34935-vm/assets/cesium/packages/engine/Source/Shaders/Voxels/IntersectClippingPlanes.glsl
Flatlogic Bot 055d24df95 WORKING
2025-10-14 02:37:44 +00:00

79 lines
3.5 KiB
GLSL

// See IntersectionUtils.glsl for the definitions of Ray, Intersections, INF_HIT,
// NO_HIT, setShapeIntersection
/* Clipping plane defines (set in Scene/VoxelRenderResources.js)
#define CLIPPING_PLANES_UNION
#define CLIPPING_PLANES_COUNT
#define CLIPPING_PLANES_INTERSECTION_INDEX
*/
uniform sampler2D u_clippingPlanesTexture;
uniform mat4 u_clippingPlanesMatrix;
// Plane is in Hessian Normal Form
vec4 intersectPlane(in Ray ray, in vec4 plane) {
vec3 n = plane.xyz; // normal
float w = plane.w; // -dot(pointOnPlane, normal)
float a = dot(ray.pos, n);
float b = dot(ray.dir, n);
float t = -(w + a) / b;
return vec4(n, t);
}
void intersectClippingPlanes(in Ray ray, inout Intersections ix) {
vec4 backSide = vec4(-ray.dir, -INF_HIT);
vec4 farSide = vec4(ray.dir, +INF_HIT);
RayShapeIntersection clippingVolume;
#if (CLIPPING_PLANES_COUNT == 1)
// Union and intersection are the same when there's one clipping plane, and the code
// is more simplified.
vec4 planeUv = getClippingPlane(u_clippingPlanesTexture, 0, u_clippingPlanesMatrix);
vec4 intersection = intersectPlane(ray, planeUv);
bool reflects = dot(ray.dir, intersection.xyz) < 0.0;
clippingVolume.entry = reflects ? backSide : intersection;
clippingVolume.exit = reflects ? intersection : farSide;
setShapeIntersection(ix, CLIPPING_PLANES_INTERSECTION_INDEX, clippingVolume);
#elif defined(CLIPPING_PLANES_UNION)
vec4 firstTransmission = vec4(ray.dir, +INF_HIT);
vec4 lastReflection = vec4(-ray.dir, -INF_HIT);
for (int i = 0; i < CLIPPING_PLANES_COUNT; i++) {
vec4 planeUv = getClippingPlane(u_clippingPlanesTexture, i, u_clippingPlanesMatrix);
vec4 intersection = intersectPlane(ray, planeUv);
if (dot(ray.dir, planeUv.xyz) > 0.0) {
firstTransmission = intersection.w <= firstTransmission.w ? intersection : firstTransmission;
} else {
lastReflection = intersection.w >= lastReflection.w ? intersection : lastReflection;
}
}
clippingVolume.entry = backSide;
clippingVolume.exit = lastReflection;
setShapeIntersection(ix, CLIPPING_PLANES_INTERSECTION_INDEX + 0, clippingVolume);
clippingVolume.entry = firstTransmission;
clippingVolume.exit = farSide;
setShapeIntersection(ix, CLIPPING_PLANES_INTERSECTION_INDEX + 1, clippingVolume);
#else // intersection
vec4 lastTransmission = vec4(ray.dir, -INF_HIT);
vec4 firstReflection = vec4(-ray.dir, +INF_HIT);
for (int i = 0; i < CLIPPING_PLANES_COUNT; i++) {
vec4 planeUv = getClippingPlane(u_clippingPlanesTexture, i, u_clippingPlanesMatrix);
vec4 intersection = intersectPlane(ray, planeUv);
if (dot(ray.dir, planeUv.xyz) > 0.0) {
lastTransmission = intersection.w > lastTransmission.w ? intersection : lastTransmission;
} else {
firstReflection = intersection.w < firstReflection.w ? intersection: firstReflection;
}
}
if (lastTransmission.w < firstReflection.w) {
clippingVolume.entry = lastTransmission;
clippingVolume.exit = firstReflection;
} else {
clippingVolume.entry = vec4(-ray.dir, NO_HIT);
clippingVolume.exit = vec4(ray.dir, NO_HIT);
}
setShapeIntersection(ix, CLIPPING_PLANES_INTERSECTION_INDEX, clippingVolume);
#endif
}