Compare commits

...
Author SHA1 Message Date
octagonal 9015ed85d6 slang fast 2026-09-12 16:16:21 +02:00
octagonal 3835a6fa78 lfs WITH files out of gitignore 2026-09-11 17:23:31 +02:00
octagonal a342643ab7 Test lfs 2026-09-11 17:17:22 +02:00
octagonal 54c5e91a7f Fix RT timer 2026-09-11 17:12:38 +02:00
13 changed files with 774 additions and 237 deletions
+3
View File
@@ -0,0 +1,3 @@
img.jpg filter=lfs diff=lfs merge=lfs -text
img_low.jpg filter=lfs diff=lfs merge=lfs -text
vxls_height.tif filter=lfs diff=lfs merge=lfs -text
-4
View File
@@ -1,11 +1,7 @@
/target
Cargo.lock
img.jpg
img.png
img_low.jpg
imgs.tar.gz
vxls_height.tif
# Added by cargo
#
+1 -1
View File
@@ -20,5 +20,5 @@ pollster = "1.0.1"
rand = "0.10.2"
rayon = "1.12.0"
tiff = "0.11.3"
wgpu = "30"
wgpu = {version = "30", features = ["spirv"]}
winit = "0.30.13"
BIN
View File
Binary file not shown.
BIN
View File
Binary file not shown.
+4
View File
@@ -0,0 +1,4 @@
all: voxel.spv
%.spv: %.slang
slangc $< -O3 -fvk-use-entrypoint-name -target spirv -o $@
-2
View File
@@ -1,2 +0,0 @@
module example;
+303
View File
@@ -0,0 +1,303 @@
struct PushConstants
{
float4x4 view_proj;
float3 cam_pos;
uint32_t frame_timestamp;
}
public struct VertexOutput
{
public float4 position : SV_Position;
[vk::location(0)]
public float3 world_position;
[vk::location(1)]
public nointerpolation uint32_t structure_id;
[vk::location(2)]
public float3 cam_position;
[vk::location(3)]
public float3 chunk_position;
}
[[vk::push_constant]]
uniform PushConstants constants;
[shader("vertex")]
VertexOutput chunk(
uint index: SV_VulkanVertexID,
[vk::location(0)] float3 chunk_position,
[vk::location(1)] uint id)
{
let cube_vertices : float3[8] =
float3[](
float3(0., 0., 0.),
float3(0., 0., 1.),
float3(1., 0., 1.),
float3(1., 0., 0.),
float3(0., 1., 0.),
float3(0., 1., 1.),
float3(1., 1., 1.),
float3(1., 1., 0.), );
// clang-format off
let cube_faces: int[24] = int[](
// 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: int[6] = int[](
0, 1, 2, 1, 3, 2
);
let vertex = cube_vertices[cube_faces[quad_index * 4 + triangle_map[triangle_index]]];
let output_vertex = mul(constants.view_proj, float4(vertex + chunk_position, 1.0f));
VertexOutput vertex_output;
vertex_output.position = output_vertex;
vertex_output.world_position = vertex + chunk_position;
vertex_output.structure_id = id;
vertex_output.cam_position = constants.cam_pos;
vertex_output.chunk_position = chunk_position;
return vertex_output;
}
struct StructurePointer
{
uint32_t value;
bool subdivided()
{
return (this.value & 0x80000000) != 0;
}
bool pointer_valid()
{
return (this.value & 0x40000000) != 0;
}
uint32_t pointer()
{
return this.value & 0x3FFFFFFF;
}
}
struct ByteColor
{
uint32_t byte_color;
property uint32_t byte_r {
get {return byte_color & 0xFF;}
}
property uint32_t byte_g {
get {return (byte_color >> 8) & 0xFF;}
}
property uint32_t byte_b {
get {return (byte_color >> 16) & 0xFF;}
}
property uint32_t byte_a {
get {return byte_color >> 24;}
}
property float4 float_color {
get {return float4(
float(byte_r) / 255.,
float(byte_g) / 255.,
float(byte_b) / 255.,
float(byte_a) / 255.
); }
}
}
struct StructurePoolElement
{
StructurePointer pointers[64];
}
struct RequestBufferElement
{
Atomic<uint32_t> requests[64];
}
struct ColorPoolElement
{
ByteColor colors[64];
}
struct LocationPoolElement
{
uint32_t structure_id;
uint32_t structure_locator;
}
[[vk::binding(0, 0)]] RWStructuredBuffer<StructurePoolElement> structure_pool;
[[vk::binding(1, 0)]] RWStructuredBuffer<ColorPoolElement> color_pool;
[[vk::binding(2, 0)]] RWStructuredBuffer<LocationPoolElement> location_pool;
[[vk::binding(3, 0)]] RWStructuredBuffer<RequestBufferElement> request_buffer;
[[vk::binding(4, 0)]] RWStructuredBuffer<uint32_t> usage_buffer;
[[vk::binding(5, 0)]] RWStructuredBuffer<StructurePointer> structure_table_pointer;
[[vk::binding(6, 0)]] RWStructuredBuffer<Atomic<uint32_t>> structure_table_request_buffer;
uint32_t3 get_children_pos(float3 position, uint32_t scale_exp)
{
return (asuint(position) >> scale_exp) & 3;
}
uint32_t get_children_index(float3 position, uint32_t scale_exp)
{
// Get mantissa bits for this scale exp an retain bits for the specific children
uint32_t3 cell_position = (asuint(position) >> scale_exp) & 3;
return cell_position.x + cell_position.y * 4 + cell_position.z * 4 * 4;
}
float3 floor_scale(float3 position, uint32_t scale_exp)
{
uint32_t mask = ~0u << scale_exp;
return asfloat(asuint(position) & mask);
}
float4 ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, float dist_offset)
{
let st_pointer = structure_table_pointer[root_id];
if(!st_pointer.subdivided())
{
discard;
}
if(!st_pointer.pointer_valid())
{
// Record request
structure_table_request_buffer[root_id].add(1);
discard;
}
ray_origin += float3(1.);
float3 pos = ray_origin;
pos = clamp(pos, float(1.), asfloat(0x3fffffff));
uint32_t scale_exp = 23 - 2;
uint32_t node_stack[5] =
{
0
};
uint32_t current_node_index = structure_table_pointer[root_id].pointer();
node_stack[10 - scale_exp / 2] = current_node_index;
uint32_t child_index = get_children_index(pos, scale_exp);
StructurePointer current_node = structure_pool[current_node_index].pointers[child_index];
usage_buffer[current_node_index] = constants.frame_timestamp;
for(uint32_t iter = 0; iter < 500; iter ++)
{
//scale_exp = 23 - 2;
//current_node_index = structure_table_pointer[root_id].pointer();
child_index = get_children_index(pos, scale_exp);
current_node = structure_pool[current_node_index].pointers[child_index];
while(current_node.subdivided() && current_node.pointer_valid())
{
scale_exp -= 2;
current_node_index = current_node.pointer();
node_stack[10 - scale_exp / 2] = current_node_index;
child_index = get_children_index(pos, scale_exp);
current_node = structure_pool[current_node_index].pointers[child_index];
// Write usage
usage_buffer[current_node_index] = constants.frame_timestamp;
}
// Request subdiv
if(current_node.subdivided() && !current_node.pointer_valid())
{
request_buffer[current_node_index].requests[child_index].add(1);
}
if(color_pool[current_node_index].colors[child_index].byte_a != 0)
{
return color_pool[current_node_index].colors[child_index].float_color;
}
// Perform dda
// Compute correct exponent, and shift it into the exponent part of floatt
let child_scale : float = asfloat((scale_exp - 23 + 127) << 23);
let child_pos : float3 = floor_scale(pos, scale_exp);
let child_far : float3 = child_pos + select(ray_direction > 0., float3(child_scale), float3(0.));
// Intersection t
let inter_ts : float3 = (child_far - ray_origin) / ray_direction;
float inter_t = min(inter_ts.x, min(inter_ts.y, inter_ts.z));
//return float4(inter_t);
// Perform dda step
let neighbor_min : float3 = select(float3(inter_t) == inter_ts, child_pos + copysign(child_scale, ray_direction), child_pos);
let neighbor_max : float3 = asfloat(asint(neighbor_min) + ((1 << scale_exp) - 1));
let previous_pos : float3 = pos;
pos = clamp(ray_origin + ray_direction * inter_t, neighbor_min, neighbor_max);
/*
if(any(pos >= 2.) || any(pos < 1.))
{
discard;
}
*/
// Find most common ancestor
uint32_t3 diffs = asuint(child_pos) ^ asuint(pos);
uint32_t diff = (diffs.x | diffs.y | diffs.z);
int32_t common_depth = (1 + (22 - firstbithigh(diff)) / 2) * 2;
if(common_depth <= 0)
{
discard;
}
scale_exp = 23 - common_depth;
current_node_index = node_stack[10 - scale_exp / 2];
}
return float4(1., 0., 1., 1.);
}
[shader("fragment")]
float4 fragment(VertexOutput vertex_out) : SV_Target<0>
{
let ray_direction = normalize(vertex_out.world_position - vertex_out.cam_position);
let intersection_t = box_intersect(vertex_out.cam_position, ray_direction, vertex_out.chunk_position, vertex_out.chunk_position + float3(1.));
let local_ray_origin = max(intersection_t.x, 0.) * ray_direction + vertex_out.cam_position - vertex_out.chunk_position;
// Figure out intersection
return ray_march(ray_direction, local_ray_origin, vertex_out.structure_id, 0.);
}
float2 box_intersect(float3 origin, float3 ray_direction, float3 box_min, float3 box_max)
{
let min_ts = (box_min - origin) / ray_direction;
let max_ts = (box_max - origin) / ray_direction;
let far_ts = max(min_ts, max_ts);
let near_ts = min(min_ts, max_ts);
let far_t = min(far_ts.x, min(far_ts.y, far_ts.z));
let near_t = max(near_ts.x, max(near_ts.y, near_ts.z));
return float2(near_t, far_t);
}
BIN
View File
Binary file not shown.
+399
View File
@@ -0,0 +1,399 @@
struct VertexOutput
{
@builtin(position) postion: vec4<f32>,
@location(0) @interpolate(flat) chunk_index: u32,
@location(1) color: vec4<f32>,
@location(2) cam_pos: vec3<f32>,
@location(3) world_pos: vec3<f32>,
@location(4) @interpolate(flat) structure_id: u32,
@location(5) chunk_position: vec3<f32>
}
struct ChunkImmediate
{
view_proj: mat4x4<f32>,
cam_pos: vec3<f32>,
frame_timestamp: u32,
}
var<immediate> constants: ChunkImmediate;
//var<push_constant> constants: ChunkInfo;
struct CacheChunkObject
{
transform: mat4x4<f32>,
color: vec4<f32>,
id: u32,
pointer: u32
}
struct StructurePoolElement
{
pointers: array<u32, 64>
}
struct RequestBufferElement
{
requests: array<atomic<u32>, 64>
}
struct ColorPoolElement
{
colors: array<u32, 64>
}
struct LocationPoolElement
{
structure_id: u32,
structure_locator: u32
}
struct SortedRequestsElement
{
node: u32,
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>;
@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.);
}
*/
+14 -207
View File
@@ -225,6 +225,7 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
if (!node_subdivided(st_pointer))
{
discard;
var result: HitResult;
result.color = vec4(0., 1., 0., 1.);
result.hit_pos = ray_origin;
@@ -236,6 +237,7 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
// 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;
@@ -243,11 +245,11 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
}
//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;
var current_node = dfs_stack[current_depth];
usage_buffer[dfs_stack[current_depth]] = constants.frame_timestamp;
usage_buffer[current_node] = constants.frame_timestamp;
// Start location
//let voxel_dir = select(vec3(-1), vec3(1), ray_dir >= vec3(0.));
@@ -270,7 +272,8 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
child_size = 1 << u32(node_shift - 2);
var child_pos = (voxel >> vec3(u32(node_shift - 2))) & vec3(3);
var pointer = structure_pool[dfs_stack[current_depth]].pointers[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4];
var child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
var pointer = structure_pool[current_node].pointers[child_index];
let min_child_size = (length(vec3<f32>(voxel) - pos_origin) + dist_offset_voxel) * cone_factor;
while(node_subdivided(pointer) &&
@@ -280,7 +283,7 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
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);
atomicAdd(&request_buffer[dfs_stack[current_depth]].requests[child_index], 1);
break;
}
@@ -290,17 +293,19 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
node_shift = (max_depth - current_depth) * 2;
child_size = 1 << u32(node_shift - 2);
child_pos = (voxel >> vec3(u32(node_shift - 2))) & vec3(3);
dfs_stack[current_depth] = node_pointer(pointer);
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[dfs_stack[current_depth]].pointers[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4];
pointer = structure_pool[current_node].pointers[child_index];
// Record usage
usage_buffer[dfs_stack[current_depth]] = constants.frame_timestamp;
usage_buffer[current_node] = 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];
let color = color_pool[current_node].colors[child_index];
if(((color >> 24) & 0xFF) != 0)
{
var result: HitResult;
@@ -340,7 +345,7 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
let common_depth = ((countLeadingZeros(bit_diffs_lowest) - i32(32 - max_depth * 2)) / 2);
current_depth = common_depth;
//current_node = dfs_stack[current_depth];
current_node = dfs_stack[current_depth];
}
// Iter max color
@@ -350,204 +355,6 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
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 * 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.));
let max_depth = u32(5);
var adaptive_depth = i32(max_depth);
var far_t = 0.;
let ray_dir_inv = 1. / ray_dir;
let fma_offset = - pos_origin * ray_dir_inv;
//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>((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]) &&
(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]))
{
atomicAdd(&request_buffer[current_node].requests[child_index], 1);
break;
}
// Child node is subdivided, we go in, save position in stack
current_node = node_pointer(structure_pool[current_node].pointers[child_index]);
usage_buffer[current_node] = constants.frame_timestamp;
current_depth += 1;
dfs_stack[current_depth] = current_node;
node_size = node_size_lut[current_depth];
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;
}
usage_buffer[current_node] = constants.frame_timestamp;
// At this point current_depth is the depth of the node that contains the voxel
// child_pos and child_index relate to the specific child of the node that contains this voxel
// It is guaranteed that the child is leave
// Check current leave's color
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 <= 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 color;
//return overlay * color;
}
// Voxel and whole child containing it is empty
// 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_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 + 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(vec3<i32>(pos_origin + far_t * ray_dir), next_child_min, next_child_max);
/*
voxel = vec3<i32>(
floor(
select(
float_voxel - vec3(0.5),
float_voxel + vec3(0.5),
ray_dir > vec3(0.)
))
);
*/
//voxel = vec3<i32>(round(float_voxel));
//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;
}
// 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 flb = ((countLeadingZeros(bit_diffs_lowest) - i32(32 - max_depth * 2)) / 2);
let common_depth = flb;
current_depth = common_depth;
node_size = node_size_lut[current_depth];
child_size = node_size / 4;
current_node = dfs_stack[current_depth];
// Figure out current voxel position
//voxel = vec3<i32>(ray_origin + ray_dir * t);
}
return vec4<f32>(1., 0., 1., 1.);
}
@early_depth_test(less_equal)
@fragment
fn fragment(in: VertexOutput) -> FragmentOutput
+41 -23
View File
@@ -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"),
@@ -561,21 +579,6 @@ impl State
},
);
// ~~ Get Ray-marching timestamps, report time ~~
let cloned_rm_time = self.rm_time.clone();
let cloned_queue = self.queue.clone();
DownloadBuffer::read_buffer(
&self.device,
&self.queue,
&timestamp_buffer.slice(..),
move |buffer| {
let buffer_slice = buffer.unwrap();
let slice: &[u64] = cast_slice(&buffer_slice);
let time = (slice[1] - slice[0]) as f32 * cloned_queue.get_timestamp_period();
*cloned_rm_time.lock() = time;
},
);
// ~~ Do cache managment
if !self
.camera
@@ -592,6 +595,21 @@ impl State
self.window.pre_present_notify();
self.queue.present(surface_texture);
// ~~ Get Ray-marching timestamps, report time ~~
let cloned_rm_time = self.rm_time.clone();
let cloned_queue = self.queue.clone();
DownloadBuffer::read_buffer(
&self.device,
&self.queue,
&timestamp_buffer.slice(..),
move |buffer| {
let buffer_slice = buffer.unwrap();
let slice: &[u64] = cast_slice(&buffer_slice);
let time = (slice[1] - slice[0]) as f32 * cloned_queue.get_timestamp_period();
*cloned_rm_time.lock() = time;
},
);
// ~~ Do cache managment
if !self
.camera
BIN
View File
Binary file not shown.