16*16*16 seems to be a sweet spot between close hulls and overdraw
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@@ -10,9 +10,9 @@ void main() {
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uint base_index = gl_InstanceIndex; //gl_BaseInstance;
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vec3 internal_pos = vec3(
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float((base_index >> 12) & 63) / 64.0,
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float((base_index >> 6) & 63) / 64.0,
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float((base_index >> 0) & 63) / 64.0
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float((base_index >> 8) & 15) / 16.0,
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float((base_index >> 4) & 15) / 16.0,
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float((base_index >> 0) & 15) / 16.0
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);
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bool enable;
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@@ -37,6 +37,6 @@ void main() {
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return;
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}
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pos = vec4((((position / 64.0) + internal_pos) * object_uniforms.dimensions) + object_uniforms.lowest_corner, 1.);
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pos = vec4((((position / 16.0) + internal_pos) * object_uniforms.dimensions) + object_uniforms.lowest_corner, 1.);
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gl_Position = camera_uniforms.proj_view * pc.world * pos;
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}
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@@ -2,7 +2,7 @@
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#define implicit_include
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layout(set = 1, binding = 0) uniform Object {
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uvec4 enable[(64*64*64)/(4*32)];
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uvec4 enable[(16*16*16)/(4*32)];
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vec3 dimensions;
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vec3 lowest_corner;
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uint material;
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+1
-6
@@ -1175,12 +1175,7 @@ impl App {
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.push_constants(csg.deferred_pipeline.layout().clone(), 0, push_constants[i])
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.unwrap();
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for (i, x) in csg.enable.iter().enumerate() {
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if x.iter().any(|f| *f != 0) {
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unsafe { builder.draw(VERTEX_COUNT as u32, 4 * 32, 0, (i * (4 * 32)) as u32) }
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.unwrap();
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}
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}
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unsafe { builder.draw(VERTEX_COUNT as u32, 16 * 16 * 16, 0, 0) }.unwrap();
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}
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}
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@@ -47,7 +47,6 @@ pub(crate) struct CSG {
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pub(crate) enable_buffer: Vec<Subbuffer<Object>>,
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pub(crate) deferred_descriptor_set: Vec<Arc<DescriptorSet>>,
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pub(crate) normals_descriptor_set: Vec<Arc<DescriptorSet>>,
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pub(crate) enable: [[u32; 4]; (64 * 64 * 64) / (32 * 4)],
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}
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pub(crate) fn load_obj(
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+3
-6
@@ -163,7 +163,6 @@ pub fn thread_loop(recv: mpmc::Receiver<WorkItem>, send: mpsc::SyncSender<WorkCo
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enable_buffer,
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deferred_descriptor_set,
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normals_descriptor_set,
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enable: [[0; 4]; (64 * 64 * 64) / (32 * 4)],
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}));
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send.send(WorkComplete::CreateCSG(csg, index)).unwrap();
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@@ -434,9 +433,9 @@ fn interval_check(csg: &mut CSG, material: u32, time: f32, frame_index: usize) {
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let highest_corner = Vec3::new(interpreter_out[0], interpreter_out[1], interpreter_out[2]);
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let lowest_corner = Vec3::new(interpreter_out[3], interpreter_out[4], interpreter_out[5]);
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const XDIM: usize = 64;
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const YDIM: usize = 64;
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const ZDIM: usize = 64;
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const XDIM: usize = 16;
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const YDIM: usize = 16;
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const ZDIM: usize = 16;
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let mut obj = Object {
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dimensions: (highest_corner - lowest_corner).to_array().into(),
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@@ -527,8 +526,6 @@ fn interval_check(csg: &mut CSG, material: u32, time: f32, frame_index: usize) {
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}
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*csg.enable_buffer[frame_index].write().unwrap() = obj;
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csg.enable = obj.enable;
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}
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fn sdf_specialize_module(
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+3
-3
@@ -10,7 +10,7 @@ layout(depth_greater) out float gl_FragDepth;
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layout(location = 0) out uint material;
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const float EPSILON = .001;
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float FARPLANE = length(object_uniforms.dimensions / 32.);
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float FARPLANE = length(object_uniforms.dimensions / 16.);
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void main() {
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vec3 raypos = pos.xyz;
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@@ -19,10 +19,10 @@ void main() {
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vec3 p = raypos;
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float total_dist = 0.;
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do {
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float dist = scene(vec4(p, camera_uniforms.campos_and_time.w)) * .98;
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float dist = scene(vec4(p, camera_uniforms.campos_and_time.w));
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total_dist += dist;
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p = fma(raydir, vec3(total_dist), raypos);
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if (dist < EPSILON) {
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if (abs(dist) < EPSILON) {
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vec4 tpoint = camera_uniforms.proj_view * pc.world * vec4(p, 1);
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gl_FragDepth = (tpoint.z / tpoint.w);
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material = object_uniforms.material;
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