// See IntersectionUtils.glsl for the definitions of Ray and NO_HIT // See convertUvToBox.glsl for the definition of convertShapeUvToUvSpace /* Box defines (set in Scene/VoxelBoxShape.js) #define BOX_INTERSECTION_INDEX ### // always 0 */ uniform vec3 u_renderMinBounds; uniform vec3 u_renderMaxBounds; struct Box { vec3 p0; vec3 p1; }; Box constructVoxelBox(in ivec4 octreeCoords, in vec3 tileUv) { // Find the min/max cornerpoints of the voxel in tile coordinates vec3 tileOrigin = vec3(octreeCoords.xyz); vec3 numSamples = vec3(u_dimensions); vec3 voxelSize = 1.0 / numSamples; vec3 coordP0 = floor(tileUv * numSamples) * voxelSize + tileOrigin; vec3 coordP1 = coordP0 + voxelSize; // Transform to the UV coordinates of the scaled tileset float tileSize = 1.0 / pow(2.0, float(octreeCoords.w)); vec3 p0 = convertShapeUvToUvSpace(coordP0 * tileSize); vec3 p1 = convertShapeUvToUvSpace(coordP1 * tileSize); return Box(p0, p1); } vec3 getBoxNormal(in Box box, in Ray ray, in float t) { vec3 hitPoint = ray.pos + t * ray.dir; vec3 lower = step(hitPoint, box.p0); vec3 upper = step(box.p1, hitPoint); return normalize(upper - lower); } // Find the distances along a ray at which the ray intersects an axis-aligned box // See https://tavianator.com/2011/ray_box.html RayShapeIntersection intersectBox(in Ray ray, in Box box) { // Consider the box as the intersection of the space between 3 pairs of parallel planes // Compute the distance along the ray to each plane vec3 t0 = (box.p0 - ray.pos) * ray.dInv; vec3 t1 = (box.p1 - ray.pos) * ray.dInv; // Identify candidate entries/exits based on distance from ray.pos vec3 entries = min(t0, t1); vec3 exits = max(t0, t1); // The actual box intersection points are the furthest entry and the closest exit float entryT = max(max(entries.x, entries.y), entries.z); float exitT = min(min(exits.x, exits.y), exits.z); vec3 entryNormal = getBoxNormal(box, ray, entryT - RAY_SHIFT); vec3 exitNormal = getBoxNormal(box, ray, exitT + RAY_SHIFT); if (entryT > exitT) { entryT = NO_HIT; exitT = NO_HIT; } return RayShapeIntersection(vec4(entryNormal, entryT), vec4(exitNormal, exitT)); } void intersectShape(in Ray ray, inout Intersections ix) { RayShapeIntersection intersection = intersectBox(ray, Box(u_renderMinBounds, u_renderMaxBounds)); setShapeIntersection(ix, BOX_INTERSECTION_INDEX, intersection); }