diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-28 09:08:57 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-28 09:08:57 +0100 |
| commit | 9ee410594a52cbc699b13de2bde4860d70c959a3 (patch) | |
| tree | d56adf5931d488abcf3ac8e24a828d2d5b02e8cc /src/shaders/ray_triangle.wgsl | |
| parent | 6599a428cd69be6c66c5179e1f0fce42f561f935 (diff) | |
refactor: move common/shaders/ to src/shaders/
Relocates shared WGSL shaders under src/ where all source code lives,
eliminating the top-level common/ directory.
- Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt
- Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'src/shaders/ray_triangle.wgsl')
| -rw-r--r-- | src/shaders/ray_triangle.wgsl | 30 |
1 files changed, 30 insertions, 0 deletions
diff --git a/src/shaders/ray_triangle.wgsl b/src/shaders/ray_triangle.wgsl new file mode 100644 index 0000000..ece823a --- /dev/null +++ b/src/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: vec2f, + z: f32, + N: vec3f, + hit: bool, +}; + +fn ray_triangle_intersection( + orig: vec3f, + dir: vec3f, + p0: vec3f, + p1: vec3f, + p2: vec3f +) -> 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 = vec2f(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); +} |
