#include "/Lib/Settings.glsl" #include "/Lib/Utilities.glsl" // MinecraftPT — Block Shape reconstruction // Exact AABB-based shapes for non-full-block voxel IDs, used during ray marching. #ifndef BLOCK_SHAPE_GLSL #define BLOCK_SHAPE_GLSL float SphereIntersectionLength(Ray ray, vec3 blockOrigin, vec3 sphereOrigin, float sphereRadius){ sphereOrigin = -blockOrigin - sphereOrigin; float b = dot(ray.dir, sphereOrigin); float c = dot(sphereOrigin, sphereOrigin) - sphereRadius * sphereRadius; float d = b * b - c; float intersectionLength = 0.0; if (d > 0.0){ d = sqrt(d); intersectionLength = saturate(min(-b + d, d * 2.0)); } return intersectionLength; } float BoxIntersectionLength(Ray ray, vec3 blockOrigin){ vec3 boxMax = blockOrigin + 1.0; vec3 t1 = ray.rdir * blockOrigin; vec3 t2 = ray.rdir * boxMax; vec3 tMin = min(t1, t2); vec3 tMax = max(t1, t2); float tEnter = maxVec3(tMin); float tExit = minVec3(tMax); return max(tExit - tEnter, 0.0); } // Light sphere colors for emissive blocks (IDs 200-270 range) vec3 LightShpereColor(float voxelID){ const vec3 torchColor = pow(vec3(COLOR_TORCH_R, COLOR_TORCH_G, COLOR_TORCH_B), vec3(2.2)) * BRIGHTNESS_TORCH * SPHERELIGHT_BRIGHTNESS; const vec3 fireColor = pow(vec3(COLOR_FIRE_R, COLOR_FIRE_G, COLOR_FIRE_B), vec3(2.2)) * BRIGHTNESS_FIRE * SPHERELIGHT_BRIGHTNESS; const vec3 redstoneTorchColor = pow(vec3(COLOR_REDSTONETORCH_R, COLOR_REDSTONETORCH_G, COLOR_REDSTONETORCH_B), vec3(2.2)) * BRIGHTNESS_REDSTONETORCH * SPHERELIGHT_BRIGHTNESS; const vec3 amethystColor = pow(vec3(COLOR_AMETHYST_R, COLOR_AMETHYST_G, COLOR_AMETHYST_B), vec3(2.2)) * BRIGHTNESS_AMETHYST * SPHERELIGHT_BRIGHTNESS; const vec3 soultorchColor = pow(vec3(COLOR_SOULTORCH_R, COLOR_SOULTORCH_G, COLOR_SOULTORCH_B), vec3(2.2)) * BRIGHTNESS_SOULTORCH * SPHERELIGHT_BRIGHTNESS; const vec3 lightblockColor = pow(vec3(COLOR_LIGHTBLOCK_R, COLOR_LIGHTBLOCK_G, COLOR_LIGHTBLOCK_B), vec3(2.2)) * BRIGHTNESS_LIGHTBLOCK * SPHERELIGHT_BRIGHTNESS; const vec3 endrodColor = pow(vec3(COLOR_ENDROD_R, COLOR_ENDROD_G, COLOR_ENDROD_B), vec3(2.2)) * BRIGHTNESS_ENDROD * SPHERELIGHT_BRIGHTNESS; vec3 shpereColor = vec3(0.0); if (voxelID <= 244.0){ if (voxelID == 242.0){ // Torch shpereColor = torchColor; }else if (voxelID == 243.0){ // Redstone Torch shpereColor = redstoneTorchColor; }else if (abs(voxelID - 240.0) < 1.5){ // Campfire 239 240 shpereColor = fireColor; }else{ shpereColor = soultorchColor; } }else{ if (voxelID == 245.0){ // Amethyst Cluster shpereColor = amethystColor; }else if (voxelID == 246.0){ // Soul Torch shpereColor = soultorchColor; }else if (voxelID == 247.0){ // Copper Lantern shpereColor = torchColor; }else if (abs(voxelID - 250.5) < 2.0){ // Candle & Sea Pickle shpereColor = torchColor * 0.8; }else if (abs(voxelID - 263.0) < 7.5){ // Light Block shpereColor = lightblockColor * (voxelID * (1.0 / 15.0) - (255.0 / 15.0)); }else if (abs(voxelID - 280.0) < 1.5){ // End Rod shpereColor = endrodColor; }else{ // Generic emissive (from vanilla light level blocks) shpereColor = torchColor * 0.5; } } return shpereColor; } vec3 HitLightShpere(Ray ray, vec3 voxelCoord, float voxelID, float rayLength){ vec3 shpereLighting = vec3(0.0); vec3 blockOrigin = voxelCoord - ray.ori; float intersectionLength = SphereIntersectionLength(ray, blockOrigin, vec3(0.5), 0.5); if (intersectionLength > 0.0) intersectionLength = intersectionLength * intersectionLength; shpereLighting = LightShpereColor(voxelID) * (intersectionLength * BLOCKLIGHT_BRIGHTNESS); return shpereLighting; } vec3 HitLightShpereReflection(Ray ray, vec3 voxelCoord, float voxelID, float rayLength){ vec3 shpereLighting = vec3(0.0); vec3 blockOrigin = voxelCoord - ray.ori; float intersectionLength = SphereIntersectionLength(ray, blockOrigin, vec3(0.5), 0.25); if (intersectionLength > 0.0) intersectionLength = intersectionLength * intersectionLength; intersectionLength = intersectionLength * intersectionLength * 50.0; shpereLighting = LightShpereColor(voxelID) * (intersectionLength * BLOCKLIGHT_BRIGHTNESS); return shpereLighting; } bool IsHitBox(Ray ray, vec3 blockOrigin, vec3 boxOrigin, vec3 boxSize, inout float rayLength, inout vec3 hitNormal){ vec3 boxMin = blockOrigin + boxOrigin; vec3 boxMax = boxMin + boxSize; vec3 t1 = ray.rdir * boxMin; vec3 t2 = ray.rdir * boxMax; vec3 tMin = min(t1, t2); vec3 tMax = max(t1, t2); float tEnter = maxVec3(tMin); float tExit = minVec3(tMax); bool hit = min(rayLength, tExit) >= tEnter && tExit >= 0.0; if (hit){ hitNormal = -step(vec3(tEnter), tMin) * ray.sdir; rayLength = tEnter; } return hit; } // Full shape reconstruction for cutout blocks. voxelID here is the raw block ID // from block.properties (0-100 range). bool HitShape(Ray ray, vec3 voxelCoord, float voxelID, inout float rayLength, out vec3 hitNormal){ vec3 blockOrigin = voxelCoord - ray.ori; hitNormal = vec3(0.0); bool hit = false; const float rotIndex[8] = float[8](1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 0.0, -1.0); if (voxelID == 2.0){ // Leaves — full block hit = IsHitBox(ray, blockOrigin, vec3(0.0), vec3(1.0), rayLength, hitNormal); }else if (voxelID == 4.0){ // Cross plant (X shape) vec3 ori0 = vec3(0.5); vec3 size0 = vec3(-1.0, 1.0, 0.25 / 16.0); vec3 ori1 = vec3(0.5); vec3 size1 = vec3(0.25 / 16.0, 1.0, -1.0); hit = IsHitBox(ray, blockOrigin, vec3(ori0.x, 0.0, ori0.z), vec3(size0.x, 1.0, size0.z), rayLength, hitNormal); hit = IsHitBox(ray, blockOrigin, vec3(ori1.x, 0.0, ori1.z), vec3(size1.x, 1.0, size1.z), rayLength, hitNormal) || hit; }else if (voxelID == 5.0){ // Torch hit = IsHitBox(ray, blockOrigin, vec3(0.4375, 0.0, 0.4375), vec3(0.125, 0.5625, 0.125), rayLength, hitNormal); }else if (voxelID == 6.0){ // Lantern hit = IsHitBox(ray, blockOrigin, vec3(0.25, 0.1875, 0.25), vec3(0.5, 0.5625, 0.5), rayLength, hitNormal); hit = IsHitBox(ray, blockOrigin, vec3(0.4375, 0.0, 0.4375), vec3(0.125, 0.1875, 0.125), rayLength, hitNormal) || hit; }else if (voxelID == 10.0 || voxelID == 11.0){ // Glass pane / Iron bars hit = IsHitBox(ray, blockOrigin, vec3(7.0 / 16.0, 0.0, 7.0 / 16.0), vec3(2.0 / 16.0, 1.0, 2.0 / 16.0), rayLength, hitNormal); }else if (voxelID >= 12.0 && voxelID <= 13.0){ // Stairs & slabs simplified as full-ish hit = IsHitBox(ray, blockOrigin, vec3(0.0), vec3(1.0), rayLength, hitNormal); }else if (voxelID >= 14.0 && voxelID <= 16.0){ // Walls, fences, fence gates hit = IsHitBox(ray, blockOrigin, vec3(0.25, 0.0, 0.25), vec3(0.5, 1.0, 0.5), rayLength, hitNormal); hit = IsHitBox(ray, blockOrigin, vec3(0.0, 0.375, 0.0), vec3(1.0, 0.25, 1.0), rayLength, hitNormal) || hit; }else if (voxelID == 17.0){ // Door hit = IsHitBox(ray, blockOrigin, vec3(0.0, 0.0, 13.0 / 16.0), vec3(1.0, 1.0, 3.0 / 16.0), rayLength, hitNormal); }else if (voxelID == 20.0){ // End rod hit = IsHitBox(ray, blockOrigin, vec3(0.4375, 0.0, 0.4375), vec3(0.125, 1.0, 0.125), rayLength, hitNormal); }else if (voxelID == 21.0){ // Chain hit = IsHitBox(ray, blockOrigin, vec3(0.4375, 0.0, 0.4375), vec3(0.125, 1.0, 0.125), rayLength, hitNormal); }else if (voxelID == 22.0){ // Amethyst cluster hit = IsHitBox(ray, blockOrigin, vec3(0.25, 0.0, 0.25), vec3(0.5, 0.5, 0.5), rayLength, hitNormal); }else if (voxelID == 27.0){ // Ladder hit = IsHitBox(ray, blockOrigin, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0), rayLength, hitNormal); }else if (voxelID == 28.0 || voxelID == 29.0 || voxelID == 31.0){ // Sugar cane / Bamboo / Chorus hit = IsHitBox(ray, blockOrigin, vec3(0.375, 0.0, 0.375), vec3(0.25, 1.0, 0.25), rayLength, hitNormal); }else if (voxelID == 32.0){ // Coral hit = IsHitBox(ray, blockOrigin, vec3(0.25, 0.0, 0.25), vec3(0.5, 0.625, 0.5), rayLength, hitNormal); }else if (voxelID == 33.0){ // Pointed dripstone hit = IsHitBox(ray, blockOrigin, vec3(0.375, 0.0, 0.375), vec3(0.25, 1.0, 0.25), rayLength, hitNormal); }else if (voxelID == 35.0){ // Lightning rod hit = IsHitBox(ray, blockOrigin, vec3(0.375, 0.0, 0.375), vec3(0.25, 1.0, 0.25), rayLength, hitNormal); }else if (voxelID == 37.0){ // Snow layers hit = IsHitBox(ray, blockOrigin, vec3(0.0, 0.0, 0.0), vec3(1.0, 0.125, 1.0), rayLength, hitNormal); }else if (voxelID == 80.0){ // Cobweb hit = IsHitBox(ray, blockOrigin, vec3(0.0), vec3(1.0), rayLength, hitNormal); }else{ // Default: full block hit = IsHitBox(ray, blockOrigin, vec3(0.0), vec3(1.0), rayLength, hitNormal); } return hit; } // Lightweight hit test (no normal) for shadow rays bool HitShape_Lite(Ray ray, vec3 voxelCoord, float voxelID, float rayLength){ vec3 blockOrigin = voxelCoord - ray.ori; vec3 unused = vec3(0.0); return HitShape(ray, voxelCoord, voxelID, rayLength, unused); } #endif