struct VoxelStructureNode { pointers: array } struct VoxelColorNode { pointers: array, 64> } struct CacheNodeRequest { location_info: u32, request_count: u32 } struct CacheNodeUsageBuffer { touch_time: u32, parent: u32, } // Rendering kernels struct ChunkInfo { mvp: mat4x4, eye_pos: vec3, root_color: vec4, root_subdiv: u32, frame_timestamp: u32, } struct StructureNode { pointers: array } struct RequestElement { pointers: array, 64> } struct ColorNode { colors: array, 64> } struct VertexOutput { @builtin(position) postion: vec4, @location(0) world_loc: vec3, @location(1) cam_pos: vec3, } var constants: ChunkInfo; //var constants: ChunkInfo; @vertex fn chunk(@builtin(vertex_index) index: u32) -> VertexOutput { let cube_vertices = array, 8>( vec3(0., 0., 0.), vec3(0., 0., 1.), vec3(1., 0., 1.), vec3(1., 0., 0.), vec3(0., 1., 0.), vec3(0., 1., 1.), vec3(1., 1., 1.), vec3(1., 1., 0.), ); let cube_faces = array( // 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( 0, 1, 2, 1, 3, 2 ); let vertex = cube_vertices[cube_faces[quad_index * 4 + triangle_map[triangle_index]]]; let output_vertex = constants.mvp * vec4(vertex, 1.0f); var output: VertexOutput; output.postion = output_vertex; output.world_loc = vertex; output.cam_pos = constants.eye_pos; //let output = vec4(vertex, 1.0f); return output; } @group(0) @binding(0) var structure_buffer: array; @group(0) @binding(1) var color_buffer: array; @group(0) @binding(2) var request_buffer: array; @group(0) @binding(3) var usage_buffer: array; fn box_inter(pos: vec3, ray_dir: vec3, box_min: vec3, box_max: vec3) -> vec2 { 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) -> bool { let len = length(vec3(voxel) - vec3(128)) / 128.; return len <= 1.; } fn min_vec(x: vec3) -> f32 { return min(x.x, min(x.y, x.z)); } fn min_mask(x: vec3) -> vec3 { let min = min(x.x, min(x.y, x.z)); return vec3(min == x.x, min == x.y, min == x.z); } fn node_subdivided(node: u32) -> bool { return (node >> 31) != 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, ray_dir: vec3) -> vec3 { let integers = round(position); let wall_mask = min_mask(abs(position - vec3(integers))); let offsets = select(vec3(-0.5), vec3(0.5), ray_dir > vec3(0.)); return vec3(floor(position + select(vec3(0.), offsets, wall_mask))); } fn traverse(ray_dir: vec3, ray_origin: vec3, root_color: vec4, root_subdiv: bool) -> vec4 { // 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 * 256., vec3(0.), vec3(256. - 1.)); var voxel = vec3(pos_origin); var last_voxel = voxel; let wall_offset = select(vec3(0), vec3(1), ray_dir > vec3(0.)); var dfs_stack = array(0, 0, 0, 0, 0); // Current depth of the node we are exploring var current_depth = 0; // Index of the current node's data var current_node = u32(0); // Current node size var node_size = 4 * 4 * 4 * 4; // 128 // Size of a child of this node var child_size = node_size / 4; // Lut of the node_size per depth var node_size_lut = array( 4 * 4 * 4 * 4, 4 * 4 * 4, 4 * 4, 4, 1, ); let depth_limit = 1; for(var iter = 0; iter < 256; 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(voxel) >> vec3((4 - u32(current_depth + 1)) * 2)) & vec3(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_buffer[current_node].pointers[child_index]) && current_depth < depth_limit) { if(!node_pointer_valid(structure_buffer[current_node].pointers[child_index])) { atomicAdd(&request_buffer[current_node].pointers[child_index], 1); break; } // Child node is subdivided, we go in, save position in stack current_node = node_pointer(structure_buffer[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(voxel) >> vec3((4 - u32(current_depth + 1)) * 2)) & vec3(3); // Hardcode for 4-tree child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4; child_size = node_size / 4; } // 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 = color_buffer[current_node].colors[child_index]; if(color.w != 0.) // Not transparent { let k = child_pos.x + child_pos.y + child_pos.z; let x = select(0.5, 1., k % 2 == 0); return x * color / f32(current_depth); } // 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(far_corner) - pos_origin) / ray_dir; // TODO: Turn into fma let far_t = min(min(far_ts.x, far_ts.y), far_ts.z); let next_child_min = select(child_position, child_position + wall_offset * child_size, vec3(far_t) == far_ts); let next_child_max = next_child_min + vec3(child_size); // 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(pos_origin + far_t * ray_dir, vec3(next_child_min), vec3(next_child_max)); /* voxel = vec3( floor( select( float_voxel - vec3(0.5), float_voxel + vec3(0.5), ray_dir > vec3(0.) )) ); */ //voxel = vec3(round(float_voxel)); voxel = voxel_from_wall(float_voxel, ray_dir); if(any(voxel < vec3(0)) || any(voxel >= vec3(256))) { //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) - 24) / 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(ray_origin + ray_dir * t); } return vec4(1., 0., 1., 1.); } @fragment fn fragment(in: VertexOutput) -> @location(0) vec4 { let ray_dir = normalize(in.world_loc - in.cam_pos); let interp = box_inter(in.cam_pos, ray_dir, vec3(0.), vec3(1)); let ray_origin = in.cam_pos + ray_dir * (max(0., interp.x)); return traverse(ray_dir, ray_origin, constants.root_color, constants.root_subdiv != 0); return vec4(interp.y / 10.); } // Cache managment kernels // Request buffer managment // Compaction @workgroup_size(64) fn main( @builtin(global_invocation_id) gid: vec3 ) { let cache_size = 1024; let index = gid.x; for() }