added shader hot reloading, compute shader now uses some of paper technique
This commit is contained in:
@@ -123,5 +123,12 @@ impl Client<'_> {
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})),
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}));
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}
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if input.just_pressed(Key::KeyR) {
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self.renderer.update_shader();
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}
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if input.just_pressed(Key::KeyT) {
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self.renderer.reset_shader();
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}
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}
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}
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@@ -94,6 +94,14 @@ impl<'a> Renderer<'a> {
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}
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}
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pub fn reset_shader(&mut self) {
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self.voxel_pipeline.reset_shader(&self.device);
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}
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pub fn update_shader(&mut self) {
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self.voxel_pipeline.update_shader(&self.device);
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}
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fn create_encoder(device: &wgpu::Device) -> wgpu::CommandEncoder {
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device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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@@ -37,14 +37,13 @@ fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
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let win_dim = vec2<f32>(f32(view.width), f32(view.height));
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let aspect = win_dim.y / win_dim.x;
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let pixel_pos = vec3<f32>(
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(vec2<f32>(cell.xy) / win_dim - vec2<f32>(0.5)) * vec2<f32>(2.0, 2.0 * aspect),
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(vec2<f32>(cell.xy) / win_dim - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect),
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view.zoom
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);
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let pos = view.transform * vec4<f32>(pixel_pos, 1.0);
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let dir = view.transform * vec4<f32>(normalize(pixel_pos), 0.0);
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var color = trace_full(pos, dir);
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// var color = vec4<f32>(0.0);
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let light_mult = clamp((-dot(dir.xyz, global_lights[0].dir) - 0.99) * 200.0, 0.0, 1.0);
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let sun_color = light_mult * vec3<f32>(1.0, 1.0, 1.0);
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let sky_bg = vec3<f32>(0.3, 0.6, 1.0);
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@@ -56,8 +55,8 @@ fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
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const ZERO3F = vec3<f32>(0.0);
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const ZERO2F = vec2<f32>(0.0);
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const DEPTH = 16u;
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const FULL_ALPHA = 0.999;
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const EPSILON = 0.00000000001;
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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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@@ -70,9 +69,13 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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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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let dir = (group.transform_inv * dir_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 dir_if = sign(dir);
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let dir_uf = max(dir_if, vec3<f32>(0.0));
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@@ -85,119 +88,95 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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var next_normal = vec3<f32>(0.0, 0.0, 0.0);
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// find where ray intersects with group
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let plane_point = (vec3<f32>(1.0) - dir_if) / 2.0 * dim_f;
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let pos_min = (vec3<f32>(1.0) - dir_uf) * dim_f;
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let pos_max = dir_uf * dim_f;
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var pos = pos_start;
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// time of intersection; x = td + p, solve for t
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let t_min = (pos_min - pos) / dir;
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let t_max = (pos_max - pos) / dir;
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var t = 0.0;
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if outside3f(pos, ZERO3F, dim_f) {
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// time of intersection; x = td + p, solve for t
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let t_i = (plane_point - pos) / dir;
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// points of intersection
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let px = pos + t_i.x * dir;
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let py = pos + t_i.y * dir;
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let pz = pos + t_i.z * dir;
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let px = pos + t_min.x * dir;
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let py = pos + t_min.y * dir;
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let pz = pos + t_min.z * dir;
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// check if point is in bounds
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let hit = vec3<bool>(
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inside2f(px.yz, ZERO2F, dim_f.yz),
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inside2f(py.xz, ZERO2F, dim_f.xz),
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inside2f(pz.xy, ZERO2F, dim_f.xy),
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) && (t_i > ZERO3F);
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) && (t_min > ZERO3F);
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if !any(hit) {
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return vec4<f32>(0.0);
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}
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pos = select(select(pz, py, hit.y), px, hit.x);
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t = select(select(t_i.z, t_i.y, hit.y), t_i.x, hit.x);
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t = select(select(t_min.z, t_min.y, hit.y), t_min.x, hit.x);
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next_normal = select(select(normals[2], normals[1], hit.y), normals[0], hit.x);
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}
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// voxel position relative to low_corner
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var vox_pos = clamp(vec3<i32>(pos), vec3<i32>(0), dim_i - vec3<i32>(1));
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let inc_t = abs(1.0 / dir);
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let dir_i = vec3<i32>(dir_if);
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let dir_u = ((dir_i + vec3<i32>(1)) / 2);
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let dir_bits = u32(dir_u.x * 4 + dir_u.y * 2 + dir_u.z);
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// time to move 1 unit using dir
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let inc_t = abs(1.0 / dir);
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var side_len = 256;
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// "unsigned" minimum cube coords of current tree
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var low_corner = vec3<i32>(0);
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// time of next 1 unit plane hit in each direction
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var color = vec4<f32>(0.0);
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var data_start = 1u;
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var i = 0u;
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var axis = 0;
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var parents = array<u32, 8>();
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let dir_u = vec3<u32>((dir_i + vec3<i32>(1)) / 2);
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let dir_bits = vec_to_dir(dir_u);
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let inv_dir_bits = 7 - dir_bits;
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var node_start = 1u;
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var t_center = (t_max + t_min) / 2.0;
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var half_t_span = f32(256 / 2) * inc_t;
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var scale = 0;
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var dir_idx = vec3<u32>(vec3<f32>(t) > t_center);
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var child = vec_to_dir(dir_idx);
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var parents = array<u32, 8>();
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var color = vec4<f32>(0.0);
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for (var safety = 0; safety < 1000; safety += 1) {
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let node = voxels[group.offset + i];
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let node = voxels[group.offset + node_start + (child ^ inv_dir_bits)];
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if node >= LEAF_BIT {
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// leaf
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let leaf = node & LEAF_MASK;
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if leaf != 0 {
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let vcolor = get_color(leaf);
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let vcolor = get_color(node & LEAF_MASK);
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if vcolor.a > 0.0 {
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let diffuse = max(dot(global_lights[0].dir, next_normal) + 0.1, 0.0);
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let ambient = 0.2;
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let lighting = max(diffuse, ambient);
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let new_color = min(vcolor.xyz * lighting, vec3<f32>(1.0));
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color += vec4<f32>(new_color.xyz * vcolor.a, vcolor.a) * (1.0 - color.a);
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if color.a > .999 {
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// return vec4<f32>(f32(safety) / 1000.0, 0.0, 0.0, 1.0);
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return color;
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}
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if color.a > FULL_ALPHA { return color; }
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}
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// move to next face of cube
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let half_len = f32(side_len) / 2.0;
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let corner = vec3<f32>(low_corner) + vec3<f32>(half_len) + dir_if * half_len;
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let next_t = inc_t * abs(corner - pos_start);
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axis = select(select(2, 1, next_t.y < next_t.z), 0, next_t.x < next_t.y && next_t.x < next_t.z);
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t = next_t[axis];
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next_normal = normals[axis];
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pos = pos_start + t * dir;
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let old = vox_pos[axis];
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vox_pos = vec3<i32>(pos) - low_corner;
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vox_pos = clamp(vox_pos, vec3<i32>(0), side_len - vec3<i32>(1));
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vox_pos[axis] += dir_i[axis];
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} else if inside3i(vox_pos, vec3<i32>(0), vec3<i32>(side_len - 1)) {
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// node
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parents[scale] = (data_start << 3) + (data_start - i - 1);
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let center_adj = t_center + half_t_span * vec3<f32>(dir_idx);
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t = min(min(center_adj.x, center_adj.y), center_adj.z);
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var move_dir = 0u;
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if t == center_adj.x { move_dir = 4u; next_normal = normals[0]; }
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if t == center_adj.y { move_dir = 2u; next_normal = normals[1]; }
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if t == center_adj.z { move_dir = 1u; next_normal = normals[2]; }
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if move_dir == 0 { return vec4<f32>(1.0); }
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while (child & move_dir) > 0 {
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if scale == 0 { return color; }
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scale -= 1;
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let parent_info = parents[scale];
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node_start = parent_info >> 3;
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child = parent_info & 7;
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dir_idx = dir_to_vec(child);
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t_center -= half_t_span * (vec3<f32>(dir_idx * 2) - 1.0);
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half_t_span *= 2.0;
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}
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child = child ^ move_dir;
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dir_idx = dir_to_vec(child);
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} else {
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parents[scale] = (node_start << 3) + child;
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scale += 1;
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let children_pos = data_start + node;
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side_len /= 2;
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let vcorner = vox_pos / side_len;
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let child_pos = u32(vcorner.x * 4 + vcorner.y * 2 + vcorner.z);
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i = children_pos + child_pos;
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data_start = children_pos + 8;
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half_t_span /= 2.0;
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t_center += half_t_span * (vec3<f32>(dir_idx * 2) - 1.0);
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dir_idx = vec3<u32>(vec3<f32>(t) > t_center);
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vox_pos -= vcorner * side_len;
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low_corner += vec3<i32>(dir_to_vec(child_pos)) * i32(side_len);
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continue;
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child = vec_to_dir(dir_idx);
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node_start = node_start + 8 + node;
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}
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// exit if highest node
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if scale == 0 {
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// return vec4<f32>(f32(safety) / 1000.0, 0.0, 0.0, 1.0);
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return color;
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}
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// get parent info and reset "pointers" to parent
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scale -= 1;
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let parent_info = parents[scale];
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let loc = 8 - (data_start - i);
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data_start = parent_info >> 3;
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i = data_start - ((parent_info & 7) + 1);
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// adjust corner back to parent
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let low_corner_adj = vec3<i32>(dir_to_vec(loc)) * i32(side_len);
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low_corner -= low_corner_adj;
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// update vox pos to be relative to parent
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vox_pos += low_corner_adj;
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side_len *= 2;
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}
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return vec4<f32>(1.0, 0.0, 1.0, 1.0);
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}
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@@ -205,31 +184,13 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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const LEAF_BIT = 1u << 31u;
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const LEAF_MASK = ~LEAF_BIT;
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// there's no way this is efficient, mod is faster for all I know
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// no clue if this is efficient, mod is faster for all I know
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fn dir_to_vec(bits: u32) -> vec3<u32> {
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return vec3<u32>(extractBits(bits, 2u, 1u), extractBits(bits, 1u, 1u), extractBits(bits, 0u, 1u));
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}
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fn get_voxel(offset: u32, pos_: vec3<u32>) -> u32 {
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var data_start = 1u;
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var i = 0u;
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var pos = pos_;
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var side_len: u32 = 256;
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var safety = 0;
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while voxels[offset + i] < LEAF_BIT {
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let node_pos = data_start + voxels[offset + i];
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side_len /= 2u;
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let corner = pos / side_len;
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pos -= corner * side_len;
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let j = corner.x * 4 + corner.y * 2 + corner.z;
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i = node_pos + j;
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data_start = node_pos + 8;
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if safety == 10 {
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return 10u;
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}
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safety += 1;
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}
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return voxels[offset + i] & LEAF_MASK;
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fn vec_to_dir(vec: vec3<u32>) -> u32 {
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return vec.x * 4 + vec.y * 2 + vec.z * 1;
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}
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fn get_color(id: u32) -> vec4<f32> {
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@@ -241,7 +202,7 @@ fn get_color(id: u32) -> vec4<f32> {
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return vec4<f32>(0.5, 0.5, 0.5, 1.0);
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}
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case 2u: {
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return vec4<f32>(0.8, 0.2, 0.2, 1.0);
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return vec4<f32>(0.5, 1.0, 0.5, 1.0);
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}
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case 3u: {
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return vec4<f32>(0.5, 0.5, 1.0, 0.5);
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262
src/client/render/voxel/ray_oct/compute_old.wgsl
Normal file
262
src/client/render/voxel/ray_oct/compute_old.wgsl
Normal file
@@ -0,0 +1,262 @@
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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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@group(0) @binding(2)
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var<storage, read> voxel_groups: array<VoxelGroup>;
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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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var output: texture_storage_2d<rgba8unorm, write>;
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struct GlobalLight {
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dir: vec3<f32>,
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};
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struct View {
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transform: mat4x4<f32>,
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width: u32,
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height: u32,
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zoom: f32,
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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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dimensions: vec3<u32>,
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offset: u32,
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};
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@compute
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@workgroup_size(8, 8, 1)
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fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
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// get position of the pixel; eye at origin, pixel on plane z = 1
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if cell.x >= view.width || cell.y >= view.height {
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return;
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}
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let win_dim = vec2<f32>(f32(view.width), f32(view.height));
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let aspect = win_dim.y / win_dim.x;
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let pixel_pos = vec3<f32>(
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(vec2<f32>(cell.xy) / win_dim - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect),
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view.zoom
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);
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let pos = view.transform * vec4<f32>(pixel_pos, 1.0);
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let dir = view.transform * vec4<f32>(normalize(pixel_pos), 0.0);
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var color = trace_full(pos, dir);
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let light_mult = clamp((-dot(dir.xyz, global_lights[0].dir) - 0.99) * 200.0, 0.0, 1.0);
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let sun_color = light_mult * vec3<f32>(1.0, 1.0, 1.0);
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let sky_bg = vec3<f32>(0.3, 0.6, 1.0);
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let sky_color = sun_color + sky_bg * (1.0 - light_mult);
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color += vec4<f32>(sky_color * (1.0 - color.a), 1.0 - color.a);
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color.a = 1.0;
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textureStore(output, cell.xy, color);
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}
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const ZERO3F = vec3<f32>(0.0);
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const ZERO2F = vec2<f32>(0.0);
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const DEPTH = 16u;
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const FULL_ALPHA = 0.999;
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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.dimensions.x == 0 {
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return vec4<f32>(0.0);
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}
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let dim_f = vec3<f32>(group.dimensions);
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let dim_i = vec3<i32>(group.dimensions);
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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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let dir = (group.transform_inv * dir_view).xyz;
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let dir_if = sign(dir);
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// calculate normals
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var normals = mat3x3<f32>(
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(group.transform * vec4<f32>(dir_if.x, 0.0, 0.0, 0.0)).xyz,
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(group.transform * vec4<f32>(0.0, dir_if.y, 0.0, 0.0)).xyz,
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(group.transform * vec4<f32>(0.0, 0.0, dir_if.z, 0.0)).xyz,
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);
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var next_normal = vec3<f32>(0.0, 0.0, 0.0);
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// find where ray intersects with group
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let plane_point = (vec3<f32>(1.0) - dir_if) / 2.0 * dim_f;
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var pos = pos_start;
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var t = 0.0;
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if outside3f(pos, ZERO3F, dim_f) {
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// time of intersection; x = td + p, solve for t
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let t_i = (plane_point - pos) / dir;
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// points of intersection
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let px = pos + t_i.x * dir;
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let py = pos + t_i.y * dir;
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let pz = pos + t_i.z * dir;
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// 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);
|
||||
}
|
||||
196
src/client/render/voxel/ray_oct/layout.rs
Normal file
196
src/client/render/voxel/ray_oct/layout.rs
Normal file
@@ -0,0 +1,196 @@
|
||||
use wgpu::TextureFormat;
|
||||
|
||||
use super::{group::VoxelGroup, light::GlobalLight, view::View};
|
||||
use crate::{
|
||||
client::render::util::{Storage, StorageTexture, Uniform},
|
||||
util::oct_tree::OctNode,
|
||||
};
|
||||
use nalgebra::Vector3;
|
||||
|
||||
pub struct Layout {
|
||||
pub texture: StorageTexture,
|
||||
pub view: Uniform<View>,
|
||||
pub voxel_groups: Storage<VoxelGroup>,
|
||||
pub voxels: Storage<OctNode>,
|
||||
pub global_lights: Storage<GlobalLight>,
|
||||
render_bind_layout: wgpu::BindGroupLayout,
|
||||
compute_bind_layout: wgpu::BindGroupLayout,
|
||||
render_pipeline_layout: wgpu::PipelineLayout,
|
||||
compute_pipeline_layout: wgpu::PipelineLayout,
|
||||
format: TextureFormat,
|
||||
}
|
||||
|
||||
impl Layout {
|
||||
pub fn init(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> Self {
|
||||
let view = Uniform::init(device, "view", 0);
|
||||
let voxels = Storage::init(device, wgpu::ShaderStages::COMPUTE, "voxels", 1);
|
||||
let voxel_groups = Storage::init(device, wgpu::ShaderStages::COMPUTE, "voxel groups", 2);
|
||||
let global_lights = Storage::init_with(
|
||||
device,
|
||||
wgpu::ShaderStages::COMPUTE,
|
||||
"global lights",
|
||||
3,
|
||||
&[GlobalLight {
|
||||
direction: Vector3::new(-0.5, -4.0, 2.0).normalize(),
|
||||
}],
|
||||
);
|
||||
let texture = StorageTexture::init(
|
||||
device,
|
||||
wgpu::Extent3d {
|
||||
width: config.width,
|
||||
height: config.height,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
"compute output",
|
||||
wgpu::ShaderStages::COMPUTE | wgpu::ShaderStages::FRAGMENT,
|
||||
4,
|
||||
);
|
||||
let render_bind_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
view.bind_group_layout_entry(),
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
multisampled: false,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 2,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
// This should match the filterable field of the
|
||||
// corresponding Texture entry above.
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: Some("voxel render"),
|
||||
});
|
||||
let compute_bind_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
view.bind_group_layout_entry(),
|
||||
voxels.bind_group_layout_entry(),
|
||||
voxel_groups.bind_group_layout_entry(),
|
||||
global_lights.bind_group_layout_entry(),
|
||||
texture.bind_group_layout_entry(),
|
||||
],
|
||||
label: Some("voxel compute"),
|
||||
});
|
||||
let render_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Tile Pipeline Layout"),
|
||||
bind_group_layouts: &[&render_bind_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
let compute_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("voxel compute"),
|
||||
bind_group_layouts: &[&compute_bind_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
Self {
|
||||
view,
|
||||
voxels,
|
||||
voxel_groups,
|
||||
global_lights,
|
||||
texture,
|
||||
render_bind_layout,
|
||||
compute_bind_layout,
|
||||
render_pipeline_layout,
|
||||
compute_pipeline_layout,
|
||||
format: config.format,
|
||||
}
|
||||
}
|
||||
pub fn render_bind_group(&self, device: &wgpu::Device) -> wgpu::BindGroup {
|
||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &self.render_bind_layout,
|
||||
entries: &[
|
||||
self.view.bind_group_entry(),
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::TextureView(&self.texture.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 2,
|
||||
resource: wgpu::BindingResource::Sampler(&self.texture.sampler),
|
||||
},
|
||||
],
|
||||
label: Some("tile_bind_group"),
|
||||
})
|
||||
}
|
||||
pub fn compute_bind_group(&self, device: &wgpu::Device) -> wgpu::BindGroup {
|
||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &self.compute_bind_layout,
|
||||
entries: &[
|
||||
self.view.bind_group_entry(),
|
||||
self.voxels.bind_group_entry(),
|
||||
self.voxel_groups.bind_group_entry(),
|
||||
self.global_lights.bind_group_entry(),
|
||||
self.texture.bind_group_entry(),
|
||||
],
|
||||
label: Some("voxel compute"),
|
||||
})
|
||||
}
|
||||
pub fn render_pipeline(
|
||||
&self,
|
||||
device: &wgpu::Device,
|
||||
shader: wgpu::ShaderModule,
|
||||
) -> wgpu::RenderPipeline {
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Voxel Pipeline"),
|
||||
layout: Some(&self.render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: self.format,
|
||||
blend: Some(wgpu::BlendState::REPLACE),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleStrip,
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: None,
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
unclipped_depth: false,
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: true,
|
||||
},
|
||||
multiview: None,
|
||||
cache: None,
|
||||
})
|
||||
}
|
||||
pub fn compute_pipeline(
|
||||
&self,
|
||||
device: &wgpu::Device,
|
||||
shader: &wgpu::ShaderModule,
|
||||
) -> wgpu::ComputePipeline {
|
||||
device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
|
||||
label: Some("voxel"),
|
||||
layout: Some(&self.compute_pipeline_layout),
|
||||
module: shader,
|
||||
entry_point: "main",
|
||||
compilation_options: Default::default(),
|
||||
cache: None,
|
||||
})
|
||||
}
|
||||
}
|
||||
@@ -1,220 +1,70 @@
|
||||
mod color;
|
||||
mod grid;
|
||||
mod group;
|
||||
mod layout;
|
||||
mod light;
|
||||
mod view;
|
||||
|
||||
pub use color::*;
|
||||
use wgpu::include_wgsl;
|
||||
|
||||
use super::super::UpdateGridTransform;
|
||||
use crate::{
|
||||
client::{
|
||||
camera::Camera,
|
||||
render::{
|
||||
util::{ArrBufUpdate, DepthTexture, Storage, StorageTexture, Uniform},
|
||||
util::{ArrBufUpdate, StorageTexture},
|
||||
AddChunk, CreateVoxelGrid,
|
||||
},
|
||||
},
|
||||
common::component::chunk,
|
||||
util::oct_tree::OctNode,
|
||||
};
|
||||
use bevy_ecs::entity::Entity;
|
||||
use light::GlobalLight;
|
||||
use nalgebra::{Projective3, Transform3, Translation3, Vector2, Vector3};
|
||||
pub use color::*;
|
||||
use layout::Layout;
|
||||
use nalgebra::{Projective3, Transform3, Translation3, Vector2};
|
||||
use std::{collections::HashMap, ops::Deref};
|
||||
|
||||
use wgpu::include_wgsl;
|
||||
use {group::VoxelGroup, view::View};
|
||||
|
||||
pub struct VoxelPipeline {
|
||||
layout: Layout,
|
||||
compute_pipeline: wgpu::ComputePipeline,
|
||||
texture: StorageTexture,
|
||||
cbind_group_layout: wgpu::BindGroupLayout,
|
||||
cbind_group: wgpu::BindGroup,
|
||||
|
||||
pipeline: wgpu::RenderPipeline,
|
||||
view: Uniform<View>,
|
||||
bind_group_layout: wgpu::BindGroupLayout,
|
||||
bind_group: wgpu::BindGroup,
|
||||
voxel_groups: Storage<VoxelGroup>,
|
||||
voxels: Storage<OctNode>,
|
||||
global_lights: Storage<GlobalLight>,
|
||||
compute_bind_group: wgpu::BindGroup,
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
render_bind_group: wgpu::BindGroup,
|
||||
id_map: HashMap<Entity, (usize, VoxelGroup)>,
|
||||
}
|
||||
|
||||
const RENDER_SHADER: wgpu::ShaderModuleDescriptor<'_> = include_wgsl!("render.wgsl");
|
||||
const COMPUTE_SHADER: wgpu::ShaderModuleDescriptor<'_> = include_wgsl!("compute.wgsl");
|
||||
|
||||
impl VoxelPipeline {
|
||||
pub fn new(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> Self {
|
||||
// shaders
|
||||
let shader = device.create_shader_module(include_wgsl!("render.wgsl"));
|
||||
|
||||
let view = Uniform::init(device, "view", 0);
|
||||
let voxels = Storage::init(device, wgpu::ShaderStages::COMPUTE, "voxels", 1);
|
||||
let voxel_groups = Storage::init(device, wgpu::ShaderStages::COMPUTE, "voxel groups", 2);
|
||||
let global_lights = Storage::init_with(
|
||||
device,
|
||||
wgpu::ShaderStages::COMPUTE,
|
||||
"global lights",
|
||||
3,
|
||||
&[GlobalLight {
|
||||
direction: Vector3::new(-0.5, -4.0, 2.0).normalize(),
|
||||
}],
|
||||
);
|
||||
let texture = StorageTexture::init(
|
||||
device,
|
||||
wgpu::Extent3d {
|
||||
width: 1920,
|
||||
height: 1080,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
"idk man im tired",
|
||||
wgpu::ShaderStages::COMPUTE | wgpu::ShaderStages::FRAGMENT,
|
||||
4,
|
||||
);
|
||||
let layout = Layout::init(device, config);
|
||||
|
||||
// bind groups
|
||||
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
view.bind_group_layout_entry(),
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
multisampled: false,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 2,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
// This should match the filterable field of the
|
||||
// corresponding Texture entry above.
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: Some("tile_bind_group_layout"),
|
||||
});
|
||||
let render_bind_group = layout.render_bind_group(device);
|
||||
let shader = device.create_shader_module(RENDER_SHADER);
|
||||
let render_pipeline = layout.render_pipeline(device, shader);
|
||||
|
||||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &bind_group_layout,
|
||||
entries: &[
|
||||
view.bind_group_entry(),
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::TextureView(&texture.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 2,
|
||||
resource: wgpu::BindingResource::Sampler(&texture.sampler),
|
||||
},
|
||||
],
|
||||
label: Some("tile_bind_group"),
|
||||
});
|
||||
|
||||
// pipeline
|
||||
let render_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Tile Pipeline Layout"),
|
||||
bind_group_layouts: &[&bind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Voxel Pipeline"),
|
||||
layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState::REPLACE),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleStrip,
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: None,
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
unclipped_depth: false,
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: true,
|
||||
},
|
||||
multiview: None,
|
||||
cache: None,
|
||||
});
|
||||
|
||||
let cbind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
view.bind_group_layout_entry(),
|
||||
voxels.bind_group_layout_entry(),
|
||||
voxel_groups.bind_group_layout_entry(),
|
||||
global_lights.bind_group_layout_entry(),
|
||||
texture.bind_group_layout_entry(),
|
||||
],
|
||||
label: Some("voxel compute"),
|
||||
});
|
||||
|
||||
let cbind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &cbind_group_layout,
|
||||
entries: &[
|
||||
view.bind_group_entry(),
|
||||
voxels.bind_group_entry(),
|
||||
voxel_groups.bind_group_entry(),
|
||||
global_lights.bind_group_entry(),
|
||||
texture.bind_group_entry(),
|
||||
],
|
||||
label: Some("voxel compute"),
|
||||
});
|
||||
|
||||
let cpipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("voxel compute"),
|
||||
bind_group_layouts: &[&cbind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let cs_module = device.create_shader_module(include_wgsl!("compute.wgsl"));
|
||||
let compute_pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
|
||||
label: Some("voxel"),
|
||||
layout: Some(&cpipeline_layout),
|
||||
module: &cs_module,
|
||||
entry_point: "main",
|
||||
compilation_options: Default::default(),
|
||||
cache: None,
|
||||
});
|
||||
let compute_bind_group = layout.compute_bind_group(device);
|
||||
let shader = device.create_shader_module(COMPUTE_SHADER);
|
||||
let compute_pipeline = layout.compute_pipeline(device, &shader);
|
||||
|
||||
Self {
|
||||
layout,
|
||||
compute_pipeline,
|
||||
texture,
|
||||
cbind_group_layout,
|
||||
cbind_group,
|
||||
pipeline: render_pipeline,
|
||||
view,
|
||||
bind_group,
|
||||
bind_group_layout,
|
||||
voxels,
|
||||
voxel_groups,
|
||||
global_lights,
|
||||
compute_bind_group,
|
||||
render_pipeline,
|
||||
render_bind_group,
|
||||
id_map: HashMap::new(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn reset_shader(&mut self, device: &wgpu::Device) {
|
||||
let shader = device.create_shader_module(COMPUTE_SHADER);
|
||||
self.compute_pipeline = self.layout.compute_pipeline(device, &shader);
|
||||
}
|
||||
|
||||
pub fn add_group(
|
||||
&mut self,
|
||||
device: &wgpu::Device,
|
||||
@@ -228,46 +78,29 @@ impl VoxelPipeline {
|
||||
grid,
|
||||
}: CreateVoxelGrid,
|
||||
) {
|
||||
// let offset = self.voxels.len();
|
||||
//
|
||||
// let updates = [ArrBufUpdate {
|
||||
// offset,
|
||||
// data: &grid.as_slice().unwrap(),
|
||||
// }];
|
||||
// let size = offset + grid.len();
|
||||
// self.voxels.update(device, encoder, belt, size, &updates);
|
||||
//
|
||||
// let proj = Projective3::identity()
|
||||
// * Translation3::from(pos)
|
||||
// * orientation
|
||||
// * Translation3::from(-dimensions.cast() / 2.0);
|
||||
// let group = VoxelGroup {
|
||||
// transform: proj,
|
||||
// transform_inv: proj.inverse(),
|
||||
// dimensions: dimensions.cast(),
|
||||
// offset: offset as u32,
|
||||
// };
|
||||
// let updates = [ArrBufUpdate {
|
||||
// offset: self.voxel_groups.len(),
|
||||
// data: &[group],
|
||||
// }];
|
||||
// let i = self.voxel_groups.len();
|
||||
// let size = i + 1;
|
||||
// self.voxel_groups
|
||||
// .update(device, encoder, belt, size, &updates);
|
||||
//
|
||||
// self.id_map.insert(id, (i, group));
|
||||
//
|
||||
// self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
// layout: &self.bind_group_layout,
|
||||
// entries: &[
|
||||
// self.view.bind_group_entry(),
|
||||
// self.voxels.bind_group_entry(),
|
||||
// self.voxel_groups.bind_group_entry(),
|
||||
// self.global_lights.bind_group_entry(),
|
||||
// ],
|
||||
// label: Some("tile_bind_group"),
|
||||
// });
|
||||
}
|
||||
|
||||
pub fn update_shader(&mut self, device: &wgpu::Device) {
|
||||
let Ok(shader) = std::fs::read_to_string(
|
||||
env!("CARGO_MANIFEST_DIR").to_owned() + "/src/client/render/voxel/ray_oct/compute.wgsl",
|
||||
) else {
|
||||
println!("Failed to reload shader!");
|
||||
return;
|
||||
};
|
||||
device.push_error_scope(wgpu::ErrorFilter::Validation);
|
||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(shader.into()),
|
||||
});
|
||||
if pollster::block_on(device.pop_error_scope()).is_some() {
|
||||
let comp_info = pollster::block_on(shader.get_compilation_info());
|
||||
println!("Failed to compile shaders:");
|
||||
for msg in comp_info.messages {
|
||||
println!("{}", msg.message);
|
||||
}
|
||||
} else {
|
||||
self.compute_pipeline = self.layout.compute_pipeline(device, &shader);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn add_chunk(
|
||||
@@ -277,12 +110,14 @@ impl VoxelPipeline {
|
||||
belt: &mut wgpu::util::StagingBelt,
|
||||
AddChunk { id, pos, tree, .. }: AddChunk,
|
||||
) {
|
||||
let offset = self.voxels.len();
|
||||
let offset = self.layout.voxels.len();
|
||||
|
||||
let data = tree.raw();
|
||||
let updates = [ArrBufUpdate { offset, data }];
|
||||
let size = offset + data.len();
|
||||
self.voxels.update(device, encoder, belt, size, &updates);
|
||||
self.layout
|
||||
.voxels
|
||||
.update(device, encoder, belt, size, &updates);
|
||||
|
||||
let proj = Projective3::identity()
|
||||
* Translation3::from((pos.deref() * chunk::SIDE_LENGTH as i32).cast())
|
||||
@@ -294,34 +129,21 @@ impl VoxelPipeline {
|
||||
offset: offset as u32,
|
||||
};
|
||||
let updates = [ArrBufUpdate {
|
||||
offset: self.voxel_groups.len(),
|
||||
offset: self.layout.voxel_groups.len(),
|
||||
data: &[group],
|
||||
}];
|
||||
let i = self.voxel_groups.len();
|
||||
let i = self.layout.voxel_groups.len();
|
||||
let size = i + 1;
|
||||
self.voxel_groups
|
||||
self.layout
|
||||
.voxel_groups
|
||||
.update(device, encoder, belt, size, &updates);
|
||||
|
||||
self.id_map.insert(id, (i, group));
|
||||
self.update_cbind_group(device);
|
||||
}
|
||||
|
||||
pub fn update_cbind_group(&mut self, device: &wgpu::Device) {
|
||||
self.cbind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &self.cbind_group_layout,
|
||||
entries: &[
|
||||
self.view.bind_group_entry(),
|
||||
self.voxels.bind_group_entry(),
|
||||
self.voxel_groups.bind_group_entry(),
|
||||
self.global_lights.bind_group_entry(),
|
||||
self.texture.bind_group_entry(),
|
||||
],
|
||||
label: Some("tile_bind_group"),
|
||||
});
|
||||
self.compute_bind_group = self.layout.compute_bind_group(device);
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, device: &wgpu::Device, size: Vector2<u32>) {
|
||||
self.texture = StorageTexture::init(
|
||||
self.layout.texture = StorageTexture::init(
|
||||
device,
|
||||
wgpu::Extent3d {
|
||||
width: size.x,
|
||||
@@ -332,22 +154,8 @@ impl VoxelPipeline {
|
||||
wgpu::ShaderStages::COMPUTE | wgpu::ShaderStages::FRAGMENT,
|
||||
4,
|
||||
);
|
||||
self.update_cbind_group(device);
|
||||
self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &self.bind_group_layout,
|
||||
entries: &[
|
||||
self.view.bind_group_entry(),
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::TextureView(&self.texture.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 2,
|
||||
resource: wgpu::BindingResource::Sampler(&self.texture.sampler),
|
||||
},
|
||||
],
|
||||
label: Some("tile_bind_group"),
|
||||
});
|
||||
self.compute_bind_group = self.layout.compute_bind_group(device);
|
||||
self.render_bind_group = self.layout.render_bind_group(device);
|
||||
}
|
||||
|
||||
pub fn update_transform(
|
||||
@@ -368,8 +176,9 @@ impl VoxelPipeline {
|
||||
offset: *i,
|
||||
data: &[*group],
|
||||
}];
|
||||
let size = self.voxel_groups.len();
|
||||
self.voxel_groups
|
||||
let size = self.layout.voxel_groups.len();
|
||||
self.layout
|
||||
.voxel_groups
|
||||
.update(device, encoder, belt, size, &updates);
|
||||
}
|
||||
}
|
||||
@@ -390,12 +199,12 @@ impl VoxelPipeline {
|
||||
zoom: camera.scale,
|
||||
transform,
|
||||
};
|
||||
self.view.update(device, encoder, belt, data)
|
||||
self.layout.view.update(device, encoder, belt, data)
|
||||
}
|
||||
|
||||
pub fn draw<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
|
||||
render_pass.set_pipeline(&self.pipeline);
|
||||
render_pass.set_bind_group(0, &self.bind_group, &[]);
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.set_bind_group(0, &self.render_bind_group, &[]);
|
||||
render_pass.draw(0..4, 0..1);
|
||||
}
|
||||
|
||||
@@ -403,8 +212,8 @@ impl VoxelPipeline {
|
||||
|
||||
pub fn compute(&self, pass: &mut wgpu::ComputePass) {
|
||||
pass.set_pipeline(&self.compute_pipeline);
|
||||
pass.set_bind_group(0, &self.cbind_group, &[]);
|
||||
let buf = &self.texture.buf;
|
||||
pass.set_bind_group(0, &self.compute_bind_group, &[]);
|
||||
let buf = &self.layout.texture.buf;
|
||||
let x = (buf.width() - 1) / Self::WORKGROUP_SIZE + 1;
|
||||
let y = (buf.height() - 1) / Self::WORKGROUP_SIZE + 1;
|
||||
pass.dispatch_workgroups(x, y, 1);
|
||||
|
||||
@@ -41,7 +41,6 @@ fn fs_main(
|
||||
) -> @location(0) vec4<f32> {
|
||||
let win_dim = vec2<f32>(f32(view.width), f32(view.height));
|
||||
var pos = in.clip_position.xy / win_dim;
|
||||
pos.y = 1.0 - pos.y;
|
||||
return textureSample(t_diffuse, s_diffuse, pos);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,212 +0,0 @@
|
||||
// Vertex shader
|
||||
|
||||
struct GlobalLight {
|
||||
dir: vec3<f32>,
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position: vec4<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,
|
||||
};
|
||||
|
||||
@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>;
|
||||
|
||||
@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> {
|
||||
// get position of the pixel; eye at origin, pixel on plane z = 1
|
||||
let win_dim = vec2<f32>(f32(view.width), f32(view.height));
|
||||
let aspect = win_dim.y / win_dim.x;
|
||||
let pixel_pos = vec3<f32>(
|
||||
(in.clip_position.xy / win_dim - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect),
|
||||
view.zoom
|
||||
);
|
||||
|
||||
// move to position in world
|
||||
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 sky_color = light_mult * vec3<f32>(1.0, 1.0, 1.0);
|
||||
color += vec4<f32>(sky_color * (1.0 - color.a), 1.0 - color.a);
|
||||
color.a = 1.0;
|
||||
return color;
|
||||
}
|
||||
|
||||
const ZERO3F = vec3<f32>(0.0);
|
||||
const ZERO2F = vec2<f32>(0.0);
|
||||
const DEPTH = 16u;
|
||||
const FULL_ALPHA = 0.9999;
|
||||
|
||||
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);
|
||||
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 next_normal = vec3<f32>(0.0, 0.0, 0.0);
|
||||
|
||||
// find where ray intersects with group
|
||||
let pos_min = (vec3<f32>(1.0) - dir_uf) * dim_f;
|
||||
let pos_max = dir_uf * dim_f;
|
||||
var pos = pos_start;
|
||||
// time of intersection; x = td + p, solve for t
|
||||
let t_min = (pos_min - pos) / dir;
|
||||
let t_max = (pos_max - pos) / dir;
|
||||
var t = 0.0;
|
||||
if outside3f(pos, 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;
|
||||
|
||||
// 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);
|
||||
}
|
||||
pos = select(select(pz, py, hit.y), px, hit.x);
|
||||
t = select(select(t_min.z, t_min.y, hit.y), t_min.x, hit.x);
|
||||
next_normal = select(select(normals[2], normals[1], hit.y), normals[0], hit.x);
|
||||
}
|
||||
let inc_t = abs(1.0 / dir);
|
||||
let dir_i = vec3<i32>(dir_if);
|
||||
let dir_u = vec3<u32>((dir_i + vec3<i32>(1)) / 2);
|
||||
var i = 0u;
|
||||
var data_start = 1u;
|
||||
var t_center = (t_max + t_min) / 2.0;
|
||||
var half_t_span = f32(256 / 2) * inc_t;
|
||||
for (var safety = 0; safety < 9; safety += 1) {
|
||||
let node = voxels[group.offset + i];
|
||||
if node >= LEAF_BIT {
|
||||
let vcolor = get_color(node & LEAF_MASK);
|
||||
if vcolor.a > 0.0 {
|
||||
// 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 vcolor.a > .999 {
|
||||
return vcolor;
|
||||
}
|
||||
}
|
||||
return vcolor;
|
||||
} else {
|
||||
half_t_span *= 0.5;
|
||||
let dir_idx = vec3<u32>(vec3<f32>(t) < t_center);
|
||||
t_center += half_t_span * (1.0 - vec3<f32>(dir_idx * 2));
|
||||
|
||||
let child_i = vec_to_dir(dir_idx ^ dir_u);
|
||||
let node_pos = data_start + node;
|
||||
i = node_pos + child_i;
|
||||
data_start = node_pos + 8;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
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 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);
|
||||
}
|
||||
Reference in New Issue
Block a user