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