Add a basic brickmap shading table

This commit is contained in:
Jarrod Doyle 2023-04-24 19:34:19 +01:00
parent 6be2dd8054
commit 225c76b1a8
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
3 changed files with 81 additions and 10 deletions

View File

@ -1,6 +1,11 @@
@group(0) @binding(0) var output: texture_storage_2d<rgba8unorm, write>;
@group(0) @binding(1) var<storage, read> brickmap: Brickmap;
@group(0) @binding(2) var<uniform> camera: Camera;
@group(0) @binding(2) var<storage, read> shading_table: array<ShadingElement>;
@group(0) @binding(3) var<uniform> camera: Camera;
struct ShadingElement {
albedo: u32,
}
struct Brickmap {
bitmask: array<u32, 16>,
@ -26,6 +31,19 @@ struct AabbHitInfo {
distance: f32,
};
// TODO: Include brickmap base shading table offset
fn get_shading_offset(p: vec3<i32>) -> u32 {
let local_index = u32(p.x + p.y * 8 + p.z * 64);
let bitmask_index = local_index / 32u;
var shading_offset = 0u;
for (var i: i32 = 0; i < i32(bitmask_index); i++) {
shading_offset += countOneBits(brickmap.bitmask[i]);
}
let extracted_bits = extractBits(brickmap.bitmask[bitmask_index], 0u, (local_index % 32u));
shading_offset += countOneBits(extracted_bits);
return shading_offset;
}
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;
@ -142,6 +160,12 @@ fn compute(@builtin(global_invocation_id) global_id: vec3<u32>) {
else {
color = vec4<f32>(1.0);
}
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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@ -1,3 +1,5 @@
use std::mem::size_of;
use wgpu::util::DeviceExt;
use crate::render;
@ -24,6 +26,8 @@ impl BrickmapUniform {
pub struct BrickmapManager {
uniform: BrickmapUniform,
buffer: wgpu::Buffer,
shading_table: Vec<u32>,
shading_table_buffer: wgpu::Buffer,
}
impl BrickmapManager {
@ -37,20 +41,46 @@ impl BrickmapManager {
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
});
Self { uniform, buffer }
let shading_table_buffer =
context
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
contents: &[0; 25000000],
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
});
let shading_table = Vec::<u32>::new();
Self {
uniform,
buffer,
shading_table,
shading_table_buffer,
}
}
pub fn set_data(&mut self, data: &[u32; 16]) {
// TODO: Ideally this should take a generic voxel format and do the data mapping here
pub fn set_data(&mut self, data: &[u32; 16], colours: &[u32]) {
self.uniform.bitmask = *data;
self.shading_table = colours.to_vec();
}
pub fn update_buffer(&self, context: &render::Context) {
context
.queue
.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&[self.uniform]));
let queue = &context.queue;
queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&[self.uniform]));
queue.write_buffer(
&self.shading_table_buffer,
0,
bytemuck::cast_slice(&self.shading_table),
);
}
pub fn get_buffer(&self) -> &wgpu::Buffer {
&self.buffer
}
pub fn get_shading_buffer(&self) -> &wgpu::Buffer {
&self.shading_table_buffer
}
}

View File

@ -61,7 +61,8 @@ impl VoxelRenderer {
log::info!("Creating brickmap manager...");
let mut brickmap_manager = super::brickmap::BrickmapManager::new(context);
let mut data = [0xFFFFFFFF as u32; 16];
let mut bitmask_data = [0xFFFFFFFF as u32; 16];
let mut albedo_data = Vec::<u32>::new();
for z in 0..8 {
let mut entry = 0u64;
for y in 0..8 {
@ -70,13 +71,19 @@ impl VoxelRenderer {
let pos = glam::vec3(x as f32, y as f32, z as f32) - glam::vec3(3.5, 3.5, 3.5);
if pos.length_squared() <= (u32::pow(4, 2) as f32) {
entry += 1 << idx;
let mut albedo = 0u32;
albedo += ((x + 1) * 32 - 1) << 24;
albedo += ((y + 1) * 32 - 1) << 16;
albedo += ((z + 1) * 32 - 1) << 8;
albedo += 255;
albedo_data.push(albedo);
}
}
}
data[2 * z] = (entry & 0xFFFFFFFF).try_into().unwrap();
data[2 * z + 1] = ((entry >> 32) & 0xFFFFFFFF).try_into().unwrap();
bitmask_data[2 * z as usize] = (entry & 0xFFFFFFFF).try_into().unwrap();
bitmask_data[2 * z as usize + 1] = ((entry >> 32) & 0xFFFFFFFF).try_into().unwrap();
}
brickmap_manager.set_data(&data);
brickmap_manager.set_data(&bitmask_data, &albedo_data);
brickmap_manager.update_buffer(context);
log::info!("Creating compute pipeline...");
@ -101,6 +108,15 @@ impl VoxelRenderer {
},
None,
)
.with_entry(
wgpu::ShaderStages::COMPUTE,
wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
None,
)
.with_entry(
wgpu::ShaderStages::COMPUTE,
wgpu::BindingType::Buffer {
@ -115,6 +131,7 @@ impl VoxelRenderer {
.with_layout(&compute_layout)
.with_entry(wgpu::BindingResource::TextureView(&render_texture.view))
.with_entry(brickmap_manager.get_buffer().as_entire_binding())
.with_entry(brickmap_manager.get_shading_buffer().as_entire_binding())
.with_entry(camera_controller.get_buffer().as_entire_binding())
.build(context);
let compute_pipeline =