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956fdd180f
Author | SHA1 | Date |
---|---|---|
Jarrod Doyle | 956fdd180f | |
Jarrod Doyle | 511e4b9233 | |
Jarrod Doyle | 77b3e5172b | |
Jarrod Doyle | c26f3c8ffb | |
Jarrod Doyle | 03a74d1b02 | |
Jarrod Doyle | 5acea1192c | |
Jarrod Doyle | e6d73686b4 | |
Jarrod Doyle | 60381c6a58 | |
Jarrod Doyle | 8e08506e6c | |
Jarrod Doyle | 66f44c5461 |
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@ -78,6 +78,7 @@ pub fn tri_lerp_block(p: &[f32], dims: &[u32], vals: &mut [f32]) {
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}
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/// Maps a 3d index to a 1d index
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// TODO: Handle out of range!!
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pub fn to_1d_index(p: glam::UVec3, dim: glam::UVec3) -> usize {
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(p.x + p.y * dim.x + p.z * dim.x * dim.y) as usize
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}
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@ -0,0 +1,139 @@
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use std::collections::HashSet;
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use crate::{
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gfx::{BulkBufferBuilder, Context},
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math,
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};
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum BrickgridFlag {
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Empty = 0,
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Unloaded = 1,
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Loading = 2,
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Loaded = 4,
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}
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impl From<u32> for BrickgridFlag {
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fn from(value: u32) -> Self {
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match value {
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x if x == Self::Unloaded as u32 => Self::Unloaded,
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x if x == Self::Loading as u32 => Self::Loading,
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x if x == Self::Loaded as u32 => Self::Loaded,
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_ => Self::Empty,
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}
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}
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}
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#[repr(C)]
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#[derive(Debug, Default, Clone, Copy, PartialEq, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct BrickgridElement(pub u32);
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impl BrickgridElement {
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pub fn new(brickmap_cache_idx: usize, flag: BrickgridFlag) -> Self {
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Self(((brickmap_cache_idx as u32) << 8) + flag as u32)
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}
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pub fn get_pointer(&self) -> usize {
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(self.0 >> 8) as usize
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}
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pub fn get_flag(&self) -> BrickgridFlag {
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BrickgridFlag::from(self.0 & 0xF)
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}
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}
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#[derive(Debug)]
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pub struct Brickgrid {
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dimensions: glam::UVec3,
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data: Vec<BrickgridElement>,
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staged: HashSet<usize>,
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max_upload_count: usize,
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buffer: wgpu::Buffer,
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upload_buffer: wgpu::Buffer,
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}
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impl Brickgrid {
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pub fn new(context: &Context, dimensions: glam::UVec3, max_upload_count: usize) -> Self {
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let element_count = (dimensions.x * dimensions.y * dimensions.z) as usize;
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let data = vec![BrickgridElement::new(0, BrickgridFlag::Unloaded); element_count];
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// TODO: change type of upload data. Will need some messyness with bytemucking probably
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// but should lead to clearer data definitions
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let mut upload_data = vec![0u32; 4 + 4 * max_upload_count];
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upload_data[0] = max_upload_count as u32;
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let mut buffers = BulkBufferBuilder::new()
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.set_usage(wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST)
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.with_init_buffer_bm("Brickgrid", &data)
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.with_init_buffer_bm("Brickgrid Upload", &upload_data)
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.build(context);
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Self {
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dimensions,
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data,
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staged: HashSet::new(),
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max_upload_count,
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buffer: buffers.remove(0),
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upload_buffer: buffers.remove(0),
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}
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}
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/// Panics if position maps to out of range index
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// pub fn set(&mut self, pos: glam::UVec3, value: BrickgridElement) -> BrickgridElement {
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// let index = math::to_1d_index(pos, self.dimensions);
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pub fn set(&mut self, index: usize, value: BrickgridElement) -> BrickgridElement {
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let current = self.data[index];
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self.data[index] = value;
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self.staged.insert(index);
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current
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}
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/// Panics if position maps to out of range index
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// pub fn get(&mut self, pos: glam::UVec3) -> BrickgridElement {
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// let index = math::to_1d_index(pos, self.dimensions);
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pub fn get(&mut self, index: usize) -> BrickgridElement {
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self.data[index]
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}
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pub fn upload(&mut self, context: &Context) {
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let mut upload_data = Vec::new();
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let mut idx = 0;
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self.staged.retain(|e| {
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// We have a limit of how many elements to upload each frame. So we need
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// to keep any excess
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if idx >= self.max_upload_count {
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return true;
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}
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// Index of the brickgrid element, and the value of it
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upload_data.push(*e as u32);
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upload_data.push(self.data[*e].0);
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idx += 1;
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false
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});
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// Upload buffer is {max_count, count, pad, pad, bricks[]}. So we need to add
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// the count and pads, and upload at an offset to skip max_count
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let data = [&[upload_data.len() as u32, 0, 0], &upload_data[..]].concat();
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context
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.queue
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.write_buffer(&self.upload_buffer, 4, bytemuck::cast_slice(&data));
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if idx != 0 {
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log::info!(
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"Uploading {} brickgrid entries. ({} remaining)",
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idx,
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self.staged.len()
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);
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}
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}
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pub fn get_buffer(&self) -> &wgpu::Buffer {
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&self.buffer
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}
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pub fn get_upload_buffer(&self) -> &wgpu::Buffer {
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&self.upload_buffer
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}
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}
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@ -1,20 +1,14 @@
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use std::collections::HashSet;
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use crate::{
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gfx::{self, BufferExt},
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math,
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voxel::world::{Voxel, WorldManager},
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voxel::world::WorldManager,
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};
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use super::shading_table::ShadingTableAllocator;
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#[repr(C)]
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#[derive(Debug, Default, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct Brickmap {
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pub bitmask: [u32; 16],
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pub shading_table_offset: u32,
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pub lod_color: u32,
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}
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use super::{
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brickgrid::{Brickgrid, BrickgridElement, BrickgridFlag},
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brickmap_cache::{BrickmapCache, BrickmapCacheEntry},
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shading_table::ShadingTableAllocator,
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};
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#[repr(C)]
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#[derive(Debug, Default, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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@ -23,46 +17,17 @@ struct WorldState {
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_pad: u32,
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}
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#[derive(Debug, Default, Copy, Clone)]
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struct BrickmapCacheEntry {
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grid_idx: usize,
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shading_table_offset: u32,
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct BrickmapUnpackElement {
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cache_idx: u32,
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brickmap: Brickmap,
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shading_element_count: u32,
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shading_elements: [u32; 512],
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}
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enum BrickgridFlag {
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_Empty = 0,
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_Unloaded = 1,
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_Loading = 2,
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Loaded = 4,
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}
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#[derive(Debug)]
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pub struct BrickmapManager {
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state_uniform: WorldState,
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state_buffer: wgpu::Buffer,
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brickgrid: Vec<u32>,
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brickgrid_buffer: wgpu::Buffer,
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brickmap_cache_map: Vec<Option<BrickmapCacheEntry>>,
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brickmap_cache_idx: usize,
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brickmap_buffer: wgpu::Buffer,
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brickgrid: Brickgrid,
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brickmap_cache: BrickmapCache,
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shading_table_buffer: wgpu::Buffer,
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shading_table_allocator: ShadingTableAllocator,
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feedback_buffer: wgpu::Buffer,
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feedback_result_buffer: wgpu::Buffer,
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unpack_max_count: usize,
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brickgrid_staged: HashSet<usize>,
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brickgrid_unpack_buffer: wgpu::Buffer,
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brickmap_staged: Vec<BrickmapUnpackElement>,
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brickmap_unpack_buffer: wgpu::Buffer,
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}
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// TODO:
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@ -81,11 +46,12 @@ impl BrickmapManager {
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..Default::default()
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};
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let brickgrid =
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vec![1u32; (brickgrid_dims.x * brickgrid_dims.y * brickgrid_dims.z) as usize];
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let brickmap_cache = vec![Brickmap::default(); brickmap_cache_size];
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let brickmap_cache_map = vec![None; brickmap_cache.capacity()];
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let brickgrid = Brickgrid::new(context, brickgrid_dims, max_uploaded_brickmaps as usize);
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let brickmap_cache = BrickmapCache::new(
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context,
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brickmap_cache_size,
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max_uploaded_brickmaps as usize,
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);
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let shading_table_allocator = ShadingTableAllocator::new(4, shading_table_bucket_size);
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let shading_table = vec![0u32; shading_table_allocator.total_elements as usize];
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@ -94,22 +60,13 @@ impl BrickmapManager {
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feedback_data[0] = max_requested_brickmaps;
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let feedback_data_u8 = bytemuck::cast_slice(&feedback_data);
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let mut brickgrid_upload_data = vec![0u32; 4 + 4 * max_uploaded_brickmaps as usize];
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brickgrid_upload_data[0] = max_uploaded_brickmaps;
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let brickgrid_staged = HashSet::new();
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let mut brickmap_upload_data = vec![0u32; 4 + 532 * max_uploaded_brickmaps as usize];
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brickmap_upload_data[0] = max_uploaded_brickmaps;
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let brickmap_staged = Vec::new();
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let mut buffers = gfx::BulkBufferBuilder::new()
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.with_init_buffer_bm("Brick World State", &[state_uniform])
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.set_usage(wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST)
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.with_init_buffer_bm("Brickgrid", &brickgrid)
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.with_init_buffer_bm("Brickmap Cache", &brickmap_cache)
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.with_init_buffer_bm("Shading Table", &shading_table)
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.with_init_buffer_bm("Brickgrid Unpack", &brickgrid_upload_data)
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.with_init_buffer_bm("Brickmap Unpack", &brickmap_upload_data)
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.set_usage(
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wgpu::BufferUsages::STORAGE
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| wgpu::BufferUsages::COPY_DST
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@ -123,26 +80,19 @@ impl BrickmapManager {
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Self {
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state_uniform,
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brickgrid,
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brickmap_cache_map,
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brickmap_cache_idx: 0,
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brickmap_cache,
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shading_table_allocator,
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unpack_max_count: max_uploaded_brickmaps as usize,
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brickgrid_staged,
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brickmap_staged,
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state_buffer: buffers.remove(0),
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brickgrid_buffer: buffers.remove(0),
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brickmap_buffer: buffers.remove(0),
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shading_table_buffer: buffers.remove(0),
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brickgrid_unpack_buffer: buffers.remove(0),
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brickmap_unpack_buffer: buffers.remove(0),
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feedback_buffer: buffers.remove(0),
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feedback_result_buffer: buffers.remove(0),
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}
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}
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pub fn get_brickgrid_buffer(&self) -> &wgpu::Buffer {
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&self.brickgrid_buffer
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self.brickgrid.get_buffer()
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}
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pub fn get_worldstate_buffer(&self) -> &wgpu::Buffer {
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@ -150,7 +100,7 @@ impl BrickmapManager {
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}
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pub fn get_brickmap_buffer(&self) -> &wgpu::Buffer {
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&self.brickmap_buffer
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self.brickmap_cache.get_buffer()
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}
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pub fn get_shading_buffer(&self) -> &wgpu::Buffer {
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@ -166,11 +116,11 @@ impl BrickmapManager {
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}
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pub fn get_brickmap_unpack_buffer(&self) -> &wgpu::Buffer {
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&self.brickmap_unpack_buffer
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self.brickmap_cache.get_upload_buffer()
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}
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pub fn get_brickgrid_unpack_buffer(&self) -> &wgpu::Buffer {
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&self.brickgrid_unpack_buffer
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self.brickgrid.get_upload_buffer()
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}
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pub fn get_unpack_max_count(&self) -> usize {
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@ -198,8 +148,7 @@ impl BrickmapManager {
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// TODO: Why do we call this here rather than doing it outside of here?
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self.upload_unpack_buffers(context);
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// TODO: This is inaccurate if we've looped
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log::info!("Num loaded brickmaps: {}", self.brickmap_cache_idx);
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log::info!("Num loaded brickmaps: {}", self.brickmap_cache.num_loaded);
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}
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fn handle_request(&mut self, world: &mut WorldManager, data: &[u32]) {
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|
@ -215,264 +164,73 @@ impl BrickmapManager {
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// We only want to upload voxels that are on the surface, so we cull anything
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// that is surrounded by solid voxels
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let grid_pos = grid_pos.as_ivec3();
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let (bitmask_data, albedo_data) = Self::cull_interior_voxels(world, grid_pos);
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let (bitmask_data, albedo_data) = super::util::cull_interior_voxels(world, grid_pos);
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// If there's no voxel colour data post-culling it means the brickmap is
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// empty. We don't need to upload it, just mark the relevant brickgrid entry.
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if albedo_data.is_empty() {
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self.update_brickgrid_element(grid_idx, 0);
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if let Some(entry) = self.update_brickgrid_element(grid_idx, 0) {
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// TODO: We need to actually remove the cache entry lmao
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// The brickgrid element had a brickmap entry so we need to unload it's
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// shading data
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if let Err(e) = self
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.shading_table_allocator
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.try_dealloc(entry.shading_table_offset)
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{
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log::warn!("{}", e)
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}
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}
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return;
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}
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// Update the brickgrid index
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self.update_brickgrid_element(
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grid_idx,
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Self::to_brickgrid_element(self.brickmap_cache_idx as u32, BrickgridFlag::Loaded),
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);
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// If there's already something in the cache spot we want to write to, we
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// need to unload it.
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if self.brickmap_cache_map[self.brickmap_cache_idx].is_some() {
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let entry = self.brickmap_cache_map[self.brickmap_cache_idx].unwrap();
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self.update_brickgrid_element(entry.grid_idx, 1);
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}
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// Update the shading table
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let shading_idx = self
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.shading_table_allocator
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.try_alloc(albedo_data.len() as u32)
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.unwrap() as usize;
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// We're all good to overwrite the cache map entry now :)
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self.brickmap_cache_map[self.brickmap_cache_idx] = Some(BrickmapCacheEntry {
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if let Some(entry) =
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self.brickmap_cache
|
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.add_entry(grid_idx, shading_idx as u32, bitmask_data, albedo_data)
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{
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self.update_brickgrid_element(entry.grid_idx, 1);
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}
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// Update the brickgrid index
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if let Some(old_entry) = self.update_brickgrid_element(
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grid_idx,
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shading_table_offset: shading_idx as u32,
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});
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// Update the brickmap
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let brickmap = Brickmap {
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bitmask: bitmask_data,
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shading_table_offset: shading_idx as u32,
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lod_color: 0,
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};
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let shading_element_count = albedo_data.len();
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let mut shading_elements = [0u32; 512];
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shading_elements[..shading_element_count].copy_from_slice(&albedo_data);
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|
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let staged_brickmap = BrickmapUnpackElement {
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cache_idx: self.brickmap_cache_idx as u32,
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brickmap,
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shading_element_count: shading_element_count as u32,
|
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shading_elements,
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};
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self.brickmap_staged.push(staged_brickmap);
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self.brickmap_cache_idx = (self.brickmap_cache_idx + 1) % self.brickmap_cache_map.len();
|
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super::util::to_brickgrid_element(
|
||||
self.brickmap_cache.index as u32,
|
||||
BrickgridFlag::Loaded,
|
||||
),
|
||||
) {
|
||||
// TODO: We need to actually remove the cache entry lmao
|
||||
// The brickgrid element had a brickmap entry so we need to unload it's
|
||||
// shading data
|
||||
if let Err(e) = self
|
||||
.shading_table_allocator
|
||||
.try_dealloc(old_entry.shading_table_offset)
|
||||
{
|
||||
log::warn!("{}", e)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn update_brickgrid_element(&mut self, index: usize, data: u32) {
|
||||
// If we're updating a brickgrid element, we need to make sure to deallocate anything
|
||||
// that's already there. The shading table gets deallocated, and the brickmap cache entry
|
||||
// is marked as None.
|
||||
if (self.brickgrid[index] & 0xF) == 4 {
|
||||
let brickmap_idx = (self.brickgrid[index] >> 8) as usize;
|
||||
let cache_map_entry = self.brickmap_cache_map[brickmap_idx];
|
||||
match cache_map_entry {
|
||||
Some(entry) => {
|
||||
match self
|
||||
.shading_table_allocator
|
||||
.try_dealloc(entry.shading_table_offset)
|
||||
{
|
||||
Ok(_) => (),
|
||||
Err(e) => log::warn!("{}", e),
|
||||
}
|
||||
self.brickmap_cache_map[brickmap_idx] = None;
|
||||
}
|
||||
None => log::warn!("Expected brickmap cache entry, found None!"),
|
||||
}
|
||||
fn update_brickgrid_element(&mut self, index: usize, data: u32) -> Option<BrickmapCacheEntry> {
|
||||
let mut brickmap_cache_entry = None;
|
||||
let current = self.brickgrid.get(index);
|
||||
if current.get_flag() == BrickgridFlag::Loaded {
|
||||
let cache_index = current.get_pointer();
|
||||
brickmap_cache_entry = self.brickmap_cache.get_entry(cache_index);
|
||||
}
|
||||
|
||||
// We're safe to overwrite the CPU brickgrid and mark for GPU upload now
|
||||
self.brickgrid[index] = data;
|
||||
self.brickgrid_staged.insert(index);
|
||||
self.brickgrid.set(index, BrickgridElement(data));
|
||||
brickmap_cache_entry
|
||||
}
|
||||
|
||||
fn upload_unpack_buffers(&mut self, context: &gfx::Context) {
|
||||
// Brickgrid
|
||||
let mut data = Vec::new();
|
||||
let mut iter = self.brickgrid_staged.iter();
|
||||
let mut to_remove = Vec::new();
|
||||
for _ in 0..self.unpack_max_count {
|
||||
let el = iter.next();
|
||||
if el.is_none() {
|
||||
break;
|
||||
}
|
||||
|
||||
let val = el.unwrap();
|
||||
to_remove.push(*val as u32);
|
||||
data.push(*val as u32);
|
||||
data.push(self.brickgrid[*val]);
|
||||
}
|
||||
for val in &to_remove {
|
||||
self.brickgrid_staged.remove(&(*val as usize));
|
||||
}
|
||||
|
||||
if !data.is_empty() {
|
||||
log::info!(
|
||||
"Uploading {} brickgrid entries. ({} remaining)",
|
||||
to_remove.len(),
|
||||
self.brickgrid_staged.len()
|
||||
);
|
||||
}
|
||||
|
||||
context.queue.write_buffer(
|
||||
&self.brickgrid_unpack_buffer,
|
||||
4,
|
||||
bytemuck::cast_slice(&[data.len()]),
|
||||
);
|
||||
context.queue.write_buffer(
|
||||
&self.brickgrid_unpack_buffer,
|
||||
16,
|
||||
bytemuck::cast_slice(&data),
|
||||
);
|
||||
|
||||
// Brickmap
|
||||
let end = self.unpack_max_count.min(self.brickmap_staged.len());
|
||||
let iter = self.brickmap_staged.drain(0..end);
|
||||
let data = iter.as_slice();
|
||||
context.queue.write_buffer(
|
||||
&self.brickmap_unpack_buffer,
|
||||
4,
|
||||
bytemuck::cast_slice(&[end]),
|
||||
);
|
||||
context
|
||||
.queue
|
||||
.write_buffer(&self.brickmap_unpack_buffer, 16, bytemuck::cast_slice(data));
|
||||
drop(iter);
|
||||
|
||||
if end > 0 {
|
||||
log::info!(
|
||||
"Uploading {} brickmap entries. ({} remaining)",
|
||||
end,
|
||||
self.brickmap_staged.len()
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
fn cull_interior_voxels(
|
||||
world: &mut WorldManager,
|
||||
grid_pos: glam::IVec3,
|
||||
) -> ([u32; 16], Vec<u32>) {
|
||||
// This is the data we want to return
|
||||
let mut bitmask_data = [0xFFFFFFFF_u32; 16];
|
||||
let mut albedo_data = Vec::<u32>::new();
|
||||
|
||||
// Calculate world chunk and block positions for each that may be accessed
|
||||
let center_pos = Self::grid_pos_to_world_pos(world, grid_pos);
|
||||
let forward_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(1, 0, 0));
|
||||
let backward_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(-1, 0, 0));
|
||||
let left_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 0, -1));
|
||||
let right_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 0, 1));
|
||||
let up_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 1, 0));
|
||||
let down_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, -1, 0));
|
||||
|
||||
// Fetch those blocks
|
||||
let center_block = world.get_block(center_pos.0, center_pos.1);
|
||||
let forward_block = world.get_block(forward_pos.0, forward_pos.1);
|
||||
let backward_block = world.get_block(backward_pos.0, backward_pos.1);
|
||||
let left_block = world.get_block(left_pos.0, left_pos.1);
|
||||
let right_block = world.get_block(right_pos.0, right_pos.1);
|
||||
let up_block = world.get_block(up_pos.0, up_pos.1);
|
||||
let down_block = world.get_block(down_pos.0, down_pos.1);
|
||||
|
||||
// Reusable array of whether cardinal neighbours are empty
|
||||
let mut neighbours = [false; 6];
|
||||
for z in 0..8 {
|
||||
// Each z level contains two bitmask segments of voxels
|
||||
let mut entry = 0u64;
|
||||
for y in 0..8 {
|
||||
for x in 0..8 {
|
||||
// Ignore non-solids
|
||||
let idx = x + y * 8 + z * 8 * 8;
|
||||
let empty_voxel = Voxel::Empty;
|
||||
|
||||
match center_block[idx] {
|
||||
Voxel::Empty => continue,
|
||||
Voxel::Color(r, g, b) => {
|
||||
// A voxel is on the surface if at least one of it's
|
||||
// cardinal neighbours is non-solid.
|
||||
neighbours[0] = if x == 7 {
|
||||
forward_block[idx - 7] == empty_voxel
|
||||
} else {
|
||||
center_block[idx + 1] == empty_voxel
|
||||
};
|
||||
|
||||
neighbours[1] = if x == 0 {
|
||||
backward_block[idx + 7] == empty_voxel
|
||||
} else {
|
||||
center_block[idx - 1] == empty_voxel
|
||||
};
|
||||
|
||||
neighbours[2] = if z == 7 {
|
||||
right_block[idx - 448] == empty_voxel
|
||||
} else {
|
||||
center_block[idx + 64] == empty_voxel
|
||||
};
|
||||
|
||||
neighbours[3] = if z == 0 {
|
||||
left_block[idx + 448] == empty_voxel
|
||||
} else {
|
||||
center_block[idx - 64] == empty_voxel
|
||||
};
|
||||
|
||||
neighbours[4] = if y == 7 {
|
||||
up_block[idx - 56] == empty_voxel
|
||||
} else {
|
||||
center_block[idx + 8] == empty_voxel
|
||||
};
|
||||
|
||||
neighbours[5] = if y == 0 {
|
||||
down_block[idx + 56] == empty_voxel
|
||||
} else {
|
||||
center_block[idx - 8] == empty_voxel
|
||||
};
|
||||
|
||||
// Set the appropriate bit in the z entry and add the
|
||||
// shading data
|
||||
let surface_voxel = neighbours.iter().any(|v| *v);
|
||||
if surface_voxel {
|
||||
entry += 1 << (x + y * 8);
|
||||
let albedo = ((r as u32) << 24)
|
||||
+ ((g as u32) << 16)
|
||||
+ ((b as u32) << 8)
|
||||
+ 255u32;
|
||||
albedo_data.push(albedo);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
let offset = 2 * z;
|
||||
bitmask_data[offset] = (entry & 0xFFFFFFFF).try_into().unwrap();
|
||||
bitmask_data[offset + 1] = ((entry >> 32) & 0xFFFFFFFF).try_into().unwrap();
|
||||
}
|
||||
|
||||
(bitmask_data, albedo_data)
|
||||
}
|
||||
|
||||
fn to_brickgrid_element(brickmap_cache_idx: u32, flags: BrickgridFlag) -> u32 {
|
||||
(brickmap_cache_idx << 8) + flags as u32
|
||||
}
|
||||
|
||||
fn grid_pos_to_world_pos(
|
||||
world: &mut WorldManager,
|
||||
grid_pos: glam::IVec3,
|
||||
) -> (glam::IVec3, glam::UVec3) {
|
||||
// We deal with dvecs here because we want a negative grid_pos to have floored
|
||||
// chunk_pos
|
||||
let chunk_dims = world.get_chunk_dims().as_dvec3();
|
||||
let chunk_pos = (grid_pos.as_dvec3() / chunk_dims).floor();
|
||||
let block_pos = grid_pos - (chunk_pos * chunk_dims).as_ivec3();
|
||||
(chunk_pos.as_ivec3(), block_pos.as_uvec3())
|
||||
self.brickgrid.upload(context);
|
||||
self.brickmap_cache.upload(context);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,156 @@
|
|||
use crate::gfx::{BulkBufferBuilder, Context};
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Default, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct Brickmap {
|
||||
pub bitmask: [u32; 16],
|
||||
pub shading_table_offset: u32,
|
||||
pub lod_color: u32,
|
||||
}
|
||||
|
||||
#[derive(Debug, Default, Copy, Clone)]
|
||||
pub struct BrickmapCacheEntry {
|
||||
pub grid_idx: usize,
|
||||
pub shading_table_offset: u32,
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
// TODO: Rename struct
|
||||
struct BrickmapUnpackElement {
|
||||
cache_idx: u32, // TODO: Change to usize?
|
||||
brickmap: Brickmap,
|
||||
shading_element_count: u32,
|
||||
shading_elements: [u32; 512], // TODO: Replace u32 with custom type?
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct BrickmapCache {
|
||||
cache: Vec<Option<BrickmapCacheEntry>>,
|
||||
pub index: usize,
|
||||
pub num_loaded: u32,
|
||||
staged: Vec<BrickmapUnpackElement>,
|
||||
max_upload_count: usize,
|
||||
buffer: wgpu::Buffer,
|
||||
upload_buffer: wgpu::Buffer,
|
||||
}
|
||||
|
||||
impl BrickmapCache {
|
||||
pub fn new(context: &Context, size: usize, max_upload_count: usize) -> Self {
|
||||
let data = vec![Brickmap::default(); size];
|
||||
|
||||
// TODO: change type of upload data. Will need some messyness with bytemucking probably
|
||||
// but should lead to clearer data definitions
|
||||
let mut upload_data = vec![0u32; 4 + 532 * max_upload_count];
|
||||
upload_data[0] = max_upload_count as u32;
|
||||
|
||||
let mut buffers = BulkBufferBuilder::new()
|
||||
.set_usage(wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST)
|
||||
.with_init_buffer_bm("Brickmap Cache", &data)
|
||||
.with_init_buffer_bm("Brickmap Unpack", &upload_data)
|
||||
.build(context);
|
||||
|
||||
Self {
|
||||
cache: vec![None; size],
|
||||
index: 0,
|
||||
num_loaded: 0,
|
||||
staged: vec![],
|
||||
max_upload_count,
|
||||
buffer: buffers.remove(0),
|
||||
upload_buffer: buffers.remove(0),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_buffer(&self) -> &wgpu::Buffer {
|
||||
&self.buffer
|
||||
}
|
||||
|
||||
pub fn get_upload_buffer(&self) -> &wgpu::Buffer {
|
||||
&self.upload_buffer
|
||||
}
|
||||
|
||||
/// Adds a brickmap entry and returns the entry that was overwritten.
|
||||
pub fn add_entry(
|
||||
&mut self,
|
||||
grid_idx: usize,
|
||||
shading_table_offset: u32,
|
||||
bitmask: [u32; 16],
|
||||
albedo_data: Vec<u32>,
|
||||
) -> Option<BrickmapCacheEntry> {
|
||||
// We do this first because we want this to be the index of the most recently added entry
|
||||
// This has the side effect of meaning that on the first loop through the cache the first
|
||||
// entry is empty, but it's fine.
|
||||
self.index = (self.index + 1) % self.cache.len();
|
||||
|
||||
let existing_entry = self.cache[self.index];
|
||||
if existing_entry.is_none() {
|
||||
self.num_loaded += 1;
|
||||
}
|
||||
|
||||
self.cache[self.index] = Some(BrickmapCacheEntry {
|
||||
grid_idx,
|
||||
shading_table_offset,
|
||||
});
|
||||
|
||||
// Need to stage this entry
|
||||
let brickmap = Brickmap {
|
||||
bitmask,
|
||||
shading_table_offset,
|
||||
lod_color: 0,
|
||||
};
|
||||
|
||||
let shading_element_count = albedo_data.len();
|
||||
let mut shading_elements = [0u32; 512];
|
||||
shading_elements[..shading_element_count].copy_from_slice(&albedo_data);
|
||||
|
||||
let staged_brickmap = BrickmapUnpackElement {
|
||||
cache_idx: self.index as u32,
|
||||
brickmap,
|
||||
shading_element_count: shading_element_count as u32,
|
||||
shading_elements,
|
||||
};
|
||||
self.staged.push(staged_brickmap);
|
||||
|
||||
existing_entry
|
||||
}
|
||||
|
||||
/// Remove an entry from the cache and return it
|
||||
pub fn remove_entry(&mut self, index: usize) -> Option<BrickmapCacheEntry> {
|
||||
let entry = self.cache[index];
|
||||
if entry.is_some() {
|
||||
self.cache[index] = None;
|
||||
self.num_loaded -= 1;
|
||||
}
|
||||
|
||||
entry
|
||||
}
|
||||
|
||||
pub fn get_entry(&self, index: usize) -> Option<BrickmapCacheEntry> {
|
||||
self.cache[index]
|
||||
}
|
||||
|
||||
pub fn upload(&mut self, context: &Context) {
|
||||
// Takes up to max_upload_count upload elements
|
||||
let count = usize::min(self.max_upload_count, self.staged.len());
|
||||
let iter = self.staged.drain(0..count);
|
||||
let upload_data = iter.as_slice();
|
||||
|
||||
// Upload buffer is {max_count, count, pad, pad, maps[]}. So we need to add
|
||||
// the count and pads, and upload at an offset to skip max_count
|
||||
let data: Vec<u8> = [
|
||||
bytemuck::cast_slice(&[count as u32, 0, 0]),
|
||||
bytemuck::cast_slice(upload_data),
|
||||
]
|
||||
.concat();
|
||||
context.queue.write_buffer(&self.upload_buffer, 4, &data);
|
||||
drop(iter);
|
||||
|
||||
if count > 0 {
|
||||
log::info!(
|
||||
"Uploading {} brickmap entries. ({} remaining)",
|
||||
count,
|
||||
self.staged.len()
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,4 +1,7 @@
|
|||
mod brickgrid;
|
||||
mod brickmap;
|
||||
mod brickmap_cache;
|
||||
mod shading_table;
|
||||
mod util;
|
||||
|
||||
pub use brickmap::BrickmapManager;
|
||||
|
|
|
@ -0,0 +1,120 @@
|
|||
use crate::voxel::world::{Voxel, WorldManager};
|
||||
|
||||
use super::brickgrid::BrickgridFlag;
|
||||
|
||||
pub fn cull_interior_voxels(
|
||||
world: &mut WorldManager,
|
||||
grid_pos: glam::IVec3,
|
||||
) -> ([u32; 16], Vec<u32>) {
|
||||
// This is the data we want to return
|
||||
let mut bitmask_data = [0xFFFFFFFF_u32; 16];
|
||||
let mut albedo_data = Vec::<u32>::new();
|
||||
|
||||
// Calculate world chunk and block positions for each that may be accessed
|
||||
let center_pos = grid_pos_to_world_pos(world, grid_pos);
|
||||
let forward_pos = grid_pos_to_world_pos(world, grid_pos + glam::ivec3(1, 0, 0));
|
||||
let backward_pos = grid_pos_to_world_pos(world, grid_pos + glam::ivec3(-1, 0, 0));
|
||||
let left_pos = grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 0, -1));
|
||||
let right_pos = grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 0, 1));
|
||||
let up_pos = grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 1, 0));
|
||||
let down_pos = grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, -1, 0));
|
||||
|
||||
// Fetch those blocks
|
||||
let center_block = world.get_block(center_pos.0, center_pos.1);
|
||||
let forward_block = world.get_block(forward_pos.0, forward_pos.1);
|
||||
let backward_block = world.get_block(backward_pos.0, backward_pos.1);
|
||||
let left_block = world.get_block(left_pos.0, left_pos.1);
|
||||
let right_block = world.get_block(right_pos.0, right_pos.1);
|
||||
let up_block = world.get_block(up_pos.0, up_pos.1);
|
||||
let down_block = world.get_block(down_pos.0, down_pos.1);
|
||||
|
||||
// Reusable array of whether cardinal neighbours are empty
|
||||
let mut neighbours = [false; 6];
|
||||
for z in 0..8 {
|
||||
// Each z level contains two bitmask segments of voxels
|
||||
let mut entry = 0u64;
|
||||
for y in 0..8 {
|
||||
for x in 0..8 {
|
||||
// Ignore non-solids
|
||||
let idx = x + y * 8 + z * 8 * 8;
|
||||
let empty_voxel = Voxel::Empty;
|
||||
|
||||
match center_block[idx] {
|
||||
Voxel::Empty => continue,
|
||||
Voxel::Color(r, g, b) => {
|
||||
// A voxel is on the surface if at least one of it's
|
||||
// cardinal neighbours is non-solid.
|
||||
neighbours[0] = if x == 7 {
|
||||
forward_block[idx - 7] == empty_voxel
|
||||
} else {
|
||||
center_block[idx + 1] == empty_voxel
|
||||
};
|
||||
|
||||
neighbours[1] = if x == 0 {
|
||||
backward_block[idx + 7] == empty_voxel
|
||||
} else {
|
||||
center_block[idx - 1] == empty_voxel
|
||||
};
|
||||
|
||||
neighbours[2] = if z == 7 {
|
||||
right_block[idx - 448] == empty_voxel
|
||||
} else {
|
||||
center_block[idx + 64] == empty_voxel
|
||||
};
|
||||
|
||||
neighbours[3] = if z == 0 {
|
||||
left_block[idx + 448] == empty_voxel
|
||||
} else {
|
||||
center_block[idx - 64] == empty_voxel
|
||||
};
|
||||
|
||||
neighbours[4] = if y == 7 {
|
||||
up_block[idx - 56] == empty_voxel
|
||||
} else {
|
||||
center_block[idx + 8] == empty_voxel
|
||||
};
|
||||
|
||||
neighbours[5] = if y == 0 {
|
||||
down_block[idx + 56] == empty_voxel
|
||||
} else {
|
||||
center_block[idx - 8] == empty_voxel
|
||||
};
|
||||
|
||||
// Set the appropriate bit in the z entry and add the
|
||||
// shading data
|
||||
let surface_voxel = neighbours.iter().any(|v| *v);
|
||||
if surface_voxel {
|
||||
entry += 1 << (x + y * 8);
|
||||
let albedo = ((r as u32) << 24)
|
||||
+ ((g as u32) << 16)
|
||||
+ ((b as u32) << 8)
|
||||
+ 255u32;
|
||||
albedo_data.push(albedo);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
let offset = 2 * z;
|
||||
bitmask_data[offset] = (entry & 0xFFFFFFFF).try_into().unwrap();
|
||||
bitmask_data[offset + 1] = ((entry >> 32) & 0xFFFFFFFF).try_into().unwrap();
|
||||
}
|
||||
|
||||
(bitmask_data, albedo_data)
|
||||
}
|
||||
|
||||
pub fn to_brickgrid_element(brickmap_cache_idx: u32, flags: BrickgridFlag) -> u32 {
|
||||
(brickmap_cache_idx << 8) + flags as u32
|
||||
}
|
||||
|
||||
pub fn grid_pos_to_world_pos(
|
||||
world: &mut WorldManager,
|
||||
grid_pos: glam::IVec3,
|
||||
) -> (glam::IVec3, glam::UVec3) {
|
||||
// We deal with dvecs here because we want a negative grid_pos to have floored
|
||||
// chunk_pos
|
||||
let chunk_dims = world.get_chunk_dims().as_dvec3();
|
||||
let chunk_pos = (grid_pos.as_dvec3() / chunk_dims).floor();
|
||||
let block_pos = grid_pos - (chunk_pos * chunk_dims).as_ivec3();
|
||||
(chunk_pos.as_ivec3(), block_pos.as_uvec3())
|
||||
}
|
|
@ -177,6 +177,15 @@ impl VoxelRenderer {
|
|||
unpack_bind_group,
|
||||
})
|
||||
}
|
||||
|
||||
pub fn update_brickmap(
|
||||
&mut self,
|
||||
context: &gfx::Context,
|
||||
world: &mut super::world::WorldManager,
|
||||
) {
|
||||
self.brickmap_manager
|
||||
.process_feedback_buffer(context, world);
|
||||
}
|
||||
}
|
||||
|
||||
impl gfx::Renderer for VoxelRenderer {
|
||||
|
@ -240,14 +249,3 @@ impl gfx::Renderer for VoxelRenderer {
|
|||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
impl VoxelRenderer {
|
||||
pub fn update_brickmap(
|
||||
&mut self,
|
||||
context: &gfx::Context,
|
||||
world: &mut super::world::WorldManager,
|
||||
) {
|
||||
self.brickmap_manager
|
||||
.process_feedback_buffer(context, world);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue