EVIL FLOATING POINT BIT MANIPULATION (do what paper does)
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@@ -57,7 +57,7 @@ const ZERO2F = vec2<f32>(0.0);
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const FULL_ALPHA = 0.999;
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const EPSILON = 0.00000000001;
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const MAX_ITERS = 1000;
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const MAX_SCALE: u32 = 10;
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const MAX_SCALE: u32 = 12;
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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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@@ -91,11 +91,9 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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// find where ray intersects with group
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let pos_min = (vec3<f32>(1.0) - dir_uf) * dim_f;
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let pos_max = dir_uf * dim_f;
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var pos = pos_start;
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// time of intersection; x = td + p, solve for t
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let t_min = (pos_min - pos) / dir;
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let t_max = (pos_max - pos) / dir;
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var t_min = (pos_min - pos) / dir;
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if outside3f(pos, ZERO3F, dim_f) {
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// points of intersection
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let px = pos + t_min.x * dir;
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@@ -114,8 +112,10 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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pos = select(select(pz, py, hit.y), px, hit.x);
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axis = select(select(2u, 1u, hit.y), 0u, hit.x);
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}
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t_min *= f32(1u << (MAX_SCALE - group.scale));
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// time to move 1 unit in each direction
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let inc_t = abs(1.0 / dir);
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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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@@ -125,15 +125,18 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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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 = group.scale - 1;
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var half_t_span = f32(1u << scale) * inc_t;
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var t_center = t_min + half_t_span;
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var scale = MAX_SCALE - 1;
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var scale_exp2 = 0.5;
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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 = (u32(t > t_center.x) << 2) + (u32(t > t_center.y) << 1) + u32(t > t_center.z);
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var child_pos = dir_to_vec(child);
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var vox_pos = child_pos * (1u << 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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@@ -141,6 +144,7 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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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 != LEAF_BIT {
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@@ -154,7 +158,7 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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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_center + half_t_span * vec3<f32>(child_pos);
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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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@@ -163,34 +167,35 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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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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let differing = axis_pos ^ (axis_pos + (1u << scale));
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scale = firstLeadingBit(differing);
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if scale == group.scale { break; }
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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 + 1);
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vox_pos = (vox_pos >> scale_vec) << scale_vec; // remove lower scale bits
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half_t_span = f32(1u << scale) * inc_t;
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t_center = vec3<f32>(vox_pos) * inc_t + t_min + half_t_span;
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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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child_pos = dir_to_vec(child);
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vox_pos |= child_pos << vec3<u32>(scale);
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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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half_t_span /= 2.0;
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t_center += half_t_span * (vec3<f32>(child_pos * 2) - 1.0);
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child_pos = vec3<u32>(vec3<f32>(t) > t_center);
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child = (child_pos.x << 2) + (child_pos.y << 1) + child_pos.z;
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vox_pos += child_pos * (1u << scale);
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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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