voxel-rs/assets/shaders/voxel_volume.wgsl

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WebGPU Shading Language
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@group(0) @binding(0) var output: texture_storage_2d<rgba8unorm, write>;
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@group(0) @binding(1) var<uniform> world_state: WorldState;
@group(0) @binding(2) var<storage, read> brickmap_cache: array<Brickmap>;
@group(0) @binding(3) var<storage, read> shading_table: array<ShadingElement>;
@group(0) @binding(4) var<uniform> camera: Camera;
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struct ShadingElement {
albedo: u32,
}
struct Brickmap {
bitmask: array<u32, 16>,
shading_table_offset: u32,
lod_color: u32,
}
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struct Camera {
projection: mat4x4<f32>,
view: mat4x4<f32>,
pos: vec3<f32>,
_pad: f32,
};
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struct WorldState {
brickmap_cache_dims: vec3<u32>,
_pad: u32,
};
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struct HitInfo {
hit: bool,
hit_pos: vec3<i32>,
mask: vec3<bool>,
};
struct AabbHitInfo {
hit: bool,
distance: f32,
};
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fn get_shading_offset(p: vec3<i32>) -> u32 {
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// return 0u;
// What brickmap are we in?
let brickmap_index = (p.x / 8) + (p.y / 8) * 32 + (p.z / 8) * 1024;
let local_index = u32((p.x % 8) + (p.y % 8) * 8 + (p.z % 8) * 64);
let brickmap = &brickmap_cache[brickmap_index];
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let bitmask_index = local_index / 32u;
var map_voxel_idx = 0u;
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for (var i: i32 = 0; i < i32(bitmask_index); i++) {
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map_voxel_idx += countOneBits((*brickmap).bitmask[i]);
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}
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let extracted_bits = extractBits((*brickmap).bitmask[bitmask_index], 0u, (local_index % 32u));
map_voxel_idx += countOneBits(extracted_bits);
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return (*brickmap).shading_table_offset + map_voxel_idx;
// let local_index = u32(p.x + p.y * 8 + p.z * 64);
// let bitmask_index = local_index / 32u;
// var map_voxel_idx = 0u;
// for (var i: i32 = 0; i < i32(bitmask_index); i++) {
// map_voxel_idx += countOneBits(brickmap.bitmask[i]);
// }
// let extracted_bits = extractBits(brickmap.bitmask[bitmask_index], 0u, (local_index % 32u));
// map_voxel_idx += countOneBits(extracted_bits);
// return brickmap.shading_table_offset + map_voxel_idx;
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}
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fn ray_intersect_aabb(ray_pos: vec3<f32>, ray_dir: vec3<f32>) -> AabbHitInfo {
let ray_dir_inv = 1.0 / ray_dir;
let t1 = (vec3<f32>(0.0) - ray_pos) * ray_dir_inv;
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let t2 = ((vec3<f32>(8.0) * vec3<f32>(world_state.brickmap_cache_dims)) - ray_pos) * ray_dir_inv;
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let t_min = min(t1, t2);
let t_max = max(t1, t2);
let tmin = max(max(t_min.x, 0.0), max(t_min.y, t_min.z));
let tmax = min(t_max.x, min(t_max.y, t_max.z));
return AabbHitInfo(tmax > tmin, tmin);
}
fn point_inside_aabb(p: vec3<i32>) -> bool {
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let max = vec3<i32>(world_state.brickmap_cache_dims) * 8;
let clamped = clamp(p, vec3<i32>(0), max - vec3<i32>(1));
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return clamped.x == p.x && clamped.y == p.y && clamped.z == p.z;
}
fn voxel_hit(p: vec3<i32>) -> bool {
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let brickmap_index = (p.x / 8) + (p.y / 8) * 32 + (p.z / 8) * 1024;
let local_index = u32((p.x % 8) + (p.y % 8) * 8 + (p.z % 8) * 64);
return (brickmap_cache[brickmap_index].bitmask[local_index / 32u] >> (local_index % 32u) & 1u) != 0u;
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}
fn cast_ray(orig_ray_pos: vec3<f32>, ray_dir: vec3<f32>) -> HitInfo {
var hit_info = HitInfo(false, vec3<i32>(0), vec3<bool>(false));
let aabbHit = ray_intersect_aabb(orig_ray_pos, ray_dir);
var ray_pos = orig_ray_pos;
var tmin = aabbHit.distance;
if (aabbHit.hit) {
// Accelerate ray
if (tmin > 0.0) {
ray_pos += ray_dir * (tmin - 0.0001);
}
tmin = max(0.0, tmin);
// DDA setup
let delta_dist = abs(length(ray_dir) / ray_dir);
let ray_step = vec3<i32>(sign(ray_dir));
var map_pos = vec3<i32>(floor(ray_pos));
var side_dist = (sign(ray_dir) * (vec3<f32>(map_pos) - ray_pos) + (sign(ray_dir) * 0.5) + 0.5) * delta_dist;
// TODO: don't hardcode max ray depth
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for (var i: i32 = 0; i < 2048; i++) {
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if (side_dist.x < side_dist.y) {
if (side_dist.x < side_dist.z) {
side_dist.x += delta_dist.x;
map_pos.x += ray_step.x;
hit_info.mask = vec3<bool>(true, false, false);
}
else {
side_dist.z += delta_dist.z;
map_pos.z += ray_step.z;
hit_info.mask = vec3<bool>(false, false, true);
}
}
else {
if (side_dist.y < side_dist.z) {
side_dist.y += delta_dist.y;
map_pos.y += ray_step.y;
hit_info.mask = vec3<bool>(false, true, false);
}
else {
side_dist.z += delta_dist.z;
map_pos.z += ray_step.z;
hit_info.mask = vec3<bool>(false, false, true);
}
}
if (!point_inside_aabb(map_pos)) {
break;
}
if (voxel_hit(map_pos)) {
hit_info.hit = true;
hit_info.hit_pos = map_pos;
break;
}
}
}
return hit_info;
}
@compute @workgroup_size(8, 8, 1)
fn compute(@builtin(global_invocation_id) global_id: vec3<u32>) {
let img_coord = vec2<i32>(global_id.xy);
let img_dims = textureDimensions(output);
// This discards the extra pixels in cases where the image size isn't perfectly divisible by the kernel.xy
if (img_coord.x >= img_dims.x || img_coord.y >= img_dims.y) {
return;
}
// Construct ray
let img_coord_frac = vec2<f32>(img_coord) / vec2<f32>(img_dims);
let screen_pos = img_coord_frac * 2.0 - vec2<f32>(1.0);
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var ray_eye = camera.projection * vec4<f32>(screen_pos, -1.0, 0.0);
ray_eye = vec4<f32>(ray_eye.xy, -1.0, 0.0);
let ray_dir = normalize((camera.view * ray_eye).xyz);
let ray_pos = camera.pos;
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// Cast the ray
var hit_info = cast_ray(ray_pos, ray_dir);
var color = vec4<f32>(0.0, 0.0, 0.0, 1.0);
if (hit_info.hit){
if (hit_info.mask.x) {
color.x = 1.0;
}
else if (hit_info.mask.y) {
color.y = 1.0;
}
else if (hit_info.mask.z) {
color.z = 1.0;
}
else {
color = vec4<f32>(1.0);
}
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let offset = get_shading_offset(hit_info.hit_pos);
let raw_color = shading_table[offset].albedo;
color.x = f32((raw_color >> 24u) & 255u) / 255.0;
color.y = f32((raw_color >> 16u) & 255u) / 255.0;
color.z = f32((raw_color >> 8u) & 255u) / 255.0;
color.w = f32(raw_color & 255u) / 255.0;
// color = textureLoad(voxels_t, hit_info.hit_pos, 0);
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}
textureStore(output, img_coord, color);
}