185 lines
4.8 KiB
WebGPU Shading Language
185 lines
4.8 KiB
WebGPU Shading Language
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struct Uniforms {
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numTriangles : u32,
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gridSize : u32,
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pad1 : u32,
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pad2 : u32,
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bbMin : vec3<f32>, // offset(16)
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bbMax : vec3<f32>, // offset(32)
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};
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struct Dbg {
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offsetCounter : atomic<u32>,
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pad0 : u32,
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pad1 : u32,
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pad2 : u32,
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value0 : u32,
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value1 : u32,
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value2 : u32,
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value3 : u32,
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value_f32_0 : f32,
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value_f32_1 : f32,
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value_f32_2 : f32,
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value_f32_3 : f32,
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};
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struct F32s { values : array<f32>, }
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struct U32s { values : array<u32>, }
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struct I32s { values : array<i32>, }
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struct AU32s { values : array<atomic<u32>>, }
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struct AI32s { values : array<atomic<i32>>, }
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// IN
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@binding(0) @group(0) var<uniform> uniforms : Uniforms;
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@binding(10) @group(0) var<storage, read_write> indices : U32s;
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@binding(11) @group(0) var<storage, read_write> positions : F32s;
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// OUT
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@binding(20) @group(0) var<storage, read_write> counters : AU32s;
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@binding(21) @group(0) var<storage, read_write> LUT : AI32s;
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// DEBUG
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@binding(50) @group(0) var<storage, read_write> dbg : Dbg;
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fn toVoxelPos(position : vec3<f32>) -> vec3<f32>{
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var bbMin = vec3<f32>(uniforms.bbMin.x, uniforms.bbMin.y, uniforms.bbMin.z);
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var bbMax = vec3<f32>(uniforms.bbMax.x, uniforms.bbMax.y, uniforms.bbMax.z);
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var bbSize = bbMax - bbMin;
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var cubeSize = max(max(bbSize.x, bbSize.y), bbSize.z);
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var gridSize = f32(uniforms.gridSize);
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var gx = gridSize * (position.x - uniforms.bbMin.x) / cubeSize;
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var gy = gridSize * (position.y - uniforms.bbMin.y) / cubeSize;
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var gz = gridSize * (position.z - uniforms.bbMin.z) / cubeSize;
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return vec3<f32>(gx, gy, gz);
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}
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fn toIndex1D(gridSize : u32, voxelPos : vec3<f32>) -> u32{
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var icoord = vec3<u32>(voxelPos);
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return icoord.x
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+ gridSize * icoord.y
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+ gridSize * gridSize * icoord.z;
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}
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fn toIndex3D(gridSize : u32, index : u32) -> vec3<u32>{
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var z = index / (gridSize * gridSize);
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var y = (index - gridSize * gridSize * z) / gridSize;
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var x = index % gridSize;
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return vec3<u32>(x, y, z);
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}
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fn loadPosition(vertexIndex : u32) -> vec3<f32> {
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var position = vec3<f32>(
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positions.values[3u * vertexIndex + 0u],
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positions.values[3u * vertexIndex + 1u],
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positions.values[3u * vertexIndex + 2u],
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);
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return position;
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};
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fn doIgnore(){
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var g42 = uniforms.numTriangles;
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var kj6 = dbg.value1;
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var b53 = atomicLoad(&counters.values[0]);
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var rwg = indices.values[0];
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var rb5 = positions.values[0];
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var g55 = atomicLoad(&LUT.values[0]);
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}
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@compute @workgroup_size(128)
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fn main_count(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
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var triangleIndex = GlobalInvocationID.x;
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if(triangleIndex >= uniforms.numTriangles){
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return;
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}
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doIgnore();
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var i0 = indices.values[3u * triangleIndex + 0u];
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var i1 = indices.values[3u * triangleIndex + 1u];
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var i2 = indices.values[3u * triangleIndex + 2u];
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var p0 = loadPosition(i0);
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var p1 = loadPosition(i1);
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var p2 = loadPosition(i2);
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var center = (p0 + p1 + p2) / 3.0;
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var voxelPos = toVoxelPos(center);
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var voxelIndex = toIndex1D(uniforms.gridSize, voxelPos);
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var acefg = atomicAdd(&counters.values[voxelIndex], 1u);
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if(triangleIndex == 0u){
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dbg.value0 = uniforms.gridSize;
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// dbg.value1 = voxelPos.y;
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// dbg.value2 = voxelPos.z;
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dbg.value_f32_0 = center.x;
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dbg.value_f32_1 = center.y;
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dbg.value_f32_2 = center.z;
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}
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}
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@compute @workgroup_size(128)
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fn main_create_lut(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
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var voxelIndex = GlobalInvocationID.x;
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doIgnore();
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var maxVoxels = uniforms.gridSize * uniforms.gridSize * uniforms.gridSize;
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if(voxelIndex >= maxVoxels){
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return;
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}
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var numTriangles = atomicLoad(&counters.values[voxelIndex]);
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var offset = -1;
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if(numTriangles > 0u){
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offset = i32(atomicAdd(&dbg.offsetCounter, numTriangles));
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}
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atomicStore(&LUT.values[voxelIndex], offset);
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}
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@compute @workgroup_size(128)
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fn main_sort_triangles(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
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var triangleIndex = GlobalInvocationID.x;
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doIgnore();
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if(triangleIndex >= uniforms.numTriangles){
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return;
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}
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var i0 = indices.values[3u * triangleIndex + 0u];
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var i1 = indices.values[3u * triangleIndex + 1u];
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var i2 = indices.values[3u * triangleIndex + 2u];
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var p0 = loadPosition(i0);
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var p1 = loadPosition(i1);
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var p2 = loadPosition(i2);
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var center = (p0 + p1 + p2) / 3.0;
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var voxelPos = toVoxelPos(center);
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var voxelIndex = toIndex1D(uniforms.gridSize, voxelPos);
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// var triangleOffset = LUT.values[voxelIndex];
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var triangleOffset = atomicAdd(&LUT.values[voxelIndex], 1);
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}
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