// See IntersectionUtils.glsl for the definitions of Ray, RayShapeIntersection, // NO_HIT, Intersections /* Box defines (set in Scene/VoxelBoxShape.js) #define BOX_INTERSECTION_INDEX ### // always 0 */ uniform sampler2D u_renderBoundPlanesTexture; RayShapeIntersection intersectBoundPlanes(in Ray ray) { vec4 lastEntry = vec4(ray.dir, -INF_HIT); vec4 firstExit = vec4(-ray.dir, +INF_HIT); for (int i = 0; i < 6; i++) { vec4 boundPlane = getBoundPlane(u_renderBoundPlanesTexture, i); vec4 intersection = intersectPlane(ray, boundPlane); if (dot(ray.dir, boundPlane.xyz) < 0.0) { lastEntry = intersection.w > lastEntry.w ? intersection : lastEntry; } else { firstExit = intersection.w < firstExit.w ? intersection: firstExit; } } if (lastEntry.w < firstExit.w) { return RayShapeIntersection(lastEntry, firstExit); } else { return RayShapeIntersection(vec4(-ray.dir, NO_HIT), vec4(ray.dir, NO_HIT)); } } void intersectShape(in Ray rayUV, in Ray rayEC, inout Intersections ix) { RayShapeIntersection intersection = intersectBoundPlanes(rayEC); setShapeIntersection(ix, BOX_INTERSECTION_INDEX, intersection); }