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| author | skal <pascal.massimino@gmail.com> | 2026-02-08 17:01:33 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-08 17:01:33 +0100 |
| commit | afb04da1fc4780eed271064649377cf3e08d391f (patch) | |
| tree | 9634553f6e686ff99f8d2c52b4269c16d62f9bbd /assets/final/demo_assets.txt | |
| parent | b650afa7e05bfc127275778042443a729cb395f8 (diff) | |
feat(shaders): Add Möller-Trumbore ray-triangle intersection
Implements ray-triangle intersection algorithm for future mesh raytracing support.
Changes:
- Add ray_triangle.wgsl with TriangleHit struct and intersection function
- Register shader snippet in asset system (SHADER_RAY_TRIANGLE)
- Add shader composer registration for #include "ray_triangle" support
Returns:
- hit.uv: Barycentric coordinates (for texture mapping)
- hit.z: Parametric distance along ray
- hit.N: Triangle face normal
- hit.hit: Boolean indicating intersection
Task: Progress on SDF for mesh (related to Task #18)
Algorithm: Fast, Minimum Storage Ray-Triangle Intersection (Möller-Trumbore)
Size: ~30 lines WGSL, negligible binary impact
Diffstat (limited to 'assets/final/demo_assets.txt')
| -rw-r--r-- | assets/final/demo_assets.txt | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/assets/final/demo_assets.txt b/assets/final/demo_assets.txt index 256f246..5d40f7f 100644 --- a/assets/final/demo_assets.txt +++ b/assets/final/demo_assets.txt @@ -27,6 +27,7 @@ SHADER_COMMON_UNIFORMS, NONE, shaders/common_uniforms.wgsl, "Common Uniforms Sni SHADER_SDF_PRIMITIVES, NONE, shaders/sdf_primitives.wgsl, "SDF Primitives Snippet" SHADER_LIGHTING, NONE, shaders/lighting.wgsl, "Lighting Snippet" SHADER_RAY_BOX, NONE, shaders/ray_box.wgsl, "Ray-Box Intersection Snippet" +SHADER_RAY_TRIANGLE, NONE, shaders/ray_triangle.wgsl, "Ray-Triangle Intersection Snippet (Möller-Trumbore)" SHADER_MAIN, NONE, shaders/main_shader.wgsl, "Main Heptagon Shader" SHADER_PARTICLE_COMPUTE, NONE, shaders/particle_compute.wgsl, "Particle Compute Shader" SHADER_PARTICLE_RENDER, NONE, shaders/particle_render.wgsl, "Particle Render Shader" |
