struct PushConstants { float4x4 view_proj; float3 cam_pos; uint32_t frame_timestamp; uint32_t width; uint32_t height; uint32_t chunk_width; uint32_t chunk_height; uint32_t chunk_alt; } 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; } bool subdivided_valid() { return (this.value & 0xC0000000) == 0xC0000000; } 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 { uint32_t occupancy_low; uint32_t occupancy_high; StructurePointer pointers[64]; } struct RequestBufferElement { Atomic requests[64]; } struct ColorPoolElement { ByteColor colors[64]; } struct LocationPoolElement { uint32_t structure_id; uint32_t structure_locator; } [[vk::binding(0, 0)]] RWStructuredBuffer structure_pool; [[vk::binding(1, 0)]] RWStructuredBuffer color_pool; [[vk::binding(2, 0)]] RWStructuredBuffer location_pool; [[vk::binding(3, 0)]] RWStructuredBuffer request_buffer; [[vk::binding(4, 0)]] RWStructuredBuffer usage_buffer; [[vk::binding(5, 0)]] RWStructuredBuffer structure_table_pointer; [[vk::binding(6, 0)]] RWStructuredBuffer> 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; } uint64_t get_child_mask(uint32_t low, uint32_t high) { return ((uint64_t)high << 32) | (uint64_t)low; } float3 floor_scale(float3 position, uint32_t scale_exp) { uint32_t mask = ~0u << scale_exp; return asfloat(asuint(position) & mask); } struct HitInformation { bool hit; float3 hit_pos; float4 color; } // struct NodeStack // { // uint32_t node_stack[5]; // } groupshared uint32_t stack[256 * 5]; HitInformation ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, float dist_offset, uint32_t stack_index) { float fov_deg = 100. / 1920.; float fov_rad = (float.getPi() * fov_deg) / 180.; float cone_factor = tan(fov_rad / 2.) * 2; // Horizontal size of pixel let st_pointer = structure_table_pointer[root_id]; if(!st_pointer.subdivided()) { var hit: HitInformation; hit.hit = false; return hit; } if(!st_pointer.pointer_valid()) { // Record request structure_table_request_buffer[root_id].add(1); var hit: HitInformation; hit.hit = false; return hit; } ray_origin += float3(1.); ray_origin = clamp(ray_origin , float(1.), asfloat(0x3fffffff)); ray_origin = select(ray_direction > 0., asfloat(asuint(ray_origin) ^ 0x007fffff), ray_origin); uint32_t child_mirror = 0; if(ray_direction.x > 0.) {child_mirror |= 3;} if(ray_direction.y > 0.) {child_mirror |= 3 << 2;} if(ray_direction.z > 0.) {child_mirror |= 3 << 4;} ray_direction = -abs(ray_direction); float3 pos = ray_origin; uint32_t scale_exp = 23 - 2; uint32_t node_stack[5] = { 0 }; uint32_t current_node_index = structure_table_pointer[root_id].pointer(); usage_buffer[current_node_index] = constants.frame_timestamp; stack[stack_index * 5 + 10 - scale_exp / 2] = current_node_index; //node_stack[10 - scale_exp / 2] = current_node_index; [loop] for(uint32_t iter = 0; iter < 500; iter ++) { uint32_t child_index = get_children_index(pos, scale_exp) ^ child_mirror; StructurePointer current_node = structure_pool[current_node_index].pointers[child_index]; // Scale computations let cone_size = (length(ray_origin - pos) + dist_offset) * cone_factor; let exponent = select( cone_size == 0., 0, 23 - (127 - (asuint(cone_size) >> 23)) ); while( current_node.subdivided_valid() && scale_exp - 2 > exponent ) { scale_exp -= 2; current_node_index = current_node.pointer(); stack[stack_index * 5 + 10 - scale_exp / 2] = current_node_index; //node_stack[10 - scale_exp / 2] = current_node_index; child_index = get_children_index(pos, scale_exp) ^ child_mirror; 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) { var hit: HitInformation; hit.hit = true; hit.hit_pos = pos - float3(1.); hit.color = color_pool[current_node_index].colors[child_index].float_color; return hit; } uint64_t occupancy = get_child_mask(structure_pool[current_node_index].occupancy_low, structure_pool[current_node_index].occupancy_high); uint32_t adv_scale_exp = scale_exp; if(((occupancy >> (child_index & 0b101010)) & 0x00330033) == 0) { adv_scale_exp ++; } // Perform dda // Compute correct exponent, and shift it into the exponent part of floatt let child_pos : float3 = floor_scale(pos, adv_scale_exp); // Intersection t let inter_ts : float3 = (child_pos - 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_max = asint(child_pos) + select(inter_t == inter_ts, -1, (1 << adv_scale_exp) - 1); let neighbor_max = asint(child_pos) + select(inter_t == inter_ts, -1, (1 << adv_scale_exp) - 1); pos = min(ray_origin + ray_direction * inter_t, asfloat(neighbor_max)); // 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) { break; } scale_exp = 23 - common_depth; current_node_index = stack[stack_index * 5 + 10 - scale_exp / 2]; //current_node_index = node_stack[10 - scale_exp / 2]; } var hit: HitInformation; hit.hit = false; return hit; } struct FragmentOutput { float depth : SV_Depth; float4 color : SV_Target<0>; } /* //[earlydepthstencil] [shader("fragment")] FragmentOutput fragment(VertexOutput vertex_out) { 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 let hit = ray_march(ray_direction, local_ray_origin, vertex_out.structure_id, max(0., intersection_t.x)); let world_hit_pos = hit.hit_pos + vertex_out.chunk_position; let clip = mul(constants.view_proj, float4(world_hit_pos, 1.)); let depth = clip.z / clip.w; var frag_out : FragmentOutput; frag_out.depth = depth; frag_out.color = hit.color; return frag_out; } */ bool3 min_mask(float3 val) { let min_val = min(val.x, min(val.y, val.z)); return val == min_val; } [[vk::binding(0, 1)]] [[format("rgba32f")]] WTexture2D output_texture; float3 get_ray_direction(uint32_t2 pixel_loc) { let ndc_loc_x = (float)pixel_loc.x / (float)constants.width * 2. - 1.; let ndc_loc_y = 1. - (float)pixel_loc.y / (float)constants.height * 2.; var world_loc = mul(constants.view_proj, float4(ndc_loc_x, ndc_loc_y, 1., 1.)); world_loc /= world_loc.w; return normalize(world_loc.xyz - constants.cam_pos); } [shader("compute")] [numthreads(16, 16, 1)] void ray_march_compute(uint32_t3 location : SV_DispatchThreadID, uint32_t3 local_location: SV_GroupThreadID) { if(location.x >= constants.width || location.y >= constants.height) { return; } let stack_index = local_location.x + local_location.y * 16; let ray_direction = get_ray_direction(location.xy); var inter = box_intersect(constants.cam_pos, ray_direction, float3(0.), float3(constants.chunk_width, constants.chunk_alt, constants.chunk_height)); // Clear if out of box if(inter.y <= inter.x || inter.y <= 0.) { output_texture.Store(location.xy, float4(0.)); return; } inter.x = max(0., inter.x); // float3 position = constants.cam_pos + ray_direction * inter.x; // int32_t3 current_voxel = clamp( // int32_t3(floor(position)), // int32_t3(0), // int32_t3(constants.chunk_width - 1, constants.chunk_alt - 1, constants.chunk_height - 1) // ); // let chunk_index = current_voxel.y + current_voxel.z * constants.chunk_alt + current_voxel.x * constants.chunk_alt * constants.chunk_height; // let hit = ray_march(ray_direction, position - float3(current_voxel), chunk_index, length(position - constants.cam_pos), stack_index); // if(hit.hit) // { // output_texture.Store(location.xy, float4(hit.color)); // } let start_position = inter.x * ray_direction + constants.cam_pos; // FVT int32_t3 current_voxel = clamp( int32_t3(floor(start_position)), int32_t3(0), int32_t3(constants.chunk_width - 1, constants.chunk_alt - 1, constants.chunk_height - 1) ); //int32_t3 offset = int32_t3(sign(ray_direction)); //float3 delta = abs(1. / ray_direction); float3 t = select(ray_direction > 0., current_voxel + int32_t3(1) - start_position, start_position - current_voxel) / abs(ray_direction); t += inter.x; [loop] while(true) { { let off = t - abs(1. / ray_direction); let t_adv = max(max(off.x, max(off.y, off.z)), 0.); let chunk_index = current_voxel.y + current_voxel.z * constants.chunk_alt + current_voxel.x * constants.chunk_alt * constants.chunk_height; let position = constants.cam_pos + ray_direction * t_adv; let hit = ray_march(ray_direction, position - float3(current_voxel), chunk_index, t_adv, stack_index); if(hit.hit) { output_texture.Store(location.xy, hit.color); return; } } let min_mask = min_mask(t); t += select(min_mask, abs(1. / ray_direction), float3(0.)); current_voxel += select(min_mask, int32_t3(sign(ray_direction)), int32_t3(0)); if(any(current_voxel < 0) || any(current_voxel >= int32_t3(constants.chunk_width, constants.chunk_alt, constants.chunk_height))) { output_texture.Store(location.xy, float4(0.)); return; } } } 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); }