proper grid line tracing

This commit is contained in:
2024-06-04 22:35:49 -04:00
parent f455837183
commit ac35252272
2 changed files with 137 additions and 28 deletions

View File

@@ -125,7 +125,7 @@ impl VoxelPipeline {
r: (x as f32 / lx as f32 * 255.0) as u8,
g: (y as f32 / ly as f32 * 255.0) as u8,
b: 0,
a: 20,
a: 100,
};
}
}
@@ -149,10 +149,11 @@ impl VoxelPipeline {
data.len(),
&[ArrBufUpdate { offset: 0, data }],
);
let thing = 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()
* (Translation3::new(-5.0, -5.0, 20.0)
* Rotation3::from_axis_angle(&Vector3::y_axis(), 0.5)).inverse(),
transform: Transform3::identity() * thing.inverse(),
dimensions: Vector3::new(lx as u32, ly as u32, lz as u32),
};
self.voxel_groups.update(

View File

@@ -43,46 +43,154 @@ fn vs_main(
// Fragment shader
const n0 = vec3<f32>(1.0, 0.0, 0.0);
const n1 = -n0;
const n2 = vec3<f32>(0.0, 1.0, 0.0);
const n3 = -n2;
const n4 = vec3<f32>(0.0, 0.0, 1.0);
const n5 = -n4;
const ORIGIN = vec3<f32>(0.0, 0.0, 0.0);
const ORIGIN2 = vec2<f32>(0.0, 0.0);
const NO_COLOR = vec4<f32>(0.0, 0.0, 0.0, 0.0);
@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;
var pos = vec3<f32>(in.clip_position.x / f32(view.width), 1.0 - in.clip_position.y / f32(view.height), 1.0);
pos.x -= 0.5;
pos.y -= 0.5;
pos.x *= 2.0;
pos.y *= 2.0;
pos.y *= aspect;
let group = voxel_groups[0];
let dim_f = vec3<f32>(group.dimensions);
// this should definitely be done per pixel trust me guys
let transform = group.transform * view.transform;
pixel_pos = (transform * vec4<f32>(pixel_pos, 1.0)).xyz;
let origin = (transform * vec4<f32>(0.0, 0.0, 0.0, 1.0)).xyz;
let dir = normalize(pixel_pos - origin);
pos = (transform * vec4<f32>(pos, 1.0)).xyz;
let origin = (transform * vec4<f32>(ORIGIN, 1.0)).xyz;
let dir = normalize(pos - origin);
var t = 0;
var color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
for(t = 0; t < 1000; t += 1) {
let pos = pixel_pos + f32(t) * 0.1 * dir;
if pos.x < 0.0 || pos.y < 0.0 || pos.z < 0.0 || pos.x > dim_f.x || pos.y > dim_f.y || pos.z > dim_f.z {
continue;
var p = ORIGIN;
var na: vec3<f32>;
var nb: vec3<f32>;
var nc: vec3<f32>;
if dot(dir, n0) < 0.0 {
na = n0;
p.x = 1.0;
} else {
na = n1;
}
if dot(dir, n2) < 0.0 {
nb = n2;
p.y = 1.0;
} else {
nb = n3;
}
if dot(dir, n4) < 0.0 {
nc = n4;
p.z = 1.0;
} else {
nc = n5;
}
p *= dim_f;
var vox_pos: vec3<i32>;
var offset = ORIGIN;
let dir_if = sign(dir) * ceil(abs(dir));
if outside(pos, ORIGIN, dim_f) {
let ta = intersect(pos, dir, p, na);
let tb = intersect(pos, dir, p, nb);
let tc = intersect(pos, dir, p, nc);
let pa = pos + ta * dir;
let pb = pos + tb * dir;
let pc = pos + tc * dir;
if inside2(pa.yz, ORIGIN2, dim_f.yz) && ta > 0.0 {
pos = pa;
} else if inside2(pb.xz, ORIGIN2, dim_f.xz) && tb > 0.0 {
pos = pb;
} else if inside2(pc.xy, ORIGIN2, dim_f.xy) && tc > 0.0 {
pos = pc;
} else {
let rel_coords = vec3<u32>(pos.xyz);
let i = u32(rel_coords.x + rel_coords.y * group.dimensions.x + rel_coords.z * group.dimensions.x * group.dimensions.y);
let vcolor = unpack4x8unorm(voxels[i]);
// now I understand premultiplied alpha lmao
color += vec4<f32>(vcolor.xyz * vcolor.a * (1.0 - color.a), (1.0 - color.a) * vcolor.a);
if color.a == 1.0 {
break;
}
return NO_COLOR;
}
}
vox_pos = vec3<i32>(pos);
let dim_i = vec3<i32>(group.dimensions);
vox_pos = clamp(vox_pos, vec3<i32>(0, 0, 0), dim_i - vec3<i32>(1, 1, 1));
return color;
let dir_i = vec3<i32>(dir_if);
let inc_t = abs(1.0 / dir);
let corner = vec3<f32>(vox_pos) + vec3<f32>(0.5, 0.5, 0.5) + dir_if / 2.0;
var next_t = inc_t * abs(pos - corner);
var color = NO_COLOR;
var t = 0;
loop {
let i = u32(vox_pos.x + vox_pos.y * dim_i.x + vox_pos.z * dim_i.x * dim_i.y);
let vcolor = unpack4x8unorm(voxels[i]);
color += vec4<f32>(vcolor.xyz * vcolor.a * (1.0 - color.a), (1.0 - color.a) * vcolor.a);
if color.a >= 1.0 {
return color;
}
if next_t.x < next_t.y && next_t.x < next_t.z {
vox_pos.x += dir_i.x;
next_t.x += inc_t.x;
if vox_pos.x < 0 || vox_pos.x >= dim_i.x {
return color;
}
} else if next_t.y < next_t.z {
vox_pos.y += dir_i.y;
next_t.y += inc_t.y;
if vox_pos.y < 0 || vox_pos.y >= dim_i.y {
return color;
}
} else {
vox_pos.z += dir_i.z;
next_t.z += inc_t.z;
if vox_pos.z < 0 || vox_pos.z >= dim_i.z {
return color;
}
}
t += 1;
if t > 1000 {
break;
}
}
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
fn intersect(lp: vec3<f32>, ld: vec3<f32>, pp: vec3<f32>, pn: vec3<f32>) -> f32 {
let v = pn * (lp - pp);
let a = v.x + v.y + v.z;
let u = pn * ld;
let b = u.x + u.y + u.z;
return -a / b;
}
fn outside(v: vec3<f32>, low: vec3<f32>, high: vec3<f32>) -> bool {
return v.x < low.x || v.y < low.y || v.z < low.z || v.x > high.x || v.y > high.y || v.z > high.z;
}
fn inside(v: vec3<f32>, low: vec3<f32>, high: vec3<f32>) -> bool {
return !outside(v, low, high);
}
fn outside2(v: vec2<f32>, low: vec2<f32>, high: vec2<f32>) -> bool {
return v.x < low.x || v.y < low.y || v.x > high.x || v.y > high.y;
}
fn inside2(v: vec2<f32>, low: vec2<f32>, high: vec2<f32>) -> bool {
return !outside2(v, low, high);
}