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