Begin using basic brickmap. Doesn't include shading table

This commit is contained in:
Jarrod Doyle 2023-04-24 17:17:56 +01:00
parent 5914efaea8
commit 6be2dd8054
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
5 changed files with 106 additions and 52 deletions

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@ -1,7 +1,12 @@
@group(0) @binding(0) var output: texture_storage_2d<rgba8unorm, write>;
@group(0) @binding(1) var<uniform> camera: Camera;
@group(1) @binding(0) var voxels_t: texture_3d<f32>;
@group(1) @binding(1) var voxels_s: sampler;
@group(0) @binding(1) var<storage, read> brickmap: Brickmap;
@group(0) @binding(2) var<uniform> camera: Camera;
struct Brickmap {
bitmask: array<u32, 16>,
shading_table_offset: u32,
lod_color: u32,
}
struct Camera {
projection: mat4x4<f32>,
@ -24,7 +29,7 @@ struct AabbHitInfo {
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;
let t2 = (vec3<f32>(textureDimensions(voxels_t)) - ray_pos) * ray_dir_inv;
let t2 = (vec3<f32>(8.0) - ray_pos) * ray_dir_inv;
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));
@ -33,13 +38,13 @@ fn ray_intersect_aabb(ray_pos: vec3<f32>, ray_dir: vec3<f32>) -> AabbHitInfo {
}
fn point_inside_aabb(p: vec3<i32>) -> bool {
let clamped = clamp(p, vec3<i32>(0), textureDimensions(voxels_t) - vec3<i32>(1));
let clamped = clamp(p, vec3<i32>(0), vec3<i32>(8) - vec3<i32>(1));
return clamped.x == p.x && clamped.y == p.y && clamped.z == p.z;
}
fn voxel_hit(p: vec3<i32>) -> bool {
let v = textureLoad(voxels_t, p, 0);
return length(v) != 0.0;
let local_index = u32(p.x + p.y * 8 + p.z * 64);
return (brickmap.bitmask[local_index / 32u] >> (local_index % 32u) & 1u) != 0u;
}
fn cast_ray(orig_ray_pos: vec3<f32>, ray_dir: vec3<f32>) -> HitInfo {
@ -125,19 +130,19 @@ fn compute(@builtin(global_invocation_id) global_id: vec3<u32>) {
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);
// }
color = textureLoad(voxels_t, hit_info.hit_pos, 0);
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);
}
// color = textureLoad(voxels_t, hit_info.hit_pos, 0);
}
textureStore(output, img_coord, color);

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@ -4,6 +4,7 @@ use winit::event::{ElementState, KeyboardInput, VirtualKeyCode, WindowEvent};
use crate::render::Context;
// TODO: Implement Default rather than using new()
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct CameraUniform {

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@ -1,3 +1,4 @@
pub mod brickmap;
mod voxel_renderer;
pub use voxel_renderer::*;

56
src/voxel/brickmap.rs Normal file
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@ -0,0 +1,56 @@
use wgpu::util::DeviceExt;
use crate::render;
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct BrickmapUniform {
pub bitmask: [u32; 16],
pub shading_table_offset: u32,
pub lod_color: u32,
}
impl BrickmapUniform {
pub fn new() -> Self {
Self {
bitmask: [0; 16],
shading_table_offset: 0,
lod_color: 0,
}
}
}
#[derive(Debug)]
pub struct BrickmapManager {
uniform: BrickmapUniform,
buffer: wgpu::Buffer,
}
impl BrickmapManager {
pub fn new(context: &render::Context) -> Self {
let uniform = BrickmapUniform::new();
let buffer = context
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
contents: bytemuck::cast_slice(&[uniform]),
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
});
Self { uniform, buffer }
}
pub fn set_data(&mut self, data: &[u32; 16]) {
self.uniform.bitmask = *data;
}
pub fn update_buffer(&self, context: &render::Context) {
context
.queue
.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&[self.uniform]));
}
pub fn get_buffer(&self) -> &wgpu::Buffer {
&self.buffer
}
}

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@ -7,7 +7,7 @@ pub struct VoxelRenderer {
clear_color: wgpu::Color,
render_texture: render::Texture,
render_pipeline: wgpu::RenderPipeline,
voxel_texture: render::Texture,
brickmap_manager: super::brickmap::BrickmapManager,
compute_pipeline: wgpu::ComputePipeline,
compute_bind_group: wgpu::BindGroup,
}
@ -59,40 +59,25 @@ impl VoxelRenderer {
multiview: None,
});
log::info!("Creating voxel volume texture...");
let voxel_texture = render::TextureBuilder::new()
.with_size(8, 8, 8)
.with_dimension(wgpu::TextureDimension::D3)
.with_format(wgpu::TextureFormat::Rgba8Unorm)
.with_usage(
wgpu::TextureUsages::TEXTURE_BINDING
| wgpu::TextureUsages::COPY_DST
| wgpu::TextureUsages::STORAGE_BINDING,
)
.with_shader_visibility(wgpu::ShaderStages::COMPUTE)
.build(&context);
let data_len = 8 * 8 * 8 * 4;
let mut data: Vec<u8> = Vec::with_capacity(data_len.try_into().unwrap());
log::info!("Creating brickmap manager...");
let mut brickmap_manager = super::brickmap::BrickmapManager::new(context);
let mut data = [0xFFFFFFFF as u32; 16];
for z in 0..8 {
let mut entry = 0u64;
for y in 0..8 {
for x in 0..8 {
let idx = x + y * 8;
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) {
data.push(((x + 1) * 32 - 1) as u8);
data.push(((y + 1) * 32 - 1) as u8);
data.push(((z + 1) * 32 - 1) as u8);
data.push(255u8);
} else {
data.push(0u8);
data.push(0u8);
data.push(0u8);
data.push(0u8);
entry += 1 << idx;
}
}
}
data[2 * z] = (entry & 0xFFFFFFFF).try_into().unwrap();
data[2 * z + 1] = ((entry >> 32) & 0xFFFFFFFF).try_into().unwrap();
}
voxel_texture.update(&context, &data);
brickmap_manager.set_data(&data);
brickmap_manager.update_buffer(context);
log::info!("Creating compute pipeline...");
let cs_descriptor = wgpu::include_wgsl!("../../assets/shaders/voxel_volume.wgsl");
@ -107,6 +92,15 @@ 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 {
@ -120,6 +114,7 @@ impl VoxelRenderer {
let compute_bind_group = render::BindGroupBuilder::new()
.with_layout(&compute_layout)
.with_entry(wgpu::BindingResource::TextureView(&render_texture.view))
.with_entry(brickmap_manager.get_buffer().as_entire_binding())
.with_entry(camera_controller.get_buffer().as_entire_binding())
.build(context);
let compute_pipeline =
@ -130,10 +125,7 @@ impl VoxelRenderer {
layout: Some(&context.device.create_pipeline_layout(
&wgpu::PipelineLayoutDescriptor {
label: Some("compute"),
bind_group_layouts: &[
&compute_layout,
&voxel_texture.bind_group_layout,
],
bind_group_layouts: &[&compute_layout],
push_constant_ranges: &[],
},
)),
@ -145,7 +137,7 @@ impl VoxelRenderer {
clear_color: wgpu::Color::BLACK,
render_texture,
render_pipeline,
voxel_texture,
brickmap_manager,
compute_pipeline,
compute_bind_group,
}
@ -167,7 +159,6 @@ impl render::Renderer for VoxelRenderer {
let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor::default());
compute_pass.set_pipeline(&self.compute_pipeline);
compute_pass.set_bind_group(0, &self.compute_bind_group, &[]);
compute_pass.set_bind_group(1, &self.voxel_texture.bind_group, &[]);
compute_pass.dispatch_workgroups(size.width / 8, size.height / 8, 1);
drop(compute_pass);