chunk gen now tries nodes first, also messed around a lot w rendering
This commit is contained in:
@@ -17,8 +17,8 @@ pub use state::*;
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use system::render::add_grid;
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use crate::{
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server::Server,
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common::{ClientMessage, ServerHandle, ServerMessage},
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server::Server,
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};
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use self::{input::Input, render::Renderer, ClientState};
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@@ -46,8 +46,9 @@ pub struct Client<'a> {
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server: ServerHandle,
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server_id_map: HashMap<Entity, Entity>,
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systems: ClientSystems,
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target: Instant,
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frame_target: Instant,
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frame_time: Duration,
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second_target: Instant,
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the_thing: bool,
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}
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@@ -91,8 +92,9 @@ impl Client<'_> {
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world,
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server,
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server_id_map: HashMap::new(),
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target: Instant::now(),
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frame_target: Instant::now(),
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frame_time: FRAME_TIME,
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second_target: Instant::now(),
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the_thing: false,
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}
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}
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@@ -124,8 +126,8 @@ impl Client<'_> {
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}
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}
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if now >= self.target {
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self.target += self.frame_time;
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if now >= self.frame_target {
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self.frame_target += self.frame_time;
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let mut commands = std::mem::take(&mut self.render_commands);
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let world_cmds = std::mem::take(&mut self.world.resource_mut::<RenderCommands>().0);
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commands.extend(world_cmds);
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@@ -133,6 +135,17 @@ impl Client<'_> {
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self.renderer.draw();
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}
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if now >= self.second_target {
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self.second_target += Duration::from_secs(1);
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// let timer = self.renderer.timer();
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// println!(
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// "avg: {:4?}; max: {:4?}; fps: {:4?}",
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// timer.avg(),
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// timer.max(),
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// timer.per_sec(),
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// );
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}
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if self.exit {
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event_loop.exit();
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}
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@@ -4,7 +4,7 @@ pub mod voxel;
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pub use command::*;
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use super::camera::Camera;
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use crate::client::rsc::CLEAR_COLOR;
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use crate::{client::rsc::CLEAR_COLOR, util::timer::Timer};
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use nalgebra::Vector2;
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use util::DepthTexture;
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use voxel::VoxelPipeline;
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@@ -114,6 +114,7 @@ impl<'a> Renderer<'a> {
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let view = output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
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label: None,
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timestamp_writes: None,
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@@ -34,7 +34,7 @@ pub struct VoxelPipeline {
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}
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const RENDER_SHADER: wgpu::ShaderModuleDescriptor<'_> = include_wgsl!("shader/render.wgsl");
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const COMPUTE_SHADER: wgpu::ShaderModuleDescriptor<'_> = include_wgsl!("shader/compute.wgsl");
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const COMPUTE_SHADER: wgpu::ShaderModuleDescriptor<'_> = include_wgsl!("shader/compute_working.wgsl");
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impl VoxelPipeline {
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pub fn new(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> Self {
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@@ -82,7 +82,7 @@ impl VoxelPipeline {
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pub fn update_shader(&mut self, device: &wgpu::Device) {
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let Ok(shader) = std::fs::read_to_string(
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env!("CARGO_MANIFEST_DIR").to_owned() + "/src/client/render/voxel/ray_oct/shader/compute.wgsl",
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env!("CARGO_MANIFEST_DIR").to_owned() + "/src/client/render/voxel/ray_oct/shader/compute_working.wgsl",
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) else {
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println!("Failed to reload shader!");
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return;
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@@ -198,7 +198,7 @@ impl VoxelPipeline {
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zoom: camera.scale,
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transform,
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};
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self.layout.view.update(device, encoder, belt, data)
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self.layout.view.update(device, encoder, belt, data);
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}
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pub fn draw<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
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@@ -42,34 +42,7 @@ fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
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let pos = view.transform * vec4<f32>(pixel_pos, 1.0);
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let dir = view.transform * vec4<f32>(normalize(pixel_pos), 0.0);
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let start = start_ray(pos, dir);
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var color = vec4<f32>(0.0);
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if start.hit {
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var res = ray_next(start.ray, LEAF_BIT);
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var safe = 0;
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var normals = start.normals;
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while res.data != 0 {
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safe += 1;
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if safe > 100 {break;}
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let data = res.data & LEAF_MASK;
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let vcolor = get_color(data);
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let diffuse = max(dot(global_lights[0].dir, normals[res.ray.axis]) + 0.1, 0.0);
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let ambient = 0.2;
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let lighting = max(diffuse, ambient);
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let new_color = min(vcolor.xyz * lighting, vec3<f32>(1.0));
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color += vec4<f32>(new_color.xyz * vcolor.a, vcolor.a) * (1.0 - color.a);
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if color.a > FULL_ALPHA { break; }
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let old_t = res.ray.t;
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res = ray_next(res.ray, res.data);
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let dist = res.ray.t - old_t;
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if data == 3 {
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let a = min(dist / 128.0, 1.0);
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color += vec4<f32>(vec3<f32>(0.0) * a, a) * (1.0 - color.a);
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}
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}
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// color = vec4<f32>(dir.xyz * res.ray.t / 2048.0, 1.0);
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}
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// var color = trace_full(pos, dir);
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var color = trace_full(pos, dir);
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let light_mult = clamp((-dot(dir.xyz, global_lights[0].dir) - 0.99) * 200.0, 0.0, 1.0);
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let sun_color = light_mult * vec3<f32>(1.0, 1.0, 1.0);
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let sky_bg = vec3<f32>(0.3, 0.6, 1.0);
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@@ -89,210 +62,7 @@ const EPSILON = 0.00000000001;
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const MAX_ITERS = 2000;
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// NOTE: CANNOT GO HIGHER THAN 23 due to how floating point
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// numbers are stored and the bit manipulation used
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const MAX_SCALE: u32 = 12;
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struct Ray {
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t: f32,
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vox_pos: vec3<f32>,
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t_inc: vec3<f32>,
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scale: u32,
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min_adj: vec3<f32>,
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child: u32,
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axis: u32,
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node_start: u32,
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group_offset: u32,
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inv_dir_bits: u32,
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parents: array<u32, MAX_SCALE>,
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};
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struct RayResult {
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ray: Ray,
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data: u32,
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}
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struct RayStart {
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hit: bool,
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ray: Ray,
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normals: mat3x3<f32>,
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}
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fn start_ray(pos_view: vec4<f32>, dir_view: vec4<f32>) -> RayStart {
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let gi = 0;
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let group = voxel_groups[gi];
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if group.scale == 0 {
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return RayStart(false, Ray(), mat3x3<f32>());
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}
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let dimensions = vec3<u32>(1u << group.scale);
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let dim_f = vec3<f32>(dimensions);
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let dim_i = vec3<i32>(dimensions);
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// transform so that group is at 0,0
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let pos = (group.transform_inv * pos_view).xyz;
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var dir = (group.transform_inv * dir_view).xyz;
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if dir.x == 0 {dir.x = EPSILON;}
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if dir.y == 0 {dir.y = EPSILON;}
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if dir.z == 0 {dir.z = EPSILON;}
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let dir_if = sign(dir);
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let dir_uf = max(dir_if, vec3<f32>(0.0));
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// calculate normals
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var normals = mat3x3<f32>(
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(group.transform * vec4<f32>(dir_if.x, 0.0, 0.0, 0.0)).xyz,
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(group.transform * vec4<f32>(0.0, dir_if.y, 0.0, 0.0)).xyz,
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(group.transform * vec4<f32>(0.0, 0.0, dir_if.z, 0.0)).xyz,
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);
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var axis = 0u;
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// find where ray intersects with group
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let pos_min = (vec3<f32>(1.0) - dir_uf) * dim_f;
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// time of intersection; x = td + p, solve for t
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var t_min = (pos_min - pos) / dir;
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if outside3f(pos, ZERO3F, dim_f) {
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// points of intersection
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let px = pos + t_min.x * dir;
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let py = pos + t_min.y * dir;
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let pz = pos + t_min.z * dir;
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// check if point is in bounds
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let hit = vec3<bool>(
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inside2f(px.yz, ZERO2F, dim_f.yz),
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inside2f(py.xz, ZERO2F, dim_f.xz),
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inside2f(pz.xy, ZERO2F, dim_f.xy),
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) && (t_min > ZERO3F);
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if !any(hit) {
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return RayStart(false, Ray(), mat3x3<f32>());
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}
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axis = select(select(2u, 1u, hit.y), 0u, hit.x);
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}
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t_min *= f32(1u << (MAX_SCALE - group.scale));
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// time to move 1 unit in each direction
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let full = f32(1u << MAX_SCALE);
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let t_inc = abs(1.0 / dir) * full;
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let t_offset = max(max(t_min.x, t_min.y), t_min.z);
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let t = max(0.0, t_offset);
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let dir_i = vec3<i32>(dir_if);
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let dir_u = vec3<u32>((dir_i + vec3<i32>(1)) / 2);
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let dir_bits = vec_to_dir(dir_u);
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let inv_dir_bits = 7 - dir_bits;
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let node_start = 1u;
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let scale = MAX_SCALE - 1;
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let scale_exp2 = 0.5;
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let parents = array<u32, MAX_SCALE>();
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var child = 0u;
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var vox_pos = vec3<f32>(1.0);
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let t_center = t_min + scale_exp2 * t_inc;
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if t > t_center.x { vox_pos.x = 1.5; child |= 4u; }
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if t > t_center.y { vox_pos.y = 1.5; child |= 2u; }
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if t > t_center.z { vox_pos.z = 1.5; child |= 1u; }
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let min_adj = t_min - t_inc;
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return RayStart(
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true,
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Ray(
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t,
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vox_pos,
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t_inc,
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scale,
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min_adj,
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child,
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axis,
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node_start,
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group.offset,
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inv_dir_bits,
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parents,
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),
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normals
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);
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}
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fn ray_next(ray: Ray, skip: u32) -> RayResult {
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let group_offset = ray.group_offset;
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let t_inc = ray.t_inc;
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let min_adj = ray.min_adj;
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let inv_dir_bits = ray.inv_dir_bits;
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var scale = ray.scale;
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var scale_exp2 = bitcast<f32>((scale + 127 - MAX_SCALE) << 23);
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var vox_pos = ray.vox_pos;
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var t = ray.t;
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var node_start = ray.node_start;
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var child = ray.child;
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var parents = ray.parents;
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var axis: u32;
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var data = 0u;
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loop {
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let t_corner = vox_pos * t_inc + min_adj;
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let node = voxels[group_offset + node_start + (child ^ inv_dir_bits)];
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if node >= LEAF_BIT {
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if node != skip {
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data = node;
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break;
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}
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// move to next time point and determine which axis to move along
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let t_next = t_corner + scale_exp2 * t_inc;
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t = min(min(t_next.x, t_next.y), t_next.z);
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axis = select(select(0u, 1u, t == t_next.y), 2u, t == t_next.z);
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let move_dir = 4u >> axis;
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// check if need to pop stack
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if (child & move_dir) > 0 {
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// calculate new scale; first differing bit after adding
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let axis_pos = vox_pos[axis];
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// AWARE
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let differing = bitcast<u32>(axis_pos) ^ bitcast<u32>(axis_pos + scale_exp2);
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scale = (bitcast<u32>(f32(differing)) >> 23) - 127 - (23 - MAX_SCALE);
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scale_exp2 = bitcast<f32>((scale + 127 - MAX_SCALE) << 23);
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if scale >= MAX_SCALE { break; }
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// restore & recalculate parent
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let parent_info = parents[scale];
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node_start = parent_info >> 3;
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child = parent_info & 7;
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let scale_vec = vec3<u32>(scale + 23 - MAX_SCALE);
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// remove bits lower than current scale
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vox_pos = bitcast<vec3<f32>>((bitcast<vec3<u32>>(vox_pos) >> scale_vec) << scale_vec);
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}
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// move to next child and voxel position
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child += move_dir;
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vox_pos[axis] += scale_exp2;
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} else {
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// push current node to stack
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parents[scale] = (node_start << 3) + child;
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scale -= 1u;
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// calculate child node vars
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scale_exp2 *= 0.5;
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child = 0u;
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let t_center = t_corner + scale_exp2 * t_inc;
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if t > t_center.x { vox_pos.x += scale_exp2; child |= 4u; }
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if t > t_center.y { vox_pos.y += scale_exp2; child |= 2u; }
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if t > t_center.z { vox_pos.z += scale_exp2; child |= 1u; }
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node_start += 8 + node;
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}
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}
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return RayResult(
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Ray(
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t,
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vox_pos,
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t_inc,
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scale,
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min_adj,
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child,
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axis,
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node_start,
|
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group_offset,
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inv_dir_bits,
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parents,
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),
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data
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);
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}
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const MAX_SCALE: u32 = 10;
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fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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let gi = 0;
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@@ -326,14 +96,13 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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// find where ray intersects with group
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let pos_min = (vec3<f32>(1.0) - dir_uf) * dim_f;
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var pos = pos_start;
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// time of intersection; x = td + p, solve for t
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var t_min = (pos_min - pos) / dir;
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if outside3f(pos, ZERO3F, dim_f) {
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var t_min = (pos_min - pos_start) / dir;
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if outside3f(pos_start, ZERO3F, dim_f) {
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// points of intersection
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let px = pos + t_min.x * dir;
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let py = pos + t_min.y * dir;
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let pz = pos + t_min.z * dir;
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let px = pos_start + t_min.x * dir;
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let py = pos_start + t_min.y * dir;
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let pz = pos_start + t_min.z * dir;
|
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|
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// check if point is in bounds
|
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let hit = vec3<bool>(
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@@ -344,10 +113,10 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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if !any(hit) {
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return vec4<f32>(0.0);
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}
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pos = select(select(pz, py, hit.y), px, hit.x);
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axis = select(select(2u, 1u, hit.y), 0u, hit.x);
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}
|
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t_min *= f32(1u << (MAX_SCALE - group.scale));
|
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let t_mult = f32(1u << (MAX_SCALE - group.scale));
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t_min *= t_mult;
|
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// time to move 1 unit in each direction
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let full = f32(1u << MAX_SCALE);
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let inc_t = abs(1.0 / dir) * full;
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@@ -362,6 +131,7 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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var node_start = 1u;
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var scale = MAX_SCALE - 1;
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var scale_exp2 = 0.5;
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var skip = LEAF_BIT;
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var color = vec4<f32>(0.0);
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var parents = array<u32, MAX_SCALE>();
|
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@@ -382,13 +152,25 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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let t_corner = vox_pos * inc_t + min_adj;
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let node = voxels[group.offset + node_start + (child ^ inv_dir_bits)];
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if node >= LEAF_BIT {
|
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if node != LEAF_BIT {
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let vcolor = get_color(node & LEAF_MASK);
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let diffuse = max(dot(global_lights[0].dir, normals[axis]) + 0.1, 0.0);
|
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if node != skip {
|
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skip = node;
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let normal = normals[axis];
|
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let sun_dir = global_lights[0].dir;
|
||||
let new_pos = pos_view + dir_view * t / t_mult - vec4<f32>(normals[axis] * 0.001, 0.0);
|
||||
|
||||
let light = trace_light(new_pos, vec4<f32>(-sun_dir, 0.0));
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let diffuse = max(dot(sun_dir, normal) + 0.1, 0.0);
|
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let ambient = 0.2;
|
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let lighting = max(diffuse, ambient);
|
||||
let new_color = min(vcolor.xyz * lighting, vec3<f32>(1.0));
|
||||
color += vec4<f32>(new_color.xyz * vcolor.a, vcolor.a) * (1.0 - color.a);
|
||||
let specular = (exp(max(
|
||||
-(dot(reflect(dir_view.xyz, normal), sun_dir) + 0.90) * 4.0, 0.0
|
||||
)) - 1.0) * light;
|
||||
let lighting = max(diffuse * light.a, ambient);
|
||||
|
||||
let vcolor = get_color(node & LEAF_MASK);
|
||||
let new_rgb = min(vcolor.xyz * lighting + specular.xyz + light.xyz * vcolor.xyz, vec3<f32>(1.0));
|
||||
let new_a = min(vcolor.a + specular.a, 1.0);
|
||||
let new_color = vec4<f32>(new_rgb, new_a);
|
||||
color += vec4<f32>(new_color.xyz * new_color.a, new_color.a) * (1.0 - color.a);
|
||||
if color.a > FULL_ALPHA { break; }
|
||||
}
|
||||
|
||||
@@ -438,6 +220,164 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
return color;
|
||||
}
|
||||
|
||||
fn trace_light(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
let gi = 0;
|
||||
let group = voxel_groups[gi];
|
||||
if group.scale == 0 {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
let dimensions = vec3<u32>(1u << group.scale);
|
||||
let dim_f = vec3<f32>(dimensions);
|
||||
let dim_i = vec3<i32>(dimensions);
|
||||
|
||||
// transform so that group is at 0,0
|
||||
let pos_start = (group.transform_inv * pos_view).xyz;
|
||||
var dir = (group.transform_inv * dir_view).xyz;
|
||||
if dir.x == 0 {dir.x = EPSILON;}
|
||||
if dir.y == 0 {dir.y = EPSILON;}
|
||||
if dir.z == 0 {dir.z = EPSILON;}
|
||||
|
||||
let dir_if = sign(dir);
|
||||
let dir_uf = max(dir_if, vec3<f32>(0.0));
|
||||
|
||||
|
||||
|
||||
// calculate normals
|
||||
var 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 axis = 0u;
|
||||
|
||||
// find where ray intersects with group
|
||||
let pos_min = (vec3<f32>(1.0) - dir_uf) * dim_f;
|
||||
// time of intersection; x = td + p, solve for t
|
||||
var t_min = (pos_min - pos_start) / dir;
|
||||
if outside3f(pos_start, ZERO3F, dim_f) {
|
||||
// points of intersection
|
||||
let px = pos_start + t_min.x * dir;
|
||||
let py = pos_start + t_min.y * dir;
|
||||
let pz = pos_start + t_min.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_min > ZERO3F);
|
||||
if !any(hit) {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
axis = select(select(2u, 1u, hit.y), 0u, hit.x);
|
||||
}
|
||||
let t_mult = f32(1u << (MAX_SCALE - group.scale));
|
||||
t_min *= t_mult;
|
||||
// time to move 1 unit in each direction
|
||||
let full = f32(1u << MAX_SCALE);
|
||||
let inc_t = abs(1.0 / dir) * full;
|
||||
let t_offset = max(max(t_min.x, t_min.y), t_min.z);
|
||||
var t = max(0.0, t_offset);
|
||||
var old_t = t;
|
||||
|
||||
let dir_i = vec3<i32>(dir_if);
|
||||
let dir_u = vec3<u32>((dir_i + vec3<i32>(1)) / 2);
|
||||
let dir_bits = vec_to_dir(dir_u);
|
||||
let inv_dir_bits = 7 - dir_bits;
|
||||
|
||||
var node_start = 1u;
|
||||
var scale = MAX_SCALE - 1;
|
||||
var scale_exp2 = 0.5;
|
||||
var mask = vec4<f32>(0.0);
|
||||
var skip = LEAF_BIT;
|
||||
var parents = array<u32, MAX_SCALE>();
|
||||
|
||||
var child = 0u;
|
||||
var vox_pos = vec3<f32>(1.0);
|
||||
let t_center = t_min + scale_exp2 * inc_t;
|
||||
if t > t_center.x { vox_pos.x = 1.5; child |= 4u; }
|
||||
if t > t_center.y { vox_pos.y = 1.5; child |= 2u; }
|
||||
if t > t_center.z { vox_pos.z = 1.5; child |= 1u; }
|
||||
let min_adj = t_min - inc_t;
|
||||
var data = 0u;
|
||||
|
||||
var iters = 0;
|
||||
loop {
|
||||
if iters == MAX_ITERS {
|
||||
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
|
||||
}
|
||||
iters += 1;
|
||||
let t_corner = vox_pos * inc_t + min_adj;
|
||||
let node = voxels[group.offset + node_start + (child ^ inv_dir_bits)];
|
||||
if node >= LEAF_BIT {
|
||||
if node != skip {
|
||||
skip = node;
|
||||
if data == 3 {
|
||||
let dist = (t - old_t) / t_mult;
|
||||
let vcolor = vec4<f32>(vec3<f32>(0.0), min(dist / 12.0, 1.0));
|
||||
mask += vec4<f32>(vcolor.xyz * vcolor.a, vcolor.a) * (1.0 - mask.a);
|
||||
}
|
||||
data = node & LEAF_MASK;
|
||||
if data != 3 && data != 0 {
|
||||
let vcolor = get_color(data);
|
||||
mask += vec4<f32>(vcolor.xyz * vcolor.a, vcolor.a) * (1.0 - mask.a);
|
||||
}
|
||||
old_t = t;
|
||||
if mask.a > FULL_ALPHA { break; }
|
||||
}
|
||||
|
||||
// move to next time point and determine which axis to move along
|
||||
let t_next = t_corner + scale_exp2 * inc_t;
|
||||
t = min(min(t_next.x, t_next.y), t_next.z);
|
||||
axis = select(select(0u, 1u, t == t_next.y), 2u, t == t_next.z);
|
||||
let move_dir = 4u >> axis;
|
||||
|
||||
// check if need to pop stack
|
||||
if (child & move_dir) > 0 {
|
||||
// calculate new scale; first differing bit after adding
|
||||
let axis_pos = vox_pos[axis];
|
||||
// AWARE
|
||||
let differing = bitcast<u32>(axis_pos) ^ bitcast<u32>(axis_pos + scale_exp2);
|
||||
scale = (bitcast<u32>(f32(differing)) >> 23) - 127 - (23 - MAX_SCALE);
|
||||
scale_exp2 = bitcast<f32>((scale + 127 - MAX_SCALE) << 23);
|
||||
if scale >= MAX_SCALE { break; }
|
||||
|
||||
// restore & recalculate parent
|
||||
let parent_info = parents[scale];
|
||||
node_start = parent_info >> 3;
|
||||
child = parent_info & 7;
|
||||
let scale_vec = vec3<u32>(scale + 23 - MAX_SCALE);
|
||||
// remove bits lower than current scale
|
||||
vox_pos = bitcast<vec3<f32>>((bitcast<vec3<u32>>(vox_pos) >> scale_vec) << scale_vec);
|
||||
}
|
||||
// move to next child and voxel position
|
||||
child += move_dir;
|
||||
vox_pos[axis] += scale_exp2;
|
||||
} else {
|
||||
// push current node to stack
|
||||
parents[scale] = (node_start << 3) + child;
|
||||
scale -= 1u;
|
||||
|
||||
// calculate child node vars
|
||||
scale_exp2 *= 0.5;
|
||||
child = 0u;
|
||||
let t_center = t_corner + scale_exp2 * inc_t;
|
||||
if t > t_center.x { vox_pos.x += scale_exp2; child |= 4u; }
|
||||
if t > t_center.y { vox_pos.y += scale_exp2; child |= 2u; }
|
||||
if t > t_center.z { vox_pos.z += scale_exp2; child |= 1u; }
|
||||
node_start += 8 + node;
|
||||
}
|
||||
}
|
||||
if data == 3 {
|
||||
let dist = (t - old_t) / t_mult;
|
||||
let vcolor = vec4<f32>(vec3<f32>(0.0), min(dist / 12.0, 1.0));
|
||||
mask += vec4<f32>(vcolor.xyz * vcolor.a, vcolor.a) * (1.0 - mask.a);
|
||||
}
|
||||
mask.a = 1.0 - mask.a;
|
||||
mask = vec4<f32>(mask.a * mask.xyz, mask.a);
|
||||
return mask;
|
||||
}
|
||||
|
||||
fn dir_to_vec(bits: u32) -> vec3<u32> {
|
||||
return vec3<u32>(bits >> 2, (bits & 2) >> 1, bits & 1);
|
||||
}
|
||||
|
||||
@@ -42,7 +42,56 @@ fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
|
||||
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, dir);
|
||||
let start = start_ray(pos, dir);
|
||||
var color = vec4<f32>(0.0);
|
||||
let ambient = 0.2;
|
||||
|
||||
if start.hit {
|
||||
var res = ray_next(start.ray, LEAF_BIT);
|
||||
var normals = start.normals;
|
||||
let specular = (exp(max(
|
||||
-(dot(reflect(dir.xyz, normals[res.ray.axis]), global_lights[0].dir) + 0.90) * 4.0, 0.0
|
||||
)) - 1.0);
|
||||
while res.data != 0 {
|
||||
let data = res.data & LEAF_MASK;
|
||||
let vcolor = get_color(data);
|
||||
let diffuse = max(dot(global_lights[0].dir, normals[res.ray.axis]) + 0.1, 0.0);
|
||||
let light = max(diffuse, ambient);
|
||||
let new_color = min(vcolor.xyz * light, vec3<f32>(1.0));
|
||||
color += vec4<f32>(new_color.xyz * vcolor.a, vcolor.a) * (1.0 - color.a);
|
||||
if color.a > FULL_ALPHA { break; }
|
||||
let old_t = res.ray.t;
|
||||
res = ray_next(res.ray, res.data);
|
||||
if data == 3 {
|
||||
let dist = (res.ray.t - old_t) / start.t_mult;
|
||||
let a = min(dist / 12.0, 1.0);
|
||||
color += vec4<f32>(vec3<f32>(0.0) * a, a) * (1.0 - color.a);
|
||||
}
|
||||
}
|
||||
if color.a != 0 {
|
||||
let pos = pos + dir * res.ray.t / start.t_mult - vec4<f32>(normals[res.ray.axis] * 0.001, 0.0);
|
||||
let dir = vec4<f32>(-global_lights[0].dir, 0.0);
|
||||
let start = start_ray(pos, dir);
|
||||
res = ray_next(start.ray, LEAF_BIT);
|
||||
var light = 1.0;
|
||||
while res.data != 0 {
|
||||
let data = res.data & LEAF_MASK;
|
||||
let vcolor = get_color(data);
|
||||
if data != 3 { light -= vcolor.a * light; }
|
||||
if light <= 0 { break; }
|
||||
let old_t = res.ray.t;
|
||||
res = ray_next(res.ray, res.data);
|
||||
if data == 3 {
|
||||
let dist = (res.ray.t - old_t) / start.t_mult;
|
||||
let a = min(dist / 12.0, 1.0);
|
||||
light -= a;
|
||||
}
|
||||
}
|
||||
color = vec4<f32>(color.xyz * max(light, ambient), color.a) + vec4<f32>(vec3<f32>(specular * light), 0.0);
|
||||
}
|
||||
// color = vec4<f32>(pos.xyz / 128.0, 1.0);
|
||||
}
|
||||
// var color = trace_full(pos, dir);
|
||||
let light_mult = clamp((-dot(dir.xyz, global_lights[0].dir) - 0.99) * 200.0, 0.0, 1.0);
|
||||
let sun_color = light_mult * vec3<f32>(1.0, 1.0, 1.0);
|
||||
let sky_bg = vec3<f32>(0.3, 0.6, 1.0);
|
||||
@@ -52,25 +101,56 @@ fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
|
||||
textureStore(output, cell.xy, color);
|
||||
}
|
||||
|
||||
const LEAF_BIT = 1u << 31u;
|
||||
const LEAF_MASK = ~LEAF_BIT;
|
||||
|
||||
const ZERO3F = vec3<f32>(0.0);
|
||||
const ZERO2F = vec2<f32>(0.0);
|
||||
const FULL_ALPHA = 0.999;
|
||||
const EPSILON = 0.00000000001;
|
||||
const MAX_ITERS = 1000;
|
||||
const MAX_ITERS = 2000;
|
||||
// NOTE: CANNOT GO HIGHER THAN 23 due to how floating point
|
||||
// numbers are stored and the bit manipulation used
|
||||
const MAX_SCALE: u32 = 10;
|
||||
|
||||
fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
struct Ray {
|
||||
t: f32,
|
||||
vox_pos: vec3<f32>,
|
||||
t_inc: vec3<f32>,
|
||||
scale: u32,
|
||||
min_adj: vec3<f32>,
|
||||
child: u32,
|
||||
axis: u32,
|
||||
node_start: u32,
|
||||
group_offset: u32,
|
||||
inv_dir_bits: u32,
|
||||
parents: array<u32, MAX_SCALE>,
|
||||
};
|
||||
|
||||
struct RayResult {
|
||||
ray: Ray,
|
||||
data: u32,
|
||||
}
|
||||
|
||||
struct RayStart {
|
||||
hit: bool,
|
||||
ray: Ray,
|
||||
normals: mat3x3<f32>,
|
||||
t_mult: f32,
|
||||
}
|
||||
|
||||
fn start_ray(pos_view: vec4<f32>, dir_view: vec4<f32>) -> RayStart {
|
||||
let gi = 0;
|
||||
let group = voxel_groups[gi];
|
||||
if group.scale == 0 {
|
||||
return vec4<f32>(0.0);
|
||||
return RayStart();
|
||||
}
|
||||
let dimensions = vec3<u32>(1u << group.scale);
|
||||
let dim_f = vec3<f32>(dimensions);
|
||||
let dim_i = vec3<i32>(dimensions);
|
||||
|
||||
// transform so that group is at 0,0
|
||||
let pos_start = (group.transform_inv * pos_view).xyz;
|
||||
let pos = (group.transform_inv * pos_view).xyz;
|
||||
var dir = (group.transform_inv * dir_view).xyz;
|
||||
if dir.x == 0 {dir.x = EPSILON;}
|
||||
if dir.y == 0 {dir.y = EPSILON;}
|
||||
@@ -91,7 +171,6 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
|
||||
// find where ray intersects with group
|
||||
let pos_min = (vec3<f32>(1.0) - dir_uf) * dim_f;
|
||||
var pos = pos_start;
|
||||
// time of intersection; x = td + p, solve for t
|
||||
var t_min = (pos_min - pos) / dir;
|
||||
if outside3f(pos, ZERO3F, dim_f) {
|
||||
@@ -107,57 +186,81 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
inside2f(pz.xy, ZERO2F, dim_f.xy),
|
||||
) && (t_min > ZERO3F);
|
||||
if !any(hit) {
|
||||
return vec4<f32>(0.0);
|
||||
return RayStart();
|
||||
}
|
||||
pos = select(select(pz, py, hit.y), px, hit.x);
|
||||
axis = select(select(2u, 1u, hit.y), 0u, hit.x);
|
||||
}
|
||||
t_min *= f32(1u << (MAX_SCALE - group.scale));
|
||||
let t_mult = f32(1u << (MAX_SCALE - group.scale));
|
||||
t_min *= t_mult;
|
||||
// time to move 1 unit in each direction
|
||||
let full = f32(1u << MAX_SCALE);
|
||||
let inc_t = abs(1.0 / dir) * full;
|
||||
let t_inc = abs(1.0 / dir) * full;
|
||||
let t_offset = max(max(t_min.x, t_min.y), t_min.z);
|
||||
var t = max(0.0, t_offset);
|
||||
let t = max(0.0, t_offset);
|
||||
|
||||
let dir_i = vec3<i32>(dir_if);
|
||||
let dir_u = vec3<u32>((dir_i + vec3<i32>(1)) / 2);
|
||||
let dir_bits = vec_to_dir(dir_u);
|
||||
let inv_dir_bits = 7 - dir_bits;
|
||||
|
||||
var node_start = 1u;
|
||||
var scale = MAX_SCALE - 1;
|
||||
var scale_exp2 = 0.5;
|
||||
var color = vec4<f32>(0.0);
|
||||
var parents = array<u32, MAX_SCALE>();
|
||||
let node_start = 1u;
|
||||
let scale = MAX_SCALE - 1;
|
||||
let scale_exp2 = 0.5;
|
||||
let parents = array<u32, MAX_SCALE>();
|
||||
|
||||
var child = 0u;
|
||||
var vox_pos = vec3<f32>(0.0);
|
||||
let t_center = t_min + scale_exp2 * inc_t;
|
||||
if t > t_center.x { vox_pos.x = 0.5; child |= 4u; }
|
||||
if t > t_center.y { vox_pos.y = 0.5; child |= 2u; }
|
||||
if t > t_center.z { vox_pos.z = 0.5; child |= 1u; }
|
||||
var vox_pos = vec3<f32>(1.0);
|
||||
let t_center = t_min + scale_exp2 * t_inc;
|
||||
if t > t_center.x { vox_pos.x = 1.5; child |= 4u; }
|
||||
if t > t_center.y { vox_pos.y = 1.5; child |= 2u; }
|
||||
if t > t_center.z { vox_pos.z = 1.5; child |= 1u; }
|
||||
let min_adj = t_min - t_inc;
|
||||
|
||||
var iters = 0;
|
||||
return RayStart(
|
||||
true,
|
||||
Ray(
|
||||
t,
|
||||
vox_pos,
|
||||
t_inc,
|
||||
scale,
|
||||
min_adj,
|
||||
child,
|
||||
axis,
|
||||
node_start,
|
||||
group.offset,
|
||||
inv_dir_bits,
|
||||
parents,
|
||||
),
|
||||
normals,
|
||||
t_mult,
|
||||
);
|
||||
}
|
||||
|
||||
fn ray_next(ray: Ray, skip: u32) -> RayResult {
|
||||
let group_offset = ray.group_offset;
|
||||
let t_inc = ray.t_inc;
|
||||
let min_adj = ray.min_adj;
|
||||
let inv_dir_bits = ray.inv_dir_bits;
|
||||
var scale = ray.scale;
|
||||
var scale_exp2 = bitcast<f32>((scale + 127 - MAX_SCALE) << 23);
|
||||
var vox_pos = ray.vox_pos;
|
||||
var t = ray.t;
|
||||
var node_start = ray.node_start;
|
||||
var child = ray.child;
|
||||
var parents = ray.parents;
|
||||
var axis: u32;
|
||||
var data = 0u;
|
||||
loop {
|
||||
if iters == MAX_ITERS {
|
||||
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
|
||||
}
|
||||
iters += 1;
|
||||
let t_corner = vox_pos * inc_t + t_min;
|
||||
let node = voxels[group.offset + node_start + (child ^ inv_dir_bits)];
|
||||
let t_corner = vox_pos * t_inc + min_adj;
|
||||
let node = voxels[group_offset + node_start + (child ^ inv_dir_bits)];
|
||||
if node >= LEAF_BIT {
|
||||
if node != LEAF_BIT {
|
||||
let vcolor = get_color(node & LEAF_MASK);
|
||||
let diffuse = max(dot(global_lights[0].dir, normals[axis]) + 0.1, 0.0);
|
||||
let ambient = 0.2;
|
||||
let lighting = max(diffuse, ambient);
|
||||
let new_color = min(vcolor.xyz * lighting, vec3<f32>(1.0));
|
||||
color += vec4<f32>(new_color.xyz * vcolor.a, vcolor.a) * (1.0 - color.a);
|
||||
if color.a > FULL_ALPHA { break; }
|
||||
if node != skip {
|
||||
data = node;
|
||||
break;
|
||||
}
|
||||
|
||||
// move to next time point and determine which axis to move along
|
||||
let t_next = t_corner + scale_exp2 * inc_t;
|
||||
let t_next = t_corner + scale_exp2 * t_inc;
|
||||
t = min(min(t_next.x, t_next.y), t_next.z);
|
||||
axis = select(select(0u, 1u, t == t_next.y), 2u, t == t_next.z);
|
||||
let move_dir = 4u >> axis;
|
||||
@@ -165,22 +268,23 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
// check if need to pop stack
|
||||
if (child & move_dir) > 0 {
|
||||
// calculate new scale; first differing bit after adding
|
||||
let axis_pos = u32(vox_pos[axis] * full);
|
||||
let differing = axis_pos ^ (axis_pos + u32(scale_exp2 * full));
|
||||
scale = u32(firstLeadingBit(differing));
|
||||
if scale == MAX_SCALE { break; }
|
||||
let axis_pos = vox_pos[axis];
|
||||
// AWARE
|
||||
let differing = bitcast<u32>(axis_pos) ^ bitcast<u32>(axis_pos + scale_exp2);
|
||||
scale = (bitcast<u32>(f32(differing)) >> 23) - 127 - (23 - MAX_SCALE);
|
||||
scale_exp2 = bitcast<f32>((scale + 127 - MAX_SCALE) << 23);
|
||||
if scale >= MAX_SCALE { break; }
|
||||
|
||||
// restore & recalculate parent
|
||||
let parent_info = parents[scale];
|
||||
node_start = parent_info >> 3;
|
||||
child = parent_info & 7;
|
||||
let scale_vec = vec3<u32>(scale);
|
||||
// remove lower scale bits
|
||||
vox_pos = vec3<f32>((vec3<i32>(vox_pos * full) >> scale_vec) << scale_vec) / full;
|
||||
scale_exp2 = 1.0 / f32(1u << (MAX_SCALE - scale));
|
||||
let scale_vec = vec3<u32>(scale + 23 - MAX_SCALE);
|
||||
// remove bits lower than current scale
|
||||
vox_pos = bitcast<vec3<f32>>((bitcast<vec3<u32>>(vox_pos) >> scale_vec) << scale_vec);
|
||||
}
|
||||
// move to next child and voxel position
|
||||
child ^= move_dir;
|
||||
child += move_dir;
|
||||
vox_pos[axis] += scale_exp2;
|
||||
} else {
|
||||
// push current node to stack
|
||||
@@ -190,20 +294,31 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
// calculate child node vars
|
||||
scale_exp2 *= 0.5;
|
||||
child = 0u;
|
||||
let t_center = t_corner + scale_exp2 * inc_t;
|
||||
let t_center = t_corner + scale_exp2 * t_inc;
|
||||
if t > t_center.x { vox_pos.x += scale_exp2; child |= 4u; }
|
||||
if t > t_center.y { vox_pos.y += scale_exp2; child |= 2u; }
|
||||
if t > t_center.z { vox_pos.z += scale_exp2; child |= 1u; }
|
||||
node_start += 8 + node;
|
||||
}
|
||||
}
|
||||
// return vec4<f32>(f32(iters) / f32(MAX_ITERS), 0.0, 0.0, 1.0);
|
||||
return color;
|
||||
return RayResult(
|
||||
Ray(
|
||||
t,
|
||||
vox_pos,
|
||||
t_inc,
|
||||
scale,
|
||||
min_adj,
|
||||
child,
|
||||
axis,
|
||||
node_start,
|
||||
group_offset,
|
||||
inv_dir_bits,
|
||||
parents,
|
||||
),
|
||||
data
|
||||
);
|
||||
}
|
||||
|
||||
const LEAF_BIT = 1u << 31u;
|
||||
const LEAF_MASK = ~LEAF_BIT;
|
||||
|
||||
fn dir_to_vec(bits: u32) -> vec3<u32> {
|
||||
return vec3<u32>(bits >> 2, (bits & 2) >> 1, bits & 1);
|
||||
}
|
||||
@@ -52,11 +52,16 @@ fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
|
||||
textureStore(output, cell.xy, color);
|
||||
}
|
||||
|
||||
const LEAF_BIT = 1u << 31u;
|
||||
const LEAF_MASK = ~LEAF_BIT;
|
||||
|
||||
const ZERO3F = vec3<f32>(0.0);
|
||||
const ZERO2F = vec2<f32>(0.0);
|
||||
const FULL_ALPHA = 0.999;
|
||||
const EPSILON = 0.00000000001;
|
||||
const MAX_ITERS = 1000;
|
||||
const MAX_ITERS = 2000;
|
||||
// NOTE: CANNOT GO HIGHER THAN 23 due to how floating point
|
||||
// numbers are stored and the bit manipulation used
|
||||
const MAX_SCALE: u32 = 10;
|
||||
|
||||
fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
@@ -91,16 +96,13 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
|
||||
// find where ray intersects with group
|
||||
let pos_min = (vec3<f32>(1.0) - dir_uf) * dim_f;
|
||||
let pos_max = dir_uf * dim_f;
|
||||
var pos = pos_start;
|
||||
// time of intersection; x = td + p, solve for t
|
||||
let t_min = (pos_min - pos) / dir;
|
||||
let t_max = (pos_max - pos) / dir;
|
||||
if outside3f(pos, ZERO3F, dim_f) {
|
||||
var t_min = (pos_min - pos_start) / dir;
|
||||
if outside3f(pos_start, ZERO3F, dim_f) {
|
||||
// points of intersection
|
||||
let px = pos + t_min.x * dir;
|
||||
let py = pos + t_min.y * dir;
|
||||
let pz = pos + t_min.z * dir;
|
||||
let px = pos_start + t_min.x * dir;
|
||||
let py = pos_start + t_min.y * dir;
|
||||
let pz = pos_start + t_min.z * dir;
|
||||
|
||||
// check if point is in bounds
|
||||
let hit = vec3<bool>(
|
||||
@@ -111,29 +113,36 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
if !any(hit) {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
pos = select(select(pz, py, hit.y), px, hit.x);
|
||||
axis = select(select(2u, 1u, hit.y), 0u, hit.x);
|
||||
}
|
||||
let t_mult =f32(1u << (MAX_SCALE - group.scale));
|
||||
t_min *= t_mult;
|
||||
// time to move 1 unit in each direction
|
||||
let inc_t = abs(1.0 / dir);
|
||||
let full = f32(1u << MAX_SCALE);
|
||||
let inc_t = abs(1.0 / dir) * full;
|
||||
let t_offset = max(max(t_min.x, t_min.y), t_min.z);
|
||||
var t = max(0.0, t_offset);
|
||||
|
||||
let dir_i = vec3<i32>(dir_if);
|
||||
let dir_u = vec3<u32>((dir_i + vec3<i32>(1)) / 2);
|
||||
let dir_u = vec3<u32>(dir_uf);
|
||||
let dir_bits = vec_to_dir(dir_u);
|
||||
let inv_dir_bits = 7 - dir_bits;
|
||||
|
||||
var node_start = 1u;
|
||||
var scale = group.scale - 1;
|
||||
var half_t_span = f32(1u << scale) * inc_t;
|
||||
var t_center = t_min + half_t_span;
|
||||
var scale = MAX_SCALE - 1;
|
||||
var scale_exp2 = 0.5;
|
||||
var color = vec4<f32>(0.0);
|
||||
var parents = array<u32, MAX_SCALE>();
|
||||
var prev = LEAF_BIT;
|
||||
var old_t = t;
|
||||
|
||||
var child = (u32(t > t_center.x) << 2) + (u32(t > t_center.y) << 1) + u32(t > t_center.z);
|
||||
var child_pos = dir_to_vec(child);
|
||||
var vox_pos = child_pos * (1u << scale);
|
||||
var child = 0u;
|
||||
var vox_pos = vec3<f32>(1.0);
|
||||
let t_center = t_min + scale_exp2 * inc_t;
|
||||
if t > t_center.x { vox_pos.x = 1.5; child |= 4u; }
|
||||
if t > t_center.y { vox_pos.y = 1.5; child |= 2u; }
|
||||
if t > t_center.z { vox_pos.z = 1.5; child |= 1u; }
|
||||
let min_adj = t_min - inc_t;
|
||||
|
||||
var iters = 0;
|
||||
loop {
|
||||
@@ -141,20 +150,34 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
|
||||
}
|
||||
iters += 1;
|
||||
let t_corner = vox_pos * inc_t + min_adj;
|
||||
let node = voxels[group.offset + node_start + (child ^ inv_dir_bits)];
|
||||
if node >= LEAF_BIT {
|
||||
if node != LEAF_BIT {
|
||||
let vcolor = get_color(node & LEAF_MASK);
|
||||
let diffuse = max(dot(global_lights[0].dir, normals[axis]) + 0.1, 0.0);
|
||||
let ambient = 0.2;
|
||||
let lighting = max(diffuse, ambient);
|
||||
let new_color = min(vcolor.xyz * lighting, vec3<f32>(1.0));
|
||||
color += vec4<f32>(new_color.xyz * vcolor.a, vcolor.a) * (1.0 - color.a);
|
||||
if color.a > FULL_ALPHA { break; }
|
||||
if node != prev {
|
||||
if node != LEAF_BIT {
|
||||
let dist = (t - old_t) / t_mult;
|
||||
old_t = t;
|
||||
let filt = min(dist / 64.0, 1.0);
|
||||
if prev == LEAF_BIT + 3 {
|
||||
color.a += filt * (1.0 - color.a);
|
||||
if color.a > FULL_ALPHA { break; }
|
||||
}
|
||||
let pos = (vox_pos - 1.5) * (dir_if) + 0.5 - scale_exp2 * (1.0 - dir_uf);
|
||||
// let pos = t / t_mult;
|
||||
// if true {return vec4<f32>(pos, 1.0);}
|
||||
let vcolor = get_color(node & LEAF_MASK, pos);
|
||||
let diffuse = max(dot(global_lights[0].dir, normals[axis]) + 0.1, 0.0);
|
||||
let ambient = 0.2;
|
||||
let lighting = max(diffuse, ambient);
|
||||
let new_color = min(vcolor.xyz * lighting, vec3<f32>(1.0));
|
||||
color += vec4<f32>(new_color.xyz * vcolor.a, vcolor.a) * (1.0 - color.a);
|
||||
if color.a > FULL_ALPHA { break; }
|
||||
}
|
||||
prev = node;
|
||||
}
|
||||
|
||||
// move to next time point and determine which axis to move along
|
||||
let t_next = t_center + half_t_span * vec3<f32>(child_pos);
|
||||
let t_next = t_corner + scale_exp2 * inc_t;
|
||||
t = min(min(t_next.x, t_next.y), t_next.z);
|
||||
axis = select(select(0u, 1u, t == t_next.y), 2u, t == t_next.z);
|
||||
let move_dir = 4u >> axis;
|
||||
@@ -163,45 +186,44 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
if (child & move_dir) > 0 {
|
||||
// calculate new scale; first differing bit after adding
|
||||
let axis_pos = vox_pos[axis];
|
||||
let differing = axis_pos ^ (axis_pos + (1u << scale));
|
||||
scale = firstLeadingBit(differing);
|
||||
if scale == group.scale { break; }
|
||||
// AWARE
|
||||
let differing = bitcast<u32>(axis_pos) ^ bitcast<u32>(axis_pos + scale_exp2);
|
||||
scale = (bitcast<u32>(f32(differing)) >> 23) - 127 - (23 - MAX_SCALE);
|
||||
scale_exp2 = bitcast<f32>((scale + 127 - MAX_SCALE) << 23);
|
||||
if scale >= MAX_SCALE { break; }
|
||||
|
||||
// restore & recalculate parent
|
||||
let parent_info = parents[scale];
|
||||
node_start = parent_info >> 3;
|
||||
child = parent_info & 7;
|
||||
let scale_vec = vec3<u32>(scale + 1);
|
||||
vox_pos = (vox_pos >> scale_vec) << scale_vec; // remove lower scale bits
|
||||
half_t_span = f32(1u << scale) * inc_t;
|
||||
t_center = vec3<f32>(vox_pos) * inc_t + t_min + half_t_span;
|
||||
let scale_vec = vec3<u32>(scale + 23 - MAX_SCALE);
|
||||
// remove bits lower than current scale
|
||||
vox_pos = bitcast<vec3<f32>>((bitcast<vec3<u32>>(vox_pos) >> scale_vec) << scale_vec);
|
||||
}
|
||||
// move to next child and voxel position
|
||||
child ^= move_dir;
|
||||
child_pos = dir_to_vec(child);
|
||||
vox_pos |= child_pos << vec3<u32>(scale);
|
||||
// vox_pos[axis] += (1u << scale);
|
||||
child += move_dir;
|
||||
vox_pos[axis] += scale_exp2;
|
||||
} else {
|
||||
// push current node to stack
|
||||
parents[scale] = (node_start << 3) + child;
|
||||
scale -= 1u;
|
||||
|
||||
// calculate child node vars
|
||||
half_t_span /= 2.0;
|
||||
t_center += half_t_span * (vec3<f32>(child_pos * 2) - 1.0);
|
||||
child_pos = vec3<u32>(vec3<f32>(t) > t_center);
|
||||
child = (child_pos.x << 2) + (child_pos.y << 1) + child_pos.z;
|
||||
vox_pos += child_pos * (1u << scale);
|
||||
scale_exp2 *= 0.5;
|
||||
child = 0u;
|
||||
let t_center = t_corner + scale_exp2 * inc_t;
|
||||
if t > t_center.x { vox_pos.x += scale_exp2; child |= 4u; }
|
||||
if t > t_center.y { vox_pos.y += scale_exp2; child |= 2u; }
|
||||
if t > t_center.z { vox_pos.z += scale_exp2; child |= 1u; }
|
||||
node_start += 8 + node;
|
||||
}
|
||||
}
|
||||
// let fog = min(t / t_mult / 1000.0, 1.0);
|
||||
// return vec4<f32>(color.xyz * (1.0 - fog) + vec3<f32>(fog), color.a * (1.0 - fog) + fog);
|
||||
// return vec4<f32>(f32(iters) / f32(MAX_ITERS), 0.0, 0.0, 1.0);
|
||||
return color;
|
||||
}
|
||||
|
||||
const LEAF_BIT = 1u << 31u;
|
||||
const LEAF_MASK = ~LEAF_BIT;
|
||||
|
||||
fn dir_to_vec(bits: u32) -> vec3<u32> {
|
||||
return vec3<u32>(bits >> 2, (bits & 2) >> 1, bits & 1);
|
||||
}
|
||||
@@ -210,19 +232,24 @@ fn vec_to_dir(vec: vec3<u32>) -> u32 {
|
||||
return vec.x * 4 + vec.y * 2 + vec.z * 1;
|
||||
}
|
||||
|
||||
fn get_color(id: u32) -> vec4<f32> {
|
||||
fn get_color(id: u32, pos: vec3<f32>) -> vec4<f32> {
|
||||
let random = random(pos);
|
||||
let random2 = random(pos + vec3<f32>(0.0001));
|
||||
switch id {
|
||||
case 0u: {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
case 1u: {
|
||||
return vec4<f32>(0.5, 0.5, 0.5, 1.0);
|
||||
let color = vec3<f32>(0.5, 0.5, 0.5 + random * 0.2) * (random2 * 0.4 + 0.8);
|
||||
return vec4<f32>(color, 1.0);
|
||||
}
|
||||
case 2u: {
|
||||
return vec4<f32>(0.5, 1.0, 0.5, 1.0);
|
||||
let color = vec3<f32>(0.4 + random * 0.2, 0.9, 0.4 + random * 0.2) * (random2 * 0.2 + 0.9);
|
||||
return vec4<f32>(color, 1.0);
|
||||
}
|
||||
case 3u: {
|
||||
return vec4<f32>(0.5, 0.5, 1.0, 0.5);
|
||||
let color = vec3<f32>(0.5, 0.5, 1.0) * (random2 * 0.2 + 0.8);
|
||||
return vec4<f32>(color, 0.5);
|
||||
}
|
||||
default: {
|
||||
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
|
||||
@@ -230,6 +257,10 @@ fn get_color(id: u32) -> vec4<f32> {
|
||||
}
|
||||
}
|
||||
|
||||
fn random(pos: vec3<f32>) -> f32 {
|
||||
return fract(sin(dot(pos,vec3<f32>(12.9898,78.233,25.1279)))*43758.5453123);
|
||||
}
|
||||
|
||||
fn outside3f(v: vec3<f32>, low: vec3<f32>, high: vec3<f32>) -> bool {
|
||||
return any(v < low) || any(v > high);
|
||||
}
|
||||
|
||||
@@ -8,7 +8,7 @@ use bevy_derive::{Deref, DerefMut};
|
||||
use bevy_ecs::{bundle::Bundle, component::Component, entity::Entity, system::Resource};
|
||||
use nalgebra::Vector3;
|
||||
|
||||
pub const SCALE: u32 = 8;
|
||||
pub const SCALE: u32 = 10;
|
||||
pub const SIDE_LENGTH: usize = 2usize.pow(SCALE);
|
||||
pub const SHAPE: (usize, usize, usize) = (SIDE_LENGTH, SIDE_LENGTH, SIDE_LENGTH);
|
||||
pub const DIMENSIONS: Vector3<usize> = Vector3::new(SIDE_LENGTH, SIDE_LENGTH, SIDE_LENGTH);
|
||||
|
||||
@@ -1,17 +1,10 @@
|
||||
use std::collections::{HashMap, HashSet};
|
||||
|
||||
use bevy_ecs::{entity::Entity, system::Commands};
|
||||
use nalgebra::Vector3;
|
||||
use ndarray::{s, Array3, Axis};
|
||||
use simdnoise::NoiseBuilder;
|
||||
|
||||
use crate::{
|
||||
client::render::voxel::VoxelColor,
|
||||
common::component::{chunk, ChunkBundle, ChunkData, ChunkMesh, ChunkPos},
|
||||
util::{
|
||||
oct_tree::OctTree,
|
||||
thread::{ExitType, ThreadChannel, ThreadHandle},
|
||||
},
|
||||
common::component::{ChunkBundle, ChunkData, ChunkMesh, ChunkPos}, server::generation::generate_tree, util::
|
||||
thread::{ExitType, ThreadChannel, ThreadHandle}
|
||||
};
|
||||
|
||||
pub struct ChunkManager {
|
||||
@@ -114,32 +107,7 @@ fn chunk_loader_main(channel: ThreadChannel<ServerChunkMsg, ChunkLoaderMsg>) {
|
||||
let tree = ChunkData::from_tree(generate_tree(pos));
|
||||
let tree_time = std::time::Instant::now() - start;
|
||||
|
||||
// let start = std::time::Instant::now();
|
||||
// let mut data = generate(pos);
|
||||
// let data_time = std::time::Instant::now() - start;
|
||||
//
|
||||
// let start = std::time::Instant::now();
|
||||
// let shape = s![
|
||||
// 1..data.len_of(Axis(0)) - 1,
|
||||
// 1..data.len_of(Axis(1)) - 1,
|
||||
// 1..data.len_of(Axis(2)) - 1
|
||||
// ];
|
||||
// let mut slice = data.slice_mut(shape);
|
||||
// let mut iter = tree.into_iter();
|
||||
// slice.assign(&Array3::from_shape_fn(chunk::SHAPE, |_| {
|
||||
// iter.next().unwrap()
|
||||
// }));
|
||||
// let convert_time = std::time::Instant::now() - start;
|
||||
//
|
||||
// let start = std::time::Instant::now();
|
||||
// let mesh = ChunkMesh::from_data(data.map(|i| COLOR_MAP[*i as usize]).view());
|
||||
// let mesh_time = std::time::Instant::now() - start;
|
||||
//
|
||||
// println!(
|
||||
// "data: {:<5?} mesh: {:<5?} convert: {:<5?} tree: {:<5?}",
|
||||
// data_time, mesh_time, convert_time, tree_time
|
||||
// );
|
||||
println!("gen time: {:<5?}", tree_time);
|
||||
println!("gen time: {:<5?}; size: {}", tree_time, tree.raw().len());
|
||||
|
||||
channel.send(ServerChunkMsg::ChunkGenerated(GeneratedChunk {
|
||||
pos,
|
||||
@@ -154,83 +122,3 @@ fn chunk_loader_main(channel: ThreadChannel<ServerChunkMsg, ChunkLoaderMsg>) {
|
||||
}
|
||||
}
|
||||
|
||||
fn generate(pos: ChunkPos) -> Array3<u32> {
|
||||
let shape = [chunk::SIDE_LENGTH + 2; 3];
|
||||
if pos.y > 0 || pos.y < -1 {
|
||||
return Array3::from_elem(shape, 0);
|
||||
}
|
||||
let posf: Vector3<f32> = (pos.cast() * chunk::SIDE_LENGTH as f32) - Vector3::from_element(1.0);
|
||||
let (noise, min, max) = NoiseBuilder::gradient_2d_offset(
|
||||
posf.x,
|
||||
chunk::SIDE_LENGTH + 2,
|
||||
posf.z,
|
||||
chunk::SIDE_LENGTH + 2,
|
||||
)
|
||||
.with_seed(0)
|
||||
.with_freq(0.005)
|
||||
.generate();
|
||||
Array3::from_shape_fn(shape, |(x, y, z)| {
|
||||
generate_at(Vector3::new(x, y, z), posf, &noise, min, max)
|
||||
})
|
||||
}
|
||||
|
||||
fn generate_tree(pos: ChunkPos) -> OctTree {
|
||||
if pos.y > 0 || pos.y < -1 {
|
||||
return OctTree::from_leaf(0, 8);
|
||||
}
|
||||
let posf: Vector3<f32> = pos.cast() * chunk::SIDE_LENGTH as f32;
|
||||
let (noise, min, max) =
|
||||
NoiseBuilder::gradient_2d_offset(posf.x, chunk::SIDE_LENGTH, posf.z, chunk::SIDE_LENGTH)
|
||||
.with_seed(0)
|
||||
.with_freq(1.0 / (chunk::SIDE_LENGTH as f32))
|
||||
.generate();
|
||||
OctTree::from_fn_rec(&mut |p| generate_at(p, posf, &noise, min, max), chunk::SCALE)
|
||||
}
|
||||
|
||||
fn generate_at(p: Vector3<usize>, posf: Vector3<f32>, noise: &[f32], min: f32, max: f32) -> u32 {
|
||||
// 0 air 1 stone 2 "sand" 3 water
|
||||
let y = p.y as f32 + posf.y;
|
||||
// highest heights, 0.0 .. 1.0 relative to chunk size
|
||||
let [water, grass, top] = [0.18, 0.35, 0.5].map(|f| chunk::SIDE_LENGTH as f32 * f);
|
||||
let n = ((noise[p.x + p.z * chunk::SIDE_LENGTH] - min) / (max - min) * 2.0).exp2() * top * 0.25;
|
||||
if y < n {
|
||||
if y < water {
|
||||
1
|
||||
} else if y < grass {
|
||||
2
|
||||
} else {
|
||||
1
|
||||
}
|
||||
} else if y <= water {
|
||||
3
|
||||
} else {
|
||||
0
|
||||
}
|
||||
}
|
||||
|
||||
const COLOR_MAP: [VoxelColor; 4] = [
|
||||
VoxelColor {
|
||||
r: 0,
|
||||
g: 0,
|
||||
b: 0,
|
||||
a: 0,
|
||||
},
|
||||
VoxelColor {
|
||||
r: 150,
|
||||
g: 150,
|
||||
b: 150,
|
||||
a: 255,
|
||||
},
|
||||
VoxelColor {
|
||||
r: 100,
|
||||
g: 255,
|
||||
b: 100,
|
||||
a: 255,
|
||||
},
|
||||
VoxelColor {
|
||||
r: 100,
|
||||
g: 100,
|
||||
b: 255,
|
||||
a: 200,
|
||||
},
|
||||
];
|
||||
|
||||
145
src/server/generation/mod.rs
Normal file
145
src/server/generation/mod.rs
Normal file
@@ -0,0 +1,145 @@
|
||||
use nalgebra::Vector3;
|
||||
use simdnoise::NoiseBuilder;
|
||||
|
||||
use crate::{
|
||||
common::component::{chunk, ChunkPos},
|
||||
util::oct_tree::OctTree,
|
||||
};
|
||||
|
||||
pub fn generate_tree(pos: ChunkPos) -> OctTree {
|
||||
if pos.y > 0 || pos.y < -1 {
|
||||
return OctTree::from_leaf(0, 8);
|
||||
}
|
||||
let posf: Vector3<f32> = pos.cast() * chunk::SIDE_LENGTH as f32;
|
||||
let noise1 = generate_noise_map(0, 1.0, posf, chunk::SCALE, &mut |v: f32| {
|
||||
(v * 2.0).exp2() * TOP * 0.25
|
||||
});
|
||||
let noise2 = generate_noise_map(1, 50.0, posf, chunk::SCALE, &mut |v: f32| v * 20.0 + GRASS);
|
||||
OctTree::from_fn_rec(
|
||||
&mut |p| generate_leaf(p, posf, (&noise1.base, &noise2.base)),
|
||||
&mut |p, lvl| generate_node(p, lvl, posf, (&noise1, &noise2)),
|
||||
chunk::SCALE,
|
||||
)
|
||||
}
|
||||
|
||||
const WATER: f32 = 0.18 * chunk::SIDE_LENGTH as f32;
|
||||
const GRASS: f32 = 0.35 * chunk::SIDE_LENGTH as f32;
|
||||
const TOP: f32 = 0.5 * chunk::SIDE_LENGTH as f32;
|
||||
|
||||
// 0 air 1 stone 2 grass 3 water
|
||||
fn generate_leaf(p: Vector3<usize>, posf: Vector3<f32>, noise: (&[f32], &[f32])) -> u32 {
|
||||
let y = p.y as f32 + posf.y;
|
||||
let n = noise.0[p.x + p.z * chunk::SIDE_LENGTH];
|
||||
let n2 = noise.1[p.x + p.z * chunk::SIDE_LENGTH];
|
||||
if y < n {
|
||||
if y < WATER {
|
||||
1
|
||||
} else if y < n2 {
|
||||
2
|
||||
} else {
|
||||
1
|
||||
}
|
||||
} else if y <= WATER {
|
||||
3
|
||||
} else {
|
||||
0
|
||||
}
|
||||
}
|
||||
|
||||
// 0 air 1 stone 2 grass 3 water
|
||||
fn generate_node(
|
||||
p: Vector3<usize>,
|
||||
scale: u32,
|
||||
posf: Vector3<f32>,
|
||||
noise: (&NoiseMap, &NoiseMap),
|
||||
) -> Option<u32> {
|
||||
let side_len = 2usize.pow(scale);
|
||||
let y = NumRange {
|
||||
min: p.y as f32 + posf.y,
|
||||
max: (p.y + side_len - 1) as f32 + posf.y,
|
||||
};
|
||||
let l = scale as usize - 1;
|
||||
let i = (p.x >> scale) + (p.z >> scale) * (chunk::SIDE_LENGTH / side_len);
|
||||
let n = &noise.0.levels[l][i];
|
||||
let n2 = &noise.1.levels[l][i];
|
||||
Some(if y.max < n.min {
|
||||
if y.max < WATER {
|
||||
1
|
||||
} else if y.max < n2.min && y.min >= WATER {
|
||||
2
|
||||
} else if y.min > n2.max {
|
||||
1
|
||||
} else {
|
||||
return None;
|
||||
}
|
||||
} else if y.max <= WATER && y.min > n.max {
|
||||
3
|
||||
} else if y.min > WATER && y.min > n.max {
|
||||
0
|
||||
} else {
|
||||
return None;
|
||||
})
|
||||
}
|
||||
|
||||
fn generate_noise_map(
|
||||
seed: i32,
|
||||
freq: f32,
|
||||
posf: Vector3<f32>,
|
||||
levels: u32,
|
||||
adjust: &mut impl FnMut(f32) -> f32,
|
||||
) -> NoiseMap {
|
||||
let mut size = 2usize.pow(levels);
|
||||
let (mut base, min, max) = NoiseBuilder::gradient_2d_offset(posf.x, size, posf.z, size)
|
||||
.with_seed(seed)
|
||||
.with_freq(freq / (size as f32))
|
||||
.generate();
|
||||
for v in &mut base {
|
||||
*v = adjust((*v - min) / (max - min));
|
||||
}
|
||||
let first_len = base.len() / 4;
|
||||
let mut first = Vec::with_capacity(first_len);
|
||||
for y in (0..size).step_by(2) {
|
||||
for x in (0..size).step_by(2) {
|
||||
let a = base[x + y * size];
|
||||
let b = base[x + 1 + y * size];
|
||||
let c = base[x + (y + 1) * size];
|
||||
let d = base[x + 1 + (y + 1) * size];
|
||||
first.push(NumRange {
|
||||
min: a.min(b).min(c).min(d),
|
||||
max: a.max(b).max(c).max(d),
|
||||
})
|
||||
}
|
||||
}
|
||||
let mut arr = vec![first];
|
||||
for l in 1..levels as usize {
|
||||
size /= 2;
|
||||
let prev = &arr[l - 1];
|
||||
let mut new = Vec::with_capacity(prev.len() / 4);
|
||||
for y in (0..size).step_by(2) {
|
||||
for x in (0..size).step_by(2) {
|
||||
let a = &prev[x + y * size];
|
||||
let b = &prev[x + 1 + y * size];
|
||||
let c = &prev[x + (y + 1) * size];
|
||||
let d = &prev[x + 1 + (y + 1) * size];
|
||||
new.push(NumRange {
|
||||
min: a.min.min(b.min).min(c.min).min(d.min),
|
||||
max: a.max.max(b.max).max(c.max).max(d.max),
|
||||
})
|
||||
}
|
||||
}
|
||||
arr.push(new);
|
||||
}
|
||||
NoiseMap { base, levels: arr }
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct NoiseMap {
|
||||
levels: Vec<Vec<NumRange>>,
|
||||
base: Vec<f32>,
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct NumRange {
|
||||
min: f32,
|
||||
max: f32,
|
||||
}
|
||||
@@ -3,6 +3,7 @@ mod client;
|
||||
mod rsc;
|
||||
mod system;
|
||||
mod test;
|
||||
mod generation;
|
||||
|
||||
pub use client::*;
|
||||
|
||||
|
||||
@@ -1,2 +1,3 @@
|
||||
pub mod thread;
|
||||
pub mod oct_tree;
|
||||
pub mod timer;
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
use std::fmt::Debug;
|
||||
|
||||
use bevy_ecs::system::IntoSystem;
|
||||
use nalgebra::Vector3;
|
||||
use ndarray::ArrayView3;
|
||||
|
||||
@@ -20,13 +19,13 @@ impl OctNode {
|
||||
pub const fn is_leaf(&self) -> bool {
|
||||
self.0 >= LEAF_BIT
|
||||
}
|
||||
pub fn is_node(&self) -> bool {
|
||||
pub const fn is_node(&self) -> bool {
|
||||
self.0 < LEAF_BIT
|
||||
}
|
||||
pub fn node_data(&self) -> u32 {
|
||||
pub const fn node_data(&self) -> u32 {
|
||||
self.0
|
||||
}
|
||||
pub fn leaf_data(&self) -> u32 {
|
||||
pub const fn leaf_data(&self) -> u32 {
|
||||
self.0 & !LEAF_BIT
|
||||
}
|
||||
}
|
||||
@@ -57,17 +56,22 @@ impl OctTree {
|
||||
levels,
|
||||
}
|
||||
}
|
||||
pub fn from_fn_rec(f: &mut impl FnMut(Vector3<usize>) -> u32, levels: u32) -> OctTree {
|
||||
Self::from_fn_offset(f, levels, Vector3::from_element(0))
|
||||
pub fn from_fn_rec(
|
||||
f_leaf: &mut impl FnMut(Vector3<usize>) -> u32,
|
||||
f_node: &mut impl FnMut(Vector3<usize>, u32) -> Option<u32>,
|
||||
levels: u32,
|
||||
) -> OctTree {
|
||||
Self::from_fn_offset(f_leaf, f_node, levels, Vector3::from_element(0))
|
||||
}
|
||||
pub fn from_fn_offset(
|
||||
f: &mut impl FnMut(Vector3<usize>) -> u32,
|
||||
f_leaf: &mut impl FnMut(Vector3<usize>) -> u32,
|
||||
f_node: &mut impl FnMut(Vector3<usize>, u32) -> Option<u32>,
|
||||
levels: u32,
|
||||
offset: Vector3<usize>,
|
||||
) -> Self {
|
||||
let mut data = Vec::new();
|
||||
data.push(OctNode::new_node(0));
|
||||
Self::from_fn_offset_inner(f, &mut data, levels, offset);
|
||||
Self::from_fn_offset_inner(f_leaf, f_node, &mut data, levels, offset);
|
||||
if data.len() == 2 {
|
||||
data.remove(0);
|
||||
}
|
||||
@@ -78,17 +82,18 @@ impl OctTree {
|
||||
}
|
||||
}
|
||||
fn from_fn_offset_inner(
|
||||
f: &mut impl FnMut(Vector3<usize>) -> u32,
|
||||
f_leaf: &mut impl FnMut(Vector3<usize>) -> u32,
|
||||
f_node: &mut impl FnMut(Vector3<usize>, u32) -> Option<u32>,
|
||||
accumulator: &mut Vec<OctNode>,
|
||||
level: u32,
|
||||
offset: Vector3<usize>,
|
||||
) {
|
||||
if level == 0 {
|
||||
accumulator.push(OctNode::new_leaf(f(offset)));
|
||||
accumulator.push(OctNode::new_leaf(f_leaf(offset)));
|
||||
return;
|
||||
} else if level == 1 {
|
||||
let leaves: [OctNode; 8] =
|
||||
core::array::from_fn(|i| OctNode::new_leaf(f(offset + CORNERS[i])));
|
||||
core::array::from_fn(|i| OctNode::new_leaf(f_leaf(offset + CORNERS[i])));
|
||||
if leaves[1..].iter().all(|l| *l == leaves[0]) {
|
||||
accumulator.push(leaves[0]);
|
||||
} else {
|
||||
@@ -100,20 +105,21 @@ impl OctTree {
|
||||
accumulator.resize(i + 8, OctNode::new_node(0));
|
||||
let mut data_start = 0;
|
||||
for (j, corner_offset) in CORNERS.iter().enumerate() {
|
||||
let sub_start = accumulator.len();
|
||||
Self::from_fn_offset_inner(
|
||||
f,
|
||||
accumulator,
|
||||
level - 1,
|
||||
offset + corner_offset * 2usize.pow(level - 1),
|
||||
);
|
||||
let len = accumulator.len() - sub_start;
|
||||
if len == 1 {
|
||||
accumulator[i + j] = accumulator[sub_start];
|
||||
accumulator.pop();
|
||||
let lvl = level - 1;
|
||||
let pos = offset + corner_offset * 2usize.pow(lvl);
|
||||
if let Some(node) = f_node(pos, lvl) {
|
||||
accumulator[i + j] = OctNode::new_leaf(node);
|
||||
} else {
|
||||
accumulator[i + j] = OctNode::new_node(data_start as u32);
|
||||
data_start += len;
|
||||
let sub_start = accumulator.len();
|
||||
Self::from_fn_offset_inner(f_leaf, f_node, accumulator, lvl, pos);
|
||||
let len = accumulator.len() - sub_start;
|
||||
if len == 1 {
|
||||
accumulator[i + j] = accumulator[sub_start];
|
||||
accumulator.pop();
|
||||
} else {
|
||||
accumulator[i + j] = OctNode::new_node(data_start as u32);
|
||||
data_start += len;
|
||||
}
|
||||
}
|
||||
}
|
||||
if data_start == 0 {
|
||||
@@ -125,10 +131,7 @@ impl OctTree {
|
||||
}
|
||||
}
|
||||
|
||||
pub fn from_fn_iter(
|
||||
f: &mut impl FnMut(Vector3<usize>) -> u32,
|
||||
levels: u32,
|
||||
) -> Self {
|
||||
pub fn from_fn_iter(f: &mut impl FnMut(Vector3<usize>) -> u32, levels: u32) -> Self {
|
||||
let mut data = vec![OctNode::new_node(0)];
|
||||
let mut level: usize = 1;
|
||||
let mut children = Vec::new();
|
||||
@@ -173,7 +176,7 @@ impl OctTree {
|
||||
}
|
||||
|
||||
pub fn from_arr(arr: ArrayView3<u32>, levels: u32) -> Self {
|
||||
Self::from_fn_rec(&mut |p| arr[(p.x, p.y, p.z)], levels)
|
||||
Self::from_fn_rec(&mut |p| arr[(p.x, p.y, p.z)], &mut |_, _| None, levels)
|
||||
}
|
||||
pub fn get(&self, mut pos: Vector3<usize>) -> u32 {
|
||||
let mut data_start = 1;
|
||||
@@ -199,7 +202,6 @@ impl OctTree {
|
||||
pub struct OctTreeIter<'a> {
|
||||
queue: Vec<OctNode>,
|
||||
levels: Vec<u32>,
|
||||
pos: usize,
|
||||
cur: u32,
|
||||
run: usize,
|
||||
data: &'a [OctNode],
|
||||
@@ -218,9 +220,8 @@ impl<'a> Iterator for OctTreeIter<'a> {
|
||||
self.run = 8usize.pow(level);
|
||||
self.cur = node.leaf_data();
|
||||
} else {
|
||||
let pos = 0;
|
||||
let add = &self.data[pos..pos + 8];
|
||||
self.data = &self.data[pos + DATA_OFFSET..];
|
||||
let add = &self.data[..8];
|
||||
self.data = &self.data[DATA_OFFSET..];
|
||||
self.queue.extend(add.iter().rev());
|
||||
self.levels.resize(self.levels.len() + 8, level - 1);
|
||||
}
|
||||
@@ -234,7 +235,6 @@ impl<'a> IntoIterator for &'a OctTree {
|
||||
fn into_iter(self) -> Self::IntoIter {
|
||||
OctTreeIter {
|
||||
data: &self.data[1..],
|
||||
pos: 0,
|
||||
cur: 0,
|
||||
levels: vec![self.levels],
|
||||
run: 0,
|
||||
|
||||
59
src/util/timer.rs
Normal file
59
src/util/timer.rs
Normal file
@@ -0,0 +1,59 @@
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
pub struct Timer {
|
||||
start: Instant,
|
||||
pos: usize,
|
||||
times: Vec<Option<Instant>>,
|
||||
durs: Vec<Option<Duration>>,
|
||||
}
|
||||
|
||||
impl Timer {
|
||||
pub fn new(len: usize) -> Self {
|
||||
Self {
|
||||
start: Instant::now(),
|
||||
pos: 0,
|
||||
durs: vec![None; len],
|
||||
times: vec![None; len],
|
||||
}
|
||||
}
|
||||
pub fn start(&mut self) {
|
||||
self.start = Instant::now();
|
||||
}
|
||||
pub fn stop(&mut self) {
|
||||
let duration = Instant::now() - self.start;
|
||||
self.durs[self.pos] = Some(duration);
|
||||
self.times[self.pos] = Some(self.start);
|
||||
self.pos = (self.pos + 1) % self.times.len();
|
||||
}
|
||||
pub fn avg(&self) -> Duration {
|
||||
let filtered: Vec<_> = self.durs.iter().filter_map(|d| *d).collect();
|
||||
let len = filtered.len();
|
||||
if len != 0 {
|
||||
let total: Duration = filtered.into_iter().sum();
|
||||
total / len as u32
|
||||
} else {
|
||||
Duration::ZERO
|
||||
}
|
||||
}
|
||||
pub fn max(&self) -> Duration {
|
||||
self.durs
|
||||
.iter()
|
||||
.filter_map(|d| *d)
|
||||
.max()
|
||||
.unwrap_or(Duration::ZERO)
|
||||
}
|
||||
pub fn per_sec(&self) -> usize {
|
||||
let now = Instant::now();
|
||||
let mut count = 0;
|
||||
while count < self.times.len() {
|
||||
let i = (self.pos + count + 1) % self.times.len();
|
||||
let Some(t) = self.times[i] else { break };
|
||||
if now - t <= Duration::from_secs(1) {
|
||||
count += 1;
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
count
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user