Compare commits
2
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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a342643ab7 | ||
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54c5e91a7f |
@@ -0,0 +1,3 @@
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img.jpg filter=lfs diff=lfs merge=lfs -text
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img_low.jpg filter=lfs diff=lfs merge=lfs -text
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vxls_height.tif filter=lfs diff=lfs merge=lfs -text
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@@ -16,7 +16,6 @@ glam = "0.33.5"
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image = "0.25.10"
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indicatif = "0.18.6"
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itertools = "0.15.0"
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ordered-float = "5.5.0"
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pollster = "1.0.1"
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rand = "0.10.2"
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rayon = "1.12.0"
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+23
-310
@@ -2,12 +2,11 @@ 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) ndc: vec4<f32>,
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@location(2) color: vec4<f32>,
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@location(3) cam_pos: vec3<f32>,
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@location(4) world_pos: vec3<f32>,
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@location(5) @interpolate(flat) structure_id: u32,
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@location(6) chunk_position: vec3<f32>,
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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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@@ -15,8 +14,6 @@ struct ChunkImmediate
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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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width: u32,
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downsampling_factor: u32,
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}
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var<immediate> constants: ChunkImmediate;
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@@ -27,7 +24,7 @@ struct CacheChunkObject
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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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pointer: u32
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}
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@@ -76,7 +73,10 @@ fn unpack_color(color: u32) -> vec4<f32>
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@group(0) @binding(5) var<storage, read_write> structure_table_pointer: array<u32>;
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@group(0) @binding(6) var<storage, read_write> structure_table_request_buffer: array<atomic<u32>>;
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@group(1) @binding(0) var prepass_depth: texture_2d<f32>;
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struct FragmentOutput {
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@location(0) color: vec4<f32>,
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@builtin(frag_depth) depth: f32, // Equivalent to gl_FragDepth
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}
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@vertex
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fn chunk(@builtin(vertex_index) index: u32, @location(0) position: vec3<f32>, @location(1) id: u32) -> VertexOutput
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@@ -119,7 +119,6 @@ fn chunk(@builtin(vertex_index) index: u32, @location(0) position: vec3<f32>, @l
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var output: VertexOutput;
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output.postion = output_vertex;
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output.ndc = output_vertex / output_vertex.w;
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output.color = vec4(1.);
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output.chunk_index = 0;
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output.cam_pos = constants.cam_pos;
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@@ -217,11 +216,12 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
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{
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let max_depth = 5;
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let dist_offset_voxel = dist_offset * f32(1 << u32(max_depth * 2));
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let fovy_deg = 100. / f32(constants.width);
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let fovy_deg = 100. / 1920.;
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let fovy_rad = (fovy_deg * 3.14) / 180.;
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let cone_factor = 1.414 * f32(constants.downsampling_factor) * (tan(fovy_rad / 2.) * 2.); // How many pixels per distance a voxel takes
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let cone_factor = tan(fovy_rad / 2.) * 2.;
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let st_pointer = structure_table_pointer[root_id];
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if (!node_subdivided(st_pointer))
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{
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@@ -245,11 +245,11 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
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}
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//var current_node = node_pointer(st_pointer);
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// Record usage
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var dfs_stack = array<u32, 6>(node_pointer(st_pointer), 0, 0, 0, 0, 0);
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var current_depth = 0;
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var current_node = dfs_stack[current_depth];
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usage_buffer[dfs_stack[current_depth]] = constants.frame_timestamp;
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usage_buffer[current_node] = constants.frame_timestamp;
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// Start location
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//let voxel_dir = select(vec3(-1), vec3(1), ray_dir >= vec3(0.));
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@@ -264,7 +264,6 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
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var inv_ray_dir = 1. / ray_dir;
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var ray_positive = ray_dir > vec3(0.);
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var step_dir = select(vec3(-1), vec3(1), ray_positive);
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var min_child_size = cone_factor * dist_offset_voxel;
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for(var iter = 0; iter < 400; iter ++)
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{
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@@ -274,18 +273,17 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
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var child_pos = (voxel >> vec3(u32(node_shift - 2))) & vec3(3);
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var child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
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var current_node = dfs_stack[current_depth];
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var pointer = structure_pool[current_node].pointers[child_index];
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min_child_size = (length(vec3<f32>(voxel) - pos_origin) + dist_offset_voxel) * cone_factor;
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let min_child_size = (length(vec3<f32>(voxel) - pos_origin) + dist_offset_voxel) * cone_factor;
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while(node_subdivided(pointer) &&
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f32(child_size) / 4 > min_child_size
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f32(child_size / 4) >= min_child_size
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)
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{
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if(!node_pointer_valid(pointer) && node_subdivided(pointer))
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{
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// Record request
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atomicAdd(&request_buffer[current_node].requests[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4], 1);
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atomicAdd(&request_buffer[dfs_stack[current_depth]].requests[child_index], 1);
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break;
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}
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@@ -295,9 +293,9 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
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node_shift = (max_depth - current_depth) * 2;
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child_size = 1 << u32(node_shift - 2);
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child_pos = (voxel >> vec3(u32(node_shift - 2))) & vec3(3);
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child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
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current_node = node_pointer(pointer);
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dfs_stack[current_depth] = current_node;
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child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
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pointer = structure_pool[current_node].pointers[child_index];
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@@ -312,9 +310,7 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
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{
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var result: HitResult;
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result.color = unpack_color(color);
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//result.color = vec4<f32>(f32(iter) / 400.);
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//result.hit_pos = (far_t / f32(1 << u32(max_depth * 2))) * ray_dir + ray_origin;
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result.hit_pos = (far_t * ray_dir + pos_origin) / f32(1 << u32(max_depth * 2));
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result.hit_pos = (far_t / f32(1 << u32(max_depth * 2))) * ray_dir + ray_origin;
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return result;
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}
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@@ -349,7 +345,7 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
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let common_depth = ((countLeadingZeros(bit_diffs_lowest) - i32(32 - max_depth * 2)) / 2);
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current_depth = common_depth;
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//current_node = dfs_stack[current_depth];
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current_node = dfs_stack[current_depth];
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}
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// Iter max color
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@@ -359,105 +355,23 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
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return result;
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}
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struct FragmentOutput {
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@location(0) color: vec4<f32>,
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@builtin(frag_depth) depth: f32, // Equivalent to gl_FragDepth
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}
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struct FragmentPrepassOutput {
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@location(0) depth_prepass: f32, // Equivalent to gl_FragDepth
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//@builtin(frag_depth) depth: f32, // Equivalent to gl_FragDepth
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}
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//fn fragment_prepass(in: VertexOutput) -> @location(0) vec4<f32>
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//@early_depth_test(less_equal)
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@fragment
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fn fragment_prepass(in: VertexOutput) -> FragmentPrepassOutput
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{
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let ray_dir = normalize(in.world_pos - in.cam_pos);
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let interp = box_inter(in.cam_pos, ray_dir, in.chunk_position + vec3(0.), in.chunk_position + vec3(1));
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let ray_origin = in.cam_pos + ray_dir * max(interp.x, 0.) - in.chunk_position;
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let result = new_traverse(ray_dir, ray_origin, in.structure_id, length(in.cam_pos - (ray_origin + in.chunk_position)));
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let clip_pos = constants.view_proj * vec4(result.hit_pos + in.chunk_position, 1.);
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let depth = clip_pos.z / clip_pos.w;
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var frag_out: FragmentPrepassOutput;
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//frag_out.color = result.color;
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//frag_out.depth_prepass = in.postion.z;
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frag_out.depth_prepass = length(ray_origin + in.chunk_position - in.cam_pos);
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//frag_out.depth_prepass = interp.x;
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//frag_out.depth_prepass = 100.;
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//frag_out.depth = depth;
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//frag_out.depth = depth;
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//frag_out.depth_prepass = depth;
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return frag_out;
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}
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@early_depth_test(less_equal)
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@fragment
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fn fragment(in: VertexOutput) -> FragmentOutput
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{
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let surface_depth = in.postion.z;
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let prepass_depth_sample = textureLoad(prepass_depth, vec2<i32>(in.postion.xy), 0).x;
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let lin_depth = (100. * 0.01) / (100. - surface_depth * (100. - 0.01));
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if lin_depth < prepass_depth_sample || prepass_depth_sample == -1.
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{
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discard;
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}
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//frag_out.color = vec4<f32>(2 * 0.01 / (100. + 0.01 - depth * (100. - 0.01)));
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let ray_dir = normalize(in.world_pos - in.cam_pos);
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let prepass_origin = in.cam_pos + ray_dir * max(prepass_depth_sample - 0.01, 0.);
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let interp = box_inter(prepass_origin, ray_dir, in.chunk_position + vec3(0.), in.chunk_position + vec3(1));
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let ray_origin = prepass_origin + ray_dir * max(interp.x, 0.) - in.chunk_position;
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//let ray_origin = in.cam_pos + ray_dir * (max(0., lin_depth - 0.1)) - in.chunk_position;
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//let ray_origin = in.cam_pos + ray_dir * max(interp.x, 0.) - in.chunk_position;
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//let ray_origin = in.cam_pos + ray_dir * max(prepass_depth, 0.) - in.chunk_position;
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//let space_ro = in.cam_pos + ray_dir * lin_depth;
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//let ray_origin = space_ro - in.chunk_position;
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let result = new_traverse(ray_dir, ray_origin, in.structure_id, length(in.cam_pos - (ray_origin + in.chunk_position)));
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let clip_pos = constants.view_proj * vec4(result.hit_pos + in.chunk_position, 1.);
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let depth = clip_pos.z / clip_pos.w;
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var frag_out: FragmentOutput;
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frag_out.color = result.color;
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//frag_out.color = vec4<f32>(vec3<f32>(prepass_depth_sample) / 100., 1.);
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//frag_out.color = vec4<f32>(smpl);
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//frag_out.color = vec4<f32>(ray_origin, 1.);
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//frag_out.color = result.color;
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//frag_out.color = vec4<f32>(ray_origin, 1.);
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//frag_out.color = vec4<f32>(vec3<f32>(lin_depth) / 100., 1.);
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frag_out.depth = depth;
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return frag_out;
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//return vec4<f32>(ray_origin, 1.);
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//return frag_out;
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//return vec4(interp.y / 10.);
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}
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@fragment
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fn _fragment(in: VertexOutput) -> FragmentOutput
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{
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//frag_out.color = vec4<f32>(2 * 0.01 / (100. + 0.01 - depth * (100. - 0.01)));
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let ray_dir = normalize(in.world_pos - in.cam_pos);
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let interp = box_inter(in.cam_pos - in.chunk_position, ray_dir, vec3(0.), vec3(1));
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let ray_origin = (in.cam_pos - in.chunk_position) + ray_dir * (max(0., interp.x));
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let result = new_traverse(ray_dir, ray_origin, in.structure_id, length(in.cam_pos - (ray_origin + in.chunk_position)));
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let clip_pos = constants.view_proj * vec4(result.hit_pos + in.chunk_position, 1.);
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let depth = clip_pos.z / clip_pos.w;
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var frag_out: FragmentOutput;
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//frag_out.color = result.color;
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frag_out.color = result.color;
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//frag_out.color = vec4<f32>(smpl);
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//frag_out.color = vec4<f32>((2. * 0.01 * 100.) / (0.01 + 100. - prepass_depth * (100. - 0.01)));
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//frag_out.depth = depth;
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frag_out.depth = depth;
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return frag_out;
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//return vec4<f32>(ray_origin, 1.);
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@@ -482,204 +396,3 @@ fn fragment(in: VertexOutput) -> @location(0) vec4<f32>
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}
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*/
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/*
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fn traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_offset: f32) -> vec4<f32>
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{
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let st_pointer = structure_table_pointer[root_id];
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if (!node_subdivided(st_pointer))
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{
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discard;
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return vec4(0., 1., 0., 1.);
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}
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if(!node_pointer_valid(st_pointer))
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{
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atomicAdd(&structure_table_request_buffer[root_id], 1);
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discard;
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return vec4(0., 1., 0., 1.);
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}
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let fovy_deg = 100.;
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let fovy = 3.14159 * (fovy_deg / 180.);
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let definition = 1920.;
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let cone_fovy = fovy / definition;
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let factor = 1.;
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let cone_size_factor = 2. * tan(cone_fovy) * factor;
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// Current depth of the node we are exploring
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var current_depth = 0;
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// Index of the current node's data
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var current_node = u32(st_pointer & 0x3FFFFFFF);
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usage_buffer[current_node] = constants.frame_timestamp;
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var dfs_stack = array<u32, 6>(current_node, 0, 0, 0, 0, 0);
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// Lut of the node_size per depth
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var node_size_lut = array<i32, 6>(
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4 * 4 * 4 * 4 * 4,
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4 * 4 * 4 * 4,
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4 * 4 * 4,
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4 * 4,
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4,
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1,
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);
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let local_dist_offset = dist_offset * f32(node_size_lut[0]);
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// Current node size
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var node_size = node_size_lut[0]; // 128
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// Size of a child of this node
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var child_size = node_size / 4;
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// Simple FVT
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let t_off = abs(1. / ray_dir);
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// Start location
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let voxel_dir = select(vec3(-1), vec3(1), ray_dir >= vec3(0.));
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var pos_origin = clamp(ray_origin * f32(node_size), vec3(0.), vec3(f32(node_size) - 1.));
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var voxel = vec3<i32>(pos_origin);
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var last_voxel = voxel;
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let wall_offset = select(vec3(0), vec3(1), ray_dir > vec3(0.));
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let max_depth = u32(5);
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var adaptive_depth = i32(max_depth);
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var far_t = 0.;
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let ray_dir_inv = 1. / ray_dir;
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let fma_offset = - pos_origin * ray_dir_inv;
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//let depth_limit = 3;
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for(var iter = 0; iter < 400; iter ++)
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{
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||||
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// Our ray is currently touching a voxel.
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// Descend to the lowest node that contains this voxel
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// Position of the child we are in
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var child_pos = (vec3<u32>(voxel) >> vec3<u32>((max_depth - u32(current_depth + 1)) * 2)) & vec3<u32>(3); // Hardcode for 4-tree
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var child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
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// Current node has been used. report
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usage_buffer[current_node] = constants.frame_timestamp;
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while(
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node_subdivided(structure_pool[current_node].pointers[child_index]) &&
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(local_dist_offset + far_t) * cone_size_factor < f32(node_size_lut[current_depth])
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||||
)
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||||
{
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if(!node_pointer_valid(structure_pool[current_node].pointers[child_index]))
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{
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atomicAdd(&request_buffer[current_node].requests[child_index], 1);
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break;
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}
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// Child node is subdivided, we go in, save position in stack
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current_node = node_pointer(structure_pool[current_node].pointers[child_index]);
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usage_buffer[current_node] = constants.frame_timestamp;
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current_depth += 1;
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dfs_stack[current_depth] = current_node;
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node_size = node_size_lut[current_depth];
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child_pos = (vec3<u32>(voxel) >> vec3<u32>((max_depth - u32(current_depth + 1)) * 2)) & vec3<u32>(3); // Hardcode for 4-tree
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child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
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child_size = node_size / 4;
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||||
}
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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.);
|
||||
|
||||
}
|
||||
*/
|
||||
|
||||
@@ -1,15 +0,0 @@
|
||||
// Contains useful facilities to render data streamed in from the host
|
||||
|
||||
// Can produce a voxel given
|
||||
// - Its depth
|
||||
// - Its position within the chunk
|
||||
// - The chunks position
|
||||
pub trait ChunkVoxelProducer
|
||||
{
|
||||
fn produce_voxel(
|
||||
&mut self,
|
||||
depth: usize,
|
||||
chunk_position: (usize, usize, usize),
|
||||
voxel_position: (usize, usize, usize),
|
||||
);
|
||||
}
|
||||
+27
-402
@@ -16,16 +16,11 @@ use glam::Mat4;
|
||||
use glam::Vec3;
|
||||
use glam::Vec4;
|
||||
use itertools::Itertools;
|
||||
use ordered_float::OrderedFloat;
|
||||
use rayon::iter::IndexedParallelIterator;
|
||||
use rayon::iter::IntoParallelRefIterator;
|
||||
use rayon::iter::ParallelIterator;
|
||||
use wgpu::BindGroupLayout;
|
||||
use wgpu::BlendState;
|
||||
use wgpu::Buffer;
|
||||
use wgpu::BufferUsages;
|
||||
use wgpu::Color;
|
||||
use wgpu::ComputePipeline;
|
||||
use wgpu::Device;
|
||||
use wgpu::Extent3d;
|
||||
use wgpu::Features;
|
||||
@@ -33,12 +28,8 @@ use wgpu::InstanceDescriptor;
|
||||
use wgpu::InstanceFlags;
|
||||
use wgpu::MemoryBudgetThresholds;
|
||||
use wgpu::Operations;
|
||||
use wgpu::Origin3d;
|
||||
use wgpu::PipelineCompilationOptions;
|
||||
use wgpu::RenderPipeline;
|
||||
use wgpu::ShaderStages;
|
||||
use wgpu::Texture;
|
||||
use wgpu::TextureFormat;
|
||||
use wgpu::TextureUsages;
|
||||
use wgpu::TextureView;
|
||||
use wgpu::util::BufferInitDescriptor;
|
||||
@@ -53,7 +44,6 @@ 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;
|
||||
|
||||
@@ -74,7 +64,6 @@ use crate::voxel_cache::producer_interface::CacheRequest;
|
||||
|
||||
mod camera;
|
||||
mod egui_renderer;
|
||||
mod host_production;
|
||||
mod producers;
|
||||
mod sparse_tree;
|
||||
mod voxel_cache;
|
||||
@@ -89,18 +78,10 @@ struct State
|
||||
size: winit::dpi::PhysicalSize<u32>,
|
||||
surface: wgpu::Surface<'static>,
|
||||
depth_buffer: (wgpu::Texture, wgpu::TextureView),
|
||||
prepass_depth_buffer: (wgpu::Texture, wgpu::TextureView),
|
||||
prepass_depth: (wgpu::Texture, wgpu::TextureView),
|
||||
upsampled_prepass_depth: (wgpu::Texture, wgpu::TextureView),
|
||||
prepass_downsampling: u32,
|
||||
upsample_pipeline: ComputePipeline,
|
||||
surface_format: wgpu::TextureFormat,
|
||||
egui_renderer: EguiRenderer,
|
||||
|
||||
pipeline: RenderPipeline,
|
||||
prepass_pipeline: RenderPipeline,
|
||||
prepass_upsample_bg_layout: BindGroupLayout,
|
||||
prepass_depth_bind_group_layout: BindGroupLayout,
|
||||
voxel_cache: Arc<Mutex<VoxelCache<4>>>,
|
||||
cache_interface: Arc<CacheProducerInterface<4>>,
|
||||
terrain_generator: Arc<TerrainGenerator<4>>,
|
||||
@@ -126,8 +107,6 @@ struct Immediates
|
||||
view_proj: Mat4,
|
||||
cam_pos: Vec3,
|
||||
frame_timestamp: u32,
|
||||
width: u32,
|
||||
downsample_factor: u32,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, Zeroable, Pod)]
|
||||
@@ -179,11 +158,10 @@ impl State
|
||||
|
||||
let egui_renderer = EguiRenderer::new(&device, surface_format, &window);
|
||||
|
||||
let mut voxel_cache = VoxelCache::<4>::new(100_000, device.clone(), queue.clone());
|
||||
let mut voxel_cache = VoxelCache::<4>::new(200_000, device.clone(), queue.clone());
|
||||
let cache_interface = CacheProducerInterface::new(1024, &device);
|
||||
|
||||
let terrain_generator = TerrainGenerator::<4>::new(5, "vxls_height.tif", 0.2, "img.jpg");
|
||||
//let terrain_generator = TerrainGenerator::<4>::new(5, "vxls_height.tif", 0.2, "img.jpg");
|
||||
// let terrain_generator = TerrainGenerator::<4>::new(
|
||||
// 5,
|
||||
// "./pointe_percee/height.tif",
|
||||
@@ -192,9 +170,9 @@ impl State
|
||||
// );
|
||||
// let terrain_generator = TerrainGenerator::<4>::new(
|
||||
// 5,
|
||||
// "/home/albin/Documents/vxls_maps/orgere/height.tif",
|
||||
// "/home/albin/Documents/vxls_maps/lapiz/height.tif",
|
||||
// 0.2,
|
||||
// "/home/albin/Documents/vxls_maps/orgere/color.jpg",
|
||||
// "/home/albin/Documents/vxls_maps/lapiz/ortho.jpg",
|
||||
// );
|
||||
|
||||
let mut chunk_pos_map = HashMap::new();
|
||||
@@ -231,98 +209,16 @@ impl State
|
||||
),
|
||||
});
|
||||
|
||||
let prepass_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Voxel pipeline layout"),
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Voxel pipeline layout"),
|
||||
|
||||
bind_group_layouts: &[Some(&voxel_cache.bind_group_layout())],
|
||||
immediate_size: size_of::<Immediates>() as u32,
|
||||
});
|
||||
|
||||
let prepass_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render pipeline"),
|
||||
layout: Some(&prepass_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader_module,
|
||||
entry_point: Some("chunk"),
|
||||
compilation_options: Default::default(),
|
||||
buffers: &[Some(wgpu::VertexBufferLayout {
|
||||
array_stride: (size_of::<f32>() * 3 + size_of::<u32>()) as u64,
|
||||
step_mode: wgpu::VertexStepMode::Instance,
|
||||
attributes: &[
|
||||
wgpu::VertexAttribute {
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
format: wgpu::VertexFormat::Uint32,
|
||||
offset: (size_of::<f32>() * 3) as u64,
|
||||
shader_location: 1,
|
||||
},
|
||||
],
|
||||
})],
|
||||
},
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: Some(wgpu::Face::Front),
|
||||
unclipped_depth: false,
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: wgpu::TextureFormat::Depth24PlusStencil8,
|
||||
depth_write_enabled: Some(true),
|
||||
depth_compare: Some(wgpu::CompareFunction::Less),
|
||||
stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState::default(),
|
||||
}),
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader_module,
|
||||
entry_point: Some("fragment_prepass"),
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: TextureFormat::R32Float,
|
||||
blend: None,
|
||||
write_mask: wgpu::ColorWrites::all(),
|
||||
})],
|
||||
}),
|
||||
multiview_mask: None,
|
||||
cache: None,
|
||||
bind_group_layouts: &[Some(&voxel_cache.bind_group_layout())],
|
||||
immediate_size: size_of::<Immediates>() as u32,
|
||||
});
|
||||
|
||||
let prepass_depth_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("prepass_upsample_bind_group_layout "),
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: false },
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
multisampled: false,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
|
||||
let chunk_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Voxel pipeline layout"),
|
||||
|
||||
bind_group_layouts: &[
|
||||
Some(&voxel_cache.bind_group_layout()),
|
||||
Some(&prepass_depth_bind_group_layout),
|
||||
],
|
||||
immediate_size: size_of::<Immediates>() as u32,
|
||||
});
|
||||
|
||||
let chunk_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render pipeline"),
|
||||
layout: Some(&chunk_pipeline_layout),
|
||||
layout: Some(&pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader_module,
|
||||
entry_point: Some("chunk"),
|
||||
@@ -375,85 +271,6 @@ impl State
|
||||
cache: None,
|
||||
});
|
||||
|
||||
let prepass_upsample_bg_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("prepass_upsample_bg"),
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::StorageTexture {
|
||||
access: wgpu::StorageTextureAccess::ReadOnly,
|
||||
format: wgpu::TextureFormat::R32Float,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::StorageTexture {
|
||||
access: wgpu::StorageTextureAccess::WriteOnly,
|
||||
format: wgpu::TextureFormat::R32Float,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let prepass_upsample_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("prepass_upsample_layout"),
|
||||
bind_group_layouts: &[Some(&prepass_upsample_bg_layout)],
|
||||
immediate_size: 0,
|
||||
});
|
||||
|
||||
let prepass_downsampling = 4;
|
||||
let prepass_upsample = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
|
||||
label: Some("prepass_upsample"),
|
||||
layout: Some(&prepass_upsample_layout),
|
||||
module: &device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("prepass_upsample_module"),
|
||||
source: wgpu::ShaderSource::Wgsl(
|
||||
format!(
|
||||
"
|
||||
@group(0) @binding(0) var input_tex: texture_storage_2d<r32float, read>;
|
||||
@group(0) @binding(1) var output_tex: texture_storage_2d<r32float, write>;
|
||||
@compute @workgroup_size(8, 8)
|
||||
fn main(@builtin(global_invocation_id) id: vec3<u32>)
|
||||
{{
|
||||
let source_pos = vec2<i32>(id.xy);
|
||||
var depth = textureLoad(input_tex, source_pos + vec2<i32>(0, 0)).x;
|
||||
depth = min(depth, textureLoad(input_tex, source_pos + vec2<i32>(1, 0)).x);
|
||||
depth = min(depth, textureLoad(input_tex, source_pos + vec2<i32>(0, 1)).x);
|
||||
depth = min(depth, textureLoad(input_tex, source_pos + vec2<i32>(1, 1)).x);
|
||||
|
||||
let dest_pos = source_pos * {prepass_downsampling};
|
||||
|
||||
for(var ox = 0; ox < {prepass_downsampling}; ox ++)
|
||||
{{
|
||||
for(var oy = 0; oy < {prepass_downsampling}; oy ++)
|
||||
{{
|
||||
textureStore(
|
||||
output_tex,
|
||||
dest_pos + vec2<i32>(ox, oy),
|
||||
vec4<f32>(depth)
|
||||
);
|
||||
}}
|
||||
}}
|
||||
|
||||
}}
|
||||
"
|
||||
)
|
||||
.into(),
|
||||
),
|
||||
}),
|
||||
entry_point: Some("main"),
|
||||
compilation_options: PipelineCompilationOptions::default(),
|
||||
cache: None,
|
||||
});
|
||||
|
||||
let state = State {
|
||||
instance,
|
||||
window,
|
||||
@@ -462,33 +279,13 @@ impl State
|
||||
surface_format,
|
||||
egui_renderer,
|
||||
depth_buffer: Self::create_depth_buffer(&device, size.width, size.height),
|
||||
prepass_depth_buffer: Self::create_depth_buffer(
|
||||
&device,
|
||||
size.width / prepass_downsampling,
|
||||
size.height / prepass_downsampling,
|
||||
),
|
||||
prepass_depth: Self::create_prepass_depth_buffer(
|
||||
&device,
|
||||
size.width / prepass_downsampling,
|
||||
size.height / prepass_downsampling,
|
||||
),
|
||||
upsampled_prepass_depth: Self::create_prepass_depth_buffer(
|
||||
&device,
|
||||
size.width,
|
||||
size.height,
|
||||
),
|
||||
prepass_downsampling,
|
||||
upsample_pipeline: prepass_upsample,
|
||||
queue,
|
||||
device,
|
||||
usage_vec: Arc::new(Mutex::new(vec![])),
|
||||
pipeline: chunk_pipeline,
|
||||
prepass_pipeline,
|
||||
prepass_upsample_bg_layout,
|
||||
prepass_depth_bind_group_layout,
|
||||
voxel_cache: Arc::new(Mutex::new(voxel_cache)),
|
||||
cache_interface: cache_interface.into(),
|
||||
insertion_debounce: true,
|
||||
insertion_debounce: false,
|
||||
camera: Default::default(),
|
||||
instance_buffer,
|
||||
instance_count,
|
||||
@@ -510,19 +307,6 @@ impl State
|
||||
|
||||
fn handle_event(&mut self, event: &WindowEvent)
|
||||
{
|
||||
if let WindowEvent::KeyboardInput { event, .. } = event
|
||||
{
|
||||
match (event.state, event.physical_key)
|
||||
{
|
||||
(
|
||||
winit::event::ElementState::Pressed,
|
||||
winit::keyboard::PhysicalKey::Code(winit::keyboard::KeyCode::KeyF),
|
||||
) => self.insertion_debounce = !self.insertion_debounce,
|
||||
_ =>
|
||||
{}
|
||||
}
|
||||
}
|
||||
|
||||
self.egui_renderer.handle_input(&self.window, event);
|
||||
self.camera.handle_input(event);
|
||||
}
|
||||
@@ -542,35 +326,6 @@ impl State
|
||||
}
|
||||
}
|
||||
|
||||
fn create_prepass_depth_buffer(
|
||||
device: &Device,
|
||||
width: u32,
|
||||
height: u32,
|
||||
) -> (Texture, TextureView)
|
||||
{
|
||||
let texture = device.create_texture(&wgpu::wgt::TextureDescriptor {
|
||||
label: Some("Prepass Depth buffer"),
|
||||
size: Extent3d {
|
||||
width,
|
||||
height,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: wgpu::TextureFormat::R32Float,
|
||||
usage: TextureUsages::RENDER_ATTACHMENT
|
||||
| TextureUsages::TEXTURE_BINDING
|
||||
| TextureUsages::STORAGE_BINDING,
|
||||
view_formats: &[wgpu::TextureFormat::R32Float],
|
||||
});
|
||||
let texture_view = texture.create_view(&wgpu::wgt::TextureViewDescriptor {
|
||||
label: Some("prepass depth view"),
|
||||
..Default::default()
|
||||
});
|
||||
(texture, texture_view)
|
||||
}
|
||||
|
||||
fn create_depth_buffer(device: &Device, width: u32, height: u32) -> (Texture, TextureView)
|
||||
{
|
||||
let texture = device.create_texture(&wgpu::wgt::TextureDescriptor {
|
||||
@@ -620,18 +375,6 @@ impl State
|
||||
self.configure_surface();
|
||||
self.depth_buffer =
|
||||
Self::create_depth_buffer(&self.device, new_size.width, new_size.height);
|
||||
self.prepass_depth_buffer = Self::create_depth_buffer(
|
||||
&self.device,
|
||||
new_size.width / self.prepass_downsampling,
|
||||
new_size.height / self.prepass_downsampling,
|
||||
);
|
||||
self.prepass_depth = Self::create_prepass_depth_buffer(
|
||||
&self.device,
|
||||
new_size.width / self.prepass_downsampling,
|
||||
new_size.height / self.prepass_downsampling,
|
||||
);
|
||||
self.upsampled_prepass_depth =
|
||||
Self::create_prepass_depth_buffer(&self.device, new_size.width, new_size.height);
|
||||
}
|
||||
|
||||
fn render(&mut self)
|
||||
@@ -639,43 +382,6 @@ impl State
|
||||
self.camera.update();
|
||||
self.voxel_cache.lock().next_frame();
|
||||
|
||||
// Build sorted buffer
|
||||
let mut chunks = self.chunk_pos_map.iter().collect::<Vec<_>>();
|
||||
|
||||
chunks.sort_by_key(|(_, (x, y, z))| {
|
||||
OrderedFloat(
|
||||
(Vec3::new(*x as f32, *y as f32, *z as f32) - self.camera.position).length(),
|
||||
)
|
||||
});
|
||||
|
||||
let instance_buffer = self
|
||||
.device
|
||||
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Instance buffer"),
|
||||
contents: bytemuck::cast_slice(
|
||||
chunks
|
||||
.iter()
|
||||
.map(|(structure_id, (x, y, z))| InstanceAttribute {
|
||||
x: *x as f32,
|
||||
y: *y as f32,
|
||||
z: *z as f32,
|
||||
id: **structure_id,
|
||||
})
|
||||
.collect::<Vec<_>>()
|
||||
.as_slice(),
|
||||
),
|
||||
usage: BufferUsages::COPY_DST | BufferUsages::VERTEX,
|
||||
});
|
||||
|
||||
let prepass_depth_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("prepass_depth_bind_group"),
|
||||
layout: &self.prepass_depth_bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&self.upsampled_prepass_depth.1),
|
||||
}],
|
||||
});
|
||||
|
||||
// Create texture view.
|
||||
// NOTE: We must handle Timeout because the surface may be unavailable
|
||||
// (e.g., when the window is occluded on macOS).
|
||||
@@ -730,88 +436,8 @@ impl State
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
|
||||
// ~~ Prepass upsample bind group ~~
|
||||
let prepass_bg = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("prepass_bind_group"),
|
||||
layout: &self.prepass_upsample_bg_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&self.prepass_depth.1),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::TextureView(&self.upsampled_prepass_depth.1),
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let mut encoder = self.device.create_command_encoder(&Default::default());
|
||||
// ~~ Prepass ~~
|
||||
{
|
||||
let mut renderpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: None,
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &self.prepass_depth.1,
|
||||
depth_slice: None,
|
||||
resolve_target: None,
|
||||
ops: Operations {
|
||||
load: wgpu::LoadOp::Clear(Color {
|
||||
r: -1.,
|
||||
g: 0.,
|
||||
b: 0.,
|
||||
a: 0.,
|
||||
}),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||||
view: &self.prepass_depth_buffer.1,
|
||||
depth_ops: Some(Operations {
|
||||
load: wgpu::LoadOp::Clear(1.),
|
||||
store: wgpu::StoreOp::Discard,
|
||||
}),
|
||||
stencil_ops: None,
|
||||
}),
|
||||
timestamp_writes: None,
|
||||
occlusion_query_set: None,
|
||||
multiview_mask: None,
|
||||
});
|
||||
renderpass.set_vertex_buffer(0, instance_buffer.slice(..));
|
||||
renderpass.set_bind_group(0, Some(&self.voxel_cache.lock().bind_group()), &[]);
|
||||
let imm = [Immediates {
|
||||
view_proj: self.camera.view_proj(),
|
||||
cam_pos: self.camera.position,
|
||||
frame_timestamp: self.voxel_cache.lock().current_timestamp(),
|
||||
width: self.size.width / self.prepass_downsampling,
|
||||
downsample_factor: self.prepass_downsampling,
|
||||
}];
|
||||
|
||||
renderpass.set_pipeline(&self.prepass_pipeline);
|
||||
renderpass.set_immediates(0, unsafe { as_raw_bytes(&imm) });
|
||||
renderpass.draw(0..36, 0..(self.instance_count as u32));
|
||||
|
||||
// End the renderpass.
|
||||
drop(renderpass);
|
||||
}
|
||||
|
||||
// ~~ Upsample pass ~~
|
||||
{
|
||||
let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
|
||||
label: Some("upsample_compute_pass"),
|
||||
timestamp_writes: None,
|
||||
});
|
||||
|
||||
compute_pass.set_bind_group(0, Some(&prepass_bg), &[]);
|
||||
compute_pass.set_pipeline(&self.upsample_pipeline);
|
||||
compute_pass.dispatch_workgroups(
|
||||
(self.size.width / self.prepass_downsampling).div_ceil(8),
|
||||
(self.size.height / self.prepass_downsampling).div_ceil(8),
|
||||
1,
|
||||
);
|
||||
}
|
||||
|
||||
// ~~ Main render pass ~~
|
||||
let mut encoder = self.device.create_command_encoder(&Default::default());
|
||||
{
|
||||
let mut renderpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: None,
|
||||
@@ -845,18 +471,15 @@ impl State
|
||||
occlusion_query_set: None,
|
||||
multiview_mask: None,
|
||||
});
|
||||
renderpass.set_vertex_buffer(0, instance_buffer.slice(..));
|
||||
|
||||
renderpass.set_pipeline(&self.pipeline);
|
||||
renderpass.set_vertex_buffer(0, self.instance_buffer.slice(..));
|
||||
renderpass.set_bind_group(0, Some(&self.voxel_cache.lock().bind_group()), &[]);
|
||||
renderpass.set_bind_group(1, Some(&prepass_depth_bind_group), &[]);
|
||||
let imm = [Immediates {
|
||||
view_proj: self.camera.view_proj(),
|
||||
cam_pos: self.camera.position,
|
||||
frame_timestamp: self.voxel_cache.lock().current_timestamp(),
|
||||
width: self.size.width,
|
||||
downsample_factor: 1,
|
||||
}];
|
||||
|
||||
renderpass.set_pipeline(&self.pipeline);
|
||||
renderpass.set_immediates(0, unsafe { as_raw_bytes(&imm) });
|
||||
renderpass.draw(0..36, 0..(self.instance_count as u32));
|
||||
|
||||
@@ -869,10 +492,13 @@ impl State
|
||||
// ~~ EGUI Render pass ~~
|
||||
{
|
||||
self.egui_renderer.begin_frame(&self.window);
|
||||
egui::Window::new("Window ! ").resizable(false).show(
|
||||
egui::Window::new("Window ! ").resizable(true).show(
|
||||
self.egui_renderer.context(),
|
||||
|ui| {
|
||||
if !self.insertion_debounce
|
||||
if self
|
||||
.camera
|
||||
.pressed_keyset
|
||||
.contains(&winit::keyboard::KeyCode::KeyF)
|
||||
{
|
||||
ui.label(
|
||||
egui::RichText::new("Cache paused")
|
||||
@@ -936,11 +562,10 @@ impl State
|
||||
);
|
||||
|
||||
// ~~ Do cache managment
|
||||
// if !self
|
||||
// .camera
|
||||
// .pressed_keyset
|
||||
// .contains(&winit::keyboard::KeyCode::KeyF)
|
||||
if self.insertion_debounce
|
||||
if !self
|
||||
.camera
|
||||
.pressed_keyset
|
||||
.contains(&winit::keyboard::KeyCode::KeyF)
|
||||
{
|
||||
self.voxel_cache
|
||||
.lock()
|
||||
@@ -968,12 +593,12 @@ impl State
|
||||
);
|
||||
|
||||
// ~~ Do cache managment
|
||||
// if !self
|
||||
// .camera
|
||||
// .pressed_keyset
|
||||
// .contains(&winit::keyboard::KeyCode::KeyF)
|
||||
if self.insertion_debounce
|
||||
if !self
|
||||
.camera
|
||||
.pressed_keyset
|
||||
.contains(&winit::keyboard::KeyCode::KeyF)
|
||||
{
|
||||
self.insertion_debounce = true;
|
||||
let request_count = self
|
||||
.cache_interface
|
||||
.total_request_count(&self.device, &self.queue);
|
||||
|
||||
+1
-3
@@ -3,8 +3,6 @@ use std::path::Path;
|
||||
|
||||
use glam::Vec3;
|
||||
use itertools::Itertools;
|
||||
use rayon::iter::IntoParallelRefMutIterator;
|
||||
use rayon::iter::ParallelIterator;
|
||||
|
||||
use crate::sparse_tree::Color;
|
||||
use crate::voxel_cache::data::ExplicitNTreeNode;
|
||||
@@ -312,7 +310,7 @@ where
|
||||
let heightmap_max = heightmap.iter().copied().reduce(f32::max).unwrap();
|
||||
|
||||
heightmap
|
||||
.par_iter_mut()
|
||||
.iter_mut()
|
||||
.filter(|x| **x == -9999.)
|
||||
.for_each(|x| *x = heightmap_min);
|
||||
|
||||
|
||||
@@ -80,7 +80,7 @@ impl StructureTable
|
||||
&mut self.request_buffer
|
||||
}
|
||||
|
||||
pub fn free_structure(&mut self, structure_id: u32)
|
||||
pub fn remove_structure(&mut self, structure_id: u32)
|
||||
{
|
||||
self.available_slots += 1;
|
||||
self.allocation_table[structure_id as usize] = false;
|
||||
@@ -104,7 +104,8 @@ impl StructureTable
|
||||
.allocation_table
|
||||
.iter()
|
||||
.enumerate()
|
||||
.find(|(_, allocated)| !**allocated)
|
||||
.filter(|(_, allocated)| !**allocated)
|
||||
.next()
|
||||
.unwrap();
|
||||
self.allocation_table[first_id] = true;
|
||||
self.available_slots -= 1;
|
||||
|
||||
Reference in New Issue
Block a user