Files
vxls/shaders/voxel.slang
T
2026-09-13 15:48:27 +02:00

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struct PushConstants
{
float4x4 view_proj;
float3 cam_pos;
uint32_t frame_timestamp;
}
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;
}
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<uint32_t> requests[64];
}
struct ColorPoolElement
{
ByteColor colors[64];
}
struct LocationPoolElement
{
uint32_t structure_id;
uint32_t structure_locator;
}
[[vk::binding(0, 0)]] RWStructuredBuffer<StructurePoolElement> structure_pool;
[[vk::binding(1, 0)]] RWStructuredBuffer<ColorPoolElement> color_pool;
[[vk::binding(2, 0)]] RWStructuredBuffer<LocationPoolElement> location_pool;
[[vk::binding(3, 0)]] RWStructuredBuffer<RequestBufferElement> request_buffer;
[[vk::binding(4, 0)]] RWStructuredBuffer<uint32_t> usage_buffer;
[[vk::binding(5, 0)]] RWStructuredBuffer<StructurePointer> structure_table_pointer;
[[vk::binding(6, 0)]] RWStructuredBuffer<Atomic<uint32_t>> 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);
}
float4 ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, float dist_offset, out float3 hit_pos)
{
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())
{
discard;
}
if(!st_pointer.pointer_valid())
{
// Record request
structure_table_request_buffer[root_id].add(1);
discard;
}
ray_origin += float3(1.);
float3 pos = ray_origin;
pos = clamp(pos, float(1.), asfloat(0x3fffffff));
uint32_t scale_exp = 23 - 2;
uint32_t node_stack[5] =
{
0
};
uint32_t current_node_index = structure_table_pointer[root_id].pointer();
node_stack[10 - scale_exp / 2] = current_node_index;
uint32_t child_index = get_children_index(pos, scale_exp);
StructurePointer current_node = structure_pool[current_node_index].pointers[child_index];
usage_buffer[current_node_index] = constants.frame_timestamp;
for(uint32_t iter = 0; iter < 500; iter ++)
{
//scale_exp = 23 - 2;
//current_node_index = structure_table_pointer[root_id].pointer();
child_index = get_children_index(pos, scale_exp);
current_node = structure_pool[current_node_index].pointers[child_index];
// Scale computations
//return float4(cone_size * 1000.);
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() &&
current_node.pointer_valid() &&
scale_exp - 2 > exponent
)
{
scale_exp -= 2;
current_node_index = current_node.pointer();
node_stack[10 - scale_exp / 2] = current_node_index;
child_index = get_children_index(pos, scale_exp);
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)
{
hit_pos = pos - float3(1.);
return color_pool[current_node_index].colors[child_index].float_color;
}
//uint64_t occupancy = get_child_mask(structure_pool[current_node_index].occupancy_low, structure_pool[current_node_index].occupancy_high);
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_scale : float = asfloat((adv_scale_exp - 23 + 127) << 23);
let child_pos : float3 = floor_scale(pos, adv_scale_exp);
let child_far : float3 = child_pos + select(ray_direction > 0., float3(child_scale), float3(0.));
// Intersection t
let inter_ts : float3 = (child_far - 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_min : float3 = select(float3(inter_t) == inter_ts, child_pos + copysign(child_scale, ray_direction), child_pos);
let neighbor_max : float3 = asfloat(asint(neighbor_min) + ((1 << adv_scale_exp) - 1));
let previous_pos : float3 = pos;
pos = clamp(ray_origin + ray_direction * inter_t, neighbor_min, neighbor_max);
/*
if(any(pos >= 2.) || any(pos < 1.))
{
discard;
}
*/
// 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)
{
discard;
}
scale_exp = 23 - common_depth;
current_node_index = node_stack[10 - scale_exp / 2];
}
hit_pos = pos - float3(1.);
return float4(1., 0., 1., 1.);
}
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
var hit_pos : float3;
let color = ray_march(ray_direction, local_ray_origin, vertex_out.structure_id, max(0., intersection_t.x), hit_pos);
let world_hit_pos = 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 = color;
return frag_out;
}
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);
}