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use crate::camera::*;
use crate::core::*;
use crate::definition::*;
use crate::math::*;
pub fn ray_intersect(
context: &Context,
position: Vec3,
direction: Vec3,
max_depth: f32,
geometries: &[&dyn Geometry],
) -> Result<Option<Vec3>, Error> {
let viewport = Viewport::new_at_origo(1, 1);
let up = if direction.dot(vec3(1.0, 0.0, 0.0)).abs() > 0.99 {
direction.cross(vec3(0.0, 1.0, 0.0))
} else {
direction.cross(vec3(1.0, 0.0, 0.0))
};
let camera = Camera::new_orthographic(
context,
position,
position + direction * max_depth,
up,
0.01,
0.01,
max_depth,
)?;
let texture = ColorTargetTexture2D::<f32>::new(
context,
viewport.width,
viewport.height,
Interpolation::Nearest,
Interpolation::Nearest,
None,
Wrapping::ClampToEdge,
Wrapping::ClampToEdge,
Format::RGBA,
)?;
let depth_texture = DepthTargetTexture2D::new(
context,
viewport.width,
viewport.height,
Wrapping::ClampToEdge,
Wrapping::ClampToEdge,
DepthFormat::Depth32F,
)?;
let render_target = RenderTarget::new(context, &texture, &depth_texture)?;
let render_states = RenderStates {
write_mask: WriteMask {
red: true,
depth: true,
..WriteMask::NONE
},
depth_test: DepthTestType::Less,
..Default::default()
};
render_target.write(
ClearState {
red: Some(1.0),
depth: Some(1.0),
..ClearState::none()
},
|| {
for geometry in geometries {
if geometry
.aabb()
.map(|aabb| camera.in_frustum(&aabb))
.unwrap_or(true)
{
geometry.render_depth_to_red(render_states, viewport, &camera, max_depth)?;
}
}
Ok(())
},
)?;
let depth = texture.read(viewport)?[0];
Ok(if depth < 1.0 {
Some(position + direction * depth * max_depth)
} else {
None
})
}