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6 Commits

Author SHA1 Message Date
Matthew Gordon 171ffa180b Switch to nicer default scale 2025-01-03 21:40:54 -04:00
Matthew Gordon 9348c6021b Calculate normals and apply lambertian lighting 2025-01-03 21:40:34 -04:00
Matthew Gordon c822264329 Raycasting works! 2025-01-03 15:46:37 -04:00
Matthew Gordon 4e08d2b8fd Break up shader into multiple files 2024-12-23 11:39:56 -04:00
Matthew Gordon f2bd9a92fc Move dem_renderer module into subdirectory 2024-11-29 20:32:51 -04:00
Matthew Gordon f7603661c1 Add non-working raycasting code
Implemented basic raycasting but it doesn't work; I'll check this in and
then add GPU unit tests.
2024-11-29 20:28:20 -04:00
12 changed files with 519 additions and 97 deletions

22
Cargo.lock generated
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@ -1,6 +1,6 @@
# This file is automatically @generated by Cargo. # This file is automatically @generated by Cargo.
# It is not intended for manual editing. # It is not intended for manual editing.
version = 3 version = 4
[[package]] [[package]]
name = "ab_glyph" name = "ab_glyph"
@ -1450,9 +1450,9 @@ dependencies = [
[[package]] [[package]]
name = "proc-macro2" name = "proc-macro2"
version = "1.0.89" version = "1.0.92"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f139b0662de085916d1fb67d2b4169d1addddda1919e696f3252b740b629986e" checksum = "37d3544b3f2748c54e147655edb5025752e2303145b5aefb3c3ea2c78b973bb0"
dependencies = [ dependencies = [
"unicode-ident", "unicode-ident",
] ]
@ -1501,6 +1501,7 @@ dependencies = [
"wasm-bindgen-test", "wasm-bindgen-test",
"web-sys", "web-sys",
"wgpu", "wgpu",
"wgsl-shader-assembler",
"winit", "winit",
] ]
@ -1804,9 +1805,9 @@ checksum = "6637bab7722d379c8b41ba849228d680cc12d0a45ba1fa2b48f2a30577a06731"
[[package]] [[package]]
name = "syn" name = "syn"
version = "2.0.87" version = "2.0.90"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "25aa4ce346d03a6dcd68dd8b4010bcb74e54e62c90c573f394c46eae99aba32d" checksum = "919d3b74a5dd0ccd15aeb8f93e7006bd9e14c295087c9896a110f490752bcf31"
dependencies = [ dependencies = [
"proc-macro2", "proc-macro2",
"quote", "quote",
@ -2331,6 +2332,17 @@ dependencies = [
"web-sys", "web-sys",
] ]
[[package]]
name = "wgsl-shader-assembler"
version = "0.1.0"
source = "git+https://git.gordon.earth/matthew/wgsl-shader-assembler.git#2ce14e25d8f1685bd3486257cba4025587fd0fb9"
dependencies = [
"naga",
"quote",
"regex",
"syn",
]
[[package]] [[package]]
name = "winapi-util" name = "winapi-util"
version = "0.1.9" version = "0.1.9"

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@ -11,6 +11,7 @@ bytemuck = { version = "1.19.0", features = ["derive"] }
glam = "0.29.2" glam = "0.29.2"
log = "0.4.22" log = "0.4.22"
tiff = "0.9.1" tiff = "0.9.1"
wgsl-shader-assembler = { git = "https://git.gordon.earth/matthew/wgsl-shader-assembler.git" }
[target.'cfg(target_arch = "x86_64")'.dependencies] [target.'cfg(target_arch = "x86_64")'.dependencies]
winit = { version = "0.30.3", features = ["rwh_06"] } winit = { version = "0.30.3", features = ["rwh_06"] }

2
rust-toolchain.toml Normal file
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@ -0,0 +1,2 @@
[toolchain]
channel = "nightly"

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@ -1,38 +0,0 @@
struct VertexOutput {
@location(0) test: vec2<f32>,
@builtin(position) position: vec4<f32>,
};
struct Uniforms {
transform: mat4x4<f32>,
dem_texture_size: vec2<u32>,
dembvh_texture_size: vec2<u32>
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(0) @binding(1)
var dem_texture: texture_2d<u32>;
@group(0) @binding(2)
var dembvh_texture: texture_2d<u32>;
@vertex
fn vs_main(
@location(0) position: vec4<f32>,
) -> VertexOutput {
var result: VertexOutput;
result.position = uniforms.transform * position;
result.test = position.xy;
return result;
}
@fragment
fn fs_solid(vertex: VertexOutput) -> @location(0) vec4<f32> {
let texture_index = vec2<i32>(fract(abs(vertex.test)/500.0)*vec2<f32>(uniforms.dem_texture_size));
let v_i = vec3<u32>(textureLoad(dem_texture, texture_index, 0).r, textureLoad(dembvh_texture, texture_index, 0).rg);
let v = vec3<f32>(v_i) / 65535.0;
return vec4<f32>(v, 1.0);
}

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@ -0,0 +1,92 @@
struct VertexOutput {
@location(0) world_space_position: vec4<f32>,
@builtin(position) position: vec4<f32>,
}
struct Uniforms {
camera_to_world_matrix: mat4x4<f32>,
world_to_ndc_matrix: mat4x4<f32>,
camera_position: vec4<f32>,
dem_min_corner: vec2<f32>,
dem_cell_size: vec2<f32>,
dem_z_range: vec2<f32>
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(0) @binding(1)
var dem_texture: texture_2d<u32>;
@group(0) @binding(2)
var dembvh_texture: texture_2d<u32>;
//#include ray_intersection.wgsl
@vertex
fn vs_main(
@location(0) position: vec4<f32>,
) -> VertexOutput {
var result: VertexOutput;
result.position = uniforms.world_to_ndc_matrix * position;
result.world_space_position = position;
return result;
}
@fragment
fn fs_solid(vertex: VertexOutput) -> @location(0) vec4<f32> {
var ray: Ray;
ray.origin = vertex.world_space_position.xyz;
ray.direction = normalize(vertex.world_space_position.xyz - uniforms.camera_position.xyz);
var root_node: BoundingNode;
root_node.index = vec2<u32>(0);
root_node.level = textureNumLevels(dembvh_texture) - 1;
var hit_index = vec2<u32>(0);
if intersect_ray_with_node(dembvh_texture,
uniforms.dem_min_corner,
uniforms.dem_cell_size,
uniforms.dem_z_range,
ray,
root_node,
&hit_index) {
//Calculate x-values of cell corners
let v00 = textureLoad(dem_texture, hit_index, 0).r;
let v01 = textureLoad(dem_texture, hit_index + vec2<u32>(0,1), 0).r;
let v10 = textureLoad(dem_texture, hit_index + vec2<u32>(1,0), 0).r;
let v11 = textureLoad(dem_texture, hit_index + vec2<u32>(1,1), 0).r;
let z00 = 12.0 * f32(v00) / 65535.0;
let z01 = 12.0 * f32(v01) / 65535.0;
let z10 = 12.0 * f32(v10) / 65535.0;
let z11 = 12.0 * f32(v11) / 65535.0;
// Calculate xyz of cell corners
let xy00 = uniforms.dem_min_corner.xy
+ uniforms.dem_cell_size * vec2<f32>(hit_index);
let p00 = vec3<f32>(xy00, z00);
let p01 = vec3<f32>(xy00 + vec2<f32>(0, 1), z01);
let p10 = vec3<f32>(xy00 + vec2<f32>(1, 0), z10);
let p11 = vec3<f32>(xy00 + vec2<f32>(1, 1), z11);
// Intersect ray with the plane of each triangle and then take the
// point that's inside it's triangle.
// p is the point and p0, p1 and p2 are the triangle corners.
let p_t0 = intersect_ray_with_triangle_plane(ray, p00, p01, p11);
let p_t1 = intersect_ray_with_triangle_plane(ray, p00, p10, p11);
let point_is_in_first_triangle = point_is_in_triangle(p_t0, p00, p01, p11);
let p = select(p_t1, p_t0, point_is_in_first_triangle);
let p0 = p00;
let p1 = select(p10, p01, point_is_in_first_triangle);
let p2 = p11;
// Estimate normal as cross product of triangle for now
var normal = normalize(cross(p1-p0, p2-p0));
normal *= sign(normal.z); //Ensure normal points up
// Calculate light
let sun_direction = (uniforms.camera_to_world_matrix
* vec4<f32>(normalize(vec3<f32>(1.0, 1.0, 1.0)), 0.0)).xyz;
let l = dot(normal, sun_direction);
return vec4<f32>(l, l, l, 1.0);
//return vec4<f32>(normal.xy, 0.0, 1.0);
} else {
discard;
}
}

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@ -1,3 +1,5 @@
use wgsl_shader_assembler::wgsl_module;
use super::raster::{Dem, DemBvh}; use super::raster::{Dem, DemBvh};
use { use {
bytemuck::{Pod, Zeroable}, bytemuck::{Pod, Zeroable},
@ -42,7 +44,7 @@ impl Camera {
std::f32::consts::FRAC_PI_4, std::f32::consts::FRAC_PI_4,
viewport_aspect_ratio, viewport_aspect_ratio,
1.0, 1.0,
10000.0, 30000.0,
); );
let view_matrix = glam::Mat4::look_at_rh(glam::Vec3::ZERO, glam::Vec3::ZERO, glam::Vec3::Z); let view_matrix = glam::Mat4::look_at_rh(glam::Vec3::ZERO, glam::Vec3::ZERO, glam::Vec3::Z);
Self { Self {
@ -60,22 +62,30 @@ impl Camera {
glam::Mat4::perspective_rh(std::f32::consts::FRAC_PI_4, ratio, 1.0, 10.0); glam::Mat4::perspective_rh(std::f32::consts::FRAC_PI_4, ratio, 1.0, 10.0);
} }
fn get_matrix(&self) -> glam::Mat4 { fn get_world_to_ndc_matrix(&self) -> glam::Mat4 {
self.projection_matrix * self.view_matrix self.projection_matrix * self.view_matrix
} }
fn get_camera_to_world_matrix(&self) -> glam::Mat4 {
self.view_matrix.inverse()
}
} }
#[repr(C)] #[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)] #[derive(Clone, Copy, Pod, Zeroable)]
struct UniformBufferContents { struct UniformBufferContents {
camera_matrix: [f32; 16], camera_to_world_matrix: [f32; 16],
dem_texture_size: [u32; 2], world_to_ndc_matrix: [f32; 16],
dembvh_texture_size: [u32; 2], camera_position: [f32; 4],
dem_min_corner: [f32; 2],
dem_cell_size: [f32; 2],
dem_z_range: [f32; 2],
} }
// This struct is 72 bytes but WGSL expects the buffer size to be be a multiple // WGSL expects the buffer size to be be a multiple of the alignment of the
// of the alignment of the member with the largest alignment. The mat4x4<f32> // member with the largest alignment. (The mat4x4<f32> type has a 16-byte
// type has a 16-byte alignment, so we round up to 16 * 5 = 80. // alignment.) So this value may be rounded up from the actual size of
const UNIFORM_BUFFER_SIZE: u64 = 80; // UniformBufferContents.
const UNIFORM_BUFFER_SIZE: u64 = 176;
struct UniformBufferManager { struct UniformBufferManager {
cpu_buffer: UniformBufferContents, cpu_buffer: UniformBufferContents,
@ -96,22 +106,40 @@ impl UniformBufferManager {
} }
} }
fn set_camera_matrix(&mut self, camera_matrix: glam::Mat4) { fn set_camera_to_world_matrix(&mut self, camera_to_world_matrix: glam::Mat4) {
self.cpu_buffer self.cpu_buffer
.camera_matrix .camera_to_world_matrix
.clone_from_slice(&camera_matrix.to_cols_array()) .clone_from_slice(&camera_to_world_matrix.to_cols_array())
} }
fn set_dem_texture_size(&mut self, dem_texture_size: glam::UVec2) { fn set_world_to_ndc_matrix(&mut self, world_to_ndc_matrix: glam::Mat4) {
self.cpu_buffer self.cpu_buffer
.dem_texture_size .world_to_ndc_matrix
.clone_from_slice(&dem_texture_size.to_array()); .clone_from_slice(&world_to_ndc_matrix.to_cols_array())
} }
fn set_dembvh_texture_size(&mut self, dembvh_texture_size: glam::UVec2) { fn set_camera_position(&mut self, camera_position: glam::Vec4) {
self.cpu_buffer self.cpu_buffer
.dembvh_texture_size .camera_position
.clone_from_slice(&dembvh_texture_size.to_array()); .clone_from_slice(&camera_position.to_array())
}
fn set_dem_min_corner(&mut self, value: glam::Vec2) {
self.cpu_buffer
.dem_min_corner
.clone_from_slice(&value.to_array());
}
fn set_dem_cell_size(&mut self, value: glam::Vec2) {
self.cpu_buffer
.dem_cell_size
.clone_from_slice(&value.to_array());
}
fn set_dem_z_range(&mut self, value: glam::Vec2) {
self.cpu_buffer
.dem_z_range
.clone_from_slice(&value.to_array());
} }
fn get_binding(&self) -> wgpu::BindingResource<'_> { fn get_binding(&self) -> wgpu::BindingResource<'_> {
@ -150,15 +178,19 @@ impl DemRenderer {
let index_count = index_data.len(); let index_count = index_data.len();
let (dem_texture_view, dem_texture_size) = load_dem_texture(&source, device, queue); let dem_texture_view = load_dem_texture(&source, device, queue);
let (dembvh_texture_view, dembvh_texture_size) = let dembvh_texture_view = create_dembvh_texture(&source, device, queue);
create_dembvh_texture(&source, device, queue);
let camera = Camera::new(surface_config.width as f32 / surface_config.height as f32); let camera = Camera::new(surface_config.width as f32 / surface_config.height as f32);
let mut uniforms = UniformBufferManager::new(device); let mut uniforms = UniformBufferManager::new(device);
uniforms.set_dem_texture_size(dem_texture_size); uniforms.set_dem_min_corner(glam::Vec2::new(source.x_min, source.y_min));
uniforms.set_dembvh_texture_size(dembvh_texture_size); uniforms.set_dem_cell_size(
(glam::Vec2::new(source.x_max, source.y_max)
- glam::Vec2::new(source.x_min, source.y_min))
/ 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));
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None, label: None,
@ -231,10 +263,7 @@ impl DemRenderer {
}], }],
}]; }];
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { let shader = device.create_shader_module(wgsl_module!("dem_renderer.wgsl"));
label: None,
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("dem_renderer.wgsl"))),
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("DemRendererPipeline"), label: Some("DemRendererPipeline"),
@ -277,14 +306,16 @@ impl DemRenderer {
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("DemRendererCommandEncoder"), label: Some("DemRendererCommandEncoder"),
}); });
self.camera.set_position( let camera_position = get_animated_camera_position(
get_animated_camera_position( self.animation_start.elapsed(),
self.animation_start.elapsed(), self.get_max_dem_dimension(),
self.get_max_dem_dimension(),
),
self.get_dem_centre(),
); );
self.uniforms.set_camera_matrix(self.camera.get_matrix()); self.camera
.set_position(camera_position, self.get_dem_centre());
self.uniforms.set_camera_to_world_matrix(self.camera.get_camera_to_world_matrix());
self.uniforms.set_world_to_ndc_matrix(self.camera.get_world_to_ndc_matrix());
self.uniforms
.set_camera_position(camera_position.extend(1.0));
self.uniforms.update_buffer(queue); self.uniforms.update_buffer(queue);
{ {
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
@ -378,11 +409,7 @@ fn create_vertices(dem: &Rc<Dem>) -> (Vec<Vertex>, Vec<u16>) {
(vertex_data.to_vec(), index_data.to_vec()) (vertex_data.to_vec(), index_data.to_vec())
} }
fn load_dem_texture( fn load_dem_texture(source: &Dem, device: &wgpu::Device, queue: &wgpu::Queue) -> wgpu::TextureView {
source: &Dem,
device: &wgpu::Device,
queue: &wgpu::Queue,
) -> (wgpu::TextureView, glam::UVec2) {
let texture_size = wgpu::Extent3d { let texture_size = wgpu::Extent3d {
width: source.num_cells_x, width: source.num_cells_x,
height: source.num_cells_y, height: source.num_cells_y,
@ -415,17 +442,14 @@ fn load_dem_texture(
texture_size, texture_size,
); );
( texture.create_view(&wgpu::TextureViewDescriptor::default())
texture.create_view(&wgpu::TextureViewDescriptor::default()),
glam::UVec2::new(source.num_cells_x, source.num_cells_y),
)
} }
fn create_dembvh_texture( fn create_dembvh_texture(
dem: &Dem, dem: &Dem,
device: &wgpu::Device, device: &wgpu::Device,
queue: &wgpu::Queue, queue: &wgpu::Queue,
) -> (wgpu::TextureView, glam::UVec2) { ) -> wgpu::TextureView {
let source = DemBvh::new(dem); let source = DemBvh::new(dem);
let dembvh_size = source.layers.first().expect("DEM BVH contains layers").size; let dembvh_size = source.layers.first().expect("DEM BVH contains layers").size;
@ -466,17 +490,17 @@ fn create_dembvh_texture(
); );
} }
( texture.create_view(&wgpu::TextureViewDescriptor::default())
texture.create_view(&wgpu::TextureViewDescriptor::default()),
glam::UVec2::new(dembvh_size, dembvh_size),
)
} }
fn get_animated_camera_position(animation_time: std::time::Duration, dem_size: f32) -> glam::Vec3 { fn get_animated_camera_position(animation_time: std::time::Duration, dem_size: f32) -> glam::Vec3 {
let animation_phase = 2.0 * std::f32::consts::PI * (animation_time.as_secs_f32() % 10.0) / 10.0; let animation_phase = 2.0 * std::f32::consts::PI * (animation_time.as_secs_f32() % 25.0) / 25.0;
glam::Vec3::new( glam::Vec3::new(
dem_size * f32::sin(animation_phase), dem_size * f32::sin(animation_phase),
dem_size * f32::cos(animation_phase), dem_size * f32::cos(animation_phase),
dem_size * 0.7, dem_size * 0.7,
) )
} }
#[cfg(test)]
mod tests;

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@ -0,0 +1,3 @@
fn scale_u16(value: u32, range: vec2<f32>) -> f32 {
return range.x + (f32(value - 1) / 65534.0) * (range.y - range.x);
}

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@ -0,0 +1,139 @@
//#include pack_unpack.wgsl
struct BoundingNode {
index: vec2<u32>,
level: u32
}
struct AABB {
min_corner: vec3<f32>,
max_corner: vec3<f32>
}
struct Ray { origin: vec3<f32>, direction: vec3<f32> };
fn invert_ray_direction(v: vec3<f32> ) -> vec3<f32> {
return select(vec3<f32>(1.0e+30),
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_min = max(t_mins.x, max(t_mins.y, t_mins.z));
let t_maxs = max(t1, t2);
let t_max = min(t_maxs.x, min(t_maxs.y, t_maxs.z));
return select(-1.0, max(t_min, 0.0f), t_min <= t_max);
}
fn get_xy_min_for_node(dem_min_corner: vec2<f32>,
dem_cell_size: vec2<f32>,
node: BoundingNode) -> vec2<f32> {
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>,
dem_cell_size: vec2<f32>,
node: BoundingNode) -> vec2<f32> {
return dem_min_corner.xy + dem_cell_size * vec2<f32>(node.index + 1) * exp2(f32(node.level));
}
struct NodeStack {
stack: array<BoundingNode,64>,
count: u32
}
fn push_node_stack(stack: ptr<function,NodeStack>, node: BoundingNode) {
(*stack).stack[(*stack).count] = node;
(*stack).count++;
}
fn pop_node_stack(stack: ptr<function,NodeStack>) -> BoundingNode {
(*stack).count--;
return (*stack).stack[(*stack).count];
}
fn intersect_ray_with_node(tree_texture: texture_2d<u32>,
dem_min_corner: vec2<f32>,
dem_cell_size: vec2<f32>,
dem_z_range: vec2<f32>,
ray: Ray,
root_node: BoundingNode,
hit_cell: ptr<function, vec2<u32>>) -> bool {
let inv_ray_direction = invert_ray_direction(ray.direction);
var node_stack: NodeStack;
node_stack.count = 0u;
push_node_stack(&node_stack, root_node);
var closest_hit_distance = 1.0e+30f;
while node_stack.count > 0 {
let node = pop_node_stack(&node_stack);
let minmax_z = textureLoad(tree_texture, node.index, i32(node.level)).rg;
if minmax_z.r == 0 {
return false;
}
let min_z = scale_u16(minmax_z.r, dem_z_range);
let max_z = scale_u16(minmax_z.g, dem_z_range);
var aabb: AABB ;
aabb.min_corner = vec3<f32>(get_xy_min_for_node(dem_min_corner,
dem_cell_size,
node),
min_z);
aabb.max_corner = vec3<f32>(get_xy_max_for_node(dem_min_corner,
dem_cell_size,
node),
max_z);
let hit_distance = intersect_ray_with_aabb_optimized(ray.origin, inv_ray_direction, aabb);
if hit_distance >= 0.0 {
if node.level == 0 {
if hit_distance < closest_hit_distance {
closest_hit_distance = hit_distance;
*hit_cell = node.index;
}
} else {
let next_index = node.index * 2;
var next_node: BoundingNode;
next_node.index = next_index;
next_node.level = node.level - 1;
push_node_stack(&node_stack, next_node);
next_node.index = next_index + vec2<u32>(1, 0);
push_node_stack(&node_stack, next_node);
next_node.index = next_index + vec2<u32>(0, 1);
push_node_stack(&node_stack, next_node);
next_node.index = next_index + vec2<u32>(1, 1);
push_node_stack(&node_stack, next_node);
}
}
}
return closest_hit_distance < 1.0e+20;
}
fn intersect_ray_with_triangle_plane(ray: Ray,
p0: vec3<f32>,
p1: vec3<f32>,
p2: vec3<f32>) -> vec3<f32> {
let n = cross(p1-p0, p2-p0);
return ray.origin + ray.direction * dot(p0 - ray.origin, n) / dot(ray.direction, n);
}
fn point_is_inside_triangle_side(p: vec3<f32>,
p0: vec3<f32>, p1: vec3<f32>, p2: vec3<f32>) -> bool {
return dot(cross(p2-p1, p-p1), cross(p2-p1, p0-p1)) >= 0;
}
fn point_is_in_triangle(p: vec3<f32>,
p0: vec3<f32>, p1: vec3<f32>, p2: vec3<f32>) -> bool {
return point_is_inside_triangle_side(p, p0, p1, p2)
&& point_is_inside_triangle_side(p, p1, p2, p0)
&& point_is_inside_triangle_side(p, p2, p0, p1);
}

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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(

View File

@ -174,10 +174,10 @@ impl Dem {
let (num_cells_x, num_cells_y) = tiff.dimensions().unwrap(); let (num_cells_x, num_cells_y) = tiff.dimensions().unwrap();
match tiff.read_image().unwrap() { match tiff.read_image().unwrap() {
tiff::decoder::DecodingResult::F32(f32_values) => { tiff::decoder::DecodingResult::F32(f32_values) => {
let x_min = -500.0; let x_min = -5000.0;
let x_max = 500.0; let x_max = 5000.0;
let y_min = -500.0; let y_min = -5000.0;
let y_max = 500.0; let y_max = 5000.0;
let (z_min, z_max) = f32_values[1..] let (z_min, z_max) = f32_values[1..]
.iter() .iter()
.fold((f32_values[0], f32_values[0]), |(min, max), elem| { .fold((f32_values[0], f32_values[0]), |(min, max), elem| {