154 lines
4.5 KiB
WebGPU Shading Language
154 lines
4.5 KiB
WebGPU Shading Language
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>;
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bbMax : vec3<f32>;
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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 {
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values : @stride(4) array<f32>;
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}
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struct U32s {
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values : @stride(4) array<u32>;
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}
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struct I32s {
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values : @stride(4) array<i32>;
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}
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struct AU32s {
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values : @stride(4) array<atomic<u32>>;
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}
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struct AI32s {
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values : @stride(4) array<atomic<i32>>;
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}
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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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@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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@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 + (gridSize * icoord.y)) + ((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>(positions.values[((3u * vertexIndex) + 0u)], positions.values[((3u * vertexIndex) + 1u)], positions.values[((3u * vertexIndex) + 2u)]);
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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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@stage(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.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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@stage(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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@stage(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 = atomicAdd(&(LUT.values[voxelIndex]), 1);
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}
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