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- #[compute]
- #version 450
- #VERSION_DEFINES
- layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
- #define MAX_DISTANCE 100000.0
- #define NO_CHILDREN 0xFFFFFFFF
- struct CellChildren {
- uint children[8];
- };
- layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
- CellChildren data[];
- }
- cell_children;
- struct CellData {
- uint position; // xyz 10 bits
- uint albedo; //rgb albedo
- uint emission; //rgb normalized with e as multiplier
- uint normal; //RGB normal encoded
- };
- layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
- CellData data[];
- }
- cell_data;
- layout(r8ui, set = 0, binding = 3) uniform restrict writeonly uimage3D sdf_tex;
- layout(push_constant, std430) uniform Params {
- uint offset;
- uint end;
- uint pad0;
- uint pad1;
- }
- params;
- void main() {
- vec3 pos = vec3(gl_GlobalInvocationID);
- float closest_dist = MAX_DISTANCE;
- for (uint i = params.offset; i < params.end; i++) {
- vec3 posu = vec3(uvec3(cell_data.data[i].position & 0x7FF, (cell_data.data[i].position >> 11) & 0x3FF, cell_data.data[i].position >> 21));
- float dist = length(pos - posu);
- if (dist < closest_dist) {
- closest_dist = dist;
- }
- }
- uint dist_8;
- if (closest_dist < 0.0001) { // same cell
- dist_8 = 0; //equals to -1
- } else {
- dist_8 = clamp(uint(closest_dist), 0, 254) + 1; //conservative, 0 is 1, so <1 is considered solid
- }
- imageStore(sdf_tex, ivec3(gl_GlobalInvocationID), uvec4(dist_8));
- //imageStore(sdf_tex,pos,uvec4(pos*2,0));
- }
- #if 0
- layout(push_constant, std430) uniform Params {
- ivec3 limits;
- uint stack_size;
- }
- params;
- float distance_to_aabb(ivec3 pos, ivec3 aabb_pos, ivec3 aabb_size) {
- vec3 delta = vec3(max(ivec3(0), max(aabb_pos - pos, pos - (aabb_pos + aabb_size - ivec3(1)))));
- return length(delta);
- }
- void main() {
- ivec3 pos = ivec3(gl_GlobalInvocationID);
- uint stack[10] = uint[](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
- uint stack_indices[10] = uint[](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
- ivec3 stack_positions[10] = ivec3[](ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0));
- const uint cell_orders[8] = uint[](
- 0x11f58d1,
- 0xe2e70a,
- 0xd47463,
- 0xbb829c,
- 0x8d11f5,
- 0x70ae2e,
- 0x463d47,
- 0x29cbb8);
- bool cell_found = false;
- bool cell_found_exact = false;
- ivec3 closest_cell_pos;
- float closest_distance = MAX_DISTANCE;
- int stack_pos = 0;
- while (true) {
- uint index = stack_indices[stack_pos] >> 24;
- if (index == 8) {
- //go up
- if (stack_pos == 0) {
- break; //done going through octree
- }
- stack_pos--;
- continue;
- }
- stack_indices[stack_pos] = (stack_indices[stack_pos] & ((1 << 24) - 1)) | ((index + 1) << 24);
- uint cell_index = (stack_indices[stack_pos] >> (index * 3)) & 0x7;
- uint child_cell = cell_children.data[stack[stack_pos]].children[cell_index];
- if (child_cell == NO_CHILDREN) {
- continue;
- }
- ivec3 child_cell_size = params.limits >> (stack_pos + 1);
- ivec3 child_cell_pos = stack_positions[stack_pos];
- child_cell_pos += mix(ivec3(0), child_cell_size, bvec3(uvec3(index & 1, index & 2, index & 4) != uvec3(0)));
- bool is_leaf = stack_pos == (params.stack_size - 2);
- if (child_cell_pos == pos && is_leaf) {
- //we may actually end up in the exact cell.
- //if this happens, just abort
- cell_found_exact = true;
- break;
- }
- if (cell_found) {
- //discard by distance
- float distance = distance_to_aabb(pos, child_cell_pos, child_cell_size);
- if (distance >= closest_distance) {
- continue; //pointless, just test next child
- } else if (is_leaf) {
- //closer than what we have AND end of stack, save and continue
- closest_cell_pos = child_cell_pos;
- closest_distance = distance;
- continue;
- }
- } else if (is_leaf) {
- //first solid cell we find, save and continue
- closest_distance = distance_to_aabb(pos, child_cell_pos, child_cell_size);
- closest_cell_pos = child_cell_pos;
- cell_found = true;
- continue;
- }
- bvec3 direction = greaterThan((pos - (child_cell_pos + (child_cell_size >> 1))), ivec3(0));
- uint cell_order = 0;
- cell_order |= mix(0, 1, direction.x);
- cell_order |= mix(0, 2, direction.y);
- cell_order |= mix(0, 4, direction.z);
- stack[stack_pos + 1] = child_cell;
- stack_indices[stack_pos + 1] = cell_orders[cell_order]; //start counting
- stack_positions[stack_pos + 1] = child_cell_pos;
- stack_pos++; //go up stack
- }
- uint dist_8;
- if (cell_found_exact) {
- dist_8 = 0; //equals to -1
- } else {
- float closest_distance = length(vec3(pos - closest_cell_pos));
- dist_8 = clamp(uint(closest_distance), 0, 254) + 1; //conservative, 0 is 1, so <1 is considered solid
- }
- imageStore(sdf_tex, pos, uvec4(dist_8));
- }
- #endif
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