Compare commits
1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 47c1d9513f |
1
.gitignore
vendored
1
.gitignore
vendored
@@ -1,3 +1,4 @@
|
||||
/target
|
||||
shader/target
|
||||
flamegraph.svg
|
||||
perf.data*
|
||||
|
||||
1120
Cargo.lock
generated
1120
Cargo.lock
generated
File diff suppressed because it is too large
Load Diff
15
Cargo.toml
15
Cargo.toml
@@ -15,7 +15,7 @@ ndarray = "0.15.6"
|
||||
pollster = "0.3"
|
||||
rand = "0.8.5"
|
||||
simba = "0.8.1"
|
||||
wgpu = "22.0.0"
|
||||
wgpu = { version = "22.0.0", features = ["spirv"] }
|
||||
bevy_ecs = "0.13.2"
|
||||
bevy_derive = "0.13.2"
|
||||
winit = {version="0.30.1", features=["serde"]}
|
||||
@@ -23,8 +23,13 @@ block-mesh = "0.2.0"
|
||||
rustc-hash = "2.0.0"
|
||||
simdnoise = { git = "https://github.com/valadaptive/rust-simd-noise", rev = "965175f" }
|
||||
|
||||
[profile.dev]
|
||||
opt-level = 1
|
||||
[profile.dev.package."*"]
|
||||
opt-level = 3
|
||||
[build-dependencies]
|
||||
spirv-builder = { git = "https://github.com/Rust-GPU/rust-gpu", rev = "9a533a3" }
|
||||
|
||||
# Compile build-dependencies in release mode with
|
||||
# the same settings as regular dependencies.
|
||||
[profile.release.build-override]
|
||||
opt-level = 3
|
||||
codegen-units = 16
|
||||
[profile.dev.build-override]
|
||||
opt-level = 3
|
||||
|
||||
9
build.rs
Normal file
9
build.rs
Normal file
@@ -0,0 +1,9 @@
|
||||
use spirv_builder::{Capability, MetadataPrintout, SpirvBuilder};
|
||||
|
||||
fn main() -> Result<(), Box<dyn std::error::Error>> {
|
||||
SpirvBuilder::new("./shader", "spirv-unknown-spv1.5")
|
||||
.capability(Capability::ImageQuery)
|
||||
.print_metadata(MetadataPrintout::Full)
|
||||
.build()?;
|
||||
Ok(())
|
||||
}
|
||||
12
readme.md
12
readme.md
@@ -1,12 +0,0 @@
|
||||
# Voxel Game
|
||||
|
||||
except right now it's just a raytraced sparse voxel octree renderer
|
||||
|
||||
paper used: https://research.nvidia.com/publication/2010-02_efficient-sparse-voxel-octrees
|
||||
|
||||
can render a lot of voxels right now, but a lot of work needs to be done for effects & multiple trees
|
||||
|
||||
eg. (2^14)^3 voxels:
|
||||

|
||||
|
||||
might take a bit to generate the terrain
|
||||
7
rust-toolchain.toml
Normal file
7
rust-toolchain.toml
Normal file
@@ -0,0 +1,7 @@
|
||||
[toolchain]
|
||||
channel = "nightly-2024-11-22"
|
||||
components = ["rust-src", "rustc-dev", "llvm-tools"]
|
||||
# commit_hash = b19329a37cedf2027517ae22c87cf201f93d776e
|
||||
|
||||
# Whenever changing the nightly channel, update the commit hash above, and make
|
||||
# sure to change `REQUIRED_TOOLCHAIN` in `crates/rustc_codegen_spirv/build.rs` also.
|
||||
BIN
screenshot.png
BIN
screenshot.png
Binary file not shown.
|
Before Width: | Height: | Size: 1.3 MiB |
113
shader/Cargo.lock
generated
Normal file
113
shader/Cargo.lock
generated
Normal file
@@ -0,0 +1,113 @@
|
||||
# This file is automatically @generated by Cargo.
|
||||
# It is not intended for manual editing.
|
||||
version = 4
|
||||
|
||||
[[package]]
|
||||
name = "autocfg"
|
||||
version = "1.4.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "ace50bade8e6234aa140d9a2f552bbee1db4d353f69b8217bc503490fc1a9f26"
|
||||
|
||||
[[package]]
|
||||
name = "bitflags"
|
||||
version = "1.3.2"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "bef38d45163c2f1dde094a7dfd33ccf595c92905c8f8f4fdc18d06fb1037718a"
|
||||
|
||||
[[package]]
|
||||
name = "glam"
|
||||
version = "0.24.2"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "b5418c17512bdf42730f9032c74e1ae39afc408745ebb2acf72fbc4691c17945"
|
||||
dependencies = [
|
||||
"libm",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "libm"
|
||||
version = "0.2.11"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "8355be11b20d696c8f18f6cc018c4e372165b1fa8126cef092399c9951984ffa"
|
||||
|
||||
[[package]]
|
||||
name = "num-traits"
|
||||
version = "0.2.19"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "071dfc062690e90b734c0b2273ce72ad0ffa95f0c74596bc250dcfd960262841"
|
||||
dependencies = [
|
||||
"autocfg",
|
||||
"libm",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "proc-macro2"
|
||||
version = "1.0.94"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "a31971752e70b8b2686d7e46ec17fb38dad4051d94024c88df49b667caea9c84"
|
||||
dependencies = [
|
||||
"unicode-ident",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "quote"
|
||||
version = "1.0.40"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "1885c039570dc00dcb4ff087a89e185fd56bae234ddc7f056a945bf36467248d"
|
||||
dependencies = [
|
||||
"proc-macro2",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "shader"
|
||||
version = "0.1.0"
|
||||
dependencies = [
|
||||
"spirv-std",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "spirv-std"
|
||||
version = "0.9.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "68c3c0972a2df79abe2c8af2fe7f7937a9aa558b6a1f78fc5edf93f4d480d757"
|
||||
dependencies = [
|
||||
"bitflags",
|
||||
"glam",
|
||||
"num-traits",
|
||||
"spirv-std-macros",
|
||||
"spirv-std-types",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "spirv-std-macros"
|
||||
version = "0.9.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "73f776bf9f2897ea7acff15d7753711fdf1693592bd7459a01c394262b1df45c"
|
||||
dependencies = [
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"spirv-std-types",
|
||||
"syn",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "spirv-std-types"
|
||||
version = "0.9.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "a73417b7d72d95b4995c840dceb4e3b4bcbad4ff7f35df9c1655b6826c18d3a9"
|
||||
|
||||
[[package]]
|
||||
name = "syn"
|
||||
version = "1.0.109"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "72b64191b275b66ffe2469e8af2c1cfe3bafa67b529ead792a6d0160888b4237"
|
||||
dependencies = [
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"unicode-ident",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "unicode-ident"
|
||||
version = "1.0.18"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "5a5f39404a5da50712a4c1eecf25e90dd62b613502b7e925fd4e4d19b5c96512"
|
||||
10
shader/Cargo.toml
Normal file
10
shader/Cargo.toml
Normal file
@@ -0,0 +1,10 @@
|
||||
[package]
|
||||
name = "shader"
|
||||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
|
||||
[lib]
|
||||
crate-type = ["dylib"]
|
||||
|
||||
[dependencies]
|
||||
spirv-std = { version = "0.9" }
|
||||
407
shader/src/compute.rs
Normal file
407
shader/src/compute.rs
Normal file
@@ -0,0 +1,407 @@
|
||||
use core::mem::transmute;
|
||||
|
||||
use super::fns::*;
|
||||
use spirv_std::glam::{
|
||||
vec2, vec3, vec4, Mat3, Mat4, UVec2, UVec3, Vec3, Vec3Swizzles, Vec4, Vec4Swizzles,
|
||||
};
|
||||
use spirv_std::num_traits::{clamp, Pow};
|
||||
use spirv_std::{spirv, Image};
|
||||
|
||||
#[repr(C, align(16))]
|
||||
#[derive(Copy, Clone)]
|
||||
pub struct View {
|
||||
transform: Mat4,
|
||||
zoom: f32,
|
||||
chunk_scale: u32,
|
||||
chunk_dist: u32,
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone)]
|
||||
pub struct GlobalLight {
|
||||
dir: Vec3,
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone)]
|
||||
pub struct Chunk {
|
||||
offset: u32,
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone)]
|
||||
pub struct PushConstants {
|
||||
time: u32,
|
||||
}
|
||||
|
||||
#[spirv(compute(threads(8, 8)))]
|
||||
pub fn main(
|
||||
#[spirv(uniform, descriptor_set = 0, binding = 0)] view: &View,
|
||||
#[spirv(push_constant)] consts: &PushConstants,
|
||||
#[spirv(storage_buffer, descriptor_set = 0, binding = 1)] chunks: &[Chunk],
|
||||
#[spirv(storage_buffer, descriptor_set = 0, binding = 2)] voxel_data: &[u32],
|
||||
#[spirv(storage_buffer, descriptor_set = 0, binding = 3)] global_lights: &[GlobalLight],
|
||||
#[spirv(descriptor_set = 0, binding = 4)] output: &Image!(2D, format = rgba8, sampled = false),
|
||||
#[spirv(global_invocation_id)] cell: UVec3,
|
||||
) {
|
||||
let view_dim: UVec2 = output.query_size();
|
||||
// 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 = view_dim.as_vec2();
|
||||
let aspect = view_dim_f.y / view_dim_f.x;
|
||||
let pixel_pos = (cell.xy().as_vec2() / view_dim_f - vec2(0.5, 0.5)) * vec2(2.0, -2.0 * aspect);
|
||||
let offset = Vec3::from_array([(1 << (view.chunk_scale - 1)) as f32; 3]);
|
||||
let pos = view.transform * vec4(pixel_pos.x, pixel_pos.y, 1.0, 1.0) + offset.extend(0.0);
|
||||
let dir = view.transform * pixel_pos.extend(view.zoom).normalize().extend(0.0);
|
||||
|
||||
let mut color = trace_full(
|
||||
global_lights,
|
||||
consts.time,
|
||||
view,
|
||||
voxel_data,
|
||||
chunks,
|
||||
pos,
|
||||
dir,
|
||||
);
|
||||
let light_mult = clamp(
|
||||
(-dir.xyz().dot(global_lights[0].dir) - 0.99) * 200.0,
|
||||
0.0,
|
||||
1.0,
|
||||
);
|
||||
let sun_color = light_mult * vec3(1.0, 1.0, 1.0);
|
||||
let sky_bg = vec3(0.3, 0.6, 1.0);
|
||||
let sky_color = sun_color + sky_bg * (1.0 - light_mult);
|
||||
color += (sky_color * (1.0 - color.w)).extend(1.0 - color.w);
|
||||
color.w = 1.0;
|
||||
unsafe {
|
||||
output.write(cell.xy(), color);
|
||||
}
|
||||
}
|
||||
|
||||
const LEAF_BIT: u32 = 1u32 << 31;
|
||||
const LEAF_MASK: u32 = !LEAF_BIT;
|
||||
const MAX_HITS: u32 = 10;
|
||||
|
||||
const FULL_ALPHA: f32 = 0.999;
|
||||
const EPSILON: f32 = 0.0000000001;
|
||||
const MAX_ITERS: u32 = 10000;
|
||||
// NOTE: CANNOT GO HIGHER THAN 23 due to how floating point
|
||||
// numbers are stored and the bit manipulation used
|
||||
const MAX_SCALE: u32 = 23;
|
||||
|
||||
fn trace_full(
|
||||
global_lights: &[GlobalLight],
|
||||
time: u32,
|
||||
view: &View,
|
||||
voxel_data: &[u32],
|
||||
chunks: &[Chunk],
|
||||
pos_view: Vec4,
|
||||
dir_view: Vec4,
|
||||
) -> Vec4 {
|
||||
if voxel_data.len() == 1 {
|
||||
return Vec4::ZERO;
|
||||
}
|
||||
let gi = 0;
|
||||
let chunk = chunks[gi];
|
||||
let side_len = 1u32 << view.chunk_scale;
|
||||
let dimensions = UVec3::from_array([side_len; 3]);
|
||||
let dim_f = dimensions.as_vec3();
|
||||
|
||||
let pos_start = pos_view.xyz();
|
||||
let mut dir = dir_view.xyz();
|
||||
if dir.x == 0.0 {
|
||||
dir.x = EPSILON;
|
||||
}
|
||||
if dir.y == 0.0 {
|
||||
dir.y = EPSILON;
|
||||
}
|
||||
if dir.z == 0.0 {
|
||||
dir.z = EPSILON;
|
||||
}
|
||||
|
||||
let dir_if = sign(dir);
|
||||
let dir_uf = dir_if.max(Vec3::ZERO);
|
||||
|
||||
// find where ray intersects with group
|
||||
// closest (min) and furthest (max) corners of cube relative to direction
|
||||
let pos_min = (Vec3::ONE - dir_uf) * dim_f;
|
||||
let pos_max = dir_uf * dim_f;
|
||||
// time of intersection; x = td + p, solve for t
|
||||
let t_min = (pos_min - pos_start) / dir;
|
||||
let t_max = (pos_max - pos_start) / dir;
|
||||
// time of entrance and exit of the cube
|
||||
let t_start = t_min.max_element();
|
||||
let t_end = t_max.min_element();
|
||||
if t_end < t_start {
|
||||
return Vec4::ZERO;
|
||||
}
|
||||
// axis of intersection
|
||||
let axis = if t_start == t_min.x {
|
||||
0
|
||||
} else if t_start == t_min.y {
|
||||
1
|
||||
} else {
|
||||
2
|
||||
};
|
||||
// time to move entire side length in each direction
|
||||
let inc_t = (1.0 / dir).abs() * (side_len as f32);
|
||||
let t = t_start.max(0.0);
|
||||
|
||||
let inv_dir_bits = 7 - vec_to_dir(dir_uf.as_uvec3());
|
||||
let corner_adj = t_min - inc_t;
|
||||
|
||||
// calculate normals
|
||||
let normals = Mat3::from_diagonal(dir_if);
|
||||
|
||||
let result = cast_ray(
|
||||
voxel_data,
|
||||
chunk.offset,
|
||||
t,
|
||||
axis,
|
||||
inv_dir_bits,
|
||||
inc_t,
|
||||
corner_adj,
|
||||
);
|
||||
|
||||
shade_ray(
|
||||
global_lights,
|
||||
time,
|
||||
result,
|
||||
pos_start,
|
||||
dir_view.xyz(),
|
||||
t_end,
|
||||
normals,
|
||||
)
|
||||
}
|
||||
|
||||
fn shade_ray(
|
||||
global_lights: &[GlobalLight],
|
||||
time: u32,
|
||||
result: RayResult,
|
||||
pos_start: Vec3,
|
||||
dir: Vec3,
|
||||
t_end: f32,
|
||||
normals: Mat3,
|
||||
) -> Vec4 {
|
||||
let hits = result.hits;
|
||||
|
||||
let mut color = Vec4::ZERO;
|
||||
for i in 0..result.len {
|
||||
let hit = hits[i];
|
||||
let id = hit.id;
|
||||
let t = hit.t;
|
||||
let axis = hit.axis;
|
||||
|
||||
let next_t = if i == result.len - 1 {
|
||||
t_end
|
||||
} else {
|
||||
hits[i + 1].t
|
||||
};
|
||||
|
||||
let mut pos = pos_start + dir * t;
|
||||
let val = round(idx_vec(pos, axis)) - (idx_vec(dir, axis) < 0.0) as u32 as f32;
|
||||
set_idx_vec(&mut pos, axis, val);
|
||||
let normal = idx_mat(normals, axis);
|
||||
let vcolor = shade(global_lights, time, id, pos, normal, dir, next_t - t);
|
||||
color += vcolor * (1.0 - color.w);
|
||||
if color.w > FULL_ALPHA {
|
||||
break;
|
||||
}
|
||||
}
|
||||
color
|
||||
}
|
||||
|
||||
const AMBIENT: f32 = 0.2;
|
||||
const SPECULAR: f32 = 0.5;
|
||||
|
||||
// returns premultiplied
|
||||
fn shade(
|
||||
global_lights: &[GlobalLight],
|
||||
time: u32,
|
||||
id: u32,
|
||||
pos: Vec3,
|
||||
normal: Vec3,
|
||||
dir_view: Vec3,
|
||||
dist: f32,
|
||||
) -> Vec4 {
|
||||
let mut color = Vec4::ZERO;
|
||||
if id == 0 {
|
||||
return color;
|
||||
}
|
||||
let random = randomf(pos.floor());
|
||||
let random2 = randomf(pos.floor() + vec3(0.0001, 0.0001, 0.0001));
|
||||
match id {
|
||||
0 => {
|
||||
color = Vec4::ZERO;
|
||||
}
|
||||
1 => {
|
||||
color = (vec3(0.5, 0.5, 0.5 + random * 0.2) * (random2 * 0.4 + 0.8)).extend(1.0);
|
||||
}
|
||||
2 => {
|
||||
color = (vec3(0.4 + random * 0.2, 0.9, 0.4 + random * 0.2) * (random2 * 0.2 + 0.9))
|
||||
.extend(1.0);
|
||||
}
|
||||
3 => {
|
||||
let fog = (dist / 64.0).min(1.0);
|
||||
let a = 0.5;
|
||||
let rand =
|
||||
(sin(((time as f32) / 2000.0 + random) * core::f32::consts::TAU) + 1.0) / 2.0;
|
||||
let rgb = vec3(0.5, 0.5, 1.0) * (rand * 0.2 + 0.8);
|
||||
color = (rgb * (1.0 - fog * a)).extend(a + fog * (1.0 - a));
|
||||
}
|
||||
_ => (),
|
||||
}
|
||||
let light_color = Vec3::ONE;
|
||||
let light_dir = global_lights[0].dir;
|
||||
|
||||
let diffuse = light_dir.dot(normal).max(0.0) * light_color;
|
||||
let ambient = AMBIENT * light_color;
|
||||
let spec_val = dir_view
|
||||
.xyz()
|
||||
.dot(reflect(-light_dir, normal))
|
||||
.max(0.0)
|
||||
.pow(32.0)
|
||||
* SPECULAR;
|
||||
let specular = spec_val * light_color;
|
||||
let new_color = (ambient + diffuse + specular) * color.xyz();
|
||||
let new_a = (color.w + spec_val).min(1.0);
|
||||
(new_color * new_a).extend(new_a)
|
||||
}
|
||||
|
||||
fn randomf(pos: Vec3) -> f32 {
|
||||
fract(sin(pos.dot(vec3(12.9898, 78.233, 25.1279))) * 43758.545)
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Default)]
|
||||
struct RayHit {
|
||||
t: f32,
|
||||
id: u32,
|
||||
axis: u32,
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone)]
|
||||
struct RayResult {
|
||||
hits: [RayHit; MAX_HITS as usize],
|
||||
len: usize,
|
||||
}
|
||||
|
||||
fn vec_to_dir(vec: UVec3) -> u32 {
|
||||
vec.x * 4 + vec.y * 2 + vec.z
|
||||
}
|
||||
|
||||
fn cast_ray(
|
||||
voxel_data: &[u32],
|
||||
data_offset: u32,
|
||||
t_start: f32,
|
||||
axis_start: u32,
|
||||
inv_dir_bits: u32,
|
||||
inc_t: Vec3,
|
||||
corner_adj: Vec3,
|
||||
) -> RayResult {
|
||||
let mut hits: [RayHit; MAX_HITS as usize] = Default::default();
|
||||
let mut depth = 0;
|
||||
let mut min_alpha = 0.0;
|
||||
|
||||
let mut t = t_start;
|
||||
let mut axis = axis_start;
|
||||
let mut node_start = 0;
|
||||
let mut scale = MAX_SCALE;
|
||||
let mut scale_exp2 = 1.0;
|
||||
let mut parents = [0u32; MAX_SCALE as usize];
|
||||
let mut child = inv_dir_bits;
|
||||
let mut vox_pos = Vec3::ONE;
|
||||
let mut prev = 0;
|
||||
|
||||
for _ in 0..MAX_ITERS {
|
||||
let t_corner = vox_pos * inc_t + corner_adj;
|
||||
let node = voxel_data[(data_offset + node_start + (child ^ inv_dir_bits)) as usize];
|
||||
if node >= LEAF_BIT {
|
||||
// ignore consecutive identical leaves
|
||||
if node != prev {
|
||||
let id = node & LEAF_MASK;
|
||||
hits[depth] = RayHit { t, id, axis };
|
||||
min_alpha += min_alpha_for(id) * (1.0 - min_alpha);
|
||||
depth += 1;
|
||||
prev = node;
|
||||
if depth == 10 || min_alpha >= 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 = t_next.min_element();
|
||||
axis = if t == t_next.x {
|
||||
0
|
||||
} else if t == t_next.y {
|
||||
1
|
||||
} else {
|
||||
2
|
||||
};
|
||||
let move_dir = 4 >> axis;
|
||||
|
||||
// check if need to pop stack
|
||||
if (child & move_dir) > 0 {
|
||||
// calculate new scale; first differing bit after adding
|
||||
let axis_pos = idx_vec(vox_pos, axis);
|
||||
// AWARE
|
||||
let differing = axis_pos.to_bits() ^ (axis_pos + scale_exp2).to_bits();
|
||||
scale = ((differing as f32).to_bits() >> 23) - 127 - (23 - MAX_SCALE);
|
||||
scale_exp2 = f32::from_bits((scale + 127 - MAX_SCALE) << 23);
|
||||
if scale >= MAX_SCALE {
|
||||
break;
|
||||
}
|
||||
|
||||
// restore & recalculate parent
|
||||
let parent_info = parents[scale as usize - 1];
|
||||
node_start = parent_info >> 3;
|
||||
child = parent_info & 7;
|
||||
let scale_vec = UVec3::from_array([scale + 23 - MAX_SCALE; 3]);
|
||||
// remove bits lower than current scale
|
||||
unsafe {
|
||||
vox_pos = transmute::<UVec3, Vec3>(
|
||||
(transmute::<Vec3, UVec3>(vox_pos) >> scale_vec) << scale_vec,
|
||||
);
|
||||
}
|
||||
}
|
||||
// move to next child and voxel position
|
||||
child += move_dir;
|
||||
add_idx_vec(&mut vox_pos, axis, scale_exp2);
|
||||
} else {
|
||||
// push current node to stack
|
||||
parents[scale as usize - 1] = (node_start << 3) + child;
|
||||
scale -= 1;
|
||||
|
||||
// calculate child node vars
|
||||
scale_exp2 *= 0.5;
|
||||
child = 0;
|
||||
let t_center = t_corner + scale_exp2 * inc_t;
|
||||
if t > t_center.x {
|
||||
vox_pos.x += scale_exp2;
|
||||
child |= 4;
|
||||
}
|
||||
if t > t_center.y {
|
||||
vox_pos.y += scale_exp2;
|
||||
child |= 2;
|
||||
}
|
||||
if t > t_center.z {
|
||||
vox_pos.z += scale_exp2;
|
||||
child |= 1;
|
||||
}
|
||||
node_start = node;
|
||||
}
|
||||
}
|
||||
RayResult { hits, len: depth }
|
||||
}
|
||||
|
||||
fn min_alpha_for(id: u32) -> f32 {
|
||||
match id {
|
||||
0 => 0.0,
|
||||
3 => 0.5,
|
||||
_ => 1.0,
|
||||
}
|
||||
}
|
||||
94
shader/src/fns.rs
Normal file
94
shader/src/fns.rs
Normal file
@@ -0,0 +1,94 @@
|
||||
#![allow(asm_sub_register)]
|
||||
|
||||
use spirv_std::glam::{vec3, Mat3, Vec3};
|
||||
|
||||
pub fn sign(vec: Vec3) -> Vec3 {
|
||||
vec3(
|
||||
if vec.x > 0.0 { 1.0 } else { -1.0 },
|
||||
if vec.y > 0.0 { 1.0 } else { -1.0 },
|
||||
if vec.z > 0.0 { 1.0 } else { -1.0 },
|
||||
)
|
||||
}
|
||||
|
||||
pub fn idx_vec(vec: Vec3, i: u32) -> f32 {
|
||||
match i {
|
||||
0 => vec.x,
|
||||
1 => vec.y,
|
||||
2 => vec.z,
|
||||
_ => 0.0,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn idx_mat(mat: Mat3, i: u32) -> Vec3 {
|
||||
match i {
|
||||
0 => mat.x_axis,
|
||||
1 => mat.y_axis,
|
||||
2 => mat.z_axis,
|
||||
_ => Vec3::ZERO,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn add_idx_vec(vec: &mut Vec3, i: u32, v: f32) {
|
||||
match i {
|
||||
0 => vec.x += v,
|
||||
1 => vec.y += v,
|
||||
2 => vec.z += v,
|
||||
_ => (),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_idx_vec(vec: &mut Vec3, i: u32, v: f32) {
|
||||
match i {
|
||||
0 => vec.x = v,
|
||||
1 => vec.y = v,
|
||||
2 => vec.z = v,
|
||||
_ => (),
|
||||
}
|
||||
}
|
||||
|
||||
macro_rules! ext_import {
|
||||
() => {
|
||||
"%glsl = OpExtInstImport \"GLSL.std.450\""
|
||||
};
|
||||
}
|
||||
|
||||
macro_rules! float_op {
|
||||
($name: ident, $id: expr) => {
|
||||
pub fn $name(x: f32) -> f32 {
|
||||
let mut res: f32;
|
||||
unsafe {
|
||||
core::arch::asm!(
|
||||
ext_import!(),
|
||||
"%float = OpTypeFloat 32",
|
||||
concat!("{res} = OpExtInst %float %glsl ", $id, " {x}"),
|
||||
x = in(reg) x,
|
||||
res = out(reg) res,
|
||||
);
|
||||
}
|
||||
res
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
float_op!(fract, 10);
|
||||
float_op!(sin, 13);
|
||||
float_op!(round, 1);
|
||||
|
||||
pub fn reflect(x: Vec3, y: Vec3) -> Vec3 {
|
||||
let mut o: Vec3 = Default::default();
|
||||
unsafe {
|
||||
core::arch::asm!(
|
||||
ext_import!(),
|
||||
"%float = OpTypeFloat 32",
|
||||
"%vec = OpTypeVector %float 3",
|
||||
"%x = OpLoad _ {x}",
|
||||
"%y = OpLoad _ {y}",
|
||||
"%o = OpExtInst %vec %glsl 71 %x %y",
|
||||
"OpStore {o} %o",
|
||||
x = in(reg) &x,
|
||||
y = in(reg) &y,
|
||||
o = in(reg) &mut o,
|
||||
);
|
||||
}
|
||||
o
|
||||
}
|
||||
8
shader/src/lib.rs
Normal file
8
shader/src/lib.rs
Normal file
@@ -0,0 +1,8 @@
|
||||
#![no_std]
|
||||
#![allow(unexpected_cfgs)]
|
||||
#![feature(asm_experimental_arch)]
|
||||
|
||||
pub mod render;
|
||||
pub mod compute;
|
||||
pub mod fns;
|
||||
|
||||
24
shader/src/render.rs
Normal file
24
shader/src/render.rs
Normal file
@@ -0,0 +1,24 @@
|
||||
use spirv_std::glam::{vec2, Vec2, Vec4};
|
||||
use spirv_std::{spirv, Image, Sampler};
|
||||
|
||||
#[spirv(vertex)]
|
||||
pub fn vs_main(
|
||||
#[spirv(vertex_index)] vi: u32,
|
||||
#[spirv(position)] clip_position: &mut Vec4,
|
||||
tex_pos: &mut Vec2,
|
||||
) {
|
||||
let pos = vec2((vi % 2) as f32, (vi / 2) as f32);
|
||||
*clip_position = (pos * 2.0 - 1.0).extend(0.0).extend(1.0);
|
||||
*tex_pos = pos;
|
||||
tex_pos.y = 1.0 - tex_pos.y;
|
||||
}
|
||||
|
||||
#[spirv(fragment)]
|
||||
pub fn fs_main(
|
||||
#[spirv(descriptor_set = 0, binding = 0)] texture: &Image!(2D, type=f32, sampled=true),
|
||||
#[spirv(descriptor_set = 0, binding = 1)] sampler: &Sampler,
|
||||
tex_pos: Vec2,
|
||||
output: &mut Vec4,
|
||||
) {
|
||||
*output = texture.sample(*sampler, tex_pos);
|
||||
}
|
||||
@@ -53,7 +53,8 @@ impl<'a> Renderer<'a> {
|
||||
required_features: wgpu::Features::PUSH_CONSTANTS
|
||||
| wgpu::Features::TIMESTAMP_QUERY
|
||||
| wgpu::Features::TIMESTAMP_QUERY_INSIDE_ENCODERS
|
||||
| wgpu::Features::TIMESTAMP_QUERY_INSIDE_PASSES,
|
||||
| wgpu::Features::TIMESTAMP_QUERY_INSIDE_PASSES
|
||||
| wgpu::Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES,
|
||||
required_limits: wgpu::Limits {
|
||||
max_storage_buffer_binding_size: buf_size,
|
||||
max_buffer_size: buf_size as u64,
|
||||
|
||||
@@ -105,7 +105,7 @@ impl Layout {
|
||||
binding: 4,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::StorageTexture {
|
||||
access: wgpu::StorageTextureAccess::WriteOnly,
|
||||
access: wgpu::StorageTextureAccess::ReadWrite,
|
||||
format: texture.format(),
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
},
|
||||
@@ -171,20 +171,20 @@ impl Layout {
|
||||
pub fn render_pipeline(
|
||||
&self,
|
||||
device: &wgpu::Device,
|
||||
shader: wgpu::ShaderModule,
|
||||
shader: &wgpu::ShaderModule,
|
||||
) -> wgpu::RenderPipeline {
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Voxel Pipeline"),
|
||||
layout: Some(&self.render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
module: shader,
|
||||
entry_point: "render::vs_main",
|
||||
buffers: &[],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
module: shader,
|
||||
entry_point: "render::fs_main",
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: self.format,
|
||||
blend: Some(wgpu::BlendState::REPLACE),
|
||||
@@ -221,7 +221,7 @@ impl Layout {
|
||||
label: Some("voxel"),
|
||||
layout: Some(&self.compute_pipeline_layout),
|
||||
module: shader,
|
||||
entry_point: "main",
|
||||
entry_point: "compute::main",
|
||||
compilation_options: Default::default(),
|
||||
cache: None,
|
||||
})
|
||||
|
||||
@@ -15,7 +15,6 @@ pub use color::*;
|
||||
use layout::Layout;
|
||||
use nalgebra::{Transform3, Translation3, Vector2};
|
||||
use std::collections::HashMap;
|
||||
use wgpu::include_wgsl;
|
||||
use {chunk::Chunk, view::View};
|
||||
|
||||
pub struct VoxelPipeline {
|
||||
@@ -27,21 +26,27 @@ pub struct VoxelPipeline {
|
||||
id_map: HashMap<Entity, (usize, Chunk)>,
|
||||
}
|
||||
|
||||
const RENDER_SHADER: wgpu::ShaderModuleDescriptor<'_> = include_wgsl!("shader/render.wgsl");
|
||||
const COMPUTE_SHADER: wgpu::ShaderModuleDescriptor<'_> = include_wgsl!("shader/compute.wgsl");
|
||||
|
||||
impl VoxelPipeline {
|
||||
pub fn new(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> Self {
|
||||
// shaders
|
||||
|
||||
let layout = Layout::init(device, config);
|
||||
|
||||
let shader_source: Vec<u32> = include_bytes!(env!("shader.spv"))
|
||||
.as_chunks::<4>()
|
||||
.0
|
||||
.iter()
|
||||
.map(|bytes: &[u8; 4]| u32::from_le_bytes(*bytes))
|
||||
.collect();
|
||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("shaders"),
|
||||
source: wgpu::ShaderSource::SpirV(std::borrow::Cow::from(shader_source)),
|
||||
});
|
||||
|
||||
let render_bind_group = layout.render_bind_group(device);
|
||||
let shader = device.create_shader_module(RENDER_SHADER);
|
||||
let render_pipeline = layout.render_pipeline(device, shader);
|
||||
let render_pipeline = layout.render_pipeline(device, &shader);
|
||||
|
||||
let compute_bind_group = layout.compute_bind_group(device);
|
||||
let shader = device.create_shader_module(COMPUTE_SHADER);
|
||||
let compute_pipeline = layout.compute_pipeline(device, &shader);
|
||||
|
||||
Self {
|
||||
@@ -55,8 +60,9 @@ impl VoxelPipeline {
|
||||
}
|
||||
|
||||
pub fn reset_shader(&mut self, device: &wgpu::Device) {
|
||||
let shader = device.create_shader_module(COMPUTE_SHADER);
|
||||
self.compute_pipeline = self.layout.compute_pipeline(device, &shader);
|
||||
// let shader = device.create_shader_module(COMPUTE_SHADER);
|
||||
// self.compute_pipeline = self.layout.compute_pipeline(device, &shader);
|
||||
println!("removed for now cause of rustgpu!");
|
||||
}
|
||||
|
||||
pub fn add_group(
|
||||
@@ -75,27 +81,28 @@ 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.wgsl",
|
||||
) else {
|
||||
println!("Failed to reload shader!");
|
||||
return;
|
||||
};
|
||||
device.push_error_scope(wgpu::ErrorFilter::Validation);
|
||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(shader.into()),
|
||||
});
|
||||
if pollster::block_on(device.pop_error_scope()).is_some() {
|
||||
let comp_info = pollster::block_on(shader.get_compilation_info());
|
||||
println!("Failed to compile shaders:");
|
||||
for msg in comp_info.messages {
|
||||
println!("{}", msg.message);
|
||||
}
|
||||
} else {
|
||||
self.compute_pipeline = self.layout.compute_pipeline(device, &shader);
|
||||
}
|
||||
// let Ok(shader) = std::fs::read_to_string(
|
||||
// env!("CARGO_MANIFEST_DIR").to_owned()
|
||||
// + "/src/client/render/voxel/ray_oct/shader/compute.wgsl",
|
||||
// ) else {
|
||||
// println!("Failed to reload shader!");
|
||||
// return;
|
||||
// };
|
||||
// device.push_error_scope(wgpu::ErrorFilter::Validation);
|
||||
// let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
// label: Some("Shader"),
|
||||
// source: wgpu::ShaderSource::Wgsl(shader.into()),
|
||||
// });
|
||||
// if pollster::block_on(device.pop_error_scope()).is_some() {
|
||||
// let comp_info = pollster::block_on(shader.get_compilation_info());
|
||||
// println!("Failed to compile shaders:");
|
||||
// for msg in comp_info.messages {
|
||||
// println!("{}", msg.message);
|
||||
// }
|
||||
// } else {
|
||||
// self.compute_pipeline = self.layout.compute_pipeline(device, &shader);
|
||||
// }
|
||||
println!("removed for now cause of rustgpu!");
|
||||
}
|
||||
|
||||
pub fn add_chunk(
|
||||
|
||||
@@ -1,303 +0,0 @@
|
||||
@group(0) @binding(0)
|
||||
var<uniform> view: View;
|
||||
@group(0) @binding(1)
|
||||
var<storage, read> chunks: array<Chunk>;
|
||||
@group(0) @binding(2)
|
||||
var<storage, read> voxel_data: array<u32>;
|
||||
@group(0) @binding(3)
|
||||
var<storage, read> global_lights: array<GlobalLight>;
|
||||
@group(0) @binding(4)
|
||||
var output: texture_storage_2d<rgba8unorm, write>;
|
||||
|
||||
var<push_constant> time: u32;
|
||||
|
||||
struct GlobalLight {
|
||||
dir: vec3<f32>,
|
||||
};
|
||||
|
||||
struct View {
|
||||
transform: mat4x4<f32>,
|
||||
zoom: f32,
|
||||
chunk_scale: u32,
|
||||
chunk_dist: u32,
|
||||
};
|
||||
|
||||
struct Chunk {
|
||||
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 = vec2<f32>(
|
||||
(vec2<f32>(cell.xy) / view_dim_f - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect)
|
||||
);
|
||||
let offset = vec3<f32>(f32(1u << (view.chunk_scale - 1)));
|
||||
let pos = view.transform * vec4<f32>(pixel_pos, 1.0, 1.0) + vec4<f32>(offset, 0.0);
|
||||
let dir = view.transform * vec4<f32>(normalize(vec3<f32>(pixel_pos, view.zoom)), 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 LEAF_BIT = 1u << 31u;
|
||||
const LEAF_MASK = ~LEAF_BIT;
|
||||
const MAX_HITS = 10;
|
||||
|
||||
const ZERO3F = vec3<f32>(0.0);
|
||||
const ZERO2F = vec2<f32>(0.0);
|
||||
const FULL_ALPHA = 0.999;
|
||||
const EPSILON = 0.00000000001;
|
||||
const MAX_ITERS = 10000;
|
||||
// NOTE: CANNOT GO HIGHER THAN 23 due to how floating point
|
||||
// numbers are stored and the bit manipulation used
|
||||
const MAX_SCALE: u32 = 23;
|
||||
fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
|
||||
if arrayLength(&voxel_data) == 1 {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
let gi = 0;
|
||||
let chunk = chunks[gi];
|
||||
let side_len = 1u << view.chunk_scale;
|
||||
let dimensions = vec3<u32>(side_len);
|
||||
let dim_f = vec3<f32>(dimensions);
|
||||
|
||||
let pos_start = pos_view.xyz;
|
||||
var dir = 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));
|
||||
|
||||
// find where ray intersects with group
|
||||
// closest (min) and furthest (max) corners of cube relative to direction
|
||||
let pos_min = (vec3<f32>(1.0) - dir_uf) * dim_f;
|
||||
let pos_max = dir_uf * dim_f;
|
||||
// time of intersection; x = td + p, solve for t
|
||||
let t_min = (pos_min - pos_start) / dir;
|
||||
let t_max = (pos_max - pos_start) / dir;
|
||||
// time of entrance and exit of the cube
|
||||
let t_start = max(max(t_min.x, t_min.y), t_min.z);
|
||||
let t_end = min(min(t_max.x, t_max.y), t_max.z);
|
||||
if t_end < t_start { return vec4<f32>(0.0); }
|
||||
// axis of intersection
|
||||
let axis = select(select(2u, 1u, t_start == t_min.y), 0u, t_start == t_min.x);
|
||||
// time to move entire side length in each direction
|
||||
let inc_t = abs(1.0 / dir) * f32(side_len);
|
||||
let t = max(0.0, t_start);
|
||||
|
||||
let inv_dir_bits = 7 - vec_to_dir(vec3<u32>(dir_uf));
|
||||
let corner_adj = t_min - inc_t;
|
||||
|
||||
// calculate normals
|
||||
var normals = mat3x3<f32>(
|
||||
vec3<f32>(dir_if.x, 0.0, 0.0),
|
||||
vec3<f32>(0.0, dir_if.y, 0.0),
|
||||
vec3<f32>(0.0, 0.0, dir_if.z),
|
||||
);
|
||||
|
||||
let result = cast_ray(chunk.offset, t, axis, inv_dir_bits, inc_t, corner_adj);
|
||||
return shade_ray(result, pos_start, dir_view.xyz, t_end, normals);
|
||||
}
|
||||
|
||||
fn shade_ray(result: RayResult, pos_start: vec3<f32>, dir: vec3<f32>, t_end: f32, normals: mat3x3<f32>) -> vec4<f32> {
|
||||
var hits = result.hits;
|
||||
|
||||
var color = vec4<f32>(0.0);
|
||||
for (var i = 0u; i < result.len; i += 1u) {
|
||||
let hit = hits[i];
|
||||
let id = hit.id;
|
||||
let t = hit.t;
|
||||
let axis = hit.axis;
|
||||
|
||||
let next_t = select(hits[i + 1].t, t_end, i == result.len - 1);
|
||||
|
||||
var pos = pos_start + dir * t;
|
||||
pos[axis] = round(pos[axis]) - f32(dir[axis] < 0.0);
|
||||
let normal = select(select(normals[0], normals[1], axis == 1), normals[2], axis == 2);
|
||||
let vcolor = shade(id, pos, normal, dir, next_t - t);
|
||||
color += vcolor * (1.0 - color.a);
|
||||
if color.a > FULL_ALPHA { break; }
|
||||
}
|
||||
return color;
|
||||
}
|
||||
|
||||
struct RayHit {
|
||||
t: f32,
|
||||
id: u32,
|
||||
axis: u32,
|
||||
}
|
||||
|
||||
struct RayResult {
|
||||
hits: array<RayHit, MAX_HITS>,
|
||||
len: u32,
|
||||
}
|
||||
|
||||
fn cast_ray(
|
||||
data_offset: u32, t_start: f32, axis_start: u32,
|
||||
inv_dir_bits: u32, inc_t: vec3<f32>, corner_adj: vec3<f32>
|
||||
) -> RayResult {
|
||||
var hits = array<RayHit, MAX_HITS>();
|
||||
var depth = 0u;
|
||||
var min_alpha = 0.0;
|
||||
|
||||
var t = t_start;
|
||||
var axis = axis_start;
|
||||
var node_start = 0u;
|
||||
var scale = MAX_SCALE;
|
||||
var scale_exp2 = 1.0;
|
||||
var parents = array<u32, MAX_SCALE>();
|
||||
var child = inv_dir_bits;
|
||||
var vox_pos = vec3<f32>(1.0);
|
||||
var prev = 0u;
|
||||
|
||||
var iters = 0;
|
||||
loop {
|
||||
if iters == MAX_ITERS { break; }
|
||||
iters += 1;
|
||||
let t_corner = vox_pos * inc_t + corner_adj;
|
||||
let node = voxel_data[data_offset + node_start + (child ^ inv_dir_bits)];
|
||||
if node >= LEAF_BIT {
|
||||
// ignore consecutive identical leaves
|
||||
if node != prev {
|
||||
let id = node & LEAF_MASK;
|
||||
hits[depth] = RayHit(t, id, axis);
|
||||
min_alpha += min_alpha(id) * (1.0 - min_alpha);
|
||||
depth += 1u;
|
||||
prev = node;
|
||||
if depth == 10 || min_alpha >= 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 = node;
|
||||
}
|
||||
}
|
||||
return RayResult(hits, depth);
|
||||
}
|
||||
|
||||
fn min_alpha(id: u32) -> f32 {
|
||||
switch id {
|
||||
case 0u: {return 0.0;}
|
||||
case 3u: {return 0.5;}
|
||||
default: {return 1.0;}
|
||||
}
|
||||
}
|
||||
|
||||
const AMBIENT: f32 = 0.2;
|
||||
const SPECULAR: f32 = 0.5;
|
||||
|
||||
// returns premultiplied
|
||||
fn shade(id: u32, pos: vec3<f32>, normal: vec3<f32>, dir_view: vec3<f32>, dist: f32) -> vec4<f32> {
|
||||
var color = vec4<f32>(0.0);
|
||||
if id == 0 {
|
||||
return color;
|
||||
}
|
||||
let random = random(floor(pos));
|
||||
let random2 = random(floor(pos) + vec3<f32>(0.0001));
|
||||
switch id {
|
||||
case 0u: {
|
||||
color = vec4<f32>(0.0);
|
||||
}
|
||||
case 1u: {
|
||||
color = vec4<f32>(vec3<f32>(0.5, 0.5, 0.5 + random * 0.2) * (random2 * 0.4 + 0.8), 1.0);
|
||||
}
|
||||
case 2u: {
|
||||
color = vec4<f32>(vec3<f32>(0.4 + random * 0.2, 0.9, 0.4 + random * 0.2) * (random2 * 0.2 + 0.9), 1.0);
|
||||
}
|
||||
case 3u: {
|
||||
let fog = min(dist / 64.0, 1.0);
|
||||
let a = 0.5;
|
||||
let rand = (sin((f32(time) / 2000.0 + random) * 6.28) + 1.0) / 2.0;
|
||||
let rgb = vec3<f32>(0.5, 0.5, 1.0) * (rand * 0.2 + 0.8);
|
||||
color = vec4<f32>(rgb * (1.0 - fog * a), a + fog * (1.0 - a));
|
||||
}
|
||||
default: {}
|
||||
}
|
||||
let light_color = vec3<f32>(1.0);
|
||||
let light_dir = global_lights[0].dir;
|
||||
|
||||
let diffuse = max(dot(light_dir, normal), 0.0) * light_color;
|
||||
let ambient = AMBIENT * light_color;
|
||||
let spec_val = pow(max(dot(dir_view.xyz, reflect(-light_dir, normal)), 0.0), 32.0) * SPECULAR;
|
||||
let specular = spec_val * light_color;
|
||||
let new_color = (ambient + diffuse + specular) * color.xyz;
|
||||
let new_a = min(color.a + spec_val, 1.0);
|
||||
return vec4<f32>(new_color * new_a, new_a);
|
||||
}
|
||||
|
||||
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 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);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
@@ -1,282 +0,0 @@
|
||||
@group(0) @binding(0)
|
||||
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 = vec2<f32>(
|
||||
(vec2<f32>(cell.xy) / view_dim_f - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect)
|
||||
);
|
||||
let pos = view.transform * vec4<f32>(pixel_pos, 1.0, 1.0);
|
||||
let dir = view.transform * vec4<f32>(normalize(vec3<f32>(pixel_pos, view.zoom)), 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 LEAF_BIT = 1u << 31u;
|
||||
const LEAF_MASK = ~LEAF_BIT;
|
||||
|
||||
const ZERO3F = vec3<f32>(0.0);
|
||||
const ZERO2F = vec2<f32>(0.0);
|
||||
const FULL_ALPHA = 0.999;
|
||||
const EPSILON = 0.00000000001;
|
||||
const MAX_ITERS = 10000;
|
||||
// NOTE: CANNOT GO HIGHER THAN 23 due to how floating point
|
||||
// numbers are stored and the bit manipulation used
|
||||
const MAX_SCALE: u32 = 13;
|
||||
const AMBIENT: f32 = 0.2;
|
||||
const SPECULAR: f32 = 0.5;
|
||||
|
||||
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;
|
||||
// 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;
|
||||
let full = f32(1u << MAX_SCALE);
|
||||
// time to move entire side length in each direction
|
||||
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);
|
||||
|
||||
let dir_i = vec3<i32>(dir_if);
|
||||
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 color = vec4<f32>(0.0);
|
||||
var parents = array<u32, MAX_SCALE>();
|
||||
var prev = LEAF_BIT;
|
||||
var old_t = t / t_mult;
|
||||
|
||||
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 != prev {
|
||||
if node != LEAF_BIT {
|
||||
let real_t = t / t_mult;
|
||||
let dist = real_t - old_t;
|
||||
old_t = real_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; }
|
||||
}
|
||||
var pos = (pos_view + dir_view * real_t).xyz;
|
||||
pos[axis] = round(pos[axis]) - (1.0 - dir_uf[axis]);
|
||||
let vcolor = get_color(node & LEAF_MASK, pos);
|
||||
var normal = normals[axis];
|
||||
let light_color = vec3<f32>(1.0);
|
||||
let light_dir = global_lights[0].dir;
|
||||
|
||||
let diffuse = max(dot(light_dir, normal), 0.0) * light_color;
|
||||
let ambient = AMBIENT * light_color;
|
||||
let spec_val = pow(max(dot(dir_view.xyz, reflect(-light_dir, normal)), 0.0), 32.0) * SPECULAR;
|
||||
let specular = spec_val * light_color;
|
||||
let new_color = (ambient + diffuse + specular) * vcolor.xyz;
|
||||
let new_a = min(vcolor.a + spec_val, 1.0);
|
||||
|
||||
color += vec4<f32>(new_color.xyz * new_a, new_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;
|
||||
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 = 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 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, pos: vec3<f32>) -> vec4<f32> {
|
||||
let random = random(floor(pos));
|
||||
let random2 = random(floor(pos) + vec3<f32>(0.0001));
|
||||
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);
|
||||
}
|
||||
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);
|
||||
}
|
||||
case 3u: {
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
@@ -1,38 +0,0 @@
|
||||
// Vertex shader
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
@location(0) tex_pos: vec2<f32>,
|
||||
};
|
||||
|
||||
@group(0) @binding(0)
|
||||
var tex: texture_2d<f32>;
|
||||
@group(0) @binding(1)
|
||||
var sample: sampler;
|
||||
|
||||
@vertex
|
||||
fn vs_main(
|
||||
@builtin(vertex_index) vi: u32,
|
||||
@builtin(instance_index) ii: u32,
|
||||
) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
|
||||
let pos = vec2<f32>(
|
||||
f32(vi % 2u),
|
||||
f32(vi / 2u),
|
||||
);
|
||||
out.clip_position = vec4<f32>(pos * 2.0 - 1.0, 0.0, 1.0);
|
||||
out.tex_pos = pos;
|
||||
out.tex_pos.y = 1.0 - out.tex_pos.y;
|
||||
return out;
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
|
||||
@fragment
|
||||
fn fs_main(
|
||||
in: VertexOutput,
|
||||
) -> @location(0) vec4<f32> {
|
||||
return textureSample(tex, sample, in.tex_pos);
|
||||
}
|
||||
|
||||
@@ -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 = 14;
|
||||
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);
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#![allow(clippy::type_complexity)]
|
||||
#![feature(slice_as_chunks)]
|
||||
|
||||
use client::ClientApp;
|
||||
use winit::event_loop::EventLoop;
|
||||
|
||||
Reference in New Issue
Block a user