bool intersectSphere(Ray ray, GPUObject obj, out hitInfo hit) { vec3 oc = ray.origin - obj.position; float b = dot(oc, ray.direction); float c = dot(oc, oc) - obj.radius * obj.radius; float h = b * b - c; float t = -b - sqrt(h); t = mix(t, -b + sqrt(h), step(t, 0.0)); hit.t = t; hit.position = ray.origin + ray.direction * t; hit.normal = normalize(hit.position - obj.position); return (h >= 0.0 && t > 0.0); } bool intersectPlane(Ray ray, GPUObject obj, out hitInfo hit) { float d = dot(obj.normal, ray.direction); float t = dot(obj.position - ray.origin, obj.normal) / d; bool valid = t >= 0.0 && d != 0.0; if (!valid) return (false); hit.t = t; hit.position = ray.origin + ray.direction * t; hit.normal = d < 0.0 ? obj.normal : -obj.normal; return (valid); } bool intersectQuad(Ray ray, GPUObject obj, out hitInfo hit) { vec3 normal = normalize(cross(obj.vertex1, obj.vertex2)); float d = dot(normal, ray.direction); if (d == 0.0) return (false); float t = dot(obj.position - ray.origin, normal) / d; if (t <= 0.0) return (false); vec3 p = ray.origin + ray.direction * t - obj.position; float e1 = dot(p, obj.vertex1); float e2 = dot(p, obj.vertex2); 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; hit.t = t; hit.position = p + obj.position; hit.normal = normal * -sign(d); 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 intersectCube(Ray ray, GPUObject obj, out hitInfo hit) { vec3 obj_size = obj.vertex1; vec3 boxMin = obj.position - obj_size * 0.5; vec3 boxMax = obj.position + obj_size * 0.5; vec3 t1 = (boxMin - ray.origin) / ray.direction; vec3 t2 = (boxMax - ray.origin) / ray.direction; vec3 tNear = min(t1, t2); vec3 tFar = max(t1, t2); float tMin = max(max(tNear.x, tNear.y), tNear.z); float tMax = min(min(tFar.x, tFar.y), tFar.z); if (tMax < tMin || tMax < 0.0) return (false); hit.t = tMin > 0.0 ? tMin : tMax; // Use the closer valid intersection point hit.position = ray.origin + hit.t * ray.direction; // Calculate hit position vec3 hitPointLocal = hit.position - obj.position; vec3 halfSize = obj_size * 0.5; if (abs(hitPointLocal.x) > halfSize.x - 1e-4) hit.normal = vec3(sign(hitPointLocal.x), 0.0, 0.0); else if (abs(hitPointLocal.y) > halfSize.y - 1e-4) hit.normal = vec3(0.0, sign(hitPointLocal.y), 0.0); else if (abs(hitPointLocal.z) > halfSize.z - 1e-4) hit.normal = vec3(0.0, 0.0, sign(hitPointLocal.z)); return (true); } bool intersect(Ray ray, GPUObject obj, out hitInfo hit) { if (obj.type == 0) return (intersectSphere(ray, obj, hit)); if (obj.type == 1) return (intersectPlane(ray, obj, hit)); if (obj.type == 2) return (intersectQuad(ray, obj, hit)); if (obj.type == 3) return (intersectTriangle(ray, obj, hit)); if (obj.type == 4) return (intersectCube(ray, obj, hit)); return (false); }