diff --git a/src/client/render/voxel/shader.wgsl b/src/client/render/voxel/shader.wgsl index 09db6a7..918b1ab 100644 --- a/src/client/render/voxel/shader.wgsl +++ b/src/client/render/voxel/shader.wgsl @@ -65,7 +65,9 @@ fn fs_main( let dir_view = view.transform * vec4(normalize(pixel_pos + vec3(0.0, 0.0, 1.0)), 0.0); let pos_view = view.transform * vec4(pixel_pos, 1.0); - return trace_full(pos_view, dir_view); + var color = trace_full(pos_view, dir_view); + color.a = 1.0; + return color; } fn trace_one(gi: u32, pos_view: vec4, dir_view: vec4) -> vec4 { @@ -133,6 +135,89 @@ fn trace_one(gi: u32, pos_view: vec4, dir_view: vec4) -> vec4 { return color; } +fn trace_opaque(pos_view: vec4, dir_view: vec4) -> vec4 { + var depth = 9999999999999.0; + var result = vec4(0.0); + for (var gi: u32 = 0; gi < arrayLength(&voxel_groups); gi = gi + 1) { + let group = voxel_groups[gi]; + let dim_f = vec3(group.dimensions); + let dim_i = vec3(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(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( + 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(pos), vec3(0), dim_i - vec3(1)); + + + + let dir_i = vec3(dir_if); + // time to move 1 unit using dir + let inc_t = abs(1.0 / dir); + let corner = vec3(vox_pos) + vec3(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(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, dir_view: vec4) -> vec4 { var depth = 9999999999999.0; var result = vec4(0.0);