+ | Triangle intersection

This commit is contained in:
TheRedShip
2025-01-05 23:16:18 +01:00
parent b9b7084a4f
commit 93e9e45224
15 changed files with 797 additions and 30 deletions

View File

@ -15,8 +15,8 @@ struct GPUObject {
float radius; // 4
vec3 normal; // 12 + 4
vec3 edge1; // 12 + 4
vec3 edge2; // 12 + 4
vec3 vertex1; // 12 + 4
vec3 vertex2; // 12 + 4
int type; // 4
};
@ -109,9 +109,16 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
GPUObject obj = objects[hit.obj_index];
color *= obj.color;
// RR
float p = max(color.r, max(color.g, color.b));
if (randomValue(rng_state) > p)
break;
color /= p;
//
color *= obj.color;
light += obj.emission * obj.color;
if (obj.emission > 0.0)
break;

View File

@ -31,23 +31,19 @@ bool intersectPlane(Ray ray, GPUObject obj, out hitInfo hit)
bool intersectQuad(Ray ray, GPUObject obj, out hitInfo hit)
{
// obj.edge1 and obj.edge2 are the two edge vectors from quad origin
vec3 normal = normalize(cross(obj.edge1, obj.edge2));
vec3 normal = normalize(cross(obj.vertex1, obj.vertex2));
float d = dot(normal, ray.direction);
float t = dot(obj.position - ray.origin, normal) / d;
if (t <= 0.0 || d == 0.0) return (false);
// Get hit point relative to quad origin
vec3 p = ray.origin + ray.direction * t - obj.position;
// Project hit point onto edges using dot product
float e1 = dot(p, obj.edge1);
float e2 = dot(p, obj.edge2);
float e1 = dot(p, obj.vertex1);
float e2 = dot(p, obj.vertex2);
// Check if point is inside quad using edge lengths
float l1 = dot(obj.edge1, obj.edge1);
float l2 = dot(obj.edge2, obj.edge2);
float l1 = dot(obj.vertex1, obj.vertex1);
float l2 = dot(obj.vertex2, obj.vertex2);
bool inside = e1 >= 0.0 && e1 <= l1 && e2 >= 0.0 && e2 <= l2;
@ -58,6 +54,60 @@ bool intersectQuad(Ray ray, GPUObject obj, out hitInfo hit)
return (inside);
}
// 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;
// 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 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;
return (true);
}
bool intersect(Ray ray, GPUObject obj, out hitInfo hit)
{
if (obj.type == 0)
@ -66,6 +116,8 @@ bool intersect(Ray ray, GPUObject obj, out hitInfo hit)
return (intersectPlane(ray, obj, hit));
if (obj.type == 2)
return (intersectQuad(ray, obj, hit));
if (obj.type == 3)
return (intersectTriangle(ray, obj, hit));
return (false);
}

View File

@ -1,9 +1,9 @@
float randomValue(inout uint rng_state)
{
rng_state = rng_state * 747796405 + 2891336453;
uint result = ((rng_state >> ((rng_state >> 28) + 4)) ^ rng_state) * 277803737;
result = (result >> 22) ^ result;
return (result / 4294967295.0);
rng_state = rng_state * 747796405u + 2891336453u;
uint result = ((rng_state >> ((rng_state >> 28u) + 4u)) ^ rng_state) * 277803737u;
result = (result >> 22u) ^ result;
return (float(result) * (1.0 / 4294967295.0));
}
float randomValueNormalDistribution(inout uint rng_state)
@ -25,4 +25,31 @@ vec3 randomHemisphereDirection(vec3 normal, inout uint rng_state)
{
vec3 direction = randomDirection(rng_state);
return (direction * sign(dot(normal, direction)));
}
}
#define M_PI 3.1415926535897932384626433832795
// vec3 randomHemisphereDirection(vec3 normal, inout uint rng_state)
// {
// float r1 = randomValue(rng_state);
// float r2 = randomValue(rng_state);
// float phi = 2.0 * M_PI * r1;
// float cos_theta = sqrt(1.0 - r2);
// float sin_theta = sqrt(r2);
// // Create orthonormal basis
// vec3 tangent, bitangent;
// if (abs(normal.x) > abs(normal.z)) {
// tangent = normalize(vec3(-normal.y, normal.x, 0.0));
// } else {
// tangent = normalize(vec3(0.0, -normal.z, normal.y));
// }
// bitangent = cross(normal, tangent);
// return normalize(
// tangent * (cos(phi) * sin_theta) +
// bitangent * (sin(phi) * sin_theta) +
// normal * cos_theta
// );
// }