Files
RT_GPU/shaders/intersect.glsl
TheRedShip 3515810c8b + | Portals
2025-01-07 12:18:37 +01:00

163 lines
4.7 KiB
GLSL

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 || obj.type == 5)
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);
}