Flatlogic Bot 055d24df95 WORKING
2025-10-14 02:37:44 +00:00

53 lines
1.9 KiB
GLSL

// Main intersection function for Voxel scenes.
// See IntersectBox.glsl, IntersectCylinder.glsl, or IntersectEllipsoid.glsl
// for the definition of intersectShape. The appropriate function is selected
// based on the VoxelPrimitive shape type, and added to the shader in
// Scene/VoxelRenderResources.js.
// See also IntersectClippingPlane.glsl and IntersectDepth.glsl.
// See IntersectionUtils.glsl for the definitions of Ray, NO_HIT,
// getFirstIntersection, initializeIntersections, nextIntersection.
/* Intersection defines (set in Scene/VoxelRenderResources.js)
#define INTERSECTION_COUNT ###
*/
RayShapeIntersection intersectScene(in vec2 screenCoord, in Ray ray, out Intersections ix) {
// Do a ray-shape intersection to find the exact starting and ending points.
intersectShape(ray, ix);
// Exit early if the positive shape was completely missed or behind the ray.
RayShapeIntersection intersection = getFirstIntersection(ix);
if (intersection.entry.w == NO_HIT) {
// Positive shape was completely missed - so exit early.
return intersection;
}
// Clipping planes
#if defined(CLIPPING_PLANES)
intersectClippingPlanes(ray, ix);
#endif
// Depth
#if defined(DEPTH_TEST)
intersectDepth(screenCoord, ray, ix);
#endif
// Find the first intersection that's in front of the ray
#if (INTERSECTION_COUNT > 1)
initializeIntersections(ix);
for (int i = 0; i < INTERSECTION_COUNT; ++i) {
intersection = nextIntersection(ix);
if (intersection.exit.w > 0.0) {
// Set start to 0.0 when ray is inside the shape.
intersection.entry.w = max(intersection.entry.w, 0.0);
break;
}
}
#else
// Set start to 0.0 when ray is inside the shape.
intersection.entry.w = max(intersection.entry.w, 0.0);
#endif
return intersection;
}