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https://github.com/eliasstepanik/voxel-simulation.git
synced 2026-01-27 21:48:37 +00:00
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9 Commits
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292d0508a1
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0f3b512935 | ||
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502a821586 | ||
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6f1e046d93 | ||
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0baad9ba20 |
@ -21,7 +21,7 @@ struct Vertex {
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@group(0) @binding(1) var<uniform> params: Params;
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@group(0) @binding(2) var<storage, read_write> vertices: array<Vertex>;
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@group(0) @binding(3) var<storage, read_write> indices: array<u32>;
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@group(0) @binding(4) var<storage, read_write> counts: atomic<u32>;
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@group(0) @binding(4) var<storage, read_write> counts: array<atomic<u32>, 2>;
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const N: u32 = 16u;
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@ -86,16 +86,21 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
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}
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var height: u32 = 1u;
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outer: loop {
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loop {
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if v0 + height >= N {
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break;
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}
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var can_expand: bool = true;
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for (var du: u32 = 0u; du < width; du = du + 1u) {
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let idx = (u0 + du) * N + v0 + height;
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if !mask[idx] || visited[idx] {
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break outer;
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can_expand = false;
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break;
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}
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}
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if !can_expand {
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break;
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}
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height = height + 1u;
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}
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@ -108,11 +113,11 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
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// Compute base world-space position.
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var base = params.origin;
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if axis == 0u {
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base = base + vec3<f32>(f32(slice) + (dir > 0 ? 1.0 : 0.0), f32(u0), f32(v0)) * params.step;
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base = base + vec3<f32>(f32(slice) + select(0.0, 1.0, dir > 0), f32(u0), f32(v0)) * params.step;
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} else if axis == 1u {
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base = base + vec3<f32>(f32(v0), f32(slice) + (dir > 0 ? 1.0 : 0.0), f32(u0)) * params.step;
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base = base + vec3<f32>(f32(v0), f32(slice) + select(0.0, 1.0, dir > 0), f32(u0)) * params.step;
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} else {
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base = base + vec3<f32>(f32(u0), f32(v0), f32(slice) + (dir > 0 ? 1.0 : 0.0)) * params.step;
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base = base + vec3<f32>(f32(u0), f32(v0), f32(slice) + select(0.0, 1.0, dir > 0)) * params.step;
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}
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let size = vec2<f32>(f32(width) * params.step, f32(height) * params.step);
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@ -141,10 +146,10 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
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let p3 = base + v_unit * size.y;
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let vi = atomicAdd(&counts[0], 4u);
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vertices[vi] = Vertex(pos: p0, normal: normal, uv: vec2<f32>(0.0, 1.0));
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vertices[vi + 1u] = Vertex(pos: p1, normal: normal, uv: vec2<f32>(1.0, 1.0));
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vertices[vi + 2u] = Vertex(pos: p2, normal: normal, uv: vec2<f32>(1.0, 0.0));
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vertices[vi + 3u] = Vertex(pos: p3, normal: normal, uv: vec2<f32>(0.0, 0.0));
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vertices[vi] = Vertex(p0, normal, vec2<f32>(0.0, 1.0));
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vertices[vi + 1u] = Vertex(p1, normal, vec2<f32>(1.0, 1.0));
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vertices[vi + 2u] = Vertex(p2, normal, vec2<f32>(1.0, 0.0));
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vertices[vi + 3u] = Vertex(p3, normal, vec2<f32>(0.0, 0.0));
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let ii = atomicAdd(&counts[1], 6u);
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if dir > 0 {
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@ -1,7 +1,7 @@
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use bevy::prelude::*;
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use bevy_app_compute::prelude::*;
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use super::structure::{MeshBufferPool, SparseVoxelOctree};
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use super::structure::{CHUNK_SIZE, MeshBufferPool, SparseVoxelOctree};
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#[repr(C)]
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#[derive(ShaderType, Copy, Clone, Default)]
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@ -22,6 +22,11 @@ pub struct VertexGpu {
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pub uv: Vec2,
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}
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const MAX_VOXELS: usize = (CHUNK_SIZE as usize) * (CHUNK_SIZE as usize) * (CHUNK_SIZE as usize);
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const MAX_QUADS: usize = MAX_VOXELS * 6;
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const MAX_VERTICES: usize = MAX_QUADS * 4;
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const MAX_INDICES: usize = MAX_QUADS * 6;
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#[derive(TypePath)]
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struct GreedyMeshingShader;
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@ -37,11 +42,16 @@ pub struct GpuMeshingWorker;
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impl ComputeWorker for GpuMeshingWorker {
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fn build(world: &mut World) -> AppComputeWorker<Self> {
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// Allocate large temporary arrays on the heap to avoid stack overflows
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let voxels = Box::new([0u32; MAX_VOXELS]);
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let vertices = Box::new([VertexGpu::default(); MAX_VERTICES]);
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let indices = Box::new([0u32; MAX_INDICES]);
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AppComputeWorkerBuilder::new(world)
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.add_storage("voxels", &[0u32; 1])
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.add_storage("voxels", voxels.as_ref())
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.add_uniform("params", &Params::default())
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.add_storage("vertices", &[VertexGpu::default(); 1])
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.add_storage("indices", &[0u32; 1])
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.add_storage("vertices", vertices.as_ref())
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.add_storage("indices", indices.as_ref())
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.add_storage("counts", &[0u32; 2])
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.add_pass::<GreedyMeshingShader>(
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[1, 1, 1],
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@ -1,23 +1,26 @@
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use bevy::prelude::*;
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use crate::plugins::environment::systems::voxels::helper::world_to_chunk;
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use crate::plugins::environment::systems::voxels::structure::*;
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use bevy::prelude::*;
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use rayon::prelude::*;
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/// enqueue chunks that *should* be visible but are not yet spawned
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/// enqueue chunks that *should* be visible but are not yet spawned
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pub fn enqueue_visible_chunks(
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mut queue : ResMut<ChunkQueue>,
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spawned : Res<SpawnedChunks>,
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mut prev_cam : ResMut<PrevCameraChunk>,
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cfg : Res<ChunkCullingCfg>,
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cam_q : Query<&GlobalTransform, With<Camera>>,
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tree_q : Query<&SparseVoxelOctree>,
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mut queue: ResMut<ChunkQueue>,
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spawned: Res<SpawnedChunks>,
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mut prev_cam: ResMut<PrevCameraChunk>,
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cfg: Res<ChunkCullingCfg>,
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cam_q: Query<&GlobalTransform, With<Camera>>,
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tree_q: Query<&SparseVoxelOctree>,
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) {
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let Ok(tree) = tree_q.get_single() else { return };
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let Ok(cam_tf) = cam_q.get_single() else { return };
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let cam_pos = cam_tf.translation();
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let centre = world_to_chunk(tree, cam_pos);
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let Ok(tree) = tree_q.get_single() else {
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return;
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};
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let Ok(cam_tf) = cam_q.get_single() else {
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return;
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};
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let cam_pos = cam_tf.translation();
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let centre = world_to_chunk(tree, cam_pos);
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if prev_cam.0 == Some(centre) {
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return;
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@ -28,14 +31,18 @@ pub fn enqueue_visible_chunks(
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let mut keys: Vec<(ChunkKey, i32)> = tree
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.occupied_chunks
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.iter()
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.par_iter()
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.filter_map(|key| {
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let dx = key.0 - centre.0;
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let dy = key.1 - centre.1;
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let dz = key.2 - centre.2;
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if dx.abs() > r || dy.abs() > r || dz.abs() > r { return None; }
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if spawned.0.contains_key(key) { return None; }
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Some((*key, dx*dx + dy*dy + dz*dz))
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if dx.abs() > r || dy.abs() > r || dz.abs() > r {
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return None;
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}
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if spawned.0.contains_key(key) {
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return None;
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}
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Some((*key, dx * dx + dy * dy + dz * dz))
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})
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.collect();
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@ -51,15 +58,19 @@ pub fn enqueue_visible_chunks(
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/// move a limited number of keys from the queue into the octree’s dirty set
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pub fn process_chunk_queue(
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mut queue : ResMut<ChunkQueue>,
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budget : Res<ChunkBudget>,
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mut tree_q : Query<&mut SparseVoxelOctree>,
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mut queue: ResMut<ChunkQueue>,
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budget: Res<ChunkBudget>,
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mut tree_q: Query<&mut SparseVoxelOctree>,
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) {
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let Ok(mut tree) = tree_q.get_single_mut() else { return };
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let Ok(mut tree) = tree_q.get_single_mut() else {
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return;
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};
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for _ in 0..budget.per_frame {
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if let Some(key) = queue.keys.pop_front() {
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queue.set.remove(&key);
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tree.dirty_chunks.insert(key);
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} else { break; }
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} else {
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break;
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}
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}
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}
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}
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@ -1,12 +1,13 @@
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use crate::plugins::big_space::big_space_plugin::RootGrid;
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use crate::plugins::environment::systems::voxels::atlas::VoxelTextureAtlas;
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use crate::plugins::environment::systems::voxels::meshing::mesh_chunk;
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use crate::plugins::environment::systems::voxels::structure::*;
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use crate::plugins::environment::systems::voxels::atlas::VoxelTextureAtlas;
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use bevy::pbr::wireframe::Wireframe;
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use bevy::prelude::*;
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use bevy::render::mesh::Mesh;
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use big_space::prelude::GridCell;
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use itertools::Itertools;
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use rayon::prelude::*;
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use std::collections::HashMap;
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use std::fmt::format;
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@ -41,38 +42,46 @@ pub fn rebuild_dirty_chunks(
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}
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//------------------------------------------------ collect voxel data
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let mut bufs = Vec::new();
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for key in tree.dirty_chunks.iter().copied() {
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let lod = existing.get(&key).map(|v| v.3).unwrap_or(0);
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let mut buf = [[[None; CHUNK_SIZE as usize]; CHUNK_SIZE as usize]; CHUNK_SIZE as usize];
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let tree_ref = &*tree;
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let bufs: Vec<_> = tree
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.dirty_chunks
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.par_iter()
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.copied()
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.map(|key| {
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let lod = existing.get(&key).map(|v| v.3).unwrap_or(0);
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let mut buf =
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[[[None; CHUNK_SIZE as usize]; CHUNK_SIZE as usize]; CHUNK_SIZE as usize];
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let half = tree.size * 0.5;
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let step = tree.get_spacing_at_depth(tree.max_depth);
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let origin = Vec3::new(
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key.0 as f32 * CHUNK_SIZE as f32 * step - half,
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key.1 as f32 * CHUNK_SIZE as f32 * step - half,
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key.2 as f32 * CHUNK_SIZE as f32 * step - half,
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);
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let half = tree_ref.size * 0.5;
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let step = tree_ref.get_spacing_at_depth(tree_ref.max_depth);
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let origin = Vec3::new(
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key.0 as f32 * CHUNK_SIZE as f32 * step - half,
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key.1 as f32 * CHUNK_SIZE as f32 * step - half,
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key.2 as f32 * CHUNK_SIZE as f32 * step - half,
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);
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let mult = 1 << lod;
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for gx in (0..CHUNK_SIZE).step_by(mult as usize) {
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for gy in (0..CHUNK_SIZE).step_by(mult as usize) {
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for gz in (0..CHUNK_SIZE).step_by(mult as usize) {
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let center = origin
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+ Vec3::new(
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(gx + mult / 2) as f32 * step,
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(gy + mult / 2) as f32 * step,
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(gz + mult / 2) as f32 * step,
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);
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if let Some(v) = tree.get_voxel_at_world_coords(center) {
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for lx in 0..mult {
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for ly in 0..mult {
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for lz in 0..mult {
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let ix = gx + lx;
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let iy = gy + ly;
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let iz = gz + lz;
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if ix < CHUNK_SIZE && iy < CHUNK_SIZE && iz < CHUNK_SIZE {
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buf[ix as usize][iy as usize][iz as usize] = Some(*v);
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let mult = 1 << lod;
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for gx in (0..CHUNK_SIZE).step_by(mult as usize) {
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for gy in (0..CHUNK_SIZE).step_by(mult as usize) {
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for gz in (0..CHUNK_SIZE).step_by(mult as usize) {
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let center = origin
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+ Vec3::new(
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(gx + mult / 2) as f32 * step,
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(gy + mult / 2) as f32 * step,
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(gz + mult / 2) as f32 * step,
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);
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if let Some(v) = tree_ref.get_voxel_at_world_coords(center) {
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for lx in 0..mult {
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for ly in 0..mult {
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for lz in 0..mult {
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let ix = gx + lx;
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let iy = gy + ly;
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let iz = gz + lz;
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if ix < CHUNK_SIZE && iy < CHUNK_SIZE && iz < CHUNK_SIZE
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{
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buf[ix as usize][iy as usize][iz as usize] =
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Some(*v);
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}
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}
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}
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}
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@ -80,10 +89,10 @@ pub fn rebuild_dirty_chunks(
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}
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}
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}
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}
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bufs.push((key, buf, origin, step, lod));
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}
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(key, buf, origin, step, lod)
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})
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.collect();
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//------------------------------------------------ create / update
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for (key, buf, origin, step, lod) in bufs {
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