mirror of
https://github.com/TheRedShip/RT_GPU.git
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71 lines
2.0 KiB
GLSL
71 lines
2.0 KiB
GLSL
bool intersectSphere(Ray ray, GPUObject obj, out hitInfo hit)
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{
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vec3 oc = ray.origin - obj.position;
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float b = dot(oc, ray.direction);
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float c = dot(oc, oc) - obj.radius * obj.radius;
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float h = b * b - c;
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float t = -b - sqrt(h);
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t = mix(t, -b + sqrt(h), step(t, 0.0));
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hit.t = t;
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hit.position = ray.origin + ray.direction * t;
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hit.normal = normalize(hit.position - obj.position);
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return (h >= 0.0 && t > 0.0);
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}
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bool intersectPlane(Ray ray, GPUObject obj, out hitInfo hit)
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{
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float d = dot(obj.normal, ray.direction);
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float t = dot(obj.position - ray.origin, obj.normal) / d;
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bool valid = t >= 0.0 && d != 0.0;
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hit.t = t;
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hit.position = ray.origin + ray.direction * t;
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hit.normal = d < 0.0 ? obj.normal : -obj.normal;
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return (valid);
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}
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bool intersectQuad(Ray ray, GPUObject obj, out hitInfo hit)
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{
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// obj.edge1 and obj.edge2 are the two edge vectors from quad origin
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vec3 normal = normalize(cross(obj.edge1, obj.edge2));
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float d = dot(normal, ray.direction);
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float t = dot(obj.position - ray.origin, normal) / d;
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if (t <= 0.0 || d == 0.0) return (false);
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// Get hit point relative to quad origin
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vec3 p = ray.origin + ray.direction * t - obj.position;
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// Project hit point onto edges using dot product
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float e1 = dot(p, obj.edge1);
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float e2 = dot(p, obj.edge2);
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// Check if point is inside quad using edge lengths
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float l1 = dot(obj.edge1, obj.edge1);
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float l2 = dot(obj.edge2, obj.edge2);
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bool inside = e1 >= 0.0 && e1 <= l1 && e2 >= 0.0 && e2 <= l2;
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hit.t = t;
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hit.position = p + obj.position;
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hit.normal = d < 0.0 ? normal : -normal;
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return (inside);
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}
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bool intersect(Ray ray, GPUObject obj, out hitInfo hit)
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{
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if (obj.type == 0)
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return (intersectSphere(ray, obj, hit));
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if (obj.type == 1)
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return (intersectPlane(ray, obj, hit));
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if (obj.type == 2)
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return (intersectQuad(ray, obj, hit));
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return (false);
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} |