+ | Triangle optimization

This commit is contained in:
TheRedShip
2025-02-01 16:33:40 +01:00
parent 0b930fe394
commit 558d1205a7
5 changed files with 35 additions and 31 deletions

View File

@ -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);