Files
simple-rt/shaders/voxel_rt.wgsl
2026-01-06 21:32:39 +01:00

279 lines
9.1 KiB
WebGPU Shading Language

struct VertexOutput
{
@builtin(position) pos: vec4<f32>,
@location(0) eye_pos: vec3<f32>,
@location(1) world_pos: vec3<f32>,
@location(2) cube_pos: vec3<f32>,
@location(3) root_color: vec4<f32>,
@location(4) root_subdivided: u32
}
const N: u32 = 4;
const N3: u32 = N * N * N;
const MAX_DEPTH: u32 = 4;
struct StructureTile
{
children: array<u32, 64>,
}
struct ColorTile
{
colors: array<vec4<f32>, 64>
}
// BG
@group(0) @binding(0) var<storage> structure_tiles : array<StructureTile>;
@group(0) @binding(1) var<storage> color_tiles : array<ColorTile>;
struct TraverseResult
{
albedo: vec4<f32>,
normal: vec3<f32>,
position: vec3<f32>,
}
fn traverse(max_depth: u32, root_color: vec4<f32>, root_subdivided: bool, eye_pos: vec3<f32>, ray_dir: vec3<f32>) -> TraverseResult
{
var normal = max_mask3(eye_pos) * sign(ray_dir);
if max_depth == 0 || !root_subdivided
{
var res: TraverseResult;
res.albedo = root_color;
res.normal = normal;
res.position = eye_pos;
return res;
//return viridis_quintic(0.);
}
// var node_structs = structure_tiles[0];
// var node_colors = color_tiles[0];
var node_tile_idx = u32(0);
var stack = array<u32, 4>(0, 0, 0, 0);
var voxel_scale = N * N * N;
var scale_exp = 3;
let voxel_scale_lut = array<u32, 4>(
1,
N,
N * N,
N * N * N
);
let dist = 1. / ray_dir;
let origin = eye_pos * 256.;
var pos = origin; // In voxel space
let offset = - origin * dist;
let wall_offset = select(vec3(0.), vec3(1.), ray_dir > vec3(0.));
let step = select(vec3(-1), vec3(1), ray_dir > vec3(0.));
var voxel_pos = clamp(vec3<u32>(floor(pos)), vec3(0), vec3(N * N * N * N - 1));
let max = 60.;
for(var iter = 0; iter < 256; iter++)
{
var child_pos = voxel_pos >> vec3<u32>(scale_exp * 2);
var local_child_pos = child_pos & vec3<u32>(3);
var child_idx = local_child_pos.x + local_child_pos.y * N + local_child_pos.z * N * N;
while (structure_tiles[node_tile_idx].children[child_idx] >> 31) != 0 && (u32(4 - scale_exp) < max_depth)
{
stack[scale_exp] = u32(node_tile_idx);
scale_exp -= 1;
voxel_scale = voxel_scale_lut[scale_exp];
node_tile_idx = structure_tiles[node_tile_idx].children[child_idx] & 0x3fffffff;
child_pos = voxel_pos >> vec3<u32>(scale_exp * 2);
local_child_pos = child_pos & vec3<u32>(3);
child_idx = local_child_pos.x + local_child_pos.y * N + local_child_pos.z * N * N;
}
if color_tiles[node_tile_idx].colors[child_idx].w != 0
{
var res: TraverseResult;
res.albedo = color_tiles[node_tile_idx].colors[child_idx];
res.normal = vec3<f32>(normal);
res.position = pos;
return res;
// return vec4(0.5 * (dot(vec3<f32>(normal), vec3<f32>(1., 1., 1.)) + 1.2));
// return color_tiles[node_tile_idx].colors[child_idx] * sample_mat(vec3<i32>(child_pos));
// let color_lut = array<vec3<f32>, 4>(
// vec3(1., 1., 0.2),
// vec3(0.2, 1., 0.2),
// vec3(0.2, 1., 1.),
// vec3(1., 0.2, 1.),
// );
// return vec4(color_lut[scale_exp], 1.) * sample_mat(vec3<i32>(child_pos));
// return color_tiles[node_tile_idx].colors[child_idx] * sample_mat(vec3<i32>(child_pos));
// return inferno_quintic(f32(iter) / max);
}
// Compute intersection
let global_voxel = vec3<f32>(child_pos * voxel_scale);
let cell_max = global_voxel + vec3<f32>(voxel_scale) * wall_offset;
let t1 = fma(dist, cell_max, offset);
let t_far = min(t1.x, min(t1.y, t1.z));
// Figure out which boundary we crossed to Figure out next neighbor
normal = select(vec3(0.), vec3<f32>(step), vec3(t_far) == t1);
let neighbor_min = vec3<i32>(global_voxel) + select(vec3(0), step * vec3<i32>(voxel_scale), vec3(t_far) == t1);
let neighbor_max = neighbor_min + vec3<i32>(voxel_scale);
pos = clamp(origin + t_far * ray_dir, vec3<f32>(neighbor_min), vec3<f32>(neighbor_max) - vec3<f32>(1.));
//return vec4(vec3<f32>(neighbor_min) / 256., 1.);
voxel_pos = vec3<u32>(floor(pos));
let diff = vec3<u32>(pos + 256) ^ vec3<u32>(global_voxel + 256);
let diff_exp = (firstLeadingBit((diff.x | diff.y | diff.z)) >> 1);
if diff_exp > u32(scale_exp)
{
if diff_exp > 3
{
discard;
//return viridis_quintic(f32(iter) / max);
}
scale_exp = i32(diff_exp);
voxel_scale = voxel_scale_lut[scale_exp];
node_tile_idx = stack[scale_exp];
}
}
var res: TraverseResult;
res.albedo = vec4(1., 0., 1., 1.);
res.normal = vec3<f32>(1., 0., 0.);
return res;
}
struct FragmentOutput
{
@location(0) albedo: vec4<f32>,
@location(1) position: vec4<f32>,
@location(2) normal: vec4<f32>,
}
@fragment
fn fragment_main(in: VertexOutput) -> FragmentOutput
{
var hit_pos = vec3(0.);
let dir = normalize(in.world_pos.xyz - in.eye_pos);
let chunk_size = 4 * 4 * 4 * 4;
let aabb = intersectAABB(in.eye_pos, dir, in.cube_pos, in.cube_pos + vec3(1.));
let norm = -intersect_normal_AABB(in.eye_pos, dir, in.cube_pos, in.cube_pos + vec3(1.));
hit_pos = in.eye_pos + max(aabb.x, 0.) * dir - in.cube_pos;
let cube_color = vec3(1.);
var pos = hit_pos * f32(chunk_size);
let step = vec3<i32>(
select(-1, 1, dir.x > 0.),
select(-1, 1, dir.y > 0.),
select(-1, 1, dir.z > 0.)
);
var voxel = vec3<i32>(
clamp(i32(floor(pos.x)), 0, chunk_size - 1),
clamp(i32(floor(pos.y)), 0, chunk_size - 1),
clamp(i32(floor(pos.z)), 0, chunk_size - 1),
);
var div = 1;
var overlay = 1.;
for(var i = 1; i <= 4; i++)
{
let x = (voxel.x / div + voxel.y / div + voxel.z / div) % 2 == 0;
overlay -= select(0., 1. / (f32(i) * 2.5), x);
div *= 4;
}
overlay = 1.;
let max_depth = 4;
let glob_dist = aabb.x / 1.5; // Pixel footprint
let depth = clamp(4 - u32(floor(log(glob_dist) / log(4.))), 0, 4);
let res = traverse(depth, in.root_color, in.root_subdivided != 0, hit_pos, dir);
var output: FragmentOutput;
output.albedo = res.albedo;
output.normal= vec4(-res.normal, 1.);
output.position = vec4(res.position, 1.);
return output;
}
fn min_mask3(v: vec3<f32>) -> vec3<f32>
{
let min = min(v.x, min(v.y, v.z));
return vec3<f32>
(
select(0., 1., v.x == min),
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>
(
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);
};
fn intersect_normal_AABB(rayOrigin: vec3<f32>, rayDir: vec3<f32>, boxMin: vec3<f32>, boxMax: vec3<f32>) -> vec3<f32> {
let tMin = (boxMin - rayOrigin) / rayDir;
let tMax = (boxMax - rayOrigin) / rayDir;
let t1 = min(tMin, tMax);
let tNear = max(max(t1.x, t1.y), t1.z);
return select(vec3(0), sign(rayDir), vec3(tNear) == t1);
};
fn inferno_quintic( xx: f32 ) -> vec4<f32>
{
let x = saturate(xx);
let x1 = vec4( 1.0, x, x * x, x * x * x ); // 1 x x2 x3
let x2 = x1 * x1.w * x; // x4 x5 x6 x7
return vec4(saturate( vec3(
dot( x1.xyzw, vec4( -0.027780558, 1.228188385, 0.278906882, 3.892783760 ) ) + dot( x2.xy, vec2( -8.490712758, 4.069046086 ) ),
dot( x1.xyzw, vec4( 0.014065206, 0.015360518, 1.605395918, -4.821108251 ) ) + dot( x2.xy, vec2( 8.389314011, -4.193858954 ) ),
dot( x1.xyzw, vec4( -0.019628385, 3.122510347, -5.893222355, 2.798380308 ) ) + dot( x2.xy, vec2( -3.608884658, 4.324996022 ) ) ) ), 1.);
}
fn viridis_quintic( xx: f32 ) -> vec4<f32>
{
let x = saturate( xx );
let x1 = vec4( 1.0, x, x * x, x * x * x ); // 1 x x2 x3
let x2 = x1 * x1.w * x; // x4 x5 x6 x7
return vec4(saturate( vec3(
dot( x1.xyzw, vec4( 0.280268003, -0.143510503, 2.225793877, -14.815088879 ) ) + dot( x2.xy, vec2( 25.212752309, -11.772589584 ) ),
dot( x1.xyzw, vec4( -0.002117546, 1.617109353, -1.909305070, 2.701152864 ) ) + dot( x2.xy, vec2( -1.685288385, 0.178738871 ) ),
dot( x1.xyzw, vec4( 0.300805501, 2.614650302, -12.019139090, 28.933559110 ) ) + dot( x2.xy, vec2( -33.491294770, 13.762053843 ) ) ) ), 1.);
}