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+88
-71
@@ -96,6 +96,11 @@ struct StructurePointer
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return (this.value & 0x40000000) != 0;
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}
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bool subdivided_valid()
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{
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return (this.value & 0xC0000000) == 0xC0000000;
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}
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uint32_t pointer()
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{
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return this.value & 0x3FFFFFFF;
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@@ -193,7 +198,14 @@ struct HitInformation
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float4 color;
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}
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HitInformation ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, float dist_offset)
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// struct NodeStack
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// {
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// uint32_t node_stack[5];
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// }
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groupshared uint32_t stack[256 * 5];
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HitInformation ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, float dist_offset, uint32_t stack_index)
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{
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float fov_deg = 100. / 1920.;
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float fov_rad = (float.getPi() * fov_deg) / 180.;
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@@ -217,34 +229,34 @@ HitInformation ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_
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}
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ray_origin += float3(1.);
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ray_origin = clamp(ray_origin , float(1.), asfloat(0x3fffffff));
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ray_origin = select(ray_direction > 0., asfloat(asuint(ray_origin) ^ 0x007fffff), ray_origin);
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uint32_t child_mirror = 0;
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if(ray_direction.x > 0.) {child_mirror |= 3;}
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if(ray_direction.y > 0.) {child_mirror |= 3 << 2;}
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if(ray_direction.z > 0.) {child_mirror |= 3 << 4;}
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ray_direction = -abs(ray_direction);
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float3 pos = ray_origin;
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pos = clamp(pos, float(1.), asfloat(0x3fffffff));
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uint32_t scale_exp = 23 - 2;
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uint32_t node_stack[5] =
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{
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0
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};
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uint32_t current_node_index = structure_table_pointer[root_id].pointer();
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node_stack[10 - scale_exp / 2] = current_node_index;
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uint32_t child_index = get_children_index(pos, scale_exp);
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StructurePointer current_node = structure_pool[current_node_index].pointers[child_index];
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usage_buffer[current_node_index] = constants.frame_timestamp;
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stack[stack_index * 5 + 10 - scale_exp / 2] = current_node_index;
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//node_stack[10 - scale_exp / 2] = current_node_index;
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[loop]
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for(uint32_t iter = 0; iter < 500; iter ++)
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{
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//scale_exp = 23 - 2;
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//current_node_index = structure_table_pointer[root_id].pointer();
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child_index = get_children_index(pos, scale_exp);
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current_node = structure_pool[current_node_index].pointers[child_index];
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uint32_t child_index = get_children_index(pos, scale_exp) ^ child_mirror;
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StructurePointer current_node = structure_pool[current_node_index].pointers[child_index];
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// Scale computations
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//return float4(cone_size * 1000.);
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let cone_size = (length(ray_origin - pos) + dist_offset) * cone_factor;
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let exponent =
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select(
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@@ -254,15 +266,15 @@ HitInformation ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_
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);
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while(
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current_node.subdivided() &&
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current_node.pointer_valid() &&
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current_node.subdivided_valid() &&
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scale_exp - 2 > exponent
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)
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{
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scale_exp -= 2;
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current_node_index = current_node.pointer();
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node_stack[10 - scale_exp / 2] = current_node_index;
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child_index = get_children_index(pos, scale_exp);
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stack[stack_index * 5 + 10 - scale_exp / 2] = current_node_index;
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//node_stack[10 - scale_exp / 2] = current_node_index;
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child_index = get_children_index(pos, scale_exp) ^ child_mirror;
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current_node = structure_pool[current_node_index].pointers[child_index];
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// Write usage
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usage_buffer[current_node_index] = constants.frame_timestamp;
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@@ -276,8 +288,6 @@ HitInformation ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_
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if(color_pool[current_node_index].colors[child_index].byte_a != 0)
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{
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//hit_pos = pos - float3(1.);
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//return color_pool[current_node_index].colors[child_index].float_color;
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var hit: HitInformation;
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hit.hit = true;
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hit.hit_pos = pos - float3(1.);
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@@ -285,7 +295,6 @@ HitInformation ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_
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return hit;
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}
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//uint64_t occupancy = get_child_mask(structure_pool[current_node_index].occupancy_low, structure_pool[current_node_index].occupancy_high);
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uint64_t occupancy = get_child_mask(structure_pool[current_node_index].occupancy_low, structure_pool[current_node_index].occupancy_high);
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uint32_t adv_scale_exp = scale_exp;
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if(((occupancy >> (child_index & 0b101010)) & 0x00330033) == 0)
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@@ -295,26 +304,16 @@ HitInformation ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_
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// Perform dda
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// Compute correct exponent, and shift it into the exponent part of floatt
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let child_scale : float = asfloat((adv_scale_exp - 23 + 127) << 23);
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let child_pos : float3 = floor_scale(pos, adv_scale_exp);
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let child_far : float3 = child_pos + select(ray_direction > 0., float3(child_scale), float3(0.));
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// Intersection t
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let inter_ts : float3 = (child_far - ray_origin) / ray_direction;
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let inter_ts : float3 = (child_pos - ray_origin) / ray_direction;
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float inter_t = min(inter_ts.x, min(inter_ts.y, inter_ts.z));
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//return float4(inter_t);
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// Perform dda step
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let neighbor_min : float3 = select(float3(inter_t) == inter_ts, child_pos + copysign(child_scale, ray_direction), child_pos);
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let neighbor_max : float3 = asfloat(asint(neighbor_min) + ((1 << adv_scale_exp) - 1));
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let previous_pos : float3 = pos;
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pos = clamp(ray_origin + ray_direction * inter_t, neighbor_min, neighbor_max);
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/*
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if(any(pos >= 2.) || any(pos < 1.))
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{
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discard;
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}
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*/
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//let neighbor_max = asint(child_pos) + select(inter_t == inter_ts, -1, (1 << adv_scale_exp) - 1);
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let neighbor_max = asint(child_pos) + select(inter_t == inter_ts, -1, (1 << adv_scale_exp) - 1);
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pos = min(ray_origin + ray_direction * inter_t, asfloat(neighbor_max));
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// Find most common ancestor
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uint32_t3 diffs = asuint(child_pos) ^ asuint(pos);
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@@ -327,7 +326,8 @@ HitInformation ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_
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}
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scale_exp = 23 - common_depth;
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current_node_index = node_stack[10 - scale_exp / 2];
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current_node_index = stack[stack_index * 5 + 10 - scale_exp / 2];
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//current_node_index = node_stack[10 - scale_exp / 2];
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}
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@@ -342,6 +342,7 @@ struct FragmentOutput
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float4 color : SV_Target<0>;
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}
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/*
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//[earlydepthstencil]
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[shader("fragment")]
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FragmentOutput fragment(VertexOutput vertex_out)
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@@ -361,6 +362,7 @@ FragmentOutput fragment(VertexOutput vertex_out)
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return frag_out;
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}
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*/
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bool3 min_mask(float3 val)
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{
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@@ -372,31 +374,47 @@ bool3 min_mask(float3 val)
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[[format("rgba32f")]]
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WTexture2D<float4> output_texture;
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float3 get_ray_direction(uint32_t2 pixel_loc)
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{
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let ndc_loc_x = (float)pixel_loc.x / (float)constants.width * 2. - 1.;
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let ndc_loc_y = 1. - (float)pixel_loc.y / (float)constants.height * 2.;
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var world_loc = mul(constants.view_proj, float4(ndc_loc_x, ndc_loc_y, 1., 1.));
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world_loc /= world_loc.w;
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return normalize(world_loc.xyz - constants.cam_pos);
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}
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[shader("compute")]
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[numthreads(16, 16, 1)]
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void ray_march_compute(uint32_t3 location : SV_DispatchThreadID)
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void ray_march_compute(uint32_t3 location : SV_DispatchThreadID, uint32_t3 local_location: SV_GroupThreadID)
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{
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if(location.x >= constants.width || location.y >= constants.height)
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{
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return;
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}
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uint32_t2 pixel_loc = uint32_t2(location.x, location.y);
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let ndc_loc_x = (float)location.x / (float)constants.width * 2. - 1.;
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let ndc_loc_y = 1. - (float)location.y / (float)constants.height * 2.;
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var world_loc = mul(constants.view_proj, float4(ndc_loc_x, ndc_loc_y, 1., 1.));
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world_loc /= world_loc.w;
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let ray_direction = normalize(world_loc.xyz - constants.cam_pos);
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let stack_index = local_location.x + local_location.y * 16;
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let ray_direction = get_ray_direction(location.xy);
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var inter = box_intersect(constants.cam_pos, ray_direction, float3(0.), float3(constants.chunk_width, constants.chunk_alt, constants.chunk_height));
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// Clear if out of box
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if(inter.y <= inter.x || inter.y <= 0.)
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{
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output_texture.Store(pixel_loc, float4(0.));
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output_texture.Store(location.xy, float4(0.));
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return;
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}
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inter.x = max(0., inter.x);
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// float3 position = constants.cam_pos + ray_direction * inter.x;
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// int32_t3 current_voxel = clamp(
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// int32_t3(floor(position)),
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// int32_t3(0),
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// int32_t3(constants.chunk_width - 1, constants.chunk_alt - 1, constants.chunk_height - 1)
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// );
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// let chunk_index = current_voxel.y + current_voxel.z * constants.chunk_alt + current_voxel.x * constants.chunk_alt * constants.chunk_height;
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// let hit = ray_march(ray_direction, position - float3(current_voxel), chunk_index, length(position - constants.cam_pos), stack_index);
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// if(hit.hit)
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// {
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// output_texture.Store(location.xy, float4(hit.color));
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// }
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let start_position = inter.x * ray_direction + constants.cam_pos;
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@@ -406,38 +424,37 @@ void ray_march_compute(uint32_t3 location : SV_DispatchThreadID)
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int32_t3(0),
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int32_t3(constants.chunk_width - 1, constants.chunk_alt - 1, constants.chunk_height - 1)
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);
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int32_t3 offset = int32_t3(sign(ray_direction));
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float3 delta = abs(1. / ray_direction);
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float3 position = start_position;
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float3 t = select(ray_direction > 0., current_voxel + int32_t3(1) - start_position, start_position - current_voxel) * delta;
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//int32_t3 offset = int32_t3(sign(ray_direction));
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//float3 delta = abs(1. / ray_direction);
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float3 t = select(ray_direction > 0., current_voxel + int32_t3(1) - start_position, start_position - current_voxel) / abs(ray_direction);
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t += inter.x;
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var color = float4(0.);
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var hit_pos = float3(0.);
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for(int32_t i = 0; i < 256; i++)
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[loop]
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while(true)
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{
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let min_mask = min_mask(t);
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let t_adv = select(min_mask, t, float3(0.));
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let t_ray = t_adv.x + t_adv.y + t_adv.z;
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let chunk_index = current_voxel.y + current_voxel.z * constants.chunk_alt + current_voxel.x * constants.chunk_alt * constants.chunk_height;
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let hit = ray_march(ray_direction, position - float3(current_voxel), chunk_index, length(position - constants.cam_pos));
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position = start_position + ray_direction * t_ray;
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if(hit.hit)
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{
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color = hit.color;
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break;
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let off = t - abs(1. / ray_direction);
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let t_adv = max(max(off.x, max(off.y, off.z)), 0.);
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let chunk_index = current_voxel.y + current_voxel.z * constants.chunk_alt + current_voxel.x * constants.chunk_alt * constants.chunk_height;
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let position = constants.cam_pos + ray_direction * t_adv;
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let hit = ray_march(ray_direction, position - float3(current_voxel), chunk_index, t_adv, stack_index);
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if(hit.hit)
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{
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output_texture.Store(location.xy, hit.color);
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return;
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}
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}
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t += select(min_mask, delta, float3(0.));
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current_voxel += select(min_mask, offset, int32_t3(0));
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let min_mask = min_mask(t);
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t += select(min_mask, abs(1. / ray_direction), float3(0.));
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current_voxel += select(min_mask, int32_t3(sign(ray_direction)), int32_t3(0));
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if(any(current_voxel < 0) || any(current_voxel >= int32_t3(constants.chunk_width, constants.chunk_alt, constants.chunk_height)))
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{
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color = float4(0.);
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break;
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output_texture.Store(location.xy, float4(0.));
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return;
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}
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}
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output_texture.Store(pixel_loc, float4(color));
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}
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float2 box_intersect(float3 origin, float3 ray_direction, float3 box_min, float3 box_max)
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Binary file not shown.
+20
-1
@@ -159,6 +159,8 @@ impl State
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required_features: Features::IMMEDIATES
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| Features::SHADER_EARLY_DEPTH_TEST
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| Features::TIMESTAMP_QUERY
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| Features::SHADER_I16
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| Features::SHADER_F16
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| Features::SHADER_INT64,
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required_limits: wgpu::Limits {
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max_immediate_size: 112,
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@@ -242,7 +244,24 @@ impl State
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// };
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//let shader_module = device.create_shader_module(include_wgsl!("../shaders/voxel.wgsl"));
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let shader_module = device.create_shader_module(include_spirv!("../shaders/voxel.spv"));
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let shader_module = unsafe {
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device.create_shader_module_trusted(
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wgpu::ShaderModuleDescriptor {
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label: Some("../shaders/voxel.spv"),
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source: wgpu::ShaderSource::SpirV(wgpu::__macro_helpers::Cow::Borrowed(
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wgpu::include_spirv_source!("../shaders/voxel.spv"),
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)),
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},
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wgpu::ShaderRuntimeChecks {
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bounds_checks: false,
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force_loop_bounding: false,
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ray_query_initialization_tracking: false,
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task_shader_dispatch_tracking: false,
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mesh_shader_primitive_indices_clamp: false,
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int_div_checks: false,
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},
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)
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};
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let surface_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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