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authorskal <pascal.massimino@gmail.com>2026-02-09 18:51:54 +0100
committerskal <pascal.massimino@gmail.com>2026-02-09 18:51:54 +0100
commit7790472dabfa0ecd06f3408d847860ec6072866e (patch)
tree5bce7b119f42d131daf746ddc052da2da5ff0650 /workspaces/main/shaders/ray_triangle.wgsl
parent002ab9094f638c46d5db95d478e71c10933aceb2 (diff)
feat: Implement workspace system (Task #77)
Self-contained workspaces for parallel demo development. Structure: - workspaces/main,test - Demo-specific resources - assets/common - Shared resources - workspace.cfg - Configuration per workspace CMake integration: - DEMO_WORKSPACE option (defaults to main) - cmake/ParseWorkspace.cmake - Config parser - Workspace-relative asset/timeline/music paths Migration: - Main demo: demo.seq to workspaces/main/timeline.seq - Test demo: test_demo.seq to workspaces/test/timeline.seq - Common shaders: assets/common/shaders - Workspace shaders: workspaces/*/shaders Build: cmake -B build -DDEMO_WORKSPACE=main cmake -B build_test -DDEMO_WORKSPACE=test All tests passing (36/36). handoff(Claude): Task #77 workspace system complete. Both main and test workspaces build and pass all tests. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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diff --git a/workspaces/main/shaders/ray_triangle.wgsl b/workspaces/main/shaders/ray_triangle.wgsl
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+++ b/workspaces/main/shaders/ray_triangle.wgsl
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+// 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);
+}