// See IntersectionUtils.glsl for the definitions of Ray, NO_HIT, Intersections, // RayShapeIntersection, setSurfaceIntersection, setShapeIntersection, // intersectIntersections // See IntersectLongitude.glsl for the definitions of intersectHalfPlane, // intersectFlippedWedge, intersectRegularWedge /* Cylinder defines (set in Scene/VoxelCylinderShape.js) #define CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN #define CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO #define CYLINDER_INTERSECTION_INDEX_RADIUS_MAX #define CYLINDER_INTERSECTION_INDEX_RADIUS_MIN #define CYLINDER_INTERSECTION_INDEX_ANGLE */ // Cylinder uniforms uniform vec2 u_cylinderRenderRadiusMinMax; uniform vec2 u_cylinderRenderHeightMinMax; #if defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE) uniform vec2 u_cylinderRenderAngleMinMax; #endif /** * Find the intersection of a ray with the volume defined by two planes of constant z */ RayShapeIntersection intersectHeightBounds(in Ray ray, in vec2 minMaxHeight, in bool convex) { float zPosition = ray.pos.z; float zDirection = ray.dir.z; float tmin = (minMaxHeight.x - zPosition) / zDirection; float tmax = (minMaxHeight.y - zPosition) / zDirection; // Normals point outside the volume float signFlip = convex ? 1.0 : -1.0; vec4 intersectMin = vec4(0.0, 0.0, -1.0 * signFlip, tmin); vec4 intersectMax = vec4(0.0, 0.0, 1.0 * signFlip, tmax); bool topEntry = zDirection < 0.0; vec4 entry = topEntry ? intersectMax : intersectMin; vec4 exit = topEntry ? intersectMin : intersectMax; return RayShapeIntersection(entry, exit); } /** * Find the intersection of a ray with a right cylindrical surface of a given radius * about the z-axis. */ RayShapeIntersection intersectCylinder(in Ray ray, in float radius, in bool convex) { vec2 position = ray.pos.xy; vec2 direction = ray.dir.xy; float a = dot(direction, direction); float b = dot(position, direction); float c = dot(position, position) - radius * radius; float determinant = b * b - a * c; if (determinant < 0.0) { vec4 miss = vec4(normalize(ray.dir), NO_HIT); return RayShapeIntersection(miss, miss); } determinant = sqrt(determinant); float t1 = (-b - determinant) / a; float t2 = (-b + determinant) / a; float signFlip = convex ? 1.0 : -1.0; vec4 intersect1 = vec4(normalize(position + t1 * direction) * signFlip, 0.0, t1); vec4 intersect2 = vec4(normalize(position + t2 * direction) * signFlip, 0.0, t2); return RayShapeIntersection(intersect1, intersect2); } /** * Find the intersection of a ray with a right cylindrical solid of given * radius and height bounds. NOTE: The shape is assumed to be convex. */ RayShapeIntersection intersectBoundedCylinder(in Ray ray, in float radius, in vec2 minMaxHeight) { RayShapeIntersection cylinderIntersection = intersectCylinder(ray, radius, true); RayShapeIntersection heightBoundsIntersection = intersectHeightBounds(ray, minMaxHeight, true); return intersectIntersections(ray, cylinderIntersection, heightBoundsIntersection); } void intersectShape(Ray ray, inout Intersections ix) { // Position is converted from [0,1] to [-1,+1] because shape intersections assume unit space is [-1,+1]. // Direction is scaled as well to be in sync with position. ray.pos = ray.pos * 2.0 - 1.0; ray.dir *= 2.0; RayShapeIntersection outerIntersect = intersectBoundedCylinder(ray, u_cylinderRenderRadiusMinMax.y, u_cylinderRenderHeightMinMax); setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_RADIUS_MAX, outerIntersect); if (outerIntersect.entry.w == NO_HIT) { return; } #if defined(CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT) // When the cylinder is perfectly thin it's necessary to sandwich the // inner cylinder intersection inside the outer cylinder intersection. // Without this special case, // [outerMin, outerMax, innerMin, innerMax] will bubble sort to // [outerMin, innerMin, outerMax, innerMax] which will cause the back // side of the cylinder to be invisible because it will think the ray // is still inside the inner (negative) cylinder after exiting the // outer (positive) cylinder. // With this special case, // [outerMin, innerMin, innerMax, outerMax] will bubble sort to // [outerMin, innerMin, innerMax, outerMax] which will work correctly. // Note: If initializeIntersections() changes its sorting function // from bubble sort to something else, this code may need to change. RayShapeIntersection innerIntersect = intersectCylinder(ray, 1.0, false); setSurfaceIntersection(ix, 0, outerIntersect.entry, true, true); // positive, enter setSurfaceIntersection(ix, 1, innerIntersect.entry, false, true); // negative, enter setSurfaceIntersection(ix, 2, innerIntersect.exit, false, false); // negative, exit setSurfaceIntersection(ix, 3, outerIntersect.exit, true, false); // positive, exit #elif defined(CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN) RayShapeIntersection innerIntersect = intersectCylinder(ray, u_cylinderRenderRadiusMinMax.x, false); setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_RADIUS_MIN, innerIntersect); #endif #if defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF) RayShapeIntersection wedgeIntersect = intersectRegularWedge(ray, u_cylinderRenderAngleMinMax); setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE, wedgeIntersect); #elif defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF) RayShapeIntersection wedgeIntersects[2]; intersectFlippedWedge(ray, u_cylinderRenderAngleMinMax, wedgeIntersects); setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersects[0]); setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersects[1]); #elif defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO) RayShapeIntersection wedgeIntersects[2]; intersectHalfPlane(ray, u_cylinderRenderAngleMinMax.x, wedgeIntersects); setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersects[0]); setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersects[1]); #endif }