+ | Some change

This commit is contained in:
RedShip
2025-01-09 18:54:00 +01:00
parent ec765f9e73
commit 0ece075f1a
5 changed files with 46 additions and 44 deletions

View File

@ -58,60 +58,60 @@ bool intersectQuad(Ray ray, GPUObject obj, out hitInfo hit)
return (inside);
}
intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
{
vec3 pvec = cross(ray.direction, obj.vertex2);
float det = dot(obj.vertex1, pvec);
vec3 tvec = ray.origin - obj.position;
float invDet = 1.0 / det;
float u = dot(tvec, pvec) * invDet;
vec3 qvec = cross(tvec, obj.vertex1);
float v = dot(ray.direction, qvec) * invDet;
float t = dot(obj.vertex2, qvec) * invDet;
bool valid = abs(det) > 1e-8 &&
u >= 0.0 && u <= 1.0 &&
v >= 0.0 && (u + v) <= 1.0 &&
t > 0.0;
hit.t = t;
hit.position = ray.origin + ray.direction * t;
hit.normal = obj.normal * sign(-dot(ray.direction, obj.normal));
return (valid);
}
bool
// bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
// {
// vec3 pvec = cross(ray.direction, obj.vertex2);
// float det = dot(obj.vertex1, pvec);
// vec3 tvec = ray.origin - obj.position;
// if (abs(det) < 1e-8) return (false); // det < 0.0
// float invDet = 1.0 / det;
// vec3 tvec = ray.origin - obj.position;
// float u = dot(tvec, pvec) * invDet;
// if (u < 0.0 || u > 1.0) return (false);
// vec3 qvec = cross(tvec, obj.vertex1);
// float v = dot(ray.direction, qvec) * invDet;
// float t = dot(obj.vertex2, qvec) * invDet;
// if (v < 0.0 || u + v > 1.0) return (false);
// bool valid = abs(det) > 1e-8 &&
// u >= 0.0 && u <= 1.0 &&
// v >= 0.0 && (u + v) <= 1.0 &&
// t > 0.0;
// float t = dot(obj.vertex2, qvec) * invDet;
// if (t <= 0.0) return (false);
// hit.t = t;
// hit.position = ray.origin + ray.direction * t;
// hit.normal = obj.normal * sign(-dot(ray.direction, obj.normal));
// return (valid);
// }
bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
{
vec3 pvec = cross(ray.direction, obj.vertex2);
float det = dot(obj.vertex1, pvec);
if (abs(det) < 1e-8) return (false); // det < 0.0
float invDet = 1.0 / det;
vec3 tvec = ray.origin - obj.position;
float u = dot(tvec, pvec) * invDet;
if (u < 0.0 || u > 1.0) return (false);
vec3 qvec = cross(tvec, obj.vertex1);
float v = dot(ray.direction, qvec) * invDet;
if (v < 0.0 || u + v > 1.0) return (false);
float t = dot(obj.vertex2, qvec) * invDet;
if (t <= 0.0) return (false);
hit.t = t;
hit.position = ray.origin + ray.direction * t;
vec3 normal = obj.normal;
hit.normal = dot(ray.direction, normal) < 0.0 ? normal : -normal;
// vec3 normal = obj.normal;
// hit.normal = dot(ray.direction, normal) < 0.0 ? normal : -normal;
return (true);
}
// return (true);
// }
bool intersectCube(Ray ray, GPUObject obj, out hitInfo hit)
{