octree node deduplication

This commit is contained in:
2024-09-18 17:19:57 -04:00
parent c16e67c4c5
commit d5ed196e2e
9 changed files with 283 additions and 325 deletions

17
Cargo.lock generated
View File

@@ -177,7 +177,7 @@ dependencies = [
"bevy_utils",
"downcast-rs",
"fixedbitset",
"rustc-hash",
"rustc-hash 1.1.0",
"serde",
"thiserror",
"thread_local",
@@ -203,7 +203,7 @@ checksum = "eb270c98a96243b29465139ed10bda2f675d00a11904f6588a5f7fc4774119c7"
dependencies = [
"proc-macro2",
"quote",
"rustc-hash",
"rustc-hash 1.1.0",
"syn 2.0.77",
"toml_edit 0.21.1",
]
@@ -1065,7 +1065,7 @@ dependencies = [
"hexf-parse",
"indexmap",
"log",
"rustc-hash",
"rustc-hash 1.1.0",
"spirv",
"termcolor",
"thiserror",
@@ -1745,6 +1745,12 @@ version = "1.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "08d43f7aa6b08d49f382cde6a7982047c3426db949b1424bc4b7ec9ae12c6ce2"
[[package]]
name = "rustc-hash"
version = "2.0.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "583034fd73374156e66797ed8e5b0d5690409c9226b22d87cb7f19821c05d152"
[[package]]
name = "rustix"
version = "0.38.37"
@@ -2157,6 +2163,7 @@ dependencies = [
"ndarray",
"pollster",
"rand",
"rustc-hash 2.0.0",
"simba 0.8.1",
"simdnoise",
"wgpu",
@@ -2428,7 +2435,7 @@ dependencies = [
"parking_lot",
"profiling",
"raw-window-handle",
"rustc-hash",
"rustc-hash 1.1.0",
"smallvec",
"thiserror",
"wgpu-hal",
@@ -2471,7 +2478,7 @@ dependencies = [
"range-alloc",
"raw-window-handle",
"renderdoc-sys",
"rustc-hash",
"rustc-hash 1.1.0",
"smallvec",
"thiserror",
"wasm-bindgen",

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@@ -21,3 +21,4 @@ bevy_ecs = "0.13.2"
bevy_derive = "0.13.2"
winit = {version="0.30.1", features=["serde"]}
block-mesh = "0.2.0"
rustc-hash = "2.0.0"

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@@ -2,12 +2,9 @@ use std::time::Duration;
use nalgebra::Rotation3;
use ndarray::Array3;
use winit::{dpi::PhysicalPosition, keyboard::KeyCode as Key, window::CursorGrabMode};
use winit::{keyboard::KeyCode as Key, window::CursorGrabMode};
use crate::{
common::ServerMessage,
common::component::{VoxelGrid, VoxelGridBundle},
};
use crate::common::{component::{chunk, VoxelGrid, VoxelGridBundle}, ServerMessage};
use super::{render::voxel::VoxelColor, Client};
@@ -28,16 +25,9 @@ impl Client<'_> {
window.set_cursor_visible(false);
window
.set_cursor_grab(CursorGrabMode::Locked)
.map(|_| {
self.keep_cursor = false;
})
.or_else(|_| {
self.keep_cursor = true;
window.set_cursor_grab(CursorGrabMode::Confined)
})
.or_else(|_| window.set_cursor_grab(CursorGrabMode::Confined))
.expect("cursor lock");
} else {
self.keep_cursor = false;
window.set_cursor_visible(true);
window
.set_cursor_grab(CursorGrabMode::None)
@@ -45,12 +35,6 @@ impl Client<'_> {
};
return;
}
if self.keep_cursor {
let size = window.inner_size();
// window
// .set_cursor_position(PhysicalPosition::new(size.width / 2, size.height / 2))
// .expect("cursor move");
}
// camera orientation
let old_camera = state.camera;
@@ -84,7 +68,7 @@ impl Client<'_> {
}
// camera position
let move_dist = 64.0 * dt;
let move_dist = dt * (chunk::SIDE_LENGTH / 16) as f32;
if input.pressed(Key::KeyW) {
state.camera.pos += *state.camera.forward() * move_dist;
}

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@@ -41,7 +41,6 @@ pub struct Client<'a> {
input: Input,
prev_update: Instant,
grabbed_cursor: bool,
keep_cursor: bool,
world: World,
server: ServerHandle,
server_id_map: HashMap<Entity, Entity>,
@@ -83,7 +82,6 @@ impl Client<'_> {
input: Input::new(),
prev_update: Instant::now(),
grabbed_cursor: false,
keep_cursor: false,
systems: ClientSystems {
render_add_grid: world.register_system(add_grid),
render_update_transform: world.register_system(system::render::update_transform),

View File

@@ -34,7 +34,7 @@ pub struct VoxelPipeline {
}
const RENDER_SHADER: wgpu::ShaderModuleDescriptor<'_> = include_wgsl!("shader/render.wgsl");
const COMPUTE_SHADER: wgpu::ShaderModuleDescriptor<'_> = include_wgsl!("shader/compute_working.wgsl");
const COMPUTE_SHADER: wgpu::ShaderModuleDescriptor<'_> = include_wgsl!("shader/compute.wgsl");
impl VoxelPipeline {
pub fn new(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> Self {
@@ -82,7 +82,7 @@ impl VoxelPipeline {
pub fn update_shader(&mut self, device: &wgpu::Device) {
let Ok(shader) = std::fs::read_to_string(
env!("CARGO_MANIFEST_DIR").to_owned() + "/src/client/render/voxel/ray_oct/shader/compute_working.wgsl",
env!("CARGO_MANIFEST_DIR").to_owned() + "/src/client/render/voxel/ray_oct/shader/compute.wgsl",
) else {
println!("Failed to reload shader!");
return;

View File

@@ -62,7 +62,7 @@ const EPSILON = 0.00000000001;
const MAX_ITERS = 2000;
// NOTE: CANNOT GO HIGHER THAN 23 due to how floating point
// numbers are stored and the bit manipulation used
const MAX_SCALE: u32 = 10;
const MAX_SCALE: u32 = 13;
fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
let gi = 0;
@@ -115,7 +115,7 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
}
axis = select(select(2u, 1u, hit.y), 0u, hit.x);
}
let t_mult = f32(1u << (MAX_SCALE - group.scale));
let t_mult =f32(1u << (MAX_SCALE - group.scale));
t_min *= t_mult;
// time to move 1 unit in each direction
let full = f32(1u << MAX_SCALE);
@@ -124,174 +124,18 @@ 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_i + vec3<i32>(1)) / 2);
let dir_u = vec3<u32>(dir_uf);
let dir_bits = vec_to_dir(dir_u);
let inv_dir_bits = 7 - dir_bits;
var node_start = 1u;
var scale = 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 child = 0u;
var vox_pos = vec3<f32>(1.0);
let t_center = t_min + scale_exp2 * inc_t;
if t > t_center.x { vox_pos.x = 1.5; child |= 4u; }
if t > t_center.y { vox_pos.y = 1.5; child |= 2u; }
if t > t_center.z { vox_pos.z = 1.5; child |= 1u; }
let min_adj = t_min - inc_t;
var iters = 0;
loop {
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;
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 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; }
}
// 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;
}
}
// 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 prev = LEAF_BIT;
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;
@@ -299,7 +143,6 @@ fn trace_light(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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 {
@@ -310,20 +153,27 @@ fn trace_light(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 != skip && node != LEAF_BIT {
skip = node;
if data == 3 {
if node != prev {
if node != LEAF_BIT {
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);
old_t = t;
let filt = min(dist / 64.0, 1.0);
if prev == LEAF_BIT + 3 {
color.a += filt * (1.0 - color.a);
if color.a > FULL_ALPHA { break; }
}
let pos = (vox_pos - 1.5) * (dir_if) + 0.5 - scale_exp2 * (1.0 - dir_uf);
// let pos = t / t_mult;
// if true {return vec4<f32>(pos, 1.0);}
let vcolor = get_color(node & LEAF_MASK, pos);
let diffuse = max(dot(global_lights[0].dir, normals[axis]) + 0.1, 0.0);
let ambient = 0.2;
let lighting = max(diffuse, ambient);
let new_color = min(vcolor.xyz * lighting, vec3<f32>(1.0));
color += vec4<f32>(new_color.xyz * vcolor.a, vcolor.a) * (1.0 - color.a);
if color.a > FULL_ALPHA { break; }
}
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; }
prev = node;
}
// 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);
}

View File

@@ -115,7 +115,7 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
}
axis = select(select(2u, 1u, hit.y), 0u, hit.x);
}
let t_mult =f32(1u << (MAX_SCALE - group.scale));
let t_mult = f32(1u << (MAX_SCALE - group.scale));
t_min *= t_mult;
// time to move 1 unit in each direction
let full = f32(1u << MAX_SCALE);
@@ -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);
@@ -153,27 +152,26 @@ 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);
let ambient = 0.2;
let lighting = max(diffuse, ambient);
let new_color = min(vcolor.xyz * lighting, vec3<f32>(1.0));
color += vec4<f32>(new_color.xyz * vcolor.a, vcolor.a) * (1.0 - color.a);
if color.a > FULL_ALPHA { break; }
}
prev = node;
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 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; }
}
// move to next time point and determine which axis to move along
@@ -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);
}

View File

@@ -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);

View File

@@ -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)
}