Compare commits
2
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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9015ed85d6 | ||
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3835a6fa78 |
@@ -1,11 +1,7 @@
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/target
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Cargo.lock
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img.jpg
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img.png
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img_low.jpg
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imgs.tar.gz
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vxls_height.tif
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# Added by cargo
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#
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+1
-1
@@ -20,5 +20,5 @@ pollster = "1.0.1"
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rand = "0.10.2"
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rayon = "1.12.0"
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tiff = "0.11.3"
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wgpu = "30"
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wgpu = {version = "30", features = ["spirv"]}
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winit = "0.30.13"
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LFS
BIN
Binary file not shown.
@@ -0,0 +1,4 @@
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all: voxel.spv
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%.spv: %.slang
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slangc $< -O3 -fvk-use-entrypoint-name -target spirv -o $@
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@@ -1,2 +0,0 @@
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module example;
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@@ -0,0 +1,303 @@
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struct PushConstants
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{
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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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}
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public struct VertexOutput
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{
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public float4 position : SV_Position;
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[vk::location(0)]
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public float3 world_position;
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[vk::location(1)]
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public nointerpolation uint32_t structure_id;
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[vk::location(2)]
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public float3 cam_position;
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[vk::location(3)]
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public float3 chunk_position;
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}
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[[vk::push_constant]]
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uniform PushConstants constants;
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[shader("vertex")]
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VertexOutput chunk(
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uint index: SV_VulkanVertexID,
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[vk::location(0)] float3 chunk_position,
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[vk::location(1)] uint id)
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{
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let cube_vertices : float3[8] =
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float3[](
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float3(0., 0., 0.),
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float3(0., 0., 1.),
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float3(1., 0., 1.),
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float3(1., 0., 0.),
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float3(0., 1., 0.),
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float3(0., 1., 1.),
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float3(1., 1., 1.),
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float3(1., 1., 0.), );
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// clang-format off
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let cube_faces: int[24] = int[](
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// Bottom face
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1, 0, 2, 3,
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// Top face
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4, 5, 7, 6,
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// Side faces
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0, 1, 4, 5,
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1, 2, 5, 6,
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2, 3, 6, 7,
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3, 0, 7, 4,
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);
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let quad_index = index / (3 * 2);
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let triangle_index = index % (3 * 2);
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let triangle_map: int[6] = int[](
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0, 1, 2, 1, 3, 2
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);
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let vertex = cube_vertices[cube_faces[quad_index * 4 + triangle_map[triangle_index]]];
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let output_vertex = mul(constants.view_proj, float4(vertex + chunk_position, 1.0f));
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VertexOutput vertex_output;
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vertex_output.position = output_vertex;
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vertex_output.world_position = vertex + chunk_position;
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vertex_output.structure_id = id;
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vertex_output.cam_position = constants.cam_pos;
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vertex_output.chunk_position = chunk_position;
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return vertex_output;
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}
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struct StructurePointer
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{
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uint32_t value;
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bool subdivided()
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{
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return (this.value & 0x80000000) != 0;
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}
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bool pointer_valid()
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{
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return (this.value & 0x40000000) != 0;
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}
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uint32_t pointer()
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{
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return this.value & 0x3FFFFFFF;
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}
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}
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struct ByteColor
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{
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uint32_t byte_color;
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property uint32_t byte_r {
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get {return byte_color & 0xFF;}
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}
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property uint32_t byte_g {
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get {return (byte_color >> 8) & 0xFF;}
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}
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property uint32_t byte_b {
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get {return (byte_color >> 16) & 0xFF;}
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}
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property uint32_t byte_a {
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get {return byte_color >> 24;}
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}
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property float4 float_color {
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get {return float4(
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float(byte_r) / 255.,
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float(byte_g) / 255.,
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float(byte_b) / 255.,
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float(byte_a) / 255.
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); }
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}
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}
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struct StructurePoolElement
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{
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StructurePointer pointers[64];
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}
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struct RequestBufferElement
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{
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Atomic<uint32_t> requests[64];
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}
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struct ColorPoolElement
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{
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ByteColor colors[64];
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}
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struct LocationPoolElement
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{
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uint32_t structure_id;
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uint32_t structure_locator;
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}
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[[vk::binding(0, 0)]] RWStructuredBuffer<StructurePoolElement> structure_pool;
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[[vk::binding(1, 0)]] RWStructuredBuffer<ColorPoolElement> color_pool;
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[[vk::binding(2, 0)]] RWStructuredBuffer<LocationPoolElement> location_pool;
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[[vk::binding(3, 0)]] RWStructuredBuffer<RequestBufferElement> request_buffer;
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[[vk::binding(4, 0)]] RWStructuredBuffer<uint32_t> usage_buffer;
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[[vk::binding(5, 0)]] RWStructuredBuffer<StructurePointer> structure_table_pointer;
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[[vk::binding(6, 0)]] RWStructuredBuffer<Atomic<uint32_t>> structure_table_request_buffer;
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uint32_t3 get_children_pos(float3 position, uint32_t scale_exp)
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{
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return (asuint(position) >> scale_exp) & 3;
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}
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uint32_t get_children_index(float3 position, uint32_t scale_exp)
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{
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// Get mantissa bits for this scale exp an retain bits for the specific children
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uint32_t3 cell_position = (asuint(position) >> scale_exp) & 3;
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return cell_position.x + cell_position.y * 4 + cell_position.z * 4 * 4;
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}
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float3 floor_scale(float3 position, uint32_t scale_exp)
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{
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uint32_t mask = ~0u << 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)
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{
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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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}
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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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}
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ray_origin += float3(1.);
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float3 pos = ray_origin;
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pos = clamp(pos, float(1.), asfloat(0x3fffffff));
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uint32_t scale_exp = 23 - 2;
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uint32_t node_stack[5] =
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{
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0
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};
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uint32_t current_node_index = structure_table_pointer[root_id].pointer();
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node_stack[10 - scale_exp / 2] = current_node_index;
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uint32_t child_index = get_children_index(pos, scale_exp);
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StructurePointer current_node = structure_pool[current_node_index].pointers[child_index];
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usage_buffer[current_node_index] = constants.frame_timestamp;
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for(uint32_t iter = 0; iter < 500; iter ++)
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{
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//scale_exp = 23 - 2;
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//current_node_index = structure_table_pointer[root_id].pointer();
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child_index = get_children_index(pos, scale_exp);
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current_node = structure_pool[current_node_index].pointers[child_index];
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while(current_node.subdivided() && current_node.pointer_valid())
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{
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scale_exp -= 2;
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current_node_index = current_node.pointer();
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node_stack[10 - scale_exp / 2] = current_node_index;
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child_index = get_children_index(pos, scale_exp);
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current_node = structure_pool[current_node_index].pointers[child_index];
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// Write usage
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usage_buffer[current_node_index] = constants.frame_timestamp;
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}
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// Request subdiv
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if(current_node.subdivided() && !current_node.pointer_valid())
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{
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request_buffer[current_node_index].requests[child_index].add(1);
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}
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if(color_pool[current_node_index].colors[child_index].byte_a != 0)
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{
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return color_pool[current_node_index].colors[child_index].float_color;
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}
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// Perform dda
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// Compute correct exponent, and shift it into the exponent part of floatt
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let child_scale : float = asfloat((scale_exp - 23 + 127) << 23);
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let child_pos : float3 = floor_scale(pos, scale_exp);
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let child_far : float3 = child_pos + select(ray_direction > 0., float3(child_scale), float3(0.));
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// Intersection t
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let inter_ts : float3 = (child_far - ray_origin) / ray_direction;
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float inter_t = min(inter_ts.x, min(inter_ts.y, inter_ts.z));
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//return float4(inter_t);
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// Perform dda step
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let neighbor_min : float3 = select(float3(inter_t) == inter_ts, child_pos + copysign(child_scale, ray_direction), child_pos);
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let neighbor_max : float3 = asfloat(asint(neighbor_min) + ((1 << scale_exp) - 1));
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let previous_pos : float3 = pos;
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pos = clamp(ray_origin + ray_direction * inter_t, neighbor_min, neighbor_max);
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/*
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if(any(pos >= 2.) || any(pos < 1.))
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{
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discard;
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}
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*/
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// Find most common ancestor
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uint32_t3 diffs = asuint(child_pos) ^ asuint(pos);
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uint32_t diff = (diffs.x | diffs.y | diffs.z);
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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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}
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scale_exp = 23 - common_depth;
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current_node_index = node_stack[10 - scale_exp / 2];
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}
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return float4(1., 0., 1., 1.);
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}
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[shader("fragment")]
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float4 fragment(VertexOutput vertex_out) : SV_Target<0>
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{
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let ray_direction = normalize(vertex_out.world_position - vertex_out.cam_position);
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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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return ray_march(ray_direction, local_ray_origin, vertex_out.structure_id, 0.);
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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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let max_ts = (box_max - origin) / ray_direction;
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let far_ts = max(min_ts, max_ts);
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let near_ts = min(min_ts, max_ts);
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let far_t = min(far_ts.x, min(far_ts.y, far_ts.z));
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let near_t = max(near_ts.x, max(near_ts.y, near_ts.z));
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return float2(near_t, far_t);
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}
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Binary file not shown.
@@ -0,0 +1,399 @@
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struct VertexOutput
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{
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@builtin(position) postion: vec4<f32>,
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@location(0) @interpolate(flat) chunk_index: u32,
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@location(1) color: vec4<f32>,
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@location(2) cam_pos: vec3<f32>,
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@location(3) world_pos: vec3<f32>,
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@location(4) @interpolate(flat) structure_id: u32,
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@location(5) chunk_position: vec3<f32>
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}
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struct ChunkImmediate
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{
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view_proj: mat4x4<f32>,
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cam_pos: vec3<f32>,
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frame_timestamp: u32,
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}
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var<immediate> constants: ChunkImmediate;
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//var<push_constant> constants: ChunkInfo;
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struct CacheChunkObject
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{
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transform: mat4x4<f32>,
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color: vec4<f32>,
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id: u32,
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pointer: u32
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}
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|
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|
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struct StructurePoolElement
|
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{
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pointers: array<u32, 64>
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}
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|
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struct RequestBufferElement
|
||||
{
|
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requests: array<atomic<u32>, 64>
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}
|
||||
|
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struct ColorPoolElement
|
||||
{
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colors: array<u32, 64>
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}
|
||||
|
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struct LocationPoolElement
|
||||
{
|
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structure_id: u32,
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structure_locator: u32
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}
|
||||
|
||||
struct SortedRequestsElement
|
||||
{
|
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node: u32,
|
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child: u32
|
||||
}
|
||||
|
||||
fn unpack_color(color: u32) -> vec4<f32>
|
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{
|
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return vec4<f32>(
|
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f32(color & 0xFF) / 255.,
|
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f32((color >> 8) & 0xFF) / 255.,
|
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f32((color >> 16) & 0xFF) / 255.,
|
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f32((color >> 24) & 0xFF) / 255.
|
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);
|
||||
}
|
||||
|
||||
@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>;
|
||||
@group(0) @binding(3) var<storage, read_write> request_buffer: array<RequestBufferElement>;
|
||||
@group(0) @binding(4) var<storage, read_write> usage_buffer: array<atomic<u32>>;
|
||||
@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, @location(0) position: vec3<f32>, @location(1) id: u32) -> @builtin(position) vec4<f32>
|
||||
{
|
||||
let cube_vertices = array<vec3<f32>, 8>(
|
||||
vec3<f32>(0., 0., 0.),
|
||||
vec3<f32>(0., 0., 1.),
|
||||
vec3<f32>(1., 0., 1.),
|
||||
vec3<f32>(1., 0., 0.),
|
||||
|
||||
vec3<f32>(0., 1., 0.),
|
||||
vec3<f32>(0., 1., 1.),
|
||||
vec3<f32>(1., 1., 1.),
|
||||
vec3<f32>(1., 1., 0.),
|
||||
);
|
||||
|
||||
let cube_faces = array<u32, 24>(
|
||||
// Bottom face
|
||||
1, 0, 2, 3,
|
||||
|
||||
// Top face
|
||||
4, 5, 7, 6,
|
||||
|
||||
// Side faces
|
||||
0, 1, 4, 5,
|
||||
1, 2, 5, 6,
|
||||
2, 3, 6, 7,
|
||||
3, 0, 7, 4,
|
||||
);
|
||||
|
||||
let quad_index = index / (3 * 2);
|
||||
let triangle_index = index % (3 * 2);
|
||||
let triangle_map = array<u32, 6>(
|
||||
0, 1, 2, 1, 3, 2
|
||||
);
|
||||
|
||||
|
||||
let vertex = cube_vertices[cube_faces[quad_index * 4 + triangle_map[triangle_index]]];
|
||||
let output_vertex = constants.view_proj * vec4<f32>(vertex + position, 1.0f);
|
||||
|
||||
return output_vertex;
|
||||
}
|
||||
|
||||
|
||||
struct StructureElement
|
||||
{
|
||||
children: array<u32, 64>
|
||||
}
|
||||
|
||||
struct ColorElement
|
||||
{
|
||||
children: array<vec4<f32>, 64>
|
||||
}
|
||||
|
||||
struct LocationElement
|
||||
{
|
||||
children: array<vec4<f32>, 64>
|
||||
}
|
||||
|
||||
struct RequestElement
|
||||
{
|
||||
children: array<atomic<u32>, 64>
|
||||
}
|
||||
|
||||
fn box_inter(pos: vec3<f32>, ray_dir: vec3<f32>, box_min: vec3<f32>, box_max: vec3<f32>) -> vec2<f32>
|
||||
{
|
||||
let box_min_t = (box_min - pos) / ray_dir;
|
||||
let box_max_t = (box_max - pos) / ray_dir;
|
||||
|
||||
let near_ts = min(box_min_t, box_max_t);
|
||||
let far_ts = max(box_min_t, box_max_t);
|
||||
|
||||
let far_t = min(min(far_ts.x, far_ts.y), far_ts.z);
|
||||
let near_t = max(max(near_ts.x, near_ts.y), near_ts.z);
|
||||
|
||||
return vec2(near_t, far_t);
|
||||
}
|
||||
|
||||
fn sdf(voxel: vec3<i32>) -> bool
|
||||
{
|
||||
let len = length(vec3<f32>(voxel) - vec3(128)) / 128.;
|
||||
return len <= 1.;
|
||||
}
|
||||
|
||||
fn min_vec(x: vec3<f32>) -> f32
|
||||
{
|
||||
return min(x.x, min(x.y, x.z));
|
||||
}
|
||||
|
||||
fn min_mask(x: vec3<f32>) -> vec3<bool>
|
||||
{
|
||||
let min = min(x.x, min(x.y, x.z));
|
||||
|
||||
return vec3<bool>(min == x.x, min == x.y, min == x.z);
|
||||
}
|
||||
|
||||
fn node_subdivided(node: u32) -> bool
|
||||
{
|
||||
return ((node >> 31) & 1) != 0;
|
||||
}
|
||||
|
||||
fn node_pointer_valid(node: u32) -> bool
|
||||
{
|
||||
return ((node >> 30) & 1) != 0;
|
||||
}
|
||||
|
||||
fn node_pointer(node: u32) -> u32
|
||||
{
|
||||
return node & 0x3FFFFFFF;
|
||||
}
|
||||
|
||||
fn voxel_from_wall(position: vec3<f32>, ray_dir: vec3<f32>) -> vec3<i32>
|
||||
{
|
||||
let integers = round(position);
|
||||
let wall_mask = min_mask(abs(position - vec3<f32>(integers)));
|
||||
let offsets = select(vec3<f32>(-0.5), vec3<f32>(0.5), ray_dir > vec3(0.));
|
||||
return vec3<i32>(floor(position + select(vec3<f32>(0.), offsets, wall_mask)));
|
||||
}
|
||||
|
||||
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. / 1920.;
|
||||
let fovy_rad = (fovy_deg * 3.14) / 180.;
|
||||
let cone_factor = tan(fovy_rad / 2.) * 2.;
|
||||
|
||||
let st_pointer = structure_table_pointer[root_id];
|
||||
|
||||
|
||||
if (!node_subdivided(st_pointer))
|
||||
{
|
||||
discard;
|
||||
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);
|
||||
|
||||
discard;
|
||||
var result: HitResult;
|
||||
result.color = vec4(0., 1., 0., 1.);
|
||||
result.hit_pos = ray_origin;
|
||||
return result;
|
||||
}
|
||||
//var current_node = node_pointer(st_pointer);
|
||||
|
||||
var dfs_stack = array<u32, 6>(node_pointer(st_pointer), 0, 0, 0, 0, 0);
|
||||
var current_depth = 0;
|
||||
var current_node = dfs_stack[current_depth];
|
||||
|
||||
usage_buffer[current_node] = constants.frame_timestamp;
|
||||
|
||||
// Start location
|
||||
//let voxel_dir = select(vec3(-1), vec3(1), ray_dir >= vec3(0.));
|
||||
var node_shift = (max_depth - current_depth) * 2;
|
||||
|
||||
var child_size = 1 << u32(node_shift - 2);
|
||||
var node_size = 1 << u32(node_shift);
|
||||
|
||||
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.;
|
||||
var inv_ray_dir = 1. / ray_dir;
|
||||
var ray_positive = ray_dir > vec3(0.);
|
||||
var step_dir = select(vec3(-1), vec3(1), ray_positive);
|
||||
|
||||
for(var iter = 0; iter < 400; iter ++)
|
||||
{
|
||||
// Shift into voxel position
|
||||
node_shift = (max_depth - current_depth) * 2;
|
||||
child_size = 1 << u32(node_shift - 2);
|
||||
|
||||
// Compute child position position from voxel position
|
||||
var child_pos = (voxel >> vec3(u32(node_shift - 2))) & vec3(3);
|
||||
// Compute child index in pointers
|
||||
var child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
|
||||
// Candidate child pointer
|
||||
var pointer = structure_pool[current_node].pointers[child_index];
|
||||
|
||||
// Descent loop
|
||||
let min_child_size = (length(vec3<f32>(voxel) - pos_origin) + dist_offset_voxel) * cone_factor;
|
||||
while(node_subdivided(pointer) && node_pointer_valid(pointer) &&
|
||||
f32(child_size / 4) >= min_child_size
|
||||
)
|
||||
{
|
||||
|
||||
// Descend
|
||||
current_depth += 1;
|
||||
|
||||
// Try to descend again
|
||||
node_shift = (max_depth - current_depth) * 2;
|
||||
child_size = 1 << u32(node_shift - 2);
|
||||
child_pos = (voxel >> vec3(u32(node_shift - 2))) & vec3(3);
|
||||
current_node = node_pointer(pointer);
|
||||
dfs_stack[current_depth] = current_node;
|
||||
child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
|
||||
|
||||
pointer = structure_pool[current_node].pointers[child_index];
|
||||
|
||||
// Record usage in usage buffer
|
||||
usage_buffer[current_node] = constants.frame_timestamp;
|
||||
}
|
||||
|
||||
// If we could not descencd, request the child
|
||||
if(node_subdivided(pointer) && !node_pointer_valid(pointer) &&
|
||||
f32(child_size / 4) >= min_child_size)
|
||||
{
|
||||
// Record request
|
||||
atomicAdd(&request_buffer[dfs_stack[current_depth]].requests[child_index], 1);
|
||||
}
|
||||
|
||||
// Check color
|
||||
let color = color_pool[current_node].colors[child_index];
|
||||
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 & vec3(i32(0xFFFFFFFF << u32(node_shift - 2)));
|
||||
let far_wall = child_pos + select(vec3(0), vec3(child_size), ray_positive);
|
||||
let far_wall_inter = (vec3<f32>(far_wall) - pos_origin) * inv_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 + step_dir * 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;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fragment() -> @location(0) vec4<f32>
|
||||
{
|
||||
return vec4(1., 0., 0., 1.) ;
|
||||
}
|
||||
|
||||
@early_depth_test(less_equal)
|
||||
@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;
|
||||
var frag_out: FragmentOutput;
|
||||
//frag_out.color = result.color;
|
||||
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.);
|
||||
}
|
||||
|
||||
/*
|
||||
@fragment
|
||||
fn fragment(in: VertexOutput) -> @location(0) vec4<f32>
|
||||
{
|
||||
let st = structure_table_pointer[0];
|
||||
let subdivided = ((st >> 31) & 1) != 0;
|
||||
let pointer_valid = ((st >> 30) & 1) != 0;
|
||||
// Request stuff
|
||||
atomicAdd(&structure_table_request_buffer[0], 1);
|
||||
if(subdivided && !pointer_valid)
|
||||
{
|
||||
return vec4(0., 1., 0., 1.);
|
||||
}
|
||||
return vec4(1., 0., 0., 1.);
|
||||
}
|
||||
*/
|
||||
|
||||
+26
-8
@@ -32,6 +32,8 @@ use wgpu::RenderPipeline;
|
||||
use wgpu::Texture;
|
||||
use wgpu::TextureUsages;
|
||||
use wgpu::TextureView;
|
||||
use wgpu::include_spirv;
|
||||
use wgpu::include_wgsl;
|
||||
use wgpu::util::BufferInitDescriptor;
|
||||
use wgpu::util::DeviceExt;
|
||||
use wgpu::util::DownloadBuffer;
|
||||
@@ -44,6 +46,7 @@ use winit::event_loop::ActiveEventLoop;
|
||||
use winit::event_loop::ControlFlow;
|
||||
use winit::event_loop::EventLoop;
|
||||
use winit::event_loop::OwnedDisplayHandle;
|
||||
use winit::platform::x11::EventLoopBuilderExtX11;
|
||||
use winit::window::Window;
|
||||
use winit::window::WindowId;
|
||||
|
||||
@@ -200,14 +203,29 @@ impl State
|
||||
usage: BufferUsages::COPY_DST | BufferUsages::VERTEX,
|
||||
});
|
||||
|
||||
let shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Main shader module"),
|
||||
source: wgpu::ShaderSource::Wgsl(
|
||||
std::fs::read_to_string("shaders/voxel.wgsl")
|
||||
.unwrap()
|
||||
.into(),
|
||||
),
|
||||
});
|
||||
// let shader_module = unsafe {
|
||||
// device.create_shader_module_trusted(
|
||||
// wgpu::ShaderModuleDescriptor {
|
||||
// label: Some("Main shader module"),
|
||||
// source: wgpu::ShaderSource::Wgsl(
|
||||
// std::fs::read_to_string("shaders/voxel.wgsl")
|
||||
// .unwrap()
|
||||
// .into(),
|
||||
// ),
|
||||
// },
|
||||
// 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 shader_module = device.create_shader_module(include_wgsl!("../shaders/voxel.wgsl"));
|
||||
let shader_module = device.create_shader_module(include_spirv!("../shaders/voxel.spv"));
|
||||
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Voxel pipeline layout"),
|
||||
|
||||
LFS
BIN
Binary file not shown.
Reference in New Issue
Block a user