working z prepass shit

This commit is contained in:
2026-09-10 22:49:59 +02:00
parent 9ed3cea3ca
commit 7baf760cd1
2 changed files with 99 additions and 72 deletions
+70 -26
View File
@@ -2,12 +2,12 @@ struct VertexOutput
{
@builtin(position) postion: vec4<f32>,
@location(0) @interpolate(flat) chunk_index: u32,
@location(1) color: vec4<f32>,
@location(2) cam_pos: vec3<f32>,
@location(3) world_pos: vec3<f32>,
@location(4) @interpolate(flat) structure_id: u32,
@location(5) chunk_position: vec3<f32>,
@location(6) ndc: vec4<f32>
@location(1) ndc: vec4<f32>,
@location(2) color: vec4<f32>,
@location(3) cam_pos: vec3<f32>,
@location(4) world_pos: vec3<f32>,
@location(5) @interpolate(flat) structure_id: u32,
@location(6) chunk_position: vec3<f32>,
}
struct ChunkImmediate
@@ -15,6 +15,8 @@ struct ChunkImmediate
view_proj: mat4x4<f32>,
cam_pos: vec3<f32>,
frame_timestamp: u32,
width: u32,
downsampling_factor: u32,
}
var<immediate> constants: ChunkImmediate;
@@ -25,7 +27,7 @@ struct CacheChunkObject
transform: mat4x4<f32>,
color: vec4<f32>,
id: u32,
pointer: u32
pointer: u32,
}
@@ -74,8 +76,7 @@ fn unpack_color(color: u32) -> vec4<f32>
@group(0) @binding(5) var<storage, read_write> structure_table_pointer: array<u32>;
@group(0) @binding(6) var<storage, read_write> structure_table_request_buffer: array<atomic<u32>>;
@group(1) @binding(0) var prepass_depth_sampler: sampler;
@group(1) @binding(1) var prepass_depth: texture_2d<f32>;
@group(1) @binding(0) var prepass_depth: texture_2d<f32>;
@vertex
fn chunk(@builtin(vertex_index) index: u32, @location(0) position: vec3<f32>, @location(1) id: u32) -> VertexOutput
@@ -118,13 +119,13 @@ fn chunk(@builtin(vertex_index) index: u32, @location(0) position: vec3<f32>, @l
var output: VertexOutput;
output.postion = output_vertex;
output.ndc = output_vertex / output_vertex.w;
output.color = vec4(1.);
output.chunk_index = 0;
output.cam_pos = constants.cam_pos;
output.world_pos = vertex + position;
output.structure_id = id;
output.chunk_position = position;
output.ndc = output_vertex;
//let output = vec4<f32>(vertex, 1.0f);
return output;
@@ -216,9 +217,9 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
{
let max_depth = 5;
let dist_offset_voxel = dist_offset * f32(1 << u32(max_depth * 2));
let fovy_deg = 100. / 1920.;
let fovy_deg = 100. / f32(constants.width);
let fovy_rad = (fovy_deg * 3.14) / 180.;
let cone_factor = tan(fovy_rad / 2.) * 2.;
let cone_factor = 1.414 * f32(constants.downsampling_factor) * (tan(fovy_rad / 2.) * 2.); // How many pixels per distance a voxel takes
let st_pointer = structure_table_pointer[root_id];
@@ -263,6 +264,7 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
var inv_ray_dir = 1. / ray_dir;
var ray_positive = ray_dir > vec3(0.);
var step_dir = select(vec3(-1), vec3(1), ray_positive);
var min_child_size = cone_factor * dist_offset_voxel;
for(var iter = 0; iter < 400; iter ++)
{
@@ -275,9 +277,9 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
var current_node = dfs_stack[current_depth];
var pointer = structure_pool[current_node].pointers[child_index];
let min_child_size = (length(vec3<f32>(voxel) - pos_origin) + dist_offset_voxel) * cone_factor;
min_child_size = (length(vec3<f32>(voxel) - pos_origin) + dist_offset_voxel) * cone_factor;
while(node_subdivided(pointer) &&
f32(child_size / 4) >= min_child_size
f32(child_size) / 4 > min_child_size
)
{
if(!node_pointer_valid(pointer) && node_subdivided(pointer))
@@ -311,7 +313,8 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
var result: HitResult;
result.color = unpack_color(color);
//result.color = vec4<f32>(f32(iter) / 400.);
result.hit_pos = (far_t / f32(1 << u32(max_depth * 2))) * ray_dir + ray_origin;
//result.hit_pos = (far_t / f32(1 << u32(max_depth * 2))) * ray_dir + ray_origin;
result.hit_pos = (far_t * ray_dir + pos_origin) / f32(1 << u32(max_depth * 2));
return result;
}
@@ -363,16 +366,19 @@ struct FragmentOutput {
struct FragmentPrepassOutput {
@location(0) depth_prepass: f32, // Equivalent to gl_FragDepth
@builtin(frag_depth) depth: f32, // Equivalent to gl_FragDepth
//@builtin(frag_depth) depth: f32, // Equivalent to gl_FragDepth
}
@early_depth_test(less_equal)
//fn fragment_prepass(in: VertexOutput) -> @location(0) vec4<f32>
//@early_depth_test(less_equal)
@fragment
fn fragment_prepass(in: VertexOutput) -> FragmentPrepassOutput
{
let ray_dir = normalize(in.world_pos - in.cam_pos);
let interp = box_inter(in.cam_pos - in.chunk_position, ray_dir, vec3(0.), vec3(1));
let ray_origin = (in.cam_pos - in.chunk_position) + ray_dir * (max(0., interp.x));
let interp = box_inter(in.cam_pos, ray_dir, in.chunk_position + vec3(0.), in.chunk_position + vec3(1));
let ray_origin = in.cam_pos + ray_dir * max(interp.x, 0.) - in.chunk_position;
let result = new_traverse(ray_dir, ray_origin, in.structure_id, length(in.cam_pos - (ray_origin + in.chunk_position)));
let clip_pos = constants.view_proj * vec4(result.hit_pos + in.chunk_position, 1.);
@@ -380,10 +386,14 @@ fn fragment_prepass(in: VertexOutput) -> FragmentPrepassOutput
var frag_out: FragmentPrepassOutput;
//frag_out.color = result.color;
//frag_out.color = result.color;
//frag_out.depth_prepass = in.postion.z;
frag_out.depth_prepass = length(ray_origin + in.chunk_position - in.cam_pos);
//frag_out.depth_prepass = interp.x;
//frag_out.depth_prepass = 100.;
//frag_out.depth = depth;
frag_out.depth = depth;
frag_out.depth_prepass = depth;
//frag_out.depth = depth;
//frag_out.depth_prepass = depth;
return frag_out;
}
@@ -391,20 +401,54 @@ fn fragment_prepass(in: VertexOutput) -> FragmentPrepassOutput
@fragment
fn fragment(in: VertexOutput) -> FragmentOutput
{
let surface_depth = in.ndc.z;
let prepass_depth = textureSample(prepass_depth, prepass_depth_sampler, in.ndc.xy).x;
let surface_depth = in.postion.z;
let prepass_depth_sample = textureLoad(prepass_depth, vec2<i32>(in.postion.xy), 0).x;
let lin_depth = (100. * 0.01) / (100. - surface_depth * (100. - 0.01));
if surface_depth <= prepass_depth
if lin_depth < prepass_depth_sample || prepass_depth_sample == -1.
{
discard;
}
//frag_out.color = vec4<f32>(2 * 0.01 / (100. + 0.01 - depth * (100. - 0.01)));
let ray_dir = normalize(in.world_pos - in.cam_pos);
let prepass_origin = in.cam_pos + ray_dir * max(prepass_depth_sample - 0.01, 0.);
let interp = box_inter(prepass_origin, ray_dir, in.chunk_position + vec3(0.), in.chunk_position + vec3(1));
let ray_origin = prepass_origin + ray_dir * max(interp.x, 0.) - in.chunk_position;
//let ray_origin = in.cam_pos + ray_dir * (max(0., lin_depth - 0.1)) - in.chunk_position;
//let ray_origin = in.cam_pos + ray_dir * max(interp.x, 0.) - in.chunk_position;
//let ray_origin = in.cam_pos + ray_dir * max(prepass_depth, 0.) - in.chunk_position;
//let space_ro = in.cam_pos + ray_dir * lin_depth;
//let ray_origin = space_ro - in.chunk_position;
let result = new_traverse(ray_dir, ray_origin, in.structure_id, length(in.cam_pos - (ray_origin + in.chunk_position)));
let clip_pos = constants.view_proj * vec4(result.hit_pos + in.chunk_position, 1.);
let depth = clip_pos.z / clip_pos.w;
var frag_out: FragmentOutput;
frag_out.color = result.color;
//frag_out.color = vec4<f32>(vec3<f32>(prepass_depth_sample) / 100., 1.);
//frag_out.color = vec4<f32>(smpl);
//frag_out.color = vec4<f32>(ray_origin, 1.);
//frag_out.color = result.color;
//frag_out.color = vec4<f32>(ray_origin, 1.);
//frag_out.color = vec4<f32>(vec3<f32>(lin_depth) / 100., 1.);
frag_out.depth = depth;
return frag_out;
//return vec4<f32>(ray_origin, 1.);
//return frag_out;
//return vec4(interp.y / 10.);
}
@fragment
fn _fragment(in: VertexOutput) -> FragmentOutput
{
//frag_out.color = vec4<f32>(2 * 0.01 / (100. + 0.01 - depth * (100. - 0.01)));
let ray_dir = normalize(in.world_pos - in.cam_pos);
let interp = box_inter(in.cam_pos - in.chunk_position, ray_dir, vec3(0.), vec3(1));
let ray_origin = (in.cam_pos - in.chunk_position) + ray_dir * (max(0., interp.x));
let result = new_traverse(ray_dir, ray_origin, in.structure_id, length(in.cam_pos - (ray_origin + in.chunk_position)));
let clip_pos = constants.view_proj * vec4(result.hit_pos + in.chunk_position, 1.);
let depth = clip_pos.z / clip_pos.w;
+29 -46
View File
@@ -33,6 +33,7 @@ use wgpu::InstanceDescriptor;
use wgpu::InstanceFlags;
use wgpu::MemoryBudgetThresholds;
use wgpu::Operations;
use wgpu::Origin3d;
use wgpu::PipelineCompilationOptions;
use wgpu::RenderPipeline;
use wgpu::ShaderStages;
@@ -125,6 +126,8 @@ struct Immediates
view_proj: Mat4,
cam_pos: Vec3,
frame_timestamp: u32,
width: u32,
downsample_factor: u32,
}
#[derive(Debug, Clone, Copy, Zeroable, Pod)]
@@ -179,8 +182,7 @@ impl State
let mut voxel_cache = VoxelCache::<4>::new(100_000, device.clone(), queue.clone());
let cache_interface = CacheProducerInterface::new(1024, &device);
let terrain_generator =
TerrainGenerator::<4>::new(5, "vxls_height.tif", 0.2, "img_low.jpg");
let terrain_generator = TerrainGenerator::<4>::new(5, "vxls_height.tif", 0.2, "img.jpg");
//let terrain_generator = TerrainGenerator::<4>::new(5, "vxls_height.tif", 0.2, "img.jpg");
// let terrain_generator = TerrainGenerator::<4>::new(
// 5,
@@ -285,7 +287,7 @@ impl State
targets: &[Some(wgpu::ColorTargetState {
format: TextureFormat::R32Float,
blend: None,
write_mask: wgpu::ColorWrites::default(),
write_mask: wgpu::ColorWrites::all(),
})],
}),
multiview_mask: None,
@@ -295,24 +297,16 @@ impl State
let prepass_depth_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("prepass_upsample_bind_group_layout "),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
count: None,
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
],
count: None,
}],
});
let chunk_pipeline_layout =
@@ -430,8 +424,7 @@ impl State
fn main(@builtin(global_invocation_id) id: vec3<u32>)
{{
let source_pos = vec2<i32>(id.xy);
var depth = 1.;
depth = min(depth, textureLoad(input_tex, source_pos + vec2<i32>(0, 0)).x);
var depth = textureLoad(input_tex, source_pos + vec2<i32>(0, 0)).x;
depth = min(depth, textureLoad(input_tex, source_pos + vec2<i32>(1, 0)).x);
depth = min(depth, textureLoad(input_tex, source_pos + vec2<i32>(0, 1)).x);
depth = min(depth, textureLoad(input_tex, source_pos + vec2<i32>(1, 1)).x);
@@ -569,7 +562,7 @@ impl State
usage: TextureUsages::RENDER_ATTACHMENT
| TextureUsages::TEXTURE_BINDING
| TextureUsages::STORAGE_BINDING,
view_formats: &[wgpu::TextureFormat::R32Float.add_srgb_suffix()],
view_formats: &[wgpu::TextureFormat::R32Float],
});
let texture_view = texture.create_view(&wgpu::wgt::TextureViewDescriptor {
label: Some("prepass depth view"),
@@ -674,27 +667,13 @@ impl State
usage: BufferUsages::COPY_DST | BufferUsages::VERTEX,
});
let prepass_depth_sampler = self.device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("prepass_depth_sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
..Default::default()
});
let prepass_depth_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("prepass_depth_bind_group"),
layout: &self.prepass_depth_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Sampler(&prepass_depth_sampler),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&self.prepass_depth.1),
},
],
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&self.upsampled_prepass_depth.1),
}],
});
// Create texture view.
@@ -778,10 +757,10 @@ impl State
resolve_target: None,
ops: Operations {
load: wgpu::LoadOp::Clear(Color {
r: 1.,
g: 1.,
b: 1.,
a: 1.,
r: -1.,
g: 0.,
b: 0.,
a: 0.,
}),
store: wgpu::StoreOp::Store,
},
@@ -790,7 +769,7 @@ impl State
view: &self.prepass_depth_buffer.1,
depth_ops: Some(Operations {
load: wgpu::LoadOp::Clear(1.),
store: wgpu::StoreOp::Store,
store: wgpu::StoreOp::Discard,
}),
stencil_ops: None,
}),
@@ -804,6 +783,8 @@ impl State
view_proj: self.camera.view_proj(),
cam_pos: self.camera.position,
frame_timestamp: self.voxel_cache.lock().current_timestamp(),
width: self.size.width / self.prepass_downsampling,
downsample_factor: self.prepass_downsampling,
}];
renderpass.set_pipeline(&self.prepass_pipeline);
@@ -871,6 +852,8 @@ impl State
view_proj: self.camera.view_proj(),
cam_pos: self.camera.position,
frame_timestamp: self.voxel_cache.lock().current_timestamp(),
width: self.size.width,
downsample_factor: 1,
}];
renderpass.set_pipeline(&self.pipeline);