Terrain !

This commit is contained in:
2026-09-03 23:23:43 +02:00
parent 2fbce4ab81
commit b826de15a6
6 changed files with 902 additions and 177 deletions
+256 -65
View File
@@ -5,13 +5,15 @@ struct VertexOutput
@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>
}
struct ChunkImmediate
{
view_proj: mat4x4<f32>,
cam_pos: vec3<f32>,
frame_timestamp: u32
frame_timestamp: u32,
}
var<immediate> constants: ChunkImmediate;
@@ -38,7 +40,7 @@ struct RequestBufferElement
struct ColorPoolElement
{
colors: array<vec4<f32>, 64>
colors: array<u32, 64>
}
struct LocationPoolElement
@@ -53,6 +55,16 @@ struct SortedRequestsElement
child: u32
}
fn unpack_color(color: u32) -> vec4<f32>
{
return vec4<f32>(
f32(color & 0xFF) / 255.,
f32((color >> 8) & 0xFF) / 255.,
f32((color >> 16) & 0xFF) / 255.,
f32((color >> 24) & 0xFF) / 255.
);
}
@group(0) @binding(0) var<storage, read_write> structure_pool: array<StructurePoolElement>;
@group(0) @binding(1) var<storage, read_write> color_pool: array<ColorPoolElement>;
@group(0) @binding(2) var<storage, read_write> location_pool: array<LocationPoolElement>;
@@ -61,8 +73,13 @@ struct SortedRequestsElement
@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>>;
struct FragmentOutput {
@location(0) color: vec4<f32>,
@builtin(frag_depth) depth: f32, // Equivalent to gl_FragDepth
}
@vertex
fn chunk(@builtin(vertex_index) index: u32) -> VertexOutput
fn chunk(@builtin(vertex_index) index: u32, @location(0) position: vec3<f32>, @location(1) id: u32) -> VertexOutput
{
let cube_vertices = array<vec3<f32>, 8>(
vec3<f32>(0., 0., 0.),
@@ -98,14 +115,16 @@ fn chunk(@builtin(vertex_index) index: u32) -> VertexOutput
let vertex = cube_vertices[cube_faces[quad_index * 4 + triangle_map[triangle_index]]];
let output_vertex = constants.view_proj * vec4<f32>(vertex, 1.0f);
let output_vertex = constants.view_proj * vec4<f32>(vertex + position, 1.0f);
var output: VertexOutput;
output.postion = output_vertex;
output.color = vec4(1.);
output.chunk_index = 0;
output.cam_pos = constants.cam_pos;
output.world_pos = vertex;
output.world_pos = vertex + position;
output.structure_id = id;
output.chunk_position = position;
//let output = vec4<f32>(vertex, 1.0f);
return output;
@@ -166,7 +185,7 @@ fn min_mask(x: vec3<f32>) -> vec3<bool>
fn node_subdivided(node: u32) -> bool
{
return (node >> 31) != 0;
return ((node >> 31) & 1) != 0;
}
fn node_pointer_valid(node: u32) -> bool
@@ -187,59 +206,228 @@ fn voxel_from_wall(position: vec3<f32>, ray_dir: vec3<f32>) -> vec3<i32>
return vec3<i32>(floor(position + select(vec3<f32>(0.), offsets, wall_mask)));
}
fn traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_color: vec4<f32>, root_subdiv: bool) -> vec4<f32>
struct HitResult
{
color: vec4<f32>,
hit_pos: vec3<f32>
}
fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_offset: f32) -> HitResult
{
let max_depth = 5;
let dist_offset_voxel = dist_offset * f32(1 << u32(max_depth * 2));
let fovy_deg = 100.;
let cone_factor = tan((fovy_deg / 180.) * 3.14159) * 2.;
let st_pointer = structure_table_pointer[root_id];
if (!node_subdivided(st_pointer))
{
var result: HitResult;
result.color = vec4(0., 1., 0., 1.);
result.hit_pos = ray_origin;
return result;
}
if(!node_pointer_valid(st_pointer))
{
// Node is subdivided, but not valid
// Send request on structure table
atomicAdd(&structure_table_request_buffer[root_id], 1);
var result: HitResult;
result.color = vec4(0., 1., 0., 1.);
result.hit_pos = ray_origin;
return result;
}
//var current_node = node_pointer(st_pointer);
// Record usage
var dfs_stack = array<u32, 6>(node_pointer(st_pointer), 0, 0, 0, 0, 0);
var current_depth = 0;
usage_buffer[dfs_stack[current_depth]] = constants.frame_timestamp;
// Start location
//let voxel_dir = select(vec3(-1), vec3(1), ray_dir >= vec3(0.));
var node_size = 1 << u32(((max_depth - current_depth) * 2));
var child_size = node_size / 4;
var pos_origin = clamp(ray_origin * f32(1 << u32(max_depth * 2)), vec3(0.), vec3(f32(node_size) - 1.));
var voxel = vec3<i32>(pos_origin);
var far_t = 0.;
for(var iter = 0; iter < 400; iter ++)
{
// Compute child position
node_size = 1 << u32(((max_depth - current_depth) * 2));
child_size = node_size / 4;
var child_pos = (voxel / child_size) % 4;
var pointer = structure_pool[dfs_stack[current_depth]].pointers[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4];
while(node_subdivided(pointer) &&
!((length(vec3<f32>(voxel) - pos_origin) + dist_offset) * cone_factor >= f32(node_size / 4))
)
{
if(!node_pointer_valid(pointer) && node_subdivided(pointer))
{
// Record request
atomicAdd(&request_buffer[dfs_stack[current_depth]].requests[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4], 1);
break;
}
// Descend
current_depth += 1;
node_size /= 4;
child_size /= 4;
child_pos = (voxel / child_size) % 4;
dfs_stack[current_depth] = node_pointer(pointer);
pointer = structure_pool[dfs_stack[current_depth]].pointers[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4];
// Record usage
usage_buffer[dfs_stack[current_depth]] = constants.frame_timestamp;
}
// Check color
let color = color_pool[dfs_stack[current_depth]].colors[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4];
if(((color >> 24) & 0xFF) != 0)
{
var result: HitResult;
result.color = unpack_color(color);
result.hit_pos = (far_t / f32(1 << u32(max_depth * 2))) * ray_dir + ray_origin;
return result;
}
// Advance
child_pos = (voxel / child_size) * child_size;
let far_wall = child_pos + select(vec3(0), vec3(child_size), ray_dir > vec3(0.));
let far_wall_inter = (vec3<f32>(far_wall) - pos_origin) / ray_dir;
far_t = min(min(far_wall_inter.x, far_wall_inter.y), far_wall_inter.z);
// Perform dda step on the children scale
let next_child = select(child_pos, child_pos + select(vec3(-1), vec3(1), ray_dir > vec3(0.)) * vec3(child_size), vec3(far_t) == far_wall_inter);
let previous_voxel = voxel;
voxel = clamp(vec3<i32>(pos_origin + far_t * ray_dir), next_child, next_child + vec3(child_size) - vec3(1));
if any(voxel < vec3(0)) || any(voxel >= vec3(1 << u32((max_depth * 2))))
{
discard;
}
// We touched a voxel as if we explored blocks sized by the child size of the current node.
// But we might have exited the current node.
// If this is the case we have to walk back up the tree
// And then back down to the next node over
// As such we find the lowest ancestor that can contain both the privous voxel (in node) and the new voxel (out of node)
let bit_diffs = voxel ^ previous_voxel;
let bit_diffs_lowest = bit_diffs.x | bit_diffs.y | bit_diffs.z;
let common_depth = ((countLeadingZeros(bit_diffs_lowest) - i32(32 - max_depth * 2)) / 2);
current_depth = common_depth;
//current_node = dfs_stack[current_depth];
}
// Iter max color
var result: HitResult;
result.color = vec4(1., 0., 1., 1.);
result.hit_pos = (far_t / f32(1 << u32(max_depth * 2))) * ray_dir + ray_origin;
return result;
}
fn traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_offset: f32) -> vec4<f32>
{
let st_pointer = structure_table_pointer[root_id];
if (!node_subdivided(st_pointer))
{
return vec4(0., 1., 0., 1.);
}
if(!node_pointer_valid(st_pointer))
{
atomicAdd(&structure_table_request_buffer[root_id], 1);
return vec4(0., 1., 0., 1.);
}
let fovy_deg = 100.;
let fovy = 3.14159 * (fovy_deg / 180.);
let definition = 1920.;
let cone_fovy = fovy / definition;
let factor = 1.;
let cone_size_factor = 2. * tan(cone_fovy) * factor;
// Current depth of the node we are exploring
var current_depth = 0;
// Index of the current node's data
var current_node = u32(st_pointer & 0x3FFFFFFF);
usage_buffer[current_node] = constants.frame_timestamp;
var dfs_stack = array<u32, 6>(current_node, 0, 0, 0, 0, 0);
// Lut of the node_size per depth
var node_size_lut = array<i32, 6>(
4 * 4 * 4 * 4 * 4,
4 * 4 * 4 * 4,
4 * 4 * 4,
4 * 4,
4,
1,
);
let local_dist_offset = dist_offset * f32(node_size_lut[0]);
// Current node size
var node_size = node_size_lut[0]; // 128
// Size of a child of this node
var child_size = node_size / 4;
// Simple FVT
let t_off = abs(1. / ray_dir);
// Start location
let voxel_dir = select(vec3(-1), vec3(1), ray_dir >= vec3(0.));
var pos_origin = clamp(ray_origin * 256., vec3(0.), vec3(256. - 1.));
var pos_origin = clamp(ray_origin * f32(node_size), vec3(0.), vec3(f32(node_size) - 1.));
var voxel = vec3<i32>(pos_origin);
var last_voxel = voxel;
let wall_offset = select(vec3(0), vec3(1), ray_dir > vec3(0.));
var dfs_stack = array<u32, 5>(0, 0, 0, 0, 0);
let max_depth = u32(5);
var adaptive_depth = i32(max_depth);
var far_t = 0.;
// Current depth of the node we are exploring
var current_depth = 0;
let ray_dir_inv = 1. / ray_dir;
let fma_offset = - pos_origin * ray_dir_inv;
// Index of the current node's data
var current_node = u32(structure_table_pointer[0] & 0x3FFFFFFF);
// Current node size
var node_size = 4 * 4 * 4 * 4; // 128
// Size of a child of this node
var child_size = node_size / 4;
// Lut of the node_size per depth
var node_size_lut = array<i32, 5>(
4 * 4 * 4 * 4,
4 * 4 * 4,
4 * 4,
4,
1,
);
let depth_limit = 3;
for(var iter = 0; iter < 256; iter ++)
//let depth_limit = 3;
for(var iter = 0; iter < 400; iter ++)
{
// Our ray is currently touching a voxel.
// Descend to the lowest node that contains this voxel
// Position of the child we are in
var child_pos = (vec3<u32>(voxel) >> vec3<u32>((4 - u32(current_depth + 1)) * 2)) & vec3<u32>(3); // Hardcode for 4-tree
var child_pos = (vec3<u32>(voxel) >> vec3<u32>((max_depth - u32(current_depth + 1)) * 2)) & vec3<u32>(3); // Hardcode for 4-tree
var child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
// Current node has been used. report
usage_buffer[current_node] = constants.frame_timestamp;
while(
node_subdivided(structure_pool[current_node].pointers[child_index])
&& current_depth < depth_limit)
node_subdivided(structure_pool[current_node].pointers[child_index]) &&
(local_dist_offset + far_t) * cone_size_factor < f32(node_size_lut[current_depth])
)
{
if(!node_pointer_valid(structure_pool[current_node].pointers[child_index]))
{
@@ -253,7 +441,7 @@ fn traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_color: vec4<f32>, ro
dfs_stack[current_depth] = current_node;
node_size = node_size_lut[current_depth];
child_pos = (vec3<u32>(voxel) >> vec3<u32>((4 - u32(current_depth + 1)) * 2)) & vec3<u32>(3); // Hardcode for 4-tree
child_pos = (vec3<u32>(voxel) >> vec3<u32>((max_depth - u32(current_depth + 1)) * 2)) & vec3<u32>(3); // Hardcode for 4-tree
child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
child_size = node_size / 4;
}
@@ -267,23 +455,26 @@ fn traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_color: vec4<f32>, ro
// It is guaranteed that the child is leave
// Check current leave's color
let color = color_pool[current_node].colors[child_index];
let color = unpack_color(color_pool[current_node].colors[child_index]);
if(color.w != 0.) // Not transparent
{
/*
let k = child_pos.x + child_pos.y + child_pos.z;
let w = voxel.x + voxel.y + voxel.z;
let x = select(0.5, 1., k % 2 == 0) * select(0.8, 1., w % 2 == 0);
var div = 1;
var overlay = 1.;
for(var i = 1; i <= 4; i++)
for(var i = 1; i <= 5; 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;
}
*/
return overlay * color;
return color;
//return overlay * color;
}
// Voxel and whole child containing it is empty
@@ -291,16 +482,17 @@ fn traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_color: vec4<f32>, ro
// Perform a step through the children of the node
let child_position = (voxel / child_size) * child_size;
let far_corner = child_position + wall_offset * child_size;
let far_ts = (vec3<f32>(far_corner) - pos_origin) / ray_dir; // TODO: Turn into fma
let far_t = min(min(far_ts.x, far_ts.y), far_ts.z);
//let far_ts = (vec3<f32>(far_corner) - pos_origin) / ray_dir; // TODO: Turn into fma
let far_ts = fma(vec3<f32>(far_corner), ray_dir_inv, fma_offset);
far_t = min(min(far_ts.x, far_ts.y), far_ts.z);
let next_child_min = select(child_position, child_position + wall_offset * child_size, vec3(far_t) == far_ts);
let next_child_max = next_child_min + vec3(child_size);
let next_child_min = select(child_position, child_position + voxel_dir * child_size, vec3(far_t) == far_ts);
let next_child_max = next_child_min + vec3(child_size) - vec3(1);
// The ray (far_t) is now touching the new child to explore
// Find out which actual voxel we are touching
let previous_voxel = voxel;
let float_voxel = clamp(pos_origin + far_t * ray_dir, vec3<f32>(next_child_min), vec3<f32>(next_child_max));
let float_voxel = clamp(vec3<i32>(pos_origin + far_t * ray_dir), next_child_min, next_child_max);
/*
voxel = vec3<i32>(
floor(
@@ -312,8 +504,10 @@ fn traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_color: vec4<f32>, ro
);
*/
//voxel = vec3<i32>(round(float_voxel));
voxel = voxel_from_wall(float_voxel, ray_dir);
if(any(voxel < vec3(0)) || any(voxel >= vec3(256)))
//voxel = voxel_from_wall(float_voxel, ray_dir);
//voxel = voxel_from_wall(float_voxel, ray_dir);
voxel = float_voxel;
if(any(voxel < vec3(0)) || any(voxel >= vec3(node_size_lut[0])))
{
//return vec4(f32(iter) / 100.);
discard;
@@ -329,7 +523,7 @@ fn traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_color: vec4<f32>, ro
let bit_diffs = voxel ^ previous_voxel;
let bit_diffs_lowest = bit_diffs.x | bit_diffs.y | bit_diffs.z;
let flb = ((countLeadingZeros(bit_diffs_lowest) - 24) / 2);
let flb = ((countLeadingZeros(bit_diffs_lowest) - i32(32 - max_depth * 2)) / 2);
let common_depth = flb;
current_depth = common_depth;
@@ -345,30 +539,27 @@ fn traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_color: vec4<f32>, ro
}
@early_depth_test(less_equal)
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32>
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, ray_dir, vec3(0.), vec3(1));
let ray_origin = in.cam_pos + ray_dir * (max(0., interp.x));
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));
if(length(ray_origin) < 0.05)
{
return vec4(1., 0., 0., 1.);
}
let root_subdiv = ((structure_table_pointer[0] >> 31) & 1) != 0;
let pointer_valid = ((structure_table_pointer[0] >> 30) & 1) != 0;
if(!pointer_valid && root_subdiv)
{
atomicAdd(&structure_table_request_buffer[0], 1);
}
if(!pointer_valid)
{
return vec4(0., 1., 0., 1.);
}
return traverse(ray_dir, ray_origin, vec4(1., 1., 1., 1.), root_subdiv);
return vec4(interp.y / 10.);
let result = new_traverse(ray_dir, ray_origin, in.structure_id, length(in.cam_pos - ray_origin));
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.depth = depth;
return frag_out;
//return vec4<f32>(ray_origin, 1.);
//return frag_out;
//return vec4(interp.y / 10.);
}
/*