From 7790472dabfa0ecd06f3408d847860ec6072866e Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 9 Feb 2026 18:51:54 +0100 Subject: 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 --- workspaces/main/shaders/ray_triangle.wgsl | 30 ++++++++++++++++++++++++++++++ 1 file changed, 30 insertions(+) create mode 100644 workspaces/main/shaders/ray_triangle.wgsl (limited to 'workspaces/main/shaders/ray_triangle.wgsl') diff --git a/workspaces/main/shaders/ray_triangle.wgsl b/workspaces/main/shaders/ray_triangle.wgsl new file mode 100644 index 0000000..13341c8 --- /dev/null +++ b/workspaces/main/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, + z: f32, + N: vec3, + hit: bool, +}; + +fn ray_triangle_intersection( + orig: vec3, + dir: vec3, + p0: vec3, + p1: vec3, + p2: vec3 +) -> 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(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); +} -- cgit v1.2.3