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

20
Cargo.lock generated
View File

@@ -801,6 +801,7 @@ dependencies = [
"indexmap",
"log",
"num-traits",
"pp-rs",
"rustc-hash",
"spirv",
"termcolor",
@@ -1092,6 +1093,7 @@ dependencies = [
"pollster",
"rand",
"simba",
"smaa",
"wgpu",
"winit",
]
@@ -1123,6 +1125,15 @@ version = "0.3.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "22686f4785f02a4fcc856d3b3bb19bf6c8160d103f7a99cc258bddd0251dc7f2"
[[package]]
name = "pp-rs"
version = "0.2.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "bb458bb7f6e250e6eb79d5026badc10a3ebb8f9a15d1fff0f13d17c71f4d6dee"
dependencies = [
"unicode-xid",
]
[[package]]
name = "ppv-lite86"
version = "0.2.17"
@@ -1362,6 +1373,15 @@ dependencies = [
"version_check",
]
[[package]]
name = "smaa"
version = "0.14.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "08dff9e842337b9aaa0e4e920676dc582cc6e6cd1056393ed209524a1758146b"
dependencies = [
"wgpu",
]
[[package]]
name = "smallvec"
version = "1.13.2"

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@@ -11,5 +11,6 @@ nalgebra = {version="0.32.5", features=["bytemuck"]}
pollster = "0.3"
rand = "0.8.5"
simba = "0.8.1"
smaa = "0.14.0"
wgpu = "0.20"
winit = {version="0.30", features=["serde"]}

View File

@@ -1,7 +1,7 @@
use std::sync::Arc;
use smaa::{SmaaTarget, SmaaMode};
use super::voxel::VoxelPipeline;
use crate::client::{rsc::CLEAR_COLOR, ClientState};
use std::sync::Arc;
use winit::{
dpi::PhysicalSize,
window::{Fullscreen, Window},
@@ -17,6 +17,7 @@ pub struct Renderer<'a> {
encoder: Option<wgpu::CommandEncoder>,
staging_belt: wgpu::util::StagingBelt,
voxel_pipeline: VoxelPipeline,
smaa_target: SmaaTarget,
}
impl<'a> Renderer<'a> {
@@ -84,6 +85,15 @@ impl<'a> Renderer<'a> {
// doesn't affect performance much and depends on "normal" zoom
let staging_belt = wgpu::util::StagingBelt::new(4096 * 4);
let smaa_target = SmaaTarget::new(
&device,
&queue,
size.width,
size.height,
surface_format,
SmaaMode::Smaa1X,
);
Self {
size,
voxel_pipeline: VoxelPipeline::new(&device, &config.format),
@@ -94,6 +104,7 @@ impl<'a> Renderer<'a> {
adapter,
config,
queue,
smaa_target,
}
}
@@ -110,11 +121,12 @@ impl<'a> Renderer<'a> {
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self.encoder.take().unwrap_or(self.create_encoder());
let smaa_frame = self.smaa_target.start_frame(&self.device, &self.queue, &view);
{
let render_pass = &mut encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
view: &smaa_frame,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(CLEAR_COLOR),
@@ -127,6 +139,7 @@ impl<'a> Renderer<'a> {
});
self.voxel_pipeline.draw(render_pass);
}
smaa_frame.resolve();
self.staging_belt.finish();
self.queue.submit(std::iter::once(encoder.finish()));
@@ -157,6 +170,7 @@ impl<'a> Renderer<'a> {
self.config.width = size.width;
self.config.height = size.height;
self.surface.configure(&self.device, &self.config);
self.smaa_target.resize(&self.device, size.width, size.height);
}
pub fn size(&self) -> &PhysicalSize<u32> {

View File

@@ -1,9 +1,10 @@
use nalgebra::{Transform3, Vector3};
use nalgebra::{Projective3, Vector3};
#[repr(C, align(16))]
#[derive(Debug, Clone, Copy, PartialEq, bytemuck::Zeroable)]
pub struct VoxelGroup {
pub transform: Transform3<f32>,
pub transform: Projective3<f32>,
pub transform_inv: Projective3<f32>,
pub dimensions: Vector3<u32>,
pub offset: u32,
}

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@@ -1,4 +1,4 @@
use nalgebra::{Rotation3, Transform3, Translation3, Vector3};
use nalgebra::{Projective3, Rotation3, Transform3, Translation3, UnitVector3, Vector3};
use super::{color::VoxelColor, group::VoxelGroup, view::View};
use crate::client::render::{
@@ -167,6 +167,19 @@ impl VoxelPipeline {
}
}
data.append(&mut data2);
let lx3 = 3;
let ly3 = 3;
let lz3 = 3;
let offset3 = data.len();
data.append(&mut vec![
VoxelColor {
r: 255,
g: 0,
b: 255,
a: 255,
};
lx3 * ly3 * lz3
]);
self.voxels.update(
device,
encoder,
@@ -174,33 +187,56 @@ impl VoxelPipeline {
data.len(),
&[ArrBufUpdate { offset: 0, data }],
);
let thing = Translation3::new(0.0, 0.0, 20.0)
let proj = Projective3::identity()
* Translation3::new(0.0, 0.0, 20.0)
* Rotation3::from_axis_angle(&Vector3::y_axis(), 0.5)
* Translation3::new(-(lx as f32 / 2.0), -(ly as f32 / 2.0), -(lz as f32 / 2.0));
let group = VoxelGroup {
transform: Transform3::identity() * thing.inverse(),
transform: proj,
transform_inv: proj.inverse(),
dimensions: Vector3::new(lx as u32, ly as u32, lz as u32),
offset: 0,
};
let thing2 = Translation3::new(0.0, 2.5, 20.0)
let proj2 = Projective3::identity()
* Translation3::new(0.0, -2.1, 20.0)
* Translation3::new(
-(lx2 as f32 / 2.0),
-(ly2 as f32 / 2.0),
-(lz2 as f32 / 2.0),
);
let group2 = VoxelGroup {
transform: Transform3::identity() * thing2.inverse(),
transform: proj2,
transform_inv: proj2.inverse(),
dimensions: Vector3::new(lx2 as u32, ly2 as u32, lz2 as u32),
offset: offset2 as u32,
};
let proj3 = Projective3::identity()
* Translation3::new(0.0, 0.0, 10.0)
* Rotation3::from_axis_angle(&Vector3::y_axis(), std::f32::consts::PI / 4.0)
* Rotation3::from_axis_angle(
&UnitVector3::new_normalize(Vector3::new(1.0, 0.0, 1.0)),
std::f32::consts::PI / 4.0,
)
* Translation3::new(
-(lx3 as f32 / 2.0),
-(ly3 as f32 / 2.0),
-(lz3 as f32 / 2.0),
);
let group3 = VoxelGroup {
transform: proj3,
transform_inv: proj3.inverse(),
dimensions: Vector3::new(lx3 as u32, ly3 as u32, lz3 as u32),
offset: offset3 as u32,
};
let groups = vec![group, group2, group3];
self.voxel_groups.update(
device,
encoder,
belt,
2,
groups.len(),
&[ArrBufUpdate {
offset: 0,
data: vec![group, group2],
data: groups,
}],
);
self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {

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;

View File

@@ -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] {