399 lines
12 KiB
WebGPU Shading Language
399 lines
12 KiB
WebGPU Shading Language
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) 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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{
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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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}
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var<immediate> constants: ChunkImmediate;
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//var<push_constant> constants: ChunkInfo;
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struct CacheChunkObject
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{
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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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}
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struct StructurePoolElement
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{
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pointers: array<u32, 64>
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}
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struct RequestBufferElement
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{
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requests: array<atomic<u32>, 64>
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}
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struct ColorPoolElement
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{
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colors: array<u32, 64>
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}
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struct LocationPoolElement
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{
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structure_id: u32,
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structure_locator: u32
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}
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struct SortedRequestsElement
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{
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node: u32,
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child: u32
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}
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fn unpack_color(color: u32) -> vec4<f32>
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{
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return vec4<f32>(
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f32(color & 0xFF) / 255.,
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f32((color >> 8) & 0xFF) / 255.,
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f32((color >> 16) & 0xFF) / 255.,
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f32((color >> 24) & 0xFF) / 255.
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);
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}
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@group(0) @binding(0) var<storage, read_write> structure_pool: array<StructurePoolElement>;
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@group(0) @binding(1) var<storage, read_write> color_pool: array<ColorPoolElement>;
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@group(0) @binding(2) var<storage, read_write> location_pool: array<LocationPoolElement>;
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@group(0) @binding(3) var<storage, read_write> request_buffer: array<RequestBufferElement>;
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@group(0) @binding(4) var<storage, read_write> usage_buffer: array<atomic<u32>>;
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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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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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{
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let cube_vertices = array<vec3<f32>, 8>(
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vec3<f32>(0., 0., 0.),
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vec3<f32>(0., 0., 1.),
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vec3<f32>(1., 0., 1.),
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vec3<f32>(1., 0., 0.),
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vec3<f32>(0., 1., 0.),
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vec3<f32>(0., 1., 1.),
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vec3<f32>(1., 1., 1.),
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vec3<f32>(1., 1., 0.),
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);
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let cube_faces = array<u32, 24>(
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// Bottom face
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1, 0, 2, 3,
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// Top face
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4, 5, 7, 6,
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// Side faces
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0, 1, 4, 5,
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1, 2, 5, 6,
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2, 3, 6, 7,
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3, 0, 7, 4,
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);
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let quad_index = index / (3 * 2);
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let triangle_index = index % (3 * 2);
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let triangle_map = array<u32, 6>(
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0, 1, 2, 1, 3, 2
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);
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let vertex = cube_vertices[cube_faces[quad_index * 4 + triangle_map[triangle_index]]];
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let output_vertex = constants.view_proj * vec4<f32>(vertex + position, 1.0f);
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var output: VertexOutput;
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output.postion = output_vertex;
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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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output.world_pos = vertex + position;
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output.structure_id = id;
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output.chunk_position = position;
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//let output = vec4<f32>(vertex, 1.0f);
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return output;
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}
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struct StructureElement
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{
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children: array<u32, 64>
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}
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struct ColorElement
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{
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children: array<vec4<f32>, 64>
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}
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struct LocationElement
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{
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children: array<vec4<f32>, 64>
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}
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struct RequestElement
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{
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children: array<atomic<u32>, 64>
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}
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fn box_inter(pos: vec3<f32>, ray_dir: vec3<f32>, box_min: vec3<f32>, box_max: vec3<f32>) -> vec2<f32>
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{
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let box_min_t = (box_min - pos) / ray_dir;
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let box_max_t = (box_max - pos) / ray_dir;
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let near_ts = min(box_min_t, box_max_t);
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let far_ts = max(box_min_t, box_max_t);
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let far_t = min(min(far_ts.x, far_ts.y), far_ts.z);
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let near_t = max(max(near_ts.x, near_ts.y), near_ts.z);
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return vec2(near_t, far_t);
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}
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fn sdf(voxel: vec3<i32>) -> bool
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{
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let len = length(vec3<f32>(voxel) - vec3(128)) / 128.;
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return len <= 1.;
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}
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fn min_vec(x: vec3<f32>) -> f32
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{
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return min(x.x, min(x.y, x.z));
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}
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fn min_mask(x: vec3<f32>) -> vec3<bool>
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{
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let min = min(x.x, min(x.y, x.z));
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return vec3<bool>(min == x.x, min == x.y, min == x.z);
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}
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fn node_subdivided(node: u32) -> bool
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{
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return ((node >> 31) & 1) != 0;
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}
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fn node_pointer_valid(node: u32) -> bool
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{
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return ((node >> 30) & 1) != 0;
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}
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fn node_pointer(node: u32) -> u32
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{
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return node & 0x3FFFFFFF;
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}
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fn voxel_from_wall(position: vec3<f32>, ray_dir: vec3<f32>) -> vec3<i32>
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{
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let integers = round(position);
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let wall_mask = min_mask(abs(position - vec3<f32>(integers)));
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let offsets = select(vec3<f32>(-0.5), vec3<f32>(0.5), ray_dir > vec3(0.));
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return vec3<i32>(floor(position + select(vec3<f32>(0.), offsets, wall_mask)));
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}
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struct HitResult
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{
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color: vec4<f32>,
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hit_pos: vec3<f32>
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}
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fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_offset: f32) -> HitResult
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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. / 1920.;
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let fovy_rad = (fovy_deg * 3.14) / 180.;
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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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discard;
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var result: HitResult;
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result.color = vec4(0., 1., 0., 1.);
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result.hit_pos = ray_origin;
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return result;
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}
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if(!node_pointer_valid(st_pointer))
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{
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// Node is subdivided, but not valid
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// Send request on structure table
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atomicAdd(&structure_table_request_buffer[root_id], 1);
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discard;
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var result: HitResult;
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result.color = vec4(0., 1., 0., 1.);
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result.hit_pos = ray_origin;
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return result;
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}
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//var current_node = node_pointer(st_pointer);
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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[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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var node_shift = (max_depth - current_depth) * 2;
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var child_size = 1 << u32(node_shift - 2);
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var node_size = 1 << u32(node_shift);
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var pos_origin = clamp(ray_origin * f32(1 << u32(max_depth * 2)), vec3(0.), vec3(f32(node_size) - 1.));
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var voxel = vec3<i32>(pos_origin);
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var far_t = 0.;
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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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for(var iter = 0; iter < 400; iter ++)
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{
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// Compute child position
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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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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 pointer = structure_pool[current_node].pointers[child_index];
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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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)
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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[dfs_stack[current_depth]].requests[child_index], 1);
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break;
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}
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// Descend
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current_depth += 1;
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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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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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// Record usage
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usage_buffer[current_node] = constants.frame_timestamp;
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}
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// Check color
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let color = color_pool[current_node].colors[child_index];
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if(((color >> 24) & 0xFF) != 0)
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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.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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// Advance
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child_pos = voxel & vec3(i32(0xFFFFFFFF << u32(node_shift - 2)));
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let far_wall = child_pos + select(vec3(0), vec3(child_size), ray_positive);
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let far_wall_inter = (vec3<f32>(far_wall) - pos_origin) * inv_ray_dir;
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far_t = min(min(far_wall_inter.x, far_wall_inter.y), far_wall_inter.z);
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// Perform dda step on the children scale
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//let next_child = select(child_pos, child_pos + select(vec3(-1), vec3(1), ray_dir > vec3(0.)) * vec3(child_size), vec3(far_t) == far_wall_inter);
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let next_child = select(child_pos, child_pos + step_dir * vec3(child_size), vec3(far_t) == far_wall_inter);
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let previous_voxel = voxel;
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voxel = clamp(vec3<i32>(pos_origin + far_t * ray_dir), next_child, next_child + vec3(child_size) - vec3(1));
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if any(voxel < vec3(0)) || any(voxel >= vec3(1 << u32((max_depth * 2))))
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{
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discard;
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}
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// We touched a voxel as if we explored blocks sized by the child size of the current node.
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// But we might have exited the current node.
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// If this is the case we have to walk back up the tree
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// And then back down to the next node over
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// As such we find the lowest ancestor that can contain both the privous voxel (in node) and the new voxel (out of node)
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let bit_diffs = voxel ^ previous_voxel;
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let bit_diffs_lowest = bit_diffs.x | bit_diffs.y | bit_diffs.z;
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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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}
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// Iter max color
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var result: HitResult;
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result.color = vec4(1., 0., 1., 1.);
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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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@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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//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.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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/*
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@fragment
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fn fragment(in: VertexOutput) -> @location(0) vec4<f32>
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{
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let st = structure_table_pointer[0];
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let subdivided = ((st >> 31) & 1) != 0;
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let pointer_valid = ((st >> 30) & 1) != 0;
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// Request stuff
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atomicAdd(&structure_table_request_buffer[0], 1);
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if(subdivided && !pointer_valid)
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{
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return vec4(0., 1., 0., 1.);
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}
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return vec4(1., 0., 0., 1.);
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}
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*/
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