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