mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | Triangle optimization
This commit is contained in:
@ -81,20 +81,17 @@ bool intersectTriangle(Ray ray, GPUTriangle obj, out hitInfo hit)
|
||||
vec3 tvec = ray.origin - obj.position;
|
||||
|
||||
float invDet = 1.0 / det;
|
||||
float u = dot(tvec, pvec) * invDet;
|
||||
hit.u = dot(tvec, pvec) * invDet;
|
||||
vec3 qvec = cross(tvec, vertex1);
|
||||
float v = dot(ray.direction, qvec) * invDet;
|
||||
float t = dot(vertex2, qvec) * invDet;
|
||||
hit.v = dot(ray.direction, qvec) * invDet;
|
||||
hit.t = dot(vertex2, qvec) * invDet;
|
||||
|
||||
bool valid = u >= 0.0 && u <= 1.0 &&
|
||||
v >= 0.0 && (u + v) <= 1.0 &&
|
||||
t > 0.0;
|
||||
bool valid = hit.u >= 0.0 && hit.u <= 1.0 &&
|
||||
hit.v >= 0.0 && (hit.u + hit.v) <= 1.0 &&
|
||||
hit.t > 0.0;
|
||||
|
||||
hit.u = u;
|
||||
hit.v = v;
|
||||
hit.t = t;
|
||||
hit.position = ray.origin + ray.direction * t;
|
||||
hit.normal = obj.normal * sign(-dot(ray.direction, obj.normal));
|
||||
// hit.position = ray.origin + ray.direction * t;
|
||||
// hit.normal = obj.normal * sign(-dot(ray.direction, obj.normal));
|
||||
// hit.normal = vec3(u, v, 1 - (u + v)); //texture mapping
|
||||
|
||||
return (valid);
|
||||
|
Reference in New Issue
Block a user