octree node deduplication
This commit is contained in:
17
Cargo.lock
generated
17
Cargo.lock
generated
@@ -177,7 +177,7 @@ dependencies = [
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"bevy_utils",
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"downcast-rs",
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"fixedbitset",
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"rustc-hash",
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"rustc-hash 1.1.0",
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"serde",
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"thiserror",
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"thread_local",
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@@ -203,7 +203,7 @@ checksum = "eb270c98a96243b29465139ed10bda2f675d00a11904f6588a5f7fc4774119c7"
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dependencies = [
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"proc-macro2",
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"quote",
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"rustc-hash",
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"rustc-hash 1.1.0",
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"syn 2.0.77",
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"toml_edit 0.21.1",
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]
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@@ -1065,7 +1065,7 @@ dependencies = [
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"hexf-parse",
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"indexmap",
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"log",
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"rustc-hash",
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"rustc-hash 1.1.0",
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"spirv",
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"termcolor",
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"thiserror",
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@@ -1745,6 +1745,12 @@ version = "1.1.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "08d43f7aa6b08d49f382cde6a7982047c3426db949b1424bc4b7ec9ae12c6ce2"
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[[package]]
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name = "rustc-hash"
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version = "2.0.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "583034fd73374156e66797ed8e5b0d5690409c9226b22d87cb7f19821c05d152"
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[[package]]
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name = "rustix"
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version = "0.38.37"
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@@ -2157,6 +2163,7 @@ dependencies = [
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"ndarray",
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"pollster",
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"rand",
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"rustc-hash 2.0.0",
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"simba 0.8.1",
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"simdnoise",
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"wgpu",
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@@ -2428,7 +2435,7 @@ dependencies = [
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"parking_lot",
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"profiling",
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"raw-window-handle",
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"rustc-hash",
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"rustc-hash 1.1.0",
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"smallvec",
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"thiserror",
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"wgpu-hal",
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@@ -2471,7 +2478,7 @@ dependencies = [
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"range-alloc",
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"raw-window-handle",
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"renderdoc-sys",
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"rustc-hash",
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"rustc-hash 1.1.0",
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"smallvec",
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"thiserror",
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"wasm-bindgen",
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@@ -21,3 +21,4 @@ bevy_ecs = "0.13.2"
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bevy_derive = "0.13.2"
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winit = {version="0.30.1", features=["serde"]}
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block-mesh = "0.2.0"
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rustc-hash = "2.0.0"
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@@ -2,12 +2,9 @@ use std::time::Duration;
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use nalgebra::Rotation3;
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use ndarray::Array3;
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use winit::{dpi::PhysicalPosition, keyboard::KeyCode as Key, window::CursorGrabMode};
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use winit::{keyboard::KeyCode as Key, window::CursorGrabMode};
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use crate::{
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common::ServerMessage,
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common::component::{VoxelGrid, VoxelGridBundle},
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};
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use crate::common::{component::{chunk, VoxelGrid, VoxelGridBundle}, ServerMessage};
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use super::{render::voxel::VoxelColor, Client};
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@@ -28,16 +25,9 @@ impl Client<'_> {
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window.set_cursor_visible(false);
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window
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.set_cursor_grab(CursorGrabMode::Locked)
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.map(|_| {
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self.keep_cursor = false;
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})
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.or_else(|_| {
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self.keep_cursor = true;
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window.set_cursor_grab(CursorGrabMode::Confined)
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})
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.or_else(|_| window.set_cursor_grab(CursorGrabMode::Confined))
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.expect("cursor lock");
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} else {
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self.keep_cursor = false;
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window.set_cursor_visible(true);
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window
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.set_cursor_grab(CursorGrabMode::None)
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@@ -45,12 +35,6 @@ impl Client<'_> {
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};
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return;
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}
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if self.keep_cursor {
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let size = window.inner_size();
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// window
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// .set_cursor_position(PhysicalPosition::new(size.width / 2, size.height / 2))
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// .expect("cursor move");
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}
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// camera orientation
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let old_camera = state.camera;
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@@ -84,7 +68,7 @@ impl Client<'_> {
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}
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// camera position
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let move_dist = 64.0 * dt;
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let move_dist = dt * (chunk::SIDE_LENGTH / 16) as f32;
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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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@@ -41,7 +41,6 @@ pub struct Client<'a> {
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input: Input,
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prev_update: Instant,
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grabbed_cursor: bool,
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keep_cursor: bool,
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world: World,
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server: ServerHandle,
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server_id_map: HashMap<Entity, Entity>,
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@@ -83,7 +82,6 @@ impl Client<'_> {
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input: Input::new(),
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prev_update: Instant::now(),
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grabbed_cursor: false,
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keep_cursor: false,
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systems: ClientSystems {
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render_add_grid: world.register_system(add_grid),
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render_update_transform: world.register_system(system::render::update_transform),
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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_working.wgsl");
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const COMPUTE_SHADER: wgpu::ShaderModuleDescriptor<'_> = include_wgsl!("shader/compute.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_working.wgsl",
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env!("CARGO_MANIFEST_DIR").to_owned() + "/src/client/render/voxel/ray_oct/shader/compute.wgsl",
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) else {
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println!("Failed to reload shader!");
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return;
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@@ -62,7 +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 = 10;
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const MAX_SCALE: u32 = 13;
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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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@@ -124,174 +124,18 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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var 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_u = vec3<u32>(dir_uf);
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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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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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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 * inc_t;
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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 - inc_t;
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var iters = 0;
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loop {
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if iters == MAX_ITERS {
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return vec4<f32>(1.0, 0.0, 1.0, 1.0);
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}
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iters += 1;
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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 != skip && node != LEAF_BIT {
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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;
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let new_pos = pos_view + dir_view * t / t_mult - vec4<f32>(normals[axis] * 0.001, 0.0);
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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 specular = (exp(max(
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-(dot(reflect(dir_view.xyz, normal), sun_dir) + 0.90) * 4.0, 0.0
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)) - 1.0) * light;
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let lighting = max(diffuse * light.a, ambient);
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let vcolor = get_color(node & LEAF_MASK);
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let new_rgb = min(vcolor.xyz * lighting + specular.xyz + light.xyz * vcolor.xyz, vec3<f32>(1.0));
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let new_a = min(vcolor.a + specular.a, 1.0);
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let new_color = vec4<f32>(new_rgb, new_a);
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color += vec4<f32>(new_color.xyz * new_color.a, new_color.a) * (1.0 - color.a);
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if color.a > FULL_ALPHA { 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 * inc_t;
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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 * inc_t;
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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 vec4<f32>(f32(iters) / f32(MAX_ITERS), 0.0, 0.0, 1.0);
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return color;
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}
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fn trace_light(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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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 vec4<f32>(0.0);
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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_start = (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_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_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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// 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 vec4<f32>(0.0);
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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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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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let t_offset = max(max(t_min.x, t_min.y), t_min.z);
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var t = max(0.0, t_offset);
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var prev = LEAF_BIT;
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var old_t = t;
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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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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 mask = vec4<f32>(0.0);
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var skip = LEAF_BIT;
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var 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 * inc_t;
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@@ -299,7 +143,6 @@ fn trace_light(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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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 - inc_t;
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var data = 0u;
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var iters = 0;
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loop {
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@@ -310,20 +153,27 @@ fn trace_light(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 != skip && node != LEAF_BIT {
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skip = node;
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if data == 3 {
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if node != prev {
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if node != LEAF_BIT {
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let dist = (t - old_t) / t_mult;
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let vcolor = vec4<f32>(vec3<f32>(0.0), min(dist / 12.0, 1.0));
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mask += vec4<f32>(vcolor.xyz * vcolor.a, vcolor.a) * (1.0 - mask.a);
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}
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data = node & LEAF_MASK;
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if data != 3 && data != 0 {
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let vcolor = get_color(data);
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mask += vec4<f32>(vcolor.xyz * vcolor.a, vcolor.a) * (1.0 - mask.a);
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}
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old_t = t;
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if mask.a > FULL_ALPHA { break; }
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let filt = min(dist / 64.0, 1.0);
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if prev == LEAF_BIT + 3 {
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color.a += filt * (1.0 - color.a);
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if color.a > FULL_ALPHA { break; }
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}
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let pos = (vox_pos - 1.5) * (dir_if) + 0.5 - scale_exp2 * (1.0 - dir_uf);
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// let pos = t / t_mult;
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// if true {return vec4<f32>(pos, 1.0);}
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let vcolor = get_color(node & LEAF_MASK, pos);
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let diffuse = max(dot(global_lights[0].dir, normals[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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}
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prev = node;
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}
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// move to next time point and determine which axis to move along
|
||||
@@ -365,17 +215,13 @@ fn trace_light(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
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;
|
||||
node_start = 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;
|
||||
// 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;
|
||||
}
|
||||
|
||||
fn dir_to_vec(bits: u32) -> vec3<u32> {
|
||||
@@ -386,19 +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);
|
||||
@@ -406,6 +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);
|
||||
}
|
||||
|
||||
@@ -124,17 +124,16 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
var t = max(0.0, t_offset);
|
||||
|
||||
let dir_i = vec3<i32>(dir_if);
|
||||
let dir_u = vec3<u32>(dir_uf);
|
||||
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 skip = LEAF_BIT;
|
||||
var color = vec4<f32>(0.0);
|
||||
var parents = array<u32, MAX_SCALE>();
|
||||
var prev = LEAF_BIT;
|
||||
var old_t = t;
|
||||
|
||||
var child = 0u;
|
||||
var vox_pos = vec3<f32>(1.0);
|
||||
@@ -153,28 +152,27 @@ 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 != 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);
|
||||
if node != skip && node != LEAF_BIT {
|
||||
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; }
|
||||
}
|
||||
prev = node;
|
||||
}
|
||||
|
||||
// move to next time point and determine which axis to move along
|
||||
let t_next = t_corner + scale_exp2 * inc_t;
|
||||
@@ -218,12 +216,168 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
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;
|
||||
}
|
||||
|
||||
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 && node != LEAF_BIT {
|
||||
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);
|
||||
}
|
||||
@@ -232,24 +386,19 @@ fn vec_to_dir(vec: vec3<u32>) -> u32 {
|
||||
return vec.x * 4 + vec.y * 2 + vec.z * 1;
|
||||
}
|
||||
|
||||
fn get_color(id: u32, pos: vec3<f32>) -> vec4<f32> {
|
||||
let random = random(pos);
|
||||
let random2 = random(pos + vec3<f32>(0.0001));
|
||||
fn get_color(id: u32) -> vec4<f32> {
|
||||
switch id {
|
||||
case 0u: {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
case 1u: {
|
||||
let color = vec3<f32>(0.5, 0.5, 0.5 + random * 0.2) * (random2 * 0.4 + 0.8);
|
||||
return vec4<f32>(color, 1.0);
|
||||
return vec4<f32>(0.5, 0.5, 0.5, 1.0);
|
||||
}
|
||||
case 2u: {
|
||||
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);
|
||||
return vec4<f32>(0.5, 1.0, 0.5, 1.0);
|
||||
}
|
||||
case 3u: {
|
||||
let color = vec3<f32>(0.5, 0.5, 1.0) * (random2 * 0.2 + 0.8);
|
||||
return vec4<f32>(color, 0.5);
|
||||
return vec4<f32>(0.5, 0.5, 1.0, 0.5);
|
||||
}
|
||||
default: {
|
||||
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
|
||||
@@ -257,10 +406,6 @@ fn get_color(id: u32, pos: vec3<f32>) -> 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 = 10;
|
||||
pub const SCALE: u32 = 13;
|
||||
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);
|
||||
|
||||
@@ -1,13 +1,14 @@
|
||||
use std::fmt::Debug;
|
||||
use std::{fmt::Debug, hash::Hash};
|
||||
|
||||
use nalgebra::Vector3;
|
||||
use ndarray::ArrayView3;
|
||||
use rustc_hash::FxHashMap;
|
||||
|
||||
const LEAF_BIT: u32 = 1 << 31;
|
||||
const DATA_OFFSET: usize = 8;
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Clone, Copy, PartialEq, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct OctNode(u32);
|
||||
impl OctNode {
|
||||
pub const fn new_node(addr: u32) -> Self {
|
||||
@@ -30,9 +31,12 @@ impl OctNode {
|
||||
}
|
||||
}
|
||||
|
||||
type OctNodeMap = FxHashMap<[OctNode; 8], OctNode>;
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct OctTree {
|
||||
data: Vec<OctNode>,
|
||||
map: OctNodeMap,
|
||||
levels: u32,
|
||||
side_length: usize,
|
||||
}
|
||||
@@ -52,6 +56,7 @@ impl OctTree {
|
||||
pub fn from_leaf(val: u32, levels: u32) -> Self {
|
||||
Self {
|
||||
data: vec![OctNode::new_leaf(val)],
|
||||
map: FxHashMap::default(),
|
||||
side_length: 2usize.pow(levels),
|
||||
levels,
|
||||
}
|
||||
@@ -69,14 +74,17 @@ impl OctTree {
|
||||
levels: u32,
|
||||
offset: Vector3<usize>,
|
||||
) -> Self {
|
||||
assert!(levels > 0);
|
||||
let mut data = Vec::new();
|
||||
let mut map = OctNodeMap::default();
|
||||
data.push(OctNode::new_node(0));
|
||||
Self::from_fn_offset_inner(f_leaf, f_node, &mut data, levels, offset);
|
||||
Self::from_fn_offset_inner(f_leaf, f_node, &mut data, levels, offset, &mut map);
|
||||
if data.len() == 2 {
|
||||
data.remove(0);
|
||||
}
|
||||
Self {
|
||||
data,
|
||||
map,
|
||||
side_length: 2usize.pow(levels),
|
||||
levels,
|
||||
}
|
||||
@@ -84,97 +92,57 @@ impl OctTree {
|
||||
fn from_fn_offset_inner(
|
||||
f_leaf: &mut impl FnMut(Vector3<usize>) -> u32,
|
||||
f_node: &mut impl FnMut(Vector3<usize>, u32) -> Option<u32>,
|
||||
accumulator: &mut Vec<OctNode>,
|
||||
data: &mut Vec<OctNode>,
|
||||
level: u32,
|
||||
offset: Vector3<usize>,
|
||||
map: &mut OctNodeMap,
|
||||
) {
|
||||
if level == 0 {
|
||||
accumulator.push(OctNode::new_leaf(f_leaf(offset)));
|
||||
return;
|
||||
} else if level == 1 {
|
||||
if level == 1 {
|
||||
let leaves: [OctNode; 8] =
|
||||
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]);
|
||||
data.push(leaves[0]);
|
||||
} else if let Some(node) = map.get(&leaves) {
|
||||
data.push(*node);
|
||||
} else {
|
||||
accumulator.extend_from_slice(&leaves);
|
||||
data.extend_from_slice(&leaves);
|
||||
}
|
||||
return;
|
||||
}
|
||||
let i = accumulator.len();
|
||||
accumulator.resize(i + 8, OctNode::new_node(0));
|
||||
let i = data.len();
|
||||
data.resize(i + 8, OctNode::new_node(0));
|
||||
let mut data_start = 0;
|
||||
for (j, corner_offset) in CORNERS.iter().enumerate() {
|
||||
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);
|
||||
if let Some(leaf) = f_node(pos, lvl) {
|
||||
data[i + j] = OctNode::new_leaf(leaf);
|
||||
} else {
|
||||
let sub_start = accumulator.len();
|
||||
Self::from_fn_offset_inner(f_leaf, f_node, accumulator, lvl, pos);
|
||||
let len = accumulator.len() - sub_start;
|
||||
let sub_start = data.len();
|
||||
Self::from_fn_offset_inner(f_leaf, f_node, data, lvl, pos, map);
|
||||
let len = data.len() - sub_start;
|
||||
if len == 1 {
|
||||
accumulator[i + j] = accumulator[sub_start];
|
||||
accumulator.pop();
|
||||
data[i + j] = data[sub_start];
|
||||
data.pop();
|
||||
} else {
|
||||
accumulator[i + j] = OctNode::new_node(data_start as u32);
|
||||
let node = OctNode::new_node(sub_start as u32);
|
||||
data[i + j] = node;
|
||||
data_start += len;
|
||||
map.insert(data[sub_start..sub_start+8].try_into().unwrap(), node);
|
||||
}
|
||||
}
|
||||
}
|
||||
if data_start == 0 {
|
||||
let first = accumulator[i];
|
||||
if accumulator[i + 1..i + 8].iter().all(|l| *l == first) {
|
||||
accumulator.truncate(i);
|
||||
accumulator.push(first);
|
||||
let first = data[i];
|
||||
if first.is_leaf() && data[i + 1..i + 8].iter().all(|l| *l == first) {
|
||||
data.truncate(i);
|
||||
data.push(first);
|
||||
} else if let Some(node) = map.get(&data[i..i + 8]) {
|
||||
data.truncate(i);
|
||||
data.push(*node);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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();
|
||||
let mut child = vec![0; levels as usize + 1];
|
||||
let pows: Vec<_> = (0..levels).map(|l| 2usize.pow(l)).collect();
|
||||
while level < levels as usize {
|
||||
if child[level] == 8 {
|
||||
let i = children.len() - 8;
|
||||
let first = children[i];
|
||||
if children[i + 1..].iter().all(|l| *l == first) {
|
||||
children.truncate(i);
|
||||
children.push(first);
|
||||
} else {
|
||||
data.extend_from_slice(&children[i..]);
|
||||
children.truncate(i);
|
||||
children.push(OctNode::new_node(data.len() as u32 - 8));
|
||||
}
|
||||
child[level] = 0;
|
||||
level += 1;
|
||||
child[level] += 1;
|
||||
} else if level == 1 {
|
||||
let offset: Vector3<usize> = (level..8).map(|l| CORNERS[child[l]] * pows[l]).sum();
|
||||
let leaves: [OctNode; 8] =
|
||||
core::array::from_fn(|i| OctNode::new_leaf(f(offset + CORNERS[i])));
|
||||
if leaves[1..].iter().all(|l| *l == leaves[0]) {
|
||||
children.push(leaves[0]);
|
||||
} else {
|
||||
children.push(OctNode::new_node(data.len() as u32));
|
||||
data.extend_from_slice(&leaves);
|
||||
}
|
||||
child[level] += 1;
|
||||
} else {
|
||||
level -= 1;
|
||||
}
|
||||
}
|
||||
data[0] = children[0];
|
||||
Self {
|
||||
data,
|
||||
side_length: 2usize.pow(levels),
|
||||
levels,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn from_arr(arr: ArrayView3<u32>, levels: u32) -> Self {
|
||||
Self::from_fn_rec(&mut |p| arr[(p.x, p.y, p.z)], &mut |_, _| None, levels)
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user