global shadow
This commit is contained in:
@@ -75,13 +75,13 @@ const DEPTH = 20;
|
||||
const FULL_ALPHA = 0.9999;
|
||||
const GLOBAL_LIGHT = vec3<f32>(-0.5, -4.0, 2.0);
|
||||
|
||||
fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
fn trace_full(pos: vec4<f32>, dir: vec4<f32>) -> vec4<f32> {
|
||||
// GPUs hate this
|
||||
var depths = array<f32,DEPTH>();
|
||||
var colors = array<u32,DEPTH>();
|
||||
|
||||
for (var gi: u32 = 0; gi < arrayLength(&voxel_groups); gi = gi + 1) {
|
||||
apply_group(gi, pos_view, dir_view, &depths, &colors);
|
||||
apply_group(gi, pos, dir, &depths, &colors);
|
||||
}
|
||||
var color = vec4<f32>(0.0);
|
||||
for (var di = 0; di < DEPTH; di += 1) {
|
||||
@@ -181,7 +181,7 @@ fn apply_group(
|
||||
// hit a voxel
|
||||
if vcolor.a > 0.0 {
|
||||
let full_t = t_offset + prev_t;
|
||||
// skip closer depth hits, or completely if behind opaque
|
||||
// skip closer depth hits, or finish if behind opaque
|
||||
var a = unpack4x8unorm((*colors)[depth]).a;
|
||||
while (*depths)[depth] < full_t && a != 0.0 {
|
||||
alpha += (1.0 - alpha) * a;
|
||||
@@ -198,9 +198,21 @@ fn apply_group(
|
||||
(*depths)[move_d + 1] = (*depths)[move_d];
|
||||
move_d += 1;
|
||||
}
|
||||
let full_pos = pos_view + dir_view * full_t;
|
||||
|
||||
// lighting
|
||||
let shadow = trace_light(full_pos);
|
||||
let diffuse = max(dot(norm_light, normal) * 1.3 + 0.1, 0.0);
|
||||
let ambient = 0.2;
|
||||
let specular = (exp(max(
|
||||
-(dot(reflect(dir_view.xyz, normal), norm_light) + 0.90) * 4.0, 0.0
|
||||
)) - 1.0) * shadow;
|
||||
let lighting = max(diffuse, ambient) * shadow;
|
||||
let new_rgb = min(vcolor.xyz * lighting + vec3<f32>(specular), vec3<f32>(1.0));
|
||||
let new_a = min(vcolor.a + specular, 1.0);
|
||||
let color = vec4<f32>(new_rgb, new_a);
|
||||
|
||||
// add hit
|
||||
let light = max(dot(norm_light, normal) * 1.3 + 0.1, 0.1);
|
||||
var color = vec4<f32>(vcolor.xyz * light, vcolor.a);
|
||||
(*depths)[depth] = full_t;
|
||||
(*colors)[depth] = pack4x8unorm(color);
|
||||
prev_a = vcolor.a;
|
||||
@@ -214,6 +226,87 @@ fn apply_group(
|
||||
}
|
||||
}
|
||||
|
||||
fn trace_light(
|
||||
pos: vec4<f32>
|
||||
) -> f32 {
|
||||
let dir = vec4<f32>(-normalize(GLOBAL_LIGHT), 0.0);
|
||||
var mask = 1.0;
|
||||
let start = pos + dir * .001;
|
||||
for (var gi: u32 = 0; gi < arrayLength(&voxel_groups); gi = gi + 1) {
|
||||
let color = trace_one(gi, start, dir);
|
||||
mask -= mask * color.a;
|
||||
if mask <= .0001 {
|
||||
return mask;
|
||||
}
|
||||
}
|
||||
return mask;
|
||||
}
|
||||
|
||||
fn trace_one(gi: u32, pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
let group = voxel_groups[gi];
|
||||
let dim_f = vec3<f32>(group.dimensions);
|
||||
let dim_i = vec3<i32>(group.dimensions);
|
||||
|
||||
// transform so that group is at 0,0
|
||||
var pos = (group.transform_inv * pos_view).xyz;
|
||||
let dir = (group.transform_inv * dir_view).xyz;
|
||||
|
||||
let dir_if = sign(dir);
|
||||
|
||||
|
||||
|
||||
// find where ray intersects with group
|
||||
let plane_point = (vec3<f32>(1.0) - dir_if) / 2.0 * dim_f;
|
||||
var t_offset = 0.0;
|
||||
if outside3f(pos, ZERO3F, dim_f) {
|
||||
// time of intersection; x = td + p, solve for t
|
||||
let t_i = (plane_point - pos) / dir;
|
||||
// points of intersection
|
||||
let px = pos + t_i.x * dir;
|
||||
let py = pos + t_i.y * dir;
|
||||
let pz = pos + t_i.z * dir;
|
||||
|
||||
// check if point is in bounds
|
||||
let hit = vec3<bool>(
|
||||
inside2f(px.yz, ZERO2F, dim_f.yz),
|
||||
inside2f(py.xz, ZERO2F, dim_f.xz),
|
||||
inside2f(pz.xy, ZERO2F, dim_f.xy),
|
||||
) && (t_i > ZERO3F);
|
||||
if !any(hit) {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
pos = select(select(pz, py, hit.y), px, hit.x);
|
||||
t_offset = select(select(t_i.z, t_i.y, hit.y), t_i.x, hit.x);
|
||||
}
|
||||
var vox_pos = clamp(vec3<i32>(pos), vec3<i32>(0), dim_i - vec3<i32>(1));
|
||||
|
||||
|
||||
|
||||
let dir_i = vec3<i32>(dir_if);
|
||||
// time to move 1 unit using dir
|
||||
let inc_t = abs(1.0 / dir);
|
||||
let corner = vec3<f32>(vox_pos) + vec3<f32>(0.5) + dir_if / 2.0;
|
||||
|
||||
// time of next plane hit for each direction
|
||||
var next_t = inc_t * abs(pos - corner);
|
||||
var color = vec4<f32>(0.0);
|
||||
loop {
|
||||
let i = u32(vox_pos.x + vox_pos.y * dim_i.x + vox_pos.z * dim_i.x * dim_i.y) + group.offset;
|
||||
var vcolor = unpack4x8unorm(voxels[i]);
|
||||
|
||||
// select next voxel to move to next based on least time
|
||||
let axis = select(select(2, 1, next_t.y < next_t.z), 0, next_t.x < next_t.y && next_t.x < next_t.z);
|
||||
vox_pos[axis] += dir_i[axis];
|
||||
next_t[axis] += inc_t[axis];
|
||||
color += vec4<f32>(vcolor.xyz * vcolor.a * (1.0 - color.a), (1.0 - color.a) * vcolor.a);
|
||||
|
||||
if color.a >= FULL_ALPHA || vox_pos[axis] < 0 || vox_pos[axis] >= dim_i[axis] {
|
||||
break;
|
||||
}
|
||||
}
|
||||
return color;
|
||||
}
|
||||
|
||||
fn outside3f(v: vec3<f32>, low: vec3<f32>, high: vec3<f32>) -> bool {
|
||||
return any(v < low) || any(v > high);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user