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Efficient Realtime Rendering of Complex Closed Form Implicit Surfaces Using Modern RTX Enabled GPUs
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John Hunter
Efficient Realtime Rendering of Complex Closed Form Implicit Surfaces Using Modern RTX Enabled GPUs
Commits
addb4a9d
Unverified
Commit
addb4a9d
authored
2 years ago
by
John Hunter
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pruning???
parent
4810da28
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Changes
3
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3 changed files
src/frag.glsl
+7
-1
7 additions, 1 deletion
src/frag.glsl
src/implicit.mesh.glsl
+34
-17
34 additions, 17 deletions
src/implicit.mesh.glsl
src/main.rs
+34
-5
34 additions, 5 deletions
src/main.rs
with
75 additions
and
23 deletions
src/frag.glsl
+
7
−
1
View file @
addb4a9d
// global fragment shader
#version 460
#extension GL_EXT_mesh_shader:require
#include
"include.glsl"
#ifdef implicit
...
...
@@ -53,6 +54,10 @@ const uint MAX_STEPS=50;
#endif
#include
"intervals.glsl"
layout
(
set
=
0
,
binding
=
20
)
restrict
readonly
buffer
fragmentMasks
{
uint8_t
masks
[][
masklen
];
}
fragmentpassmasks
;
#ifdef debug
vec3
getNormal
(
vec3
p
,
float
dens
){
vec3
n
;
...
...
@@ -95,7 +100,8 @@ vec2 spheretracing(vec3 ori,vec3 dir,out vec3 p){
//Implicit Surface Entrypoint
void
main
(){
default_mask
();
//default_mask();
mask
=
fragmentpassmasks
.
masks
[
gl_PrimitiveID
];
vec3
raypos
=
vertexInput
.
position
.
xyz
;
vec3
p
;
vec3
raydir
=
normalize
(
raypos
-
(
inverse
(
pc
.
world
)
*
vec4
(
camera_uniforms
.
campos
,
1
)).
xyz
);
...
...
This diff is collapsed.
Click to expand it.
src/implicit.mesh.glsl
+
34
−
17
View file @
addb4a9d
...
...
@@ -14,14 +14,12 @@ layout(location=0)out VertexOutput
vec4
position
;
}
vertexOutput
[];
layout
(
set
=
0
,
binding
=
20
)
restrict
writeonly
buffer
fragmentMasks
{
uint8_t
masks
[][
masklen
];
}
fragmentpassmasks
;
void
main
()
{
uint
iid
=
gl_LocalInvocationID
.
x
;
vec4
offset
=
vec4
(
0
.,
0
.,
gl_GlobalInvocationID
.
x
,
0
.);
vec3
signingvec
=
sign
((
inverse
(
pc
.
world
)
*
vec4
(
camera_uniforms
.
campos
,
1
)).
xyz
);
//clear_stacks();
default_mask
();
...
...
@@ -53,6 +51,8 @@ void main()
uint
vindex
=
gl_LocalInvocationID
.
x
*
8
;
uint
pindex
=
gl_LocalInvocationID
.
x
*
6
;
int
GlobalInvocationIndex
=
int
(
gl_GlobalInvocationID
.
z
*
gl_NumWorkGroups
.
x
*
gl_NumWorkGroups
.
y
+
gl_GlobalInvocationID
.
y
*
gl_NumWorkGroups
.
x
+
gl_GlobalInvocationID
.
x
);
//adjust scale and position
for
(
int
i
=
0
;
i
<
8
;
i
++
)
{
...
...
@@ -62,10 +62,13 @@ void main()
positions
[
i
].
z
+=
(
bounds
[
2
]
-
bounds
[
5
])
*
0
.
25
*
(
floor
(
gl_LocalInvocationID
.
x
/
16
.)
-
1
.
5
+
gl_WorkGroupID
.
z
*
2
.);
}
bvec3
signingvec
=
greaterThan
((
inverse
(
pc
.
world
)
*
vec4
(
camera_uniforms
.
campos
,
1
)).
xyz
,(
positions
[
0
].
xyz
+
positions
[
7
].
xyz
)
/
2
);
float
[
2
]
check
=
scene
(
vec3
[
2
](
vec3
(
positions
[
0
].
xyz
),
vec3
(
positions
[
7
].
xyz
)),
true
);
if
((
check
[
0
]
<
0
)
&&
(
check
[
1
]
>
0
))
{
//mat4 sw=pc.world;
fragmentpassmasks
.
masks
[
GlobalInvocationIndex
]
=
mask
;
gl_MeshVerticesEXT
[
vindex
+
0
].
gl_Position
=
mvp
*
(
positions
[
0
]);
gl_MeshVerticesEXT
[
vindex
+
1
].
gl_Position
=
mvp
*
(
positions
[
1
]);
gl_MeshVerticesEXT
[
vindex
+
2
].
gl_Position
=
mvp
*
(
positions
[
2
]);
...
...
@@ -83,27 +86,34 @@ void main()
vertexOutput
[
vindex
+
6
].
position
=
(
positions
[
6
]);
vertexOutput
[
vindex
+
7
].
position
=
(
positions
[
7
]);
if
(
signingvec
.
x
>
0
){
if
(
signingvec
.
x
){
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
0
]
=
uvec3
(
4
,
5
,
6
)
+
uvec3
(
vindex
);
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
1
]
=
uvec3
(
5
,
6
,
7
)
+
uvec3
(
vindex
);
}
else
{
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
0
]
=
uvec3
(
0
,
1
,
2
)
+
uvec3
(
vindex
);
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
1
]
=
uvec3
(
1
,
2
,
3
)
+
uvec3
(
vindex
);
}
if
(
signingvec
.
y
>
0
){
if
(
signingvec
.
y
){
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
2
]
=
uvec3
(
2
,
3
,
6
)
+
uvec3
(
vindex
);
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
3
]
=
uvec3
(
7
,
3
,
6
)
+
uvec3
(
vindex
);
}
else
{
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
2
]
=
uvec3
(
0
,
1
,
4
)
+
uvec3
(
vindex
);
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
3
]
=
uvec3
(
5
,
1
,
4
)
+
uvec3
(
vindex
);
}
if
(
signingvec
.
z
>
0
){
if
(
signingvec
.
z
){
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
4
]
=
uvec3
(
1
,
3
,
5
)
+
uvec3
(
vindex
);
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
5
]
=
uvec3
(
3
,
5
,
7
)
+
uvec3
(
vindex
);
}
else
{
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
4
]
=
uvec3
(
0
,
2
,
4
)
+
uvec3
(
vindex
);
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
5
]
=
uvec3
(
2
,
4
,
6
)
+
uvec3
(
vindex
);
}
gl_MeshPrimitivesEXT
[
pindex
+
0
].
gl_PrimitiveID
=
GlobalInvocationIndex
;
gl_MeshPrimitivesEXT
[
pindex
+
1
].
gl_PrimitiveID
=
GlobalInvocationIndex
;
gl_MeshPrimitivesEXT
[
pindex
+
2
].
gl_PrimitiveID
=
GlobalInvocationIndex
;
gl_MeshPrimitivesEXT
[
pindex
+
3
].
gl_PrimitiveID
=
GlobalInvocationIndex
;
gl_MeshPrimitivesEXT
[
pindex
+
4
].
gl_PrimitiveID
=
GlobalInvocationIndex
;
gl_MeshPrimitivesEXT
[
pindex
+
5
].
gl_PrimitiveID
=
GlobalInvocationIndex
;
}
else
{
gl_MeshVerticesEXT
[
vindex
+
0
].
gl_Position
=
vec4
(
0
,
0
,
0
,
1
);
...
...
@@ -115,11 +125,18 @@ void main()
gl_MeshVerticesEXT
[
vindex
+
6
].
gl_Position
=
vec4
(
0
,
0
,
0
,
1
);
gl_MeshVerticesEXT
[
vindex
+
7
].
gl_Position
=
vec4
(
0
,
0
,
0
,
1
);
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
0
]
=
uvec3
(
0
,
0
,
0
);
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
1
]
=
uvec3
(
0
,
0
,
0
);
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
2
]
=
uvec3
(
0
,
0
,
0
);
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
3
]
=
uvec3
(
0
,
0
,
0
);
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
4
]
=
uvec3
(
0
,
0
,
0
);
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
5
]
=
uvec3
(
0
,
0
,
0
);
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
0
]
=
uvec3
(
vindex
);
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
1
]
=
uvec3
(
vindex
);
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
2
]
=
uvec3
(
vindex
);
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
3
]
=
uvec3
(
vindex
);
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
4
]
=
uvec3
(
vindex
);
gl_PrimitiveTriangleIndicesEXT
[
pindex
+
5
]
=
uvec3
(
vindex
);
gl_MeshPrimitivesEXT
[
pindex
+
0
].
gl_PrimitiveID
=
0
;
gl_MeshPrimitivesEXT
[
pindex
+
1
].
gl_PrimitiveID
=
0
;
gl_MeshPrimitivesEXT
[
pindex
+
2
].
gl_PrimitiveID
=
0
;
gl_MeshPrimitivesEXT
[
pindex
+
3
].
gl_PrimitiveID
=
0
;
gl_MeshPrimitivesEXT
[
pindex
+
4
].
gl_PrimitiveID
=
0
;
gl_MeshPrimitivesEXT
[
pindex
+
5
].
gl_PrimitiveID
=
0
;
}
}
\ No newline at end of file
This diff is collapsed.
Click to expand it.
src/main.rs
+
34
−
5
View file @
addb4a9d
...
...
@@ -6,6 +6,7 @@ use cgmath::{
use
std
::
io
::
Cursor
;
use
std
::{
sync
::
Arc
,
time
::
Instant
};
use
vulkano
::
buffer
::
allocator
::{
SubbufferAllocator
,
SubbufferAllocatorCreateInfo
};
use
vulkano
::
buffer
::{
Buffer
,
BufferAllocateInfo
,
Subbuffer
};
use
vulkano
::
command_buffer
::
allocator
::
StandardCommandBufferAllocator
;
use
vulkano
::
descriptor_set
::
allocator
::
StandardDescriptorSetAllocator
;
use
vulkano
::
descriptor_set
::{
PersistentDescriptorSet
,
WriteDescriptorSet
};
...
...
@@ -14,7 +15,7 @@ use vulkano::format::Format;
use
vulkano
::
half
::
f16
;
use
vulkano
::
image
::
view
::
ImageViewCreateInfo
;
use
vulkano
::
image
::{
AttachmentImage
,
SampleCount
};
use
vulkano
::
memory
::
allocator
::
StandardMemoryAllocator
;
use
vulkano
::
memory
::
allocator
::
{
MemoryAllocatePreference
,
MemoryUsage
,
StandardMemoryAllocator
}
;
use
vulkano
::
pipeline
::
graphics
::
depth_stencil
::
DepthStencilState
;
use
vulkano
::
pipeline
::
graphics
::
multisample
::
MultisampleState
;
use
vulkano
::
pipeline
::
graphics
::
rasterization
::
CullMode
;
...
...
@@ -100,6 +101,7 @@ fn main() {
let
device_extensions
=
DeviceExtensions
{
khr_swapchain
:
true
,
ext_mesh_shader
:
true
,
khr_fragment_shading_rate
:
true
,
..
DeviceExtensions
::
empty
()
};
...
...
@@ -149,10 +151,12 @@ fn main() {
mesh_shader
:
true
,
task_shader
:
true
,
sample_rate_shading
:
true
,
shader_float16
:
true
,
//
shader_float16: true,
shader_int16
:
true
,
shader_int8
:
true
,
storage_buffer8_bit_access
:
true
,
geometry_shader
:
true
,
primitive_fragment_shading_rate
:
true
,
..
Features
::
empty
()
},
..
Default
::
default
()
...
...
@@ -356,7 +360,7 @@ fn main() {
depth_range
:
0.0
..
1.0
,
};
let
[
RES_X
,
RES_Y
]
=
images
[
0
]
.dimensions
()
.width_height
();
//
let [RES_X, RES_Y] = images[0].dimensions().width_height();
let
([
mut
mesh_pipeline
,
mut
implicit_pipeline
],
mut
framebuffers
)
=
window_size_dependent_setup
(
&
memory_allocator
,
...
...
@@ -376,8 +380,6 @@ fn main() {
let
mut
recreate_swapchain
=
false
;
let
mut
previous_frame_end
=
Some
(
sync
::
now
(
device
.clone
())
.boxed
());
let
mut
render_start
=
Instant
::
now
();
let
descriptor_set_allocator
=
StandardDescriptorSetAllocator
::
new
(
device
.clone
());
let
uniform_buffer
=
SubbufferAllocator
::
new
(
...
...
@@ -446,6 +448,10 @@ fn main() {
.lights
.push
(
Light
::
new
([
-
4.
,
6.
,
-
8.
],
[
8.
,
4.
,
1.
],
0.05
));
let
fragment_masks_buffer
=
object_size_dependent_setup
(
&
memory_allocator
,
&
gstate
);
let
mut
render_start
=
Instant
::
now
();
event_loop
.run
(
move
|
event
,
_
,
control_flow
|
{
if
let
Event
::
WindowEvent
{
event
:
we
,
..
}
=
&
event
{
if
!
gui
.update
(
we
)
{
...
...
@@ -794,6 +800,7 @@ fn main() {
//WriteDescriptorSet::buffer(10, csg_mat4s.clone()),
//WriteDescriptorSet::buffer(11, csg_mats.clone()),
WriteDescriptorSet
::
buffer
(
12
,
csg_depends
.clone
()),
WriteDescriptorSet
::
buffer
(
20
,
fragment_masks_buffer
.clone
()),
],
)
.unwrap
();
...
...
@@ -1028,6 +1035,8 @@ where
.build
(
allocator
.device
()
.clone
())
.unwrap
();
println!
(
"Recompiling implicit pipeline... (may take up to 10 minutes)"
);
let
implicit_pipeline
=
GraphicsPipeline
::
start
()
.render_pass
(
Subpass
::
from
(
render_pass
.clone
(),
0
)
.unwrap
())
.vertex_input_state
(
OVertex
::
per_vertex
())
...
...
@@ -1058,5 +1067,25 @@ where
.build
(
allocator
.device
()
.clone
())
.unwrap
();
println!
(
"Implicit pipeline compiled"
);
([
mesh_pipeline
,
implicit_pipeline
],
framebuffers
)
}
fn
object_size_dependent_setup
(
allocator
:
&
StandardMemoryAllocator
,
state
:
&
GState
,
)
->
Subbuffer
<
[[
u8
;
29
]]
>
{
let
fragment_masks_buffer
=
Buffer
::
new_slice
(
allocator
.clone
(),
BufferAllocateInfo
{
buffer_usage
:
BufferUsage
::
STORAGE_BUFFER
,
memory_usage
:
MemoryUsage
::
GpuOnly
,
allocate_preference
:
MemoryAllocatePreference
::
AlwaysAllocate
,
..
Default
::
default
()
},
(
state
.csg
.len
()
*
(
4
*
4
*
4
)
*
(
3
*
3
*
3
)
*
29
)
as
u64
,
)
.unwrap
();
fragment_masks_buffer
}
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