chunk gen now tries nodes first, also messed around a lot w rendering

This commit is contained in:
2024-09-17 20:29:10 -04:00
parent 1fc1cd23fd
commit b68707b92c
14 changed files with 709 additions and 515 deletions

View File

@@ -42,34 +42,7 @@ 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);
let start = start_ray(pos, dir);
var color = vec4<f32>(0.0);
if start.hit {
var res = ray_next(start.ray, LEAF_BIT);
var safe = 0;
var normals = start.normals;
while res.data != 0 {
safe += 1;
if safe > 100 {break;}
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 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; }
let old_t = res.ray.t;
res = ray_next(res.ray, res.data);
let dist = res.ray.t - old_t;
if data == 3 {
let a = min(dist / 128.0, 1.0);
color += vec4<f32>(vec3<f32>(0.0) * a, a) * (1.0 - color.a);
}
}
// color = vec4<f32>(dir.xyz * res.ray.t / 2048.0, 1.0);
}
// var color = trace_full(pos, dir);
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);
@@ -89,210 +62,7 @@ const EPSILON = 0.00000000001;
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 = 12;
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>,
}
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 RayStart(false, Ray(), mat3x3<f32>());
}
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 = (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) / dir;
if outside3f(pos, 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;
// 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 RayStart(false, Ray(), mat3x3<f32>());
}
axis = select(select(2u, 1u, hit.y), 0u, hit.x);
}
t_min *= f32(1u << (MAX_SCALE - group.scale));
// time to move 1 unit in each direction
let full = f32(1u << MAX_SCALE);
let t_inc = abs(1.0 / dir) * full;
let t_offset = max(max(t_min.x, t_min.y), t_min.z);
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;
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>(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;
return RayStart(
true,
Ray(
t,
vox_pos,
t_inc,
scale,
min_adj,
child,
axis,
node_start,
group.offset,
inv_dir_bits,
parents,
),
normals
);
}
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 {
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 != skip {
data = node;
break;
}
// move to next time point and determine which axis to move along
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;
// 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 * 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 RayResult(
Ray(
t,
vox_pos,
t_inc,
scale,
min_adj,
child,
axis,
node_start,
group_offset,
inv_dir_bits,
parents,
),
data
);
}
const MAX_SCALE: u32 = 10;
fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
let gi = 0;
@@ -326,14 +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;
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) {
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>(
@@ -344,10 +113,10 @@ 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);
}
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;
@@ -362,6 +131,7 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
var node_start = 1u;
var scale = MAX_SCALE - 1;
var scale_exp2 = 0.5;
var skip = LEAF_BIT;
var color = vec4<f32>(0.0);
var parents = array<u32, MAX_SCALE>();
@@ -382,13 +152,25 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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);
if node != skip {
skip = node;
let normal = normals[axis];
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));
let diffuse = max(dot(sun_dir, normal) + 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);
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);
}