initial (bad) voxel renderer
This commit is contained in:
81
src/client/render/voxel/shader.wgsl
Normal file
81
src/client/render/voxel/shader.wgsl
Normal file
@@ -0,0 +1,81 @@
|
||||
// Vertex shader
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
@location(0) tex_coords: vec2<f32>,
|
||||
};
|
||||
|
||||
struct View {
|
||||
width: u32,
|
||||
height: u32,
|
||||
zoom: f32,
|
||||
padding: u32,
|
||||
transform: mat4x4<f32>,
|
||||
};
|
||||
|
||||
@group(0) @binding(0)
|
||||
var<uniform> view: View;
|
||||
@group(0) @binding(1)
|
||||
var t_diffuse: texture_2d<f32>;
|
||||
@group(0) @binding(2)
|
||||
var s_diffuse: sampler;
|
||||
@group(0) @binding(3)
|
||||
var<storage, read> voxels: array<u32>;
|
||||
|
||||
@vertex
|
||||
fn vs_main(
|
||||
@builtin(vertex_index) vi: u32,
|
||||
@builtin(instance_index) ii: u32,
|
||||
) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
|
||||
var pos = vec2<f32>(
|
||||
f32(vi % 2u) * 2.0 - 1.0,
|
||||
f32(vi / 2u) * 2.0 - 1.0,
|
||||
);
|
||||
out.clip_position = vec4<f32>(pos.x, pos.y, 0.0, 1.0);
|
||||
out.tex_coords = pos;
|
||||
return out;
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
|
||||
@fragment
|
||||
fn fs_main(
|
||||
in: VertexOutput,
|
||||
) -> @location(0) vec4<f32> {
|
||||
let aspect = f32(view.height) / f32(view.width);
|
||||
var pixel_pos = vec3<f32>(in.clip_position.x / f32(view.width), 1.0 - in.clip_position.y / f32(view.height), 1.0);
|
||||
pixel_pos.x -= 0.5;
|
||||
pixel_pos.y -= 0.5;
|
||||
pixel_pos.x *= 2.0;
|
||||
pixel_pos.y *= 2.0;
|
||||
pixel_pos.y *= aspect;
|
||||
|
||||
pixel_pos = (view.transform * vec4<f32>(pixel_pos, 1.0)).xyz;
|
||||
let origin = (view.transform * vec4<f32>(0.0, 0.0, 0.0, 1.0)).xyz;
|
||||
let dir = normalize(pixel_pos - origin);
|
||||
|
||||
|
||||
|
||||
let voxel_pos = vec3<f32>(-5.0, -5.0, 30.0);
|
||||
var t = 0;
|
||||
for(t = 0; t < 1000; t += 1) {
|
||||
let pos = pixel_pos + f32(t) * 0.1 * dir - voxel_pos;
|
||||
let rel_coords = vec3<i32>(pos.xyz);
|
||||
if rel_coords.x < 0 || rel_coords.y < 0 || rel_coords.z < 0 || rel_coords.x > 10 || rel_coords.y > 10 || rel_coords.z > 10 {
|
||||
continue;
|
||||
} else {
|
||||
let i = rel_coords.x + rel_coords.y * 10 + rel_coords.z * 100;
|
||||
let color = unpack4x8unorm(voxels[i]);
|
||||
if voxels[i] != 0 {
|
||||
return vec4<f32>(1.0);
|
||||
} else {
|
||||
let pos = vec3<f32>(rel_coords);
|
||||
return vec4<f32>(pos.x / 10.0, pos.y / 10.0, pos.z / 10.0, 1.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
Reference in New Issue
Block a user