34 lines
No EOL
1.2 KiB
HLSL
34 lines
No EOL
1.2 KiB
HLSL
#include "aabb.hlsl"
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#include "../../lighting/ray.hlsl"
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/*
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contributors: Dominik Schmid
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description: |
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Compute the near and far intersections of the cube (stored in the x and y components) using the slab method no intersection means vec.x > vec.y (really tNear > tFar) https://gist.github.com/DomNomNom/46bb1ce47f68d255fd5d
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use: <float2> intersect(<AABB> box, <float3> rayOrigin, <float3> rayDir)
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*/
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#ifndef FNC_AABB_INTERSECT
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#define FNC_AABB_INTERSECT
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float2 intersect(const in AABB box, const in float3 rayOrigin, const in float3 rayDir) {
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float3 tMin = (box.min - rayOrigin) / rayDir;
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float3 tMax = (box.max - rayOrigin) / rayDir;
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float3 t1 = min(tMin, tMax);
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float3 t2 = max(tMin, tMax);
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float tNear = max(max(t1.x, t1.y), t1.z);
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float tFar = min(min(t2.x, t2.y), t2.z);
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return float2(tNear, tFar);
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}
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float2 intersect(const in AABB box, const in Ray ray) {
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float3 tMin = (box.min - ray.origin) / ray.direction;
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float3 tMax = (box.max - ray.origin) / ray.direction;
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float3 t1 = min(tMin, tMax);
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float3 t2 = max(tMin, tMax);
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float tNear = max(max(t1.x, t1.y), t1.z);
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float tFar = min(min(t2.x, t2.y), t2.z);
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return float2(tNear, tFar);
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}
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#endif |