Files
voxel-game/src/client/render/voxel/shader.wgsl
2024-06-07 17:31:44 -04:00

317 lines
10 KiB
WebGPU Shading Language

// Vertex shader
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
};
struct View {
width: u32,
height: u32,
zoom: f32,
padding: u32,
transform: mat4x4<f32>,
};
struct VoxelGroup {
transform: mat4x4<f32>,
transform_inv: mat4x4<f32>,
dimensions: vec3<u32>,
offset: u32,
};
@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>;
@vertex
fn vs_main(
@builtin(vertex_index) vi: u32,
@builtin(instance_index) ii: u32,
) -> VertexOutput {
var out: VertexOutput;
var pos = vec2<f32>(
f32(vi % 2u) * 2.0 - 1.0,
f32(vi / 2u) * 2.0 - 1.0,
);
out.clip_position = vec4<f32>(pos.x, pos.y, 0.0, 1.0);
out.tex_coords = pos;
return out;
}
// Fragment shader
@fragment
fn fs_main(
in: VertexOutput,
) -> @location(0) vec4<f32> {
// get position of the pixel; eye at origin, pixel on plane z = 1
let win_dim = vec2<f32>(f32(view.width), f32(view.height));
let aspect = win_dim.y / win_dim.x;
let pixel_pos = vec3<f32>(
(in.clip_position.xy / win_dim - vec2<f32>(0.5)) * vec2<f32>(2.0, -2.0 * aspect),
1.0
);
// move to position in world
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, normalize(GLOBAL_LIGHT)) - 0.99) * 200.0, 0.0, 1.0);
let sky_color = light_mult * vec3<f32>(1.0, 1.0, 1.0);
color += vec4<f32>(sky_color * (1.0 - color.a), 1.0 - color.a);
color.a = 1.0;
return color;
}
const ZERO3F = vec3<f32>(0.0);
const ZERO2F = vec2<f32>(0.0);
const DEPTH = 20;
const FULL_ALPHA = 0.9999;
const GLOBAL_LIGHT = vec3<f32>(-0.5, -4.0, 2.0);
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, dir, &depths, &colors);
}
var color = vec4<f32>(0.0);
for (var di = 0; di < DEPTH; di += 1) {
let vcolor = unpack4x8unorm(colors[di]);
color += vec4<f32>(vcolor.xyz * vcolor.a * (1.0 - color.a), (1.0 - color.a) * vcolor.a);
if vcolor.a == 0.0 || color.a >= FULL_ALPHA {
return color;
}
}
return color;
}
// apparently GPUs don't like dynamic indexing cause they just have
// a ton of registers instead of fast memory access; should probably
// try to optimize for that where I can
fn apply_group(
gi: u32, pos_view: vec4<f32>, dir_view: vec4<f32>,
depths: ptr<function, array<f32, DEPTH>>,
colors: ptr<function, array<u32,DEPTH>>,
) {
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);
// calculate normals; maybe should do this on cpu?
let 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 next_normal = vec3<f32>(0.0, 0.0, 0.0);
let norm_light = normalize(GLOBAL_LIGHT);
// 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;
}
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);
next_normal = select(select(normals[2], normals[1], hit.y), normals[0], 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 alpha = 0.0;
var t = 0.0;
var prev_t = t;
var depth = 0;
var prev_a = 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]);
let normal = next_normal;
// 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);
next_normal = select(select(normals[2], normals[1], axis == 1), normals[0], axis == 0);
prev_t = t;
// might want to make multiplication mask w select instead of dynamically indexing
t = next_t[axis];
vox_pos[axis] += dir_i[axis];
next_t[axis] += inc_t[axis];
// hit a voxel
if vcolor.a > 0.0 {
let full_t = t_offset + prev_t;
// 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;
if depth + 1 >= DEPTH || alpha >= FULL_ALPHA {
return;
}
depth += 1;
a = unpack4x8unorm((*colors)[depth]).a;
}
var move_d = depth;
// move further depth hits back (top 10 efficient algorithms)
while move_d < DEPTH - 1 && unpack4x8unorm((*colors)[move_d]).a != 0.0 {
(*colors)[move_d + 1] = (*colors)[move_d];
(*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
(*depths)[depth] = full_t;
(*colors)[depth] = pack4x8unorm(color);
prev_a = vcolor.a;
depth += 1;
alpha += (1.0 - alpha) * vcolor.a;
}
if alpha >= FULL_ALPHA || depth >= DEPTH || vox_pos[axis] < 0 || vox_pos[axis] >= dim_i[axis] {
return;
}
}
}
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);
}
fn inside2f(v: vec2<f32>, low: vec2<f32>, high: vec2<f32>) -> bool {
return all(v >= low) && all(v <= high);
}