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

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GLSL

// See IntersectionUtils.glsl for the definitions of Ray, NO_HIT, INF_HIT, Intersections,
// RayShapeIntersection, setSurfaceIntersection, setShapeIntersection
// See IntersectLongitude.glsl for the definitions of intersectHalfPlane,
// intersectFlippedWedge, intersectRegularWedge
/* Ellipsoid defines (set in Scene/VoxelEllipsoidShape.js)
#define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE
#define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_EQUAL_ZERO
#define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_UNDER_HALF
#define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_OVER_HALF
#define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_UNDER_HALF
#define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_EQUAL_HALF
#define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_OVER_HALF
#define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_UNDER_HALF
#define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_EQUAL_HALF
#define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_OVER_HALF
#define ELLIPSOID_INTERSECTION_INDEX_LONGITUDE
#define ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MAX
#define ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MIN
#define ELLIPSOID_INTERSECTION_INDEX_HEIGHT_MAX
#define ELLIPSOID_INTERSECTION_INDEX_HEIGHT_MIN
*/
#if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE)
uniform vec2 u_ellipsoidRenderLongitudeMinMax;
#endif
uniform float u_eccentricitySquared;
uniform vec2 u_ellipsoidRenderLatitudeSinMinMax;
uniform vec2 u_clipMinMaxHeight;
RayShapeIntersection intersectZPlane(in Ray ray, in float z) {
float t = -ray.pos.z / ray.dir.z;
bool startsOutside = sign(ray.pos.z) == sign(z);
bool entry = (t >= 0.0) != startsOutside;
vec4 intersect = vec4(0.0, 0.0, z, t);
vec4 farSide = vec4(normalize(ray.dir), INF_HIT);
if (entry) {
return RayShapeIntersection(intersect, farSide);
} else {
return RayShapeIntersection(-1.0 * farSide, intersect);
}
}
RayShapeIntersection intersectHeight(in Ray ray, in float relativeHeight, in bool convex)
{
// Scale the ray by the ellipsoid axes to make it a unit sphere
// Note: approximating ellipsoid + height as an ellipsoid
vec3 radiiCorrection = u_ellipsoidRadiiUv / (u_ellipsoidRadiiUv + relativeHeight);
vec3 position = ray.pos * radiiCorrection;
vec3 direction = ray.dir * radiiCorrection;
float a = dot(direction, direction); // ~ 1.0 (or maybe 4.0 if ray is scaled)
float b = dot(direction, position); // roughly inside [-1.0, 1.0] when zoomed in
float c = dot(position, position) - 1.0; // ~ 0.0 when zoomed in.
float determinant = b * b - a * c; // ~ b * b when zoomed in
if (determinant < 0.0) {
vec4 miss = vec4(normalize(direction), NO_HIT);
return RayShapeIntersection(miss, miss);
}
determinant = sqrt(determinant);
// Compute larger root using standard formula
float signB = b < 0.0 ? -1.0 : 1.0;
// The other root may suffer from subtractive cancellation in the standard formula.
// Compute it from the first root instead.
float t1 = (-b - signB * determinant) / a;
float t2 = c / (a * t1);
float tmin = min(t1, t2);
float tmax = max(t1, t2);
float directionScale = convex ? 1.0 : -1.0;
vec3 d1 = directionScale * normalize(position + tmin * direction);
vec3 d2 = directionScale * normalize(position + tmax * direction);
return RayShapeIntersection(vec4(d1, tmin), vec4(d2, tmax));
}
/**
* Given a circular cone around the z-axis, with apex at the origin,
* find the parametric distance(s) along a ray where that ray intersects
* the cone.
* The cone opening angle is described by the squared cosine of
* its half-angle (the angle between the Z-axis and the surface)
*/
vec2 intersectDoubleEndedCone(in Ray ray, in float cosSqrHalfAngle)
{
vec3 o = ray.pos;
vec3 d = ray.dir;
float sinSqrHalfAngle = 1.0 - cosSqrHalfAngle;
float aSin = d.z * d.z * sinSqrHalfAngle;
float aCos = -dot(d.xy, d.xy) * cosSqrHalfAngle;
float a = aSin + aCos;
float bSin = d.z * o.z * sinSqrHalfAngle;
float bCos = -dot(o.xy, d.xy) * cosSqrHalfAngle;
float b = bSin + bCos;
float cSin = o.z * o.z * sinSqrHalfAngle;
float cCos = -dot(o.xy, o.xy) * cosSqrHalfAngle;
float c = cSin + cCos;
// determinant = b * b - a * c. But bSin * bSin = aSin * cSin.
// Avoid subtractive cancellation by expanding to eliminate these terms
float determinant = 2.0 * bSin * bCos + bCos * bCos - aSin * cCos - aCos * cSin - aCos * cCos;
if (determinant < 0.0) {
return vec2(NO_HIT);
} else if (a == 0.0) {
// Ray is parallel to cone surface
return (b == 0.0)
? vec2(NO_HIT) // Ray is on cone surface
: vec2(-0.5 * c / b, NO_HIT);
}
determinant = sqrt(determinant);
// Compute larger root using standard formula
float signB = b < 0.0 ? -1.0 : 1.0;
float t1 = (-b - signB * determinant) / a;
// The other root may suffer from subtractive cancellation in the standard formula.
// Compute it from the first root instead.
float t2 = c / (a * t1);
float tmin = min(t1, t2);
float tmax = max(t1, t2);
return vec2(tmin, tmax);
}
/**
* Given a point on a conical surface, find the surface normal at that point.
*/
vec3 getConeNormal(in vec3 p, in bool convex) {
// Start with radial component pointing toward z-axis
vec2 radial = -abs(p.z) * normalize(p.xy);
// Z component points toward opening of cone
float zSign = (p.z < 0.0) ? -1.0 : 1.0;
float z = length(p.xy) * zSign;
// Flip normal if shape is convex
float flip = (convex) ? -1.0 : 1.0;
return normalize(vec3(radial, z) * flip);
}
/**
* Compute the shift between the ellipsoid origin and the apex of a cone of latitude
*/
float getLatitudeConeShift(in float sinLatitude) {
// Find prime vertical radius of curvature:
// the distance along the ellipsoid normal to the intersection with the z-axis
float x2 = u_eccentricitySquared * sinLatitude * sinLatitude;
float primeVerticalRadius = inversesqrt(1.0 - x2);
// Compute a shift from the origin to the intersection of the cone with the z-axis
return primeVerticalRadius * u_eccentricitySquared * sinLatitude;
}
void intersectFlippedCone(in Ray ray, in float cosHalfAngle, out RayShapeIntersection intersections[2]) {
// Undo the scaling from ellipsoid to sphere
ray.pos = ray.pos * u_ellipsoidRadiiUv;
ray.dir = ray.dir * u_ellipsoidRadiiUv;
// Shift the ray to account for the latitude cone not being centered at the Earth center
ray.pos.z += getLatitudeConeShift(cosHalfAngle);
float cosSqrHalfAngle = cosHalfAngle * cosHalfAngle;
vec2 intersect = intersectDoubleEndedCone(ray, cosSqrHalfAngle);
vec4 miss = vec4(normalize(ray.dir), NO_HIT);
vec4 farSide = vec4(normalize(ray.dir), INF_HIT);
// Initialize output with no intersections
intersections[0].entry = -1.0 * farSide;
intersections[0].exit = farSide;
intersections[1].entry = miss;
intersections[1].exit = miss;
if (intersect.x == NO_HIT) {
return;
}
// Find the points of intersection
float tmin = intersect.x;
float tmax = intersect.y;
vec3 p0 = ray.pos + tmin * ray.dir;
vec3 p1 = ray.pos + tmax * ray.dir;
vec4 intersect0 = vec4(getConeNormal(p0, true), tmin);
vec4 intersect1 = vec4(getConeNormal(p1, true), tmax);
bool p0InShadowCone = sign(p0.z) != sign(cosHalfAngle);
bool p1InShadowCone = sign(p1.z) != sign(cosHalfAngle);
if (p0InShadowCone && p1InShadowCone) {
// no valid intersections
} else if (p0InShadowCone) {
intersections[0].exit = intersect1;
} else if (p1InShadowCone) {
intersections[0].entry = intersect0;
} else {
intersections[0].exit = intersect0;
intersections[1].entry = intersect1;
intersections[1].exit = farSide;
}
}
RayShapeIntersection intersectRegularCone(in Ray ray, in float cosHalfAngle, in bool convex) {
// Undo the scaling from ellipsoid to sphere
ray.pos = ray.pos * u_ellipsoidRadiiUv;
ray.dir = ray.dir * u_ellipsoidRadiiUv;
// Shift the ray to account for the latitude cone not being centered at the Earth center
ray.pos.z += getLatitudeConeShift(cosHalfAngle);
float cosSqrHalfAngle = cosHalfAngle * cosHalfAngle;
vec2 intersect = intersectDoubleEndedCone(ray, cosSqrHalfAngle);
vec4 miss = vec4(normalize(ray.dir), NO_HIT);
vec4 farSide = vec4(normalize(ray.dir), INF_HIT);
if (intersect.x == NO_HIT) {
return RayShapeIntersection(miss, miss);
}
// Find the points of intersection
float tmin = intersect.x;
float tmax = intersect.y;
vec3 p0 = ray.pos + tmin * ray.dir;
vec3 p1 = ray.pos + tmax * ray.dir;
vec4 intersect0 = vec4(getConeNormal(p0, convex), tmin);
vec4 intersect1 = vec4(getConeNormal(p1, convex), tmax);
bool p0InShadowCone = sign(p0.z) != sign(cosHalfAngle);
bool p1InShadowCone = sign(p1.z) != sign(cosHalfAngle);
if (p0InShadowCone && p1InShadowCone) {
return RayShapeIntersection(miss, miss);
} else if (p0InShadowCone) {
return RayShapeIntersection(intersect1, farSide);
} else if (p1InShadowCone) {
return RayShapeIntersection(-1.0 * farSide, intersect0);
} else {
return RayShapeIntersection(intersect0, intersect1);
}
}
void intersectShape(in 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;
// Outer ellipsoid
RayShapeIntersection outerIntersect = intersectHeight(ray, u_clipMinMaxHeight.y, true);
setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_HEIGHT_MAX, outerIntersect);
// Exit early if the outer ellipsoid was missed.
if (outerIntersect.entry.w == NO_HIT) {
return;
}
// Inner ellipsoid
RayShapeIntersection innerIntersect = intersectHeight(ray, u_clipMinMaxHeight.x, false);
if (innerIntersect.entry.w == NO_HIT) {
setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_HEIGHT_MIN, innerIntersect);
} else {
// When the ellipsoid is large and thin it's possible for floating point math
// to cause the ray to intersect the inner ellipsoid before the outer ellipsoid.
// To prevent this from happening, clamp innerIntersect to outerIntersect and
// sandwich the inner ellipsoid intersection inside the outer ellipsoid 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 ellipsoid to be invisible because it will think the ray
// is still inside the inner (negative) ellipsoid after exiting the
// outer (positive) ellipsoid.
// 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.
innerIntersect.entry.w = max(innerIntersect.entry.w, outerIntersect.entry.w);
innerIntersect.exit.w = min(innerIntersect.exit.w, outerIntersect.exit.w);
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
}
// Bottom cone
#if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_UNDER_HALF)
RayShapeIntersection bottomConeIntersection = intersectRegularCone(ray, u_ellipsoidRenderLatitudeSinMinMax.x, false);
setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MIN, bottomConeIntersection);
#elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_EQUAL_HALF)
RayShapeIntersection bottomConeIntersection = intersectZPlane(ray, -1.0);
setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MIN, bottomConeIntersection);
#elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_OVER_HALF)
RayShapeIntersection bottomConeIntersections[2];
intersectFlippedCone(ray, u_ellipsoidRenderLatitudeSinMinMax.x, bottomConeIntersections);
setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MIN + 0, bottomConeIntersections[0]);
setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MIN + 1, bottomConeIntersections[1]);
#endif
// Top cone
#if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_UNDER_HALF)
RayShapeIntersection topConeIntersections[2];
intersectFlippedCone(ray, u_ellipsoidRenderLatitudeSinMinMax.y, topConeIntersections);
setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MAX + 0, topConeIntersections[0]);
setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MAX + 1, topConeIntersections[1]);
#elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_EQUAL_HALF)
RayShapeIntersection topConeIntersection = intersectZPlane(ray, 1.0);
setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MAX, topConeIntersection);
#elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_OVER_HALF)
RayShapeIntersection topConeIntersection = intersectRegularCone(ray, u_ellipsoidRenderLatitudeSinMinMax.y, false);
setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MAX, topConeIntersection);
#endif
// Wedge
#if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_EQUAL_ZERO)
RayShapeIntersection wedgeIntersects[2];
intersectHalfPlane(ray, u_ellipsoidRenderLongitudeMinMax.x, wedgeIntersects);
setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 0, wedgeIntersects[0]);
setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 1, wedgeIntersects[1]);
#elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_UNDER_HALF)
RayShapeIntersection wedgeIntersect = intersectRegularWedge(ray, u_ellipsoidRenderLongitudeMinMax);
setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE, wedgeIntersect);
#elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_OVER_HALF)
RayShapeIntersection wedgeIntersects[2];
intersectFlippedWedge(ray, u_ellipsoidRenderLongitudeMinMax, wedgeIntersects);
setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 0, wedgeIntersects[0]);
setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 1, wedgeIntersects[1]);
#endif
}