/* Intersection defines #define INTERSECTION_COUNT ### */ #define NO_HIT (-czm_infinity) #define INF_HIT (czm_infinity * 0.5) #define RAY_SHIFT (0.000003163) #define RAY_SCALE (1.003163) struct Ray { vec3 pos; vec3 dir; #if defined(SHAPE_BOX) vec3 dInv; #endif }; struct RayShapeIntersection { vec4 entry; vec4 exit; }; struct Intersections { // Don't access these member variables directly - call the functions instead. // Store an array of ray-surface intersections. Each intersection is composed of: // .xyz for the surface normal at the intersection point // .w for the T value // The scale of the normal encodes the shape intersection type: // length(intersection.xyz) = 1: positive shape entry // length(intersection.xyz) = 2: positive shape exit // length(intersection.xyz) = 3: negative shape entry // length(intersection.xyz) = 4: negative shape exit // INTERSECTION_COUNT is the number of ray-*shape* (volume) intersections, // so we need twice as many to track ray-*surface* intersections vec4 intersections[INTERSECTION_COUNT * 2]; #if (INTERSECTION_COUNT > 1) // Maintain state for future nextIntersection calls int index; int surroundCount; bool surroundIsPositive; #endif }; RayShapeIntersection getFirstIntersection(in Intersections ix) { return RayShapeIntersection(ix.intersections[0], ix.intersections[1]); } vec4 encodeIntersectionType(vec4 intersection, int index, bool entry) { float scale = float(index > 0) * 2.0 + float(!entry) + 1.0; return vec4(intersection.xyz * scale, intersection.w); } // Use defines instead of real functions because WebGL1 cannot access array with non-constant index. #define setIntersection(/*inout Intersections*/ ix, /*int*/ index, /*float*/ t, /*bool*/ positive, /*bool*/ enter) (ix).intersections[(index)] = vec4(0.0, float(!positive) * 2.0 + float(!enter) + 1.0, 0.0, (t)) #define setIntersectionPair(/*inout Intersections*/ ix, /*int*/ index, /*vec2*/ entryExit) (ix).intersections[(index) * 2 + 0] = vec4(0.0, float((index) > 0) * 2.0 + 1.0, 0.0, (entryExit).x); (ix).intersections[(index) * 2 + 1] = vec4(0.0, float((index) > 0) * 2.0 + 2.0, 0.0, (entryExit).y) #define setSurfaceIntersection(/*inout Intersections*/ ix, /*int*/ index, /*vec4*/ intersection) (ix).intersections[(index)] = intersection; #define setShapeIntersection(/*inout Intersections*/ ix, /*int*/ index, /*RayShapeIntersection*/ intersection) (ix).intersections[(index) * 2 + 0] = encodeIntersectionType((intersection).entry, (index), true); (ix).intersections[(index) * 2 + 1] = encodeIntersectionType((intersection).exit, (index), false) #if (INTERSECTION_COUNT > 1) void initializeIntersections(inout Intersections ix) { // Sort the intersections from min T to max T with bubble sort. // Note: If this sorting function changes, some of the intersection test may // need to be updated. Search for "bubble sort" to find those areas. const int sortPasses = INTERSECTION_COUNT * 2 - 1; for (int n = sortPasses; n > 0; --n) { for (int i = 0; i < sortPasses; ++i) { // The loop should be: for (i = 0; i < n; ++i) {...} but WebGL1 cannot // loop with non-constant condition, so it has to break early instead if (i >= n) { break; } vec4 intersect0 = ix.intersections[i + 0]; vec4 intersect1 = ix.intersections[i + 1]; bool inOrder = intersect0.w <= intersect1.w; ix.intersections[i + 0] = inOrder ? intersect0 : intersect1; ix.intersections[i + 1] = inOrder ? intersect1 : intersect0; } } // Prepare initial state for nextIntersection ix.index = 0; ix.surroundCount = 0; ix.surroundIsPositive = false; } #endif #if (INTERSECTION_COUNT > 1) RayShapeIntersection nextIntersection(inout Intersections ix) { vec4 surfaceIntersection = vec4(0.0, 0.0, 0.0, NO_HIT); RayShapeIntersection shapeIntersection = RayShapeIntersection(surfaceIntersection, surfaceIntersection); const int passCount = INTERSECTION_COUNT * 2; if (ix.index == passCount) { return shapeIntersection; } for (int i = 0; i < passCount; ++i) { // The loop should be: for (i = ix.index; i < passCount; ++i) {...} but WebGL1 cannot // loop with non-constant condition, so it has to continue instead. if (i < ix.index) { continue; } ix.index = i + 1; surfaceIntersection = ix.intersections[i]; int intersectionType = int(length(surfaceIntersection.xyz) - 0.5); bool currShapeIsPositive = intersectionType < 2; bool enter = intMod(intersectionType, 2) == 0; ix.surroundCount += enter ? +1 : -1; ix.surroundIsPositive = currShapeIsPositive ? enter : ix.surroundIsPositive; // entering positive or exiting negative if (ix.surroundCount == 1 && ix.surroundIsPositive && enter == currShapeIsPositive) { shapeIntersection.entry = surfaceIntersection; } // exiting positive or entering negative after being inside positive bool exitPositive = !enter && currShapeIsPositive && ix.surroundCount == 0; bool enterNegativeFromPositive = enter && !currShapeIsPositive && ix.surroundCount == 2 && ix.surroundIsPositive; if (exitPositive || enterNegativeFromPositive) { shapeIntersection.exit = surfaceIntersection; // entry and exit have been found, so the loop can stop if (exitPositive) { // After exiting positive shape there is nothing left to intersect, so jump to the end index. ix.index = passCount; } break; } } return shapeIntersection; } #endif // NOTE: initializeIntersections, nextIntersection aren't even declared unless INTERSECTION_COUNT > 1