clean up and change generation to use exp2

This commit is contained in:
2024-09-15 16:39:54 -04:00
parent 3d0267f775
commit 1b433c1da7
11 changed files with 93 additions and 371 deletions

View File

@@ -13,8 +13,8 @@ impl DepthTexture {
label: &str, label: &str,
) -> Self { ) -> Self {
let size = wgpu::Extent3d { let size = wgpu::Extent3d {
width: config.width, width: config.width + 1,
height: config.height, height: config.height + 1,
depth_or_array_layers: 1, depth_or_array_layers: 1,
}; };
let desc = wgpu::TextureDescriptor { let desc = wgpu::TextureDescriptor {
@@ -88,7 +88,7 @@ impl StorageTexture {
address_mode_w: wgpu::AddressMode::ClampToEdge, address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear, mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear, min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest, mipmap_filter: wgpu::FilterMode::Linear,
compare: None, compare: None,
lod_min_clamp: 0.0, lod_min_clamp: 0.0,
lod_max_clamp: 100.0, lod_max_clamp: 100.0,

View File

@@ -1,262 +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>,
width: u32,
height: u32,
zoom: f32,
};
struct VoxelGroup {
transform: mat4x4<f32>,
transform_inv: mat4x4<f32>,
dimensions: vec3<u32>,
offset: u32,
};
@compute
@workgroup_size(8, 8, 1)
fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
// get position of the pixel; eye at origin, pixel on plane z = 1
if cell.x >= view.width || cell.y >= view.height {
return;
}
let win_dim = vec2<f32>(f32(view.width), f32(view.height));
let aspect = win_dim.y / win_dim.x;
let pixel_pos = vec3<f32>(
(vec2<f32>(cell.xy) / win_dim - 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 ZERO3F = vec3<f32>(0.0);
const ZERO2F = vec2<f32>(0.0);
const DEPTH = 16u;
const FULL_ALPHA = 0.999;
fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
let gi = 0;
let group = voxel_groups[gi];
if group.dimensions.x == 0 {
return vec4<f32>(0.0);
}
let dim_f = vec3<f32>(group.dimensions);
let dim_i = vec3<i32>(group.dimensions);
// transform so that group is at 0,0
let pos_start = (group.transform_inv * pos_view).xyz;
let dir = (group.transform_inv * dir_view).xyz;
let dir_if = sign(dir);
// 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 next_normal = vec3<f32>(0.0, 0.0, 0.0);
// find where ray intersects with group
let plane_point = (vec3<f32>(1.0) - dir_if) / 2.0 * dim_f;
var pos = pos_start;
var t = 0.0;
if outside3f(pos, ZERO3F, dim_f) {
// time of intersection; x = td + p, solve for t
let t_i = (plane_point - pos) / dir;
// points of intersection
let px = pos + t_i.x * dir;
let py = pos + t_i.y * dir;
let pz = pos + t_i.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_i > ZERO3F);
if !any(hit) {
return vec4<f32>(0.0);
}
pos = select(select(pz, py, hit.y), px, hit.x);
t = select(select(t_i.z, t_i.y, hit.y), t_i.x, hit.x);
next_normal = select(select(normals[2], normals[1], hit.y), normals[0], hit.x);
}
// voxel position relative to low_corner
var vox_pos = clamp(vec3<i32>(pos), vec3<i32>(0), dim_i - vec3<i32>(1));
let dir_i = vec3<i32>(dir_if);
let dir_u = ((dir_i + vec3<i32>(1)) / 2);
let dir_bits = u32(dir_u.x * 4 + dir_u.y * 2 + dir_u.z);
// time to move 1 unit using dir
let inc_t = abs(1.0 / dir);
var side_len = 256;
// "unsigned" minimum cube coords of current tree
var low_corner = vec3<i32>(0);
// time of next 1 unit plane hit in each direction
var color = vec4<f32>(0.0);
var data_start = 1u;
var i = 0u;
var parents = array<u32, 8>();
var scale = 0;
for (var safety = 0; safety < 1000; safety += 1) {
let node = voxels[group.offset + i];
if node >= LEAF_BIT {
// leaf
let leaf = node & LEAF_MASK;
if leaf != 0 {
let vcolor = get_color(leaf);
let diffuse = max(dot(global_lights[0].dir, next_normal) + 0.1, 0.0);
let ambient = 0.2;
let lighting = max(diffuse, ambient);
let new_color = min(vcolor.xyz * lighting, vec3<f32>(1.0));
color += vec4<f32>(new_color.xyz * vcolor.a, vcolor.a) * (1.0 - color.a);
if color.a > .999 {
// return vec4<f32>(f32(safety) / 1000.0, 0.0, 0.0, 1.0);
return color;
}
}
// move to next face of cube
let half_len = f32(side_len) / 2.0;
let corner = vec3<f32>(low_corner) + vec3<f32>(half_len) + dir_if * half_len;
let next_t = inc_t * abs(corner - pos_start);
let axis = select(select(2, 1, next_t.y < next_t.z), 0, next_t.x < next_t.y && next_t.x < next_t.z);
t = next_t[axis];
next_normal = normals[axis];
pos = pos_start + t * dir;
vox_pos = vec3<i32>(pos) - low_corner;
vox_pos = clamp(vox_pos, vec3<i32>(0), side_len - vec3<i32>(1));
vox_pos[axis] += dir_i[axis];
} else if inside3i(vox_pos, vec3<i32>(0), vec3<i32>(side_len - 1)) {
// node
parents[scale] = (data_start << 3) + (data_start - i - 1);
scale += 1;
let children_pos = data_start + node;
side_len /= 2;
let vcorner = vox_pos / side_len;
let child_pos = u32(vcorner.x * 4 + vcorner.y * 2 + vcorner.z);
i = children_pos + child_pos;
data_start = children_pos + 8;
vox_pos -= vcorner * side_len;
low_corner += vec3<i32>(dir_to_vec(child_pos)) * i32(side_len);
continue;
}
// exit if highest node
if scale == 0 {
// return vec4<f32>(f32(safety) / 1000.0, 0.0, 0.0, 1.0);
return color;
}
// get parent info and reset "pointers" to parent
scale -= 1;
let parent_info = parents[scale];
let loc = 8 - (data_start - i);
data_start = parent_info >> 3;
i = data_start - ((parent_info & 7) + 1);
// adjust corner back to parent
let low_corner_adj = vec3<i32>(dir_to_vec(loc)) * i32(side_len);
low_corner -= low_corner_adj;
// update vox pos to be relative to parent
vox_pos += low_corner_adj;
side_len *= 2;
}
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
}
const LEAF_BIT = 1u << 31u;
const LEAF_MASK = ~LEAF_BIT;
// there's no way this is efficient, mod is faster for all I know
fn dir_to_vec(bits: u32) -> vec3<u32> {
return vec3<u32>(extractBits(bits, 2u, 1u), extractBits(bits, 1u, 1u), extractBits(bits, 0u, 1u));
}
fn get_voxel(offset: u32, pos_: vec3<u32>) -> u32 {
var data_start = 1u;
var i = 0u;
var pos = pos_;
var side_len: u32 = 256;
var safety = 0;
while voxels[offset + i] < LEAF_BIT {
let node_pos = data_start + voxels[offset + i];
side_len /= 2u;
let corner = pos / side_len;
pos -= corner * side_len;
let j = corner.x * 4 + corner.y * 2 + corner.z;
i = node_pos + j;
data_start = node_pos + 8;
if safety == 10 {
return 10u;
}
safety += 1;
}
return voxels[offset + i] & LEAF_MASK;
}
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>(0.8, 0.2, 0.2, 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);
}

View File

@@ -5,7 +5,7 @@ use nalgebra::{Projective3, Vector3};
pub struct VoxelGroup { pub struct VoxelGroup {
pub transform: Projective3<f32>, pub transform: Projective3<f32>,
pub transform_inv: Projective3<f32>, pub transform_inv: Projective3<f32>,
pub dimensions: Vector3<u32>, pub scale: u32,
pub offset: u32, pub offset: u32,
} }

View File

@@ -31,7 +31,7 @@ impl Layout {
"global lights", "global lights",
3, 3,
&[GlobalLight { &[GlobalLight {
direction: Vector3::new(-1.0, -2.0, 2.0).normalize(), direction: Vector3::new(-1.0, -2.3, 2.0).normalize(),
}], }],
); );
let texture = StorageTexture::init( let texture = StorageTexture::init(
@@ -48,10 +48,9 @@ impl Layout {
let render_bind_layout = let render_bind_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[ entries: &[
view.bind_group_layout_entry(),
wgpu::BindGroupLayoutEntry { wgpu::BindGroupLayoutEntry {
binding: 1, binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT, visibility: wgpu::ShaderStages::FRAGMENT | wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Texture { ty: wgpu::BindingType::Texture {
multisampled: false, multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2, view_dimension: wgpu::TextureViewDimension::D2,
@@ -60,7 +59,7 @@ impl Layout {
count: None, count: None,
}, },
wgpu::BindGroupLayoutEntry { wgpu::BindGroupLayoutEntry {
binding: 2, binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT, visibility: wgpu::ShaderStages::FRAGMENT,
// This should match the filterable field of the // This should match the filterable field of the
// corresponding Texture entry above. // corresponding Texture entry above.
@@ -106,23 +105,24 @@ impl Layout {
format: config.format, format: config.format,
} }
} }
pub fn render_bind_group(&self, device: &wgpu::Device) -> wgpu::BindGroup { pub fn render_bind_group(&self, device: &wgpu::Device) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor { device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.render_bind_layout, layout: &self.render_bind_layout,
entries: &[ entries: &[
self.view.bind_group_entry(),
wgpu::BindGroupEntry { wgpu::BindGroupEntry {
binding: 1, binding: 0,
resource: wgpu::BindingResource::TextureView(&self.texture.view), resource: wgpu::BindingResource::TextureView(&self.texture.view),
}, },
wgpu::BindGroupEntry { wgpu::BindGroupEntry {
binding: 2, binding: 1,
resource: wgpu::BindingResource::Sampler(&self.texture.sampler), resource: wgpu::BindingResource::Sampler(&self.texture.sampler),
}, },
], ],
label: Some("tile_bind_group"), label: Some("tile_bind_group"),
}) })
} }
pub fn compute_bind_group(&self, device: &wgpu::Device) -> wgpu::BindGroup { pub fn compute_bind_group(&self, device: &wgpu::Device) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor { device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.compute_bind_layout, layout: &self.compute_bind_layout,
@@ -136,6 +136,7 @@ impl Layout {
label: Some("voxel compute"), label: Some("voxel compute"),
}) })
} }
pub fn render_pipeline( pub fn render_pipeline(
&self, &self,
device: &wgpu::Device, device: &wgpu::Device,
@@ -179,6 +180,7 @@ impl Layout {
cache: None, cache: None,
}) })
} }
pub fn compute_pipeline( pub fn compute_pipeline(
&self, &self,
device: &wgpu::Device, device: &wgpu::Device,

View File

@@ -19,7 +19,7 @@ use crate::{
use bevy_ecs::entity::Entity; use bevy_ecs::entity::Entity;
pub use color::*; pub use color::*;
use layout::Layout; use layout::Layout;
use nalgebra::{Projective3, Transform3, Translation3, Vector2}; use nalgebra::{Projective3, Transform3, Translation3, Vector2, Vector3};
use std::{collections::HashMap, ops::Deref}; use std::{collections::HashMap, ops::Deref};
use wgpu::include_wgsl; use wgpu::include_wgsl;
use {group::VoxelGroup, view::View}; use {group::VoxelGroup, view::View};
@@ -33,8 +33,8 @@ pub struct VoxelPipeline {
id_map: HashMap<Entity, (usize, VoxelGroup)>, id_map: HashMap<Entity, (usize, VoxelGroup)>,
} }
const RENDER_SHADER: wgpu::ShaderModuleDescriptor<'_> = include_wgsl!("render.wgsl"); const RENDER_SHADER: wgpu::ShaderModuleDescriptor<'_> = include_wgsl!("shader/render.wgsl");
const COMPUTE_SHADER: wgpu::ShaderModuleDescriptor<'_> = include_wgsl!("compute.wgsl"); const COMPUTE_SHADER: wgpu::ShaderModuleDescriptor<'_> = include_wgsl!("shader/compute.wgsl");
impl VoxelPipeline { impl VoxelPipeline {
pub fn new(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> Self { pub fn new(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> Self {
@@ -82,7 +82,7 @@ impl VoxelPipeline {
pub fn update_shader(&mut self, device: &wgpu::Device) { pub fn update_shader(&mut self, device: &wgpu::Device) {
let Ok(shader) = std::fs::read_to_string( let Ok(shader) = std::fs::read_to_string(
env!("CARGO_MANIFEST_DIR").to_owned() + "/src/client/render/voxel/ray_oct/compute.wgsl", env!("CARGO_MANIFEST_DIR").to_owned() + "/src/client/render/voxel/ray_oct/shader/compute.wgsl",
) else { ) else {
println!("Failed to reload shader!"); println!("Failed to reload shader!");
return; return;
@@ -125,7 +125,7 @@ impl VoxelPipeline {
let group = VoxelGroup { let group = VoxelGroup {
transform: proj, transform: proj,
transform_inv: proj.inverse(), transform_inv: proj.inverse(),
dimensions: chunk::DIMENSIONS.cast(), scale: chunk::SCALE,
offset: offset as u32, offset: offset as u32,
}; };
let updates = [ArrBufUpdate { let updates = [ArrBufUpdate {
@@ -166,10 +166,11 @@ impl VoxelPipeline {
update: UpdateGridTransform, update: UpdateGridTransform,
) { ) {
if let Some((i, group)) = self.id_map.get_mut(&update.id) { 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() let proj = Projective3::identity()
* Translation3::from(update.pos) * Translation3::from(update.pos)
* update.orientation * update.orientation
* Translation3::from(-group.dimensions.cast() / 2.0); * Translation3::from(offset);
group.transform = proj; group.transform = proj;
group.transform_inv = proj.inverse(); group.transform_inv = proj.inverse();
let updates = [ArrBufUpdate { let updates = [ArrBufUpdate {
@@ -194,8 +195,6 @@ impl VoxelPipeline {
let transform = let transform =
Transform3::identity() * Translation3::from(camera.pos) * camera.orientation; Transform3::identity() * Translation3::from(camera.pos) * camera.orientation;
let data = View { let data = View {
width: size.x,
height: size.y,
zoom: camera.scale, zoom: camera.scale,
transform, transform,
}; };

View File

@@ -1,46 +0,0 @@
// Vertex shader
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
};
struct View {
transform: mat4x4<f32>,
width: u32,
height: u32,
zoom: f32,
};
@group(0) @binding(0)
var<uniform> view: View;
@group(0) @binding(1)
var t_diffuse: texture_2d<f32>;
@group(0) @binding(2)
var s_diffuse: sampler;
@vertex
fn vs_main(
@builtin(vertex_index) vi: u32,
@builtin(instance_index) ii: u32,
) -> VertexOutput {
var out: VertexOutput;
var pos = vec2<f32>(
f32(vi % 2u) * 2.0 - 1.0,
f32(vi / 2u) * 2.0 - 1.0,
);
out.clip_position = vec4<f32>(pos.x, pos.y, 0.0, 1.0);
return out;
}
// Fragment shader
@fragment
fn fs_main(
in: VertexOutput,
) -> @location(0) vec4<f32> {
let win_dim = vec2<f32>(f32(view.width), f32(view.height));
var pos = in.clip_position.xy / win_dim;
return textureSample(t_diffuse, s_diffuse, pos);
}

View File

@@ -15,29 +15,28 @@ struct GlobalLight {
struct View { struct View {
transform: mat4x4<f32>, transform: mat4x4<f32>,
width: u32,
height: u32,
zoom: f32, zoom: f32,
}; };
struct VoxelGroup { struct VoxelGroup {
transform: mat4x4<f32>, transform: mat4x4<f32>,
transform_inv: mat4x4<f32>, transform_inv: mat4x4<f32>,
dimensions: vec3<u32>, scale: u32,
offset: u32, offset: u32,
}; };
@compute @compute
@workgroup_size(8, 8, 1) @workgroup_size(8, 8, 1)
fn main(@builtin(global_invocation_id) cell: vec3<u32>) { 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 // get position of the pixel; eye at origin, pixel on plane z = 1
if cell.x >= view.width || cell.y >= view.height { if cell.x >= view_dim.x || cell.y >= view_dim.y {
return; return;
} }
let win_dim = vec2<f32>(f32(view.width), f32(view.height)); let view_dim_f = vec2<f32>(view_dim);
let aspect = win_dim.y / win_dim.x; let aspect = view_dim_f.y / view_dim_f.x;
let pixel_pos = vec3<f32>( let pixel_pos = vec3<f32>(
(vec2<f32>(cell.xy) / win_dim - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect), (vec2<f32>(cell.xy) / view_dim_f - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect),
view.zoom view.zoom
); );
let pos = view.transform * vec4<f32>(pixel_pos, 1.0); let pos = view.transform * vec4<f32>(pixel_pos, 1.0);
@@ -58,18 +57,17 @@ const ZERO2F = vec2<f32>(0.0);
const FULL_ALPHA = 0.999; const FULL_ALPHA = 0.999;
const EPSILON = 0.00000000001; const EPSILON = 0.00000000001;
const MAX_ITERS = 1000; const MAX_ITERS = 1000;
const MAX_SCALE: u32 = 10;
const MAX_DEPTH: u32 = 10;
const MAX_LENGTH: u32 = (1u << MAX_DEPTH);
fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> { fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
let gi = 0; let gi = 0;
let group = voxel_groups[gi]; let group = voxel_groups[gi];
if group.dimensions.x == 0 { if group.scale == 0 {
return vec4<f32>(0.0); return vec4<f32>(0.0);
} }
let dim_f = vec3<f32>(group.dimensions); let dimensions = vec3<u32>(1u << group.scale);
let dim_i = vec3<i32>(group.dimensions); let dim_f = vec3<f32>(dimensions);
let dim_i = vec3<i32>(dimensions);
// transform so that group is at 0,0 // transform so that group is at 0,0
let pos_start = (group.transform_inv * pos_view).xyz; let pos_start = (group.transform_inv * pos_view).xyz;
@@ -127,11 +125,11 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
let inv_dir_bits = 7 - dir_bits; let inv_dir_bits = 7 - dir_bits;
var node_start = 1u; var node_start = 1u;
var scale = MAX_DEPTH - 1; var scale = group.scale - 1;
var half_t_span = f32(1u << scale) * inc_t; var half_t_span = f32(1u << scale) * inc_t;
var t_center = t_min + half_t_span; var t_center = t_min + half_t_span;
var color = vec4<f32>(0.0); var color = vec4<f32>(0.0);
var parents = array<u32, MAX_DEPTH>(); var parents = array<u32, MAX_SCALE>();
var child = (u32(t > t_center.x) << 2) + (u32(t > t_center.y) << 1) + u32(t > t_center.z); var child = (u32(t > t_center.x) << 2) + (u32(t > t_center.y) << 1) + u32(t > t_center.z);
var child_pos = dir_to_vec(child); var child_pos = dir_to_vec(child);
@@ -145,8 +143,8 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
iters += 1; iters += 1;
let node = voxels[group.offset + node_start + (child ^ inv_dir_bits)]; let node = voxels[group.offset + node_start + (child ^ inv_dir_bits)];
if node >= LEAF_BIT { if node >= LEAF_BIT {
if node != LEAF_BIT {
let vcolor = get_color(node & LEAF_MASK); let vcolor = get_color(node & LEAF_MASK);
if vcolor.a > 0.0 {
let diffuse = max(dot(global_lights[0].dir, normals[axis]) + 0.1, 0.0); let diffuse = max(dot(global_lights[0].dir, normals[axis]) + 0.1, 0.0);
let ambient = 0.2; let ambient = 0.2;
let lighting = max(diffuse, ambient); let lighting = max(diffuse, ambient);
@@ -164,11 +162,10 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
// check if need to pop stack // check if need to pop stack
if (child & move_dir) > 0 { if (child & move_dir) > 0 {
// calculate new scale; first differing bit after adding // calculate new scale; first differing bit after adding
let new_pos = vox_pos[axis] + (1u << scale); let axis_pos = vox_pos[axis];
if new_pos == MAX_LENGTH { break; } let differing = axis_pos ^ (axis_pos + (1u << scale));
let differing = vox_pos[axis] ^ new_pos;
vox_pos[axis] = new_pos;
scale = firstLeadingBit(differing); scale = firstLeadingBit(differing);
if scale == group.scale { break; }
// restore & recalculate parent // restore & recalculate parent
let parent_info = parents[scale]; let parent_info = parents[scale];
@@ -194,7 +191,7 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
child_pos = vec3<u32>(vec3<f32>(t) > t_center); child_pos = vec3<u32>(vec3<f32>(t) > t_center);
child = (child_pos.x << 2) + (child_pos.y << 1) + child_pos.z; child = (child_pos.x << 2) + (child_pos.y << 1) + child_pos.z;
vox_pos += child_pos * (1u << scale); vox_pos += child_pos * (1u << scale);
node_start = node_start + 8 + node; node_start += 8 + node;
} }
} }
// return vec4<f32>(f32(iters) / f32(MAX_ITERS), 0.0, 0.0, 1.0); // return vec4<f32>(f32(iters) / f32(MAX_ITERS), 0.0, 0.0, 1.0);

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@@ -0,0 +1,38 @@
// Vertex shader
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_pos: vec2<f32>,
};
@group(0) @binding(0)
var tex: texture_2d<f32>;
@group(0) @binding(1)
var sample: sampler;
@vertex
fn vs_main(
@builtin(vertex_index) vi: u32,
@builtin(instance_index) ii: u32,
) -> VertexOutput {
var out: VertexOutput;
let pos = vec2<f32>(
f32(vi % 2u),
f32(vi / 2u),
);
out.clip_position = vec4<f32>(pos * 2.0 - 1.0, 0.0, 1.0);
out.tex_pos = pos;
out.tex_pos.y = 1.0 - out.tex_pos.y;
return out;
}
// Fragment shader
@fragment
fn fs_main(
in: VertexOutput,
) -> @location(0) vec4<f32> {
return textureSample(tex, sample, in.tex_pos);
}

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@@ -4,8 +4,6 @@ use nalgebra::Transform3;
#[derive(Clone, Copy, PartialEq, bytemuck::Zeroable)] #[derive(Clone, Copy, PartialEq, bytemuck::Zeroable)]
pub struct View { pub struct View {
pub transform: Transform3<f32>, pub transform: Transform3<f32>,
pub width: u32,
pub height: u32,
pub zoom: f32, pub zoom: f32,
} }
@@ -14,8 +12,6 @@ unsafe impl bytemuck::Pod for View {}
impl Default for View { impl Default for View {
fn default() -> Self { fn default() -> Self {
Self { Self {
width: 1,
height: 1,
zoom: 1.0, zoom: 1.0,
transform: Transform3::identity(), transform: Transform3::identity(),
} }

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@@ -8,8 +8,8 @@ use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{bundle::Bundle, component::Component, entity::Entity, system::Resource}; use bevy_ecs::{bundle::Bundle, component::Component, entity::Entity, system::Resource};
use nalgebra::Vector3; use nalgebra::Vector3;
pub const SIDE_POW: u32 = 10; pub const SCALE: u32 = 8;
pub const SIDE_LENGTH: usize = 2usize.pow(SIDE_POW); pub const SIDE_LENGTH: usize = 2usize.pow(SCALE);
pub const SHAPE: (usize, usize, usize) = (SIDE_LENGTH, SIDE_LENGTH, SIDE_LENGTH); 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); pub const DIMENSIONS: Vector3<usize> = Vector3::new(SIDE_LENGTH, SIDE_LENGTH, SIDE_LENGTH);
pub const LEN: usize = SHAPE.0 * SHAPE.1 * SHAPE.2; pub const LEN: usize = SHAPE.0 * SHAPE.1 * SHAPE.2;
@@ -26,7 +26,7 @@ impl ChunkData {
} }
pub fn empty() -> Self { pub fn empty() -> Self {
Self { Self {
data: OctTree::from_leaf(0, SIDE_POW), data: OctTree::from_leaf(0, SCALE),
} }
} }
} }

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@@ -160,7 +160,7 @@ fn generate(pos: ChunkPos) -> Array3<u32> {
return Array3::from_elem(shape, 0); return Array3::from_elem(shape, 0);
} }
let posf: Vector3<f32> = (pos.cast() * chunk::SIDE_LENGTH as f32) - Vector3::from_element(1.0); let posf: Vector3<f32> = (pos.cast() * chunk::SIDE_LENGTH as f32) - Vector3::from_element(1.0);
let (noise, ..) = NoiseBuilder::gradient_2d_offset( let (noise, min, max) = NoiseBuilder::gradient_2d_offset(
posf.x, posf.x,
chunk::SIDE_LENGTH + 2, chunk::SIDE_LENGTH + 2,
posf.z, posf.z,
@@ -170,7 +170,7 @@ fn generate(pos: ChunkPos) -> Array3<u32> {
.with_freq(0.005) .with_freq(0.005)
.generate(); .generate();
Array3::from_shape_fn(shape, |(x, y, z)| { Array3::from_shape_fn(shape, |(x, y, z)| {
generate_at(Vector3::new(x, y, z), posf, &noise) generate_at(Vector3::new(x, y, z), posf, &noise, min, max)
}) })
} }
@@ -179,31 +179,29 @@ fn generate_tree(pos: ChunkPos) -> OctTree {
return OctTree::from_leaf(0, 8); return OctTree::from_leaf(0, 8);
} }
let posf: Vector3<f32> = pos.cast() * chunk::SIDE_LENGTH as f32; let posf: Vector3<f32> = pos.cast() * chunk::SIDE_LENGTH as f32;
let (noise, ..) = let (noise, min, max) =
NoiseBuilder::gradient_2d_offset(posf.x, chunk::SIDE_LENGTH, posf.z, chunk::SIDE_LENGTH) NoiseBuilder::gradient_2d_offset(posf.x, chunk::SIDE_LENGTH, posf.z, chunk::SIDE_LENGTH)
.with_seed(0) .with_seed(0)
.with_freq(0.01 / (chunk::SIDE_POW as f32)) .with_freq(1.0 / (chunk::SIDE_LENGTH as f32))
.generate(); .generate();
OctTree::from_fn_rec(&mut |p| generate_at(p, posf, &noise), chunk::SIDE_POW) OctTree::from_fn_rec(&mut |p| generate_at(p, posf, &noise, min, max), chunk::SCALE)
} }
fn generate_at(p: Vector3<usize>, posf: Vector3<f32>, noise: &[f32]) -> u32 { fn generate_at(p: Vector3<usize>, posf: Vector3<f32>, noise: &[f32], min: f32, max: f32) -> u32 {
// 0 air 1 stone 2 "sand" 3 water // 0 air 1 stone 2 "sand" 3 water
let y = p.y as f32 + posf.y; let y = p.y as f32 + posf.y;
let [a, b, c] = [0.20, 0.35, 0.5].map(|f| chunk::SIDE_LENGTH as f32 * f); let [a, b, c] = [0.18, 0.35, 0.5].map(|f| chunk::SIDE_LENGTH as f32 * f);
let n = (noise[p.x + p.z * chunk::SIDE_LENGTH] + 0.022) * (1.0 / 0.044) * c; let n = ((noise[p.x + p.z * chunk::SIDE_LENGTH] - min) / (max - min) * 2.0).exp2() * c * 0.25;
if y < n.max(a) { if y < n {
if y < a { if y < a {
if y > n {
3
} else {
1 1
}
} else if y < b { } else if y < b {
2 2
} else { } else {
1 1
} }
} else if y < a {
3
} else { } else {
0 0
} }