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- /* 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
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