summaryrefslogtreecommitdiff
path: root/assets/final/shaders
diff options
context:
space:
mode:
authorskal <pascal.massimino@gmail.com>2026-02-08 17:01:33 +0100
committerskal <pascal.massimino@gmail.com>2026-02-08 17:01:33 +0100
commitafb04da1fc4780eed271064649377cf3e08d391f (patch)
tree9634553f6e686ff99f8d2c52b4269c16d62f9bbd /assets/final/shaders
parentb650afa7e05bfc127275778042443a729cb395f8 (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/shaders')
-rw-r--r--assets/final/shaders/ray_triangle.wgsl30
1 files changed, 30 insertions, 0 deletions
diff --git a/assets/final/shaders/ray_triangle.wgsl b/assets/final/shaders/ray_triangle.wgsl
new file mode 100644
index 0000000..13341c8
--- /dev/null
+++ b/assets/final/shaders/ray_triangle.wgsl
@@ -0,0 +1,30 @@
+// This file is part of the 64k demo project.
+// Möller-Trumbore ray-triangle intersection algorithm.
+// Reference: "Fast, Minimum Storage Ray-Triangle Intersection"
+
+struct TriangleHit {
+ uv: vec2<f32>,
+ z: f32,
+ N: vec3<f32>,
+ hit: bool,
+};
+
+fn ray_triangle_intersection(
+ orig: vec3<f32>,
+ dir: vec3<f32>,
+ p0: vec3<f32>,
+ p1: vec3<f32>,
+ p2: vec3<f32>
+) -> TriangleHit {
+ let d10 = p1 - p0;
+ let d20 = p2 - p0;
+ let N = cross(d10, d20);
+ let det = -dot(dir, N);
+ let invdet = 1.0 / det;
+ let d0 = orig - p0;
+ let nd = cross(d0, dir);
+ let uv = vec2<f32>(dot(d20, nd), -dot(d10, nd)) * invdet;
+ let z = dot(d0, N) * invdet;
+ let hit = det > 0.0 && z >= 0.0 && uv.x >= 0.0 && uv.y >= 0.0 && (uv.x + uv.y) < 1.0;
+ return TriangleHit(uv, z, N, hit);
+}