lights, shader work, cube, anti aliasing
This commit is contained in:
@@ -1,7 +1,7 @@
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use std::sync::Arc;
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use smaa::{SmaaTarget, SmaaMode};
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use super::voxel::VoxelPipeline;
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use crate::client::{rsc::CLEAR_COLOR, ClientState};
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use std::sync::Arc;
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use winit::{
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dpi::PhysicalSize,
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window::{Fullscreen, Window},
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@@ -17,6 +17,7 @@ pub struct Renderer<'a> {
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encoder: Option<wgpu::CommandEncoder>,
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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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}
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impl<'a> Renderer<'a> {
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@@ -84,6 +85,15 @@ 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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Self {
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size,
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voxel_pipeline: VoxelPipeline::new(&device, &config.format),
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@@ -94,6 +104,7 @@ impl<'a> Renderer<'a> {
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adapter,
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config,
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queue,
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smaa_target,
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}
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}
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@@ -110,11 +121,12 @@ impl<'a> Renderer<'a> {
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self.encoder.take().unwrap_or(self.create_encoder());
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let smaa_frame = self.smaa_target.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: &view,
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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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@@ -127,6 +139,7 @@ impl<'a> Renderer<'a> {
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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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self.staging_belt.finish();
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self.queue.submit(std::iter::once(encoder.finish()));
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@@ -157,6 +170,7 @@ 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.resize(&self.device, size.width, size.height);
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}
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pub fn size(&self) -> &PhysicalSize<u32> {
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@@ -1,9 +1,10 @@
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use nalgebra::{Transform3, Vector3};
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use nalgebra::{Projective3, Vector3};
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#[repr(C, align(16))]
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#[derive(Debug, Clone, Copy, PartialEq, bytemuck::Zeroable)]
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pub struct VoxelGroup {
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pub transform: Transform3<f32>,
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pub transform: Projective3<f32>,
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pub transform_inv: Projective3<f32>,
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pub dimensions: Vector3<u32>,
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pub offset: u32,
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}
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@@ -1,4 +1,4 @@
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use nalgebra::{Rotation3, Transform3, Translation3, Vector3};
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use nalgebra::{Projective3, Rotation3, Transform3, Translation3, UnitVector3, Vector3};
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use super::{color::VoxelColor, group::VoxelGroup, view::View};
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use crate::client::render::{
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@@ -167,6 +167,19 @@ impl VoxelPipeline {
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}
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}
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data.append(&mut data2);
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let lx3 = 3;
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let ly3 = 3;
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let lz3 = 3;
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let offset3 = data.len();
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data.append(&mut vec![
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VoxelColor {
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r: 255,
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g: 0,
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b: 255,
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a: 255,
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};
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lx3 * ly3 * lz3
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]);
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self.voxels.update(
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device,
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encoder,
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@@ -174,33 +187,56 @@ impl VoxelPipeline {
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data.len(),
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&[ArrBufUpdate { offset: 0, data }],
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);
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let thing = Translation3::new(0.0, 0.0, 20.0)
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let proj = Projective3::identity()
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* Translation3::new(0.0, 0.0, 20.0)
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* Rotation3::from_axis_angle(&Vector3::y_axis(), 0.5)
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* Translation3::new(-(lx as f32 / 2.0), -(ly as f32 / 2.0), -(lz as f32 / 2.0));
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let group = VoxelGroup {
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transform: Transform3::identity() * thing.inverse(),
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transform: proj,
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transform_inv: proj.inverse(),
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dimensions: Vector3::new(lx as u32, ly as u32, lz as u32),
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offset: 0,
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};
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let thing2 = Translation3::new(0.0, 2.5, 20.0)
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let proj2 = Projective3::identity()
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* Translation3::new(0.0, -2.1, 20.0)
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* Translation3::new(
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-(lx2 as f32 / 2.0),
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-(ly2 as f32 / 2.0),
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-(lz2 as f32 / 2.0),
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);
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let group2 = VoxelGroup {
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transform: Transform3::identity() * thing2.inverse(),
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transform: proj2,
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transform_inv: proj2.inverse(),
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dimensions: Vector3::new(lx2 as u32, ly2 as u32, lz2 as u32),
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offset: offset2 as u32,
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};
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let proj3 = Projective3::identity()
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* Translation3::new(0.0, 0.0, 10.0)
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* Rotation3::from_axis_angle(&Vector3::y_axis(), std::f32::consts::PI / 4.0)
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* Rotation3::from_axis_angle(
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&UnitVector3::new_normalize(Vector3::new(1.0, 0.0, 1.0)),
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std::f32::consts::PI / 4.0,
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)
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* Translation3::new(
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-(lx3 as f32 / 2.0),
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-(ly3 as f32 / 2.0),
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-(lz3 as f32 / 2.0),
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);
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let group3 = VoxelGroup {
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transform: proj3,
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transform_inv: proj3.inverse(),
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dimensions: Vector3::new(lx3 as u32, ly3 as u32, lz3 as u32),
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offset: offset3 as u32,
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};
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let groups = vec![group, group2, group3];
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self.voxel_groups.update(
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device,
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encoder,
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belt,
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2,
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groups.len(),
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&[ArrBufUpdate {
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offset: 0,
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data: vec![group, group2],
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data: groups,
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}],
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);
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self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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@@ -15,6 +15,7 @@ struct View {
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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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@@ -44,11 +45,6 @@ fn vs_main(
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// Fragment shader
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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 = 20;
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const FULL_ALPHA = 0.9999;
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@fragment
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fn fs_main(
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in: VertexOutput,
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@@ -58,247 +54,26 @@ 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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0.0
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1.0
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);
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// move to position in world
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let dir_view = view.transform * vec4<f32>(normalize(pixel_pos + vec3<f32>(0.0, 0.0, 1.0)), 0.0);
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let pos_view = view.transform * vec4<f32>(pixel_pos, 1.0);
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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_view, dir_view);
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var color = trace_full(pos, dir);
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let light_mult = clamp((-dot(dir.xyz, normalize(GLOBAL_LIGHT)) - 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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fn trace_one(gi: u32, pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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let group = voxel_groups[gi];
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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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var pos = (group.transform * pos_view).xyz;
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let dir = (group.transform * dir_view).xyz;
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let dir_if = sign(dir);
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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 t_offset = 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_offset = select(select(t_i.z, t_i.y, hit.y), t_i.x, hit.x);
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}
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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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// time to move 1 unit using dir
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let inc_t = abs(1.0 / dir);
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let corner = vec3<f32>(vox_pos) + vec3<f32>(0.5) + dir_if / 2.0;
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// time of next plane hit for each direction
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var next_t = inc_t * abs(pos - corner);
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var color = vec4<f32>(0.0);
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loop {
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let i = u32(vox_pos.x + vox_pos.y * dim_i.x + vox_pos.z * dim_i.x * dim_i.y) + group.offset;
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var vcolor = unpack4x8unorm(voxels[i]);
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// select next voxel to move to next based on least time
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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);
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vox_pos[axis] += dir_i[axis];
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next_t[axis] += inc_t[axis];
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color += vec4<f32>(vcolor.xyz * vcolor.a * (1.0 - color.a), (1.0 - color.a) * vcolor.a);
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if color.a >= FULL_ALPHA || vox_pos[axis] < 0 || vox_pos[axis] >= dim_i[axis] {
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break;
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}
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}
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return color;
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}
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fn trace_opaque(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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var depth = 9999999999999.0;
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var result = vec4<f32>(0.0);
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for (var gi: u32 = 0; gi < arrayLength(&voxel_groups); gi = gi + 1) {
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let group = voxel_groups[gi];
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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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var pos = (group.transform * pos_view).xyz;
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let dir = (group.transform * dir_view).xyz;
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let dir_if = sign(dir);
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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 t_offset = 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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continue;
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}
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pos = select(select(pz, py, hit.y), px, hit.x);
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t_offset = select(select(t_i.z, t_i.y, hit.y), t_i.x, hit.x);
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}
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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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// time to move 1 unit using dir
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let inc_t = abs(1.0 / dir);
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let corner = vec3<f32>(vox_pos) + vec3<f32>(0.5) + dir_if / 2.0;
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// time of next plane hit for each direction
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var next_t = inc_t * abs(pos - corner);
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var t = 0.0;
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var prev_t = t;
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var color = vec4<f32>(0.0);
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var gdepth = 9999999999999.0;
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loop {
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let i = u32(vox_pos.x + vox_pos.y * dim_i.x + vox_pos.z * dim_i.x * dim_i.y) + group.offset;
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var vcolor = unpack4x8unorm(voxels[i]);
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// select next voxel to move to next based on least time
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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);
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prev_t = t;
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t = next_t[axis];
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vox_pos[axis] += dir_i[axis];
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next_t[axis] += inc_t[axis];
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// hit a voxel
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if vcolor.a > 0.0 {
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let full_t = t_offset + prev_t;
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gdepth = min(gdepth, full_t);
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color = vcolor;
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break;
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}
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if vox_pos[axis] < 0 || vox_pos[axis] >= dim_i[axis] {
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break;
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}
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}
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result = select(result, color, gdepth < depth);
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depth = min(gdepth, depth);
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}
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return result;
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}
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fn trace_first(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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var depth = 9999999999999.0;
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var result = vec4<f32>(0.0);
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for (var gi: u32 = 0; gi < arrayLength(&voxel_groups); gi = gi + 1) {
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let group = voxel_groups[gi];
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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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var pos = (group.transform * pos_view).xyz;
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let dir = (group.transform * dir_view).xyz;
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let dir_if = sign(dir);
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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 t_offset = 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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continue;
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}
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pos = select(select(pz, py, hit.y), px, hit.x);
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t_offset = select(select(t_i.z, t_i.y, hit.y), t_i.x, hit.x);
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}
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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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// time to move 1 unit using dir
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let inc_t = abs(1.0 / dir);
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let corner = vec3<f32>(vox_pos) + vec3<f32>(0.5) + dir_if / 2.0;
|
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|
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// time of next plane hit for each direction
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var next_t = inc_t * abs(pos - corner);
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var t = 0.0;
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var prev_t = t;
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var color = vec4<f32>(0.0);
|
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var gdepth = 9999999999999.0;
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loop {
|
||||
let i = u32(vox_pos.x + vox_pos.y * dim_i.x + vox_pos.z * dim_i.x * dim_i.y) + group.offset;
|
||||
var vcolor = unpack4x8unorm(voxels[i]);
|
||||
|
||||
// select next voxel to move to next based on least time
|
||||
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);
|
||||
prev_t = t;
|
||||
t = next_t[axis];
|
||||
vox_pos[axis] += dir_i[axis];
|
||||
next_t[axis] += inc_t[axis];
|
||||
|
||||
// hit a voxel
|
||||
if vcolor.a > 0.0 {
|
||||
let full_t = t_offset + prev_t;
|
||||
gdepth = min(gdepth, full_t);
|
||||
color += vec4<f32>(vcolor.xyz * vcolor.a * (1.0 - color.a), (1.0 - color.a) * vcolor.a);
|
||||
}
|
||||
|
||||
if color.a >= FULL_ALPHA || vox_pos[axis] < 0 || vox_pos[axis] >= dim_i[axis] {
|
||||
break;
|
||||
}
|
||||
}
|
||||
result = select(result, color, gdepth < depth);
|
||||
depth = min(gdepth, depth);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
const ZERO3F = vec3<f32>(0.0);
|
||||
const ZERO2F = vec2<f32>(0.0);
|
||||
const DEPTH = 20;
|
||||
const FULL_ALPHA = 0.9999;
|
||||
const GLOBAL_LIGHT = vec3<f32>(-0.5, -4.0, 2.0);
|
||||
|
||||
fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
// GPUs hate this
|
||||
@@ -319,6 +94,10 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
return color;
|
||||
}
|
||||
|
||||
// apparently GPUs don't like dynamic indexing cause they just have
|
||||
// a ton of registers instead of fast memory access; should probably
|
||||
// try to optimize for that where I can
|
||||
|
||||
fn apply_group(
|
||||
gi: u32, pos_view: vec4<f32>, dir_view: vec4<f32>,
|
||||
depths: ptr<function, array<f32, DEPTH>>,
|
||||
@@ -329,13 +108,22 @@ fn apply_group(
|
||||
let dim_i = vec3<i32>(group.dimensions);
|
||||
|
||||
// transform so that group is at 0,0
|
||||
var pos = (group.transform * pos_view).xyz;
|
||||
let dir = (group.transform * dir_view).xyz;
|
||||
var pos = (group.transform_inv * pos_view).xyz;
|
||||
let dir = (group.transform_inv * dir_view).xyz;
|
||||
|
||||
let dir_if = sign(dir);
|
||||
|
||||
|
||||
|
||||
// calculate normals; maybe should do this on cpu?
|
||||
let 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);
|
||||
let norm_light = normalize(GLOBAL_LIGHT);
|
||||
|
||||
// find where ray intersects with group
|
||||
let plane_point = (vec3<f32>(1.0) - dir_if) / 2.0 * dim_f;
|
||||
var t_offset = 0.0;
|
||||
@@ -358,6 +146,7 @@ fn apply_group(
|
||||
}
|
||||
pos = select(select(pz, py, hit.y), px, hit.x);
|
||||
t_offset = 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);
|
||||
}
|
||||
var vox_pos = clamp(vec3<i32>(pos), vec3<i32>(0), dim_i - vec3<i32>(1));
|
||||
|
||||
@@ -378,10 +167,13 @@ fn apply_group(
|
||||
loop {
|
||||
let i = u32(vox_pos.x + vox_pos.y * dim_i.x + vox_pos.z * dim_i.x * dim_i.y) + group.offset;
|
||||
var vcolor = unpack4x8unorm(voxels[i]);
|
||||
let normal = next_normal;
|
||||
|
||||
// select next voxel to move to next based on least time
|
||||
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);
|
||||
next_normal = select(select(normals[2], normals[1], axis == 1), normals[0], axis == 0);
|
||||
prev_t = t;
|
||||
// might want to make multiplication mask w select instead of dynamically indexing
|
||||
t = next_t[axis];
|
||||
vox_pos[axis] += dir_i[axis];
|
||||
next_t[axis] += inc_t[axis];
|
||||
@@ -400,15 +192,17 @@ fn apply_group(
|
||||
a = unpack4x8unorm((*colors)[depth]).a;
|
||||
}
|
||||
var move_d = depth;
|
||||
// move further depth hits back
|
||||
// move further depth hits back (top 10 efficient algorithms)
|
||||
while move_d < DEPTH - 1 && unpack4x8unorm((*colors)[move_d]).a != 0.0 {
|
||||
(*colors)[move_d + 1] = (*colors)[move_d];
|
||||
(*depths)[move_d + 1] = (*depths)[move_d];
|
||||
move_d += 1;
|
||||
}
|
||||
// add hit
|
||||
let light = max(dot(norm_light, normal) * 1.3 + 0.1, 0.1);
|
||||
var color = vec4<f32>(vcolor.xyz * light, vcolor.a);
|
||||
(*depths)[depth] = full_t;
|
||||
(*colors)[depth] = voxels[i];
|
||||
(*colors)[depth] = pack4x8unorm(color);
|
||||
prev_a = vcolor.a;
|
||||
depth += 1;
|
||||
alpha += (1.0 - alpha) * vcolor.a;
|
||||
|
||||
@@ -1,62 +1,97 @@
|
||||
fn trace_first(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
fn trace_one(gi: u32, pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
let group = voxel_groups[gi];
|
||||
let dim_f = vec3<f32>(group.dimensions);
|
||||
let dim_i = vec3<i32>(group.dimensions);
|
||||
|
||||
// transform so that group is at 0,0
|
||||
var pos = (group.transform * pos_view).xyz;
|
||||
let dir = (group.transform * dir_view).xyz;
|
||||
|
||||
let dir_if = sign(dir);
|
||||
|
||||
|
||||
|
||||
// find where ray intersects with group
|
||||
let plane_point = (vec3<f32>(1.0) - dir_if) / 2.0 * dim_f;
|
||||
var t_offset = 0.0;
|
||||
if outside3f(pos, ZERO3F, dim_f) {
|
||||
// time of intersection; x = td + p, solve for t
|
||||
let t_i = (plane_point - pos) / dir;
|
||||
// points of intersection
|
||||
let px = pos + t_i.x * dir;
|
||||
let py = pos + t_i.y * dir;
|
||||
let pz = pos + t_i.z * dir;
|
||||
|
||||
// check if point is in bounds
|
||||
let hit = vec3<bool>(
|
||||
inside2f(px.yz, ZERO2F, dim_f.yz),
|
||||
inside2f(py.xz, ZERO2F, dim_f.xz),
|
||||
inside2f(pz.xy, ZERO2F, dim_f.xy),
|
||||
) && (t_i > ZERO3F);
|
||||
if !any(hit) {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
pos = select(select(pz, py, hit.y), px, hit.x);
|
||||
t_offset = select(select(t_i.z, t_i.y, hit.y), t_i.x, hit.x);
|
||||
}
|
||||
var vox_pos = clamp(vec3<i32>(pos), vec3<i32>(0), dim_i - vec3<i32>(1));
|
||||
|
||||
|
||||
|
||||
let dir_i = vec3<i32>(dir_if);
|
||||
// time to move 1 unit using dir
|
||||
let inc_t = abs(1.0 / dir);
|
||||
let corner = vec3<f32>(vox_pos) + vec3<f32>(0.5) + dir_if / 2.0;
|
||||
|
||||
// time of next plane hit for each direction
|
||||
var next_t = inc_t * abs(pos - corner);
|
||||
var color = vec4<f32>(0.0);
|
||||
loop {
|
||||
let i = u32(vox_pos.x + vox_pos.y * dim_i.x + vox_pos.z * dim_i.x * dim_i.y) + group.offset;
|
||||
var vcolor = unpack4x8unorm(voxels[i]);
|
||||
|
||||
// select next voxel to move to next based on least time
|
||||
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);
|
||||
vox_pos[axis] += dir_i[axis];
|
||||
next_t[axis] += inc_t[axis];
|
||||
color += vec4<f32>(vcolor.xyz * vcolor.a * (1.0 - color.a), (1.0 - color.a) * vcolor.a);
|
||||
|
||||
if color.a >= FULL_ALPHA || vox_pos[axis] < 0 || vox_pos[axis] >= dim_i[axis] {
|
||||
break;
|
||||
}
|
||||
}
|
||||
return color;
|
||||
}
|
||||
|
||||
fn trace_opaque(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
var depth = 9999999999999.0;
|
||||
var result = vec4<f32>(0.0);
|
||||
|
||||
var group: VoxelGroup;
|
||||
var dim_f: vec3<f32>;
|
||||
var dim_i: vec3<i32>;
|
||||
var pos: vec3<f32>;
|
||||
var dir: vec3<f32>;
|
||||
var dir_if: vec3<f32>;
|
||||
|
||||
var plane_point: vec3<f32>;
|
||||
var t_offset: f32;
|
||||
var t_i: vec3<f32>;
|
||||
var px: vec3<f32>;
|
||||
var py: vec3<f32>;
|
||||
var pz: vec3<f32>;
|
||||
var hit: vec3<bool>;
|
||||
var vox_pos: vec3<i32>;
|
||||
|
||||
var dir_i: vec3<i32>;
|
||||
var inc_t: vec3<f32>;
|
||||
var corner: vec3<f32>;
|
||||
var next_t: vec3<f32>;
|
||||
var t: f32;
|
||||
var prev_t: f32;
|
||||
var color: vec4<f32>;
|
||||
var gdepth: f32;
|
||||
var i: u32;
|
||||
var vcolor: vec4<f32>;
|
||||
var axis: i32;
|
||||
var full_t: f32;
|
||||
|
||||
for (var gi: u32 = 0; gi < arrayLength(&voxel_groups); gi = gi + 1) {
|
||||
group = voxel_groups[gi];
|
||||
dim_f = vec3<f32>(group.dimensions);
|
||||
dim_i = vec3<i32>(group.dimensions);
|
||||
let group = voxel_groups[gi];
|
||||
let dim_f = vec3<f32>(group.dimensions);
|
||||
let dim_i = vec3<i32>(group.dimensions);
|
||||
|
||||
// transform so that group is at 0,0
|
||||
pos = (group.transform * pos_view).xyz;
|
||||
dir = (group.transform * dir_view).xyz;
|
||||
var pos = (group.transform * pos_view).xyz;
|
||||
let dir = (group.transform * dir_view).xyz;
|
||||
|
||||
dir_if = sign(dir);
|
||||
let dir_if = sign(dir);
|
||||
|
||||
|
||||
|
||||
// find where ray intersects with group
|
||||
plane_point = (vec3<f32>(1.0) - dir_if) / 2.0 * dim_f;
|
||||
t_offset = 0.0;
|
||||
let plane_point = (vec3<f32>(1.0) - dir_if) / 2.0 * dim_f;
|
||||
var t_offset = 0.0;
|
||||
if outside3f(pos, ZERO3F, dim_f) {
|
||||
// time of intersection; x = td + p, solve for t
|
||||
t_i = (plane_point - pos) / dir;
|
||||
let t_i = (plane_point - pos) / dir;
|
||||
// points of intersection
|
||||
px = pos + t_i.x * dir;
|
||||
py = pos + t_i.y * dir;
|
||||
pz = pos + t_i.z * dir;
|
||||
let px = pos + t_i.x * dir;
|
||||
let py = pos + t_i.y * dir;
|
||||
let pz = pos + t_i.z * dir;
|
||||
|
||||
// check if point is in bounds
|
||||
hit = vec3<bool>(
|
||||
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),
|
||||
@@ -67,27 +102,27 @@ fn trace_first(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
pos = select(select(pz, py, hit.y), px, hit.x);
|
||||
t_offset = select(select(t_i.z, t_i.y, hit.y), t_i.x, hit.x);
|
||||
}
|
||||
vox_pos = clamp(vec3<i32>(pos), vec3<i32>(0), dim_i - vec3<i32>(1));
|
||||
var vox_pos = clamp(vec3<i32>(pos), vec3<i32>(0), dim_i - vec3<i32>(1));
|
||||
|
||||
|
||||
|
||||
dir_i = vec3<i32>(dir_if);
|
||||
let dir_i = vec3<i32>(dir_if);
|
||||
// time to move 1 unit using dir
|
||||
inc_t = abs(1.0 / dir);
|
||||
corner = vec3<f32>(vox_pos) + vec3<f32>(0.5) + dir_if / 2.0;
|
||||
let inc_t = abs(1.0 / dir);
|
||||
let corner = vec3<f32>(vox_pos) + vec3<f32>(0.5) + dir_if / 2.0;
|
||||
|
||||
// time of next plane hit for each direction
|
||||
next_t = inc_t * abs(pos - corner);
|
||||
t = 0.0;
|
||||
prev_t = t;
|
||||
color = vec4<f32>(0.0);
|
||||
gdepth = 9999999999999.0;
|
||||
var next_t = inc_t * abs(pos - corner);
|
||||
var t = 0.0;
|
||||
var prev_t = t;
|
||||
var color = vec4<f32>(0.0);
|
||||
var gdepth = 9999999999999.0;
|
||||
loop {
|
||||
i = u32(vox_pos.x + vox_pos.y * dim_i.x + vox_pos.z * dim_i.x * dim_i.y) + group.offset;
|
||||
vcolor = unpack4x8unorm(voxels[i]);
|
||||
let i = u32(vox_pos.x + vox_pos.y * dim_i.x + vox_pos.z * dim_i.x * dim_i.y) + group.offset;
|
||||
var vcolor = unpack4x8unorm(voxels[i]);
|
||||
|
||||
// select next voxel to move to next based on least time
|
||||
axis = select(select(2, 1, next_t.y < next_t.z), 0, next_t.x < next_t.y && next_t.x < next_t.z);
|
||||
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);
|
||||
prev_t = t;
|
||||
t = next_t[axis];
|
||||
vox_pos[axis] += dir_i[axis];
|
||||
@@ -95,12 +130,92 @@ fn trace_first(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
|
||||
// hit a voxel
|
||||
if vcolor.a > 0.0 {
|
||||
full_t = t_offset + prev_t;
|
||||
let full_t = t_offset + prev_t;
|
||||
gdepth = min(gdepth, full_t);
|
||||
color = vcolor;
|
||||
break;
|
||||
}
|
||||
|
||||
if vox_pos[axis] < 0 || vox_pos[axis] >= dim_i[axis] {
|
||||
break;
|
||||
}
|
||||
}
|
||||
result = select(result, color, gdepth < depth);
|
||||
depth = min(gdepth, depth);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
fn trace_first(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
var depth = 9999999999999.0;
|
||||
var result = vec4<f32>(0.0);
|
||||
for (var gi: u32 = 0; gi < arrayLength(&voxel_groups); gi = gi + 1) {
|
||||
let group = voxel_groups[gi];
|
||||
let dim_f = vec3<f32>(group.dimensions);
|
||||
let dim_i = vec3<i32>(group.dimensions);
|
||||
|
||||
// transform so that group is at 0,0
|
||||
var pos = (group.transform * pos_view).xyz;
|
||||
let dir = (group.transform * dir_view).xyz;
|
||||
|
||||
let dir_if = sign(dir);
|
||||
|
||||
|
||||
|
||||
// find where ray intersects with group
|
||||
let plane_point = (vec3<f32>(1.0) - dir_if) / 2.0 * dim_f;
|
||||
var t_offset = 0.0;
|
||||
if outside3f(pos, ZERO3F, dim_f) {
|
||||
// time of intersection; x = td + p, solve for t
|
||||
let t_i = (plane_point - pos) / dir;
|
||||
// points of intersection
|
||||
let px = pos + t_i.x * dir;
|
||||
let py = pos + t_i.y * dir;
|
||||
let pz = pos + t_i.z * dir;
|
||||
|
||||
// check if point is in bounds
|
||||
let hit = vec3<bool>(
|
||||
inside2f(px.yz, ZERO2F, dim_f.yz),
|
||||
inside2f(py.xz, ZERO2F, dim_f.xz),
|
||||
inside2f(pz.xy, ZERO2F, dim_f.xy),
|
||||
) && (t_i > ZERO3F);
|
||||
if !any(hit) {
|
||||
continue;
|
||||
}
|
||||
pos = select(select(pz, py, hit.y), px, hit.x);
|
||||
t_offset = select(select(t_i.z, t_i.y, hit.y), t_i.x, hit.x);
|
||||
}
|
||||
var vox_pos = clamp(vec3<i32>(pos), vec3<i32>(0), dim_i - vec3<i32>(1));
|
||||
|
||||
|
||||
|
||||
let dir_i = vec3<i32>(dir_if);
|
||||
// time to move 1 unit using dir
|
||||
let inc_t = abs(1.0 / dir);
|
||||
let corner = vec3<f32>(vox_pos) + vec3<f32>(0.5) + dir_if / 2.0;
|
||||
|
||||
// time of next plane hit for each direction
|
||||
var next_t = inc_t * abs(pos - corner);
|
||||
var t = 0.0;
|
||||
var prev_t = t;
|
||||
var color = vec4<f32>(0.0);
|
||||
var gdepth = 9999999999999.0;
|
||||
loop {
|
||||
let i = u32(vox_pos.x + vox_pos.y * dim_i.x + vox_pos.z * dim_i.x * dim_i.y) + group.offset;
|
||||
var vcolor = unpack4x8unorm(voxels[i]);
|
||||
|
||||
// select next voxel to move to next based on least time
|
||||
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);
|
||||
prev_t = t;
|
||||
t = next_t[axis];
|
||||
vox_pos[axis] += dir_i[axis];
|
||||
next_t[axis] += inc_t[axis];
|
||||
|
||||
// hit a voxel
|
||||
if vcolor.a > 0.0 {
|
||||
let full_t = t_offset + prev_t;
|
||||
gdepth = min(gdepth, full_t);
|
||||
color += vec4<f32>(vcolor.xyz * vcolor.a * (1.0 - color.a), (1.0 - color.a) * vcolor.a);
|
||||
if color.a >= FULL_ALPHA {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if color.a >= FULL_ALPHA || vox_pos[axis] < 0 || vox_pos[axis] >= dim_i[axis] {
|
||||
|
||||
Reference in New Issue
Block a user