diff options
| 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/shaders | |
| 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/shaders')
| -rw-r--r-- | assets/final/shaders/ray_triangle.wgsl | 30 |
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); +} |
