basic fully working octree renderer
This commit is contained in:
498
Cargo.lock
generated
498
Cargo.lock
generated
File diff suppressed because it is too large
Load Diff
@@ -10,14 +10,13 @@ rustflags = ["-Z", "threads=14"]
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[dependencies]
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bytemuck = {version="1.14.0", features=["derive"]}
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nalgebra = {version="0.32.5", features=["bytemuck"]}
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nalgebra = {version="0.33.0", features=["bytemuck"]}
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ndarray = "0.15.6"
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pollster = "0.3"
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rand = "0.8.5"
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simba = "0.8.1"
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simdnoise = "3.1.6"
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smaa = "0.14.0"
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wgpu = "0.20.1"
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wgpu = "22.0.0"
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bevy_ecs = "0.13.2"
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bevy_derive = "0.13.2"
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winit = {version="0.30.1", features=["serde"]}
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@@ -55,7 +55,7 @@ impl Client<'_> {
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// camera orientation
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let old_camera = state.camera;
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if self.grabbed_cursor {
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let delta = input.mouse_delta * 0.003;
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let delta = input.mouse_delta * 0.003 / state.camera.scale;
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if delta.x != 0.0 {
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state.camera.orientation = Rotation3::from_axis_angle(&state.camera.up(), delta.x)
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* state.camera.orientation;
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@@ -83,6 +83,12 @@ impl Input {
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self.mouse_just_released.insert(button);
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}
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},
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WindowEvent::MouseWheel { device_id, delta, phase } => {
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self.scroll_delta = match delta {
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MouseScrollDelta::LineDelta(_, v) => v,
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MouseScrollDelta::PixelDelta(v) => (v.y / 2.0) as f32,
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};
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}
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_ => (),
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}
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}
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@@ -6,7 +6,6 @@ pub use command::*;
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use super::camera::Camera;
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use crate::client::rsc::CLEAR_COLOR;
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use nalgebra::Vector2;
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use smaa::{SmaaMode, SmaaTarget};
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use util::Texture;
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use voxel::VoxelPipeline;
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use winit::dpi::PhysicalSize;
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@@ -20,7 +19,6 @@ pub struct Renderer<'a> {
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config: wgpu::SurfaceConfiguration,
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staging_belt: wgpu::util::StagingBelt,
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voxel_pipeline: VoxelPipeline,
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smaa_target: SmaaTarget,
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camera: Camera,
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depth_texture: Texture,
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}
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@@ -43,6 +41,7 @@ impl<'a> Renderer<'a> {
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label: None,
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required_features: wgpu::Features::empty(),
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required_limits: wgpu::Limits::default(),
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memory_hints: wgpu::MemoryHints::default(),
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},
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None, // Trace path
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))
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@@ -79,15 +78,6 @@ impl<'a> Renderer<'a> {
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// doesn't affect performance much and depends on "normal" zoom
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let staging_belt = wgpu::util::StagingBelt::new(4096 * 4);
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let smaa_target = SmaaTarget::new(
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&device,
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&queue,
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size.width,
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size.height,
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surface_format,
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SmaaMode::Smaa1X,
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);
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let depth_texture = Texture::create_depth_texture(&device, &config, "depth_texture");
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Self {
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@@ -100,7 +90,6 @@ impl<'a> Renderer<'a> {
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device,
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config,
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queue,
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smaa_target,
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depth_texture,
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}
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}
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@@ -117,34 +106,29 @@ impl<'a> Renderer<'a> {
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let view = output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let smaa_frame = self
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.smaa_target
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.start_frame(&self.device, &self.queue, &view);
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{
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let render_pass = &mut encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &smaa_frame,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(CLEAR_COLOR),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_texture.view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: wgpu::StoreOp::Store,
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}),
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stencil_ops: None,
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(CLEAR_COLOR),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_texture.view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: wgpu::StoreOp::Store,
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}),
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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self.voxel_pipeline.draw(render_pass);
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}
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smaa_frame.resolve();
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stencil_ops: None,
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}),
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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self.voxel_pipeline.draw(&mut render_pass);
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drop(render_pass);
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self.staging_belt.finish();
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self.queue.submit(std::iter::once(encoder.finish()));
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@@ -157,8 +141,6 @@ impl<'a> Renderer<'a> {
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self.config.width = size.width;
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self.config.height = size.height;
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self.surface.configure(&self.device, &self.config);
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self.smaa_target
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.resize(&self.device, size.width, size.height);
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self.depth_texture =
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Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
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@@ -5,6 +5,7 @@ mod light;
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mod view;
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pub use color::*;
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use wgpu::include_wgsl;
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use super::super::UpdateGridTransform;
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use crate::{client::{
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@@ -35,10 +36,7 @@ pub struct VoxelPipeline {
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impl VoxelPipeline {
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pub fn new(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> Self {
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// shaders
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Tile Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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});
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let shader = device.create_shader_module(include_wgsl!("shader.wgsl"));
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let view = Uniform::init(device, "view", 0);
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let voxels = Storage::init(device, "voxels", 1);
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@@ -123,6 +121,7 @@ impl VoxelPipeline {
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alpha_to_coverage_enabled: true,
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},
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multiview: None,
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cache: None,
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});
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Self {
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@@ -57,7 +57,7 @@ fn fs_main(
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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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(in.clip_position.xy / win_dim - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect),
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1.0
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view.zoom
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);
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// move to position in world
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@@ -127,6 +127,7 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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t = select(select(t_i.z, t_i.y, hit.y), t_i.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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@@ -144,11 +145,10 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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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 hits = 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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if node >= LEAF_BIT {
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hits += 1;
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// 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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@@ -156,6 +156,7 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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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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color = vec4<f32>(f32(safety) / 1000.0, 0.0, 0.0, 1.0);
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if color.a > .999 {
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return color;
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}
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@@ -171,14 +172,10 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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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[axis] += select(0, dir_i[axis], vox_pos[axis] == 0 || vox_pos[axis] == side_len - 1);
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// if hits == 1 {
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// // var axis_c = vec3<f32>(0.0);
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// // axis_c[axis] = 1.0;
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// // return vec4<f32>(axis_c, 1.0);
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// return vec4<f32>(vec3<f32>(vox_pos), 1.0);
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// }
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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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let node_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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@@ -194,7 +191,8 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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// idrk what to put here tbh but this prolly works; don't zoom out if max
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if side_len == 256 {
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return color;
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let a = f32(safety) / 1000.0;
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return vec4<f32>(0.0, 0.0, a, 1.0);
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}
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// get parent info and reset "pointers" to parent
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282
src/client/render/voxel/ray_oct/shader_old.wgsl
Normal file
282
src/client/render/voxel/ray_oct/shader_old.wgsl
Normal file
@@ -0,0 +1,282 @@
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// Vertex shader
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struct GlobalLight {
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dir: vec3<f32>,
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};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<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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@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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@vertex
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fn vs_main(
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@builtin(vertex_index) vi: u32,
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@builtin(instance_index) ii: u32,
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) -> VertexOutput {
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var out: VertexOutput;
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var pos = vec2<f32>(
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f32(vi % 2u) * 2.0 - 1.0,
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f32(vi / 2u) * 2.0 - 1.0,
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) ;
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out.clip_position = vec4<f32>(pos.x, pos.y, 0.0, 1.0);
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return out;
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}
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// Fragment shader
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@fragment
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fn fs_main(
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in: VertexOutput,
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) -> @location(0) vec4<f32> {
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// get position of the pixel; eye at origin, pixel on plane z = 1
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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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(in.clip_position.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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// move to position in world
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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 sky_color = light_mult * vec3<f32>(1.0, 1.0, 1.0);
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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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return 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 = 0.9999;
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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
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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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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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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 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 hits = 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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if node >= LEAF_BIT {
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// leaf
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hits += 1;
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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 color;
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}
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}
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|
||||
// 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);
|
||||
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;
|
||||
let old = vox_pos[axis];
|
||||
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
|
||||
let node_pos = data_start + node;
|
||||
side_len /= 2;
|
||||
let vcorner = vox_pos / side_len;
|
||||
vox_pos -= vcorner * side_len;
|
||||
let j = u32(vcorner.x * 4 + vcorner.y * 2 + vcorner.z);
|
||||
i = node_pos + j;
|
||||
data_start = node_pos + 9;
|
||||
|
||||
low_corner += vec3<i32>(dir_to_vec(j)) * i32(side_len);
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
// idrk what to put here tbh but this prolly works; don't zoom out if max
|
||||
if side_len == 256 {
|
||||
return color;
|
||||
}
|
||||
|
||||
// get parent info and reset "pointers" to parent
|
||||
let parent_info_i = data_start - 1;
|
||||
let parent_info = voxels[group.offset + parent_info_i];
|
||||
let parent_root = parent_info_i - (parent_info >> 3);
|
||||
let parent_loc = parent_info & 7;
|
||||
let loc = 8 - (data_start - 1 - i);
|
||||
// let test = (parent_root + 9 + voxels[group.offset + parent_root + parent_loc] + loc) == i;
|
||||
i = parent_root + parent_loc;
|
||||
data_start = parent_root + 9;
|
||||
|
||||
// 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>(vec3<f32>(dir_to_vec(parent_loc)) * f32(loc) / 8.0, 1.0);
|
||||
// return vec4<f32>(vec3<f32>(f32(test)), 1.0);
|
||||
}
|
||||
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>(0.5, 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);
|
||||
}
|
||||
@@ -155,6 +155,8 @@ impl OctTree {
|
||||
pub fn raw(&self) -> &[OctNode] {
|
||||
&self.data
|
||||
}
|
||||
pub fn mesh(&self) {
|
||||
}
|
||||
}
|
||||
|
||||
pub struct OctTreeIter<'a> {
|
||||
|
||||
Reference in New Issue
Block a user