EVIL FLOATING POINT BIT MANIPULATION (do what paper does)
This commit is contained in:
@@ -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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245
src/client/render/voxel/ray_oct/shader/compute_transition.wgsl
Normal file
245
src/client/render/voxel/ray_oct/shader/compute_transition.wgsl
Normal file
@@ -0,0 +1,245 @@
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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 View {
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transform: mat4x4<f32>,
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zoom: f32,
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};
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struct VoxelGroup {
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transform: mat4x4<f32>,
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transform_inv: mat4x4<f32>,
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scale: u32,
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offset: u32,
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};
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@compute
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@workgroup_size(8, 8, 1)
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fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
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let view_dim = textureDimensions(output);
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// get position of the pixel; eye at origin, pixel on plane z = 1
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if cell.x >= view_dim.x || cell.y >= view_dim.y {
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return;
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}
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let view_dim_f = vec2<f32>(view_dim);
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let aspect = view_dim_f.y / view_dim_f.x;
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let pixel_pos = vec3<f32>(
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(vec2<f32>(cell.xy) / view_dim_f - 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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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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var color = trace_full(pos, dir);
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let light_mult = clamp((-dot(dir.xyz, global_lights[0].dir) - 0.99) * 200.0, 0.0, 1.0);
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let sun_color = light_mult * vec3<f32>(1.0, 1.0, 1.0);
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let sky_bg = vec3<f32>(0.3, 0.6, 1.0);
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let sky_color = sun_color + sky_bg * (1.0 - light_mult);
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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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textureStore(output, cell.xy, color);
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}
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const ZERO3F = vec3<f32>(0.0);
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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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fn trace_full(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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var pos = pos_start;
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// time of intersection; x = td + p, solve for t
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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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let py = pos + t_min.y * dir;
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let pz = pos + 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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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 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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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 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>(0.0);
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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 = 0.5; child |= 4u; }
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if t > t_center.y { vox_pos.y = 0.5; child |= 2u; }
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if t > t_center.z { vox_pos.z = 0.5; child |= 1u; }
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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 + t_min;
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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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let vcolor = get_color(node & LEAF_MASK);
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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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// 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 = u32(vox_pos[axis] * full);
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let differing = axis_pos ^ (axis_pos + u32(scale_exp2 * full));
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scale = u32(firstLeadingBit(differing));
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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);
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// remove lower scale bits
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vox_pos = vec3<f32>((vec3<i32>(vox_pos * full) >> scale_vec) << scale_vec) / full;
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scale_exp2 = 1.0 / f32(1u << (MAX_SCALE - scale));
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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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const LEAF_BIT = 1u << 31u;
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const LEAF_MASK = ~LEAF_BIT;
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fn dir_to_vec(bits: u32) -> vec3<u32> {
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return vec3<u32>(bits >> 2, (bits & 2) >> 1, bits & 1);
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}
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fn vec_to_dir(vec: vec3<u32>) -> u32 {
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return vec.x * 4 + vec.y * 2 + vec.z * 1;
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}
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fn get_color(id: u32) -> vec4<f32> {
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switch id {
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case 0u: {
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return vec4<f32>(0.0);
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}
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case 1u: {
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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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}
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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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}
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default: {
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return vec4<f32>(1.0, 0.0, 0.0, 1.0);
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}
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}
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}
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fn outside3f(v: vec3<f32>, low: vec3<f32>, high: vec3<f32>) -> bool {
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return any(v < low) || any(v > high);
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}
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fn inside2f(v: vec2<f32>, low: vec2<f32>, high: vec2<f32>) -> bool {
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return all(v >= low) && all(v <= high);
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}
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fn inside3i(v: vec3<i32>, low: vec3<i32>, high: vec3<i32>) -> bool {
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return all(v >= low) && all(v <= high);
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}
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243
src/client/render/voxel/ray_oct/shader/compute_working.wgsl
Normal file
243
src/client/render/voxel/ray_oct/shader/compute_working.wgsl
Normal file
@@ -0,0 +1,243 @@
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@group(0) @binding(0)
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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>;
|
||||
@group(0) @binding(4)
|
||||
var output: texture_storage_2d<rgba8unorm, write>;
|
||||
|
||||
struct GlobalLight {
|
||||
dir: vec3<f32>,
|
||||
};
|
||||
|
||||
struct View {
|
||||
transform: mat4x4<f32>,
|
||||
zoom: f32,
|
||||
};
|
||||
|
||||
struct VoxelGroup {
|
||||
transform: mat4x4<f32>,
|
||||
transform_inv: mat4x4<f32>,
|
||||
scale: u32,
|
||||
offset: u32,
|
||||
};
|
||||
|
||||
@compute
|
||||
@workgroup_size(8, 8, 1)
|
||||
fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
|
||||
let view_dim = textureDimensions(output);
|
||||
// get position of the pixel; eye at origin, pixel on plane z = 1
|
||||
if cell.x >= view_dim.x || cell.y >= view_dim.y {
|
||||
return;
|
||||
}
|
||||
let view_dim_f = vec2<f32>(view_dim);
|
||||
let aspect = view_dim_f.y / view_dim_f.x;
|
||||
let pixel_pos = vec3<f32>(
|
||||
(vec2<f32>(cell.xy) / view_dim_f - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect),
|
||||
view.zoom
|
||||
);
|
||||
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 sun_color = light_mult * vec3<f32>(1.0, 1.0, 1.0);
|
||||
let sky_bg = vec3<f32>(0.3, 0.6, 1.0);
|
||||
let sky_color = sun_color + sky_bg * (1.0 - light_mult);
|
||||
color += vec4<f32>(sky_color * (1.0 - color.a), 1.0 - color.a);
|
||||
color.a = 1.0;
|
||||
textureStore(output, cell.xy, color);
|
||||
}
|
||||
|
||||
const ZERO3F = vec3<f32>(0.0);
|
||||
const ZERO2F = vec2<f32>(0.0);
|
||||
const FULL_ALPHA = 0.999;
|
||||
const EPSILON = 0.00000000001;
|
||||
const MAX_ITERS = 1000;
|
||||
const MAX_SCALE: u32 = 10;
|
||||
|
||||
fn trace_full(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;
|
||||
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;
|
||||
if outside3f(pos, ZERO3F, dim_f) {
|
||||
// points of intersection
|
||||
let px = pos + t_min.x * dir;
|
||||
let py = pos + t_min.y * dir;
|
||||
let pz = pos + t_min.z * dir;
|
||||
|
||||
// check if point is in bounds
|
||||
let hit = vec3<bool>(
|
||||
inside2f(px.yz, ZERO2F, dim_f.yz),
|
||||
inside2f(py.xz, ZERO2F, dim_f.xz),
|
||||
inside2f(pz.xy, ZERO2F, dim_f.xy),
|
||||
) && (t_min > ZERO3F);
|
||||
if !any(hit) {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
pos = select(select(pz, py, hit.y), px, hit.x);
|
||||
axis = select(select(2u, 1u, hit.y), 0u, hit.x);
|
||||
}
|
||||
// time to move 1 unit in each direction
|
||||
let inc_t = abs(1.0 / dir);
|
||||
let t_offset = max(max(t_min.x, t_min.y), t_min.z);
|
||||
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_bits = vec_to_dir(dir_u);
|
||||
let inv_dir_bits = 7 - dir_bits;
|
||||
|
||||
var node_start = 1u;
|
||||
var scale = group.scale - 1;
|
||||
var half_t_span = f32(1u << scale) * inc_t;
|
||||
var t_center = t_min + half_t_span;
|
||||
var color = vec4<f32>(0.0);
|
||||
var parents = array<u32, MAX_SCALE>();
|
||||
|
||||
var child = (u32(t > t_center.x) << 2) + (u32(t > t_center.y) << 1) + u32(t > t_center.z);
|
||||
var child_pos = dir_to_vec(child);
|
||||
var vox_pos = child_pos * (1u << scale);
|
||||
|
||||
var iters = 0;
|
||||
loop {
|
||||
if iters == MAX_ITERS {
|
||||
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
|
||||
}
|
||||
iters += 1;
|
||||
let node = voxels[group.offset + node_start + (child ^ inv_dir_bits)];
|
||||
if node >= LEAF_BIT {
|
||||
if node != LEAF_BIT {
|
||||
let vcolor = get_color(node & LEAF_MASK);
|
||||
let diffuse = max(dot(global_lights[0].dir, normals[axis]) + 0.1, 0.0);
|
||||
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; }
|
||||
}
|
||||
|
||||
// move to next time point and determine which axis to move along
|
||||
let t_next = t_center + half_t_span * vec3<f32>(child_pos);
|
||||
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];
|
||||
let differing = axis_pos ^ (axis_pos + (1u << scale));
|
||||
scale = firstLeadingBit(differing);
|
||||
if scale == group.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 + 1);
|
||||
vox_pos = (vox_pos >> scale_vec) << scale_vec; // remove lower scale bits
|
||||
half_t_span = f32(1u << scale) * inc_t;
|
||||
t_center = vec3<f32>(vox_pos) * inc_t + t_min + half_t_span;
|
||||
}
|
||||
// move to next child and voxel position
|
||||
child ^= move_dir;
|
||||
child_pos = dir_to_vec(child);
|
||||
vox_pos |= child_pos << vec3<u32>(scale);
|
||||
// vox_pos[axis] += (1u << scale);
|
||||
} else {
|
||||
// push current node to stack
|
||||
parents[scale] = (node_start << 3) + child;
|
||||
scale -= 1u;
|
||||
|
||||
// calculate child node vars
|
||||
half_t_span /= 2.0;
|
||||
t_center += half_t_span * (vec3<f32>(child_pos * 2) - 1.0);
|
||||
child_pos = vec3<u32>(vec3<f32>(t) > t_center);
|
||||
child = (child_pos.x << 2) + (child_pos.y << 1) + child_pos.z;
|
||||
vox_pos += child_pos * (1u << scale);
|
||||
node_start += 8 + node;
|
||||
}
|
||||
}
|
||||
// return vec4<f32>(f32(iters) / f32(MAX_ITERS), 0.0, 0.0, 1.0);
|
||||
return color;
|
||||
}
|
||||
|
||||
const LEAF_BIT = 1u << 31u;
|
||||
const LEAF_MASK = ~LEAF_BIT;
|
||||
|
||||
fn dir_to_vec(bits: u32) -> vec3<u32> {
|
||||
return vec3<u32>(bits >> 2, (bits & 2) >> 1, bits & 1);
|
||||
}
|
||||
|
||||
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> {
|
||||
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);
|
||||
}
|
||||
@@ -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 = 8;
|
||||
pub const SCALE: u32 = 10;
|
||||
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);
|
||||
|
||||
@@ -190,17 +190,18 @@ fn generate_tree(pos: ChunkPos) -> OctTree {
|
||||
fn generate_at(p: Vector3<usize>, posf: Vector3<f32>, noise: &[f32], min: f32, max: f32) -> u32 {
|
||||
// 0 air 1 stone 2 "sand" 3 water
|
||||
let y = p.y as f32 + posf.y;
|
||||
let [a, b, c] = [0.18, 0.35, 0.5].map(|f| chunk::SIDE_LENGTH as f32 * f);
|
||||
let n = ((noise[p.x + p.z * chunk::SIDE_LENGTH] - min) / (max - min) * 2.0).exp2() * c * 0.25;
|
||||
// highest heights, 0.0 .. 1.0 relative to chunk size
|
||||
let [water, grass, top] = [0.18, 0.35, 0.5].map(|f| chunk::SIDE_LENGTH as f32 * f);
|
||||
let n = ((noise[p.x + p.z * chunk::SIDE_LENGTH] - min) / (max - min) * 2.0).exp2() * top * 0.25;
|
||||
if y < n {
|
||||
if y < a {
|
||||
if y < water {
|
||||
1
|
||||
} else if y < b {
|
||||
} else if y < grass {
|
||||
2
|
||||
} else {
|
||||
1
|
||||
}
|
||||
} else if y < a {
|
||||
} else if y <= water {
|
||||
3
|
||||
} else {
|
||||
0
|
||||
|
||||
Reference in New Issue
Block a user