lights, shader work, cube, anti aliasing

This commit is contained in:
2024-06-07 01:32:44 -04:00
parent a2bbe6440c
commit 5bf3f20ea4
7 changed files with 295 additions and 314 deletions

View File

@@ -15,6 +15,7 @@ struct View {
struct VoxelGroup {
transform: mat4x4<f32>,
transform_inv: mat4x4<f32>,
dimensions: vec3<u32>,
offset: u32,
};
@@ -44,11 +45,6 @@ fn vs_main(
// Fragment shader
const ZERO3F = vec3<f32>(0.0);
const ZERO2F = vec2<f32>(0.0);
const DEPTH = 20;
const FULL_ALPHA = 0.9999;
@fragment
fn fs_main(
in: VertexOutput,
@@ -58,247 +54,26 @@ fn fs_main(
let aspect = win_dim.y / win_dim.x;
let pixel_pos = vec3<f32>(
(in.clip_position.xy / win_dim - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect),
0.0
1.0
);
// move to position in world
let dir_view = view.transform * vec4<f32>(normalize(pixel_pos + vec3<f32>(0.0, 0.0, 1.0)), 0.0);
let pos_view = view.transform * vec4<f32>(pixel_pos, 1.0);
let pos = view.transform * vec4<f32>(pixel_pos, 1.0);
let dir = view.transform * vec4<f32>(normalize(pixel_pos), 0.0);
var color = trace_full(pos_view, dir_view);
var color = trace_full(pos, dir);
let light_mult = clamp((-dot(dir.xyz, normalize(GLOBAL_LIGHT)) - 0.99) * 200.0, 0.0, 1.0);
let sky_color = light_mult * vec3<f32>(1.0, 1.0, 1.0);
color += vec4<f32>(sky_color * (1.0 - color.a), 1.0 - color.a);
color.a = 1.0;
return color;
}
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);
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 = 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 || 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;