diff --git a/shaders/voxel.slang b/shaders/voxel.slang index 7cf7cc8..d6a31d3 100644 --- a/shaders/voxel.slang +++ b/shaders/voxel.slang @@ -96,6 +96,11 @@ struct StructurePointer return (this.value & 0x40000000) != 0; } + bool subdivided_valid() + { + return (this.value & 0xC0000000) == 0xC0000000; + } + uint32_t pointer() { return this.value & 0x3FFFFFFF; @@ -193,7 +198,14 @@ struct HitInformation float4 color; } -HitInformation ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, float dist_offset) +// struct NodeStack +// { +// uint32_t node_stack[5]; +// } + +groupshared uint32_t stack[256 * 5]; + +HitInformation ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, float dist_offset, uint32_t stack_index) { float fov_deg = 100. / 1920.; float fov_rad = (float.getPi() * fov_deg) / 180.; @@ -217,34 +229,34 @@ HitInformation ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_ } ray_origin += float3(1.); + ray_origin = clamp(ray_origin , float(1.), asfloat(0x3fffffff)); + ray_origin = select(ray_direction > 0., asfloat(asuint(ray_origin) ^ 0x007fffff), ray_origin); + uint32_t child_mirror = 0; + if(ray_direction.x > 0.) {child_mirror |= 3;} + if(ray_direction.y > 0.) {child_mirror |= 3 << 2;} + if(ray_direction.z > 0.) {child_mirror |= 3 << 4;} + ray_direction = -abs(ray_direction); + float3 pos = ray_origin; - pos = clamp(pos, float(1.), asfloat(0x3fffffff)); uint32_t scale_exp = 23 - 2; uint32_t node_stack[5] = { 0 }; + uint32_t current_node_index = structure_table_pointer[root_id].pointer(); - - node_stack[10 - scale_exp / 2] = current_node_index; - - uint32_t child_index = get_children_index(pos, scale_exp); - StructurePointer current_node = structure_pool[current_node_index].pointers[child_index]; - usage_buffer[current_node_index] = constants.frame_timestamp; + stack[stack_index * 5 + 10 - scale_exp / 2] = current_node_index; + //node_stack[10 - scale_exp / 2] = current_node_index; - + [loop] for(uint32_t iter = 0; iter < 500; iter ++) { - //scale_exp = 23 - 2; - //current_node_index = structure_table_pointer[root_id].pointer(); - - child_index = get_children_index(pos, scale_exp); - current_node = structure_pool[current_node_index].pointers[child_index]; + uint32_t child_index = get_children_index(pos, scale_exp) ^ child_mirror; + StructurePointer current_node = structure_pool[current_node_index].pointers[child_index]; // Scale computations - //return float4(cone_size * 1000.); let cone_size = (length(ray_origin - pos) + dist_offset) * cone_factor; let exponent = select( @@ -254,15 +266,15 @@ HitInformation ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_ ); while( - current_node.subdivided() && - current_node.pointer_valid() && + current_node.subdivided_valid() && scale_exp - 2 > exponent ) { scale_exp -= 2; current_node_index = current_node.pointer(); - node_stack[10 - scale_exp / 2] = current_node_index; - child_index = get_children_index(pos, scale_exp); + stack[stack_index * 5 + 10 - scale_exp / 2] = current_node_index; + //node_stack[10 - scale_exp / 2] = current_node_index; + child_index = get_children_index(pos, scale_exp) ^ child_mirror; current_node = structure_pool[current_node_index].pointers[child_index]; // Write usage usage_buffer[current_node_index] = constants.frame_timestamp; @@ -276,8 +288,6 @@ HitInformation ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_ if(color_pool[current_node_index].colors[child_index].byte_a != 0) { - //hit_pos = pos - float3(1.); - //return color_pool[current_node_index].colors[child_index].float_color; var hit: HitInformation; hit.hit = true; hit.hit_pos = pos - float3(1.); @@ -285,7 +295,6 @@ HitInformation ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_ return hit; } - //uint64_t occupancy = get_child_mask(structure_pool[current_node_index].occupancy_low, structure_pool[current_node_index].occupancy_high); uint64_t occupancy = get_child_mask(structure_pool[current_node_index].occupancy_low, structure_pool[current_node_index].occupancy_high); uint32_t adv_scale_exp = scale_exp; if(((occupancy >> (child_index & 0b101010)) & 0x00330033) == 0) @@ -295,26 +304,16 @@ HitInformation ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_ // Perform dda // Compute correct exponent, and shift it into the exponent part of floatt - let child_scale : float = asfloat((adv_scale_exp - 23 + 127) << 23); let child_pos : float3 = floor_scale(pos, adv_scale_exp); - let child_far : float3 = child_pos + select(ray_direction > 0., float3(child_scale), float3(0.)); // Intersection t - let inter_ts : float3 = (child_far - ray_origin) / ray_direction; + let inter_ts : float3 = (child_pos - ray_origin) / ray_direction; float inter_t = min(inter_ts.x, min(inter_ts.y, inter_ts.z)); //return float4(inter_t); // Perform dda step - let neighbor_min : float3 = select(float3(inter_t) == inter_ts, child_pos + copysign(child_scale, ray_direction), child_pos); - let neighbor_max : float3 = asfloat(asint(neighbor_min) + ((1 << adv_scale_exp) - 1)); - let previous_pos : float3 = pos; - pos = clamp(ray_origin + ray_direction * inter_t, neighbor_min, neighbor_max); - - /* - if(any(pos >= 2.) || any(pos < 1.)) - { - discard; - } - */ + //let neighbor_max = asint(child_pos) + select(inter_t == inter_ts, -1, (1 << adv_scale_exp) - 1); + let neighbor_max = asint(child_pos) + select(inter_t == inter_ts, -1, (1 << adv_scale_exp) - 1); + pos = min(ray_origin + ray_direction * inter_t, asfloat(neighbor_max)); // Find most common ancestor uint32_t3 diffs = asuint(child_pos) ^ asuint(pos); @@ -327,7 +326,8 @@ HitInformation ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_ } scale_exp = 23 - common_depth; - current_node_index = node_stack[10 - scale_exp / 2]; + current_node_index = stack[stack_index * 5 + 10 - scale_exp / 2]; + //current_node_index = node_stack[10 - scale_exp / 2]; } @@ -342,6 +342,7 @@ struct FragmentOutput float4 color : SV_Target<0>; } +/* //[earlydepthstencil] [shader("fragment")] FragmentOutput fragment(VertexOutput vertex_out) @@ -361,6 +362,7 @@ FragmentOutput fragment(VertexOutput vertex_out) return frag_out; } +*/ bool3 min_mask(float3 val) { @@ -372,31 +374,47 @@ bool3 min_mask(float3 val) [[format("rgba32f")]] WTexture2D output_texture; +float3 get_ray_direction(uint32_t2 pixel_loc) +{ + let ndc_loc_x = (float)pixel_loc.x / (float)constants.width * 2. - 1.; + let ndc_loc_y = 1. - (float)pixel_loc.y / (float)constants.height * 2.; + var world_loc = mul(constants.view_proj, float4(ndc_loc_x, ndc_loc_y, 1., 1.)); + world_loc /= world_loc.w; + return normalize(world_loc.xyz - constants.cam_pos); +} + [shader("compute")] [numthreads(16, 16, 1)] -void ray_march_compute(uint32_t3 location : SV_DispatchThreadID) +void ray_march_compute(uint32_t3 location : SV_DispatchThreadID, uint32_t3 local_location: SV_GroupThreadID) { if(location.x >= constants.width || location.y >= constants.height) { return; } - uint32_t2 pixel_loc = uint32_t2(location.x, location.y); - - let ndc_loc_x = (float)location.x / (float)constants.width * 2. - 1.; - let ndc_loc_y = 1. - (float)location.y / (float)constants.height * 2.; - - var world_loc = mul(constants.view_proj, float4(ndc_loc_x, ndc_loc_y, 1., 1.)); - world_loc /= world_loc.w; - let ray_direction = normalize(world_loc.xyz - constants.cam_pos); - + let stack_index = local_location.x + local_location.y * 16; + let ray_direction = get_ray_direction(location.xy); var inter = box_intersect(constants.cam_pos, ray_direction, float3(0.), float3(constants.chunk_width, constants.chunk_alt, constants.chunk_height)); + + // Clear if out of box if(inter.y <= inter.x || inter.y <= 0.) { - output_texture.Store(pixel_loc, float4(0.)); + output_texture.Store(location.xy, float4(0.)); return; } inter.x = max(0., inter.x); + // float3 position = constants.cam_pos + ray_direction * inter.x; + // int32_t3 current_voxel = clamp( + // int32_t3(floor(position)), + // int32_t3(0), + // int32_t3(constants.chunk_width - 1, constants.chunk_alt - 1, constants.chunk_height - 1) + // ); + // let chunk_index = current_voxel.y + current_voxel.z * constants.chunk_alt + current_voxel.x * constants.chunk_alt * constants.chunk_height; + // let hit = ray_march(ray_direction, position - float3(current_voxel), chunk_index, length(position - constants.cam_pos), stack_index); + // if(hit.hit) + // { + // output_texture.Store(location.xy, float4(hit.color)); + // } let start_position = inter.x * ray_direction + constants.cam_pos; @@ -406,38 +424,37 @@ void ray_march_compute(uint32_t3 location : SV_DispatchThreadID) int32_t3(0), int32_t3(constants.chunk_width - 1, constants.chunk_alt - 1, constants.chunk_height - 1) ); - int32_t3 offset = int32_t3(sign(ray_direction)); - float3 delta = abs(1. / ray_direction); - float3 position = start_position; - float3 t = select(ray_direction > 0., current_voxel + int32_t3(1) - start_position, start_position - current_voxel) * delta; + //int32_t3 offset = int32_t3(sign(ray_direction)); + //float3 delta = abs(1. / ray_direction); + float3 t = select(ray_direction > 0., current_voxel + int32_t3(1) - start_position, start_position - current_voxel) / abs(ray_direction); + t += inter.x; - var color = float4(0.); - var hit_pos = float3(0.); - for(int32_t i = 0; i < 256; i++) + [loop] + while(true) { - let min_mask = min_mask(t); - let t_adv = select(min_mask, t, float3(0.)); - let t_ray = t_adv.x + t_adv.y + t_adv.z; - - - let chunk_index = current_voxel.y + current_voxel.z * constants.chunk_alt + current_voxel.x * constants.chunk_alt * constants.chunk_height; - let hit = ray_march(ray_direction, position - float3(current_voxel), chunk_index, length(position - constants.cam_pos)); - position = start_position + ray_direction * t_ray; - if(hit.hit) { - color = hit.color; - break; + let off = t - abs(1. / ray_direction); + let t_adv = max(max(off.x, max(off.y, off.z)), 0.); + let chunk_index = current_voxel.y + current_voxel.z * constants.chunk_alt + current_voxel.x * constants.chunk_alt * constants.chunk_height; + let position = constants.cam_pos + ray_direction * t_adv; + let hit = ray_march(ray_direction, position - float3(current_voxel), chunk_index, t_adv, stack_index); + if(hit.hit) + { + output_texture.Store(location.xy, hit.color); + return; + } } - t += select(min_mask, delta, float3(0.)); - current_voxel += select(min_mask, offset, int32_t3(0)); + + let min_mask = min_mask(t); + t += select(min_mask, abs(1. / ray_direction), float3(0.)); + current_voxel += select(min_mask, int32_t3(sign(ray_direction)), int32_t3(0)); if(any(current_voxel < 0) || any(current_voxel >= int32_t3(constants.chunk_width, constants.chunk_alt, constants.chunk_height))) { - color = float4(0.); - break; + output_texture.Store(location.xy, float4(0.)); + return; } } - output_texture.Store(pixel_loc, float4(color)); } float2 box_intersect(float3 origin, float3 ray_direction, float3 box_min, float3 box_max) diff --git a/shaders/voxel.spv b/shaders/voxel.spv index 98e889e..c406950 100644 Binary files a/shaders/voxel.spv and b/shaders/voxel.spv differ diff --git a/src/main.rs b/src/main.rs index aa26968..1e2c90b 100644 --- a/src/main.rs +++ b/src/main.rs @@ -159,6 +159,8 @@ impl State required_features: Features::IMMEDIATES | Features::SHADER_EARLY_DEPTH_TEST | Features::TIMESTAMP_QUERY + | Features::SHADER_I16 + | Features::SHADER_F16 | Features::SHADER_INT64, required_limits: wgpu::Limits { max_immediate_size: 112, @@ -242,7 +244,24 @@ impl State // }; //let shader_module = device.create_shader_module(include_wgsl!("../shaders/voxel.wgsl")); - let shader_module = device.create_shader_module(include_spirv!("../shaders/voxel.spv")); + let shader_module = unsafe { + device.create_shader_module_trusted( + wgpu::ShaderModuleDescriptor { + label: Some("../shaders/voxel.spv"), + source: wgpu::ShaderSource::SpirV(wgpu::__macro_helpers::Cow::Borrowed( + wgpu::include_spirv_source!("../shaders/voxel.spv"), + )), + }, + wgpu::ShaderRuntimeChecks { + bounds_checks: false, + force_loop_bounding: false, + ray_query_initialization_tracking: false, + task_shader_dispatch_tracking: false, + mesh_shader_primitive_indices_clamp: false, + int_div_checks: false, + }, + ) + }; let surface_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {