Files
2026-08-31 15:25:03 +02:00

335 lines
9.5 KiB
WebGPU Shading Language

struct VoxelStructureNode
{
pointers: array<u32, 64>
}
struct VoxelColorNode
{
pointers: array<vec4<f32>, 64>
}
struct CacheNodeRequest
{
location_info: u32,
request_count: u32
}
struct CacheNodeUsageBuffer
{
touch_time: u32,
parent: u32,
}
// Rendering kernels
struct ChunkInfo
{
mvp: mat4x4<f32>,
eye_pos: vec3<f32>,
root_color: vec4<f32>,
root_subdiv: u32,
frame_timestamp: u32,
}
struct StructureNode
{
pointers: array<u32, 64>
}
struct RequestElement
{
pointers: array<atomic<u32>, 64>
}
struct ColorNode
{
colors: array<vec4<f32>, 64>
}
struct VertexOutput
{
@builtin(position) postion: vec4<f32>,
@location(0) world_loc: vec3<f32>,
@location(1) cam_pos: vec3<f32>,
}
var<immediate> constants: ChunkInfo;
//var<push_constant> constants: ChunkInfo;
@vertex
fn chunk(@builtin(vertex_index) index: u32) -> VertexOutput
{
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.mvp * vec4<f32>(vertex, 1.0f);
var output: VertexOutput;
output.postion = output_vertex;
output.world_loc = vertex;
output.cam_pos = constants.eye_pos;
//let output = vec4<f32>(vertex, 1.0f);
return output;
}
@group(0) @binding(0) var<storage, read> structure_buffer: array<StructureNode>;
@group(0) @binding(1) var<storage, read> color_buffer: array<ColorNode>;
@group(0) @binding(2) var<storage, read_write> request_buffer: array<RequestElement>;
@group(0) @binding(3) var<storage, read_write> usage_buffer: array<u32>;
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) != 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)));
}
fn traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_color: vec4<f32>, root_subdiv: bool) -> vec4<f32>
{
// 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<i32>(pos_origin);
var last_voxel = voxel;
let wall_offset = select(vec3(0), vec3(1), ray_dir > vec3(0.));
var dfs_stack = array<u32, 5>(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<i32, 5>(
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<u32>(voxel) >> vec3<u32>((4 - 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_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<u32>(voxel) >> vec3<u32>((4 - 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;
}
// 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<f32>(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<f32>(next_child_min), vec3<f32>(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);
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<i32>(ray_origin + ray_dir * t);
}
return vec4<f32>(1., 0., 1., 1.);
}
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32>
{
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<u32>
)
{
let cache_size = 1024;
let index = gid.x;
for()
}