lights, shader work, cube, anti aliasing
This commit is contained in:
20
Cargo.lock
generated
20
Cargo.lock
generated
@@ -801,6 +801,7 @@ dependencies = [
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"indexmap",
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"indexmap",
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"log",
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"log",
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"num-traits",
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"num-traits",
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"pp-rs",
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"rustc-hash",
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"rustc-hash",
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"spirv",
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"spirv",
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"termcolor",
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"termcolor",
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@@ -1092,6 +1093,7 @@ dependencies = [
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"pollster",
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"pollster",
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"rand",
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"rand",
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"simba",
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"simba",
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"smaa",
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"wgpu",
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"wgpu",
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"winit",
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"winit",
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]
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]
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@@ -1123,6 +1125,15 @@ version = "0.3.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "22686f4785f02a4fcc856d3b3bb19bf6c8160d103f7a99cc258bddd0251dc7f2"
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checksum = "22686f4785f02a4fcc856d3b3bb19bf6c8160d103f7a99cc258bddd0251dc7f2"
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[[package]]
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name = "pp-rs"
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version = "0.2.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "bb458bb7f6e250e6eb79d5026badc10a3ebb8f9a15d1fff0f13d17c71f4d6dee"
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dependencies = [
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"unicode-xid",
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]
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[[package]]
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[[package]]
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name = "ppv-lite86"
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name = "ppv-lite86"
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version = "0.2.17"
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version = "0.2.17"
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@@ -1362,6 +1373,15 @@ dependencies = [
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"version_check",
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"version_check",
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]
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]
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[[package]]
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name = "smaa"
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version = "0.14.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "08dff9e842337b9aaa0e4e920676dc582cc6e6cd1056393ed209524a1758146b"
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dependencies = [
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"wgpu",
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]
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[[package]]
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[[package]]
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name = "smallvec"
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name = "smallvec"
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version = "1.13.2"
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version = "1.13.2"
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@@ -11,5 +11,6 @@ nalgebra = {version="0.32.5", features=["bytemuck"]}
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pollster = "0.3"
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pollster = "0.3"
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rand = "0.8.5"
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rand = "0.8.5"
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simba = "0.8.1"
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simba = "0.8.1"
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smaa = "0.14.0"
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wgpu = "0.20"
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wgpu = "0.20"
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winit = {version="0.30", features=["serde"]}
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winit = {version="0.30", features=["serde"]}
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@@ -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 super::voxel::VoxelPipeline;
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use crate::client::{rsc::CLEAR_COLOR, ClientState};
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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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use winit::{
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dpi::PhysicalSize,
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dpi::PhysicalSize,
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window::{Fullscreen, Window},
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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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encoder: Option<wgpu::CommandEncoder>,
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staging_belt: wgpu::util::StagingBelt,
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staging_belt: wgpu::util::StagingBelt,
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voxel_pipeline: VoxelPipeline,
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voxel_pipeline: VoxelPipeline,
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smaa_target: SmaaTarget,
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}
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}
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impl<'a> Renderer<'a> {
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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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// 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 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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Self {
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size,
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size,
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voxel_pipeline: VoxelPipeline::new(&device, &config.format),
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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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adapter,
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config,
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config,
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queue,
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queue,
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smaa_target,
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}
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}
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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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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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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 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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{
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let render_pass = &mut encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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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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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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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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resolve_target: None,
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ops: wgpu::Operations {
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(CLEAR_COLOR),
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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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});
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self.voxel_pipeline.draw(render_pass);
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self.voxel_pipeline.draw(render_pass);
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}
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}
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smaa_frame.resolve();
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self.staging_belt.finish();
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self.staging_belt.finish();
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self.queue.submit(std::iter::once(encoder.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.width = size.width;
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self.config.height = size.height;
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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.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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}
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pub fn size(&self) -> &PhysicalSize<u32> {
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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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#[repr(C, align(16))]
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#[derive(Debug, Clone, Copy, PartialEq, bytemuck::Zeroable)]
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#[derive(Debug, Clone, Copy, PartialEq, bytemuck::Zeroable)]
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pub struct VoxelGroup {
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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 dimensions: Vector3<u32>,
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pub offset: u32,
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pub offset: u32,
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}
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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 super::{color::VoxelColor, group::VoxelGroup, view::View};
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use crate::client::render::{
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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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}
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}
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data.append(&mut data2);
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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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self.voxels.update(
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device,
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device,
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encoder,
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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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data.len(),
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&[ArrBufUpdate { offset: 0, data }],
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&[ArrBufUpdate { offset: 0, data }],
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);
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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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* 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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* 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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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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dimensions: Vector3::new(lx as u32, ly as u32, lz as u32),
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offset: 0,
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offset: 0,
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};
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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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* Translation3::new(
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-(lx2 as f32 / 2.0),
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-(lx2 as f32 / 2.0),
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-(ly2 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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-(lz2 as f32 / 2.0),
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);
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);
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let group2 = VoxelGroup {
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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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dimensions: Vector3::new(lx2 as u32, ly2 as u32, lz2 as u32),
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offset: offset2 as u32,
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offset: offset2 as u32,
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};
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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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self.voxel_groups.update(
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device,
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device,
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encoder,
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encoder,
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belt,
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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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&[ArrBufUpdate {
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offset: 0,
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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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);
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);
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self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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@@ -15,6 +15,7 @@ struct View {
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|
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struct VoxelGroup {
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struct VoxelGroup {
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transform: mat4x4<f32>,
|
transform: mat4x4<f32>,
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|
transform_inv: mat4x4<f32>,
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dimensions: vec3<u32>,
|
dimensions: vec3<u32>,
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offset: u32,
|
offset: u32,
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};
|
};
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@@ -44,11 +45,6 @@ fn vs_main(
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|
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// Fragment shader
|
// Fragment shader
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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 = 20;
|
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const FULL_ALPHA = 0.9999;
|
|
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|
|
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@fragment
|
@fragment
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fn fs_main(
|
fn fs_main(
|
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in: VertexOutput,
|
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;
|
let aspect = win_dim.y / win_dim.x;
|
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let pixel_pos = vec3<f32>(
|
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),
|
(in.clip_position.xy / win_dim - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect),
|
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0.0
|
1.0
|
||||||
);
|
);
|
||||||
|
|
||||||
// move to position in world
|
// 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);
|
let pos = view.transform * vec4<f32>(pixel_pos, 1.0);
|
||||||
let pos_view = 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;
|
color.a = 1.0;
|
||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
|
|
||||||
fn trace_one(gi: u32, pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
const ZERO3F = vec3<f32>(0.0);
|
||||||
let group = voxel_groups[gi];
|
const ZERO2F = vec2<f32>(0.0);
|
||||||
let dim_f = vec3<f32>(group.dimensions);
|
const DEPTH = 20;
|
||||||
let dim_i = vec3<i32>(group.dimensions);
|
const FULL_ALPHA = 0.9999;
|
||||||
|
const GLOBAL_LIGHT = vec3<f32>(-0.5, -4.0, 2.0);
|
||||||
// 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;
|
|
||||||
}
|
|
||||||
|
|
||||||
fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||||
// GPUs hate this
|
// GPUs hate this
|
||||||
@@ -319,6 +94,10 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
|||||||
return color;
|
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(
|
fn apply_group(
|
||||||
gi: u32, pos_view: vec4<f32>, dir_view: vec4<f32>,
|
gi: u32, pos_view: vec4<f32>, dir_view: vec4<f32>,
|
||||||
depths: ptr<function, array<f32, DEPTH>>,
|
depths: ptr<function, array<f32, DEPTH>>,
|
||||||
@@ -329,13 +108,22 @@ fn apply_group(
|
|||||||
let dim_i = vec3<i32>(group.dimensions);
|
let dim_i = vec3<i32>(group.dimensions);
|
||||||
|
|
||||||
// transform so that group is at 0,0
|
// transform so that group is at 0,0
|
||||||
var pos = (group.transform * pos_view).xyz;
|
var pos = (group.transform_inv * pos_view).xyz;
|
||||||
let dir = (group.transform * dir_view).xyz;
|
let dir = (group.transform_inv * dir_view).xyz;
|
||||||
|
|
||||||
let dir_if = sign(dir);
|
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
|
// find where ray intersects with group
|
||||||
let plane_point = (vec3<f32>(1.0) - dir_if) / 2.0 * dim_f;
|
let plane_point = (vec3<f32>(1.0) - dir_if) / 2.0 * dim_f;
|
||||||
var t_offset = 0.0;
|
var t_offset = 0.0;
|
||||||
@@ -358,6 +146,7 @@ fn apply_group(
|
|||||||
}
|
}
|
||||||
pos = select(select(pz, py, hit.y), px, hit.x);
|
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);
|
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));
|
var vox_pos = clamp(vec3<i32>(pos), vec3<i32>(0), dim_i - vec3<i32>(1));
|
||||||
|
|
||||||
@@ -378,10 +167,13 @@ fn apply_group(
|
|||||||
loop {
|
loop {
|
||||||
let i = u32(vox_pos.x + vox_pos.y * dim_i.x + vox_pos.z * dim_i.x * dim_i.y) + group.offset;
|
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]);
|
var vcolor = unpack4x8unorm(voxels[i]);
|
||||||
|
let normal = next_normal;
|
||||||
|
|
||||||
// select next voxel to move to next based on least time
|
// 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);
|
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;
|
prev_t = t;
|
||||||
|
// might want to make multiplication mask w select instead of dynamically indexing
|
||||||
t = next_t[axis];
|
t = next_t[axis];
|
||||||
vox_pos[axis] += dir_i[axis];
|
vox_pos[axis] += dir_i[axis];
|
||||||
next_t[axis] += inc_t[axis];
|
next_t[axis] += inc_t[axis];
|
||||||
@@ -400,15 +192,17 @@ fn apply_group(
|
|||||||
a = unpack4x8unorm((*colors)[depth]).a;
|
a = unpack4x8unorm((*colors)[depth]).a;
|
||||||
}
|
}
|
||||||
var move_d = depth;
|
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 {
|
while move_d < DEPTH - 1 && unpack4x8unorm((*colors)[move_d]).a != 0.0 {
|
||||||
(*colors)[move_d + 1] = (*colors)[move_d];
|
(*colors)[move_d + 1] = (*colors)[move_d];
|
||||||
(*depths)[move_d + 1] = (*depths)[move_d];
|
(*depths)[move_d + 1] = (*depths)[move_d];
|
||||||
move_d += 1;
|
move_d += 1;
|
||||||
}
|
}
|
||||||
// add hit
|
// 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;
|
(*depths)[depth] = full_t;
|
||||||
(*colors)[depth] = voxels[i];
|
(*colors)[depth] = pack4x8unorm(color);
|
||||||
prev_a = vcolor.a;
|
prev_a = vcolor.a;
|
||||||
depth += 1;
|
depth += 1;
|
||||||
alpha += (1.0 - alpha) * vcolor.a;
|
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> {
|
||||||
var depth = 9999999999999.0;
|
let group = voxel_groups[gi];
|
||||||
var result = vec4<f32>(0.0);
|
let dim_f = vec3<f32>(group.dimensions);
|
||||||
|
let dim_i = vec3<i32>(group.dimensions);
|
||||||
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);
|
|
||||||
|
|
||||||
// transform so that group is at 0,0
|
// transform so that group is at 0,0
|
||||||
pos = (group.transform * pos_view).xyz;
|
var pos = (group.transform * pos_view).xyz;
|
||||||
dir = (group.transform * dir_view).xyz;
|
let dir = (group.transform * dir_view).xyz;
|
||||||
|
|
||||||
dir_if = sign(dir);
|
let dir_if = sign(dir);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// find where ray intersects with group
|
// find where ray intersects with group
|
||||||
plane_point = (vec3<f32>(1.0) - dir_if) / 2.0 * dim_f;
|
let plane_point = (vec3<f32>(1.0) - dir_if) / 2.0 * dim_f;
|
||||||
t_offset = 0.0;
|
var t_offset = 0.0;
|
||||||
if outside3f(pos, ZERO3F, dim_f) {
|
if outside3f(pos, ZERO3F, dim_f) {
|
||||||
// time of intersection; x = td + p, solve for t
|
// 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
|
// points of intersection
|
||||||
px = pos + t_i.x * dir;
|
let px = pos + t_i.x * dir;
|
||||||
py = pos + t_i.y * dir;
|
let py = pos + t_i.y * dir;
|
||||||
pz = pos + t_i.z * dir;
|
let pz = pos + t_i.z * dir;
|
||||||
|
|
||||||
// check if point is in bounds
|
// 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),
|
||||||
|
) && (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(px.yz, ZERO2F, dim_f.yz),
|
||||||
inside2f(py.xz, ZERO2F, dim_f.xz),
|
inside2f(py.xz, ZERO2F, dim_f.xz),
|
||||||
inside2f(pz.xy, ZERO2F, dim_f.xy),
|
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);
|
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);
|
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
|
// time to move 1 unit using dir
|
||||||
inc_t = abs(1.0 / dir);
|
let inc_t = abs(1.0 / dir);
|
||||||
corner = vec3<f32>(vox_pos) + vec3<f32>(0.5) + dir_if / 2.0;
|
let corner = vec3<f32>(vox_pos) + vec3<f32>(0.5) + dir_if / 2.0;
|
||||||
|
|
||||||
// time of next plane hit for each direction
|
// time of next plane hit for each direction
|
||||||
next_t = inc_t * abs(pos - corner);
|
var next_t = inc_t * abs(pos - corner);
|
||||||
t = 0.0;
|
var t = 0.0;
|
||||||
prev_t = t;
|
var prev_t = t;
|
||||||
color = vec4<f32>(0.0);
|
var color = vec4<f32>(0.0);
|
||||||
gdepth = 9999999999999.0;
|
var gdepth = 9999999999999.0;
|
||||||
loop {
|
loop {
|
||||||
i = u32(vox_pos.x + vox_pos.y * dim_i.x + vox_pos.z * dim_i.x * dim_i.y) + group.offset;
|
let 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]);
|
var vcolor = unpack4x8unorm(voxels[i]);
|
||||||
|
|
||||||
// select next voxel to move to next based on least time
|
// 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;
|
prev_t = t;
|
||||||
t = next_t[axis];
|
t = next_t[axis];
|
||||||
vox_pos[axis] += dir_i[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
|
// hit a voxel
|
||||||
if vcolor.a > 0.0 {
|
if vcolor.a > 0.0 {
|
||||||
full_t = t_offset + prev_t;
|
let full_t = t_offset + prev_t;
|
||||||
gdepth = min(gdepth, full_t);
|
gdepth = min(gdepth, full_t);
|
||||||
color += vec4<f32>(vcolor.xyz * vcolor.a * (1.0 - color.a), (1.0 - color.a) * vcolor.a);
|
color = vcolor;
|
||||||
if color.a >= FULL_ALPHA {
|
|
||||||
break;
|
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] {
|
if color.a >= FULL_ALPHA || vox_pos[axis] < 0 || vox_pos[axis] >= dim_i[axis] {
|
||||||
|
|||||||
Reference in New Issue
Block a user