Working alg
This commit is contained in:
@ -12,6 +12,13 @@ egui = "0.33.3"
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egui-wgpu = "0.33.3"
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egui-winit = "0.33.3"
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env_logger = "0.11.8"
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indicatif = "0.18.3"
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itertools = "0.14.0"
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pollster = "0.4.0"
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rand = "0.9.2"
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wgpu = "27.0.1"
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winit = "0.30.12"
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[profile.release]
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opt-level = 3
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439
shaders/cube.wgsl
Normal file
439
shaders/cube.wgsl
Normal file
@ -0,0 +1,439 @@
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struct PushConstants
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{
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view_projection: mat4x4<f32>,
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transform: mat4x4<f32>,
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eye_position: vec3<f32>,
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root_color: vec4<f32>,
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root_subdivided: u32,
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}
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var<push_constant> constants: PushConstants;
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struct VertexOutput
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{
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@builtin(position) pos: vec4<f32>,
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@location(0) eye_pos: vec3<f32>,
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@location(1) world_pos: vec3<f32>,
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@location(2) cube_pos: vec3<f32>,
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@location(3) root_color: vec4<f32>,
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@location(4) root_subdivided: u32
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}
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@vertex
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fn vertex_main(@builtin(vertex_index) index: u32, @builtin(instance_index) instance_index: u32) -> VertexOutput
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{
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let side_length = u32(100);
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let offset = vec3<f32>(vec3<u32>(
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instance_index % side_length,
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(instance_index / side_length) % side_length,
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instance_index / (side_length * side_length)
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));
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let cube_vertices = array<vec3<f32>, 8>(
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vec3<f32>(0., 0., 0.),
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vec3<f32>(0., 0., 1.),
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vec3<f32>(1., 0., 1.),
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vec3<f32>(1., 0., 0.),
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vec3<f32>(0., 1., 0.),
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vec3<f32>(0., 1., 1.),
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vec3<f32>(1., 1., 1.),
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vec3<f32>(1., 1., 0.),
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);
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let cube_faces = array<u32, 24>(
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// Bottom face
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1, 0, 2, 3,
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// Top face
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4, 5, 7, 6,
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// Side faces
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0, 1, 4, 5,
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1, 2, 5, 6,
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2, 3, 6, 7,
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3, 0, 7, 4,
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);
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let quad_index = index / (3 * 2);
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let triangle_index = index % (3 * 2);
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let triangle_map = array<u32, 6>(
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0, 1, 2, 1, 3, 2
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);
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let vertex = cube_vertices[cube_faces[quad_index * 4 + triangle_map[triangle_index]]];
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var output: VertexOutput;
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output.pos = constants.view_projection * constants.transform * vec4<f32>(vertex + offset, 1.);
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output.eye_pos = constants.eye_position;
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output.world_pos = (constants.transform * vec4<f32>(vertex + offset, 1.)).xyz;
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output.cube_pos = offset;
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output.root_color = constants.root_color;
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output.root_subdivided = constants.root_subdivided;
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return output;
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}
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fn is_voxel(p: vec3<i32>) -> bool
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{
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//return true;
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return length(vec3<f32>(p) - vec3<f32>(16.)) < 16.;
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}
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const N: u32 = 4;
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const N3: u32 = N * N * N;
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const MAX_DEPTH: u32 = 4;
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struct StructureTile
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{
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children: array<u32, 64>,
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}
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struct ColorTile
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{
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colors: array<vec4<f32>, 64>
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}
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// BG
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@group(0) @binding(0) var<storage> structure_tiles : array<StructureTile>;
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@group(0) @binding(1) var<storage> color_tiles : array<ColorTile>;
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//@fragment
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fn traverse(max_depth: u32, root_color: vec4<f32>, root_subdivided: bool, eye_pos: vec3<f32>, ray_dir: vec3<f32>) -> vec4<f32>
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{
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if max_depth == 0 || !root_subdivided
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{
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return root_color;
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}
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let chunk_size = N * N * N * N;
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let depth_child_size_lut = array<u32, 4>(N*N*N, N*N, N, 1);
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var stack_nodes = array<i32, 4>(0, 0, 0, 0);
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var stack_child_pos = array<vec3<i32>, 4>(vec3(0), vec3(0), vec3(0), vec3(0));
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var stack_node_offset = array<vec3<i32>, 4>(vec3(0), vec3(0), vec3(0), vec3(0));
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var stack_ptr = 0;
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var current_child_size = chunk_size / N;
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var current_child_pos = vec3(0);
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var current_node_offset = vec3(0);
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var current_depth = 1;
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var current_tile_index = 0;
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var current_children_data = structure_tiles[current_tile_index];
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var current_children_colors = color_tiles[current_tile_index];
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// Intersection parameters
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let dist = 1. / ray_dir;
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var offset = - (eye_pos * f32(chunk_size)) * dist;
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// Interesect with root
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let t0 = fma(dist, vec3<f32>(0.), offset);
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let t1 = fma(dist, vec3<f32>(chunk_size), offset);
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let tmin = min(t0, t1);
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let tmax = max(t0, t1);
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let t_near = max(max(tmin.x, max(tmin.y, tmin.z)), 0.);
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let t_far = min(tmax.x, min(tmax.y, tmax.z));
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let step = select(vec3(-1), vec3(1), ray_dir > vec3(0.));
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var start_pos = (eye_pos * f32(chunk_size)) + t_near * ray_dir;
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var hit_pos = start_pos;
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offset = - start_pos * dist;
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var t = 0.;
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current_child_pos = vec3(
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clamp(i32(floor(start_pos.x)), 0, i32(chunk_size) - 1),
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clamp(i32(floor(start_pos.y)), 0, i32(chunk_size) - 1),
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clamp(i32(floor(start_pos.z)), 0, i32(chunk_size) - 1),
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) / i32(current_child_size);
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//return vec4<f32>(vec3<f32>(current_child_pos) / 4., 1.);
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for(var iter = 0; iter < 300; iter++)
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{
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// Retrieve current child information
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let child_index = current_child_pos.x + current_child_pos.y * i32(N) + current_child_pos.z * i32(N * N);
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let child_u32 = current_children_data.children[child_index];
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let child_subdivided = (child_u32 >> 31) == 1;
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let child_color = current_children_colors.colors[child_index];
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if child_color.w != 0. // Child is solid
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&& (max_depth == u32(current_depth) || !child_subdivided)
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{
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// Sample mat
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let voxel_pos = current_node_offset + current_child_pos * i32(current_child_size);
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//return vec4(child_color.xyz, 1.);
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return child_color+ vec4<f32>(vec3<f32>(f32(iter) / 200.), 1.);
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}
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// Advance
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// Project current child
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let global_child_pos = current_child_pos * i32(current_child_size) + current_node_offset;
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let t0 = fma(dist, vec3<f32>(global_child_pos), offset);
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let t1 = fma(dist, vec3<f32>(global_child_pos) + vec3<f32>(current_child_size), offset);
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let tmin = min(t0, t1);
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let tmax = max(t0, t1);
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let t_near = max(max(tmin.x, max(tmin.y, tmin.z)), 0.);
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let t_far = min(tmax.x, min(tmax.y, tmax.z));
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if child_subdivided
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{
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// Push operation
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stack_nodes[stack_ptr] = current_tile_index;
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stack_child_pos[stack_ptr] = current_child_pos;
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stack_node_offset[stack_ptr] = current_node_offset;
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stack_ptr ++;
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// Retrieve child information
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current_tile_index = i32(child_u32 & 0x3fffffff);
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current_children_data = structure_tiles[current_tile_index];
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current_children_colors = color_tiles[current_tile_index];
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// Determine child of the child
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let hit_pos = start_pos + ray_dir * t_near;
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let next_node_offset = current_node_offset + current_child_pos * i32(current_child_size);
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let next_child_size = current_child_size / N;
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current_child_pos =
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(clamp(vec3<i32>(floor(hit_pos)), global_child_pos, global_child_pos + vec3(i32(current_child_size - 1))) - next_node_offset) / i32(next_child_size);
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current_child_size = next_child_size;
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current_node_offset = next_node_offset;
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current_depth ++;
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}
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else
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{
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// ADVANCE
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let advance_mask = min_mask3i32(tmax);
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let next_child = current_child_pos + advance_mask * step;
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if any(next_child < vec3(0)) || any(next_child >= vec3(i32(N)))
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{
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let aligned_child = select(vec3(0), vec3(i32(N)), vec3(step) > vec3(0));
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let masked_aligned = advance_mask * ((aligned_child * i32(current_child_size)) + current_node_offset);
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let exiting_axis = masked_aligned.x + masked_aligned.y + masked_aligned.z + 256;
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// HARDCODED FOR N = 4
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let ctz = countTrailingZeros(exiting_axis) / 2;
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let exiting_depth = 4 - ctz;
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if exiting_depth == 0 // Getting out of root
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{
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return vec4(f32(iter) / 200.);
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discard;
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}
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// Restore destination depth
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current_depth = exiting_depth;
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stack_ptr = current_depth - 1;
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current_tile_index = stack_nodes[stack_ptr];
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current_children_data = structure_tiles[current_tile_index];
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current_children_colors = color_tiles[current_tile_index];
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current_node_offset = stack_node_offset[stack_ptr];
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current_child_pos = stack_child_pos[stack_ptr] + step * advance_mask;
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current_child_size = depth_child_size_lut[current_depth - 1];
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}else{
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current_child_pos = next_child;
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}
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}
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}
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return vec4<f32>(100., 0., 100., 100.);
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}
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fn sample_mat(pos: vec3<i32>) -> f32
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{
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var voxel = pos;
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var div = 1;
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var overlay = 1.;
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for(var i = 1; i <= 4; i++)
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{
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let x = (voxel.x / div + voxel.y / div + voxel.z / div) % 2 == 0;
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overlay -= select(0., 1. / (f32(i) * 2.5), x);
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div *= 4;
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}
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return overlay;
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}
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@fragment
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fn fragment_tree_main(in: VertexOutput) -> @location(0) vec4<f32>
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{
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var hit_pos = vec3(0.);
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let dir = normalize(in.world_pos.xyz - in.eye_pos);
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let chunk_size = 4 * 4 * 4 * 4;
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if all(in.eye_pos > in.cube_pos) && all(in.eye_pos < (in.cube_pos + vec3(1.)))
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{
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hit_pos = in.eye_pos - in.cube_pos;
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}
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else
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{
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let aabb = intersectAABB(in.eye_pos, dir, in.cube_pos, in.cube_pos + vec3(1.));
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hit_pos = in.eye_pos + aabb.x * dir - in.cube_pos;
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}
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let cube_color = vec3(1.);
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var pos = hit_pos * f32(chunk_size);
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let step = vec3<i32>(
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select(-1, 1, dir.x > 0.),
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select(-1, 1, dir.y > 0.),
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select(-1, 1, dir.z > 0.)
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);
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var voxel = vec3<i32>(
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clamp(i32(floor(pos.x)), 0, chunk_size - 1),
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clamp(i32(floor(pos.y)), 0, chunk_size - 1),
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clamp(i32(floor(pos.z)), 0, chunk_size - 1),
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);
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var div = 1;
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var overlay = 1.;
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for(var i = 1; i <= 4; i++)
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{
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let x = (voxel.x / div + voxel.y / div + voxel.z / div) % 2 == 0;
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overlay -= select(0., 1. / (f32(i) * 2.5), x);
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div *= 4;
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}
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overlay = 1.;
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return overlay * traverse(4, in.root_color, in.root_subdivided != 0, in.eye_pos - in.cube_pos, dir);
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}
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@fragment
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fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32>
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{
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let chunk_size = 32;
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let dir = normalize(in.world_pos.xyz - in.eye_pos);
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var hit_pos = vec3(0.);
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if all(in.eye_pos > in.cube_pos) && all(in.eye_pos < (in.cube_pos + vec3(1.)))
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{
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hit_pos = in.eye_pos - in.cube_pos;
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}
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else
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{
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let aabb = intersectAABB(in.eye_pos, dir, in.cube_pos, in.cube_pos + vec3(1.));
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hit_pos = in.eye_pos + aabb.x * dir - in.cube_pos;
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}
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let cube_color = vec3(1.);
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var pos = hit_pos * f32(chunk_size);
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let step = vec3<i32>(
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select(-1, 1, dir.x > 0.),
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select(-1, 1, dir.y > 0.),
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select(-1, 1, dir.z > 0.)
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);
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var voxel = vec3<i32>(
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clamp(i32(floor(pos.x)), 0, chunk_size - 1),
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clamp(i32(floor(pos.y)), 0, chunk_size - 1),
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clamp(i32(floor(pos.z)), 0, chunk_size - 1),
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);
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let tDelta = vec3<f32>(1.) / abs(dir);
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var dist = vec3(
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select(pos.x - f32(voxel.x), f32(voxel.x) + 1. - pos.x, step.x > 0),
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select(pos.y - f32(voxel.y), f32(voxel.y) + 1. - pos.y, step.y > 0),
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select(pos.z - f32(voxel.z), f32(voxel.z) + 1. - pos.z, step.z > 0),
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);
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var tMax = dist * tDelta;
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//var tMax = (ceil(vec3<f32>(step) * pos) - vec3<f32>(step) * pos) * tDelta;
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var t = 0.;
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// Loop
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loop
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{
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if any(voxel >= vec3<i32>(chunk_size)) || any(voxel < vec3<i32>(0))
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{
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discard;
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//break;
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}
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// Sample
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||||
if is_voxel(voxel)
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{
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// Compute normal
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let voxel_center = vec3<f32>(voxel) + vec3(0.5);
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let pos = pos + t * dir;
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let norm_dir = normalize(pos - voxel_center);
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let norm_dir_max = max_mask3 (abs(norm_dir));
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let norm = sign(norm_dir * norm_dir_max);
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||||
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||||
let color = (1.2 + dot(norm, vec3<f32>(0., 1., 0.))) * 0.5;
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return vec4(vec3<f32>(color) * cube_color, 1.);
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return vec4(vec3<f32>(color), 1.);
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||||
}
|
||||
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||||
// Select which to step
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||||
let mask = min_mask3(tMax);
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||||
let delta = tDelta * mask;
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||||
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let next_t_vec = tMax * mask;
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t = next_t_vec.x + next_t_vec.y + next_t_vec.z;
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||||
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tMax += delta;
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||||
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voxel += step * vec3<i32>(mask);
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||||
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||||
}
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||||
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||||
// Ray direction
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||||
return vec4<f32>(1., 0., 1., 1.);
|
||||
}
|
||||
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||||
fn min_mask3(v: vec3<f32>) -> vec3<f32>
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||||
{
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||||
let min = min(v.x, min(v.y, v.z));
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||||
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||||
return vec3<f32>
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||||
(
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||||
select(0., 1., v.x == min),
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||||
select(0., 1., v.y == min),
|
||||
select(0., 1., v.z == min),
|
||||
);
|
||||
}
|
||||
|
||||
fn min_mask3i32(v: vec3<f32>) -> vec3<i32>
|
||||
{
|
||||
let min = min(v.x, min(v.y, v.z));
|
||||
|
||||
return vec3<i32>
|
||||
(
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||||
select(0, 1, v.x == min),
|
||||
select(0, 1, v.y == min),
|
||||
select(0, 1, v.z == min),
|
||||
);
|
||||
}
|
||||
|
||||
fn max_mask3(v: vec3<f32>) -> vec3<f32>
|
||||
{
|
||||
let max = max(v.x, max(v.y, v.z));
|
||||
|
||||
return vec3<f32>
|
||||
(
|
||||
select(0., 1., v.x == max),
|
||||
select(0., 1., v.y == max),
|
||||
select(0., 1., v.z == max),
|
||||
);
|
||||
}
|
||||
|
||||
fn intersectAABB(rayOrigin: vec3<f32>, rayDir: vec3<f32>, boxMin: vec3<f32>, boxMax: vec3<f32>) -> vec2<f32> {
|
||||
let tMin = (boxMin - rayOrigin) / rayDir;
|
||||
let tMax = (boxMax - rayOrigin) / rayDir;
|
||||
let t1 = min(tMin, tMax);
|
||||
let t2 = max(tMin, tMax);
|
||||
let tNear = max(max(t1.x, t1.y), t1.z);
|
||||
let tFar = min(min(t2.x, t2.y), t2.z);
|
||||
return vec2(tNear, tFar);
|
||||
};
|
||||
42
src/lib.rs
42
src/lib.rs
@ -1,14 +1,17 @@
|
||||
#![allow(incomplete_features)]
|
||||
#![feature(generic_const_exprs)]
|
||||
|
||||
pub mod egui_renderer;
|
||||
pub mod state;
|
||||
pub mod voxel;
|
||||
|
||||
use std::sync::Arc;
|
||||
|
||||
use winit::{
|
||||
application::ApplicationHandler,
|
||||
event::WindowEvent,
|
||||
event_loop::{self, EventLoop},
|
||||
window::Window,
|
||||
};
|
||||
use winit::application::ApplicationHandler;
|
||||
use winit::event::WindowEvent;
|
||||
use winit::event_loop::EventLoop;
|
||||
use winit::event_loop::{self};
|
||||
use winit::window::Window;
|
||||
|
||||
use crate::state::State;
|
||||
|
||||
@ -45,6 +48,10 @@ impl ApplicationHandler for App {
|
||||
self.state = Some(state);
|
||||
|
||||
window.request_redraw();
|
||||
window.set_cursor_visible(false);
|
||||
window
|
||||
.set_cursor_grab(winit::window::CursorGrabMode::Locked)
|
||||
.unwrap();
|
||||
}
|
||||
|
||||
fn window_event(
|
||||
@ -68,6 +75,29 @@ impl ApplicationHandler for App {
|
||||
WindowEvent::Resized(size) => {
|
||||
state.resize(size);
|
||||
}
|
||||
|
||||
WindowEvent::MouseWheel { delta, .. } => {
|
||||
state.mouse_wheel(delta);
|
||||
}
|
||||
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
fn device_event(
|
||||
&mut self,
|
||||
_event_loop: &event_loop::ActiveEventLoop,
|
||||
_device_id: winit::event::DeviceId,
|
||||
event: winit::event::DeviceEvent,
|
||||
) {
|
||||
let state = self.state.as_mut().unwrap();
|
||||
|
||||
#[allow(clippy::single_match)]
|
||||
match event {
|
||||
winit::event::DeviceEvent::MouseMotion { delta } => {
|
||||
state.cursor_moved(delta.0 as f32, delta.1 as f32);
|
||||
}
|
||||
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
495
src/state.rs
495
src/state.rs
@ -1,14 +1,52 @@
|
||||
use std::collections::HashSet;
|
||||
use std::num::NonZero;
|
||||
use std::sync::Arc;
|
||||
use std::time::Instant;
|
||||
|
||||
use cgmath::{Matrix4, Vector3};
|
||||
use cgmath::EuclideanSpace;
|
||||
use cgmath::InnerSpace;
|
||||
use cgmath::Matrix4;
|
||||
use cgmath::Point3;
|
||||
use cgmath::SquareMatrix;
|
||||
use cgmath::Vector3;
|
||||
use cgmath::Vector4;
|
||||
use crevice::std430::AsStd430;
|
||||
use egui::ProgressBar;
|
||||
use egui::menu::bar;
|
||||
use egui_wgpu::ScreenDescriptor;
|
||||
use wgpu::{Features, FeaturesWGPU, FeaturesWebGPU};
|
||||
use winit::{event::WindowEvent, window::Window};
|
||||
use indicatif::ProgressIterator;
|
||||
use itertools::Itertools;
|
||||
use wgpu::BindGroup;
|
||||
use wgpu::BindGroupDescriptor;
|
||||
use wgpu::BindGroupEntry;
|
||||
use wgpu::BindGroupLayoutDescriptor;
|
||||
use wgpu::BindGroupLayoutEntry;
|
||||
use wgpu::Buffer;
|
||||
use wgpu::BufferUsages;
|
||||
use wgpu::Extent3d;
|
||||
use wgpu::FeaturesWGPU;
|
||||
use wgpu::FeaturesWebGPU;
|
||||
use wgpu::PushConstantRange;
|
||||
use wgpu::RenderPipeline;
|
||||
use wgpu::ShaderStages;
|
||||
use wgpu::TextureDescriptor;
|
||||
use wgpu::TextureFormat;
|
||||
use wgpu::TextureUsages;
|
||||
use wgpu::TextureView;
|
||||
use wgpu::include_wgsl;
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::event::MouseScrollDelta;
|
||||
use winit::event::WindowEvent;
|
||||
use winit::keyboard::KeyCode;
|
||||
use winit::window::Window;
|
||||
|
||||
use crate::egui_renderer::EguiState;
|
||||
use crate::voxel::Color;
|
||||
use crate::voxel::GPUStructureTile;
|
||||
use crate::voxel::NTree;
|
||||
|
||||
pub struct State {
|
||||
pub struct State
|
||||
{
|
||||
window: Arc<Window>,
|
||||
device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
||||
@ -16,10 +54,51 @@ pub struct State {
|
||||
surface: wgpu::Surface<'static>,
|
||||
surface_format: wgpu::TextureFormat,
|
||||
egui_state: EguiState,
|
||||
camera: Camera,
|
||||
|
||||
// Pipelines
|
||||
rm_pipeline: RenderPipeline,
|
||||
|
||||
depth_buffer_view: TextureView,
|
||||
|
||||
// Input
|
||||
pressed_set: HashSet<KeyCode>,
|
||||
|
||||
// Frame time
|
||||
last_frame: Instant,
|
||||
|
||||
// Data
|
||||
ntree: NTree<4>,
|
||||
|
||||
// Tree structure
|
||||
structure_tiles_buf: Buffer,
|
||||
color_tiles_buf: Buffer,
|
||||
tree_bind_group: BindGroup,
|
||||
root_color: Color,
|
||||
}
|
||||
|
||||
impl State {
|
||||
pub async fn new(window: Arc<Window>) -> State {
|
||||
#[derive(Clone, Copy)]
|
||||
pub struct Camera
|
||||
{
|
||||
pub eye: cgmath::Point3<f32>,
|
||||
pub up: cgmath::Vector3<f32>,
|
||||
pub aspect: f32,
|
||||
pub fovy: f32,
|
||||
pub znear: f32,
|
||||
pub zfar: f32,
|
||||
|
||||
pub radius: f32,
|
||||
|
||||
pub yaw: f32,
|
||||
pub pitch: f32,
|
||||
pub rotation_speed: f32,
|
||||
pub speed: f32,
|
||||
}
|
||||
|
||||
impl State
|
||||
{
|
||||
pub async fn new(window: Arc<Window>) -> State
|
||||
{
|
||||
let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor::default());
|
||||
let adapter = instance
|
||||
.request_adapter(&wgpu::RequestAdapterOptions::default())
|
||||
@ -27,13 +106,16 @@ impl State {
|
||||
.unwrap();
|
||||
let (device, queue) = adapter
|
||||
.request_device(&wgpu::DeviceDescriptor {
|
||||
required_features: Features {
|
||||
features_wgpu: FeaturesWGPU::PUSH_CONSTANTS,
|
||||
required_features: wgpu::Features {
|
||||
features_wgpu: FeaturesWGPU::PUSH_CONSTANTS
|
||||
| FeaturesWGPU::BUFFER_BINDING_ARRAY
|
||||
| FeaturesWGPU::STORAGE_RESOURCE_BINDING_ARRAY,
|
||||
features_webgpu: FeaturesWebGPU::empty(),
|
||||
},
|
||||
required_limits: wgpu::Limits {
|
||||
max_push_constant_size: RayMarchingPushConstants::std430_size_static() as u32,
|
||||
..Default::default()
|
||||
max_binding_array_elements_per_shader_stage: 2,
|
||||
..wgpu::Limits::downlevel_defaults()
|
||||
},
|
||||
..Default::default()
|
||||
})
|
||||
@ -46,15 +128,229 @@ impl State {
|
||||
let cap = surface.get_capabilities(&adapter);
|
||||
let surface_format = cap.formats[0];
|
||||
|
||||
// Depth buffer
|
||||
let depth_buffer = device.create_texture(&TextureDescriptor {
|
||||
label: Some("depth_buffer"),
|
||||
size: Extent3d {
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: TextureFormat::Depth24PlusStencil8,
|
||||
usage: TextureUsages::RENDER_ATTACHMENT,
|
||||
view_formats: &[],
|
||||
});
|
||||
|
||||
let depth_buffer_view = depth_buffer.create_view(&Default::default());
|
||||
|
||||
// Rendering pipeline
|
||||
let cube_shader_module = device.create_shader_module(include_wgsl!("../shaders/cube.wgsl"));
|
||||
let tree_bind_group_layout = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
|
||||
label: Some("ntree_bind_group_layout"),
|
||||
entries: &[
|
||||
BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: true },
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: NonZero::new(0),
|
||||
},
|
||||
count: NonZero::new(1),
|
||||
},
|
||||
BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: true },
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: NonZero::new(0),
|
||||
},
|
||||
count: NonZero::new(1),
|
||||
},
|
||||
],
|
||||
});
|
||||
let rm_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Render3D Mesh Pipeline Layout"),
|
||||
bind_group_layouts: &[&tree_bind_group_layout],
|
||||
push_constant_ranges: &[PushConstantRange {
|
||||
stages: ShaderStages::VERTEX,
|
||||
range: 0..RayMarchingPushConstants::std430_size_static() as u32,
|
||||
}],
|
||||
});
|
||||
|
||||
let rm_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render3D Mesh Pipeline"),
|
||||
layout: Some(&rm_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &cube_shader_module,
|
||||
entry_point: Some("vertex_main"),
|
||||
buffers: &[],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &cube_shader_module,
|
||||
entry_point: Some("fragment_tree_main"),
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: surface_format,
|
||||
blend: Some(wgpu::BlendState::REPLACE),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
cull_mode: Some(wgpu::Face::Front),
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: TextureFormat::Depth24PlusStencil8,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::Less,
|
||||
stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState::default(),
|
||||
}),
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
multiview: None,
|
||||
cache: None,
|
||||
});
|
||||
|
||||
let mut ntree = NTree::<4>::constant(crate::voxel::Color(0., 0., 0., 0.), 4);
|
||||
|
||||
println!("Building tree");
|
||||
let width = 100;
|
||||
for ((x, y), z) in (0..(width / 2))
|
||||
.progress()
|
||||
.cartesian_product(0..width)
|
||||
.cartesian_product(0..width)
|
||||
{
|
||||
let dist =
|
||||
cgmath::Vector3::new(x as f32 - 128., y as f32 - 128., z as f32 - 128.).magnitude();
|
||||
if dist < 128.
|
||||
{
|
||||
ntree.set(x, y, z, crate::voxel::Color(0.2, 1., 0.2, 1.));
|
||||
}
|
||||
}
|
||||
println!("Built tree");
|
||||
|
||||
// let width = 33;
|
||||
// for ((x, y), z) in (0..width)
|
||||
// .cartesian_product(0..width)
|
||||
// .cartesian_product(0..width)
|
||||
// {
|
||||
// if x == 32 || y == 32 || z == 32
|
||||
// {
|
||||
// ntree.set(x, y, z, Color(0., 1., 0., 1.));
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// ntree.set(x, y, z, Color(0., 0., 0., 0.));
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// for x in 0..256
|
||||
// {
|
||||
// ntree.set(x, 40, 40, Color(0., 0., 0., 0.));
|
||||
// ntree.set(x, 41, 40, Color(1., 0., 0., 1.));
|
||||
// ntree.set(x, 39, 40, Color(1., 0., 0., 1.));
|
||||
//
|
||||
// ntree.set(x, 40, 39, Color(0., 0., 1., 1.));
|
||||
// ntree.set(x, 40, 41, Color(0., 0., 1., 1.));
|
||||
// }
|
||||
//
|
||||
// let width = 16;
|
||||
// for ((x, y), z) in (0..width)
|
||||
// .cartesian_product(0..width)
|
||||
// .cartesian_product(0..width)
|
||||
// {
|
||||
// ntree.set(x, y, z, Color(0., 0., 0., 0.));
|
||||
// }
|
||||
// ntree.set(4, 0, 0, Color(1., 0., 0., 1.));
|
||||
|
||||
//ntree.set(0, 0, 0, Color(1., 0., 0., 1.));
|
||||
//ntree.set(255, 255, 255, Color(0., 0., 1., 1.));
|
||||
println!("Flattening");
|
||||
let (root_color, structure_tiles, color_tiles) = ntree.to_gpu_rep();
|
||||
println!("Falttened");
|
||||
|
||||
let structure_tiles_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("structure_tiles_buf"),
|
||||
contents: unsafe {
|
||||
std::slice::from_raw_parts(
|
||||
structure_tiles.as_ptr() as *const u8,
|
||||
structure_tiles.len() * size_of::<GPUStructureTile<4>>(),
|
||||
)
|
||||
},
|
||||
usage: BufferUsages::STORAGE,
|
||||
});
|
||||
let color_tiles_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("color_tiles_buf"),
|
||||
contents: unsafe {
|
||||
std::slice::from_raw_parts(
|
||||
color_tiles.as_ptr() as *const u8,
|
||||
color_tiles.len() * size_of::<[Color; 4 * 4 * 4]>(),
|
||||
)
|
||||
},
|
||||
usage: BufferUsages::STORAGE,
|
||||
});
|
||||
let tree_bind_group = device.create_bind_group(&BindGroupDescriptor {
|
||||
label: Some("tree_bind_group"),
|
||||
layout: &tree_bind_group_layout,
|
||||
entries: &[
|
||||
BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: structure_tiles_buf.as_entire_binding(),
|
||||
},
|
||||
BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: color_tiles_buf.as_entire_binding(),
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let state = State {
|
||||
egui_state: EguiState::new(&device, surface_format, &window),
|
||||
|
||||
window,
|
||||
device,
|
||||
queue,
|
||||
size,
|
||||
surface,
|
||||
surface_format,
|
||||
camera: Camera {
|
||||
eye: Point3::new(0., 0., 0.),
|
||||
up: Vector3::unit_y(),
|
||||
aspect: size.width as f32 / size.height as f32,
|
||||
fovy: 90.,
|
||||
znear: 0.001,
|
||||
zfar: 1000.,
|
||||
radius: 2.,
|
||||
yaw: 1.,
|
||||
pitch: 0.,
|
||||
rotation_speed: 0.005,
|
||||
speed: 0.005,
|
||||
},
|
||||
|
||||
rm_pipeline,
|
||||
|
||||
depth_buffer_view,
|
||||
|
||||
pressed_set: HashSet::new(),
|
||||
last_frame: Instant::now(),
|
||||
|
||||
ntree,
|
||||
|
||||
root_color,
|
||||
device,
|
||||
structure_tiles_buf,
|
||||
color_tiles_buf,
|
||||
tree_bind_group,
|
||||
};
|
||||
|
||||
// Configure surface for the first time
|
||||
@ -63,11 +359,13 @@ impl State {
|
||||
state
|
||||
}
|
||||
|
||||
pub fn get_window(&self) -> &Window {
|
||||
pub fn get_window(&self) -> &Window
|
||||
{
|
||||
&self.window
|
||||
}
|
||||
|
||||
pub fn configure_surface(&self) {
|
||||
pub fn configure_surface(&self)
|
||||
{
|
||||
let surface_config = wgpu::SurfaceConfiguration {
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
format: self.surface_format,
|
||||
@ -82,18 +380,58 @@ impl State {
|
||||
self.surface.configure(&self.device, &surface_config);
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>)
|
||||
{
|
||||
self.size = new_size;
|
||||
|
||||
// reconfigure the surface
|
||||
let depth_buffer = self.device.create_texture(&TextureDescriptor {
|
||||
label: Some("depth_buffer"),
|
||||
size: Extent3d {
|
||||
width: new_size.width,
|
||||
height: new_size.height,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: TextureFormat::Depth24PlusStencil8,
|
||||
usage: TextureUsages::RENDER_ATTACHMENT,
|
||||
view_formats: &[],
|
||||
});
|
||||
|
||||
self.depth_buffer_view = depth_buffer.create_view(&Default::default());
|
||||
|
||||
self.camera.aspect = new_size.width as f32 / new_size.height as f32;
|
||||
self.configure_surface();
|
||||
}
|
||||
|
||||
pub fn handle_event(&mut self, event: &WindowEvent) {
|
||||
pub fn handle_event(&mut self, event: &WindowEvent)
|
||||
{
|
||||
self.egui_state.handle_event(&self.window, event);
|
||||
|
||||
if let WindowEvent::KeyboardInput { event, .. } = event
|
||||
{
|
||||
match (event.state, event.physical_key)
|
||||
{
|
||||
(winit::event::ElementState::Pressed, winit::keyboard::PhysicalKey::Code(c)) =>
|
||||
{
|
||||
self.pressed_set.insert(c);
|
||||
}
|
||||
(winit::event::ElementState::Released, winit::keyboard::PhysicalKey::Code(c)) =>
|
||||
{
|
||||
self.pressed_set.remove(&c);
|
||||
}
|
||||
_ =>
|
||||
{}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn render(&mut self) {
|
||||
pub fn render(&mut self)
|
||||
{
|
||||
// Update camera
|
||||
self.update_camera();
|
||||
// Create texture view
|
||||
let surface_texture = self
|
||||
.surface
|
||||
@ -111,22 +449,53 @@ impl State {
|
||||
// Renders a GREEN screen
|
||||
let mut encoder = self.device.create_command_encoder(&Default::default());
|
||||
// Create the renderpass which will clear the screen.
|
||||
let renderpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
let mut renderpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: None,
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &texture_view,
|
||||
depth_slice: None,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color::GREEN),
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||||
view: &self.depth_buffer_view,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(1.),
|
||||
store: wgpu::StoreOp::Discard,
|
||||
}),
|
||||
stencil_ops: None,
|
||||
}),
|
||||
timestamp_writes: None,
|
||||
occlusion_query_set: None,
|
||||
});
|
||||
|
||||
renderpass.set_pipeline(&self.rm_pipeline);
|
||||
|
||||
//renderpass.set_vertex_buffer(0, self.positions_buffer.slice(..));
|
||||
renderpass.set_bind_group(0, Some(&self.tree_bind_group), &[]);
|
||||
renderpass.set_push_constants(
|
||||
ShaderStages::VERTEX,
|
||||
0,
|
||||
RayMarchingPushConstants {
|
||||
view_projection: self.camera.view_proj(),
|
||||
transform: Matrix4::identity(),
|
||||
eye_position: self.camera.eye.to_vec(),
|
||||
root_color: Vector4::new(
|
||||
self.root_color.0,
|
||||
self.root_color.1,
|
||||
self.root_color.2,
|
||||
self.root_color.3,
|
||||
),
|
||||
root_subdivided: 1,
|
||||
}
|
||||
.as_std430()
|
||||
.as_bytes(),
|
||||
);
|
||||
renderpass.draw(0..(6 * 2 * 3), 0..1);
|
||||
|
||||
// End the renderpass.
|
||||
drop(renderpass);
|
||||
// Egui
|
||||
@ -140,7 +509,14 @@ impl State {
|
||||
egui::Window::new("Hello Window").resizable(true).show(
|
||||
self.egui_state.context(),
|
||||
|ui| {
|
||||
ui.label("Hello, world.");
|
||||
ui.label(format!(
|
||||
"Frame time: {:.2} ms",
|
||||
(Instant::now() - self.last_frame).as_secs_f32() * 1000.
|
||||
));
|
||||
ui.label(format!(
|
||||
"Frame rate: {:.2} fps",
|
||||
1. / (Instant::now() - self.last_frame).as_secs_f32()
|
||||
));
|
||||
},
|
||||
);
|
||||
|
||||
@ -158,12 +534,85 @@ impl State {
|
||||
self.queue.submit([encoder.finish()]);
|
||||
self.window.pre_present_notify();
|
||||
surface_texture.present();
|
||||
|
||||
self.last_frame = Instant::now();
|
||||
}
|
||||
|
||||
fn update_camera(&mut self)
|
||||
{
|
||||
let mut movement = cgmath::Vector3::new(0., 0., 0.);
|
||||
if self.pressed_set.contains(&KeyCode::KeyW)
|
||||
{
|
||||
movement.z += self.camera.speed;
|
||||
}
|
||||
if self.pressed_set.contains(&KeyCode::KeyS)
|
||||
{
|
||||
movement.z -= self.camera.speed;
|
||||
}
|
||||
|
||||
// Left rigth
|
||||
if self.pressed_set.contains(&KeyCode::KeyA)
|
||||
{
|
||||
movement.x += self.camera.speed;
|
||||
}
|
||||
if self.pressed_set.contains(&KeyCode::KeyD)
|
||||
{
|
||||
movement.x -= self.camera.speed;
|
||||
}
|
||||
|
||||
let rot_movement = cgmath::Matrix3::from_angle_y(cgmath::Deg(-self.camera.yaw))
|
||||
* cgmath::Matrix3::from_angle_x(cgmath::Deg(-self.camera.pitch))
|
||||
* movement;
|
||||
self.camera.eye -= rot_movement;
|
||||
}
|
||||
|
||||
pub fn cursor_moved(&mut self, x: f32, y: f32)
|
||||
{
|
||||
const SENSIBILITY: f32 = 0.02;
|
||||
let position = cgmath::Vector2::new(x, y);
|
||||
let offset = position * SENSIBILITY;
|
||||
|
||||
self.camera.yaw += offset.x;
|
||||
self.camera.pitch += offset.y;
|
||||
}
|
||||
|
||||
pub fn mouse_wheel(&mut self, delta: MouseScrollDelta)
|
||||
{
|
||||
if let MouseScrollDelta::LineDelta(_, y) = delta
|
||||
{
|
||||
self.camera.speed += y * (self.camera.speed * 0.05);
|
||||
}
|
||||
|
||||
//self.speed += delta.
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(AsStd430)]
|
||||
pub struct RayMarchingPushConstants {
|
||||
inverse_projection_matrix: Matrix4<f32>,
|
||||
view_matrix: Matrix4<f32>,
|
||||
camera_pos: Vector3<f32>,
|
||||
pub struct RayMarchingPushConstants
|
||||
{
|
||||
view_projection: Matrix4<f32>,
|
||||
transform: Matrix4<f32>,
|
||||
eye_position: Vector3<f32>,
|
||||
root_color: Vector4<f32>,
|
||||
root_subdivided: u32,
|
||||
}
|
||||
|
||||
#[rustfmt::skip]
|
||||
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::from_cols(
|
||||
cgmath::Vector4::new(1.0, 0.0, 0.0, 0.0),
|
||||
cgmath::Vector4::new(0.0, 1.0, 0.0, 0.0),
|
||||
cgmath::Vector4::new(0.0, 0.0, 0.5, 0.0),
|
||||
cgmath::Vector4::new(0.0, 0.0, 0.5, 1.0),
|
||||
);
|
||||
|
||||
impl Camera
|
||||
{
|
||||
pub fn view_proj(&self) -> cgmath::Matrix4<f32>
|
||||
{
|
||||
let view = cgmath::Matrix4::from_translation(self.eye.to_vec())
|
||||
* cgmath::Matrix4::from_angle_y(cgmath::Deg(-self.yaw))
|
||||
* cgmath::Matrix4::from_angle_x(cgmath::Deg(-self.pitch));
|
||||
let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
|
||||
OPENGL_TO_WGPU_MATRIX * proj * view.invert().unwrap()
|
||||
}
|
||||
}
|
||||
|
||||
548
src/voxel.rs
Normal file
548
src/voxel.rs
Normal file
@ -0,0 +1,548 @@
|
||||
use std::collections::HashMap;
|
||||
use std::collections::VecDeque;
|
||||
use std::hash::Hash;
|
||||
use std::vec;
|
||||
|
||||
use itertools::Itertools;
|
||||
|
||||
#[derive(Clone, Copy, PartialEq, Debug)]
|
||||
pub struct Color(pub f32, pub f32, pub f32, pub f32);
|
||||
|
||||
pub struct NTree<const N: usize>
|
||||
{
|
||||
structure: HashMap<NTreeLocator<N>, NTreeNode<N>>,
|
||||
depth: u32,
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy)]
|
||||
struct NTreeNode<const N: usize>
|
||||
{
|
||||
color: Color,
|
||||
subdivided: bool,
|
||||
}
|
||||
|
||||
impl<const N: usize> NTree<N>
|
||||
where
|
||||
[(); N * N * N]:,
|
||||
{
|
||||
pub fn constant(color: Color, depth: u32) -> Self
|
||||
{
|
||||
let mut structure = HashMap::new();
|
||||
structure.insert(
|
||||
NTreeLocator::root(),
|
||||
NTreeNode {
|
||||
color,
|
||||
subdivided: false,
|
||||
},
|
||||
);
|
||||
Self { structure, depth }
|
||||
}
|
||||
|
||||
pub fn get(&self, x: usize, y: usize, z: usize) -> Color
|
||||
{
|
||||
let mut local_x = x;
|
||||
let mut local_y = y;
|
||||
let mut local_z = z;
|
||||
|
||||
let mut size = N.pow(self.depth);
|
||||
assert!(x < size && y < size && z < size);
|
||||
|
||||
let mut current_loc = NTreeLocator::<N>::root();
|
||||
let mut current_node = *self.structure.get(¤t_loc).unwrap();
|
||||
|
||||
loop
|
||||
{
|
||||
if !current_node.subdivided
|
||||
{
|
||||
return current_node.color;
|
||||
}
|
||||
|
||||
size /= N;
|
||||
|
||||
// Descend
|
||||
let child_x = local_x / size;
|
||||
let child_y = local_y / size;
|
||||
let child_z = local_z / size;
|
||||
|
||||
// Node is subdivided, descend
|
||||
current_loc = current_loc.get_child(child_x, child_y, child_z);
|
||||
current_node = *self.structure.get(¤t_loc).unwrap();
|
||||
|
||||
local_x -= child_x * size;
|
||||
local_y -= child_y * size;
|
||||
local_z -= child_z * size;
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set(&mut self, x: usize, y: usize, z: usize, color: Color)
|
||||
{
|
||||
let mut local_x = x;
|
||||
let mut local_y = y;
|
||||
let mut local_z = z;
|
||||
|
||||
let mut size = N.pow(self.depth);
|
||||
assert!(x < size && y < size && z < size);
|
||||
|
||||
let mut current_loc = NTreeLocator::<N>::root();
|
||||
let mut current_node = *self.structure.get(¤t_loc).unwrap();
|
||||
let mut current_depth = 0;
|
||||
|
||||
loop
|
||||
{
|
||||
// Subnodes alread with correct color
|
||||
if current_node.color == color
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if current_depth == self.depth
|
||||
{
|
||||
current_node.color = color;
|
||||
self.structure.get_mut(¤t_loc).unwrap().color = color;
|
||||
break;
|
||||
}
|
||||
|
||||
if !current_node.subdivided
|
||||
{
|
||||
// Have to subdivide
|
||||
let sub_child = NTreeNode::<N> {
|
||||
color: current_node.color,
|
||||
subdivided: false,
|
||||
};
|
||||
// Set node as subdivided
|
||||
self.structure.get_mut(¤t_loc).unwrap().subdivided = true;
|
||||
current_node.subdivided = true;
|
||||
|
||||
// Insert new children
|
||||
current_loc.iter_children().for_each(|x| {
|
||||
self.structure.insert(x, sub_child);
|
||||
});
|
||||
}
|
||||
|
||||
if current_node.subdivided
|
||||
{
|
||||
size /= N;
|
||||
let child_x = local_x / size;
|
||||
let child_y = local_y / size;
|
||||
let child_z = local_z / size;
|
||||
|
||||
// Node is subdivided, descend
|
||||
current_loc = current_loc.get_child(child_x, child_y, child_z);
|
||||
current_node = *self.structure.get(¤t_loc).unwrap();
|
||||
current_depth += 1;
|
||||
|
||||
local_x -= child_x * size;
|
||||
local_y -= child_y * size;
|
||||
local_z -= child_z * size;
|
||||
}
|
||||
}
|
||||
|
||||
// Insertion has been done, travel back up to optimise
|
||||
loop
|
||||
{
|
||||
// Try to simplify, compute average
|
||||
if current_node.subdivided
|
||||
{
|
||||
let (compressable, color) = current_loc
|
||||
.iter_children()
|
||||
.map(|x| self.structure.get(&x).unwrap())
|
||||
.fold((true, None), |state, child| match state
|
||||
{
|
||||
(_, None) => (!child.subdivided, Some(child.color)),
|
||||
(b, Some(c)) => (b && !child.subdivided && c == child.color, Some(c)),
|
||||
});
|
||||
|
||||
if compressable
|
||||
{
|
||||
// Compress
|
||||
*self.structure.get_mut(¤t_loc).unwrap() = NTreeNode {
|
||||
color: color.unwrap(),
|
||||
subdivided: false,
|
||||
};
|
||||
|
||||
// Remove children
|
||||
current_loc.iter_children().for_each(|x| {
|
||||
self.structure.remove(&x).unwrap();
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
// Update average color
|
||||
let colors = current_loc
|
||||
.iter_children()
|
||||
.map(|x| self.structure.get(&x).unwrap().color)
|
||||
.collect::<Vec<_>>();
|
||||
self.structure.get_mut(¤t_loc).unwrap().color =
|
||||
Color::average(colors.as_slice());
|
||||
}
|
||||
}
|
||||
|
||||
// Travel up
|
||||
if current_depth == 0
|
||||
{
|
||||
break; // Finished
|
||||
}
|
||||
|
||||
current_loc = current_loc.get_parent();
|
||||
current_node = *self.structure.get(¤t_loc).unwrap();
|
||||
current_depth -= 1;
|
||||
}
|
||||
}
|
||||
|
||||
pub fn to_gpu_rep(&self) -> (Color, Vec<GPUStructureTile<N>>, Vec<[Color; N * N * N]>)
|
||||
{
|
||||
// No root + group by child group
|
||||
let tile_count = (self.structure.len() - 1) / (N * N * N);
|
||||
if tile_count == 0
|
||||
{
|
||||
return (
|
||||
self.structure
|
||||
.get(&NTreeLocator::<N>::root())
|
||||
.unwrap()
|
||||
.color,
|
||||
vec![],
|
||||
vec![],
|
||||
);
|
||||
}
|
||||
|
||||
let mut structure_tiles = vec![GPUStructureTile::<N>::zero(); tile_count];
|
||||
let mut color_tiles = vec![[Color(0., 0., 0., 0.); N * N * N]; tile_count];
|
||||
|
||||
let mut current_tile = 0usize;
|
||||
let mut queue = VecDeque::new();
|
||||
queue.push_back((NTreeLocator::<N>::root(), current_tile));
|
||||
current_tile += 1;
|
||||
while !queue.is_empty()
|
||||
{
|
||||
let (loc, dest_tile) = queue.pop_front().unwrap();
|
||||
|
||||
let children = loc
|
||||
.iter_children()
|
||||
.map(|x| (x, self.structure.get(&x).unwrap()))
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
let mut structure_tile = GPUStructureTile::<N>::zero();
|
||||
let mut color_tile = [Color(0., 0., 0., 0.); N * N * N];
|
||||
|
||||
for (i, (child_loc, child)) in children.into_iter().enumerate()
|
||||
{
|
||||
structure_tile.children[i] = GPUStructureTileIndex::new(
|
||||
child.subdivided,
|
||||
child.subdivided,
|
||||
current_tile as u32,
|
||||
);
|
||||
color_tile[i] = child.color;
|
||||
|
||||
if child.subdivided
|
||||
{
|
||||
queue.push_back((child_loc, current_tile));
|
||||
current_tile += 1;
|
||||
}
|
||||
}
|
||||
|
||||
structure_tiles[dest_tile] = structure_tile;
|
||||
color_tiles[dest_tile] = color_tile;
|
||||
}
|
||||
|
||||
println!(
|
||||
"node count: {}, current_tile: {}",
|
||||
self.structure.len(),
|
||||
current_tile
|
||||
);
|
||||
(
|
||||
self.structure
|
||||
.get(&NTreeLocator::<N>::root())
|
||||
.unwrap()
|
||||
.color,
|
||||
structure_tiles,
|
||||
color_tiles,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy)]
|
||||
pub struct GPUStructureTile<const N: usize>
|
||||
where
|
||||
[(); N * N * N]:,
|
||||
{
|
||||
children: [GPUStructureTileIndex; N * N * N],
|
||||
}
|
||||
|
||||
impl<const N: usize> GPUStructureTile<N>
|
||||
where
|
||||
[(); N * N * N]:,
|
||||
{
|
||||
pub fn zero() -> Self
|
||||
{
|
||||
GPUStructureTile {
|
||||
children: [GPUStructureTileIndex::zero(); N * N * N],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy)]
|
||||
pub struct GPUStructureTileIndex(u32);
|
||||
|
||||
impl GPUStructureTileIndex
|
||||
{
|
||||
pub fn zero() -> Self
|
||||
{
|
||||
GPUStructureTileIndex(0)
|
||||
}
|
||||
|
||||
pub fn new(subdivided: bool, leaf: bool, ptr: u32) -> Self
|
||||
{
|
||||
assert_eq!((ptr >> 30), 0);
|
||||
GPUStructureTileIndex(ptr | ((leaf as u32) << 30) | ((subdivided as u32) << 31))
|
||||
}
|
||||
|
||||
pub fn index(&self) -> u32
|
||||
{
|
||||
self.0 & 0x3FFFFFFFu32
|
||||
}
|
||||
|
||||
pub fn subdivided(&self) -> bool
|
||||
{
|
||||
(self.0 >> 31) == 1
|
||||
}
|
||||
|
||||
pub fn leaf(&self) -> bool
|
||||
{
|
||||
((self.0 >> 30) & 1) == 1
|
||||
}
|
||||
}
|
||||
|
||||
impl Color
|
||||
{
|
||||
pub fn average(colors: &[Color]) -> Color
|
||||
{
|
||||
let sum = colors
|
||||
.iter()
|
||||
.copied()
|
||||
.reduce(|Color(r_a, g_a, b_a, a_a), Color(r_b, g_b, b_b, a_b)| {
|
||||
Color(r_a + r_b, g_a + g_b, b_a + b_b, a_a + a_b)
|
||||
})
|
||||
.unwrap_or(Color(0., 0., 0., 0.));
|
||||
let len = colors.len().max(1) as f32;
|
||||
|
||||
Color(sum.0 / len, sum.1 / len, sum.2 / len, sum.3 / len)
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Hash, PartialEq, Eq)]
|
||||
pub struct NTreeLocator<const N: usize>(usize);
|
||||
|
||||
impl<const N: usize> NTreeLocator<N>
|
||||
{
|
||||
pub fn root() -> Self
|
||||
{
|
||||
Self(1)
|
||||
}
|
||||
|
||||
pub fn get_child(&self, child_x: usize, child_y: usize, child_z: usize) -> Self
|
||||
{
|
||||
assert!(child_x < N && child_y < N && child_z < N);
|
||||
let mut new_loc = self.0;
|
||||
|
||||
// Shift to left three times
|
||||
new_loc *= N;
|
||||
new_loc += child_x;
|
||||
|
||||
new_loc *= N;
|
||||
new_loc += child_y;
|
||||
|
||||
new_loc *= N;
|
||||
new_loc += child_z;
|
||||
|
||||
Self(new_loc)
|
||||
}
|
||||
|
||||
pub fn iter_children(&self) -> impl Iterator<Item = NTreeLocator<N>>
|
||||
{
|
||||
(0..N)
|
||||
.cartesian_product(0..N)
|
||||
.cartesian_product(0..N)
|
||||
.map(|((x, y), z)| self.get_child(x, y, z))
|
||||
}
|
||||
|
||||
pub fn get_parent(&self) -> Self
|
||||
{
|
||||
if self.0 == 0
|
||||
{
|
||||
*self
|
||||
}
|
||||
else
|
||||
{
|
||||
Self(self.0 / (N * N * N))
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_local_location(&self) -> (usize, usize, usize)
|
||||
{
|
||||
let mut loc = self.0;
|
||||
let z = loc % N;
|
||||
loc /= N;
|
||||
|
||||
let y = loc % N;
|
||||
loc /= N;
|
||||
|
||||
let x = loc % N;
|
||||
|
||||
(x, y, z)
|
||||
}
|
||||
|
||||
pub fn is_root(&self) -> bool
|
||||
{
|
||||
self.0 == 1
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod test
|
||||
{
|
||||
|
||||
use itertools::Itertools;
|
||||
use rand::Rng;
|
||||
|
||||
use crate::voxel::Color;
|
||||
use crate::voxel::NTree;
|
||||
|
||||
#[test]
|
||||
pub fn constant()
|
||||
{
|
||||
let color = Color(0.5, 0.3, 0.5, 1.);
|
||||
let depth = 5;
|
||||
const N: usize = 3;
|
||||
let width = N.pow(depth);
|
||||
let ntree = NTree::<N>::constant(color, depth);
|
||||
|
||||
for ((x, y), z) in (0..width)
|
||||
.cartesian_product(0..width)
|
||||
.cartesian_product(0..width)
|
||||
{
|
||||
assert_eq!(ntree.get(x, y, z), color);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
pub fn full_insert()
|
||||
{
|
||||
const DEPTH: u32 = 4;
|
||||
const N: usize = 3;
|
||||
const WIDTH: usize = N.pow(DEPTH);
|
||||
let mut ntree = NTree::<N>::constant(Color(1., 0., 0., 0.), DEPTH);
|
||||
|
||||
let mut rng = rand::rng();
|
||||
let mut storage = vec![vec![vec![Color(0., 0., 0., 0.); WIDTH]; WIDTH]; WIDTH];
|
||||
for ((x, y), z) in (0..WIDTH)
|
||||
.cartesian_product(0..WIDTH)
|
||||
.cartesian_product(0..WIDTH)
|
||||
{
|
||||
let color = Color(rng.random(), rng.random(), rng.random(), rng.random());
|
||||
storage[x][y][z] = color;
|
||||
ntree.set(x, y, z, color);
|
||||
}
|
||||
|
||||
for ((x, y), z) in (0..WIDTH)
|
||||
.cartesian_product(0..WIDTH)
|
||||
.cartesian_product(0..WIDTH)
|
||||
{
|
||||
let color = ntree.get(x, y, z);
|
||||
assert_eq!(storage[x][y][z], color);
|
||||
}
|
||||
println!("Total nodes {}", ntree.structure.len());
|
||||
}
|
||||
|
||||
#[test]
|
||||
pub fn full_insert_const()
|
||||
{
|
||||
const DEPTH: u32 = 4;
|
||||
const N: usize = 3;
|
||||
const WIDTH: usize = N.pow(DEPTH);
|
||||
const NEW_COLOR: Color = Color(0., 1., 0., 1.);
|
||||
let mut ntree = NTree::<N>::constant(Color(1., 0., 1., 0.), DEPTH);
|
||||
|
||||
for ((x, y), z) in (0..WIDTH)
|
||||
.cartesian_product(0..WIDTH)
|
||||
.cartesian_product(0..WIDTH)
|
||||
{
|
||||
ntree.set(x, y, z, NEW_COLOR);
|
||||
}
|
||||
|
||||
for ((x, y), z) in (0..WIDTH)
|
||||
.cartesian_product(0..WIDTH)
|
||||
.cartesian_product(0..WIDTH)
|
||||
{
|
||||
let color = ntree.get(x, y, z);
|
||||
assert_eq!(NEW_COLOR, color);
|
||||
}
|
||||
|
||||
println!("Total nodes {}", ntree.structure.len());
|
||||
}
|
||||
|
||||
#[test]
|
||||
pub fn full_insert_quantized()
|
||||
{
|
||||
const DEPTH: u32 = 4;
|
||||
const N: usize = 3;
|
||||
const WIDTH: usize = N.pow(DEPTH);
|
||||
let mut ntree = NTree::<N>::constant(Color(0., 0., 0., 0.), DEPTH);
|
||||
|
||||
let mut rng = rand::rng();
|
||||
let mut storage = vec![vec![vec![Color(0., 0., 0., 0.); WIDTH]; WIDTH]; WIDTH];
|
||||
for ((x, y), z) in (0..WIDTH)
|
||||
.cartesian_product(0..WIDTH)
|
||||
.cartesian_product(0..WIDTH)
|
||||
{
|
||||
let nbr = rng.random::<f32>();
|
||||
let mut color = Color(0., 1., 0., 0.);
|
||||
// Only 1 percent of different color
|
||||
if nbr > 0.01
|
||||
{
|
||||
color = Color(1., 0., 0., 0.);
|
||||
}
|
||||
storage[x][y][z] = color;
|
||||
ntree.set(x, y, z, color);
|
||||
}
|
||||
|
||||
for ((x, y), z) in (0..WIDTH)
|
||||
.cartesian_product(0..WIDTH)
|
||||
.cartesian_product(0..WIDTH)
|
||||
{
|
||||
let color = ntree.get(x, y, z);
|
||||
assert_eq!(storage[x][y][z], color);
|
||||
}
|
||||
println!("Total nodes {}", ntree.structure.len());
|
||||
}
|
||||
|
||||
#[test]
|
||||
pub fn gpu_rep_quantized()
|
||||
{
|
||||
const DEPTH: u32 = 4;
|
||||
const N: usize = 3;
|
||||
const WIDTH: usize = N.pow(DEPTH);
|
||||
let mut ntree = NTree::<N>::constant(Color(0., 0., 0., 0.), DEPTH);
|
||||
|
||||
let mut rng = rand::rng();
|
||||
let mut storage = vec![vec![vec![Color(0., 0., 0., 0.); WIDTH]; WIDTH]; WIDTH];
|
||||
for ((x, y), z) in (0..WIDTH)
|
||||
.cartesian_product(0..WIDTH)
|
||||
.cartesian_product(0..WIDTH)
|
||||
{
|
||||
let nbr = rng.random::<f32>();
|
||||
let mut color = Color(0., 1., 0., 0.);
|
||||
// Only 1 percent of different color
|
||||
if nbr > 0.01
|
||||
{
|
||||
color = Color(1., 0., 0., 0.);
|
||||
}
|
||||
storage[x][y][z] = color;
|
||||
ntree.set(x, y, z, color);
|
||||
}
|
||||
|
||||
let (_color, _a, _b) = ntree.to_gpu_rep();
|
||||
|
||||
drop(_a);
|
||||
drop(_b);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user