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- //This file is automatically rebuilt by the Cesium build process.
- export default "// See IntersectionUtils.glsl for the definitions of Ray, Intersections,\n\
- // setIntersection, setIntersectionPair, INF_HIT, NO_HIT\n\
- \n\
- /* Ellipsoid defines (set in Scene/VoxelEllipsoidShape.js)\n\
- #define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE\n\
- #define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_EQUAL_ZERO\n\
- #define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_UNDER_HALF\n\
- #define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_EQUAL_HALF\n\
- #define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_OVER_HALF\n\
- #define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE\n\
- #define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_UNDER_HALF\n\
- #define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_EQUAL_HALF\n\
- #define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_OVER_HALF\n\
- #define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_UNDER_HALF\n\
- #define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_EQUAL_HALF\n\
- #define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_OVER_HALF\n\
- #define ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_MAX\n\
- #define ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_MIN\n\
- #define ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_FLAT\n\
- #define ELLIPSOID_INTERSECTION_INDEX_LONGITUDE\n\
- #define ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MAX\n\
- #define ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MIN\n\
- #define ELLIPSOID_INTERSECTION_INDEX_HEIGHT_MAX\n\
- #define ELLIPSOID_INTERSECTION_INDEX_HEIGHT_MIN\n\
- */\n\
- \n\
- #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE)\n\
- uniform vec2 u_ellipsoidRenderLongitudeMinMax;\n\
- #endif\n\
- #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_UNDER_HALF) || defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_OVER_HALF) || defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_UNDER_HALF) || defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_OVER_HALF)\n\
- uniform vec2 u_ellipsoidRenderLatitudeCosSqrHalfMinMax;\n\
- #endif\n\
- #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_MAX)\n\
- uniform float u_ellipsoidInverseOuterScaleUv;\n\
- #endif\n\
- #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_MIN)\n\
- uniform float u_ellipsoidInverseInnerScaleUv;\n\
- #endif\n\
- \n\
- vec2 intersectZPlane(Ray ray)\n\
- {\n\
- float o = ray.pos.z;\n\
- float d = ray.dir.z;\n\
- float t = -o / d;\n\
- float s = sign(o);\n\
- \n\
- if (t >= 0.0 != s >= 0.0) return vec2(t, +INF_HIT);\n\
- else return vec2(-INF_HIT, t);\n\
- }\n\
- \n\
- vec4 intersectHalfPlane(Ray ray, float angle) {\n\
- vec2 o = ray.pos.xy;\n\
- vec2 d = ray.dir.xy;\n\
- vec2 planeDirection = vec2(cos(angle), sin(angle));\n\
- vec2 planeNormal = vec2(planeDirection.y, -planeDirection.x);\n\
- \n\
- float a = dot(o, planeNormal);\n\
- float b = dot(d, planeNormal);\n\
- float t = -a / b;\n\
- \n\
- vec2 p = o + t * d;\n\
- bool outside = dot(p, planeDirection) < 0.0;\n\
- if (outside) return vec4(-INF_HIT, +INF_HIT, NO_HIT, NO_HIT);\n\
- \n\
- return vec4(-INF_HIT, t, t, +INF_HIT);\n\
- }\n\
- \n\
- vec2 intersectHalfSpace(Ray ray, float angle)\n\
- {\n\
- vec2 o = ray.pos.xy;\n\
- vec2 d = ray.dir.xy;\n\
- vec2 n = vec2(sin(angle), -cos(angle));\n\
- \n\
- float a = dot(o, n);\n\
- float b = dot(d, n);\n\
- float t = -a / b;\n\
- float s = sign(a);\n\
- \n\
- if (t >= 0.0 != s >= 0.0) return vec2(t, +INF_HIT);\n\
- else return vec2(-INF_HIT, t);\n\
- }\n\
- \n\
- vec2 intersectRegularWedge(Ray ray, float minAngle, float maxAngle)\n\
- {\n\
- vec2 o = ray.pos.xy;\n\
- vec2 d = ray.dir.xy;\n\
- vec2 n1 = vec2(sin(minAngle), -cos(minAngle));\n\
- vec2 n2 = vec2(-sin(maxAngle), cos(maxAngle));\n\
- \n\
- float a1 = dot(o, n1);\n\
- float a2 = dot(o, n2);\n\
- float b1 = dot(d, n1);\n\
- float b2 = dot(d, n2);\n\
- \n\
- float t1 = -a1 / b1;\n\
- float t2 = -a2 / b2;\n\
- float s1 = sign(a1);\n\
- float s2 = sign(a2);\n\
- \n\
- float tmin = min(t1, t2);\n\
- float tmax = max(t1, t2);\n\
- float smin = tmin == t1 ? s1 : s2;\n\
- float smax = tmin == t1 ? s2 : s1;\n\
- \n\
- bool e = tmin >= 0.0;\n\
- bool f = tmax >= 0.0;\n\
- bool g = smin >= 0.0;\n\
- bool h = smax >= 0.0;\n\
- \n\
- if (e != g && f == h) return vec2(tmin, tmax);\n\
- else if (e == g && f == h) return vec2(-INF_HIT, tmin);\n\
- else if (e != g && f != h) return vec2(tmax, +INF_HIT);\n\
- else return vec2(NO_HIT);\n\
- }\n\
- \n\
- vec4 intersectFlippedWedge(Ray ray, float minAngle, float maxAngle)\n\
- {\n\
- vec2 planeIntersectMin = intersectHalfSpace(ray, minAngle);\n\
- vec2 planeIntersectMax = intersectHalfSpace(ray, maxAngle + czm_pi);\n\
- return vec4(planeIntersectMin, planeIntersectMax);\n\
- }\n\
- \n\
- vec2 intersectUnitSphere(Ray ray)\n\
- {\n\
- vec3 o = ray.pos;\n\
- vec3 d = ray.dir;\n\
- \n\
- float b = dot(d, o);\n\
- float c = dot(o, o) - 1.0;\n\
- float det = b * b - c;\n\
- \n\
- if (det < 0.0) {\n\
- return vec2(NO_HIT);\n\
- }\n\
- \n\
- det = sqrt(det);\n\
- float t1 = -b - det;\n\
- float t2 = -b + det;\n\
- float tmin = min(t1, t2);\n\
- float tmax = max(t1, t2);\n\
- \n\
- return vec2(tmin, tmax);\n\
- }\n\
- \n\
- vec2 intersectUnitSphereUnnormalizedDirection(Ray ray)\n\
- {\n\
- vec3 o = ray.pos;\n\
- vec3 d = ray.dir;\n\
- \n\
- float a = dot(d, d);\n\
- float b = dot(d, o);\n\
- float c = dot(o, o) - 1.0;\n\
- float det = b * b - a * c;\n\
- \n\
- if (det < 0.0) {\n\
- return vec2(NO_HIT);\n\
- }\n\
- \n\
- det = sqrt(det);\n\
- float t1 = (-b - det) / a;\n\
- float t2 = (-b + det) / a;\n\
- float tmin = min(t1, t2);\n\
- float tmax = max(t1, t2);\n\
- \n\
- return vec2(tmin, tmax);\n\
- }\n\
- \n\
- vec2 intersectDoubleEndedCone(Ray ray, float cosSqrHalfAngle)\n\
- {\n\
- vec3 o = ray.pos;\n\
- vec3 d = ray.dir;\n\
- float a = d.z * d.z - dot(d, d) * cosSqrHalfAngle;\n\
- float b = d.z * o.z - dot(o, d) * cosSqrHalfAngle;\n\
- float c = o.z * o.z - dot(o, o) * cosSqrHalfAngle;\n\
- float det = b * b - a * c;\n\
- \n\
- if (det < 0.0) {\n\
- return vec2(NO_HIT);\n\
- }\n\
- \n\
- det = sqrt(det);\n\
- float t1 = (-b - det) / a;\n\
- float t2 = (-b + det) / a;\n\
- float tmin = min(t1, t2);\n\
- float tmax = max(t1, t2);\n\
- return vec2(tmin, tmax);\n\
- }\n\
- \n\
- vec4 intersectFlippedCone(Ray ray, float cosSqrHalfAngle) {\n\
- vec2 intersect = intersectDoubleEndedCone(ray, cosSqrHalfAngle);\n\
- \n\
- if (intersect.x == NO_HIT) {\n\
- return vec4(-INF_HIT, +INF_HIT, NO_HIT, NO_HIT);\n\
- }\n\
- \n\
- vec3 o = ray.pos;\n\
- vec3 d = ray.dir;\n\
- float tmin = intersect.x;\n\
- float tmax = intersect.y;\n\
- float zmin = o.z + tmin * d.z;\n\
- float zmax = o.z + tmax * d.z;\n\
- \n\
- // One interval\n\
- if (zmin < 0.0 && zmax < 0.0) return vec4(-INF_HIT, +INF_HIT, NO_HIT, NO_HIT);\n\
- else if (zmin < 0.0) return vec4(-INF_HIT, tmax, NO_HIT, NO_HIT);\n\
- else if (zmax < 0.0) return vec4(tmin, +INF_HIT, NO_HIT, NO_HIT);\n\
- // Two intervals\n\
- else return vec4(-INF_HIT, tmin, tmax, +INF_HIT);\n\
- }\n\
- \n\
- vec2 intersectRegularCone(Ray ray, float cosSqrHalfAngle) {\n\
- vec2 intersect = intersectDoubleEndedCone(ray, cosSqrHalfAngle);\n\
- \n\
- if (intersect.x == NO_HIT) {\n\
- return vec2(NO_HIT);\n\
- }\n\
- \n\
- vec3 o = ray.pos;\n\
- vec3 d = ray.dir;\n\
- float tmin = intersect.x;\n\
- float tmax = intersect.y;\n\
- float zmin = o.z + tmin * d.z;\n\
- float zmax = o.z + tmax * d.z;\n\
- \n\
- if (zmin < 0.0 && zmax < 0.0) return vec2(NO_HIT);\n\
- else if (zmin < 0.0) return vec2(tmax, +INF_HIT);\n\
- else if (zmax < 0.0) return vec2(-INF_HIT, tmin);\n\
- else return vec2(tmin, tmax);\n\
- }\n\
- \n\
- void intersectShape(in Ray ray, inout Intersections ix) {\n\
- // Position is converted from [0,1] to [-1,+1] because shape intersections assume unit space is [-1,+1].\n\
- // Direction is scaled as well to be in sync with position.\n\
- ray.pos = ray.pos * 2.0 - 1.0;\n\
- ray.dir *= 2.0;\n\
- \n\
- #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_MAX)\n\
- Ray outerRay = Ray(ray.pos * u_ellipsoidInverseOuterScaleUv, ray.dir * u_ellipsoidInverseOuterScaleUv);\n\
- #else\n\
- Ray outerRay = ray;\n\
- #endif\n\
- \n\
- // Outer ellipsoid\n\
- vec2 outerIntersect = intersectUnitSphereUnnormalizedDirection(outerRay);\n\
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_HEIGHT_MAX, outerIntersect);\n\
- \n\
- // Exit early if the outer ellipsoid was missed.\n\
- if (outerIntersect.x == NO_HIT) {\n\
- return;\n\
- }\n\
- \n\
- // Inner ellipsoid\n\
- #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_FLAT)\n\
- // When the ellipsoid is perfectly thin it's necessary to sandwich the\n\
- // inner ellipsoid intersection inside the outer ellipsoid intersection.\n\
- \n\
- // Without this special case,\n\
- // [outerMin, outerMax, innerMin, innerMax] will bubble sort to\n\
- // [outerMin, innerMin, outerMax, innerMax] which will cause the back\n\
- // side of the ellipsoid to be invisible because it will think the ray\n\
- // is still inside the inner (negative) ellipsoid after exiting the\n\
- // outer (positive) ellipsoid.\n\
- \n\
- // With this special case,\n\
- // [outerMin, innerMin, innerMax, outerMax] will bubble sort to\n\
- // [outerMin, innerMin, innerMax, outerMax] which will work correctly.\n\
- \n\
- // Note: If initializeIntersections() changes its sorting function\n\
- // from bubble sort to something else, this code may need to change.\n\
- setIntersection(ix, 0, outerIntersect.x, true, true); // positive, enter\n\
- setIntersection(ix, 1, outerIntersect.x, false, true); // negative, enter\n\
- setIntersection(ix, 2, outerIntersect.y, false, false); // negative, exit\n\
- setIntersection(ix, 3, outerIntersect.y, true, false); // positive, exit\n\
- #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_MIN)\n\
- Ray innerRay = Ray(ray.pos * u_ellipsoidInverseInnerScaleUv, ray.dir * u_ellipsoidInverseInnerScaleUv);\n\
- vec2 innerIntersect = intersectUnitSphereUnnormalizedDirection(innerRay);\n\
- \n\
- if (innerIntersect == vec2(NO_HIT)) {\n\
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_HEIGHT_MIN, innerIntersect);\n\
- } else {\n\
- // When the ellipsoid is very large and thin it's possible for floating\n\
- // point math to cause the ray to intersect the inner ellipsoid before\n\
- // the outer ellipsoid. To prevent this from happening, clamp innerIntersect\n\
- // to outerIntersect and sandwhich the intersections like described above.\n\
- //\n\
- // In theory a similar fix is needed for cylinders, however it's more\n\
- // complicated to implement because the inner shape is allowed to be\n\
- // intersected first.\n\
- innerIntersect.x = max(innerIntersect.x, outerIntersect.x);\n\
- innerIntersect.y = min(innerIntersect.y, outerIntersect.y);\n\
- setIntersection(ix, 0, outerIntersect.x, true, true); // positive, enter\n\
- setIntersection(ix, 1, innerIntersect.x, false, true); // negative, enter\n\
- setIntersection(ix, 2, innerIntersect.y, false, false); // negative, exit\n\
- setIntersection(ix, 3, outerIntersect.y, true, false); // positive, exit\n\
- }\n\
- #endif\n\
- \n\
- // Flip the ray because the intersection function expects a cone growing towards +Z.\n\
- #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_UNDER_HALF) || defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_EQUAL_HALF) || defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_UNDER_HALF)\n\
- Ray flippedRay = outerRay;\n\
- flippedRay.dir.z *= -1.0;\n\
- flippedRay.pos.z *= -1.0;\n\
- #endif\n\
- \n\
- // Bottom cone\n\
- #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_UNDER_HALF)\n\
- vec2 bottomConeIntersection = intersectRegularCone(flippedRay, u_ellipsoidRenderLatitudeCosSqrHalfMinMax.x);\n\
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MIN, bottomConeIntersection);\n\
- #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_EQUAL_HALF)\n\
- vec2 bottomConeIntersection = intersectZPlane(flippedRay);\n\
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MIN, bottomConeIntersection);\n\
- #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_OVER_HALF)\n\
- vec4 bottomConeIntersection = intersectFlippedCone(ray, u_ellipsoidRenderLatitudeCosSqrHalfMinMax.x);\n\
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MIN + 0, bottomConeIntersection.xy);\n\
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MIN + 1, bottomConeIntersection.zw);\n\
- #endif\n\
- \n\
- // Top cone\n\
- #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_UNDER_HALF)\n\
- vec4 topConeIntersection = intersectFlippedCone(flippedRay, u_ellipsoidRenderLatitudeCosSqrHalfMinMax.y);\n\
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MAX + 0, topConeIntersection.xy);\n\
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MAX + 1, topConeIntersection.zw);\n\
- #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_EQUAL_HALF)\n\
- vec2 topConeIntersection = intersectZPlane(ray);\n\
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MAX, topConeIntersection);\n\
- #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_OVER_HALF)\n\
- vec2 topConeIntersection = intersectRegularCone(ray, u_ellipsoidRenderLatitudeCosSqrHalfMinMax.y);\n\
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MAX, topConeIntersection);\n\
- #endif\n\
- \n\
- // Wedge\n\
- #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_EQUAL_ZERO)\n\
- vec4 wedgeIntersect = intersectHalfPlane(ray, u_ellipsoidRenderLongitudeMinMax.x);\n\
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 0, wedgeIntersect.xy);\n\
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 1, wedgeIntersect.zw);\n\
- #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_UNDER_HALF)\n\
- vec2 wedgeIntersect = intersectRegularWedge(ray, u_ellipsoidRenderLongitudeMinMax.x, u_ellipsoidRenderLongitudeMinMax.y);\n\
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE, wedgeIntersect);\n\
- #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_EQUAL_HALF)\n\
- vec2 wedgeIntersect = intersectHalfSpace(ray, u_ellipsoidRenderLongitudeMinMax.x);\n\
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE, wedgeIntersect);\n\
- #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_OVER_HALF)\n\
- vec4 wedgeIntersect = intersectFlippedWedge(ray, u_ellipsoidRenderLongitudeMinMax.x, u_ellipsoidRenderLongitudeMinMax.y);\n\
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 0, wedgeIntersect.xy);\n\
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 1, wedgeIntersect.zw);\n\
- #endif\n\
- }\n\
- ";
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