More shader cleanup
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2117fbb938
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4091686b09
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@ -2,7 +2,6 @@
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@group(0) @binding(1) var<uniform> world_state: WorldState;
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@group(0) @binding(2) var<storage, read> brickmap_cache: array<Brickmap>;
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@group(0) @binding(3) var<storage, read> shading_table: array<ShadingElement>;
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@group(0)
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@group(0) @binding(4) var<uniform> camera: Camera;
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struct ShadingElement {
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@ -38,10 +37,15 @@ struct AabbHitInfo {
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distance: f32,
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};
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// Utility function. Converts a position in 3d to a 1d index.
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fn to_1d_index(p: vec3<i32>, dims: vec3<i32>) -> u32 {
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return u32(p.x + p.y * dims.x + p.z * dims.x * dims.y);
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}
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fn get_shading_offset(p: vec3<i32>) -> u32 {
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// What brickmap are we in?
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let brickmap_index = (p.x / 8) + (p.y / 8) * 32 + (p.z / 8) * 1024;
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let local_index = u32((p.x % 8) + (p.y % 8) * 8 + (p.z % 8) * 64);
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let brickmap_index = to_1d_index(p / 8, vec3<i32>(world_state.brickmap_cache_dims));
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let local_index = to_1d_index(p % 8, vec3<i32>(8));
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let brickmap = &brickmap_cache[brickmap_index];
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let bitmask_index = local_index / 32u;
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var map_voxel_idx = 0u;
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@ -55,8 +59,8 @@ fn get_shading_offset(p: vec3<i32>) -> u32 {
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fn ray_intersect_aabb(ray_pos: vec3<f32>, ray_dir: vec3<f32>) -> AabbHitInfo {
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let ray_dir_inv = 1.0 / ray_dir;
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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 t1 = -ray_pos * ray_dir_inv;
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let t2 = (vec3<f32>(8u * world_state.brickmap_cache_dims) - ray_pos) * ray_dir_inv;
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let t_min = min(t1, t2);
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let t_max = max(t1, t2);
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let tmin = max(max(t_min.x, 0.0), max(t_min.y, t_min.z));
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@ -71,9 +75,10 @@ fn point_inside_aabb(p: vec3<i32>) -> bool {
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}
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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;
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let local_index = u32((p.x % 8) + (p.y % 8) * 8 + (p.z % 8) * 64);
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return (brickmap_cache[brickmap_index].bitmask[local_index / 32u] >> (local_index % 32u) & 1u) != 0u;
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let brickmap_index = to_1d_index(p / 8, vec3<i32>(world_state.brickmap_cache_dims));
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let local_index = to_1d_index(p % 8, vec3<i32>(8));
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let bitmask_segment = brickmap_cache[brickmap_index].bitmask[local_index / 32u];
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return (bitmask_segment >> (local_index % 32u) & 1u) != 0u;
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}
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fn cast_ray(orig_ray_pos: vec3<f32>, ray_dir: vec3<f32>) -> HitInfo {
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@ -159,25 +164,24 @@ fn compute(@builtin(global_invocation_id) global_id: vec3<u32>) {
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var hit_info = cast_ray(ray_pos, ray_dir);
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var color = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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if (hit_info.hit){
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if (hit_info.mask.x) {
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color.x = 1.0;
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}
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else if (hit_info.mask.y) {
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color.y = 1.0;
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}
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else if (hit_info.mask.z) {
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color.z = 1.0;
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}
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else {
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color = vec4<f32>(1.0);
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}
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// if (hit_info.mask.x) {
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// color.x = 1.0;
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// }
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// else if (hit_info.mask.y) {
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// color.y = 1.0;
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// }
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// else if (hit_info.mask.z) {
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// color.z = 1.0;
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// }
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// else {
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// color = vec4<f32>(1.0);
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// }
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let offset = get_shading_offset(hit_info.hit_pos);
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let raw_color = shading_table[offset].albedo;
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color.x = f32((raw_color >> 24u) & 255u) / 255.0;
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color.y = f32((raw_color >> 16u) & 255u) / 255.0;
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color.z = f32((raw_color >> 8u) & 255u) / 255.0;
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color.w = f32(raw_color & 255u) / 255.0;
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// color = textureLoad(voxels_t, hit_info.hit_pos, 0);
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}
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textureStore(output, img_coord, color);
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