// See IntersectionUtils.glsl for the definitions of Ray, NO_HIT, INF_HIT, // RayShapeIntersection vec4 intersectLongitude(in Ray ray, in float angle, in bool positiveNormal) { float normalSign = positiveNormal ? 1.0 : -1.0; vec2 planeNormal = vec2(-sin(angle), cos(angle)) * normalSign; vec2 position = ray.pos.xy; vec2 direction = ray.dir.xy; float approachRate = dot(direction, planeNormal); float distance = -dot(position, planeNormal); float t = (approachRate == 0.0) ? NO_HIT : distance / approachRate; return vec4(planeNormal, 0.0, t); } RayShapeIntersection intersectHalfSpace(in Ray ray, in float angle, in bool positiveNormal) { vec4 intersection = intersectLongitude(ray, angle, positiveNormal); vec4 farSide = vec4(normalize(ray.dir), INF_HIT); bool hitFront = (intersection.w > 0.0) == (dot(ray.pos.xy, intersection.xy) > 0.0); if (!hitFront) { return RayShapeIntersection(intersection, farSide); } else { return RayShapeIntersection(-1.0 * farSide, intersection); } } void intersectFlippedWedge(in Ray ray, in vec2 minMaxAngle, out RayShapeIntersection intersections[2]) { intersections[0] = intersectHalfSpace(ray, minMaxAngle.x, false); intersections[1] = intersectHalfSpace(ray, minMaxAngle.y, true); } bool hitPositiveHalfPlane(in Ray ray, in vec4 intersection, in bool positiveNormal) { float normalSign = positiveNormal ? 1.0 : -1.0; vec2 planeDirection = vec2(intersection.y, -intersection.x) * normalSign; vec2 hit = ray.pos.xy + intersection.w * ray.dir.xy; return dot(hit, planeDirection) > 0.0; } void intersectHalfPlane(in Ray ray, in float angle, out RayShapeIntersection intersections[2]) { vec4 intersection = intersectLongitude(ray, angle, true); vec4 farSide = vec4(normalize(ray.dir), INF_HIT); if (hitPositiveHalfPlane(ray, intersection, true)) { intersections[0].entry = -1.0 * farSide; intersections[0].exit = vec4(-1.0 * intersection.xy, 0.0, intersection.w); intersections[1].entry = intersection; intersections[1].exit = farSide; } else { vec4 miss = vec4(normalize(ray.dir), NO_HIT); intersections[0].entry = -1.0 * farSide; intersections[0].exit = farSide; intersections[1].entry = miss; intersections[1].exit = miss; } } RayShapeIntersection intersectRegularWedge(in Ray ray, in vec2 minMaxAngle) { // Note: works for maxAngle > minAngle + pi, where the "regular wedge" // is actually a negative volume. // Compute intersections with the two planes. // Normals will point toward the "outside" (negative space) vec4 intersect1 = intersectLongitude(ray, minMaxAngle.x, false); vec4 intersect2 = intersectLongitude(ray, minMaxAngle.y, true); // Choose intersection with smallest T as the "first", the other as "last" // Note: first or last could be in the "shadow" wedge, beyond the tip bool inOrder = intersect1.w <= intersect2.w; vec4 first = inOrder ? intersect1 : intersect2; vec4 last = inOrder ? intersect2 : intersect1; bool firstIsAhead = first.w >= 0.0; bool startedInsideFirst = dot(ray.pos.xy, first.xy) < 0.0; bool exitFromInside = firstIsAhead == startedInsideFirst; bool lastIsAhead = last.w > 0.0; bool startedOutsideLast = dot(ray.pos.xy, last.xy) >= 0.0; bool enterFromOutside = lastIsAhead == startedOutsideLast; vec4 farSide = vec4(normalize(ray.dir), INF_HIT); vec4 miss = vec4(normalize(ray.dir), NO_HIT); if (exitFromInside && enterFromOutside) { // Ray crosses both faces of negative wedge, exiting then entering the positive shape return RayShapeIntersection(first, last); } else if (!exitFromInside && enterFromOutside) { // Ray starts inside wedge. last is in shadow wedge, and first is actually the entry return RayShapeIntersection(-1.0 * farSide, first); } else if (exitFromInside && !enterFromOutside) { // First intersection was in the shadow wedge, so last is actually the exit return RayShapeIntersection(last, farSide); } else { // !exitFromInside && !enterFromOutside // Both intersections were in the shadow wedge return RayShapeIntersection(miss, miss); } }