cleaned up collision in shader, abstracted out raycast, and added gpu timing
This commit is contained in:
7
src/client/render/voxel/ray_oct/chunk.rs
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7
src/client/render/voxel/ray_oct/chunk.rs
Normal file
@@ -0,0 +1,7 @@
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#[repr(C, align(16))]
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#[derive(Debug, Clone, Copy, PartialEq, bytemuck::Zeroable)]
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pub struct Chunk {
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pub offset: u32,
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}
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unsafe impl bytemuck::Pod for Chunk {}
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@@ -1,12 +0,0 @@
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use nalgebra::{Projective3, Vector3};
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#[repr(C, align(16))]
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#[derive(Debug, Clone, Copy, PartialEq, bytemuck::Zeroable)]
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pub struct VoxelGroup {
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pub transform: Projective3<f32>,
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pub transform_inv: Projective3<f32>,
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pub scale: u32,
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pub offset: u32,
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}
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unsafe impl bytemuck::Pod for VoxelGroup {}
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@@ -1,18 +1,18 @@
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use wgpu::TextureFormat;
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use wgpu::{BufferUsages, ShaderStages, TextureFormat};
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use super::{group::VoxelGroup, light::GlobalLight, view::View};
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use super::{chunk::Chunk, light::GlobalLight, view::View};
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use crate::{
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client::render::util::{Storage, StorageTexture, Uniform},
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client::render::util::{ArrayBuffer, Texture, Uniform},
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util::oct_tree::OctNode,
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};
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use nalgebra::Vector3;
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pub struct Layout {
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pub texture: StorageTexture,
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pub view: Uniform<View>,
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pub voxel_groups: Storage<VoxelGroup>,
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pub voxels: Storage<OctNode>,
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pub global_lights: Storage<GlobalLight>,
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pub chunks: ArrayBuffer<Chunk>,
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pub voxel_data: ArrayBuffer<OctNode>,
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pub global_lights: ArrayBuffer<GlobalLight>,
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pub texture: Texture,
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render_bind_layout: wgpu::BindGroupLayout,
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compute_bind_layout: wgpu::BindGroupLayout,
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render_pipeline_layout: wgpu::PipelineLayout,
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@@ -23,27 +23,40 @@ pub struct Layout {
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impl Layout {
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pub fn init(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> Self {
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let view = Uniform::init(device, "view", 0);
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let voxels = Storage::init(device, wgpu::ShaderStages::COMPUTE, "voxels", 1);
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let voxel_groups = Storage::init(device, wgpu::ShaderStages::COMPUTE, "voxel groups", 2);
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let global_lights = Storage::init_with(
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let chunks = ArrayBuffer::init(device, "chunks", BufferUsages::STORAGE);
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let voxel_data = ArrayBuffer::init_with(
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device,
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"voxel data",
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BufferUsages::STORAGE,
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&[OctNode::new_leaf(0)],
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);
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let global_lights = ArrayBuffer::init_with(
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device,
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wgpu::ShaderStages::COMPUTE,
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"global lights",
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3,
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BufferUsages::STORAGE,
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&[GlobalLight {
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direction: Vector3::new(-1.0, -2.3, 2.0).normalize(),
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}],
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);
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let texture = StorageTexture::init(
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device,
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wgpu::Extent3d {
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let desc = wgpu::TextureDescriptor {
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label: Some("compute output"),
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size: wgpu::Extent3d {
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width: config.width,
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height: config.height,
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depth_or_array_layers: 1,
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},
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"compute output",
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wgpu::ShaderStages::COMPUTE | wgpu::ShaderStages::FRAGMENT,
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4,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8Unorm,
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usage: wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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};
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let texture = Texture::init(
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device,
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desc,
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wgpu::TextureViewDescriptor::default(),
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wgpu::SamplerDescriptor::default(),
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);
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let render_bind_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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@@ -73,10 +86,31 @@ impl Layout {
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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view.bind_group_layout_entry(),
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voxels.bind_group_layout_entry(),
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voxel_groups.bind_group_layout_entry(),
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global_lights.bind_group_layout_entry(),
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texture.bind_group_layout_entry(),
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chunks.bind_group_layout_entry(
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1,
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ShaderStages::COMPUTE,
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wgpu::BufferBindingType::Storage { read_only: true },
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),
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voxel_data.bind_group_layout_entry(
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2,
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ShaderStages::COMPUTE,
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wgpu::BufferBindingType::Storage { read_only: true },
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),
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global_lights.bind_group_layout_entry(
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3,
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ShaderStages::COMPUTE,
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wgpu::BufferBindingType::Storage { read_only: true },
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),
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wgpu::BindGroupLayoutEntry {
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binding: 4,
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visibility: ShaderStages::COMPUTE,
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ty: wgpu::BindingType::StorageTexture {
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access: wgpu::StorageTextureAccess::WriteOnly,
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format: texture.format(),
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view_dimension: wgpu::TextureViewDimension::D2,
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},
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count: None,
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},
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],
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label: Some("voxel compute"),
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});
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@@ -94,8 +128,8 @@ impl Layout {
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});
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Self {
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view,
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voxels,
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voxel_groups,
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voxel_data,
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chunks,
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global_lights,
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texture,
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render_bind_layout,
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@@ -110,16 +144,10 @@ impl Layout {
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &self.render_bind_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&self.texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&self.texture.sampler),
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},
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self.texture.view_bind_group_entry(0),
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self.texture.sampler_bind_group_entry(1),
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],
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label: Some("tile_bind_group"),
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label: Some("voxel render"),
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})
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}
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@@ -128,10 +156,10 @@ impl Layout {
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layout: &self.compute_bind_layout,
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entries: &[
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self.view.bind_group_entry(),
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self.voxels.bind_group_entry(),
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self.voxel_groups.bind_group_entry(),
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self.global_lights.bind_group_entry(),
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self.texture.bind_group_entry(),
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self.chunks.bind_group_entry(1),
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self.voxel_data.bind_group_entry(2),
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self.global_lights.bind_group_entry(3),
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self.texture.view_bind_group_entry(4),
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],
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label: Some("voxel compute"),
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})
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@@ -1,28 +1,25 @@
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mod chunk;
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mod color;
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mod grid;
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mod group;
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mod layout;
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mod light;
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mod view;
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use super::super::UpdateGridTransform;
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use crate::{
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client::{
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camera::Camera,
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render::{
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util::{ArrBufUpdate, StorageTexture},
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AddChunk, CreateVoxelGrid,
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},
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},
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common::component::chunk,
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use crate::client::{
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camera::Camera,
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render::{AddChunk, CreateVoxelGrid},
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};
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use bevy_ecs::entity::Entity;
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pub use color::*;
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use layout::Layout;
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use nalgebra::{Projective3, Transform3, Translation3, Vector2, Vector3};
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use std::{collections::HashMap, ops::Deref};
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use nalgebra::{Transform3, Translation3, Vector2};
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use std::{
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collections::HashMap,
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sync::{Arc, Mutex},
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};
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use wgpu::include_wgsl;
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use {group::VoxelGroup, view::View};
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use {chunk::Chunk, view::View};
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pub struct VoxelPipeline {
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layout: Layout,
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@@ -30,7 +27,7 @@ pub struct VoxelPipeline {
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compute_bind_group: wgpu::BindGroup,
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render_pipeline: wgpu::RenderPipeline,
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render_bind_group: wgpu::BindGroup,
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id_map: HashMap<Entity, (usize, VoxelGroup)>,
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id_map: HashMap<Entity, (usize, Chunk)>,
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}
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const RENDER_SHADER: wgpu::ShaderModuleDescriptor<'_> = include_wgsl!("shader/render.wgsl");
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@@ -82,7 +79,8 @@ impl VoxelPipeline {
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pub fn update_shader(&mut self, device: &wgpu::Device) {
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let Ok(shader) = std::fs::read_to_string(
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env!("CARGO_MANIFEST_DIR").to_owned() + "/src/client/render/voxel/ray_oct/shader/compute.wgsl",
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env!("CARGO_MANIFEST_DIR").to_owned()
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+ "/src/client/render/voxel/ray_oct/shader/compute.wgsl",
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) else {
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println!("Failed to reload shader!");
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return;
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@@ -110,49 +108,27 @@ impl VoxelPipeline {
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belt: &mut wgpu::util::StagingBelt,
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AddChunk { id, pos, tree, .. }: AddChunk,
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) {
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let offset = self.layout.voxels.len();
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let data = tree.raw();
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let updates = [ArrBufUpdate { offset, data }];
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let size = offset + data.len();
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let offset = self.layout.voxel_data.len() as u32;
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self.layout
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.voxels
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.update(device, encoder, belt, size, &updates);
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.voxel_data
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.add(device, encoder, belt, tree.raw());
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let proj = Projective3::identity()
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* Translation3::from((pos.deref() * chunk::SIDE_LENGTH as i32).cast())
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* Translation3::from(-chunk::DIMENSIONS.cast() / 2.0);
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let group = VoxelGroup {
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transform: proj,
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transform_inv: proj.inverse(),
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scale: chunk::SCALE,
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offset: offset as u32,
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};
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let updates = [ArrBufUpdate {
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offset: self.layout.voxel_groups.len(),
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data: &[group],
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}];
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let i = self.layout.voxel_groups.len();
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let size = i + 1;
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self.layout
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.voxel_groups
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.update(device, encoder, belt, size, &updates);
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let chunk = Chunk { offset };
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let i = self.layout.chunks.len();
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self.layout.chunks.add(device, encoder, belt, &[chunk]);
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self.id_map.insert(id, (i, group));
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self.id_map.insert(id, (i, chunk));
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self.compute_bind_group = self.layout.compute_bind_group(device);
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}
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pub fn resize(&mut self, device: &wgpu::Device, size: Vector2<u32>) {
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self.layout.texture = StorageTexture::init(
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self.layout.texture.resize(
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device,
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wgpu::Extent3d {
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width: size.x,
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height: size.y,
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depth_or_array_layers: 1,
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},
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"idk man im tired",
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wgpu::ShaderStages::COMPUTE | wgpu::ShaderStages::FRAGMENT,
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4,
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);
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self.compute_bind_group = self.layout.compute_bind_group(device);
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self.render_bind_group = self.layout.render_bind_group(device);
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@@ -166,21 +142,7 @@ impl VoxelPipeline {
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update: UpdateGridTransform,
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) {
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if let Some((i, group)) = self.id_map.get_mut(&update.id) {
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let offset = Vector3::from_element(-(2u32.pow(group.scale) as f32) / 2.0);
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let proj = Projective3::identity()
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* Translation3::from(update.pos)
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* update.orientation
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* Translation3::from(offset);
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group.transform = proj;
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group.transform_inv = proj.inverse();
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let updates = [ArrBufUpdate {
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offset: *i,
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data: &[*group],
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}];
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let size = self.layout.voxel_groups.len();
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self.layout
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.voxel_groups
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.update(device, encoder, belt, size, &updates);
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self.layout.chunks.set(device, encoder, belt, *i, &[*group]);
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}
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}
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@@ -189,7 +151,6 @@ impl VoxelPipeline {
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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: Vector2<u32>,
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camera: &Camera,
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) {
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let transform =
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@@ -197,6 +158,7 @@ impl VoxelPipeline {
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let data = View {
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zoom: camera.scale,
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transform,
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..Default::default()
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};
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self.layout.view.update(device, encoder, belt, data);
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}
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@@ -212,7 +174,7 @@ impl VoxelPipeline {
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pub fn compute(&self, pass: &mut wgpu::ComputePass) {
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pass.set_pipeline(&self.compute_pipeline);
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pass.set_bind_group(0, &self.compute_bind_group, &[]);
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let buf = &self.layout.texture.buf;
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let buf = &self.layout.texture.texture;
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let x = (buf.width() - 1) / Self::WORKGROUP_SIZE + 1;
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let y = (buf.height() - 1) / Self::WORKGROUP_SIZE + 1;
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pass.dispatch_workgroups(x, y, 1);
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@@ -1,9 +1,9 @@
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@group(0) @binding(0)
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var<uniform> view: View;
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@group(0) @binding(1)
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var<storage, read> voxels: array<u32>;
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var<storage, read> chunks: array<Chunk>;
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@group(0) @binding(2)
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var<storage, read> voxel_groups: array<VoxelGroup>;
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var<storage, read> voxel_data: array<u32>;
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@group(0) @binding(3)
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var<storage, read> global_lights: array<GlobalLight>;
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@group(0) @binding(4)
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@@ -16,12 +16,11 @@ struct GlobalLight {
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struct View {
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transform: mat4x4<f32>,
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zoom: f32,
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chunk_scale: u32,
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chunk_dist: u32,
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};
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struct VoxelGroup {
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transform: mat4x4<f32>,
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transform_inv: mat4x4<f32>,
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scale: u32,
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struct Chunk {
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offset: u32,
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};
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@@ -38,7 +37,8 @@ fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
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let pixel_pos = vec2<f32>(
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(vec2<f32>(cell.xy) / view_dim_f - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect)
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);
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let pos = view.transform * vec4<f32>(pixel_pos, 1.0, 1.0);
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let offset = vec3<f32>(f32(1u << (view.chunk_scale - 1)));
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let pos = view.transform * vec4<f32>(pixel_pos, 1.0, 1.0) + vec4<f32>(offset, 0.0);
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let dir = view.transform * vec4<f32>(normalize(vec3<f32>(pixel_pos, view.zoom)), 0.0);
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var color = trace_full(pos, dir);
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@@ -53,6 +53,7 @@ fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
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const LEAF_BIT = 1u << 31u;
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const LEAF_MASK = ~LEAF_BIT;
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const MAX_HITS = 10;
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const ZERO3F = vec3<f32>(0.0);
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const ZERO2F = vec2<f32>(0.0);
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@@ -62,126 +63,122 @@ const MAX_ITERS = 10000;
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// NOTE: CANNOT GO HIGHER THAN 23 due to how floating point
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// numbers are stored and the bit manipulation used
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const MAX_SCALE: u32 = 13;
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const AMBIENT: f32 = 0.2;
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const SPECULAR: f32 = 0.5;
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fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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let gi = 0;
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let group = voxel_groups[gi];
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if group.scale == 0 {
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if arrayLength(&voxel_data) == 1 {
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return vec4<f32>(0.0);
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}
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let dimensions = vec3<u32>(1u << group.scale);
|
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let gi = 0;
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let chunk = chunks[gi];
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let side_len = 1u << view.chunk_scale;
|
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let dimensions = vec3<u32>(side_len);
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let dim_f = vec3<f32>(dimensions);
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let dim_i = vec3<i32>(dimensions);
|
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|
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// transform so that group is at 0,0
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let pos_start = (group.transform_inv * pos_view).xyz;
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var dir = (group.transform_inv * dir_view).xyz;
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if dir.x == 0 {dir.x = EPSILON;}
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if dir.y == 0 {dir.y = EPSILON;}
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if dir.z == 0 {dir.z = EPSILON;}
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let pos_start = pos_view.xyz;
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var dir = dir_view.xyz;
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if dir.x == 0 { dir.x = EPSILON; }
|
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if dir.y == 0 { dir.y = EPSILON; }
|
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if dir.z == 0 { dir.z = EPSILON; }
|
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|
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let dir_if = sign(dir);
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let dir_uf = max(dir_if, vec3<f32>(0.0));
|
||||
|
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// find where ray intersects with group
|
||||
// closest (min) and furthest (max) corners of cube relative to direction
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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
|
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let t_min = (pos_min - pos_start) / dir;
|
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let t_max = (pos_max - pos_start) / dir;
|
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// 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,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user