WTF
This commit is contained in:
+112
-12
@@ -3,6 +3,12 @@ struct PushConstants
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float4x4 view_proj;
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float3 cam_pos;
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uint32_t frame_timestamp;
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uint32_t width;
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uint32_t height;
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uint32_t chunk_width;
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uint32_t chunk_height;
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uint32_t chunk_alt;
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}
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public struct VertexOutput
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@@ -180,7 +186,14 @@ float3 floor_scale(float3 position, uint32_t scale_exp)
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return asfloat(asuint(position) & mask);
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}
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float4 ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, float dist_offset, out float3 hit_pos)
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struct HitInformation
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{
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bool hit;
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float3 hit_pos;
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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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{
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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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@@ -189,14 +202,18 @@ float4 ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, floa
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let st_pointer = structure_table_pointer[root_id];
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if(!st_pointer.subdivided())
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{
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discard;
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var hit: HitInformation;
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hit.hit = false;
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return hit;
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}
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if(!st_pointer.pointer_valid())
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{
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// Record request
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structure_table_request_buffer[root_id].add(1);
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discard;
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var hit: HitInformation;
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hit.hit = false;
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return hit;
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}
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ray_origin += float3(1.);
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@@ -259,8 +276,13 @@ float4 ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, floa
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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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//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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hit.color = color_pool[current_node_index].colors[child_index].float_color;
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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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@@ -301,7 +323,7 @@ float4 ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, floa
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int32_t common_depth = (1 + (22 - firstbithigh(diff)) / 2) * 2;
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if(common_depth <= 0)
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{
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discard;
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break;
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}
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scale_exp = 23 - common_depth;
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@@ -309,8 +331,9 @@ float4 ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, floa
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}
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hit_pos = pos - float3(1.);
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return float4(1., 0., 1., 1.);
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var hit: HitInformation;
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hit.hit = false;
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return hit;
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}
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struct FragmentOutput
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@@ -327,19 +350,96 @@ FragmentOutput fragment(VertexOutput vertex_out)
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let intersection_t = box_intersect(vertex_out.cam_position, ray_direction, vertex_out.chunk_position, vertex_out.chunk_position + float3(1.));
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let local_ray_origin = max(intersection_t.x, 0.) * ray_direction + vertex_out.cam_position - vertex_out.chunk_position;
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// Figure out intersection
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var hit_pos : float3;
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let color = ray_march(ray_direction, local_ray_origin, vertex_out.structure_id, max(0., intersection_t.x), hit_pos);
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let world_hit_pos = hit_pos + vertex_out.chunk_position;
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let hit = ray_march(ray_direction, local_ray_origin, vertex_out.structure_id, max(0., intersection_t.x));
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let world_hit_pos = hit.hit_pos + vertex_out.chunk_position;
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let clip = mul(constants.view_proj, float4(world_hit_pos, 1.));
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let depth = clip.z / clip.w;
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var frag_out : FragmentOutput;
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frag_out.depth = depth;
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frag_out.color = color;
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frag_out.color = hit.color;
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return frag_out;
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}
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bool3 min_mask(float3 val)
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{
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let min_val = min(val.x, min(val.y, val.z));
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return val == min_val;
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}
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[[vk::binding(0, 1)]]
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[[format("rgba32f")]]
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WTexture2D<float4> output_texture;
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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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{
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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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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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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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return;
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}
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inter.x = max(0., inter.x);
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let start_position = inter.x * ray_direction + constants.cam_pos;
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// FVT
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int32_t3 current_voxel = clamp(
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int32_t3(floor(start_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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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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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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{
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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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}
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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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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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}
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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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{
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let min_ts = (box_min - origin) / ray_direction;
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Binary file not shown.
+134
-10
@@ -2,6 +2,7 @@
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#![feature(float_algebraic)]
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use std::collections::HashMap;
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use std::ops::Div;
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use std::sync::Arc;
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use std::sync::mpsc::sync_channel;
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@@ -19,8 +20,10 @@ use itertools::Itertools;
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use rayon::iter::IndexedParallelIterator;
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use rayon::iter::IntoParallelRefIterator;
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use rayon::iter::ParallelIterator;
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use wgpu::BindGroupLayout;
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use wgpu::Buffer;
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use wgpu::BufferUsages;
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use wgpu::ComputePipeline;
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use wgpu::Device;
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use wgpu::Extent3d;
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use wgpu::Features;
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@@ -28,7 +31,9 @@ use wgpu::InstanceDescriptor;
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use wgpu::InstanceFlags;
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use wgpu::MemoryBudgetThresholds;
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use wgpu::Operations;
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use wgpu::Origin3d;
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use wgpu::RenderPipeline;
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use wgpu::ShaderStages;
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use wgpu::Texture;
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use wgpu::TextureUsages;
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use wgpu::TextureView;
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@@ -82,10 +87,14 @@ struct State
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size: winit::dpi::PhysicalSize<u32>,
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surface: wgpu::Surface<'static>,
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depth_buffer: (wgpu::Texture, wgpu::TextureView),
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target_texture: (wgpu::Texture, wgpu::TextureView),
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surface_format: wgpu::TextureFormat,
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target_blitter: wgpu::util::TextureBlitter,
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egui_renderer: EguiRenderer,
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pipeline: RenderPipeline,
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//pipeline: RenderPipeline,
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pipeline: ComputePipeline,
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surface_bg_layout: BindGroupLayout,
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voxel_cache: Arc<Mutex<VoxelCache<4>>>,
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cache_interface: Arc<CacheProducerInterface<4>>,
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terrain_generator: Arc<TerrainGenerator<4>>,
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@@ -111,6 +120,12 @@ struct Immediates
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view_proj: Mat4,
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cam_pos: Vec3,
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frame_timestamp: u32,
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width: u32,
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height: u32,
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chunk_width: u32,
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chunk_height: u32,
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chunk_alt: u32,
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}
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#[derive(Debug, Clone, Copy, Zeroable, Pod)]
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@@ -166,19 +181,19 @@ impl State
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let mut voxel_cache = VoxelCache::<4>::new(100_000, device.clone(), queue.clone());
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let cache_interface = CacheProducerInterface::new(1024, &device);
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//let terrain_generator = TerrainGenerator::<4>::new(5, "vxls_height.tif", 0.2, "img.jpg");
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let terrain_generator = TerrainGenerator::<4>::new(5, "vxls_height.tif", 0.2, "img.jpg");
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// let terrain_generator = TerrainGenerator::<4>::new(
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// 5,
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// "./pointe_percee/height.tif",
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// 0.2,
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// "./pointe_percee/ortho.jpg",
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// );
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let terrain_generator = TerrainGenerator::<4>::new(
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5,
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"/home/albin/Documents/vxls_maps/lapiz/height.tif",
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0.2,
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"/home/albin/Documents/vxls_maps/lapiz/ortho.jpg",
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);
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// let terrain_generator = TerrainGenerator::<4>::new(
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// 5,
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// "/home/albin/Documents/vxls_maps/lapiz/height.tif",
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// 0.2,
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// "/home/albin/Documents/vxls_maps/lapiz/ortho.jpg",
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// );
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let mut chunk_pos_map = HashMap::new();
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let chunk_instances = (0..terrain_generator.chunk_width)
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@@ -202,7 +217,7 @@ impl State
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let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Instance buffer"),
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contents: bytemuck::cast_slice(chunk_instances.as_slice()),
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usage: BufferUsages::COPY_DST | BufferUsages::VERTEX,
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usage: BufferUsages::COPY_DST | BufferUsages::VERTEX | BufferUsages::STORAGE,
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});
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// let shader_module = unsafe {
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@@ -229,13 +244,41 @@ impl State
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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 surface_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("surface_bg_layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::COMPUTE,
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ty: wgpu::BindingType::StorageTexture {
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access: wgpu::StorageTextureAccess::WriteOnly,
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format: wgpu::TextureFormat::Rgba32Float,
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view_dimension: wgpu::TextureViewDimension::D2,
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},
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count: None,
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}],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Voxel pipeline layout"),
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bind_group_layouts: &[Some(&voxel_cache.bind_group_layout())],
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bind_group_layouts: &[
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Some(&voxel_cache.bind_group_layout()),
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Some(&surface_bind_group_layout),
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],
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immediate_size: size_of::<Immediates>() as u32,
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});
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let chunk_pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
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label: Some("Compute render"),
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layout: Some(&pipeline_layout),
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module: &shader_module,
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entry_point: Some("ray_march_compute"),
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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cache: None,
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});
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/*
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let chunk_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render pipeline"),
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layout: Some(&pipeline_layout),
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@@ -290,6 +333,7 @@ impl State
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multiview_mask: None,
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cache: None,
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});
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*/
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let state = State {
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instance,
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@@ -299,8 +343,13 @@ impl State
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surface_format,
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egui_renderer,
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depth_buffer: Self::create_depth_buffer(&device, size.width, size.height),
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target_texture: Self::create_target_texture(&device, size.width, size.height),
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target_blitter: wgpu::util::TextureBlitterBuilder::new(&device, surface_format)
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.sample_type(wgpu::FilterMode::Nearest)
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.build(),
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queue,
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device,
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surface_bg_layout: surface_bind_group_layout,
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usage_vec: Arc::new(Mutex::new(vec![])),
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pipeline: chunk_pipeline,
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voxel_cache: Arc::new(Mutex::new(voxel_cache)),
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@@ -320,6 +369,27 @@ impl State
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state
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}
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fn create_target_texture(device: &Device, width: u32, height: u32) -> (Texture, TextureView)
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{
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Target texture"),
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size: Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba32Float,
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usage: TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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});
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let texture_view = texture.create_view(&wgpu::wgt::TextureViewDescriptor::default());
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(texture, texture_view)
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}
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fn get_window(&self) -> &Window
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{
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&self.window
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@@ -395,6 +465,8 @@ impl State
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self.configure_surface();
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self.depth_buffer =
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Self::create_depth_buffer(&self.device, new_size.width, new_size.height);
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self.target_texture =
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Self::create_target_texture(&self.device, new_size.width, new_size.height);
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}
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fn render(&mut self)
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@@ -442,6 +514,15 @@ impl State
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..Default::default()
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});
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let surface_bg = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("surface_bg"),
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layout: &self.surface_bg_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&self.target_texture.1),
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}],
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});
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// ~~ Ray-marching timestamp query setup ~~
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let timestamp_query = self.device.create_query_set(&wgpu::QuerySetDescriptor {
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label: Some("timestamp_query_set"),
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@@ -458,6 +539,48 @@ impl State
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// ~~ Main render pass ~~
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let mut encoder = self.device.create_command_encoder(&Default::default());
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{
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let mut renderpass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
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label: Some("compute_render_pass"),
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timestamp_writes: Some(wgpu::ComputePassTimestampWrites {
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query_set: ×tamp_query,
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beginning_of_pass_write_index: Some(0),
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end_of_pass_write_index: Some(1),
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}),
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});
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renderpass.set_pipeline(&self.pipeline);
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renderpass.set_bind_group(0, Some(&self.voxel_cache.lock().bind_group()), &[]);
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renderpass.set_bind_group(1, Some(&surface_bg), &[]);
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let imm = [Immediates {
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view_proj: self.camera.view_proj().inverse(),
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cam_pos: self.camera.position,
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frame_timestamp: self.voxel_cache.lock().current_timestamp(),
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width: self.size.width,
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height: self.size.height,
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chunk_width: self.terrain_generator.chunk_width as u32,
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chunk_height: self.terrain_generator.chunk_height as u32,
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chunk_alt: self.terrain_generator.chunk_alt as u32,
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}];
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renderpass.set_immediates(0, unsafe { as_raw_bytes(&imm) });
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renderpass.dispatch_workgroups(
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self.size.width.div_ceil(16),
|
||||
self.size.height.div_ceil(16),
|
||||
1,
|
||||
);
|
||||
drop(renderpass);
|
||||
|
||||
encoder.resolve_query_set(×tamp_query, 0..2, ×tamp_buffer, 0);
|
||||
}
|
||||
|
||||
self.target_blitter.copy(
|
||||
&self.device,
|
||||
&mut encoder,
|
||||
&self.target_texture.1,
|
||||
&texture_view,
|
||||
);
|
||||
/*
|
||||
{
|
||||
let mut renderpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: None,
|
||||
@@ -508,6 +631,7 @@ impl State
|
||||
|
||||
encoder.resolve_query_set(×tamp_query, 0..2, ×tamp_buffer, 0);
|
||||
}
|
||||
*/
|
||||
|
||||
// ~~ EGUI Render pass ~~
|
||||
{
|
||||
|
||||
+7
-7
@@ -95,7 +95,7 @@ where
|
||||
// Structure pool
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: ShaderStages::FRAGMENT,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: false },
|
||||
has_dynamic_offset: false,
|
||||
@@ -106,7 +106,7 @@ where
|
||||
// Color pool
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: ShaderStages::FRAGMENT,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: false },
|
||||
has_dynamic_offset: false,
|
||||
@@ -117,7 +117,7 @@ where
|
||||
// Location pool
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 2,
|
||||
visibility: ShaderStages::FRAGMENT,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: false },
|
||||
has_dynamic_offset: false,
|
||||
@@ -128,7 +128,7 @@ where
|
||||
// Request buffer
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 3,
|
||||
visibility: ShaderStages::FRAGMENT,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: false },
|
||||
has_dynamic_offset: false,
|
||||
@@ -139,7 +139,7 @@ where
|
||||
// Usage buffer
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 4,
|
||||
visibility: ShaderStages::FRAGMENT,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: false },
|
||||
has_dynamic_offset: false,
|
||||
@@ -152,7 +152,7 @@ where
|
||||
// Structure table pointers
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 5,
|
||||
visibility: ShaderStages::FRAGMENT,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: false },
|
||||
has_dynamic_offset: false,
|
||||
@@ -164,7 +164,7 @@ where
|
||||
// Structure table request buffer
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 6,
|
||||
visibility: ShaderStages::FRAGMENT,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: false },
|
||||
has_dynamic_offset: false,
|
||||
|
||||
Reference in New Issue
Block a user