continue traversing nodes if brick not hit

This commit is contained in:
Piotrek
2021-04-23 16:06:54 +02:00
parent af5c2f2532
commit b59523c13b
7 changed files with 20 additions and 15 deletions
+1
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@@ -41,6 +41,7 @@ impl CameraController {
let mut movement = CameraMovement::default(); let mut movement = CameraMovement::default();
movement.speed = 2.0; movement.speed = 2.0;
let mut rotation = CameraRotation::default(); let mut rotation = CameraRotation::default();
rotation.yaw = 45.0;
rotation.sensitivity = 0.2; rotation.sensitivity = 0.2;
Self { enabled: false, movement, rotation } Self { enabled: false, movement, rotation }
} }
+1 -1
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@@ -58,7 +58,7 @@ fn main() {
// Display FPS // Display FPS
let elapsed = fps_timer.elapsed().as_secs_f64(); let elapsed = fps_timer.elapsed().as_secs_f64();
if elapsed >= 0.5 { if elapsed >= 1.5 {
let fps = (fps_counter as f64) / elapsed; let fps = (fps_counter as f64) / elapsed;
println!("FPS: {}", (fps*100.0_f64).floor()/100.0); println!("FPS: {}", (fps*100.0_f64).floor()/100.0);
fps_timer = std::time::Instant::now(); fps_timer = std::time::Instant::now();
+2 -2
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@@ -2,7 +2,7 @@ use wgpu::util::DeviceExt;
use std::convert::TryInto; use std::convert::TryInto;
const BRICK_SIZE : usize = 32; // 32x32x32 brick size const BRICK_SIZE : usize = 32; // 32x32x32 brick size
const BRICK_NUM : usize = 2; // x bricks in texture const BRICK_NUM : usize = 10000; // x bricks in texture
const BRICK_LEN : usize = BRICK_SIZE*BRICK_SIZE*BRICK_SIZE; const BRICK_LEN : usize = BRICK_SIZE*BRICK_SIZE*BRICK_SIZE;
const DATA_LEN : usize = BRICK_LEN * BRICK_NUM; const DATA_LEN : usize = BRICK_LEN * BRICK_NUM;
@@ -102,7 +102,7 @@ impl BrickBuffer {
} }
} }
} }
bricks.set(0, 0, 0, 0, 0); bricks.set(1, 20, 5, 16, 1);
// Done // Done
Self { bricks, texture, size, bind_layout, bind_group } Self { bricks, texture, size, bind_layout, bind_group }
+3 -1
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@@ -70,7 +70,9 @@ impl NodeBuffer {
// Data // Data
let mut nodes : [u32; NUM_NODES] = [Default::default(); NUM_NODES]; let mut nodes : [u32; NUM_NODES] = [Default::default(); NUM_NODES];
nodes[0] = 2; nodes[0] = 1;
nodes[1] = 2;
nodes[2] = 2;
// Done // Done
Self { nodes, texture, size, bind_layout, bind_group } Self { nodes, texture, size, bind_layout, bind_group }
+3 -3
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@@ -1,4 +1,4 @@
use cgmath::{Point3, Vector3, Matrix4, Deg}; use cgmath::{Point3, Vector3, Matrix4, Deg, InnerSpace};
pub struct Camera { pub struct Camera {
pub position: Point3<f32>, pub position: Point3<f32>,
@@ -14,8 +14,8 @@ impl Camera {
pub fn new(aspect: f32, fov: f32) -> Self { pub fn new(aspect: f32, fov: f32) -> Self {
Self { Self {
position: (0.0, 1.0, 0.0).into(), position: (2.0, 1.0, -1.0).into(),
forward: (0.0, 0.0, 1.0).into(), forward: (-0.66, -0.33, 0.66).into(),
up: Vector3::unit_y(), up: Vector3::unit_y(),
aspect, aspect,
fovy: fov, fovy: fov,
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+10 -8
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@@ -24,7 +24,7 @@ vec3 solve(vec3 hitPoint, vec3 view, vec3 normal)
* dir: Camera view direction (ray direction) * dir: Camera view direction (ray direction)
* addr: Number given by node, afaik brick offset in brick array * addr: Number given by node, afaik brick offset in brick array
*/ */
vec3 castBricks(vec3 origin, vec3 start, vec3 dir, uint addr) vec4 castBricks(vec3 origin, vec3 start, vec3 dir, vec3 incAxis, uint addr)
{ {
// Change scale // Change scale
origin = start - origin; origin = start - origin;
@@ -38,7 +38,8 @@ vec3 castBricks(vec3 origin, vec3 start, vec3 dir, uint addr)
vec3 dist = (pos-origin+0.5 + raySign*0.5) * rayInv; vec3 dist = (pos-origin+0.5 + raySign*0.5) * rayInv;
ivec3 offset = ivec3(0, 0, (addr-1)*32); ivec3 offset = ivec3(0, 0, (addr-1)*32);
vec3 incAxis = vec3(0,0,0);
vec3 tmp = abs(raySign);
for(int i=0;i<110;i++) for(int i=0;i<110;i++)
{ {
// Get brick // Get brick
@@ -48,11 +49,11 @@ vec3 castBricks(vec3 origin, vec3 start, vec3 dir, uint addr)
// Hit point // Hit point
vec3 mini = (pos-origin+0.5 - raySign*0.5) * rayInv; vec3 mini = (pos-origin+0.5 - raySign*0.5) * rayInv;
float len = max(mini.x, max(mini.y, mini.z)); float len = max(mini.x, max(mini.y, mini.z));
vec3 hitPoint = (origin + dir * len) + start; vec3 hitPoint = (origin + dir * len) / 32.0;
// Normal vector (negate previous increment axis and mult by sign) // Normal vector (negate previous increment axis and mult by sign)
vec3 normal = -incAxis * raySign; vec3 normal = -incAxis * raySign;
return solve(hitPoint, dir, normal); return vec4(solve(hitPoint, dir, normal), 1.0);
} }
// Get new closest axis to increment // Get new closest axis to increment
@@ -60,12 +61,12 @@ vec3 castBricks(vec3 origin, vec3 start, vec3 dir, uint addr)
dist += incAxis * raySign * rayInv; dist += incAxis * raySign * rayInv;
pos += incAxis * raySign; pos += incAxis * raySign;
// Outside bounds // Check for bounds
if(pos.x < 0 || pos.y < 0 || pos.z < 0) { break; } if(pos.x < 0 || pos.y < 0 || pos.z < 0) { break; }
if(pos.x > 32 || pos.y > 32 || pos.z > 32) { break; } if(pos.x > 32 || pos.y > 32 || pos.z > 32) { break; }
} }
return vec3(0.5,0.5,0.5); return vec4(0.5,0.5,0.5, 0.0);
} }
/* /*
@@ -102,7 +103,8 @@ vec3 castNodes(vec3 origin, vec3 dir)
//return solve(hitPoint, dir, normal); //return solve(hitPoint, dir, normal);
// Cast brick // Cast brick
return castBricks(pos, hitPoint, dir, node); //todo: continue if not hit vec4 result = castBricks(pos, hitPoint, dir, incAxis, node);
if(result.a > 0.0) return result.rgb; //todo: continue if not hit
} }
// Get new closest axis to increment // Get new closest axis to increment
@@ -111,7 +113,7 @@ vec3 castNodes(vec3 origin, vec3 dir)
pos += incAxis * raySign; pos += incAxis * raySign;
// Outside bounds // Outside bounds
// if(pos.x < 0 || pos.y < 0 || pos.z < 0) { break; } //if(pos.x < 0 || pos.y < 0 || pos.z < 0) { break; }
// if(pos.x > 1 || pos.y > 1 || pos.z > 1) { break; } // if(pos.x > 1 || pos.y > 1 || pos.z > 1) { break; }
} }