rustgpu!!

This commit is contained in:
2025-03-22 17:41:13 -04:00
parent 788764ab5d
commit 47c1d9513f
24 changed files with 1570 additions and 1274 deletions

113
shader/Cargo.lock generated Normal file
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10
shader/Cargo.toml Normal file
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[package]
name = "shader"
version = "0.1.0"
edition = "2021"
[lib]
crate-type = ["dylib"]
[dependencies]
spirv-std = { version = "0.9" }

407
shader/src/compute.rs Normal file
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use core::mem::transmute;
use super::fns::*;
use spirv_std::glam::{
vec2, vec3, vec4, Mat3, Mat4, UVec2, UVec3, Vec3, Vec3Swizzles, Vec4, Vec4Swizzles,
};
use spirv_std::num_traits::{clamp, Pow};
use spirv_std::{spirv, Image};
#[repr(C, align(16))]
#[derive(Copy, Clone)]
pub struct View {
transform: Mat4,
zoom: f32,
chunk_scale: u32,
chunk_dist: u32,
}
#[repr(C)]
#[derive(Copy, Clone)]
pub struct GlobalLight {
dir: Vec3,
}
#[repr(C)]
#[derive(Copy, Clone)]
pub struct Chunk {
offset: u32,
}
#[repr(C)]
#[derive(Copy, Clone)]
pub struct PushConstants {
time: u32,
}
#[spirv(compute(threads(8, 8)))]
pub fn main(
#[spirv(uniform, descriptor_set = 0, binding = 0)] view: &View,
#[spirv(push_constant)] consts: &PushConstants,
#[spirv(storage_buffer, descriptor_set = 0, binding = 1)] chunks: &[Chunk],
#[spirv(storage_buffer, descriptor_set = 0, binding = 2)] voxel_data: &[u32],
#[spirv(storage_buffer, descriptor_set = 0, binding = 3)] global_lights: &[GlobalLight],
#[spirv(descriptor_set = 0, binding = 4)] output: &Image!(2D, format = rgba8, sampled = false),
#[spirv(global_invocation_id)] cell: UVec3,
) {
let view_dim: UVec2 = output.query_size();
// get position of the pixel; eye at origin, pixel on plane z = 1
if cell.x >= view_dim.x || cell.y >= view_dim.y {
return;
}
let view_dim_f = view_dim.as_vec2();
let aspect = view_dim_f.y / view_dim_f.x;
let pixel_pos = (cell.xy().as_vec2() / view_dim_f - vec2(0.5, 0.5)) * vec2(2.0, -2.0 * aspect);
let offset = Vec3::from_array([(1 << (view.chunk_scale - 1)) as f32; 3]);
let pos = view.transform * vec4(pixel_pos.x, pixel_pos.y, 1.0, 1.0) + offset.extend(0.0);
let dir = view.transform * pixel_pos.extend(view.zoom).normalize().extend(0.0);
let mut color = trace_full(
global_lights,
consts.time,
view,
voxel_data,
chunks,
pos,
dir,
);
let light_mult = clamp(
(-dir.xyz().dot(global_lights[0].dir) - 0.99) * 200.0,
0.0,
1.0,
);
let sun_color = light_mult * vec3(1.0, 1.0, 1.0);
let sky_bg = vec3(0.3, 0.6, 1.0);
let sky_color = sun_color + sky_bg * (1.0 - light_mult);
color += (sky_color * (1.0 - color.w)).extend(1.0 - color.w);
color.w = 1.0;
unsafe {
output.write(cell.xy(), color);
}
}
const LEAF_BIT: u32 = 1u32 << 31;
const LEAF_MASK: u32 = !LEAF_BIT;
const MAX_HITS: u32 = 10;
const FULL_ALPHA: f32 = 0.999;
const EPSILON: f32 = 0.0000000001;
const MAX_ITERS: u32 = 10000;
// NOTE: CANNOT GO HIGHER THAN 23 due to how floating point
// numbers are stored and the bit manipulation used
const MAX_SCALE: u32 = 23;
fn trace_full(
global_lights: &[GlobalLight],
time: u32,
view: &View,
voxel_data: &[u32],
chunks: &[Chunk],
pos_view: Vec4,
dir_view: Vec4,
) -> Vec4 {
if voxel_data.len() == 1 {
return Vec4::ZERO;
}
let gi = 0;
let chunk = chunks[gi];
let side_len = 1u32 << view.chunk_scale;
let dimensions = UVec3::from_array([side_len; 3]);
let dim_f = dimensions.as_vec3();
let pos_start = pos_view.xyz();
let mut dir = dir_view.xyz();
if dir.x == 0.0 {
dir.x = EPSILON;
}
if dir.y == 0.0 {
dir.y = EPSILON;
}
if dir.z == 0.0 {
dir.z = EPSILON;
}
let dir_if = sign(dir);
let dir_uf = dir_if.max(Vec3::ZERO);
// find where ray intersects with group
// closest (min) and furthest (max) corners of cube relative to direction
let pos_min = (Vec3::ONE - dir_uf) * dim_f;
let pos_max = dir_uf * dim_f;
// time of intersection; x = td + p, solve for t
let t_min = (pos_min - pos_start) / dir;
let t_max = (pos_max - pos_start) / dir;
// time of entrance and exit of the cube
let t_start = t_min.max_element();
let t_end = t_max.min_element();
if t_end < t_start {
return Vec4::ZERO;
}
// axis of intersection
let axis = if t_start == t_min.x {
0
} else if t_start == t_min.y {
1
} else {
2
};
// time to move entire side length in each direction
let inc_t = (1.0 / dir).abs() * (side_len as f32);
let t = t_start.max(0.0);
let inv_dir_bits = 7 - vec_to_dir(dir_uf.as_uvec3());
let corner_adj = t_min - inc_t;
// calculate normals
let normals = Mat3::from_diagonal(dir_if);
let result = cast_ray(
voxel_data,
chunk.offset,
t,
axis,
inv_dir_bits,
inc_t,
corner_adj,
);
shade_ray(
global_lights,
time,
result,
pos_start,
dir_view.xyz(),
t_end,
normals,
)
}
fn shade_ray(
global_lights: &[GlobalLight],
time: u32,
result: RayResult,
pos_start: Vec3,
dir: Vec3,
t_end: f32,
normals: Mat3,
) -> Vec4 {
let hits = result.hits;
let mut color = Vec4::ZERO;
for i in 0..result.len {
let hit = hits[i];
let id = hit.id;
let t = hit.t;
let axis = hit.axis;
let next_t = if i == result.len - 1 {
t_end
} else {
hits[i + 1].t
};
let mut pos = pos_start + dir * t;
let val = round(idx_vec(pos, axis)) - (idx_vec(dir, axis) < 0.0) as u32 as f32;
set_idx_vec(&mut pos, axis, val);
let normal = idx_mat(normals, axis);
let vcolor = shade(global_lights, time, id, pos, normal, dir, next_t - t);
color += vcolor * (1.0 - color.w);
if color.w > FULL_ALPHA {
break;
}
}
color
}
const AMBIENT: f32 = 0.2;
const SPECULAR: f32 = 0.5;
// returns premultiplied
fn shade(
global_lights: &[GlobalLight],
time: u32,
id: u32,
pos: Vec3,
normal: Vec3,
dir_view: Vec3,
dist: f32,
) -> Vec4 {
let mut color = Vec4::ZERO;
if id == 0 {
return color;
}
let random = randomf(pos.floor());
let random2 = randomf(pos.floor() + vec3(0.0001, 0.0001, 0.0001));
match id {
0 => {
color = Vec4::ZERO;
}
1 => {
color = (vec3(0.5, 0.5, 0.5 + random * 0.2) * (random2 * 0.4 + 0.8)).extend(1.0);
}
2 => {
color = (vec3(0.4 + random * 0.2, 0.9, 0.4 + random * 0.2) * (random2 * 0.2 + 0.9))
.extend(1.0);
}
3 => {
let fog = (dist / 64.0).min(1.0);
let a = 0.5;
let rand =
(sin(((time as f32) / 2000.0 + random) * core::f32::consts::TAU) + 1.0) / 2.0;
let rgb = vec3(0.5, 0.5, 1.0) * (rand * 0.2 + 0.8);
color = (rgb * (1.0 - fog * a)).extend(a + fog * (1.0 - a));
}
_ => (),
}
let light_color = Vec3::ONE;
let light_dir = global_lights[0].dir;
let diffuse = light_dir.dot(normal).max(0.0) * light_color;
let ambient = AMBIENT * light_color;
let spec_val = dir_view
.xyz()
.dot(reflect(-light_dir, normal))
.max(0.0)
.pow(32.0)
* SPECULAR;
let specular = spec_val * light_color;
let new_color = (ambient + diffuse + specular) * color.xyz();
let new_a = (color.w + spec_val).min(1.0);
(new_color * new_a).extend(new_a)
}
fn randomf(pos: Vec3) -> f32 {
fract(sin(pos.dot(vec3(12.9898, 78.233, 25.1279))) * 43758.545)
}
#[repr(C)]
#[derive(Copy, Clone, Default)]
struct RayHit {
t: f32,
id: u32,
axis: u32,
}
#[repr(C)]
#[derive(Copy, Clone)]
struct RayResult {
hits: [RayHit; MAX_HITS as usize],
len: usize,
}
fn vec_to_dir(vec: UVec3) -> u32 {
vec.x * 4 + vec.y * 2 + vec.z
}
fn cast_ray(
voxel_data: &[u32],
data_offset: u32,
t_start: f32,
axis_start: u32,
inv_dir_bits: u32,
inc_t: Vec3,
corner_adj: Vec3,
) -> RayResult {
let mut hits: [RayHit; MAX_HITS as usize] = Default::default();
let mut depth = 0;
let mut min_alpha = 0.0;
let mut t = t_start;
let mut axis = axis_start;
let mut node_start = 0;
let mut scale = MAX_SCALE;
let mut scale_exp2 = 1.0;
let mut parents = [0u32; MAX_SCALE as usize];
let mut child = inv_dir_bits;
let mut vox_pos = Vec3::ONE;
let mut prev = 0;
for _ in 0..MAX_ITERS {
let t_corner = vox_pos * inc_t + corner_adj;
let node = voxel_data[(data_offset + node_start + (child ^ inv_dir_bits)) as usize];
if node >= LEAF_BIT {
// ignore consecutive identical leaves
if node != prev {
let id = node & LEAF_MASK;
hits[depth] = RayHit { t, id, axis };
min_alpha += min_alpha_for(id) * (1.0 - min_alpha);
depth += 1;
prev = node;
if depth == 10 || min_alpha >= FULL_ALPHA {
break;
}
}
// move to next time point and determine which axis to move along
let t_next = t_corner + scale_exp2 * inc_t;
t = t_next.min_element();
axis = if t == t_next.x {
0
} else if t == t_next.y {
1
} else {
2
};
let move_dir = 4 >> axis;
// check if need to pop stack
if (child & move_dir) > 0 {
// calculate new scale; first differing bit after adding
let axis_pos = idx_vec(vox_pos, axis);
// AWARE
let differing = axis_pos.to_bits() ^ (axis_pos + scale_exp2).to_bits();
scale = ((differing as f32).to_bits() >> 23) - 127 - (23 - MAX_SCALE);
scale_exp2 = f32::from_bits((scale + 127 - MAX_SCALE) << 23);
if scale >= MAX_SCALE {
break;
}
// restore & recalculate parent
let parent_info = parents[scale as usize - 1];
node_start = parent_info >> 3;
child = parent_info & 7;
let scale_vec = UVec3::from_array([scale + 23 - MAX_SCALE; 3]);
// remove bits lower than current scale
unsafe {
vox_pos = transmute::<UVec3, Vec3>(
(transmute::<Vec3, UVec3>(vox_pos) >> scale_vec) << scale_vec,
);
}
}
// move to next child and voxel position
child += move_dir;
add_idx_vec(&mut vox_pos, axis, scale_exp2);
} else {
// push current node to stack
parents[scale as usize - 1] = (node_start << 3) + child;
scale -= 1;
// calculate child node vars
scale_exp2 *= 0.5;
child = 0;
let t_center = t_corner + scale_exp2 * inc_t;
if t > t_center.x {
vox_pos.x += scale_exp2;
child |= 4;
}
if t > t_center.y {
vox_pos.y += scale_exp2;
child |= 2;
}
if t > t_center.z {
vox_pos.z += scale_exp2;
child |= 1;
}
node_start = node;
}
}
RayResult { hits, len: depth }
}
fn min_alpha_for(id: u32) -> f32 {
match id {
0 => 0.0,
3 => 0.5,
_ => 1.0,
}
}

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shader/src/fns.rs Normal file
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#![allow(asm_sub_register)]
use spirv_std::glam::{vec3, Mat3, Vec3};
pub fn sign(vec: Vec3) -> Vec3 {
vec3(
if vec.x > 0.0 { 1.0 } else { -1.0 },
if vec.y > 0.0 { 1.0 } else { -1.0 },
if vec.z > 0.0 { 1.0 } else { -1.0 },
)
}
pub fn idx_vec(vec: Vec3, i: u32) -> f32 {
match i {
0 => vec.x,
1 => vec.y,
2 => vec.z,
_ => 0.0,
}
}
pub fn idx_mat(mat: Mat3, i: u32) -> Vec3 {
match i {
0 => mat.x_axis,
1 => mat.y_axis,
2 => mat.z_axis,
_ => Vec3::ZERO,
}
}
pub fn add_idx_vec(vec: &mut Vec3, i: u32, v: f32) {
match i {
0 => vec.x += v,
1 => vec.y += v,
2 => vec.z += v,
_ => (),
}
}
pub fn set_idx_vec(vec: &mut Vec3, i: u32, v: f32) {
match i {
0 => vec.x = v,
1 => vec.y = v,
2 => vec.z = v,
_ => (),
}
}
macro_rules! ext_import {
() => {
"%glsl = OpExtInstImport \"GLSL.std.450\""
};
}
macro_rules! float_op {
($name: ident, $id: expr) => {
pub fn $name(x: f32) -> f32 {
let mut res: f32;
unsafe {
core::arch::asm!(
ext_import!(),
"%float = OpTypeFloat 32",
concat!("{res} = OpExtInst %float %glsl ", $id, " {x}"),
x = in(reg) x,
res = out(reg) res,
);
}
res
}
};
}
float_op!(fract, 10);
float_op!(sin, 13);
float_op!(round, 1);
pub fn reflect(x: Vec3, y: Vec3) -> Vec3 {
let mut o: Vec3 = Default::default();
unsafe {
core::arch::asm!(
ext_import!(),
"%float = OpTypeFloat 32",
"%vec = OpTypeVector %float 3",
"%x = OpLoad _ {x}",
"%y = OpLoad _ {y}",
"%o = OpExtInst %vec %glsl 71 %x %y",
"OpStore {o} %o",
x = in(reg) &x,
y = in(reg) &y,
o = in(reg) &mut o,
);
}
o
}

8
shader/src/lib.rs Normal file
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#![no_std]
#![allow(unexpected_cfgs)]
#![feature(asm_experimental_arch)]
pub mod render;
pub mod compute;
pub mod fns;

24
shader/src/render.rs Normal file
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use spirv_std::glam::{vec2, Vec2, Vec4};
use spirv_std::{spirv, Image, Sampler};
#[spirv(vertex)]
pub fn vs_main(
#[spirv(vertex_index)] vi: u32,
#[spirv(position)] clip_position: &mut Vec4,
tex_pos: &mut Vec2,
) {
let pos = vec2((vi % 2) as f32, (vi / 2) as f32);
*clip_position = (pos * 2.0 - 1.0).extend(0.0).extend(1.0);
*tex_pos = pos;
tex_pos.y = 1.0 - tex_pos.y;
}
#[spirv(fragment)]
pub fn fs_main(
#[spirv(descriptor_set = 0, binding = 0)] texture: &Image!(2D, type=f32, sampled=true),
#[spirv(descriptor_set = 0, binding = 1)] sampler: &Sampler,
tex_pos: Vec2,
output: &mut Vec4,
) {
*output = texture.sample(*sampler, tex_pos);
}