#trying to do implicit ray-triangle

3 messages · Page 1 of 1 (latest)

humble vault
#
function ray_color_triangle(ray)
    if hit_triangle(ray) then
        return vec3(0, 0, 1)
    end
    return vec3(1, 1, 1)
end```
#
function loadTriangle(w, height)
    local screen_width, screen_height = love.graphics.getDimensions()

    -- how many stars we want local max_stars =
    points = {} -- table which will hold our stars

    local x = w
    local y = height

    for x = 1, w do
        for y = 1, height do

            local r = math.abs(x / w - 1)
            local g = math.abs(y / height - 1)
            ray.dir =
            norm(
            lower_left_corner + r * h + g * v - ray.origin)
            -- print(ray.dir)


            color = ray_color_triangle(ray)

            table.insert(points, {x, y, color[1], color[2], color[3], 1})

        end

    end

end
#
local screen_width, screen_height = love.graphics.getDimensions()
function love.load()
    loadSphere()
    loadTriangle(screen_width, screen_height)

end

function love.draw()
    
    love.graphics.points(points)
end