switched to stack and compute shaders
This commit is contained in:
@@ -84,7 +84,7 @@ impl Client<'_> {
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}
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// camera position
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let move_dist = 2.0 * 16.0 * dt;
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let move_dist = 64.0 * dt;
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if input.pressed(Key::KeyW) {
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state.camera.pos += *state.camera.forward() * move_dist;
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}
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@@ -6,7 +6,7 @@ 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 nalgebra::Vector2;
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use util::Texture;
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use util::DepthTexture;
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use voxel::VoxelPipeline;
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use winit::dpi::PhysicalSize;
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@@ -20,7 +20,7 @@ pub struct Renderer<'a> {
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staging_belt: wgpu::util::StagingBelt,
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voxel_pipeline: VoxelPipeline,
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camera: Camera,
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depth_texture: Texture,
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depth_texture: DepthTexture,
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}
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impl<'a> Renderer<'a> {
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@@ -78,7 +78,7 @@ impl<'a> Renderer<'a> {
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// doesn't affect performance much and depends on "normal" zoom
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let staging_belt = wgpu::util::StagingBelt::new(4096 * 4);
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let depth_texture = Texture::create_depth_texture(&device, &config, "depth_texture");
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let depth_texture = DepthTexture::init(&device, &config, "depth_texture");
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Self {
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camera: Camera::default(),
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@@ -106,6 +106,13 @@ 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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});
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self.voxel_pipeline.compute(&mut compute_pass, self.config.width, self.config.height);
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drop(compute_pass);
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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@@ -141,9 +148,10 @@ impl<'a> Renderer<'a> {
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self.config.width = size.width;
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self.config.height = size.height;
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self.surface.configure(&self.device, &self.config);
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self.voxel_pipeline.resize(&self.device, self.size);
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self.depth_texture =
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Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
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DepthTexture::init(&self.device, &self.config, "depth_texture");
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self.voxel_pipeline.update_view(
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&self.device,
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&mut self.encoder,
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@@ -4,20 +4,22 @@ use wgpu::BufferUsages;
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pub struct Storage<T: bytemuck::Pod> {
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binding: u32,
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buf: ArrBuf<T>,
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visibility: wgpu::ShaderStages,
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}
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impl<T: bytemuck::Pod> Storage<T> {
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pub fn init(device: &wgpu::Device, label: &str, binding: u32) -> Self {
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pub fn init(device: &wgpu::Device, visibility: wgpu::ShaderStages, label: &str, binding: u32) -> Self {
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Self {
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buf: ArrBuf::init(
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device,
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&(label.to_owned() + " Storage"),
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BufferUsages::STORAGE,
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),
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visibility,
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binding,
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}
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}
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pub fn init_with(device: &wgpu::Device, label: &str, binding: u32, data: &[T]) -> Self {
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pub fn init_with(device: &wgpu::Device, visibility: wgpu::ShaderStages, label: &str, binding: u32, data: &[T]) -> Self {
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Self {
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buf: ArrBuf::init_with(
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device,
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@@ -25,6 +27,7 @@ impl<T: bytemuck::Pod> Storage<T> {
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BufferUsages::STORAGE,
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data
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),
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visibility,
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binding,
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}
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}
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@@ -34,7 +37,7 @@ impl<T: bytemuck::Pod> Storage<T> {
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pub fn bind_group_layout_entry(&self) -> wgpu::BindGroupLayoutEntry {
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wgpu::BindGroupLayoutEntry {
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binding: self.binding,
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visibility: wgpu::ShaderStages::FRAGMENT,
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visibility: self.visibility,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Storage { read_only: true },
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has_dynamic_offset: false,
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@@ -1,19 +1,18 @@
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pub struct Texture {
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pub struct DepthTexture {
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pub texture: wgpu::Texture,
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pub view: wgpu::TextureView,
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pub sampler: wgpu::Sampler,
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}
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impl Texture {
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pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float; // 1.
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impl DepthTexture {
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pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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pub fn create_depth_texture(
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pub fn init(
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device: &wgpu::Device,
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config: &wgpu::SurfaceConfiguration,
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label: &str,
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) -> Self {
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let size = wgpu::Extent3d {
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// 2.
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width: config.width,
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height: config.height,
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depth_or_array_layers: 1,
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@@ -25,22 +24,20 @@ impl Texture {
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::DEPTH_FORMAT,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT // 3.
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| wgpu::TextureUsages::TEXTURE_BINDING,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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};
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let texture = device.create_texture(&desc);
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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// 4.
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Nearest,
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compare: Some(wgpu::CompareFunction::LessEqual), // 5.
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compare: Some(wgpu::CompareFunction::LessEqual),
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lod_min_clamp: 0.0,
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lod_max_clamp: 100.0,
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..Default::default()
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@@ -53,3 +50,74 @@ impl Texture {
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}
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}
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}
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pub struct StorageTexture {
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binding: u32,
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visibility: wgpu::ShaderStages,
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pub texture: wgpu::Texture,
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pub view: wgpu::TextureView,
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pub sampler: wgpu::Sampler,
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}
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impl StorageTexture {
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pub const FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
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pub fn init(
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device: &wgpu::Device,
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size: wgpu::Extent3d,
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label: &str,
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visibility: wgpu::ShaderStages,
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binding: u32,
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) -> Self {
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let desc = wgpu::TextureDescriptor {
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label: Some(label),
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size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::FORMAT,
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usage: wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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};
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let texture = device.create_texture(&desc);
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Nearest,
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compare: None,
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lod_min_clamp: 0.0,
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lod_max_clamp: 100.0,
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..Default::default()
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});
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Self {
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visibility,
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binding,
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texture,
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view,
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sampler,
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}
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}
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pub fn bind_group_layout_entry(&self) -> wgpu::BindGroupLayoutEntry {
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wgpu::BindGroupLayoutEntry {
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binding: self.binding,
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visibility: self.visibility,
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ty: wgpu::BindingType::StorageTexture {
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access: wgpu::StorageTextureAccess::WriteOnly,
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format: Self::FORMAT,
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view_dimension: wgpu::TextureViewDimension::D2,
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},
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count: None,
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}
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}
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pub fn bind_group_entry(&self) -> wgpu::BindGroupEntry {
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return wgpu::BindGroupEntry {
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binding: self.binding,
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resource: wgpu::BindingResource::TextureView(&self.view),
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};
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}
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}
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@@ -37,7 +37,7 @@ impl<T: PartialEq + bytemuck::Pod> Uniform<T> {
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pub fn bind_group_layout_entry(&self) -> wgpu::BindGroupLayoutEntry {
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wgpu::BindGroupLayoutEntry {
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binding: self.binding,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT | wgpu::ShaderStages::COMPUTE,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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@@ -1,13 +1,18 @@
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// Vertex shader
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@group(0) @binding(0)
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var<uniform> view: View;
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@group(0) @binding(1)
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var<storage, read> voxels: array<u32>;
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@group(0) @binding(2)
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var<storage, read> voxel_groups: array<VoxelGroup>;
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@group(0) @binding(3)
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var<storage, read> global_lights: array<GlobalLight>;
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@group(0) @binding(4)
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var output: texture_storage_2d<rgba8unorm, write>;
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struct GlobalLight {
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dir: vec3<f32>,
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};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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};
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struct View {
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transform: mat4x4<f32>,
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width: u32,
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@@ -22,45 +27,16 @@ struct VoxelGroup {
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offset: u32,
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};
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@group(0) @binding(0)
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var<uniform> view: View;
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@group(0) @binding(1)
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var<storage, read> voxels: array<u32>;
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@group(0) @binding(2)
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var<storage, read> voxel_groups: array<VoxelGroup>;
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@group(0) @binding(3)
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var<storage, read> global_lights: array<GlobalLight>;
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@vertex
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fn vs_main(
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@builtin(vertex_index) vi: u32,
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@builtin(instance_index) ii: u32,
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) -> VertexOutput {
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var out: VertexOutput;
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var pos = vec2<f32>(
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f32(vi % 2u) * 2.0 - 1.0,
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f32(vi / 2u) * 2.0 - 1.0,
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) ;
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out.clip_position = vec4<f32>(pos.x, pos.y, 0.0, 1.0);
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return out;
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}
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// Fragment shader
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@fragment
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fn fs_main(
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in: VertexOutput,
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) -> @location(0) vec4<f32> {
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@compute
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@workgroup_size(16, 16, 1)
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fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
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// get position of the pixel; eye at origin, pixel on plane z = 1
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let win_dim = vec2<f32>(f32(view.width), f32(view.height));
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let aspect = win_dim.y / win_dim.x;
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let pixel_pos = vec3<f32>(
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(in.clip_position.xy / win_dim - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect),
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(vec2<f32>(cell.xy) / win_dim - vec2<f32>(0.5)) * vec2<f32>(2.0, 2.0 * aspect),
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view.zoom
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);
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// move to position in world
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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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@@ -69,7 +45,7 @@ fn fs_main(
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let sky_color = light_mult * vec3<f32>(1.0, 1.0, 1.0);
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color += vec4<f32>(sky_color * (1.0 - color.a), 1.0 - color.a);
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color.a = 1.0;
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return color;
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textureStore(output, cell.xy, color);
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}
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const ZERO3F = vec3<f32>(0.0);
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@@ -145,20 +121,22 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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var data_start = 1u;
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var i = 0u;
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var axis = 0;
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var hits = 0;
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var parents = array<u32, 8>();
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var scale = 0;
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for (var safety = 0; safety < 1000; safety += 1) {
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let node = voxels[group.offset + i];
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if node >= LEAF_BIT {
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// leaf
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hits += 1;
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let vcolor = get_color(node & LEAF_MASK);
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if vcolor.a > 0.0 {
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let leaf = node & LEAF_MASK;
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if leaf != 0 {
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let vcolor = get_color(leaf);
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let diffuse = max(dot(global_lights[0].dir, next_normal) + 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 > .999 {
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// return vec4<f32>(f32(safety) / 1000.0, 0.0, 0.0, 1.0);
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return color;
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}
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}
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@@ -177,33 +155,34 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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vox_pos[axis] += dir_i[axis];
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} else if inside3i(vox_pos, vec3<i32>(0), vec3<i32>(side_len - 1)) {
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// node
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let node_pos = data_start + node;
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parents[scale] = (data_start << 3) + (data_start - i - 1);
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scale += 1;
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let children_pos = data_start + node;
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side_len /= 2;
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let vcorner = vox_pos / side_len;
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vox_pos -= vcorner * side_len;
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let j = u32(vcorner.x * 4 + vcorner.y * 2 + vcorner.z);
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i = node_pos + j;
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data_start = node_pos + 9;
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let child_pos = u32(vcorner.x * 4 + vcorner.y * 2 + vcorner.z);
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i = children_pos + child_pos;
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data_start = children_pos + 8;
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low_corner += vec3<i32>(dir_to_vec(j)) * i32(side_len);
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vox_pos -= vcorner * side_len;
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low_corner += vec3<i32>(dir_to_vec(child_pos)) * i32(side_len);
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continue;
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}
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// idrk what to put here tbh but this prolly works; don't zoom out if max
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if side_len == 256 {
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// exit if highest node
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if scale == 0 {
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// return vec4<f32>(f32(safety) / 1000.0, 0.0, 0.0, 1.0);
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return color;
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}
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// get parent info and reset "pointers" to parent
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let parent_info_i = data_start - 1;
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let parent_info = voxels[group.offset + parent_info_i];
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let parent_root = parent_info_i - (parent_info >> 3);
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let parent_loc = parent_info & 7;
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let loc = 8 - (data_start - 1 - i);
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// let test = (parent_root + 9 + voxels[group.offset + parent_root + parent_loc] + loc) == i;
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i = parent_root + parent_loc;
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data_start = parent_root + 9;
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scale -= 1;
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let parent_info = parents[scale];
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let loc = 8 - (data_start - i);
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data_start = parent_info >> 3;
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i = data_start - ((parent_info & 7) + 1);
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// adjust corner back to parent
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let low_corner_adj = vec3<i32>(dir_to_vec(loc)) * i32(side_len);
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@@ -213,8 +192,6 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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vox_pos += low_corner_adj;
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side_len *= 2;
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// return vec4<f32>(vec3<f32>(dir_to_vec(parent_loc)) * f32(loc) / 8.0, 1.0);
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// return vec4<f32>(vec3<f32>(f32(test)), 1.0);
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}
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return vec4<f32>(1.0, 0.0, 1.0, 1.0);
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}
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@@ -258,7 +235,7 @@ fn get_color(id: u32) -> vec4<f32> {
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return vec4<f32>(0.5, 0.5, 0.5, 1.0);
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}
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case 2u: {
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return vec4<f32>(0.5, 1.0, 0.5, 1.0);
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return vec4<f32>(0.8, 0.2, 0.2, 1.0);
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}
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case 3u: {
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return vec4<f32>(0.5, 0.5, 1.0, 0.5);
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@@ -8,13 +8,17 @@ pub use color::*;
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use wgpu::include_wgsl;
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||||
use super::super::UpdateGridTransform;
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||||
use crate::{client::{
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||||
camera::Camera,
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||||
render::{
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||||
util::{ArrBufUpdate, Storage, Texture, Uniform},
|
||||
AddChunk, CreateVoxelGrid,
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||||
use crate::{
|
||||
client::{
|
||||
camera::Camera,
|
||||
render::{
|
||||
util::{ArrBufUpdate, DepthTexture, Storage, StorageTexture, Uniform},
|
||||
AddChunk, CreateVoxelGrid,
|
||||
},
|
||||
},
|
||||
}, common::component::chunk, util::oct_tree::OctNode};
|
||||
common::component::chunk,
|
||||
util::oct_tree::OctNode,
|
||||
};
|
||||
use bevy_ecs::entity::Entity;
|
||||
use light::GlobalLight;
|
||||
use nalgebra::{Projective3, Transform3, Translation3, Vector2, Vector3};
|
||||
@@ -23,6 +27,11 @@ use std::{collections::HashMap, ops::Deref};
|
||||
use {group::VoxelGroup, view::View};
|
||||
|
||||
pub struct VoxelPipeline {
|
||||
compute_pipeline: wgpu::ComputePipeline,
|
||||
texture: StorageTexture,
|
||||
cbind_group_layout: wgpu::BindGroupLayout,
|
||||
cbind_group: wgpu::BindGroup,
|
||||
|
||||
pipeline: wgpu::RenderPipeline,
|
||||
view: Uniform<View>,
|
||||
bind_group_layout: wgpu::BindGroupLayout,
|
||||
@@ -36,27 +45,54 @@ pub struct VoxelPipeline {
|
||||
impl VoxelPipeline {
|
||||
pub fn new(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> Self {
|
||||
// shaders
|
||||
let shader = device.create_shader_module(include_wgsl!("shader.wgsl"));
|
||||
let shader = device.create_shader_module(include_wgsl!("render.wgsl"));
|
||||
|
||||
let view = Uniform::init(device, "view", 0);
|
||||
let voxels = Storage::init(device, "voxels", 1);
|
||||
let voxel_groups = Storage::init(device, "voxel groups", 2);
|
||||
let voxels = Storage::init(device, wgpu::ShaderStages::COMPUTE, "voxels", 1);
|
||||
let voxel_groups = Storage::init(device, wgpu::ShaderStages::COMPUTE, "voxel groups", 2);
|
||||
let global_lights = Storage::init_with(
|
||||
device,
|
||||
wgpu::ShaderStages::COMPUTE,
|
||||
"global lights",
|
||||
3,
|
||||
&[GlobalLight {
|
||||
direction: Vector3::new(-0.5, -4.0, 2.0).normalize(),
|
||||
}],
|
||||
);
|
||||
let texture = StorageTexture::init(
|
||||
device,
|
||||
wgpu::Extent3d {
|
||||
width: 1920,
|
||||
height: 1080,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
"idk man im tired",
|
||||
wgpu::ShaderStages::COMPUTE | wgpu::ShaderStages::FRAGMENT,
|
||||
4,
|
||||
);
|
||||
|
||||
// bind groups
|
||||
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
view.bind_group_layout_entry(),
|
||||
voxels.bind_group_layout_entry(),
|
||||
voxel_groups.bind_group_layout_entry(),
|
||||
global_lights.bind_group_layout_entry(),
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
multisampled: false,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 2,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
// This should match the filterable field of the
|
||||
// corresponding Texture entry above.
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: Some("tile_bind_group_layout"),
|
||||
});
|
||||
@@ -65,9 +101,14 @@ impl VoxelPipeline {
|
||||
layout: &bind_group_layout,
|
||||
entries: &[
|
||||
view.bind_group_entry(),
|
||||
voxels.bind_group_entry(),
|
||||
voxel_groups.bind_group_entry(),
|
||||
global_lights.bind_group_entry(),
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::TextureView(&texture.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 2,
|
||||
resource: wgpu::BindingResource::Sampler(&texture.sampler),
|
||||
},
|
||||
],
|
||||
label: Some("tile_bind_group"),
|
||||
});
|
||||
@@ -109,7 +150,7 @@ impl VoxelPipeline {
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: Texture::DEPTH_FORMAT,
|
||||
format: DepthTexture::DEPTH_FORMAT,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::Less,
|
||||
stencil: wgpu::StencilState::default(),
|
||||
@@ -124,7 +165,51 @@ impl VoxelPipeline {
|
||||
cache: None,
|
||||
});
|
||||
|
||||
let cbind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
view.bind_group_layout_entry(),
|
||||
voxels.bind_group_layout_entry(),
|
||||
voxel_groups.bind_group_layout_entry(),
|
||||
global_lights.bind_group_layout_entry(),
|
||||
texture.bind_group_layout_entry(),
|
||||
],
|
||||
label: Some("voxel compute"),
|
||||
});
|
||||
|
||||
let cbind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &cbind_group_layout,
|
||||
entries: &[
|
||||
view.bind_group_entry(),
|
||||
voxels.bind_group_entry(),
|
||||
voxel_groups.bind_group_entry(),
|
||||
global_lights.bind_group_entry(),
|
||||
texture.bind_group_entry(),
|
||||
],
|
||||
label: Some("voxel compute"),
|
||||
});
|
||||
|
||||
let cpipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("voxel compute"),
|
||||
bind_group_layouts: &[&cbind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let cs_module = device.create_shader_module(include_wgsl!("compute.wgsl"));
|
||||
let compute_pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
|
||||
label: Some("voxel"),
|
||||
layout: Some(&cpipeline_layout),
|
||||
module: &cs_module,
|
||||
entry_point: "main",
|
||||
compilation_options: Default::default(),
|
||||
cache: None,
|
||||
});
|
||||
|
||||
Self {
|
||||
compute_pipeline,
|
||||
texture,
|
||||
cbind_group_layout,
|
||||
cbind_group,
|
||||
pipeline: render_pipeline,
|
||||
view,
|
||||
bind_group,
|
||||
@@ -196,20 +281,12 @@ impl VoxelPipeline {
|
||||
device: &wgpu::Device,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
belt: &mut wgpu::util::StagingBelt,
|
||||
AddChunk {
|
||||
id,
|
||||
pos,
|
||||
tree,
|
||||
..
|
||||
}: AddChunk,
|
||||
AddChunk { id, pos, tree, .. }: AddChunk,
|
||||
) {
|
||||
let offset = self.voxels.len();
|
||||
|
||||
let data = tree.raw();
|
||||
let updates = [ArrBufUpdate {
|
||||
offset,
|
||||
data,
|
||||
}];
|
||||
let updates = [ArrBufUpdate { offset, data }];
|
||||
let size = offset + data.len();
|
||||
self.voxels.update(device, encoder, belt, size, &updates);
|
||||
|
||||
@@ -232,14 +309,48 @@ impl VoxelPipeline {
|
||||
.update(device, encoder, belt, size, &updates);
|
||||
|
||||
self.id_map.insert(id, (i, group));
|
||||
self.update_bind_group(device);
|
||||
}
|
||||
|
||||
self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &self.bind_group_layout,
|
||||
pub fn update_bind_group(&mut self, device: &wgpu::Device) {
|
||||
self.cbind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &self.cbind_group_layout,
|
||||
entries: &[
|
||||
self.view.bind_group_entry(),
|
||||
self.voxels.bind_group_entry(),
|
||||
self.voxel_groups.bind_group_entry(),
|
||||
self.global_lights.bind_group_entry(),
|
||||
self.texture.bind_group_entry(),
|
||||
],
|
||||
label: Some("tile_bind_group"),
|
||||
});
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, device: &wgpu::Device, size: Vector2<u32>) {
|
||||
self.texture = StorageTexture::init(
|
||||
device,
|
||||
wgpu::Extent3d {
|
||||
width: size.x,
|
||||
height: size.y,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
"idk man im tired",
|
||||
wgpu::ShaderStages::COMPUTE | wgpu::ShaderStages::FRAGMENT,
|
||||
4,
|
||||
);
|
||||
self.update_bind_group(device);
|
||||
self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &self.bind_group_layout,
|
||||
entries: &[
|
||||
self.view.bind_group_entry(),
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::TextureView(&self.texture.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 2,
|
||||
resource: wgpu::BindingResource::Sampler(&self.texture.sampler),
|
||||
},
|
||||
],
|
||||
label: Some("tile_bind_group"),
|
||||
});
|
||||
@@ -293,4 +404,10 @@ impl VoxelPipeline {
|
||||
render_pass.set_bind_group(0, &self.bind_group, &[]);
|
||||
render_pass.draw(0..4, 0..1);
|
||||
}
|
||||
|
||||
pub fn compute(&self, pass: &mut wgpu::ComputePass, w: u32, h: u32) {
|
||||
pass.set_pipeline(&self.compute_pipeline);
|
||||
pass.set_bind_group(0, &self.cbind_group, &[]);
|
||||
pass.dispatch_workgroups(w / 16, h / 16, 1);
|
||||
}
|
||||
}
|
||||
|
||||
47
src/client/render/voxel/ray_oct/render.wgsl
Normal file
47
src/client/render/voxel/ray_oct/render.wgsl
Normal file
@@ -0,0 +1,47 @@
|
||||
// Vertex shader
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
};
|
||||
|
||||
struct View {
|
||||
transform: mat4x4<f32>,
|
||||
width: u32,
|
||||
height: u32,
|
||||
zoom: f32,
|
||||
};
|
||||
|
||||
@group(0) @binding(0)
|
||||
var<uniform> view: View;
|
||||
@group(0) @binding(1)
|
||||
var t_diffuse: texture_2d<f32>;
|
||||
@group(0) @binding(2)
|
||||
var s_diffuse: sampler;
|
||||
|
||||
@vertex
|
||||
fn vs_main(
|
||||
@builtin(vertex_index) vi: u32,
|
||||
@builtin(instance_index) ii: u32,
|
||||
) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
|
||||
var pos = vec2<f32>(
|
||||
f32(vi % 2u) * 2.0 - 1.0,
|
||||
f32(vi / 2u) * 2.0 - 1.0,
|
||||
);
|
||||
out.clip_position = vec4<f32>(pos.x, pos.y, 0.0, 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
|
||||
@fragment
|
||||
fn fs_main(
|
||||
in: VertexOutput,
|
||||
) -> @location(0) vec4<f32> {
|
||||
let win_dim = vec2<f32>(f32(view.width), f32(view.height));
|
||||
var pos = in.clip_position.xy / win_dim;
|
||||
pos.y = 1.0 - pos.y;
|
||||
return textureSample(t_diffuse, s_diffuse, pos);
|
||||
}
|
||||
|
||||
@@ -91,6 +91,7 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
let dir = (group.transform_inv * dir_view).xyz;
|
||||
|
||||
let dir_if = sign(dir);
|
||||
let dir_uf = max(dir_if, vec3<f32>(0.0));
|
||||
|
||||
|
||||
|
||||
@@ -103,118 +104,65 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
var next_normal = vec3<f32>(0.0, 0.0, 0.0);
|
||||
|
||||
// find where ray intersects with group
|
||||
let plane_point = (vec3<f32>(1.0) - dir_if) / 2.0 * dim_f;
|
||||
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;
|
||||
var t = 0.0;
|
||||
if outside3f(pos, ZERO3F, dim_f) {
|
||||
// time of intersection; x = td + p, solve for t
|
||||
let t_i = (plane_point - pos) / dir;
|
||||
// points of intersection
|
||||
let px = pos + t_i.x * dir;
|
||||
let py = pos + t_i.y * dir;
|
||||
let pz = pos + t_i.z * dir;
|
||||
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_i > ZERO3F);
|
||||
) && (t_min > ZERO3F);
|
||||
if !any(hit) {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
pos = select(select(pz, py, hit.y), px, hit.x);
|
||||
t = select(select(t_i.z, t_i.y, hit.y), t_i.x, hit.x);
|
||||
t = select(select(t_min.z, t_min.y, hit.y), t_min.x, hit.x);
|
||||
next_normal = select(select(normals[2], normals[1], hit.y), normals[0], hit.x);
|
||||
}
|
||||
// voxel position relative to low_corner
|
||||
var vox_pos = clamp(vec3<i32>(pos), vec3<i32>(0), dim_i - vec3<i32>(1));
|
||||
|
||||
|
||||
|
||||
let dir_i = vec3<i32>(dir_if);
|
||||
let dir_u = ((dir_i + vec3<i32>(1)) / 2);
|
||||
let dir_bits = u32(dir_u.x * 4 + dir_u.y * 2 + dir_u.z);
|
||||
// time to move 1 unit using dir
|
||||
let inc_t = abs(1.0 / dir);
|
||||
var side_len = 256;
|
||||
// "unsigned" minimum cube coords of current tree
|
||||
var low_corner = vec3<i32>(0);
|
||||
// time of next 1 unit plane hit in each direction
|
||||
var color = vec4<f32>(0.0);
|
||||
var data_start = 1u;
|
||||
let dir_i = vec3<i32>(dir_if);
|
||||
let dir_u = vec3<u32>((dir_i + vec3<i32>(1)) / 2);
|
||||
var i = 0u;
|
||||
var axis = 0;
|
||||
for (var safety = 0; safety < 1000; safety += 1) {
|
||||
var data_start = 1u;
|
||||
var t_center = (t_max + t_min) / 2.0;
|
||||
var half_t_span = f32(256 / 2) * inc_t;
|
||||
for (var safety = 0; safety < 9; safety += 1) {
|
||||
let node = voxels[group.offset + i];
|
||||
if node >= LEAF_BIT {
|
||||
// leaf
|
||||
let vcolor = get_color(node & LEAF_MASK);
|
||||
if vcolor.a > 0.0 {
|
||||
let diffuse = max(dot(global_lights[0].dir, next_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);
|
||||
color = vec4<f32>(f32(safety) / 1000.0, 0.0, 0.0, 1.0);
|
||||
if color.a > .999 {
|
||||
return color;
|
||||
// let diffuse = max(dot(global_lights[0].dir, next_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);
|
||||
if vcolor.a > .999 {
|
||||
return vcolor;
|
||||
}
|
||||
}
|
||||
return vcolor;
|
||||
} else {
|
||||
half_t_span *= 0.5;
|
||||
let dir_idx = vec3<u32>(vec3<f32>(t) < t_center);
|
||||
t_center += half_t_span * (1.0 - vec3<f32>(dir_idx * 2));
|
||||
|
||||
// move to next face of cube
|
||||
let half_len = f32(side_len) / 2.0;
|
||||
let corner = vec3<f32>(low_corner) + vec3<f32>(half_len) + dir_if * half_len;
|
||||
let next_t = inc_t * abs(corner - pos_start);
|
||||
axis = select(select(2, 1, next_t.y < next_t.z), 0, next_t.x < next_t.y && next_t.x < next_t.z);
|
||||
t = next_t[axis];
|
||||
next_normal = normals[axis];
|
||||
pos = pos_start + t * dir;
|
||||
let old = vox_pos[axis];
|
||||
vox_pos = vec3<i32>(pos) - low_corner;
|
||||
vox_pos = clamp(vox_pos, vec3<i32>(0), side_len - vec3<i32>(1));
|
||||
vox_pos[axis] += dir_i[axis];
|
||||
} else if inside3i(vox_pos, vec3<i32>(0), vec3<i32>(side_len - 1)) {
|
||||
// node
|
||||
let child_i = vec_to_dir(dir_idx ^ dir_u);
|
||||
let node_pos = data_start + node;
|
||||
side_len /= 2;
|
||||
let vcorner = vox_pos / side_len;
|
||||
vox_pos -= vcorner * side_len;
|
||||
let j = u32(vcorner.x * 4 + vcorner.y * 2 + vcorner.z);
|
||||
i = node_pos + j;
|
||||
data_start = node_pos + 9;
|
||||
|
||||
low_corner += vec3<i32>(dir_to_vec(j)) * i32(side_len);
|
||||
|
||||
i = node_pos + child_i;
|
||||
data_start = node_pos + 8;
|
||||
continue;
|
||||
}
|
||||
|
||||
// idrk what to put here tbh but this prolly works; don't zoom out if max
|
||||
if side_len == 256 {
|
||||
let a = f32(safety) / 1000.0;
|
||||
return vec4<f32>(0.0, 0.0, a, 1.0);
|
||||
}
|
||||
|
||||
// get parent info and reset "pointers" to parent
|
||||
let parent_info_i = data_start - 1;
|
||||
let parent_info = voxels[group.offset + parent_info_i];
|
||||
let parent_root = parent_info_i - (parent_info >> 3);
|
||||
let parent_loc = parent_info & 7;
|
||||
let loc = 8 - (data_start - 1 - i);
|
||||
// let test = (parent_root + 9 + voxels[group.offset + parent_root + parent_loc] + loc) == i;
|
||||
i = parent_root + parent_loc;
|
||||
data_start = parent_root + 9;
|
||||
|
||||
// adjust corner back to parent
|
||||
let low_corner_adj = vec3<i32>(dir_to_vec(loc)) * i32(side_len);
|
||||
low_corner -= low_corner_adj;
|
||||
|
||||
// update vox pos to be relative to parent
|
||||
vox_pos += low_corner_adj;
|
||||
|
||||
side_len *= 2;
|
||||
// return vec4<f32>(vec3<f32>(dir_to_vec(parent_loc)) * f32(loc) / 8.0, 1.0);
|
||||
// return vec4<f32>(vec3<f32>(f32(test)), 1.0);
|
||||
}
|
||||
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
|
||||
}
|
||||
@@ -227,26 +175,8 @@ fn dir_to_vec(bits: u32) -> vec3<u32> {
|
||||
return vec3<u32>(extractBits(bits, 2u, 1u), extractBits(bits, 1u, 1u), extractBits(bits, 0u, 1u));
|
||||
}
|
||||
|
||||
fn get_voxel(offset: u32, pos_: vec3<u32>) -> u32 {
|
||||
var data_start = 1u;
|
||||
var i = 0u;
|
||||
var pos = pos_;
|
||||
var side_len: u32 = 256;
|
||||
var safety = 0;
|
||||
while voxels[offset + i] < LEAF_BIT {
|
||||
let node_pos = data_start + voxels[offset + i];
|
||||
side_len /= 2u;
|
||||
let corner = pos / side_len;
|
||||
pos -= corner * side_len;
|
||||
let j = corner.x * 4 + corner.y * 2 + corner.z;
|
||||
i = node_pos + j;
|
||||
data_start = node_pos + 8;
|
||||
if safety == 10 {
|
||||
return 10u;
|
||||
}
|
||||
safety += 1;
|
||||
}
|
||||
return voxels[offset + i] & LEAF_MASK;
|
||||
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> {
|
||||
|
||||
@@ -1,277 +0,0 @@
|
||||
// Vertex shader
|
||||
|
||||
struct GlobalLight {
|
||||
dir: vec3<f32>,
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
};
|
||||
|
||||
struct View {
|
||||
transform: mat4x4<f32>,
|
||||
width: u32,
|
||||
height: u32,
|
||||
zoom: f32,
|
||||
};
|
||||
|
||||
struct VoxelGroup {
|
||||
transform: mat4x4<f32>,
|
||||
transform_inv: mat4x4<f32>,
|
||||
dimensions: vec3<u32>,
|
||||
offset: u32,
|
||||
};
|
||||
|
||||
@group(0) @binding(0)
|
||||
var<uniform> view: View;
|
||||
@group(0) @binding(1)
|
||||
var<storage, read> voxels: array<u32>;
|
||||
@group(0) @binding(2)
|
||||
var<storage, read> voxel_groups: array<VoxelGroup>;
|
||||
@group(0) @binding(3)
|
||||
var<storage, read> global_lights: array<GlobalLight>;
|
||||
|
||||
@vertex
|
||||
fn vs_main(
|
||||
@builtin(vertex_index) vi: u32,
|
||||
@builtin(instance_index) ii: u32,
|
||||
) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
|
||||
var pos = vec2<f32>(
|
||||
f32(vi % 2u) * 2.0 - 1.0,
|
||||
f32(vi / 2u) * 2.0 - 1.0,
|
||||
) ;
|
||||
out.clip_position = vec4<f32>(pos.x, pos.y, 0.0, 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
|
||||
@fragment
|
||||
fn fs_main(
|
||||
in: VertexOutput,
|
||||
) -> @location(0) vec4<f32> {
|
||||
// get position of the pixel; eye at origin, pixel on plane z = 1
|
||||
let win_dim = vec2<f32>(f32(view.width), f32(view.height));
|
||||
let aspect = win_dim.y / win_dim.x;
|
||||
let pixel_pos = vec3<f32>(
|
||||
(in.clip_position.xy / win_dim - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect),
|
||||
1.0
|
||||
);
|
||||
|
||||
// move to position in world
|
||||
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 light_mult = clamp((-dot(dir.xyz, global_lights[0].dir) - 0.99) * 200.0, 0.0, 1.0);
|
||||
let sky_color = light_mult * vec3<f32>(1.0, 1.0, 1.0);
|
||||
color += vec4<f32>(sky_color * (1.0 - color.a), 1.0 - color.a);
|
||||
color.a = 1.0;
|
||||
return color;
|
||||
}
|
||||
|
||||
const ZERO3F = vec3<f32>(0.0);
|
||||
const ZERO2F = vec2<f32>(0.0);
|
||||
const DEPTH = 16u;
|
||||
const FULL_ALPHA = 0.9999;
|
||||
|
||||
fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
let gi = 0;
|
||||
let group = voxel_groups[gi];
|
||||
if group.dimensions.x == 0 {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
let dim_f = vec3<f32>(group.dimensions);
|
||||
let dim_i = vec3<i32>(group.dimensions);
|
||||
|
||||
// transform so that group is at 0,0
|
||||
let pos_start = (group.transform_inv * pos_view).xyz;
|
||||
let dir = (group.transform_inv * dir_view).xyz;
|
||||
|
||||
let dir_if = sign(dir);
|
||||
|
||||
|
||||
|
||||
// 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 next_normal = vec3<f32>(0.0, 0.0, 0.0);
|
||||
|
||||
// find where ray intersects with group
|
||||
let plane_point = (vec3<f32>(1.0) - dir_if) / 2.0 * dim_f;
|
||||
var pos = pos_start;
|
||||
var t = 0.0;
|
||||
if outside3f(pos, ZERO3F, dim_f) {
|
||||
// time of intersection; x = td + p, solve for t
|
||||
let t_i = (plane_point - pos) / dir;
|
||||
// points of intersection
|
||||
let px = pos + t_i.x * dir;
|
||||
let py = pos + t_i.y * dir;
|
||||
let pz = pos + t_i.z * dir;
|
||||
|
||||
// check if point is in bounds
|
||||
let hit = vec3<bool>(
|
||||
inside2f(px.yz, ZERO2F, dim_f.yz),
|
||||
inside2f(py.xz, ZERO2F, dim_f.xz),
|
||||
inside2f(pz.xy, ZERO2F, dim_f.xy),
|
||||
) && (t_i > ZERO3F);
|
||||
if !any(hit) {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
pos = select(select(pz, py, hit.y), px, hit.x);
|
||||
t = select(select(t_i.z, t_i.y, hit.y), t_i.x, hit.x);
|
||||
next_normal = select(select(normals[2], normals[1], hit.y), normals[0], hit.x);
|
||||
}
|
||||
var vox_pos = clamp(vec3<i32>(pos), vec3<i32>(0), dim_i - vec3<i32>(1));
|
||||
|
||||
|
||||
|
||||
let dir_i = vec3<i32>(dir_if);
|
||||
let dir_u = ((dir_i + vec3<i32>(1)) / 2);
|
||||
let dir_bits = u32(dir_u.x * 4 + dir_u.y * 2 + dir_u.z);
|
||||
// time to move 1 unit using dir
|
||||
let inc_t = abs(1.0 / dir);
|
||||
var side_len = 256;
|
||||
// "unsigned" minimum cube coords of current tree
|
||||
var low_corner = vec3<i32>(0);
|
||||
// time of next 1 unit plane hit in each direction
|
||||
var color = vec4<f32>(0.0);
|
||||
var data_start = 1u;
|
||||
var i = 0u;
|
||||
var axis = 0;
|
||||
for (var safety = 0; safety < 100; safety += 1) {
|
||||
let node = voxels[group.offset + i];
|
||||
if node >= LEAF_BIT {
|
||||
let vcolor = get_color(node & LEAF_MASK);
|
||||
if vcolor.a > 0.0 {
|
||||
let diffuse = max(dot(global_lights[0].dir, next_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);
|
||||
if color.a > .999 {
|
||||
return color;
|
||||
}
|
||||
}
|
||||
|
||||
// move to next face of cube
|
||||
let half_len = f32(side_len) / 2.0;
|
||||
let corner = vec3<f32>(low_corner) + vec3<f32>(half_len) + dir_if * half_len;
|
||||
let next_t = inc_t * abs(corner - pos_start);
|
||||
axis = select(select(2, 1, next_t.y < next_t.z), 0, next_t.x < next_t.y && next_t.x < next_t.z);
|
||||
t = next_t[axis];
|
||||
next_normal = normals[axis];
|
||||
pos = pos_start + t * dir;
|
||||
let old = vox_pos[axis];
|
||||
vox_pos = vec3<i32>(pos) - low_corner;
|
||||
vox_pos[axis] = old + side_len * dir_i[axis];
|
||||
// var axis_c = vec3<f32>(0.0);
|
||||
// axis_c[axis] = 1.0;
|
||||
// return vec4<f32>(axis_c, 1.0);
|
||||
} else if inside3i(vox_pos, vec3<i32>(0), vec3<i32>(side_len)) {
|
||||
let node_pos = data_start + node;
|
||||
side_len /= 2;
|
||||
let vcorner = vox_pos / side_len;
|
||||
vox_pos -= vcorner * side_len;
|
||||
let j = u32(vcorner.x * 4 + vcorner.y * 2 + vcorner.z);
|
||||
i = node_pos + j;
|
||||
data_start = node_pos + 9;
|
||||
|
||||
low_corner += vec3<i32>(dir_to_vec(j)) * i32(side_len);
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
// get parent info and reset "pointers" to parent
|
||||
let parent_info_i = data_start - 1;
|
||||
if parent_info_i == 0 {
|
||||
return color;
|
||||
}
|
||||
let parent_info = voxels[group.offset + parent_info_i];
|
||||
let parent_root = parent_info_i - (parent_info >> 3);
|
||||
let parent_loc = parent_info & 7;
|
||||
let loc = 8 - (data_start - 1 - i);
|
||||
// let test = (parent_root + 9 + voxels[group.offset + parent_root + parent_loc] + loc) == i;
|
||||
i = parent_root + parent_loc;
|
||||
data_start = parent_root + 9;
|
||||
|
||||
// adjust corner back to parent
|
||||
let low_corner_adj = vec3<i32>(dir_to_vec(loc)) * i32(side_len);
|
||||
low_corner -= low_corner_adj;
|
||||
|
||||
// update vox pos to be relative to parent
|
||||
vox_pos += low_corner_adj;
|
||||
|
||||
side_len *= 2;
|
||||
// return vec4<f32>(vec3<f32>(dir_to_vec(parent_loc)) * f32(loc) / 8.0, 1.0);
|
||||
// return vec4<f32>(vec3<f32>(f32(test)), 1.0);
|
||||
}
|
||||
return color;
|
||||
}
|
||||
|
||||
const LEAF_BIT = 1u << 31u;
|
||||
const LEAF_MASK = ~LEAF_BIT;
|
||||
|
||||
// there's no way this is efficient, mod is faster for all I know
|
||||
fn dir_to_vec(bits: u32) -> vec3<u32> {
|
||||
return vec3<u32>(extractBits(bits, 2u, 1u), extractBits(bits, 1u, 1u), extractBits(bits, 0u, 1u));
|
||||
}
|
||||
|
||||
fn get_voxel(offset: u32, pos_: vec3<u32>) -> u32 {
|
||||
var data_start = 1u;
|
||||
var i = 0u;
|
||||
var pos = pos_;
|
||||
var side_len: u32 = 256;
|
||||
var safety = 0;
|
||||
while voxels[offset + i] < LEAF_BIT {
|
||||
let node_pos = data_start + voxels[offset + i];
|
||||
side_len /= 2u;
|
||||
let corner = pos / side_len;
|
||||
pos -= corner * side_len;
|
||||
let j = corner.x * 4 + corner.y * 2 + corner.z;
|
||||
i = node_pos + j;
|
||||
data_start = node_pos + 8;
|
||||
if safety == 10 {
|
||||
return 10u;
|
||||
}
|
||||
safety += 1;
|
||||
}
|
||||
return voxels[offset + i] & LEAF_MASK;
|
||||
}
|
||||
|
||||
fn get_color(id: u32) -> vec4<f32> {
|
||||
switch id {
|
||||
case 0u: {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
case 1u: {
|
||||
return vec4<f32>(0.5, 0.5, 0.5, 1.0);
|
||||
}
|
||||
case 2u: {
|
||||
return vec4<f32>(0.5, 1.0, 0.5, 1.0);
|
||||
}
|
||||
case 3u: {
|
||||
return vec4<f32>(0.5, 0.5, 1.0, 0.5);
|
||||
}
|
||||
default: {
|
||||
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn outside3f(v: vec3<f32>, low: vec3<f32>, high: vec3<f32>) -> bool {
|
||||
return any(v < low) || any(v > high);
|
||||
}
|
||||
|
||||
fn inside2f(v: vec2<f32>, low: vec2<f32>, high: vec2<f32>) -> bool {
|
||||
return all(v >= low) && all(v <= high);
|
||||
}
|
||||
|
||||
fn inside3i(v: vec3<i32>, low: vec3<i32>, high: vec3<i32>) -> bool {
|
||||
return all(v >= low) && all(v <= high);
|
||||
}
|
||||
@@ -1,25 +1,22 @@
|
||||
use std::{collections::VecDeque, fmt::Debug};
|
||||
use std::fmt::Debug;
|
||||
|
||||
use nalgebra::Vector3;
|
||||
use ndarray::ArrayView3;
|
||||
|
||||
const LEAF_BIT: u32 = 1 << 31;
|
||||
const DATA_OFFSET: usize = 9;
|
||||
const DATA_OFFSET: usize = 8;
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Clone, Copy, PartialEq, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct OctNode(u32);
|
||||
impl OctNode {
|
||||
pub fn new_node(addr: u32) -> Self {
|
||||
pub const fn new_node(addr: u32) -> Self {
|
||||
Self(addr)
|
||||
}
|
||||
pub fn new_leaf(data: u32) -> Self {
|
||||
pub const fn new_leaf(data: u32) -> Self {
|
||||
Self(data | LEAF_BIT)
|
||||
}
|
||||
pub fn new_parent(offset: u32, corner: u32) -> Self {
|
||||
Self((offset << 3) + corner)
|
||||
}
|
||||
pub fn is_leaf(&self) -> bool {
|
||||
pub const fn is_leaf(&self) -> bool {
|
||||
self.0 >= LEAF_BIT
|
||||
}
|
||||
pub fn is_node(&self) -> bool {
|
||||
@@ -69,10 +66,7 @@ impl OctTree {
|
||||
) -> Self {
|
||||
let mut data = Vec::new();
|
||||
data.push(OctNode::new_node(0));
|
||||
// #######N P SSSSSSSS P
|
||||
// --------------------| 17
|
||||
// -------| 7
|
||||
Self::from_fn_offset_inner(f, &mut data, levels, offset, OctNode::new_parent(17, 7));
|
||||
Self::from_fn_offset_inner(f, &mut data, levels, offset);
|
||||
if data.len() == 2 {
|
||||
data.remove(0);
|
||||
}
|
||||
@@ -87,7 +81,6 @@ impl OctTree {
|
||||
accumulator: &mut Vec<OctNode>,
|
||||
level: u32,
|
||||
offset: Vector3<usize>,
|
||||
parent: OctNode,
|
||||
) {
|
||||
if level == 0 {
|
||||
accumulator.push(OctNode::new_leaf(f(offset)));
|
||||
@@ -95,27 +88,23 @@ impl OctTree {
|
||||
} else if level == 1 {
|
||||
let leaves: [OctNode; 8] =
|
||||
core::array::from_fn(|i| OctNode::new_leaf(f(offset + CORNERS[i])));
|
||||
if leaves.iter().all(|l| *l == leaves[0]) {
|
||||
if leaves[1..].iter().all(|l| *l == leaves[0]) {
|
||||
accumulator.push(leaves[0]);
|
||||
} else {
|
||||
accumulator.extend_from_slice(&leaves);
|
||||
accumulator.push(parent);
|
||||
}
|
||||
return;
|
||||
}
|
||||
let i = accumulator.len();
|
||||
accumulator.resize(i + 8, OctNode::new_node(0));
|
||||
accumulator.push(parent);
|
||||
let mut data_start = 0;
|
||||
for (j, corner_offset) in CORNERS.iter().enumerate() {
|
||||
let sub_start = accumulator.len();
|
||||
let sub_parent_offset = 9 + data_start + 8;
|
||||
Self::from_fn_offset_inner(
|
||||
f,
|
||||
accumulator,
|
||||
level - 1,
|
||||
offset + corner_offset * 2usize.pow(level - 1),
|
||||
OctNode::new_parent(sub_parent_offset as u32, j as u32),
|
||||
);
|
||||
let len = accumulator.len() - sub_start;
|
||||
if len == 1 {
|
||||
@@ -128,12 +117,13 @@ impl OctTree {
|
||||
}
|
||||
if data_start == 0 {
|
||||
let first = accumulator[i];
|
||||
if accumulator[i..i + 8].iter().all(|l| *l == first) {
|
||||
if accumulator[i + 1..i + 8].iter().all(|l| *l == first) {
|
||||
accumulator.truncate(i);
|
||||
accumulator.push(first)
|
||||
accumulator.push(first);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn from_arr(arr: ArrayView3<u32>, levels: u32) -> Self {
|
||||
Self::from_fn(&mut |p| arr[(p.x, p.y, p.z)], levels)
|
||||
}
|
||||
@@ -155,8 +145,7 @@ impl OctTree {
|
||||
pub fn raw(&self) -> &[OctNode] {
|
||||
&self.data
|
||||
}
|
||||
pub fn mesh(&self) {
|
||||
}
|
||||
pub fn mesh(&self) {}
|
||||
}
|
||||
|
||||
pub struct OctTreeIter<'a> {
|
||||
|
||||
Reference in New Issue
Block a user