Created
December 17, 2023 07:10
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struct Camera { | |
origin: vec3f, | |
forward: vec3f, | |
upward: vec3f, | |
} | |
struct Line { | |
start: vec3f, | |
direction: vec3f, | |
/// >=2 for directing | |
/// >=1 for line | |
usage: f32, | |
end: vec3f, | |
width: f32, | |
} | |
struct GlobalState { | |
camera: Camera, | |
lines_size: u32, | |
lines: array<Line>, | |
} | |
#storage global_state GlobalState | |
const DISTANCE_EYE_ORIGIN: f32 = 50.0; | |
const ROTATE_SPEED = 0.1; | |
fn calculate_camera(angle: f32) -> Camera { | |
let r = 100.; | |
let origin = vec3f(cos(angle) * r, 20., -sin(angle) * r); | |
let forward = vec3f(-sin(angle), 0., -cos(angle)); | |
return Camera(origin, forward, vec3f(0., 1., 0.)); | |
} | |
// On generating random numbers, with help of y= [(a+x)sin(bx)] mod 1", W.J.J. Rey, 22nd European Meeting of Statisticians 1998 | |
fn rand11(n: f32) -> f32 { return fract(sin(n) * 43758.5453123); } | |
fn rand22(n: vec2f) -> f32 { return fract(sin(dot(n, vec2f(12.9898, 4.1414))) * 43758.5453); } | |
@compute @workgroup_size(1, 1) | |
#dispatch_once initialization | |
fn initialization() { | |
global_state.camera = calculate_camera(1.3); | |
let zero = vec3f(0., 0., 0.); | |
global_state.lines_size = 0u; | |
var c: u32 = 0u; | |
for (var i = -9i; i <= 10i; i++) { | |
c = global_state.lines_size; | |
global_state.lines[c] = Line(vec3f(30. * f32(i), 0., 0.), vec3f(0., 0., -1.), 0., zero, 0.1); | |
global_state.lines_size = c + 1u; | |
} | |
for (var i = -9i; i <= 10i; i++) { | |
c = global_state.lines_size; | |
global_state.lines[c] = Line(vec3f(0., 0., 30. * f32(i)), vec3f(1., 0., 0.), 0., zero, 0.1); | |
global_state.lines_size = c + 1u; | |
} | |
for (var j=0u; j < 5u; j ++) { | |
let r_x = rand11(f32(j)) - 0.5; | |
let r_y = rand11(f32(j)+0.5) - 0.5; | |
var base = vec3f(r_x * 200., 0. , r_y * 200.); | |
let base_direction = normalize(base); | |
base = base + base_direction * 100.; | |
if j == 0u { | |
base = vec3f(100., 0., -40); | |
} | |
global_state.lines[c] = Line(base, normalize(vec3f(0., 1., 0.)), 3., base + vec3f(0., 1., 0.) * 40., 51.); | |
global_state.lines[c+1] = Line(base, normalize(vec3f(0., 1., 0.)), 1., base + vec3f(0., 1., 0.) * 40., 0.4); | |
global_state.lines_size = c + 2u; | |
for (var i = 0u; i < 50u; i++) { | |
c = global_state.lines_size; | |
let move_down = 0.4 * f32(i); | |
let main = base + vec3f(0., 40. - move_down, 0.); | |
let angle = f32(i) * 0.72; | |
let ratio = f32(i+1) / 50.; | |
let direct = 20 * ratio * (vec3f(1., 0., 0.) * sin(angle) + vec3f(0., 0., -1.) * cos(angle)) + move_down * vec3f(0., -1, 0.); | |
let end = main + direct; | |
let direction = normalize(end - main); | |
global_state.lines[c] = Line(main, direction , 1., end, 0.2); | |
global_state.lines_size = c + 1u; | |
} | |
} | |
} | |
@compute @workgroup_size(1, 1) | |
fn update_camera() { | |
let angle = time.elapsed * ROTATE_SPEED; | |
global_state.camera = calculate_camera(angle); | |
} | |
@compute @workgroup_size(16, 16) | |
fn main_image(@builtin(global_invocation_id) id: vec3u) { | |
// Viewport resolution (in pixels) | |
let screen_size = textureDimensions(screen); | |
// Prevent overdraw for workgroups on the edge of the viewport | |
if (id.x >= screen_size.x || id.y >= screen_size.y) { return; } | |
let narrow = f32(min(screen_size.x, screen_size.y)); | |
let x = (f32(id.x) - f32(screen_size.x) * 0.5) / narrow * 20.; | |
let y = -(f32(id.y) - f32(screen_size.y) * 0.5) / narrow * 20.; | |
var color = vec4f(0., 0., 0., 0.); | |
let forward = global_state.camera.forward; | |
let upward = global_state.camera.upward; | |
let origin = global_state.camera.origin; | |
let rightward = cross(forward, upward); | |
// Drawring | |
let lines_size = global_state.lines_size; | |
let eye = origin - DISTANCE_EYE_ORIGIN * forward; | |
let pixel = origin + x * rightward + y * upward; | |
let ray_direction = pixel - eye; | |
var skip_direct = 0u; | |
for (var i = 0u; i < lines_size; i++) { | |
if skip_direct > 0 { | |
skip_direct -= 1; | |
continue; | |
} | |
let line = global_state.lines[i]; | |
let perp_line = cross(ray_direction, line.direction); | |
let perp_direction = normalize(perp_line); | |
let pick_line = line.start - eye; | |
let distance_line_ray = abs(dot(perp_direction, pick_line)); | |
// thanks to https://math.stackexchange.com/a/4764188/54238 | |
if distance_line_ray > line.width { | |
continue; | |
} | |
let t1 = dot(cross(line.start - eye, line.direction), perp_line) / dot(perp_line, perp_line); | |
if t1 < 0.001 { | |
if line.usage >= 2. { | |
skip_direct = u32(line.width); | |
continue; | |
} | |
continue; | |
} | |
if line.usage >= 2. { | |
continue; | |
} | |
let l = length(ray_direction * t1); | |
if line.usage >= 1. { | |
let closest = eye + t1 * ray_direction; | |
let to_start = line.start - closest; | |
let to_end = line.end - closest; | |
if dot(to_start, to_end) > 0. { | |
continue; | |
} | |
} | |
if l > 300. { | |
color = mix(color, vec4f(1., 1., 1., 1.), 0.02); | |
} else { | |
color = mix(color, vec4f(1., 1., 1., 1.), 0.1); | |
} | |
} | |
// HUD UIs | |
let r = length(vec2f(x, y)); | |
if r < 10.0 && r > 9.98 { | |
// draws a circle with radius 10 | |
color = mix(color, vec4f(1., 1., 1., 1.), 0.04); | |
} | |
if distance(vec2f(x, y), (vec2f(5., 5.,))) < 0.1 { | |
// draw a dot at (5,5) | |
color = mix(color, vec4f(1., 1., 1., 1.), 0.04); | |
} | |
if abs(x) < 0.01 || abs(y) < 0.01 { | |
color = mix(color, vec4f(1., 1., 1., 1.), 0.04); | |
} | |
// Output to screen (linear colour space) | |
textureStore(screen, id.xy, color); | |
} |
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