cleaned up collision in shader, abstracted out raycast, and added gpu timing
This commit is contained in:
@@ -19,7 +19,7 @@ use system::render::add_grid;
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use crate::{
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common::{ClientMessage, ServerHandle, ServerMessage},
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server::Server,
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server::Server, util::timer::Timer,
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};
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use self::{input::Input, render::Renderer, ClientState};
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@@ -37,6 +37,7 @@ pub struct Client<'a> {
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window: Arc<Window>,
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state: ClientState,
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renderer: Renderer<'a>,
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render_timer: Timer,
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render_commands: Vec<RenderCommand>,
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exit: bool,
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input: Input,
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@@ -78,6 +79,7 @@ impl Client<'_> {
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window,
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exit: false,
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renderer,
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render_timer: Timer::new(60),
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render_commands: Vec::new(),
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state,
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input: Input::new(),
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@@ -132,17 +134,18 @@ impl Client<'_> {
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commands.extend(world_cmds);
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self.renderer.handle_commands(commands);
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self.renderer.draw();
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self.render_timer.add(self.renderer.timer().duration(0));
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}
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if now >= self.second_target {
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self.second_target += Duration::from_secs(1);
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// let timer = self.renderer.timer();
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// println!(
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// "avg: {:4?}; max: {:4?}; fps: {:4?}",
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// timer.avg(),
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// timer.max(),
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// timer.per_sec(),
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// );
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let timer = &self.render_timer;
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println!(
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"avg: {:4?}; max: {:4?}; fps: {:4?}",
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timer.avg(),
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timer.max(),
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timer.per_sec(),
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);
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}
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if self.exit {
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@@ -7,8 +7,6 @@ use super::{voxel::VoxelColor, Renderer};
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use bevy_ecs::entity::Entity;
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use nalgebra::{Rotation3, Vector3};
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use ndarray::Array3;
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use std::sync::Arc;
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use winit::window::Window;
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#[derive(Debug, Clone)]
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pub enum RenderCommand {
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@@ -76,7 +74,6 @@ impl<'a> Renderer<'a> {
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&self.device,
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&mut self.encoder,
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&mut self.staging_belt,
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self.size,
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&self.camera,
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);
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}
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@@ -8,7 +8,7 @@ pub use command::*;
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use super::camera::Camera;
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use crate::client::rsc::CLEAR_COLOR;
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use nalgebra::Vector2;
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use util::DepthTexture;
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use util::GPUTimer;
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use voxel::VoxelPipeline;
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use winit::{dpi::PhysicalSize, window::Window};
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@@ -21,14 +21,12 @@ pub struct Renderer<'a> {
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config: wgpu::SurfaceConfiguration,
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staging_belt: wgpu::util::StagingBelt,
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voxel_pipeline: VoxelPipeline,
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timer: GPUTimer,
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camera: Camera,
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depth_texture: DepthTexture,
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}
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impl<'a> Renderer<'a> {
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pub fn new(
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window: Arc<Window>,
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) -> Self {
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pub fn new(window: Arc<Window>) -> Self {
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let size = window.inner_size();
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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@@ -47,11 +45,13 @@ impl<'a> Renderer<'a> {
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}))
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.expect("Could not get adapter!");
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let buf_size = (10u32.pow(9) * 15) / 10;
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let buf_size = (10f32.powi(9) * 1.5) as u32;
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let (device, queue) = pollster::block_on(adapter.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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required_features: wgpu::Features::empty(),
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required_features: wgpu::Features::TIMESTAMP_QUERY
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| wgpu::Features::TIMESTAMP_QUERY_INSIDE_ENCODERS
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| wgpu::Features::TIMESTAMP_QUERY_INSIDE_PASSES,
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required_limits: wgpu::Limits {
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max_storage_buffer_binding_size: buf_size,
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max_buffer_size: buf_size as u64,
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@@ -94,8 +94,6 @@ impl<'a> Renderer<'a> {
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// doesn't affect performance much and depends on "normal" zoom
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let staging_belt = wgpu::util::StagingBelt::new(4096 * 4);
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let depth_texture = DepthTexture::init(&device, &config, "depth_texture");
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Self {
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camera: Camera::default(),
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size: Vector2::new(size.width, size.height),
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@@ -103,10 +101,10 @@ impl<'a> Renderer<'a> {
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staging_belt,
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surface,
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encoder: Self::create_encoder(&device),
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timer: GPUTimer::new(&device, 1),
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device,
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config,
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queue,
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depth_texture,
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}
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}
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@@ -135,7 +133,9 @@ impl<'a> Renderer<'a> {
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label: None,
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timestamp_writes: None,
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});
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self.timer.start_compute(&mut compute_pass, 0);
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self.voxel_pipeline.compute(&mut compute_pass);
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self.timer.stop_compute(&mut compute_pass, 0);
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drop(compute_pass);
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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@@ -148,14 +148,6 @@ impl<'a> Renderer<'a> {
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store: wgpu::StoreOp::Store,
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},
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})],
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// depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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// view: &self.depth_texture.view,
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// depth_ops: Some(wgpu::Operations {
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// load: wgpu::LoadOp::Clear(1.0),
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// store: wgpu::StoreOp::Store,
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// }),
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// stencil_ops: None,
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// }),
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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@@ -163,10 +155,14 @@ impl<'a> Renderer<'a> {
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self.voxel_pipeline.draw(&mut render_pass);
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drop(render_pass);
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self.timer.resolve(&mut encoder);
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self.staging_belt.finish();
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self.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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self.staging_belt.recall();
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self.timer.finish(&self.device);
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}
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pub fn resize(&mut self, size: PhysicalSize<u32>) {
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@@ -175,14 +171,15 @@ impl<'a> Renderer<'a> {
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self.config.height = size.height;
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self.surface.configure(&self.device, &self.config);
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self.voxel_pipeline.resize(&self.device, self.size);
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self.depth_texture = DepthTexture::init(&self.device, &self.config, "depth_texture");
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self.voxel_pipeline.update_view(
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&self.device,
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&mut self.encoder,
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&mut self.staging_belt,
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self.size,
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&self.camera,
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);
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}
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pub fn timer(&self) -> &GPUTimer {
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&self.timer
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}
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}
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@@ -1,7 +1,7 @@
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use std::marker::PhantomData;
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use wgpu::{util::DeviceExt, BufferAddress, BufferUsages};
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pub struct ArrBuf<T: bytemuck::Pod> {
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pub struct ArrayBuffer<T: bytemuck::Pod> {
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len: usize,
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buffer: wgpu::Buffer,
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label: String,
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@@ -10,7 +10,7 @@ pub struct ArrBuf<T: bytemuck::Pod> {
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moves: Vec<BufMove>,
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}
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impl<T: bytemuck::Pod> ArrBuf<T> {
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impl<T: bytemuck::Pod> ArrayBuffer<T> {
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pub fn update(
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&mut self,
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device: &wgpu::Device,
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@@ -62,6 +62,42 @@ impl<T: bytemuck::Pod> ArrBuf<T> {
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resized
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}
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pub fn add(
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&mut self,
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device: &wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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belt: &mut wgpu::util::StagingBelt,
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data: &[T],
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) {
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self.update(
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device,
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encoder,
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belt,
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self.len + data.len(),
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&[ArrBufUpdate {
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offset: self.len,
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data,
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}],
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);
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}
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pub fn set(
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&mut self,
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device: &wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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belt: &mut wgpu::util::StagingBelt,
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offset: usize,
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data: &[T],
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) {
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self.update(
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device,
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encoder,
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belt,
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self.len,
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&[ArrBufUpdate { offset, data }],
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);
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}
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pub fn init(device: &wgpu::Device, label: &str, usage: BufferUsages) -> Self {
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let label = &(label.to_owned() + " Buffer");
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Self {
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@@ -116,10 +152,6 @@ impl<T: bytemuck::Pod> ArrBuf<T> {
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})
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}
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pub fn buffer(&self) -> &wgpu::Buffer {
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&self.buffer
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}
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pub fn mov(&mut self, mov: BufMove) {
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self.moves.push(mov);
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}
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@@ -127,6 +159,31 @@ impl<T: bytemuck::Pod> ArrBuf<T> {
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pub fn len(&self) -> usize {
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self.len
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}
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pub fn bind_group_layout_entry(
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&self,
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binding: u32,
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visibility: wgpu::ShaderStages,
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ty: wgpu::BufferBindingType,
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) -> wgpu::BindGroupLayoutEntry {
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wgpu::BindGroupLayoutEntry {
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binding,
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visibility,
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ty: wgpu::BindingType::Buffer {
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ty,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}
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}
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pub fn bind_group_entry(&self, binding: u32) -> wgpu::BindGroupEntry {
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return wgpu::BindGroupEntry {
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binding,
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resource: self.buffer.as_entire_binding(),
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};
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}
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}
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pub struct ArrBufUpdate<'a, T> {
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@@ -1,78 +0,0 @@
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use wgpu::{BufferUsages, VertexAttribute};
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use super::buf::{ArrBuf, ArrBufUpdate, BufMove};
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pub struct Instances<T: bytemuck::Pod> {
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buf: ArrBuf<T>,
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location: u32,
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attrs: Vec<VertexAttribute>,
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}
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impl<T: bytemuck::Pod> Instances<T> {
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pub fn update(
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&mut self,
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device: &wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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belt: &mut wgpu::util::StagingBelt,
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size: usize,
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updates: &[ArrBufUpdate<T>],
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) -> bool {
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self.buf.update(device, encoder, belt, size, updates)
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}
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pub fn init(
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device: &wgpu::Device,
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label: &str,
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location: u32,
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attrs: &[wgpu::VertexAttribute],
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) -> Self {
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Self {
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buf: ArrBuf::init(
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device,
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&(label.to_owned() + " Instance"),
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BufferUsages::VERTEX,
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),
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location,
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attrs: attrs.to_vec(),
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}
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}
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pub fn init_with(
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device: &wgpu::Device,
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label: &str,
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location: u32,
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attrs: &[wgpu::VertexAttribute],
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data: &[T],
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) -> Self {
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Self {
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buf: ArrBuf::init_with(
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device,
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&(label.to_owned() + " Instance"),
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BufferUsages::VERTEX,
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data,
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),
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location,
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attrs: attrs.to_vec(),
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}
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}
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pub fn set_in<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
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render_pass.set_vertex_buffer(self.location, self.buf.buffer().slice(..));
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}
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pub fn desc(&self) -> wgpu::VertexBufferLayout {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<T>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &self.attrs,
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}
|
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}
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pub fn mov(&mut self, mov: BufMove) {
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self.buf.mov(mov);
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}
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pub fn len(&self) -> usize {
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self.buf.len()
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}
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}
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@@ -1,13 +1,9 @@
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mod buf;
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mod instance;
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mod storage;
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mod array;
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mod uniform;
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mod vertex;
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mod texture;
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mod timer;
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pub use buf::*;
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pub use instance::*;
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pub use storage::*;
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pub use array::*;
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pub use uniform::*;
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pub use vertex::*;
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pub use texture::*;
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pub use timer::*;
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@@ -1,73 +0,0 @@
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use super::buf::{ArrBuf, ArrBufUpdate, BufMove};
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use wgpu::BufferUsages;
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|
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pub struct Storage<T: bytemuck::Pod> {
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binding: u32,
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buf: ArrBuf<T>,
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visibility: wgpu::ShaderStages,
|
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}
|
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|
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impl<T: bytemuck::Pod> Storage<T> {
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pub fn init(device: &wgpu::Device, visibility: wgpu::ShaderStages, label: &str, binding: u32) -> Self {
|
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Self {
|
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buf: ArrBuf::init(
|
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device,
|
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&(label.to_owned() + " Storage"),
|
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BufferUsages::STORAGE,
|
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),
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visibility,
|
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binding,
|
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}
|
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}
|
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pub fn init_with(device: &wgpu::Device, visibility: wgpu::ShaderStages, label: &str, binding: u32, data: &[T]) -> Self {
|
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Self {
|
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buf: ArrBuf::init_with(
|
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device,
|
||||
&(label.to_owned() + " Storage"),
|
||||
BufferUsages::STORAGE,
|
||||
data
|
||||
),
|
||||
visibility,
|
||||
binding,
|
||||
}
|
||||
}
|
||||
}
|
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|
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impl<T: bytemuck::Pod> Storage<T> {
|
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pub fn bind_group_layout_entry(&self) -> wgpu::BindGroupLayoutEntry {
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: self.binding,
|
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visibility: self.visibility,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: true },
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}
|
||||
}
|
||||
pub fn bind_group_entry(&self) -> wgpu::BindGroupEntry {
|
||||
return wgpu::BindGroupEntry {
|
||||
binding: self.binding,
|
||||
resource: self.buf.buffer().as_entire_binding(),
|
||||
};
|
||||
}
|
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pub fn update(
|
||||
&mut self,
|
||||
device: &wgpu::Device,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
belt: &mut wgpu::util::StagingBelt,
|
||||
size: usize,
|
||||
updates: &[ArrBufUpdate<T>],
|
||||
) -> bool {
|
||||
self.buf.update(device, encoder, belt, size, updates)
|
||||
}
|
||||
|
||||
pub fn mov(&mut self, mov: BufMove) {
|
||||
self.buf.mov(mov);
|
||||
}
|
||||
|
||||
pub fn len(&mut self) -> usize {
|
||||
self.buf.len()
|
||||
}
|
||||
}
|
||||
@@ -1,23 +1,26 @@
|
||||
pub struct DepthTexture {
|
||||
pub struct Texture {
|
||||
texture_desc: wgpu::TextureDescriptor<'static>,
|
||||
view_desc: wgpu::TextureViewDescriptor<'static>,
|
||||
sampler_desc: wgpu::SamplerDescriptor<'static>,
|
||||
pub texture: wgpu::Texture,
|
||||
pub view: wgpu::TextureView,
|
||||
pub sampler: wgpu::Sampler,
|
||||
}
|
||||
|
||||
impl DepthTexture {
|
||||
impl Texture {
|
||||
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
|
||||
|
||||
pub fn init(
|
||||
pub fn init_depth(
|
||||
device: &wgpu::Device,
|
||||
config: &wgpu::SurfaceConfiguration,
|
||||
label: &str,
|
||||
label: &'static str,
|
||||
) -> Self {
|
||||
let size = wgpu::Extent3d {
|
||||
width: config.width + 1,
|
||||
height: config.height + 1,
|
||||
depth_or_array_layers: 1,
|
||||
};
|
||||
let desc = wgpu::TextureDescriptor {
|
||||
let texture_desc = wgpu::TextureDescriptor {
|
||||
label: Some(label),
|
||||
size,
|
||||
mip_level_count: 1,
|
||||
@@ -27,97 +30,62 @@ impl DepthTexture {
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
|
||||
view_formats: &[],
|
||||
};
|
||||
let texture = device.create_texture(&desc);
|
||||
|
||||
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_w: wgpu::AddressMode::ClampToEdge,
|
||||
mag_filter: wgpu::FilterMode::Linear,
|
||||
min_filter: wgpu::FilterMode::Linear,
|
||||
mipmap_filter: wgpu::FilterMode::Nearest,
|
||||
compare: Some(wgpu::CompareFunction::LessEqual),
|
||||
lod_min_clamp: 0.0,
|
||||
lod_max_clamp: 100.0,
|
||||
..Default::default()
|
||||
});
|
||||
Self::init(
|
||||
device,
|
||||
texture_desc,
|
||||
wgpu::TextureViewDescriptor::default(),
|
||||
wgpu::SamplerDescriptor {
|
||||
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_w: wgpu::AddressMode::ClampToEdge,
|
||||
mag_filter: wgpu::FilterMode::Linear,
|
||||
min_filter: wgpu::FilterMode::Linear,
|
||||
mipmap_filter: wgpu::FilterMode::Nearest,
|
||||
compare: Some(wgpu::CompareFunction::LessEqual),
|
||||
lod_min_clamp: 0.0,
|
||||
lod_max_clamp: 100.0,
|
||||
..Default::default()
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
pub fn init(
|
||||
device: &wgpu::Device,
|
||||
texture_desc: wgpu::TextureDescriptor<'static>,
|
||||
view_desc: wgpu::TextureViewDescriptor<'static>,
|
||||
sampler_desc: wgpu::SamplerDescriptor<'static>,
|
||||
) -> Self {
|
||||
let texture = device.create_texture(&texture_desc);
|
||||
let view = texture.create_view(&view_desc);
|
||||
let sampler = device.create_sampler(&sampler_desc);
|
||||
Self {
|
||||
texture_desc,
|
||||
view_desc,
|
||||
sampler_desc,
|
||||
texture,
|
||||
view,
|
||||
sampler,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct StorageTexture {
|
||||
binding: u32,
|
||||
visibility: wgpu::ShaderStages,
|
||||
pub buf: wgpu::Texture,
|
||||
pub view: wgpu::TextureView,
|
||||
pub sampler: wgpu::Sampler,
|
||||
}
|
||||
|
||||
impl StorageTexture {
|
||||
pub const FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
|
||||
|
||||
pub fn init(
|
||||
device: &wgpu::Device,
|
||||
size: wgpu::Extent3d,
|
||||
label: &str,
|
||||
visibility: wgpu::ShaderStages,
|
||||
binding: u32,
|
||||
) -> Self {
|
||||
let desc = wgpu::TextureDescriptor {
|
||||
label: Some(label),
|
||||
size,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: Self::FORMAT,
|
||||
usage: wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING,
|
||||
view_formats: &[],
|
||||
};
|
||||
let texture = device.create_texture(&desc);
|
||||
|
||||
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_w: wgpu::AddressMode::ClampToEdge,
|
||||
mag_filter: wgpu::FilterMode::Linear,
|
||||
min_filter: wgpu::FilterMode::Linear,
|
||||
mipmap_filter: wgpu::FilterMode::Linear,
|
||||
compare: None,
|
||||
lod_min_clamp: 0.0,
|
||||
lod_max_clamp: 100.0,
|
||||
..Default::default()
|
||||
});
|
||||
Self {
|
||||
visibility,
|
||||
pub fn resize(&mut self, device: &wgpu::Device, size: wgpu::Extent3d) {
|
||||
self.texture_desc.size = size;
|
||||
self.texture = device.create_texture(&self.texture_desc);
|
||||
self.view = self.texture.create_view(&self.view_desc);
|
||||
}
|
||||
pub fn view_bind_group_entry(&self, binding: u32) -> wgpu::BindGroupEntry {
|
||||
wgpu::BindGroupEntry {
|
||||
binding,
|
||||
buf: texture,
|
||||
view,
|
||||
sampler,
|
||||
}
|
||||
}
|
||||
pub fn bind_group_layout_entry(&self) -> wgpu::BindGroupLayoutEntry {
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: self.binding,
|
||||
visibility: self.visibility,
|
||||
ty: wgpu::BindingType::StorageTexture {
|
||||
access: wgpu::StorageTextureAccess::WriteOnly,
|
||||
format: Self::FORMAT,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
},
|
||||
count: None,
|
||||
}
|
||||
}
|
||||
pub fn bind_group_entry(&self) -> wgpu::BindGroupEntry {
|
||||
return wgpu::BindGroupEntry {
|
||||
binding: self.binding,
|
||||
resource: wgpu::BindingResource::TextureView(&self.view),
|
||||
};
|
||||
}
|
||||
}
|
||||
pub fn sampler_bind_group_entry(&self, binding: u32) -> wgpu::BindGroupEntry {
|
||||
wgpu::BindGroupEntry {
|
||||
binding,
|
||||
resource: wgpu::BindingResource::Sampler(&self.sampler),
|
||||
}
|
||||
}
|
||||
pub fn format(&self) -> wgpu::TextureFormat {
|
||||
self.texture_desc.format
|
||||
}
|
||||
}
|
||||
|
||||
85
src/client/render/util/timer.rs
Normal file
85
src/client/render/util/timer.rs
Normal file
@@ -0,0 +1,85 @@
|
||||
use std::time::Duration;
|
||||
|
||||
pub struct GPUTimer {
|
||||
resolve_buf: wgpu::Buffer,
|
||||
map_buf: wgpu::Buffer,
|
||||
query_set: wgpu::QuerySet,
|
||||
timestamps: Vec<u64>,
|
||||
}
|
||||
|
||||
impl GPUTimer {
|
||||
pub fn new(device: &wgpu::Device, count: u32) -> Self {
|
||||
let count = count * 2;
|
||||
let timestamp_set = device.create_query_set(&wgpu::QuerySetDescriptor {
|
||||
count,
|
||||
label: Some("voxel timestamp"),
|
||||
ty: wgpu::QueryType::Timestamp,
|
||||
});
|
||||
let timestamp_resolve_buf = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some("voxel timestamp"),
|
||||
mapped_at_creation: false,
|
||||
size: 8 * count as u64,
|
||||
usage: wgpu::BufferUsages::QUERY_RESOLVE | wgpu::BufferUsages::COPY_SRC,
|
||||
});
|
||||
|
||||
let timestamp_mapped_buf = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some("voxel timestamp"),
|
||||
mapped_at_creation: false,
|
||||
size: 8 * count as u64,
|
||||
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
|
||||
});
|
||||
|
||||
Self {
|
||||
query_set: timestamp_set,
|
||||
resolve_buf: timestamp_resolve_buf,
|
||||
map_buf: timestamp_mapped_buf,
|
||||
timestamps: vec![0; count as usize],
|
||||
}
|
||||
}
|
||||
|
||||
pub fn resolve(&self, encoder: &mut wgpu::CommandEncoder) {
|
||||
encoder.resolve_query_set(&self.query_set, 0..2, &self.resolve_buf, 0);
|
||||
encoder.copy_buffer_to_buffer(&self.resolve_buf, 0, &self.map_buf, 0, self.map_buf.size());
|
||||
}
|
||||
|
||||
pub fn duration(&self, i: u32) -> Duration {
|
||||
let i = i as usize * 2;
|
||||
Duration::from_nanos(self.timestamps[i + 1] - self.timestamps[i])
|
||||
}
|
||||
|
||||
pub fn finish(&mut self, device: &wgpu::Device) {
|
||||
let (s, r) = std::sync::mpsc::channel();
|
||||
self.map_buf
|
||||
.slice(..)
|
||||
.map_async(wgpu::MapMode::Read, move |v| {
|
||||
s.send(v).expect("what");
|
||||
});
|
||||
device.poll(wgpu::Maintain::wait()).panic_on_timeout();
|
||||
if let Ok(Ok(())) = r.recv() {
|
||||
let data = self.map_buf.slice(..).get_mapped_range();
|
||||
self.timestamps.copy_from_slice(bytemuck::cast_slice(&data));
|
||||
drop(data);
|
||||
self.map_buf.unmap();
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub fn start(&self, encoder: &mut wgpu::CommandEncoder, i: u32) {
|
||||
encoder.write_timestamp(&self.query_set, i * 2);
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub fn stop(&self, encoder: &mut wgpu::CommandEncoder, i: u32) {
|
||||
encoder.write_timestamp(&self.query_set, i * 2 + 1);
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub fn start_compute(&self, pass: &mut wgpu::ComputePass, i: u32) {
|
||||
pass.write_timestamp(&self.query_set, i * 2);
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub fn stop_compute(&self, pass: &mut wgpu::ComputePass, i: u32) {
|
||||
pass.write_timestamp(&self.query_set, i * 2 + 1);
|
||||
}
|
||||
}
|
||||
@@ -1,86 +0,0 @@
|
||||
use wgpu::{BufferUsages, VertexAttribute};
|
||||
|
||||
use super::buf::{ArrBuf, ArrBufUpdate, BufMove};
|
||||
|
||||
pub struct Vertices<T: bytemuck::Pod> {
|
||||
buf: ArrBuf<T>,
|
||||
location: u32,
|
||||
attrs: [VertexAttribute; 1],
|
||||
}
|
||||
|
||||
impl<T: bytemuck::Pod> Vertices<T> {
|
||||
pub fn update(
|
||||
&mut self,
|
||||
device: &wgpu::Device,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
belt: &mut wgpu::util::StagingBelt,
|
||||
size: usize,
|
||||
updates: &[ArrBufUpdate<T>],
|
||||
) -> bool {
|
||||
self.buf.update(device, encoder, belt, size, updates)
|
||||
}
|
||||
|
||||
pub fn init(
|
||||
device: &wgpu::Device,
|
||||
label: &str,
|
||||
location: u32,
|
||||
format: wgpu::VertexFormat,
|
||||
) -> Self {
|
||||
Self {
|
||||
buf: ArrBuf::init(
|
||||
device,
|
||||
&(label.to_owned() + " Instance"),
|
||||
BufferUsages::VERTEX,
|
||||
),
|
||||
location,
|
||||
attrs: [wgpu::VertexAttribute {
|
||||
format,
|
||||
offset: 0,
|
||||
shader_location: location,
|
||||
}],
|
||||
}
|
||||
}
|
||||
|
||||
pub fn init_with(
|
||||
device: &wgpu::Device,
|
||||
label: &str,
|
||||
location: u32,
|
||||
format: wgpu::VertexFormat,
|
||||
data: &[T],
|
||||
) -> Self {
|
||||
Self {
|
||||
buf: ArrBuf::init_with(
|
||||
device,
|
||||
&(label.to_owned() + " Instance"),
|
||||
BufferUsages::VERTEX,
|
||||
data,
|
||||
),
|
||||
location,
|
||||
attrs: [wgpu::VertexAttribute {
|
||||
format,
|
||||
offset: 0,
|
||||
shader_location: location,
|
||||
}],
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_in<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
|
||||
render_pass.set_vertex_buffer(self.location, self.buf.buffer().slice(..));
|
||||
}
|
||||
|
||||
pub fn desc(&self) -> wgpu::VertexBufferLayout {
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: std::mem::size_of::<T>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &self.attrs,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn mov(&mut self, mov: BufMove) {
|
||||
self.buf.mov(mov);
|
||||
}
|
||||
|
||||
pub fn len(&self) -> usize {
|
||||
self.buf.len()
|
||||
}
|
||||
}
|
||||
7
src/client/render/voxel/ray_oct/chunk.rs
Normal file
7
src/client/render/voxel/ray_oct/chunk.rs
Normal file
@@ -0,0 +1,7 @@
|
||||
#[repr(C, align(16))]
|
||||
#[derive(Debug, Clone, Copy, PartialEq, bytemuck::Zeroable)]
|
||||
pub struct Chunk {
|
||||
pub offset: u32,
|
||||
}
|
||||
|
||||
unsafe impl bytemuck::Pod for Chunk {}
|
||||
@@ -1,12 +0,0 @@
|
||||
use nalgebra::{Projective3, Vector3};
|
||||
|
||||
#[repr(C, align(16))]
|
||||
#[derive(Debug, Clone, Copy, PartialEq, bytemuck::Zeroable)]
|
||||
pub struct VoxelGroup {
|
||||
pub transform: Projective3<f32>,
|
||||
pub transform_inv: Projective3<f32>,
|
||||
pub scale: u32,
|
||||
pub offset: u32,
|
||||
}
|
||||
|
||||
unsafe impl bytemuck::Pod for VoxelGroup {}
|
||||
@@ -1,18 +1,18 @@
|
||||
use wgpu::TextureFormat;
|
||||
use wgpu::{BufferUsages, ShaderStages, TextureFormat};
|
||||
|
||||
use super::{group::VoxelGroup, light::GlobalLight, view::View};
|
||||
use super::{chunk::Chunk, light::GlobalLight, view::View};
|
||||
use crate::{
|
||||
client::render::util::{Storage, StorageTexture, Uniform},
|
||||
client::render::util::{ArrayBuffer, Texture, Uniform},
|
||||
util::oct_tree::OctNode,
|
||||
};
|
||||
use nalgebra::Vector3;
|
||||
|
||||
pub struct Layout {
|
||||
pub texture: StorageTexture,
|
||||
pub view: Uniform<View>,
|
||||
pub voxel_groups: Storage<VoxelGroup>,
|
||||
pub voxels: Storage<OctNode>,
|
||||
pub global_lights: Storage<GlobalLight>,
|
||||
pub chunks: ArrayBuffer<Chunk>,
|
||||
pub voxel_data: ArrayBuffer<OctNode>,
|
||||
pub global_lights: ArrayBuffer<GlobalLight>,
|
||||
pub texture: Texture,
|
||||
render_bind_layout: wgpu::BindGroupLayout,
|
||||
compute_bind_layout: wgpu::BindGroupLayout,
|
||||
render_pipeline_layout: wgpu::PipelineLayout,
|
||||
@@ -23,27 +23,40 @@ pub struct Layout {
|
||||
impl Layout {
|
||||
pub fn init(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> Self {
|
||||
let view = Uniform::init(device, "view", 0);
|
||||
let voxels = Storage::init(device, wgpu::ShaderStages::COMPUTE, "voxels", 1);
|
||||
let voxel_groups = Storage::init(device, wgpu::ShaderStages::COMPUTE, "voxel groups", 2);
|
||||
let global_lights = Storage::init_with(
|
||||
let chunks = ArrayBuffer::init(device, "chunks", BufferUsages::STORAGE);
|
||||
let voxel_data = ArrayBuffer::init_with(
|
||||
device,
|
||||
"voxel data",
|
||||
BufferUsages::STORAGE,
|
||||
&[OctNode::new_leaf(0)],
|
||||
);
|
||||
let global_lights = ArrayBuffer::init_with(
|
||||
device,
|
||||
wgpu::ShaderStages::COMPUTE,
|
||||
"global lights",
|
||||
3,
|
||||
BufferUsages::STORAGE,
|
||||
&[GlobalLight {
|
||||
direction: Vector3::new(-1.0, -2.3, 2.0).normalize(),
|
||||
}],
|
||||
);
|
||||
let texture = StorageTexture::init(
|
||||
device,
|
||||
wgpu::Extent3d {
|
||||
let desc = wgpu::TextureDescriptor {
|
||||
label: Some("compute output"),
|
||||
size: wgpu::Extent3d {
|
||||
width: config.width,
|
||||
height: config.height,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
"compute output",
|
||||
wgpu::ShaderStages::COMPUTE | wgpu::ShaderStages::FRAGMENT,
|
||||
4,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: wgpu::TextureFormat::Rgba8Unorm,
|
||||
usage: wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING,
|
||||
view_formats: &[],
|
||||
};
|
||||
let texture = Texture::init(
|
||||
device,
|
||||
desc,
|
||||
wgpu::TextureViewDescriptor::default(),
|
||||
wgpu::SamplerDescriptor::default(),
|
||||
);
|
||||
let render_bind_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
@@ -73,10 +86,31 @@ impl Layout {
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
view.bind_group_layout_entry(),
|
||||
voxels.bind_group_layout_entry(),
|
||||
voxel_groups.bind_group_layout_entry(),
|
||||
global_lights.bind_group_layout_entry(),
|
||||
texture.bind_group_layout_entry(),
|
||||
chunks.bind_group_layout_entry(
|
||||
1,
|
||||
ShaderStages::COMPUTE,
|
||||
wgpu::BufferBindingType::Storage { read_only: true },
|
||||
),
|
||||
voxel_data.bind_group_layout_entry(
|
||||
2,
|
||||
ShaderStages::COMPUTE,
|
||||
wgpu::BufferBindingType::Storage { read_only: true },
|
||||
),
|
||||
global_lights.bind_group_layout_entry(
|
||||
3,
|
||||
ShaderStages::COMPUTE,
|
||||
wgpu::BufferBindingType::Storage { read_only: true },
|
||||
),
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 4,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::StorageTexture {
|
||||
access: wgpu::StorageTextureAccess::WriteOnly,
|
||||
format: texture.format(),
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: Some("voxel compute"),
|
||||
});
|
||||
@@ -94,8 +128,8 @@ impl Layout {
|
||||
});
|
||||
Self {
|
||||
view,
|
||||
voxels,
|
||||
voxel_groups,
|
||||
voxel_data,
|
||||
chunks,
|
||||
global_lights,
|
||||
texture,
|
||||
render_bind_layout,
|
||||
@@ -110,16 +144,10 @@ impl Layout {
|
||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &self.render_bind_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&self.texture.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&self.texture.sampler),
|
||||
},
|
||||
self.texture.view_bind_group_entry(0),
|
||||
self.texture.sampler_bind_group_entry(1),
|
||||
],
|
||||
label: Some("tile_bind_group"),
|
||||
label: Some("voxel render"),
|
||||
})
|
||||
}
|
||||
|
||||
@@ -128,10 +156,10 @@ impl Layout {
|
||||
layout: &self.compute_bind_layout,
|
||||
entries: &[
|
||||
self.view.bind_group_entry(),
|
||||
self.voxels.bind_group_entry(),
|
||||
self.voxel_groups.bind_group_entry(),
|
||||
self.global_lights.bind_group_entry(),
|
||||
self.texture.bind_group_entry(),
|
||||
self.chunks.bind_group_entry(1),
|
||||
self.voxel_data.bind_group_entry(2),
|
||||
self.global_lights.bind_group_entry(3),
|
||||
self.texture.view_bind_group_entry(4),
|
||||
],
|
||||
label: Some("voxel compute"),
|
||||
})
|
||||
|
||||
@@ -1,28 +1,25 @@
|
||||
mod chunk;
|
||||
mod color;
|
||||
mod grid;
|
||||
mod group;
|
||||
mod layout;
|
||||
mod light;
|
||||
mod view;
|
||||
|
||||
use super::super::UpdateGridTransform;
|
||||
use crate::{
|
||||
client::{
|
||||
camera::Camera,
|
||||
render::{
|
||||
util::{ArrBufUpdate, StorageTexture},
|
||||
AddChunk, CreateVoxelGrid,
|
||||
},
|
||||
},
|
||||
common::component::chunk,
|
||||
use crate::client::{
|
||||
camera::Camera,
|
||||
render::{AddChunk, CreateVoxelGrid},
|
||||
};
|
||||
use bevy_ecs::entity::Entity;
|
||||
pub use color::*;
|
||||
use layout::Layout;
|
||||
use nalgebra::{Projective3, Transform3, Translation3, Vector2, Vector3};
|
||||
use std::{collections::HashMap, ops::Deref};
|
||||
use nalgebra::{Transform3, Translation3, Vector2};
|
||||
use std::{
|
||||
collections::HashMap,
|
||||
sync::{Arc, Mutex},
|
||||
};
|
||||
use wgpu::include_wgsl;
|
||||
use {group::VoxelGroup, view::View};
|
||||
use {chunk::Chunk, view::View};
|
||||
|
||||
pub struct VoxelPipeline {
|
||||
layout: Layout,
|
||||
@@ -30,7 +27,7 @@ pub struct VoxelPipeline {
|
||||
compute_bind_group: wgpu::BindGroup,
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
render_bind_group: wgpu::BindGroup,
|
||||
id_map: HashMap<Entity, (usize, VoxelGroup)>,
|
||||
id_map: HashMap<Entity, (usize, Chunk)>,
|
||||
}
|
||||
|
||||
const RENDER_SHADER: wgpu::ShaderModuleDescriptor<'_> = include_wgsl!("shader/render.wgsl");
|
||||
@@ -82,7 +79,8 @@ impl VoxelPipeline {
|
||||
|
||||
pub fn update_shader(&mut self, device: &wgpu::Device) {
|
||||
let Ok(shader) = std::fs::read_to_string(
|
||||
env!("CARGO_MANIFEST_DIR").to_owned() + "/src/client/render/voxel/ray_oct/shader/compute.wgsl",
|
||||
env!("CARGO_MANIFEST_DIR").to_owned()
|
||||
+ "/src/client/render/voxel/ray_oct/shader/compute.wgsl",
|
||||
) else {
|
||||
println!("Failed to reload shader!");
|
||||
return;
|
||||
@@ -110,49 +108,27 @@ impl VoxelPipeline {
|
||||
belt: &mut wgpu::util::StagingBelt,
|
||||
AddChunk { id, pos, tree, .. }: AddChunk,
|
||||
) {
|
||||
let offset = self.layout.voxels.len();
|
||||
|
||||
let data = tree.raw();
|
||||
let updates = [ArrBufUpdate { offset, data }];
|
||||
let size = offset + data.len();
|
||||
let offset = self.layout.voxel_data.len() as u32;
|
||||
self.layout
|
||||
.voxels
|
||||
.update(device, encoder, belt, size, &updates);
|
||||
.voxel_data
|
||||
.add(device, encoder, belt, tree.raw());
|
||||
|
||||
let proj = Projective3::identity()
|
||||
* Translation3::from((pos.deref() * chunk::SIDE_LENGTH as i32).cast())
|
||||
* Translation3::from(-chunk::DIMENSIONS.cast() / 2.0);
|
||||
let group = VoxelGroup {
|
||||
transform: proj,
|
||||
transform_inv: proj.inverse(),
|
||||
scale: chunk::SCALE,
|
||||
offset: offset as u32,
|
||||
};
|
||||
let updates = [ArrBufUpdate {
|
||||
offset: self.layout.voxel_groups.len(),
|
||||
data: &[group],
|
||||
}];
|
||||
let i = self.layout.voxel_groups.len();
|
||||
let size = i + 1;
|
||||
self.layout
|
||||
.voxel_groups
|
||||
.update(device, encoder, belt, size, &updates);
|
||||
let chunk = Chunk { offset };
|
||||
let i = self.layout.chunks.len();
|
||||
self.layout.chunks.add(device, encoder, belt, &[chunk]);
|
||||
|
||||
self.id_map.insert(id, (i, group));
|
||||
self.id_map.insert(id, (i, chunk));
|
||||
self.compute_bind_group = self.layout.compute_bind_group(device);
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, device: &wgpu::Device, size: Vector2<u32>) {
|
||||
self.layout.texture = StorageTexture::init(
|
||||
self.layout.texture.resize(
|
||||
device,
|
||||
wgpu::Extent3d {
|
||||
width: size.x,
|
||||
height: size.y,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
"idk man im tired",
|
||||
wgpu::ShaderStages::COMPUTE | wgpu::ShaderStages::FRAGMENT,
|
||||
4,
|
||||
);
|
||||
self.compute_bind_group = self.layout.compute_bind_group(device);
|
||||
self.render_bind_group = self.layout.render_bind_group(device);
|
||||
@@ -166,21 +142,7 @@ impl VoxelPipeline {
|
||||
update: UpdateGridTransform,
|
||||
) {
|
||||
if let Some((i, group)) = self.id_map.get_mut(&update.id) {
|
||||
let offset = Vector3::from_element(-(2u32.pow(group.scale) as f32) / 2.0);
|
||||
let proj = Projective3::identity()
|
||||
* Translation3::from(update.pos)
|
||||
* update.orientation
|
||||
* Translation3::from(offset);
|
||||
group.transform = proj;
|
||||
group.transform_inv = proj.inverse();
|
||||
let updates = [ArrBufUpdate {
|
||||
offset: *i,
|
||||
data: &[*group],
|
||||
}];
|
||||
let size = self.layout.voxel_groups.len();
|
||||
self.layout
|
||||
.voxel_groups
|
||||
.update(device, encoder, belt, size, &updates);
|
||||
self.layout.chunks.set(device, encoder, belt, *i, &[*group]);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -189,7 +151,6 @@ impl VoxelPipeline {
|
||||
device: &wgpu::Device,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
belt: &mut wgpu::util::StagingBelt,
|
||||
size: Vector2<u32>,
|
||||
camera: &Camera,
|
||||
) {
|
||||
let transform =
|
||||
@@ -197,6 +158,7 @@ impl VoxelPipeline {
|
||||
let data = View {
|
||||
zoom: camera.scale,
|
||||
transform,
|
||||
..Default::default()
|
||||
};
|
||||
self.layout.view.update(device, encoder, belt, data);
|
||||
}
|
||||
@@ -212,7 +174,7 @@ impl VoxelPipeline {
|
||||
pub fn compute(&self, pass: &mut wgpu::ComputePass) {
|
||||
pass.set_pipeline(&self.compute_pipeline);
|
||||
pass.set_bind_group(0, &self.compute_bind_group, &[]);
|
||||
let buf = &self.layout.texture.buf;
|
||||
let buf = &self.layout.texture.texture;
|
||||
let x = (buf.width() - 1) / Self::WORKGROUP_SIZE + 1;
|
||||
let y = (buf.height() - 1) / Self::WORKGROUP_SIZE + 1;
|
||||
pass.dispatch_workgroups(x, y, 1);
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
@group(0) @binding(0)
|
||||
var<uniform> view: View;
|
||||
@group(0) @binding(1)
|
||||
var<storage, read> voxels: array<u32>;
|
||||
var<storage, read> chunks: array<Chunk>;
|
||||
@group(0) @binding(2)
|
||||
var<storage, read> voxel_groups: array<VoxelGroup>;
|
||||
var<storage, read> voxel_data: array<u32>;
|
||||
@group(0) @binding(3)
|
||||
var<storage, read> global_lights: array<GlobalLight>;
|
||||
@group(0) @binding(4)
|
||||
@@ -16,12 +16,11 @@ struct GlobalLight {
|
||||
struct View {
|
||||
transform: mat4x4<f32>,
|
||||
zoom: f32,
|
||||
chunk_scale: u32,
|
||||
chunk_dist: u32,
|
||||
};
|
||||
|
||||
struct VoxelGroup {
|
||||
transform: mat4x4<f32>,
|
||||
transform_inv: mat4x4<f32>,
|
||||
scale: u32,
|
||||
struct Chunk {
|
||||
offset: u32,
|
||||
};
|
||||
|
||||
@@ -38,7 +37,8 @@ fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
|
||||
let pixel_pos = vec2<f32>(
|
||||
(vec2<f32>(cell.xy) / view_dim_f - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect)
|
||||
);
|
||||
let pos = view.transform * vec4<f32>(pixel_pos, 1.0, 1.0);
|
||||
let offset = vec3<f32>(f32(1u << (view.chunk_scale - 1)));
|
||||
let pos = view.transform * vec4<f32>(pixel_pos, 1.0, 1.0) + vec4<f32>(offset, 0.0);
|
||||
let dir = view.transform * vec4<f32>(normalize(vec3<f32>(pixel_pos, view.zoom)), 0.0);
|
||||
|
||||
var color = trace_full(pos, dir);
|
||||
@@ -53,6 +53,7 @@ fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
|
||||
|
||||
const LEAF_BIT = 1u << 31u;
|
||||
const LEAF_MASK = ~LEAF_BIT;
|
||||
const MAX_HITS = 10;
|
||||
|
||||
const ZERO3F = vec3<f32>(0.0);
|
||||
const ZERO2F = vec2<f32>(0.0);
|
||||
@@ -62,126 +63,122 @@ const MAX_ITERS = 10000;
|
||||
// NOTE: CANNOT GO HIGHER THAN 23 due to how floating point
|
||||
// numbers are stored and the bit manipulation used
|
||||
const MAX_SCALE: u32 = 13;
|
||||
const AMBIENT: f32 = 0.2;
|
||||
const SPECULAR: f32 = 0.5;
|
||||
|
||||
fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
let gi = 0;
|
||||
let group = voxel_groups[gi];
|
||||
if group.scale == 0 {
|
||||
if arrayLength(&voxel_data) == 1 {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
let dimensions = vec3<u32>(1u << group.scale);
|
||||
let gi = 0;
|
||||
let chunk = chunks[gi];
|
||||
let side_len = 1u << view.chunk_scale;
|
||||
let dimensions = vec3<u32>(side_len);
|
||||
let dim_f = vec3<f32>(dimensions);
|
||||
let dim_i = vec3<i32>(dimensions);
|
||||
|
||||
// transform so that group is at 0,0
|
||||
let pos_start = (group.transform_inv * pos_view).xyz;
|
||||
var dir = (group.transform_inv * dir_view).xyz;
|
||||
if dir.x == 0 {dir.x = EPSILON;}
|
||||
if dir.y == 0 {dir.y = EPSILON;}
|
||||
if dir.z == 0 {dir.z = EPSILON;}
|
||||
let pos_start = pos_view.xyz;
|
||||
var dir = dir_view.xyz;
|
||||
if dir.x == 0 { dir.x = EPSILON; }
|
||||
if dir.y == 0 { dir.y = EPSILON; }
|
||||
if dir.z == 0 { dir.z = EPSILON; }
|
||||
|
||||
let dir_if = sign(dir);
|
||||
let dir_uf = max(dir_if, vec3<f32>(0.0));
|
||||
|
||||
// find where ray intersects with group
|
||||
// closest (min) and furthest (max) corners of cube relative to direction
|
||||
let pos_min = (vec3<f32>(1.0) - dir_uf) * dim_f;
|
||||
let pos_max = dir_uf * dim_f;
|
||||
// time of intersection; x = td + p, solve for t
|
||||
let t_min = (pos_min - pos_start) / dir;
|
||||
let t_max = (pos_max - pos_start) / dir;
|
||||
// time of entrance and exit of the cube
|
||||
let t_start = max(max(t_min.x, t_min.y), t_min.z);
|
||||
let t_end = min(min(t_max.x, t_max.y), t_max.z);
|
||||
if t_end < t_start { return vec4<f32>(0.0); }
|
||||
// axis of intersection
|
||||
let axis = select(select(2u, 1u, t_start == t_min.y), 0u, t_start == t_min.x);
|
||||
// time to move entire side length in each direction
|
||||
let inc_t = abs(1.0 / dir) * f32(side_len);
|
||||
let t = max(0.0, t_start);
|
||||
|
||||
let inv_dir_bits = 7 - vec_to_dir(vec3<u32>(dir_uf));
|
||||
let corner_adj = t_min - inc_t;
|
||||
|
||||
// calculate normals
|
||||
var normals = mat3x3<f32>(
|
||||
(group.transform * vec4<f32>(dir_if.x, 0.0, 0.0, 0.0)).xyz,
|
||||
(group.transform * vec4<f32>(0.0, dir_if.y, 0.0, 0.0)).xyz,
|
||||
(group.transform * vec4<f32>(0.0, 0.0, dir_if.z, 0.0)).xyz,
|
||||
vec3<f32>(dir_if.x, 0.0, 0.0),
|
||||
vec3<f32>(0.0, dir_if.y, 0.0),
|
||||
vec3<f32>(0.0, 0.0, dir_if.z),
|
||||
);
|
||||
var axis = 0u;
|
||||
|
||||
// find where ray intersects with group
|
||||
let pos_min = (vec3<f32>(1.0) - dir_uf) * dim_f;
|
||||
// time of intersection; x = td + p, solve for t
|
||||
var t_min = (pos_min - pos_start) / dir;
|
||||
if outside3f(pos_start, ZERO3F, dim_f) {
|
||||
// points of intersection
|
||||
let px = pos_start + t_min.x * dir;
|
||||
let py = pos_start + t_min.y * dir;
|
||||
let pz = pos_start + t_min.z * dir;
|
||||
let result = cast_ray(chunk.offset, t, axis, inv_dir_bits, inc_t, corner_adj);
|
||||
return shade_ray(result, pos_start, dir_view.xyz, t_end, normals);
|
||||
}
|
||||
|
||||
// check if point is in bounds
|
||||
let hit = vec3<bool>(
|
||||
inside2f(px.yz, ZERO2F, dim_f.yz),
|
||||
inside2f(py.xz, ZERO2F, dim_f.xz),
|
||||
inside2f(pz.xy, ZERO2F, dim_f.xy),
|
||||
) && (t_min > ZERO3F);
|
||||
if !any(hit) {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
axis = select(select(2u, 1u, hit.y), 0u, hit.x);
|
||||
}
|
||||
let t_mult = f32(1u << (MAX_SCALE - group.scale));
|
||||
t_min *= t_mult;
|
||||
// time to move 1 unit in each direction
|
||||
let full = f32(1u << MAX_SCALE);
|
||||
let inc_t = abs(1.0 / dir) * full;
|
||||
let t_offset = max(max(t_min.x, t_min.y), t_min.z);
|
||||
var t = max(0.0, t_offset);
|
||||
fn shade_ray(result: RayResult, pos_start: vec3<f32>, dir: vec3<f32>, t_end: f32, normals: mat3x3<f32>) -> vec4<f32> {
|
||||
var hits = result.hits;
|
||||
|
||||
let dir_i = vec3<i32>(dir_if);
|
||||
let dir_u = vec3<u32>(dir_uf);
|
||||
let dir_bits = vec_to_dir(dir_u);
|
||||
let inv_dir_bits = 7 - dir_bits;
|
||||
|
||||
var node_start = 1u;
|
||||
var scale = MAX_SCALE - 1;
|
||||
var scale_exp2 = 0.5;
|
||||
var color = vec4<f32>(0.0);
|
||||
var parents = array<u32, MAX_SCALE>();
|
||||
var prev = LEAF_BIT;
|
||||
var old_t = t / t_mult;
|
||||
for (var i = 0u; i < result.len; i += 1u) {
|
||||
let hit = hits[i];
|
||||
let id = hit.id;
|
||||
let t = hit.t;
|
||||
let axis = hit.axis;
|
||||
|
||||
var child = 0u;
|
||||
let next_t = select(hits[i + 1].t, t_end, i == result.len - 1);
|
||||
|
||||
var pos = pos_start + dir * t;
|
||||
pos[axis] = round(pos[axis]) - f32(dir[axis] < 0.0);
|
||||
let normal = select(select(normals[0], normals[1], axis == 1), normals[2], axis == 2);
|
||||
let vcolor = shade(id, pos, normal, dir, next_t - t);
|
||||
color += vcolor * (1.0 - color.a);
|
||||
if color.a > FULL_ALPHA { break; }
|
||||
}
|
||||
return color;
|
||||
}
|
||||
|
||||
struct RayHit {
|
||||
t: f32,
|
||||
id: u32,
|
||||
axis: u32,
|
||||
}
|
||||
|
||||
struct RayResult {
|
||||
hits: array<RayHit, MAX_HITS>,
|
||||
len: u32,
|
||||
}
|
||||
|
||||
fn cast_ray(
|
||||
data_offset: u32, t_start: f32, axis_start: u32,
|
||||
inv_dir_bits: u32, inc_t: vec3<f32>, corner_adj: vec3<f32>
|
||||
) -> RayResult {
|
||||
var hits = array<RayHit, MAX_HITS>();
|
||||
var depth = 0u;
|
||||
var min_alpha = 0.0;
|
||||
|
||||
var t = t_start;
|
||||
var axis = axis_start;
|
||||
var node_start = 0u;
|
||||
var scale = MAX_SCALE;
|
||||
var scale_exp2 = 1.0;
|
||||
var parents = array<u32, MAX_SCALE>();
|
||||
var child = inv_dir_bits;
|
||||
var vox_pos = vec3<f32>(1.0);
|
||||
let t_center = t_min + scale_exp2 * inc_t;
|
||||
if t > t_center.x { vox_pos.x = 1.5; child |= 4u; }
|
||||
if t > t_center.y { vox_pos.y = 1.5; child |= 2u; }
|
||||
if t > t_center.z { vox_pos.z = 1.5; child |= 1u; }
|
||||
let min_adj = t_min - inc_t;
|
||||
var prev = 0u;
|
||||
|
||||
var iters = 0;
|
||||
loop {
|
||||
if iters == MAX_ITERS {
|
||||
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
|
||||
}
|
||||
if iters == MAX_ITERS { break; }
|
||||
iters += 1;
|
||||
let t_corner = vox_pos * inc_t + min_adj;
|
||||
let node = voxels[group.offset + node_start + (child ^ inv_dir_bits)];
|
||||
let t_corner = vox_pos * inc_t + corner_adj;
|
||||
let node = voxel_data[data_offset + node_start + (child ^ inv_dir_bits)];
|
||||
if node >= LEAF_BIT {
|
||||
// ignore consecutive identical leaves
|
||||
if node != prev {
|
||||
if node != LEAF_BIT {
|
||||
let real_t = t / t_mult;
|
||||
let dist = real_t - old_t;
|
||||
old_t = real_t;
|
||||
let filt = min(dist / 64.0, 1.0);
|
||||
if prev == LEAF_BIT + 3 {
|
||||
color.a += filt * (1.0 - color.a);
|
||||
if color.a > FULL_ALPHA { break; }
|
||||
}
|
||||
var pos = (pos_view + dir_view * real_t).xyz;
|
||||
pos[axis] = round(pos[axis]) - (1.0 - dir_uf[axis]);
|
||||
let vcolor = get_color(node & LEAF_MASK, pos);
|
||||
var normal = normals[axis];
|
||||
let light_color = vec3<f32>(1.0);
|
||||
let light_dir = global_lights[0].dir;
|
||||
|
||||
let diffuse = max(dot(light_dir, normal), 0.0) * light_color;
|
||||
let ambient = AMBIENT * light_color;
|
||||
let spec_val = pow(max(dot(dir_view.xyz, reflect(-light_dir, normal)), 0.0), 32.0) * SPECULAR;
|
||||
let specular = spec_val * light_color;
|
||||
let new_color = (ambient + diffuse + specular) * vcolor.xyz;
|
||||
let new_a = min(vcolor.a + spec_val, 1.0);
|
||||
|
||||
color += vec4<f32>(new_color.xyz * new_a, new_a) * (1.0 - color.a);
|
||||
if color.a > FULL_ALPHA { break; }
|
||||
}
|
||||
let id = node & LEAF_MASK;
|
||||
hits[depth] = RayHit(t, id, axis);
|
||||
min_alpha += min_alpha(id) * (1.0 - min_alpha);
|
||||
depth += 1u;
|
||||
prev = node;
|
||||
if depth == 10 || min_alpha >= FULL_ALPHA { break; }
|
||||
}
|
||||
|
||||
// move to next time point and determine which axis to move along
|
||||
@@ -226,10 +223,15 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
node_start = node;
|
||||
}
|
||||
}
|
||||
// let fog = min(t / t_mult / 1000.0, 1.0);
|
||||
// return vec4<f32>(color.xyz * (1.0 - fog) + vec3<f32>(fog), color.a * (1.0 - fog) + fog);
|
||||
// return vec4<f32>(f32(iters) / f32(MAX_ITERS), 0.0, 0.0, 1.0);
|
||||
return color;
|
||||
return RayResult(hits, depth);
|
||||
}
|
||||
|
||||
fn trace_chunk(
|
||||
offset: u32,
|
||||
inv_dir_bits: u32,
|
||||
t: f32, t_mult: f32, inc_t: vec3<f32>,
|
||||
min_adj: vec3<f32>
|
||||
) {
|
||||
}
|
||||
|
||||
fn dir_to_vec(bits: u32) -> vec3<u32> {
|
||||
@@ -240,29 +242,53 @@ fn vec_to_dir(vec: vec3<u32>) -> u32 {
|
||||
return vec.x * 4 + vec.y * 2 + vec.z * 1;
|
||||
}
|
||||
|
||||
fn get_color(id: u32, pos: vec3<f32>) -> vec4<f32> {
|
||||
fn min_alpha(id: u32) -> f32 {
|
||||
switch id {
|
||||
case 0u: {return 0.0;}
|
||||
case 3u: {return 0.5;}
|
||||
default: {return 1.0;}
|
||||
}
|
||||
}
|
||||
|
||||
const AMBIENT: f32 = 0.2;
|
||||
const SPECULAR: f32 = 0.5;
|
||||
|
||||
// returns premultiplied
|
||||
fn shade(id: u32, pos: vec3<f32>, normal: vec3<f32>, dir_view: vec3<f32>, dist: f32) -> vec4<f32> {
|
||||
var color = vec4<f32>(0.0);
|
||||
if id == 0 {
|
||||
return color;
|
||||
}
|
||||
let random = random(floor(pos));
|
||||
let random2 = random(floor(pos) + vec3<f32>(0.0001));
|
||||
switch id {
|
||||
case 0u: {
|
||||
return vec4<f32>(0.0);
|
||||
color = vec4<f32>(0.0);
|
||||
}
|
||||
case 1u: {
|
||||
let color = vec3<f32>(0.5, 0.5, 0.5 + random * 0.2) * (random2 * 0.4 + 0.8);
|
||||
return vec4<f32>(color, 1.0);
|
||||
color = vec4<f32>(vec3<f32>(0.5, 0.5, 0.5 + random * 0.2) * (random2 * 0.4 + 0.8), 1.0);
|
||||
}
|
||||
case 2u: {
|
||||
let color = vec3<f32>(0.4 + random * 0.2, 0.9, 0.4 + random * 0.2) * (random2 * 0.2 + 0.9);
|
||||
return vec4<f32>(color, 1.0);
|
||||
color = vec4<f32>(vec3<f32>(0.4 + random * 0.2, 0.9, 0.4 + random * 0.2) * (random2 * 0.2 + 0.9), 1.0);
|
||||
}
|
||||
case 3u: {
|
||||
let color = vec3<f32>(0.5, 0.5, 1.0) * (random2 * 0.2 + 0.8);
|
||||
return vec4<f32>(color, 0.5);
|
||||
}
|
||||
default: {
|
||||
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
|
||||
let fog = min(dist / 64.0, 1.0);
|
||||
let a = 0.5;
|
||||
let rgb = vec3<f32>(0.5, 0.5, 1.0) * (random2 * 0.2 + 0.8);
|
||||
color = vec4<f32>(rgb * (1.0 - fog * a), a + fog * (1.0 - a));
|
||||
}
|
||||
default: {}
|
||||
}
|
||||
let light_color = vec3<f32>(1.0);
|
||||
let light_dir = global_lights[0].dir;
|
||||
|
||||
let diffuse = max(dot(light_dir, normal), 0.0) * light_color;
|
||||
let ambient = AMBIENT * light_color;
|
||||
let spec_val = pow(max(dot(dir_view.xyz, reflect(-light_dir, normal)), 0.0), 32.0) * SPECULAR;
|
||||
let specular = spec_val * light_color;
|
||||
let new_color = (ambient + diffuse + specular) * color.xyz;
|
||||
let new_a = min(color.a + spec_val, 1.0);
|
||||
return vec4<f32>(new_color * new_a, new_a);
|
||||
}
|
||||
|
||||
fn random(pos: vec3<f32>) -> f32 {
|
||||
|
||||
@@ -1,419 +0,0 @@
|
||||
@group(0) @binding(0)
|
||||
var<uniform> view: View;
|
||||
@group(0) @binding(1)
|
||||
var<storage, read> voxels: array<u32>;
|
||||
@group(0) @binding(2)
|
||||
var<storage, read> voxel_groups: array<VoxelGroup>;
|
||||
@group(0) @binding(3)
|
||||
var<storage, read> global_lights: array<GlobalLight>;
|
||||
@group(0) @binding(4)
|
||||
var output: texture_storage_2d<rgba8unorm, write>;
|
||||
|
||||
struct GlobalLight {
|
||||
dir: vec3<f32>,
|
||||
};
|
||||
|
||||
struct View {
|
||||
transform: mat4x4<f32>,
|
||||
zoom: f32,
|
||||
};
|
||||
|
||||
struct VoxelGroup {
|
||||
transform: mat4x4<f32>,
|
||||
transform_inv: mat4x4<f32>,
|
||||
scale: u32,
|
||||
offset: u32,
|
||||
};
|
||||
|
||||
@compute
|
||||
@workgroup_size(8, 8, 1)
|
||||
fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
|
||||
let view_dim = textureDimensions(output);
|
||||
// get position of the pixel; eye at origin, pixel on plane z = 1
|
||||
if cell.x >= view_dim.x || cell.y >= view_dim.y {
|
||||
return;
|
||||
}
|
||||
let view_dim_f = vec2<f32>(view_dim);
|
||||
let aspect = view_dim_f.y / view_dim_f.x;
|
||||
let pixel_pos = vec3<f32>(
|
||||
(vec2<f32>(cell.xy) / view_dim_f - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect),
|
||||
view.zoom
|
||||
);
|
||||
let pos = view.transform * vec4<f32>(pixel_pos, 1.0);
|
||||
let dir = view.transform * vec4<f32>(normalize(pixel_pos), 0.0);
|
||||
|
||||
var color = trace_full(pos, dir);
|
||||
let light_mult = clamp((-dot(dir.xyz, global_lights[0].dir) - 0.99) * 200.0, 0.0, 1.0);
|
||||
let sun_color = light_mult * vec3<f32>(1.0, 1.0, 1.0);
|
||||
let sky_bg = vec3<f32>(0.3, 0.6, 1.0);
|
||||
let sky_color = sun_color + sky_bg * (1.0 - light_mult);
|
||||
color += vec4<f32>(sky_color * (1.0 - color.a), 1.0 - color.a);
|
||||
color.a = 1.0;
|
||||
textureStore(output, cell.xy, color);
|
||||
}
|
||||
|
||||
const LEAF_BIT = 1u << 31u;
|
||||
const LEAF_MASK = ~LEAF_BIT;
|
||||
|
||||
const ZERO3F = vec3<f32>(0.0);
|
||||
const ZERO2F = vec2<f32>(0.0);
|
||||
const FULL_ALPHA = 0.999;
|
||||
const EPSILON = 0.00000000001;
|
||||
const MAX_ITERS = 2000;
|
||||
// NOTE: CANNOT GO HIGHER THAN 23 due to how floating point
|
||||
// numbers are stored and the bit manipulation used
|
||||
const MAX_SCALE: u32 = 10;
|
||||
|
||||
fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
let gi = 0;
|
||||
let group = voxel_groups[gi];
|
||||
if group.scale == 0 {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
let dimensions = vec3<u32>(1u << group.scale);
|
||||
let dim_f = vec3<f32>(dimensions);
|
||||
let dim_i = vec3<i32>(dimensions);
|
||||
|
||||
// transform so that group is at 0,0
|
||||
let pos_start = (group.transform_inv * pos_view).xyz;
|
||||
var dir = (group.transform_inv * dir_view).xyz;
|
||||
if dir.x == 0 {dir.x = EPSILON;}
|
||||
if dir.y == 0 {dir.y = EPSILON;}
|
||||
if dir.z == 0 {dir.z = EPSILON;}
|
||||
|
||||
let dir_if = sign(dir);
|
||||
let dir_uf = max(dir_if, vec3<f32>(0.0));
|
||||
|
||||
|
||||
|
||||
// calculate normals
|
||||
var normals = mat3x3<f32>(
|
||||
(group.transform * vec4<f32>(dir_if.x, 0.0, 0.0, 0.0)).xyz,
|
||||
(group.transform * vec4<f32>(0.0, dir_if.y, 0.0, 0.0)).xyz,
|
||||
(group.transform * vec4<f32>(0.0, 0.0, dir_if.z, 0.0)).xyz,
|
||||
);
|
||||
var axis = 0u;
|
||||
|
||||
// find where ray intersects with group
|
||||
let pos_min = (vec3<f32>(1.0) - dir_uf) * dim_f;
|
||||
// time of intersection; x = td + p, solve for t
|
||||
var t_min = (pos_min - pos_start) / dir;
|
||||
if outside3f(pos_start, ZERO3F, dim_f) {
|
||||
// points of intersection
|
||||
let px = pos_start + t_min.x * dir;
|
||||
let py = pos_start + t_min.y * dir;
|
||||
let pz = pos_start + t_min.z * dir;
|
||||
|
||||
// check if point is in bounds
|
||||
let hit = vec3<bool>(
|
||||
inside2f(px.yz, ZERO2F, dim_f.yz),
|
||||
inside2f(py.xz, ZERO2F, dim_f.xz),
|
||||
inside2f(pz.xy, ZERO2F, dim_f.xy),
|
||||
) && (t_min > ZERO3F);
|
||||
if !any(hit) {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
axis = select(select(2u, 1u, hit.y), 0u, hit.x);
|
||||
}
|
||||
let t_mult = f32(1u << (MAX_SCALE - group.scale));
|
||||
t_min *= t_mult;
|
||||
// time to move 1 unit in each direction
|
||||
let full = f32(1u << MAX_SCALE);
|
||||
let inc_t = abs(1.0 / dir) * full;
|
||||
let t_offset = max(max(t_min.x, t_min.y), t_min.z);
|
||||
var t = max(0.0, t_offset);
|
||||
|
||||
let dir_i = vec3<i32>(dir_if);
|
||||
let dir_u = vec3<u32>((dir_i + vec3<i32>(1)) / 2);
|
||||
let dir_bits = vec_to_dir(dir_u);
|
||||
let inv_dir_bits = 7 - dir_bits;
|
||||
|
||||
var node_start = 1u;
|
||||
var scale = MAX_SCALE - 1;
|
||||
var scale_exp2 = 0.5;
|
||||
var skip = LEAF_BIT;
|
||||
var color = vec4<f32>(0.0);
|
||||
var parents = array<u32, MAX_SCALE>();
|
||||
|
||||
var child = 0u;
|
||||
var vox_pos = vec3<f32>(1.0);
|
||||
let t_center = t_min + scale_exp2 * inc_t;
|
||||
if t > t_center.x { vox_pos.x = 1.5; child |= 4u; }
|
||||
if t > t_center.y { vox_pos.y = 1.5; child |= 2u; }
|
||||
if t > t_center.z { vox_pos.z = 1.5; child |= 1u; }
|
||||
let min_adj = t_min - inc_t;
|
||||
|
||||
var iters = 0;
|
||||
loop {
|
||||
if iters == MAX_ITERS {
|
||||
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
|
||||
}
|
||||
iters += 1;
|
||||
let t_corner = vox_pos * inc_t + min_adj;
|
||||
let node = voxels[group.offset + node_start + (child ^ inv_dir_bits)];
|
||||
if node >= LEAF_BIT {
|
||||
if node != skip && node != LEAF_BIT {
|
||||
skip = node;
|
||||
let normal = normals[axis];
|
||||
let sun_dir = global_lights[0].dir;
|
||||
let new_pos = pos_view + dir_view * t / t_mult - vec4<f32>(normals[axis] * 0.001, 0.0);
|
||||
|
||||
let light = trace_light(new_pos, vec4<f32>(-sun_dir, 0.0));
|
||||
let diffuse = max(dot(sun_dir, normal) + 0.1, 0.0);
|
||||
let ambient = 0.2;
|
||||
let specular = (exp(max(
|
||||
-(dot(reflect(dir_view.xyz, normal), sun_dir) + 0.90) * 4.0, 0.0
|
||||
)) - 1.0) * light;
|
||||
let lighting = max(diffuse * light.a, ambient);
|
||||
|
||||
let vcolor = get_color(node & LEAF_MASK);
|
||||
let new_rgb = min(vcolor.xyz * lighting + specular.xyz + light.xyz * vcolor.xyz, vec3<f32>(1.0));
|
||||
let new_a = min(vcolor.a + specular.a, 1.0);
|
||||
let new_color = vec4<f32>(new_rgb, new_a);
|
||||
color += vec4<f32>(new_color.xyz * new_color.a, new_color.a) * (1.0 - color.a);
|
||||
if color.a > FULL_ALPHA { break; }
|
||||
}
|
||||
|
||||
// move to next time point and determine which axis to move along
|
||||
let t_next = t_corner + scale_exp2 * inc_t;
|
||||
t = min(min(t_next.x, t_next.y), t_next.z);
|
||||
axis = select(select(0u, 1u, t == t_next.y), 2u, t == t_next.z);
|
||||
let move_dir = 4u >> axis;
|
||||
|
||||
// check if need to pop stack
|
||||
if (child & move_dir) > 0 {
|
||||
// calculate new scale; first differing bit after adding
|
||||
let axis_pos = vox_pos[axis];
|
||||
// AWARE
|
||||
let differing = bitcast<u32>(axis_pos) ^ bitcast<u32>(axis_pos + scale_exp2);
|
||||
scale = (bitcast<u32>(f32(differing)) >> 23) - 127 - (23 - MAX_SCALE);
|
||||
scale_exp2 = bitcast<f32>((scale + 127 - MAX_SCALE) << 23);
|
||||
if scale >= MAX_SCALE { break; }
|
||||
|
||||
// restore & recalculate parent
|
||||
let parent_info = parents[scale];
|
||||
node_start = parent_info >> 3;
|
||||
child = parent_info & 7;
|
||||
let scale_vec = vec3<u32>(scale + 23 - MAX_SCALE);
|
||||
// remove bits lower than current scale
|
||||
vox_pos = bitcast<vec3<f32>>((bitcast<vec3<u32>>(vox_pos) >> scale_vec) << scale_vec);
|
||||
}
|
||||
// move to next child and voxel position
|
||||
child += move_dir;
|
||||
vox_pos[axis] += scale_exp2;
|
||||
} else {
|
||||
// push current node to stack
|
||||
parents[scale] = (node_start << 3) + child;
|
||||
scale -= 1u;
|
||||
|
||||
// calculate child node vars
|
||||
scale_exp2 *= 0.5;
|
||||
child = 0u;
|
||||
let t_center = t_corner + scale_exp2 * inc_t;
|
||||
if t > t_center.x { vox_pos.x += scale_exp2; child |= 4u; }
|
||||
if t > t_center.y { vox_pos.y += scale_exp2; child |= 2u; }
|
||||
if t > t_center.z { vox_pos.z += scale_exp2; child |= 1u; }
|
||||
node_start += 8 + node;
|
||||
}
|
||||
}
|
||||
// return vec4<f32>(f32(iters) / f32(MAX_ITERS), 0.0, 0.0, 1.0);
|
||||
return color;
|
||||
}
|
||||
|
||||
fn trace_light(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
let gi = 0;
|
||||
let group = voxel_groups[gi];
|
||||
if group.scale == 0 {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
let dimensions = vec3<u32>(1u << group.scale);
|
||||
let dim_f = vec3<f32>(dimensions);
|
||||
let dim_i = vec3<i32>(dimensions);
|
||||
|
||||
// transform so that group is at 0,0
|
||||
let pos_start = (group.transform_inv * pos_view).xyz;
|
||||
var dir = (group.transform_inv * dir_view).xyz;
|
||||
if dir.x == 0 {dir.x = EPSILON;}
|
||||
if dir.y == 0 {dir.y = EPSILON;}
|
||||
if dir.z == 0 {dir.z = EPSILON;}
|
||||
|
||||
let dir_if = sign(dir);
|
||||
let dir_uf = max(dir_if, vec3<f32>(0.0));
|
||||
|
||||
|
||||
|
||||
// calculate normals
|
||||
var normals = mat3x3<f32>(
|
||||
(group.transform * vec4<f32>(dir_if.x, 0.0, 0.0, 0.0)).xyz,
|
||||
(group.transform * vec4<f32>(0.0, dir_if.y, 0.0, 0.0)).xyz,
|
||||
(group.transform * vec4<f32>(0.0, 0.0, dir_if.z, 0.0)).xyz,
|
||||
);
|
||||
var axis = 0u;
|
||||
|
||||
// find where ray intersects with group
|
||||
let pos_min = (vec3<f32>(1.0) - dir_uf) * dim_f;
|
||||
// time of intersection; x = td + p, solve for t
|
||||
var t_min = (pos_min - pos_start) / dir;
|
||||
if outside3f(pos_start, ZERO3F, dim_f) {
|
||||
// points of intersection
|
||||
let px = pos_start + t_min.x * dir;
|
||||
let py = pos_start + t_min.y * dir;
|
||||
let pz = pos_start + t_min.z * dir;
|
||||
|
||||
// check if point is in bounds
|
||||
let hit = vec3<bool>(
|
||||
inside2f(px.yz, ZERO2F, dim_f.yz),
|
||||
inside2f(py.xz, ZERO2F, dim_f.xz),
|
||||
inside2f(pz.xy, ZERO2F, dim_f.xy),
|
||||
) && (t_min > ZERO3F);
|
||||
if !any(hit) {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
axis = select(select(2u, 1u, hit.y), 0u, hit.x);
|
||||
}
|
||||
let t_mult = f32(1u << (MAX_SCALE - group.scale));
|
||||
t_min *= t_mult;
|
||||
// time to move 1 unit in each direction
|
||||
let full = f32(1u << MAX_SCALE);
|
||||
let inc_t = abs(1.0 / dir) * full;
|
||||
let t_offset = max(max(t_min.x, t_min.y), t_min.z);
|
||||
var t = max(0.0, t_offset);
|
||||
var old_t = t;
|
||||
|
||||
let dir_i = vec3<i32>(dir_if);
|
||||
let dir_u = vec3<u32>((dir_i + vec3<i32>(1)) / 2);
|
||||
let dir_bits = vec_to_dir(dir_u);
|
||||
let inv_dir_bits = 7 - dir_bits;
|
||||
|
||||
var node_start = 1u;
|
||||
var scale = MAX_SCALE - 1;
|
||||
var scale_exp2 = 0.5;
|
||||
var mask = vec4<f32>(0.0);
|
||||
var skip = LEAF_BIT;
|
||||
var parents = array<u32, MAX_SCALE>();
|
||||
|
||||
var child = 0u;
|
||||
var vox_pos = vec3<f32>(1.0);
|
||||
let t_center = t_min + scale_exp2 * inc_t;
|
||||
if t > t_center.x { vox_pos.x = 1.5; child |= 4u; }
|
||||
if t > t_center.y { vox_pos.y = 1.5; child |= 2u; }
|
||||
if t > t_center.z { vox_pos.z = 1.5; child |= 1u; }
|
||||
let min_adj = t_min - inc_t;
|
||||
var data = 0u;
|
||||
|
||||
var iters = 0;
|
||||
loop {
|
||||
if iters == MAX_ITERS {
|
||||
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
|
||||
}
|
||||
iters += 1;
|
||||
let t_corner = vox_pos * inc_t + min_adj;
|
||||
let node = voxels[group.offset + node_start + (child ^ inv_dir_bits)];
|
||||
if node >= LEAF_BIT {
|
||||
if node != skip && node != LEAF_BIT {
|
||||
skip = node;
|
||||
if data == 3 {
|
||||
let dist = (t - old_t) / t_mult;
|
||||
let vcolor = vec4<f32>(vec3<f32>(0.0), min(dist / 12.0, 1.0));
|
||||
mask += vec4<f32>(vcolor.xyz * vcolor.a, vcolor.a) * (1.0 - mask.a);
|
||||
}
|
||||
data = node & LEAF_MASK;
|
||||
if data != 3 && data != 0 {
|
||||
let vcolor = get_color(data);
|
||||
mask += vec4<f32>(vcolor.xyz * vcolor.a, vcolor.a) * (1.0 - mask.a);
|
||||
}
|
||||
old_t = t;
|
||||
if mask.a > FULL_ALPHA { break; }
|
||||
}
|
||||
|
||||
// move to next time point and determine which axis to move along
|
||||
let t_next = t_corner + scale_exp2 * inc_t;
|
||||
t = min(min(t_next.x, t_next.y), t_next.z);
|
||||
axis = select(select(0u, 1u, t == t_next.y), 2u, t == t_next.z);
|
||||
let move_dir = 4u >> axis;
|
||||
|
||||
// check if need to pop stack
|
||||
if (child & move_dir) > 0 {
|
||||
// calculate new scale; first differing bit after adding
|
||||
let axis_pos = vox_pos[axis];
|
||||
// AWARE
|
||||
let differing = bitcast<u32>(axis_pos) ^ bitcast<u32>(axis_pos + scale_exp2);
|
||||
scale = (bitcast<u32>(f32(differing)) >> 23) - 127 - (23 - MAX_SCALE);
|
||||
scale_exp2 = bitcast<f32>((scale + 127 - MAX_SCALE) << 23);
|
||||
if scale >= MAX_SCALE { break; }
|
||||
|
||||
// restore & recalculate parent
|
||||
let parent_info = parents[scale];
|
||||
node_start = parent_info >> 3;
|
||||
child = parent_info & 7;
|
||||
let scale_vec = vec3<u32>(scale + 23 - MAX_SCALE);
|
||||
// remove bits lower than current scale
|
||||
vox_pos = bitcast<vec3<f32>>((bitcast<vec3<u32>>(vox_pos) >> scale_vec) << scale_vec);
|
||||
}
|
||||
// move to next child and voxel position
|
||||
child += move_dir;
|
||||
vox_pos[axis] += scale_exp2;
|
||||
} else {
|
||||
// push current node to stack
|
||||
parents[scale] = (node_start << 3) + child;
|
||||
scale -= 1u;
|
||||
|
||||
// calculate child node vars
|
||||
scale_exp2 *= 0.5;
|
||||
child = 0u;
|
||||
let t_center = t_corner + scale_exp2 * inc_t;
|
||||
if t > t_center.x { vox_pos.x += scale_exp2; child |= 4u; }
|
||||
if t > t_center.y { vox_pos.y += scale_exp2; child |= 2u; }
|
||||
if t > t_center.z { vox_pos.z += scale_exp2; child |= 1u; }
|
||||
node_start += 8 + node;
|
||||
}
|
||||
}
|
||||
if data == 3 {
|
||||
let dist = (t - old_t) / t_mult;
|
||||
let vcolor = vec4<f32>(vec3<f32>(0.0), min(dist / 12.0, 1.0));
|
||||
mask += vec4<f32>(vcolor.xyz * vcolor.a, vcolor.a) * (1.0 - mask.a);
|
||||
}
|
||||
mask.a = 1.0 - mask.a;
|
||||
mask = vec4<f32>(mask.a * mask.xyz, mask.a);
|
||||
return mask;
|
||||
}
|
||||
|
||||
fn dir_to_vec(bits: u32) -> vec3<u32> {
|
||||
return vec3<u32>(bits >> 2, (bits & 2) >> 1, bits & 1);
|
||||
}
|
||||
|
||||
fn vec_to_dir(vec: vec3<u32>) -> u32 {
|
||||
return vec.x * 4 + vec.y * 2 + vec.z * 1;
|
||||
}
|
||||
|
||||
fn get_color(id: u32) -> vec4<f32> {
|
||||
switch id {
|
||||
case 0u: {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
case 1u: {
|
||||
return vec4<f32>(0.5, 0.5, 0.5, 1.0);
|
||||
}
|
||||
case 2u: {
|
||||
return vec4<f32>(0.5, 1.0, 0.5, 1.0);
|
||||
}
|
||||
case 3u: {
|
||||
return vec4<f32>(0.5, 0.5, 1.0, 0.5);
|
||||
}
|
||||
default: {
|
||||
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn outside3f(v: vec3<f32>, low: vec3<f32>, high: vec3<f32>) -> bool {
|
||||
return any(v < low) || any(v > high);
|
||||
}
|
||||
|
||||
fn inside2f(v: vec2<f32>, low: vec2<f32>, high: vec2<f32>) -> bool {
|
||||
return all(v >= low) && all(v <= high);
|
||||
}
|
||||
|
||||
fn inside3i(v: vec3<i32>, low: vec3<i32>, high: vec3<i32>) -> bool {
|
||||
return all(v >= low) && all(v <= high);
|
||||
}
|
||||
@@ -35,67 +35,13 @@ fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
|
||||
}
|
||||
let view_dim_f = vec2<f32>(view_dim);
|
||||
let aspect = view_dim_f.y / view_dim_f.x;
|
||||
let pixel_pos = vec3<f32>(
|
||||
(vec2<f32>(cell.xy) / view_dim_f - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect),
|
||||
view.zoom
|
||||
let pixel_pos = vec2<f32>(
|
||||
(vec2<f32>(cell.xy) / view_dim_f - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect)
|
||||
);
|
||||
let pos = view.transform * vec4<f32>(pixel_pos, 1.0);
|
||||
let dir = view.transform * vec4<f32>(normalize(pixel_pos), 0.0);
|
||||
let pos = view.transform * vec4<f32>(pixel_pos, 1.0, 1.0);
|
||||
let dir = view.transform * vec4<f32>(normalize(vec3<f32>(pixel_pos, view.zoom)), 0.0);
|
||||
|
||||
let start = start_ray(pos, dir);
|
||||
var color = vec4<f32>(0.0);
|
||||
let ambient = 0.2;
|
||||
|
||||
if start.hit {
|
||||
var res = ray_next(start.ray, LEAF_BIT);
|
||||
var normals = start.normals;
|
||||
let specular = (exp(max(
|
||||
-(dot(reflect(dir.xyz, normals[res.ray.axis]), global_lights[0].dir) + 0.90) * 4.0, 0.0
|
||||
)) - 1.0);
|
||||
while res.data != 0 {
|
||||
let data = res.data & LEAF_MASK;
|
||||
if data != 0 {
|
||||
let vcolor = get_color(data);
|
||||
let diffuse = max(dot(global_lights[0].dir, normals[res.ray.axis]) + 0.1, 0.0);
|
||||
let light = max(diffuse, ambient);
|
||||
let new_color = min(vcolor.xyz * light, vec3<f32>(1.0));
|
||||
color += vec4<f32>(new_color.xyz * vcolor.a, vcolor.a) * (1.0 - color.a);
|
||||
if color.a > FULL_ALPHA { break; }
|
||||
}
|
||||
let old_t = res.ray.t;
|
||||
res = ray_next(res.ray, res.data);
|
||||
if data == 3 {
|
||||
let dist = (res.ray.t - old_t) / start.t_mult;
|
||||
let a = min(dist / 12.0, 1.0);
|
||||
color += vec4<f32>(vec3<f32>(0.0) * a, a) * (1.0 - color.a);
|
||||
}
|
||||
}
|
||||
if color.a != 0 {
|
||||
let pos = pos + dir * res.ray.t / start.t_mult - vec4<f32>(normals[res.ray.axis] * 0.001, 0.0);
|
||||
let dir = vec4<f32>(-global_lights[0].dir, 0.0);
|
||||
let start = start_ray(pos, dir);
|
||||
res = ray_next(start.ray, LEAF_BIT);
|
||||
var light = 1.0;
|
||||
while res.data != 0 {
|
||||
let data = res.data & LEAF_MASK;
|
||||
if data != 0 {
|
||||
let vcolor = get_color(data);
|
||||
if data != 3 { light -= vcolor.a * light; }
|
||||
if light <= 0 { break; }
|
||||
}
|
||||
let old_t = res.ray.t;
|
||||
res = ray_next(res.ray, res.data);
|
||||
if data == 3 {
|
||||
let dist = (res.ray.t - old_t) / start.t_mult;
|
||||
let a = min(dist / 12.0, 1.0);
|
||||
light -= a;
|
||||
}
|
||||
}
|
||||
color = vec4<f32>(color.xyz * max(light, ambient), color.a) + vec4<f32>(vec3<f32>(specular * light), 0.0);
|
||||
}
|
||||
// color = vec4<f32>(pos.xyz / 128.0, 1.0);
|
||||
}
|
||||
// var color = trace_full(pos, dir);
|
||||
var color = trace_full(pos, dir);
|
||||
let light_mult = clamp((-dot(dir.xyz, global_lights[0].dir) - 0.99) * 200.0, 0.0, 1.0);
|
||||
let sun_color = light_mult * vec3<f32>(1.0, 1.0, 1.0);
|
||||
let sky_bg = vec3<f32>(0.3, 0.6, 1.0);
|
||||
@@ -112,49 +58,25 @@ const ZERO3F = vec3<f32>(0.0);
|
||||
const ZERO2F = vec2<f32>(0.0);
|
||||
const FULL_ALPHA = 0.999;
|
||||
const EPSILON = 0.00000000001;
|
||||
const MAX_ITERS = 2000;
|
||||
const MAX_ITERS = 10000;
|
||||
// NOTE: CANNOT GO HIGHER THAN 23 due to how floating point
|
||||
// numbers are stored and the bit manipulation used
|
||||
const MAX_SCALE: u32 = 10;
|
||||
const MAX_SCALE: u32 = 13;
|
||||
const AMBIENT: f32 = 0.2;
|
||||
const SPECULAR: f32 = 0.5;
|
||||
|
||||
struct Ray {
|
||||
t: f32,
|
||||
vox_pos: vec3<f32>,
|
||||
t_inc: vec3<f32>,
|
||||
scale: u32,
|
||||
min_adj: vec3<f32>,
|
||||
child: u32,
|
||||
axis: u32,
|
||||
node_start: u32,
|
||||
group_offset: u32,
|
||||
inv_dir_bits: u32,
|
||||
parents: array<u32, MAX_SCALE>,
|
||||
};
|
||||
|
||||
struct RayResult {
|
||||
ray: Ray,
|
||||
data: u32,
|
||||
}
|
||||
|
||||
struct RayStart {
|
||||
hit: bool,
|
||||
ray: Ray,
|
||||
normals: mat3x3<f32>,
|
||||
t_mult: f32,
|
||||
}
|
||||
|
||||
fn start_ray(pos_view: vec4<f32>, dir_view: vec4<f32>) -> RayStart {
|
||||
fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
let gi = 0;
|
||||
let group = voxel_groups[gi];
|
||||
if group.scale == 0 {
|
||||
return RayStart();
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
let dimensions = vec3<u32>(1u << group.scale);
|
||||
let dim_f = vec3<f32>(dimensions);
|
||||
let dim_i = vec3<i32>(dimensions);
|
||||
|
||||
// transform so that group is at 0,0
|
||||
let pos = (group.transform_inv * pos_view).xyz;
|
||||
let pos_start = (group.transform_inv * pos_view).xyz;
|
||||
var dir = (group.transform_inv * dir_view).xyz;
|
||||
if dir.x == 0 {dir.x = EPSILON;}
|
||||
if dir.y == 0 {dir.y = EPSILON;}
|
||||
@@ -176,12 +98,12 @@ fn start_ray(pos_view: vec4<f32>, dir_view: vec4<f32>) -> RayStart {
|
||||
// find where ray intersects with group
|
||||
let pos_min = (vec3<f32>(1.0) - dir_uf) * dim_f;
|
||||
// time of intersection; x = td + p, solve for t
|
||||
var t_min = (pos_min - pos) / dir;
|
||||
if outside3f(pos, ZERO3F, dim_f) {
|
||||
var t_min = (pos_min - pos_start) / dir;
|
||||
if outside3f(pos_start, ZERO3F, dim_f) {
|
||||
// points of intersection
|
||||
let px = pos + t_min.x * dir;
|
||||
let py = pos + t_min.y * dir;
|
||||
let pz = pos + t_min.z * dir;
|
||||
let px = pos_start + t_min.x * dir;
|
||||
let py = pos_start + t_min.y * dir;
|
||||
let pz = pos_start + t_min.z * dir;
|
||||
|
||||
// check if point is in bounds
|
||||
let hit = vec3<bool>(
|
||||
@@ -190,81 +112,80 @@ fn start_ray(pos_view: vec4<f32>, dir_view: vec4<f32>) -> RayStart {
|
||||
inside2f(pz.xy, ZERO2F, dim_f.xy),
|
||||
) && (t_min > ZERO3F);
|
||||
if !any(hit) {
|
||||
return RayStart();
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
axis = select(select(2u, 1u, hit.y), 0u, hit.x);
|
||||
}
|
||||
let t_mult = f32(1u << (MAX_SCALE - group.scale));
|
||||
t_min *= t_mult;
|
||||
// time to move 1 unit in each direction
|
||||
let full = f32(1u << MAX_SCALE);
|
||||
let t_inc = abs(1.0 / dir) * full;
|
||||
// time to move entire side length in each direction
|
||||
let inc_t = abs(1.0 / dir) * full;
|
||||
let t_offset = max(max(t_min.x, t_min.y), t_min.z);
|
||||
let t = max(0.0, t_offset);
|
||||
var t = max(0.0, t_offset);
|
||||
|
||||
let dir_i = vec3<i32>(dir_if);
|
||||
let dir_u = vec3<u32>((dir_i + vec3<i32>(1)) / 2);
|
||||
let dir_u = vec3<u32>(dir_uf);
|
||||
let dir_bits = vec_to_dir(dir_u);
|
||||
let inv_dir_bits = 7 - dir_bits;
|
||||
|
||||
let node_start = 1u;
|
||||
let scale = MAX_SCALE - 1;
|
||||
let scale_exp2 = 0.5;
|
||||
let parents = array<u32, MAX_SCALE>();
|
||||
var node_start = 1u;
|
||||
var scale = MAX_SCALE - 1;
|
||||
var scale_exp2 = 0.5;
|
||||
var color = vec4<f32>(0.0);
|
||||
var parents = array<u32, MAX_SCALE>();
|
||||
var prev = LEAF_BIT;
|
||||
var old_t = t / t_mult;
|
||||
|
||||
var child = 0u;
|
||||
var vox_pos = vec3<f32>(1.0);
|
||||
let t_center = t_min + scale_exp2 * t_inc;
|
||||
let t_center = t_min + scale_exp2 * inc_t;
|
||||
if t > t_center.x { vox_pos.x = 1.5; child |= 4u; }
|
||||
if t > t_center.y { vox_pos.y = 1.5; child |= 2u; }
|
||||
if t > t_center.z { vox_pos.z = 1.5; child |= 1u; }
|
||||
let min_adj = t_min - t_inc;
|
||||
let min_adj = t_min - inc_t;
|
||||
|
||||
return RayStart(
|
||||
true,
|
||||
Ray(
|
||||
t,
|
||||
vox_pos,
|
||||
t_inc,
|
||||
scale,
|
||||
min_adj,
|
||||
child,
|
||||
axis,
|
||||
node_start,
|
||||
group.offset,
|
||||
inv_dir_bits,
|
||||
parents,
|
||||
),
|
||||
normals,
|
||||
t_mult,
|
||||
);
|
||||
}
|
||||
|
||||
fn ray_next(ray: Ray, skip: u32) -> RayResult {
|
||||
let group_offset = ray.group_offset;
|
||||
let t_inc = ray.t_inc;
|
||||
let min_adj = ray.min_adj;
|
||||
let inv_dir_bits = ray.inv_dir_bits;
|
||||
var scale = ray.scale;
|
||||
var scale_exp2 = bitcast<f32>((scale + 127 - MAX_SCALE) << 23);
|
||||
var vox_pos = ray.vox_pos;
|
||||
var t = ray.t;
|
||||
var node_start = ray.node_start;
|
||||
var child = ray.child;
|
||||
var parents = ray.parents;
|
||||
var axis: u32;
|
||||
var data = 0u;
|
||||
var iters = 0;
|
||||
loop {
|
||||
let t_corner = vox_pos * t_inc + min_adj;
|
||||
let node = voxels[group_offset + node_start + (child ^ inv_dir_bits)];
|
||||
if iters == MAX_ITERS {
|
||||
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
|
||||
}
|
||||
iters += 1;
|
||||
let t_corner = vox_pos * inc_t + min_adj;
|
||||
let node = voxels[group.offset + node_start + (child ^ inv_dir_bits)];
|
||||
if node >= LEAF_BIT {
|
||||
if node != skip {
|
||||
data = node;
|
||||
break;
|
||||
if node != prev {
|
||||
if node != LEAF_BIT {
|
||||
let real_t = t / t_mult;
|
||||
let dist = real_t - old_t;
|
||||
old_t = real_t;
|
||||
let filt = min(dist / 64.0, 1.0);
|
||||
if prev == LEAF_BIT + 3 {
|
||||
color.a += filt * (1.0 - color.a);
|
||||
if color.a > FULL_ALPHA { break; }
|
||||
}
|
||||
var pos = (pos_view + dir_view * real_t).xyz;
|
||||
pos[axis] = round(pos[axis]) - (1.0 - dir_uf[axis]);
|
||||
let vcolor = get_color(node & LEAF_MASK, pos);
|
||||
var normal = normals[axis];
|
||||
let light_color = vec3<f32>(1.0);
|
||||
let light_dir = global_lights[0].dir;
|
||||
|
||||
let diffuse = max(dot(light_dir, normal), 0.0) * light_color;
|
||||
let ambient = AMBIENT * light_color;
|
||||
let spec_val = pow(max(dot(dir_view.xyz, reflect(-light_dir, normal)), 0.0), 32.0) * SPECULAR;
|
||||
let specular = spec_val * light_color;
|
||||
let new_color = (ambient + diffuse + specular) * vcolor.xyz;
|
||||
let new_a = min(vcolor.a + spec_val, 1.0);
|
||||
|
||||
color += vec4<f32>(new_color.xyz * new_a, new_a) * (1.0 - color.a);
|
||||
if color.a > FULL_ALPHA { break; }
|
||||
}
|
||||
prev = node;
|
||||
}
|
||||
|
||||
// move to next time point and determine which axis to move along
|
||||
let t_next = t_corner + scale_exp2 * t_inc;
|
||||
let t_next = t_corner + scale_exp2 * inc_t;
|
||||
t = min(min(t_next.x, t_next.y), t_next.z);
|
||||
axis = select(select(0u, 1u, t == t_next.y), 2u, t == t_next.z);
|
||||
let move_dir = 4u >> axis;
|
||||
@@ -298,29 +219,17 @@ fn ray_next(ray: Ray, skip: u32) -> RayResult {
|
||||
// calculate child node vars
|
||||
scale_exp2 *= 0.5;
|
||||
child = 0u;
|
||||
let t_center = t_corner + scale_exp2 * t_inc;
|
||||
let t_center = t_corner + scale_exp2 * inc_t;
|
||||
if t > t_center.x { vox_pos.x += scale_exp2; child |= 4u; }
|
||||
if t > t_center.y { vox_pos.y += scale_exp2; child |= 2u; }
|
||||
if t > t_center.z { vox_pos.z += scale_exp2; child |= 1u; }
|
||||
node_start += 8 + node;
|
||||
node_start = node;
|
||||
}
|
||||
}
|
||||
return RayResult(
|
||||
Ray(
|
||||
t,
|
||||
vox_pos,
|
||||
t_inc,
|
||||
scale,
|
||||
min_adj,
|
||||
child,
|
||||
axis,
|
||||
node_start,
|
||||
group_offset,
|
||||
inv_dir_bits,
|
||||
parents,
|
||||
),
|
||||
data
|
||||
);
|
||||
// let fog = min(t / t_mult / 1000.0, 1.0);
|
||||
// return vec4<f32>(color.xyz * (1.0 - fog) + vec3<f32>(fog), color.a * (1.0 - fog) + fog);
|
||||
// return vec4<f32>(f32(iters) / f32(MAX_ITERS), 0.0, 0.0, 1.0);
|
||||
return color;
|
||||
}
|
||||
|
||||
fn dir_to_vec(bits: u32) -> vec3<u32> {
|
||||
@@ -331,19 +240,24 @@ fn vec_to_dir(vec: vec3<u32>) -> u32 {
|
||||
return vec.x * 4 + vec.y * 2 + vec.z * 1;
|
||||
}
|
||||
|
||||
fn get_color(id: u32) -> vec4<f32> {
|
||||
fn get_color(id: u32, pos: vec3<f32>) -> vec4<f32> {
|
||||
let random = random(floor(pos));
|
||||
let random2 = random(floor(pos) + vec3<f32>(0.0001));
|
||||
switch id {
|
||||
case 0u: {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
case 1u: {
|
||||
return vec4<f32>(0.5, 0.5, 0.5, 1.0);
|
||||
let color = vec3<f32>(0.5, 0.5, 0.5 + random * 0.2) * (random2 * 0.4 + 0.8);
|
||||
return vec4<f32>(color, 1.0);
|
||||
}
|
||||
case 2u: {
|
||||
return vec4<f32>(0.5, 1.0, 0.5, 1.0);
|
||||
let color = vec3<f32>(0.4 + random * 0.2, 0.9, 0.4 + random * 0.2) * (random2 * 0.2 + 0.9);
|
||||
return vec4<f32>(color, 1.0);
|
||||
}
|
||||
case 3u: {
|
||||
return vec4<f32>(0.5, 0.5, 1.0, 0.5);
|
||||
let color = vec3<f32>(0.5, 0.5, 1.0) * (random2 * 0.2 + 0.8);
|
||||
return vec4<f32>(color, 0.5);
|
||||
}
|
||||
default: {
|
||||
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
|
||||
@@ -351,6 +265,10 @@ fn get_color(id: u32) -> vec4<f32> {
|
||||
}
|
||||
}
|
||||
|
||||
fn random(pos: vec3<f32>) -> f32 {
|
||||
return fract(sin(dot(pos, vec3<f32>(12.9898, 78.233, 25.1279))) * 43758.5453123);
|
||||
}
|
||||
|
||||
fn outside3f(v: vec3<f32>, low: vec3<f32>, high: vec3<f32>) -> bool {
|
||||
return any(v < low) || any(v > high);
|
||||
}
|
||||
@@ -1,10 +1,14 @@
|
||||
use nalgebra::Transform3;
|
||||
|
||||
use crate::common::component::chunk::SCALE;
|
||||
|
||||
#[repr(C, align(16))]
|
||||
#[derive(Clone, Copy, PartialEq, bytemuck::Zeroable)]
|
||||
pub struct View {
|
||||
pub transform: Transform3<f32>,
|
||||
pub zoom: f32,
|
||||
pub chunk_scale: u32,
|
||||
pub chunk_radius: u32,
|
||||
}
|
||||
|
||||
unsafe impl bytemuck::Pod for View {}
|
||||
@@ -14,6 +18,8 @@ impl Default for View {
|
||||
Self {
|
||||
zoom: 1.0,
|
||||
transform: Transform3::identity(),
|
||||
chunk_scale: SCALE,
|
||||
chunk_radius: 2,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,7 +8,7 @@ use bevy_derive::{Deref, DerefMut};
|
||||
use bevy_ecs::{bundle::Bundle, component::Component, entity::Entity, system::Resource};
|
||||
use nalgebra::Vector3;
|
||||
|
||||
pub const SCALE: u32 = 13;
|
||||
pub const SCALE: u32 = 9;
|
||||
pub const SIDE_LENGTH: usize = 2usize.pow(SCALE);
|
||||
pub const SHAPE: (usize, usize, usize) = (SIDE_LENGTH, SIDE_LENGTH, SIDE_LENGTH);
|
||||
pub const DIMENSIONS: Vector3<usize> = Vector3::new(SIDE_LENGTH, SIDE_LENGTH, SIDE_LENGTH);
|
||||
|
||||
@@ -86,7 +86,7 @@ impl OctTree {
|
||||
assert!(levels > 0);
|
||||
let mut data = Vec::new();
|
||||
let mut map = OctNodeMap::default();
|
||||
data.push(OctNode::new_node(0));
|
||||
data.push(OctNode::new_node(1));
|
||||
Self::from_fn_offset_inner(f_leaf, f_node, &mut data, levels, offset, &mut map);
|
||||
if data.len() == 2 {
|
||||
data.remove(0);
|
||||
|
||||
@@ -25,6 +25,11 @@ impl Timer {
|
||||
self.times[self.pos] = Some(self.start);
|
||||
self.pos = (self.pos + 1) % self.times.len();
|
||||
}
|
||||
pub fn add(&mut self, duration: Duration) {
|
||||
self.durs[self.pos] = Some(duration);
|
||||
self.times[self.pos] = Some(Instant::now());
|
||||
self.pos = (self.pos + 1) % self.times.len();
|
||||
}
|
||||
pub fn avg(&self) -> Duration {
|
||||
let filtered: Vec<_> = self.durs.iter().filter_map(|d| *d).collect();
|
||||
let len = filtered.len();
|
||||
@@ -45,8 +50,9 @@ impl Timer {
|
||||
pub fn per_sec(&self) -> usize {
|
||||
let now = Instant::now();
|
||||
let mut count = 0;
|
||||
while count < self.times.len() {
|
||||
let i = (self.pos + count + 1) % self.times.len();
|
||||
let len = self.times.len();
|
||||
while count < len {
|
||||
let i = (self.pos + len - count - 1) % len;
|
||||
let Some(t) = self.times[i] else { break };
|
||||
if now - t <= Duration::from_secs(1) {
|
||||
count += 1;
|
||||
|
||||
Reference in New Issue
Block a user