WTF
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+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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