clean up shader
This commit is contained in:
@@ -1,11 +1,7 @@
|
|||||||
use std::{f32::consts::PI, time::Duration};
|
use std::time::Duration;
|
||||||
|
|
||||||
use nalgebra::Rotation3;
|
use nalgebra::Rotation3;
|
||||||
use winit::{
|
use winit::{dpi::PhysicalPosition, keyboard::KeyCode as Key, window::CursorGrabMode};
|
||||||
dpi::{LogicalPosition, PhysicalPosition},
|
|
||||||
keyboard::KeyCode as Key,
|
|
||||||
window::CursorGrabMode,
|
|
||||||
};
|
|
||||||
|
|
||||||
use super::Client;
|
use super::Client;
|
||||||
|
|
||||||
@@ -27,11 +23,13 @@ impl Client<'_> {
|
|||||||
self.keep_cursor = true;
|
self.keep_cursor = true;
|
||||||
window.set_cursor_grab(CursorGrabMode::Confined)
|
window.set_cursor_grab(CursorGrabMode::Confined)
|
||||||
})
|
})
|
||||||
.expect("wah");
|
.expect("cursor lock");
|
||||||
} else {
|
} else {
|
||||||
self.keep_cursor = false;
|
self.keep_cursor = false;
|
||||||
window.set_cursor_visible(true);
|
window.set_cursor_visible(true);
|
||||||
window.set_cursor_grab(CursorGrabMode::None).expect("wah");
|
window
|
||||||
|
.set_cursor_grab(CursorGrabMode::None)
|
||||||
|
.expect("cursor unlock");
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
@@ -42,21 +40,18 @@ impl Client<'_> {
|
|||||||
let size = window.inner_size();
|
let size = window.inner_size();
|
||||||
window
|
window
|
||||||
.set_cursor_position(PhysicalPosition::new(size.width / 2, size.height / 2))
|
.set_cursor_position(PhysicalPosition::new(size.width / 2, size.height / 2))
|
||||||
.expect("wah");
|
.expect("cursor move");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
let delta = input.mouse_delta;
|
let delta = input.mouse_delta * 0.003;
|
||||||
if delta.x != 0.0 {
|
if delta.x != 0.0 {
|
||||||
state.camera.orientation = Rotation3::from_axis_angle(
|
state.camera.orientation = Rotation3::from_axis_angle(&state.camera.up(), delta.x)
|
||||||
&state.camera.up(),
|
* state.camera.orientation;
|
||||||
(delta.x * 0.003).clamp(-PI, PI),
|
|
||||||
) * state.camera.orientation;
|
|
||||||
}
|
}
|
||||||
if delta.y != 0.0 {
|
if delta.y != 0.0 {
|
||||||
state.camera.orientation = Rotation3::from_axis_angle(
|
state.camera.orientation =
|
||||||
&state.camera.right(),
|
Rotation3::from_axis_angle(&state.camera.right(), delta.y)
|
||||||
(delta.y * 0.003).clamp(-PI, PI),
|
* state.camera.orientation;
|
||||||
) * state.camera.orientation;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
let rot_dist = 1.0 * dt;
|
let rot_dist = 1.0 * dt;
|
||||||
@@ -95,13 +90,5 @@ impl Client<'_> {
|
|||||||
if input.pressed(Key::ShiftLeft) {
|
if input.pressed(Key::ShiftLeft) {
|
||||||
state.camera.pos += *state.camera.down() * move_dist;
|
state.camera.pos += *state.camera.down() * move_dist;
|
||||||
}
|
}
|
||||||
if input.pressed(Key::KeyZ) {
|
|
||||||
state.camera_scroll += dt * 10.0;
|
|
||||||
state.camera.scale = (state.camera_scroll * 0.1).exp();
|
|
||||||
}
|
|
||||||
if input.pressed(Key::KeyX) {
|
|
||||||
state.camera_scroll -= dt * 10.0;
|
|
||||||
state.camera.scale = (state.camera_scroll * 0.1).exp();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,6 +5,7 @@ use nalgebra::{Transform3, Vector3};
|
|||||||
pub struct VoxelGroup {
|
pub struct VoxelGroup {
|
||||||
pub transform: Transform3<f32>,
|
pub transform: Transform3<f32>,
|
||||||
pub dimensions: Vector3<u32>,
|
pub dimensions: Vector3<u32>,
|
||||||
|
pub offset: u32,
|
||||||
}
|
}
|
||||||
|
|
||||||
unsafe impl bytemuck::Pod for VoxelGroup {}
|
unsafe impl bytemuck::Pod for VoxelGroup {}
|
||||||
|
|||||||
@@ -155,6 +155,7 @@ impl VoxelPipeline {
|
|||||||
let group = VoxelGroup {
|
let group = VoxelGroup {
|
||||||
transform: Transform3::identity() * thing.inverse(),
|
transform: Transform3::identity() * thing.inverse(),
|
||||||
dimensions: Vector3::new(lx as u32, ly as u32, lz as u32),
|
dimensions: Vector3::new(lx as u32, ly as u32, lz as u32),
|
||||||
|
offset: 0,
|
||||||
};
|
};
|
||||||
self.voxel_groups.update(
|
self.voxel_groups.update(
|
||||||
device,
|
device,
|
||||||
|
|||||||
@@ -16,6 +16,7 @@ struct View {
|
|||||||
struct VoxelGroup {
|
struct VoxelGroup {
|
||||||
transform: mat4x4<f32>,
|
transform: mat4x4<f32>,
|
||||||
dimensions: vec3<u32>,
|
dimensions: vec3<u32>,
|
||||||
|
offset: u32,
|
||||||
};
|
};
|
||||||
|
|
||||||
@group(0) @binding(0)
|
@group(0) @binding(0)
|
||||||
@@ -43,106 +44,82 @@ fn vs_main(
|
|||||||
|
|
||||||
// Fragment shader
|
// Fragment shader
|
||||||
|
|
||||||
const n0 = vec3<f32>(1.0, 0.0, 0.0);
|
const X_AXIS = vec3<f32>(1.0, 0.0, 0.0);
|
||||||
const n1 = -n0;
|
const Y_AXIS = vec3<f32>(0.0, 1.0, 0.0);
|
||||||
const n2 = vec3<f32>(0.0, 1.0, 0.0);
|
const Z_AXIS = vec3<f32>(0.0, 0.0, 1.0);
|
||||||
const n3 = -n2;
|
const AXIS = mat3x3<f32>(X_AXIS, Y_AXIS, Z_AXIS);
|
||||||
const n4 = vec3<f32>(0.0, 0.0, 1.0);
|
|
||||||
const n5 = -n4;
|
|
||||||
|
|
||||||
const ORIGIN = vec3<f32>(0.0, 0.0, 0.0);
|
const ZERO3F = vec3<f32>(0.0);
|
||||||
const ORIGIN2 = vec2<f32>(0.0, 0.0);
|
const ZERO2F = vec2<f32>(0.0);
|
||||||
const NO_COLOR = vec4<f32>(0.0, 0.0, 0.0, 0.0);
|
const NO_COLOR = vec4<f32>(0.0);
|
||||||
|
|
||||||
@fragment
|
@fragment
|
||||||
fn fs_main(
|
fn fs_main(
|
||||||
in: VertexOutput,
|
in: VertexOutput,
|
||||||
) -> @location(0) vec4<f32> {
|
) -> @location(0) vec4<f32> {
|
||||||
let aspect = f32(view.height) / f32(view.width);
|
// get position of the pixel; eye at origin, pixel on plane z = 1
|
||||||
var pos = vec3<f32>(in.clip_position.x / f32(view.width), 1.0 - in.clip_position.y / f32(view.height), 1.0);
|
let win_dim = vec2<f32>(f32(view.width), f32(view.height));
|
||||||
pos.x -= 0.5;
|
let aspect = win_dim.y / win_dim.x;
|
||||||
pos.y -= 0.5;
|
let pixel_pos = vec3<f32>(
|
||||||
pos.x *= 2.0;
|
(in.clip_position.xy / win_dim - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect),
|
||||||
pos.y *= 2.0;
|
1.0
|
||||||
pos.y *= aspect;
|
);
|
||||||
|
|
||||||
let group = voxel_groups[0];
|
let group = voxel_groups[0];
|
||||||
let dim_f = vec3<f32>(group.dimensions);
|
let dim_f = vec3<f32>(group.dimensions);
|
||||||
|
let dim_i = vec3<i32>(group.dimensions);
|
||||||
|
|
||||||
// this should definitely be done per pixel trust me guys
|
// transform position so that group is at 0,0 & find direction
|
||||||
let transform = group.transform * view.transform;
|
let transform = group.transform * view.transform;
|
||||||
pos = (transform * vec4<f32>(pos, 1.0)).xyz;
|
let dir = (transform * vec4<f32>(normalize(pixel_pos), 0.0)).xyz;
|
||||||
let origin = (transform * vec4<f32>(ORIGIN, 1.0)).xyz;
|
var pos = (transform * vec4<f32>(pixel_pos, 1.0)).xyz;
|
||||||
let dir = normalize(pos - origin);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
var p = ORIGIN;
|
// find where ray intersects with group
|
||||||
|
let plane_point = (vec3<f32>(1.0) - sign(dir)) / 2.0 * dim_f;
|
||||||
|
if outside3f(pos, ZERO3F, dim_f) {
|
||||||
|
// x = td + p, solve for t
|
||||||
|
let t = (plane_point - pos) / dir;
|
||||||
|
// points of intersection
|
||||||
|
let px = pos + t.x * dir;
|
||||||
|
let py = pos + t.y * dir;
|
||||||
|
let pz = pos + t.z * dir;
|
||||||
|
|
||||||
var na: vec3<f32>;
|
// check if point is in bounds
|
||||||
var nb: vec3<f32>;
|
let hit = vec3<bool>(
|
||||||
var nc: vec3<f32>;
|
inside2f(px.yz, ZERO2F, dim_f.yz),
|
||||||
if dot(dir, n0) < 0.0 {
|
inside2f(py.xz, ZERO2F, dim_f.xz),
|
||||||
na = n0;
|
inside2f(pz.xy, ZERO2F, dim_f.xy),
|
||||||
p.x = 1.0;
|
) && (t > ZERO3F);
|
||||||
} else {
|
if !any(hit) {
|
||||||
na = n1;
|
|
||||||
}
|
|
||||||
if dot(dir, n2) < 0.0 {
|
|
||||||
nb = n2;
|
|
||||||
p.y = 1.0;
|
|
||||||
} else {
|
|
||||||
nb = n3;
|
|
||||||
}
|
|
||||||
if dot(dir, n4) < 0.0 {
|
|
||||||
nc = n4;
|
|
||||||
p.z = 1.0;
|
|
||||||
} else {
|
|
||||||
nc = n5;
|
|
||||||
}
|
|
||||||
p *= dim_f;
|
|
||||||
|
|
||||||
var vox_pos: vec3<i32>;
|
|
||||||
var offset = ORIGIN;
|
|
||||||
let dir_if = sign(dir) * ceil(abs(dir));
|
|
||||||
if outside(pos, ORIGIN, dim_f) {
|
|
||||||
let ta = intersect(pos, dir, p, na);
|
|
||||||
let tb = intersect(pos, dir, p, nb);
|
|
||||||
let tc = intersect(pos, dir, p, nc);
|
|
||||||
let pa = pos + ta * dir;
|
|
||||||
let pb = pos + tb * dir;
|
|
||||||
let pc = pos + tc * dir;
|
|
||||||
|
|
||||||
if inside2(pa.yz, ORIGIN2, dim_f.yz) && ta > 0.0 {
|
|
||||||
pos = pa;
|
|
||||||
} else if inside2(pb.xz, ORIGIN2, dim_f.xz) && tb > 0.0 {
|
|
||||||
pos = pb;
|
|
||||||
} else if inside2(pc.xy, ORIGIN2, dim_f.xy) && tc > 0.0 {
|
|
||||||
pos = pc;
|
|
||||||
} else {
|
|
||||||
return NO_COLOR;
|
return NO_COLOR;
|
||||||
}
|
}
|
||||||
|
pos = select(select(pz, py, hit.y), px, hit.x);
|
||||||
}
|
}
|
||||||
vox_pos = vec3<i32>(pos);
|
var vox_pos = clamp(vec3<i32>(pos), vec3<i32>(0), dim_i - vec3<i32>(1));
|
||||||
let dim_i = vec3<i32>(group.dimensions);
|
|
||||||
vox_pos = clamp(vox_pos, vec3<i32>(0, 0, 0), dim_i - vec3<i32>(1, 1, 1));
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
let dir_if = sign(dir) * ceil(abs(dir));
|
||||||
let dir_i = vec3<i32>(dir_if);
|
let dir_i = vec3<i32>(dir_if);
|
||||||
|
// time to move 1 unit using dir
|
||||||
let inc_t = abs(1.0 / dir);
|
let inc_t = abs(1.0 / dir);
|
||||||
let corner = vec3<f32>(vox_pos) + vec3<f32>(0.5, 0.5, 0.5) + dir_if / 2.0;
|
let corner = vec3<f32>(vox_pos) + vec3<f32>(0.5, 0.5, 0.5) + dir_if / 2.0;
|
||||||
|
|
||||||
|
// time of next plane hit for each direction
|
||||||
var next_t = inc_t * abs(pos - corner);
|
var next_t = inc_t * abs(pos - corner);
|
||||||
var color = NO_COLOR;
|
var color = NO_COLOR;
|
||||||
var t = 0;
|
var safety = 0;
|
||||||
loop {
|
loop {
|
||||||
let i = u32(vox_pos.x + vox_pos.y * dim_i.x + vox_pos.z * dim_i.x * dim_i.y);
|
let i = u32(vox_pos.x + vox_pos.y * dim_i.x + vox_pos.z * dim_i.x * dim_i.y) + group.offset;
|
||||||
let vcolor = unpack4x8unorm(voxels[i]);
|
let vcolor = unpack4x8unorm(voxels[i]);
|
||||||
color += vec4<f32>(vcolor.xyz * vcolor.a * (1.0 - color.a), (1.0 - color.a) * vcolor.a);
|
color += vec4<f32>(vcolor.xyz * vcolor.a * (1.0 - color.a), (1.0 - color.a) * vcolor.a);
|
||||||
if color.a >= 1.0 {
|
if color.a >= 1.0 {
|
||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// select next voxel to move to next based on least time
|
||||||
if next_t.x < next_t.y && next_t.x < next_t.z {
|
if next_t.x < next_t.y && next_t.x < next_t.z {
|
||||||
vox_pos.x += dir_i.x;
|
vox_pos.x += dir_i.x;
|
||||||
next_t.x += inc_t.x;
|
next_t.x += inc_t.x;
|
||||||
@@ -163,34 +140,18 @@ fn fs_main(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
t += 1;
|
safety += 1;
|
||||||
if t > 1000 {
|
if safety > 1000 {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
|
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn intersect(lp: vec3<f32>, ld: vec3<f32>, pp: vec3<f32>, pn: vec3<f32>) -> f32 {
|
fn outside3f(v: vec3<f32>, low: vec3<f32>, high: vec3<f32>) -> bool {
|
||||||
let v = pn * (lp - pp);
|
return any(v < low) || any(v > high);
|
||||||
let a = v.x + v.y + v.z;
|
|
||||||
let u = pn * ld;
|
|
||||||
let b = u.x + u.y + u.z;
|
|
||||||
return -a / b;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
fn outside(v: vec3<f32>, low: vec3<f32>, high: vec3<f32>) -> bool {
|
fn inside2f(v: vec2<f32>, low: vec2<f32>, high: vec2<f32>) -> bool {
|
||||||
return v.x < low.x || v.y < low.y || v.z < low.z || v.x > high.x || v.y > high.y || v.z > high.z;
|
return all(v >= low) && all(v <= high);
|
||||||
}
|
|
||||||
|
|
||||||
fn inside(v: vec3<f32>, low: vec3<f32>, high: vec3<f32>) -> bool {
|
|
||||||
return !outside(v, low, high);
|
|
||||||
}
|
|
||||||
|
|
||||||
fn outside2(v: vec2<f32>, low: vec2<f32>, high: vec2<f32>) -> bool {
|
|
||||||
return v.x < low.x || v.y < low.y || v.x > high.x || v.y > high.y;
|
|
||||||
}
|
|
||||||
|
|
||||||
fn inside2(v: vec2<f32>, low: vec2<f32>, high: vec2<f32>) -> bool {
|
|
||||||
return !outside2(v, low, high);
|
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user