb1_max, tolerance);
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}
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}
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}
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[TestFixture("Compute")]
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[TestFixture("Hardware")]
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internal class AccelStructTests
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{
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readonly RayTracingBackend m_Backend;
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RayTracingContext m_Context;
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RayTracingResources m_Resources;
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IRayTracingAccelStruct m_AccelStruct;
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IRayTracingShader m_Shader;
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public AccelStructTests(string backendAsString)
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{
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m_Backend = Enum.Parse<RayTracingBackend>(backendAsString);
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}
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[SetUp]
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public void SetUp()
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{
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if (!SystemInfo.supportsRayTracing && m_Backend == RayTracingBackend.Hardware)
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{
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Assert.Ignore("Cannot run test on this Graphics API. Hardware RayTracing is not supported");
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}
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if (!SystemInfo.supportsComputeShaders && m_Backend == RayTracingBackend.Compute)
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{
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Assert.Ignore("Cannot run test on this Graphics API. Compute shaders are not supported");
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}
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if (SystemInfo.graphicsDeviceName.Contains("llvmpipe"))
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{
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Assert.Ignore("Cannot run test on this device (Renderer: llvmpipe (LLVM 10.0.0, 128 bits)). Tests are disabled because they fail on some platforms (that do not support 11 SSBOs). Once we do not run Ubuntu 18.04 try removing this");
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}
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CreateRayTracingResources();
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}
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[TearDown]
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public void TearDown()
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{
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DisposeRayTracingResources();
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}
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[Test]
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public void RayTracePixelsInUnitQuad([Values(1, 10, 100)] int rayResolution, [Values(0, 1, 2, 3)] int buildFlagsAsInteger)
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{
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var buildFlags = (BuildFlags)buildFlagsAsInteger; // We do this ugly but simple cast hack because the BuildFlags type is not public as time of this writing (test methods must be public and so must their argument types).
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// re-create the acceleration structure with suitable options
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m_AccelStruct?.Dispose();
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var options = new AccelerationStructureOptions() { buildFlags = buildFlags };
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m_AccelStruct = m_Context.CreateAccelerationStructure(options);
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Mesh mesh = MeshUtil.CreateQuadMesh();
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var instanceDesc = new MeshInstanceDesc(mesh);
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instanceDesc.localToWorldMatrix = Matrix4x4.identity;
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instanceDesc.localToWorldMatrix.SetTRS(new Vector3(0.5f, 0.5f, 0.0f), Quaternion.identity, new Vector3(1.0f, 1.0f, 1.0f));
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instanceDesc.enableTriangleCulling = false;
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instanceDesc.frontTriangleCounterClockwise = true;
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m_AccelStruct.AddInstance(instanceDesc);
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// trace N*N rays towards the quad and expect to hit it
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int N = rayResolution;
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var rays = new RayWithFlags[N*N];
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int rayI = 0;
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for (int v = 0; v < N; ++v)
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{
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for (int u = 0; u < N; ++u)
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{
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float2 uv = new float2((float)u, (float)v);
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uv += 0.5f;
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uv /= N;
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float3 origin = new float3(uv.x, uv.y, 1.0f);
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float3 direction = new float3(0.0f, 0.0f, -1.0f);
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rays[rayI] = new RayWithFlags(origin, direction);
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rays[rayI].culling = (uint)RayCulling.None;
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rayI++;
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}
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}
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HitGeomAttributes[] hitAttributes = null;
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var hits = TraceRays(rays, out hitAttributes);
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for (int i = 0; i < hits.Length; ++i)
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{
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Assert.IsTrue(hits[i].Valid(), $"Expected all rays to hit the quad but ray {i} missed.");
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}
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}
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[Test]
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public void FrontOrBackFaceCulling()
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{
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const int instanceCount = 4;
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Mesh mesh = MeshUtil.CreateSingleTriangleMesh(new float2(1.5f, 1.5f), new float3(-0.5f, -0.5f, 0.0f));
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CreateMatchingRaysAndInstanceDescs(instanceCount, mesh, out RayWithFlags[] rays, out MeshInstanceDesc[] instanceDescs);
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var raysDuplicated = new RayWithFlags[instanceCount * 3];
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Array.Copy(rays, 0, raysDuplicated, 0, instanceCount);
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Array.Copy(rays, 0, raysDuplicated, instanceCount, instanceCount);
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Array.Copy(rays, 0, raysDuplicated, 2* instanceCount, instanceCount);
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for (int i = 0; i < instanceCount; ++i)
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{
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raysDuplicated[i].culling = (uint)RayCulling.None;
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raysDuplicated[i + instanceCount].culling = (uint)RayCulling.CullFrontFace;
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raysDuplicated[i + instanceCount * 2].culling = (uint)RayCulling.CullBackFace;
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}
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instanceDescs[0].enableTriangleCulling = false;
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instanceDescs[0].frontTriangleCounterClockwise = true;
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instanceDescs[1].enableTriangleCulling = false;
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instanceDescs[1].frontTriangleCounterClockwise = false;
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instanceDescs[2].enableTriangleCulling = true;
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instanceDescs[2].frontTriangleCounterClockwise = true;
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instanceDescs[3].enableTriangleCulling = true;
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instanceDescs[3].frontTriangleCounterClockwise = false;
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for (int i = 0; i < instanceCount; ++i)
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{
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m_AccelStruct.AddInstance(instanceDescs[i]);
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}
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HitGeomAttributes[] hitAttributes = null;
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var hits = TraceRays(raysDuplicated, out hitAttributes);
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// No culling
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Assert.IsTrue(hits[0].Valid());
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Assert.IsTrue(hits[1].Valid());
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Assert.IsTrue(hits[2].Valid());
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Assert.IsTrue(hits[3].Valid());
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// FrontFace culling
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Assert.IsTrue(hits[4].Valid());
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Assert.IsTrue(hits[5].Valid());
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Assert.IsTrue(hits[6].Valid());
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Assert.IsTrue(!hits[7].Valid());
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// BackFace culling
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Assert.IsTrue(hits[8].Valid());
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Assert.IsTrue(hits[9].Valid());
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Assert.IsTrue(!hits[10].Valid());
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Assert.IsTrue(hits[11].Valid());
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}
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[Test]
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public void InstanceAndRayMask()
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{
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const int instanceCount = 8;
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Mesh mesh = MeshUtil.CreateSingleTriangleMesh(new float2(1.5f, 1.5f), new float3(-0.5f, -0.5f, 0.0f));
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CreateMatchingRaysAndInstanceDescs(instanceCount, mesh, out RayWithFlags[] rays, out MeshInstanceDesc[] instanceDescs);
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var rayAndInstanceMasks = new (uint instanceMask, uint rayMask)[]
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{
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(0, 0),
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(0xFFFFFFFF, 0xFFFFFFFF),
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(0, 0xFFFFFFFF),
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(0xFFFFFFFF, 0),
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(0x0F, 0x01),
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(0x0F, 0xF0),
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(0x90, 0xF0),
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(0xF0, 0x10),
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};
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for (int i = 0; i < instanceCount; ++i)
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{
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instanceDescs[i].mask = rayAndInstanceMasks[i].instanceMask;
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rays[i].instanceMask = rayAndInstanceMasks[i].rayMask;
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}
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for (int i = 0; i < instanceCount; ++i)
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{
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m_AccelStruct.AddInstance(instanceDescs[i]);
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}
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HitGeomAttributes[] hitAttributes = null;
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var hits = TraceRays(rays, out hitAttributes);
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for (int i = 0; i < instanceCount; ++i)
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{
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bool rayShouldHit = ((rayAndInstanceMasks[i].instanceMask & rayAndInstanceMasks[i].rayMask) != 0);
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bool rayHit = hits[i].Valid();
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var message = String.Format("Ray {0} hit for InstanceMask: 0x{1:X} & RayMask: 0x{2:X}",
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rayShouldHit ? "should" : "shouldn't",
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rayAndInstanceMasks[i].instanceMask,
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rayAndInstanceMasks[i].rayMask);
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Assert.AreEqual(rayShouldHit, rayHit, message);
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}
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}
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[Test]
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public void AddAndRemoveInstances()
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{
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const int instanceCount = 4;
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Mesh mesh = MeshUtil.CreateSingleTriangleMesh(new float2(1.5f, 1.5f), new float3(-0.5f, -0.5f, 0.0f));
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CreateMatchingRaysAndInstanceDescs(instanceCount, mesh, out RayWithFlags[] rays, out MeshInstanceDesc[] instanceDescs);
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var instanceHandles = new int[instanceCount];
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var expectedVisibleInstances = new bool[instanceCount];
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for (int i = 0; i < instanceCount; ++i)
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{
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instanceHandles[i] = m_AccelStruct.AddInstance(instanceDescs[i]);
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expectedVisibleInstances[i] = true;
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}
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CheckVisibleInstances(rays, expectedVisibleInstances);
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m_AccelStruct.RemoveInstance(instanceHandles[0]); expectedVisibleInstances[0] = false;
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m_AccelStruct.RemoveInstance(instanceHandles[2]); expectedVisibleInstances[2] = false;
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CheckVisibleInstances(rays, expectedVisibleInstances);
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m_AccelStruct.ClearInstances();
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Array.Fill(expectedVisibleInstances, false);
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CheckVisibleInstances(rays, expectedVisibleInstances);
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m_AccelStruct.AddInstance(instanceDescs[3]);
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expectedVisibleInstances[3] = true;
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CheckVisibleInstances(rays, expectedVisibleInstances);
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}
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private void AddTerrainToAccelerationStructure(int heightmapResolution)
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{
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Terrain.CreateTerrainGameObject(new TerrainData());
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Terrain terrain = GameObject.FindFirstObjectByType<Terrain>();
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Assert.NotNull(terrain);
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// Set terrain texture resolution on terrain data.
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terrain.terrainData.heightmapResolution = heightmapResolution;
|
||
|
|
||
|
// Convert to mesh.
|
||
|
AsyncTerrainToMeshRequest request = TerrainToMesh.ConvertAsync(terrain);
|
||
|
request.WaitForCompletion();
|
||
|
|
||
|
// Add the terrain to the acceleration structure.
|
||
|
MeshInstanceDesc instanceDesc = new MeshInstanceDesc(request.GetMesh());
|
||
|
instanceDesc.localToWorldMatrix = float4x4.identity;
|
||
|
m_AccelStruct.AddInstance(instanceDesc);
|
||
|
}
|
||
|
|
||
|
[Test]
|
||
|
public void Add_1KTerrain_Works()
|
||
|
{
|
||
|
AddTerrainToAccelerationStructure(1025);
|
||
|
}
|
||
|
|
||
|
[Test]
|
||
|
[Ignore("This test is disabled because of the allocation limitation of 2 GB in GraphicsBuffer.")]
|
||
|
public void Add_4KTerrain_Works()
|
||
|
{
|
||
|
AddTerrainToAccelerationStructure(4097);
|
||
|
}
|
||
|
|
||
|
void CheckVisibleInstances(RayWithFlags[] rays, bool[] expectedVisibleInstances)
|
||
|
{
|
||
|
HitGeomAttributes[] hitAttributes = null;
|
||
|
var hits = TraceRays(rays, out hitAttributes);
|
||
|
for (int i = 0; i < rays.Length; ++i)
|
||
|
{
|
||
|
Assert.AreEqual(expectedVisibleInstances[i], hits[i].Valid(), $"Unexpected state of intersection with instance {i}");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CreateMatchingRaysAndInstanceDescs(uint instanceCount, Mesh mesh, out RayWithFlags[] rays, out MeshInstanceDesc[] instanceDescs)
|
||
|
{
|
||
|
instanceDescs = new MeshInstanceDesc[instanceCount];
|
||
|
rays = new RayWithFlags[instanceCount];
|
||
|
var ray = new RayWithFlags(new float3(0.0f, 0.0f, 1.0f), new float3(0.0f, 0.0f, -1.0f));
|
||
|
float3 step = new float3(2.0f, 0.0f, 0.0f);
|
||
|
|
||
|
for (int i = 0; i < instanceCount; ++i)
|
||
|
{
|
||
|
instanceDescs[i] = new MeshInstanceDesc(mesh);
|
||
|
instanceDescs[i].localToWorldMatrix = float4x4.Translate(step * i);
|
||
|
|
||
|
rays[i] = ray;
|
||
|
rays[i].origin += step * i;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Hit[] TraceRays(RayWithFlags[] rays, out HitGeomAttributes[] hitAttributes)
|
||
|
{
|
||
|
var bufferTarget = GraphicsBuffer.Target.Structured;
|
||
|
var rayCount = rays.Length;
|
||
|
using var raysBuffer = new GraphicsBuffer(bufferTarget, rayCount, Marshal.SizeOf<RayWithFlags>());
|
||
|
raysBuffer.SetData(rays);
|
||
|
using var hitsBuffer = new GraphicsBuffer(bufferTarget, rayCount, Marshal.SizeOf<Hit>());
|
||
|
using var attributesBuffer = new GraphicsBuffer(bufferTarget, rayCount, Marshal.SizeOf<HitGeomAttributes>());
|
||
|
|
||
|
using var scratchBuffer = RayTracingHelper.CreateScratchBufferForBuildAndDispatch(m_AccelStruct, m_Shader, (uint)rayCount, 1, 1);
|
||
|
|
||
|
var cmd = new CommandBuffer();
|
||
|
m_AccelStruct.Build(cmd, scratchBuffer);
|
||
|
m_Shader.SetAccelerationStructure(cmd, "_AccelStruct", m_AccelStruct);
|
||
|
m_Shader.SetBufferParam(cmd, Shader.PropertyToID("_Rays"), raysBuffer);
|
||
|
m_Shader.SetBufferParam(cmd, Shader.PropertyToID("_Hits"), hitsBuffer);
|
||
|
m_Shader.Dispatch(cmd, scratchBuffer, (uint)rayCount, 1, 1);
|
||
|
Graphics.ExecuteCommandBuffer(cmd);
|
||
|
|
||
|
var hits = new Hit[rayCount];
|
||
|
hitsBuffer.GetData(hits);
|
||
|
|
||
|
hitAttributes = new HitGeomAttributes[rayCount];
|
||
|
attributesBuffer.GetData(hitAttributes);
|
||
|
|
||
|
return hits;
|
||
|
}
|
||
|
|
||
|
void CreateRayTracingResources()
|
||
|
{
|
||
|
m_Resources = new RayTracingResources();
|
||
|
m_Resources.Load();
|
||
|
|
||
|
m_Context = new RayTracingContext(m_Backend, m_Resources);
|
||
|
m_AccelStruct = m_Context.CreateAccelerationStructure(new AccelerationStructureOptions());
|
||
|
m_Shader = m_Context.LoadRayTracingShader("Packages/com.unity.rendering.light-transport/Tests/Editor/UnifiedRayTracing/TraceRays.urtshader");
|
||
|
}
|
||
|
|
||
|
void DisposeRayTracingResources()
|
||
|
{
|
||
|
m_AccelStruct?.Dispose();
|
||
|
m_Context?.Dispose();
|
||
|
}
|
||
|
|
||
|
[StructLayout(LayoutKind.Sequential)]
|
||
|
public struct RayWithFlags
|
||
|
{
|
||
|
public float3 origin;
|
||
|
public float minT;
|
||
|
public float3 direction;
|
||
|
public float maxT;
|
||
|
public uint culling;
|
||
|
public uint instanceMask;
|
||
|
uint padding;
|
||
|
uint padding2;
|
||
|
|
||
|
public RayWithFlags(float3 origin, float3 direction)
|
||
|
{
|
||
|
this.origin = origin;
|
||
|
this.direction = direction;
|
||
|
minT = 0.0f;
|
||
|
maxT = float.MaxValue;
|
||
|
instanceMask = 0xFFFFFFFF;
|
||
|
culling = 0;
|
||
|
padding = 0;
|
||
|
padding2 = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[System.Flags]
|
||
|
enum RayCulling { None = 0, CullFrontFace = 0x10, CullBackFace = 0x20 }
|
||
|
|
||
|
[StructLayout(LayoutKind.Sequential)]
|
||
|
public struct Hit
|
||
|
{
|
||
|
public uint instanceID;
|
||
|
public uint primitiveIndex;
|
||
|
public float2 uvBarycentrics;
|
||
|
public float hitDistance;
|
||
|
public uint isFrontFace;
|
||
|
|
||
|
public bool Valid() { return instanceID != 0xFFFFFFFF; }
|
||
|
}
|
||
|
|
||
|
[StructLayout(LayoutKind.Sequential)]
|
||
|
public struct HitGeomAttributes
|
||
|
{
|
||
|
public float3 position;
|
||
|
public float3 normal;
|
||
|
public float3 faceNormal;
|
||
|
public float4 uv0;
|
||
|
public float4 uv1;
|
||
|
}
|
||
|
}
|
||
|
}
|