Raycasting works!

This commit is contained in:
Matthew Gordon 2025-01-03 15:46:37 -04:00
parent 4e08d2b8fd
commit c822264329
6 changed files with 242 additions and 28 deletions

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@ -42,12 +42,16 @@ fn fs_solid(vertex: VertexOutput) -> @location(0) vec4<f32> {
root_node.index = vec2<u32>(0); root_node.index = vec2<u32>(0);
root_node.level = textureNumLevels(dembvh_texture) - 1; root_node.level = textureNumLevels(dembvh_texture) - 1;
var hit_index = vec2<u32>(0);
if intersect_ray_with_node(dembvh_texture, if intersect_ray_with_node(dembvh_texture,
uniforms.dem_min_corner, uniforms.dem_min_corner,
uniforms.dem_cell_size, uniforms.dem_cell_size,
uniforms.dem_z_range,
ray, ray,
root_node) { root_node,
return vec4<f32>(1.0); &hit_index) {
let v_i = textureLoad(dem_texture, hit_index, 0).r;
return vec4<f32>(vec3<f32>(v_i) / 65535.0, 1.0);
} else { } else {
discard; discard;
} }

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@ -175,9 +175,9 @@ impl DemRenderer {
let mut uniforms = UniformBufferManager::new(device); let mut uniforms = UniformBufferManager::new(device);
uniforms.set_dem_min_corner(glam::Vec2::new(source.x_min, source.y_min)); uniforms.set_dem_min_corner(glam::Vec2::new(source.x_min, source.y_min));
uniforms.set_dem_cell_size( uniforms.set_dem_cell_size(
glam::Vec2::new(source.x_max, source.y_max) (glam::Vec2::new(source.x_max, source.y_max)
- glam::Vec2::new(source.x_min, source.y_min) - glam::Vec2::new(source.x_min, source.y_min))
/ glam::Vec2::new(source.num_cells_x as f32, source.num_cells_y as f32), / glam::Vec2::new(source.num_cells_x as f32, source.num_cells_y as f32),
); );
uniforms.set_dem_z_range(glam::Vec2::new(source.z_min, source.z_max)); uniforms.set_dem_z_range(glam::Vec2::new(source.z_min, source.z_max));
@ -489,3 +489,6 @@ fn get_animated_camera_position(animation_time: std::time::Duration, dem_size: f
dem_size * 0.7, dem_size * 0.7,
) )
} }
#[cfg(test)]
mod tests;

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@ -12,25 +12,37 @@ struct AABB {
struct Ray { origin: vec3<f32>, direction: vec3<f32> }; struct Ray { origin: vec3<f32>, direction: vec3<f32> };
fn intersect_ray_with_aabb(ray: Ray, aabb: AABB) -> bool { fn invert_ray_direction(v: vec3<f32> ) -> vec3<f32> {
let t1 = (aabb.min_corner - ray.origin) / ray.direction; return select(vec3<f32>(1.0e+30),
let t2 = (aabb.max_corner - ray.origin) / ray.direction; vec3<f32>(1.0) / v,
vec3<bool>(v));
}
fn intersect_ray_with_aabb(ray: Ray, aabb: AABB) -> f32 {
return intersect_ray_with_aabb_optimized(ray.origin,
invert_ray_direction(ray.direction),
aabb);
}
fn intersect_ray_with_aabb_optimized(ray_origin: vec3<f32>, inv_ray_direction: vec3<f32>, aabb: AABB) -> f32 {
let t1 = (aabb.min_corner - ray_origin) * inv_ray_direction;
let t2 = (aabb.max_corner - ray_origin) * inv_ray_direction;
let t_mins = min(t1, t2); let t_mins = min(t1, t2);
let t_min = min(t_mins.x, min(t_mins.y, t_mins.z)); let t_min = max(t_mins.x, max(t_mins.y, t_mins.z));
let t_maxs = max(t1, t2); let t_maxs = max(t1, t2);
let t_max = max(t_maxs.x, max(t_maxs.y, t_maxs.z)); let t_max = min(t_maxs.x, min(t_maxs.y, t_maxs.z));
return t_min <= t_max; return select(-1.0, max(t_min, 0.0f), t_min <= t_max);
} }
fn get_xy_min_for_node(dem_min_corner: vec2<f32>, fn get_xy_min_for_node(dem_min_corner: vec2<f32>,
dem_cell_size: vec2<f32>, dem_cell_size: vec2<f32>,
node: BoundingNode) -> vec2<f32> { node: BoundingNode) -> vec2<f32> {
return dem_min_corner.xy + dem_cell_size * vec2<f32>(node.index) * exp2(f32(node.level)); return dem_min_corner.xy + dem_cell_size * vec2<f32>(node.index) * exp2(f32(node.level));
} }
fn get_xy_max_for_node(dem_min_corner: vec2<f32>, fn get_xy_max_for_node(dem_min_corner: vec2<f32>,
dem_cell_size: vec2<f32>, dem_cell_size: vec2<f32>,
node: BoundingNode) -> vec2<f32> { node: BoundingNode) -> vec2<f32> {
return dem_min_corner.xy + dem_cell_size * vec2<f32>(node.index + 1) * exp2(f32(node.level)); return dem_min_corner.xy + dem_cell_size * vec2<f32>(node.index + 1) * exp2(f32(node.level));
} }
@ -52,31 +64,39 @@ fn pop_node_stack(stack: ptr<function,NodeStack>) -> BoundingNode {
fn intersect_ray_with_node(tree_texture: texture_2d<u32>, fn intersect_ray_with_node(tree_texture: texture_2d<u32>,
dem_min_corner: vec2<f32>, dem_min_corner: vec2<f32>,
dem_cell_size: vec2<f32>, dem_cell_size: vec2<f32>,
dem_z_range: vec2<f32>,
ray: Ray, ray: Ray,
root_node: BoundingNode) -> bool { root_node: BoundingNode,
hit_cell: ptr<function, vec2<u32>>) -> bool {
let inv_ray_direction = invert_ray_direction(ray.direction);
var node_stack: NodeStack; var node_stack: NodeStack;
node_stack.count = 0u; node_stack.count = 0u;
push_node_stack(&node_stack, root_node); push_node_stack(&node_stack, root_node);
var closest_hit_distance = 1.0e+30f;
while node_stack.count > 0 { while node_stack.count > 0 {
let node = pop_node_stack(&node_stack); let node = pop_node_stack(&node_stack);
let minmax_z = textureLoad(tree_texture, node.index, i32(node.level)).rg; let minmax_z = textureLoad(tree_texture, node.index, i32(node.level)).rg;
if minmax_z.r == 0 { if minmax_z.r == 0 {
return false; return false;
} }
let min_z = scale_u16(minmax_z.r, uniforms.dem_z_range); let min_z = scale_u16(minmax_z.r, dem_z_range);
let max_z = scale_u16(minmax_z.g, uniforms.dem_z_range); let max_z = scale_u16(minmax_z.g, dem_z_range);
var aabb: AABB ; var aabb: AABB ;
aabb.min_corner = vec3<f32>(get_xy_min_for_node(dem_min_corner, aabb.min_corner = vec3<f32>(get_xy_min_for_node(dem_min_corner,
dem_cell_size, dem_cell_size,
node), node),
min_z); min_z);
aabb.max_corner = vec3<f32>(get_xy_max_for_node(dem_min_corner, aabb.max_corner = vec3<f32>(get_xy_max_for_node(dem_min_corner,
dem_cell_size, dem_cell_size,
node), node),
max_z); max_z);
if intersect_ray_with_aabb(ray, aabb) { let hit_distance = intersect_ray_with_aabb_optimized(ray.origin, inv_ray_direction, aabb);
if hit_distance >= 0.0 {
if node.level == 0 { if node.level == 0 {
return true; if hit_distance < closest_hit_distance {
closest_hit_distance = hit_distance;
*hit_cell = node.index;
}
} else { } else {
let next_index = node.index * 2; let next_index = node.index * 2;
var next_node: BoundingNode; var next_node: BoundingNode;
@ -92,5 +112,5 @@ fn intersect_ray_with_node(tree_texture: texture_2d<u32>,
} }
} }
} }
return false; return closest_hit_distance < 1.0e+20;
} }

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@ -0,0 +1,153 @@
use futures::executor::block_on;
use std::sync::mpsc::channel;
use wgsl_shader_assembler::wgsl_module;
use super::*;
async fn run_compute_shader_test(
shader_module: wgpu::ShaderModuleDescriptor<'_>,
test_function: impl AsRef<str>,
input: &[u8],
output_size: usize,
) -> Vec<u8> {
let wgpu_instance = wgpu::Instance::default();
let adapter = wgpu_instance
.request_adapter(&wgpu::RequestAdapterOptions::default())
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::downlevel_defaults(),
memory_hints: wgpu::MemoryHints::MemoryUsage,
},
None,
)
.await
.unwrap();
let shader_module = device.create_shader_module(shader_module);
let staging_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: output_size as u64,
usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let input_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
contents: input,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
});
let output_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: output_size as u64,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_SRC,
mapped_at_creation: false,
});
let compute_pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: None,
layout: None,
module: &shader_module,
entry_point: Some(test_function.as_ref()),
compilation_options: Default::default(),
cache: None,
});
let bind_group_layout = compute_pipeline.get_bind_group_layout(0);
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: input_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: output_buffer.as_entire_binding(),
},
],
});
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
{
let mut cpass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: None,
timestamp_writes: None,
});
cpass.set_pipeline(&compute_pipeline);
cpass.set_bind_group(0, &bind_group, &[]);
cpass.dispatch_workgroups(1, 1, 1);
}
encoder.copy_buffer_to_buffer(&output_buffer, 0, &staging_buffer, 0, output_size as u64);
queue.submit(Some(encoder.finish()));
let (tx, rx) = channel();
let buffer_slice = staging_buffer.slice(..);
buffer_slice.map_async(wgpu::MapMode::Read, move |v| tx.send(v).unwrap());
device.poll(wgpu::Maintain::wait()).panic_on_timeout();
if let Ok(Ok(())) = rx.recv() {
buffer_slice.get_mapped_range().to_vec()
} else {
panic!("failed to run test on GPU")
}
}
#[repr(C, align(16))]
#[derive(Clone, Copy, Pod, Zeroable)]
struct Vec3 {
elements: [f32; 3],
_padding: f32
}
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
struct TestInput {
ray_origin: Vec3,
ray_direction: Vec3,
aabb_min_corner: Vec3,
aabb_max_corner: Vec3,
}
fn vec3(x: f32, y: f32, z: f32) -> Vec3 {
Vec3 {
elements: [x, y, z],
_padding: 0.0
}
}
#[test]
fn test_shaders() {
let input_buffer = vec![
TestInput {
ray_origin: vec3(-5.0, 0.0, 0.0),
ray_direction: vec3(1.0, 0.0, 0.0),
aabb_min_corner: vec3(-1.0, -1.0, -1.0),
aabb_max_corner: vec3(1.0, 1.0, 1.0),
},
TestInput {
ray_origin: vec3(-5.0, 0.0, 0.0),
ray_direction: vec3(1.0, 0.0, 0.0),
aabb_min_corner: vec3(-1.0, 0.5, -1.0),
aabb_max_corner: vec3(1.0, 1.0, 1.0),
},
TestInput {
ray_origin: vec3(-5.0, 0.0, 0.0),
ray_direction: vec3(1.0, 0.15, 0.0),
aabb_min_corner: vec3(-1.5, 0.5, -1.0),
aabb_max_corner: vec3(1.0, 1.0, 1.0),
},
];
let output_buffer: Vec<u32> = bytemuck::cast_slice(&block_on(run_compute_shader_test(
wgsl_module!("tests.wgsl"),
"test_intersect_ray_with_aabb",
bytemuck::cast_slice(&input_buffer),
input_buffer.len() * 4,
)))
.to_vec();
assert_eq!(output_buffer[0], 1);
assert_eq!(output_buffer[1], 0);
assert_eq!(output_buffer[2], 1);
}

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@ -0,0 +1,33 @@
@group(0)
@binding(0)
var<storage, read> input_data: array<Input>;
@group(0)
@binding(1)
var<storage, read_write> output_data: array<u32>;
//#include ray_intersection.wgsl
struct Input {
ray_origin: vec3<f32>,
ray_direction: vec3<f32>,
aabb_min_corner: vec3<f32>,
aabb_max_corner: vec3<f32>
}
@compute
@workgroup_size(1)
fn test_intersect_ray_with_aabb() {
for(var i=0u; i < arrayLength(&input_data); i++) {
var ray: Ray;
ray.origin = input_data[i].ray_origin;
ray.direction = input_data[i].ray_direction;
var aabb: AABB;
aabb.min_corner = input_data[i].aabb_min_corner;
aabb.max_corner = input_data[i].aabb_max_corner;
if intersect_ray_with_aabb(ray, aabb) >= 0.0 {
output_data[i] = 1u;
}else {
output_data[i] = 0u;
}
}
}

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@ -46,12 +46,13 @@ impl MvuApp<Model> for App {
async fn init(&mut self, instance: &Instance, surface: Surface<'static>, size: Size2i) { async fn init(&mut self, instance: &Instance, surface: Surface<'static>, size: Size2i) {
let adapter = instance let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions { .request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(), power_preference: wgpu::PowerPreference::HighPerformance,
force_fallback_adapter: false, force_fallback_adapter: false,
compatible_surface: Some(&surface), compatible_surface: Some(&surface),
}) })
.await .await
.expect("Failed to find an appropriate adapter"); .expect("Failed to find an appropriate adapter");
eprintln!("Using {}", adapter.get_info().name);
let (device, queue) = adapter let (device, queue) = adapter
.request_device( .request_device(