perovskite_client 0.2.0

Multiplayer voxel game written in Rust - Game client
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
layout(location = 0) in vec3 facedir_world_in;

#include "raytracer_spec_constants.glsl"

// Performance note: It is tempting to optimize this shader to use float16. It produces some small artifacts, but
// furthermore it actually causes a small performance loss (at least on Ampere) despite SM occupancy increasing.

struct TexRef {
    vec2 top_left;
    vec2 width_height;
};

struct SimpleCubeInfo {
    uint flags;
    TexRef tex[6];
};

layout(set = 0, binding = 0) uniform sampler2D diffuse_tex;
layout(set = 0, binding = 1) uniform sampler2D specular_tex;
layout(set = 0, binding = 2) readonly buffer RaytraceControl {
    SimpleCubeInfo cube_info[];
};


layout(set = 1, binding = 1) uniform ChunkMapHeader {
    uint n_minus_one;
    uint mxc;
    uvec3 k;
    ivec3 min_chunk;
    ivec3 max_chunk;
};
layout(set = 1, binding = 2) readonly buffer chunk_map {
    uint chunks[];
};

// Each shader derived from this common file should declare its own storage image bindings
// with the appropriate binding indices and readonly/writeonly

//layout (set = 1, binding = 3, rgba8) uniform restrict image2D deferred_specular_color;
//layout (set = 1, binding = 4, rgba32f) uniform restrict image2D deferred_specular_ray_dir;
//layout(input_attachment_index = 0, set = 1, binding = 5) uniform subpassInput f_depth_in;

#include "raytracer_bindings.glsl"
#include "sky.glsl"

const mat2x3 face_swizzlers[] = {
// X+
mat2x3(
vec3(0, 0, 1), vec3(0, -1, 0)
),
// X-
mat2x3(
vec3(0, 0, -1), vec3(0, -1, 0)
),
// Y+
mat2x3(
vec3(-1, 0, 0), vec3(0, 0, 1)
),
// Y-
mat2x3(
vec3(1, 0, 0), vec3(0, 0, 1)
),
// Z+
mat2x3(
vec3(-1, 0, 0), vec3(0, -1, 0)
),
// Z-
mat2x3(
vec3(1, 0, 0), vec3(0, -1, 0)
),
};

const float global_brightness_table[] = {
0.0, 0.015625, 0.044194173, 0.08118988,
0.125, 0.17469281, 0.22963966, 0.28937906,
0.35355338, 0.421875, 0.49410588, 0.5700449,
0.649519, 0.7323776, 0.8184875, 0.90773046
};

const float brightness_table[] = {
0.03125, 0.07432544, 0.123381935, 0.17677669,
0.23364824, 0.29345337, 0.35581362, 0.4204482,
0.48713928, 0.55571234, 0.6260238, 0.69795364,
0.77139926, 0.8462722, 0.9224952, 1.0
};

const int face_backoffs_offset[] = {
18 * 18, -18 * 18,
1, -1,
18, -18
};

const vec3 face_reflectors[] = {
vec3(-1, 1, 1), vec3(-1, 1, 1),
vec3(1, -1, 1), vec3(1, -1, 1),
vec3(1, 1, -1), vec3(1, 1, -1),
};

const vec3 debug_face_colors[] = {
vec3(1, 0, 0), vec3(1, 1, 0),
vec3(0, 1, 0), vec3(0, 1, 1),
vec3(0, 0, 1), vec3(1, 0, 1),
};

uint phash(uvec3 coord, uvec3 k, uint n_minus_one) {
    uvec3 products = coord * k;
    uint sum = products.x + products.y + products.z;
    return (sum % 1610612741) & n_minus_one;
}

//uint map_lookup(uvec3 coord, uvec3 k, uint n, uint mx) {
//    uvec3 products = coord * k;
//    uint sum = products.x + products.y + products.z;
//    uint slot = (sum % 1610612741) & (n - 1);
//    for (int s = 0; s <= mx; s++) {
//        uint base = slot * 4;
//        if ((chunks[base + 3] & 1) == 0) {
//            return 0xffffffff;
//        }
//        if (uvec3(chunks[base], chunks[base + 1], chunks[base + 2]) == coord) {
//            return slot;
//        }
//        slot = (slot + 1) & (n - 1);
//    }
//    return 0xffffffff;
//}

struct HitInfo {
    ivec3 hit_block;
    vec3 start_cc;
    vec3 end_cc;
    uint block_id;
    uint face_light;
};

// Raytraces through a single chunk, returns true if hit, false if no hit.
// (tentative signature, to be updated later)
//
// input: hit_info's start_cc/end_cc represent the hit state of this chunk when we start traversing
// output: start_cc/end_cc represent the hit state of the block we hit, if there was a hit. Otherwise, undefined
bool traverse_chunk(uint slot, inout HitInfo info) {
    info.start_cc *= 16;
    info.end_cc *= 16;
    // 4n ints for packed keys table, 5832 ints per chunk, and 343 ints
    // to account for the fact that offset [0,0,0] is partway in chunk (lighting/neighbor data)
    // 343 + 4 = 347 because n-1 rather than n
    uint base = 4 * n_minus_one + 347 + (7328 * slot);
    // 5860 is 5856 (length of block data) + 4 (n-1 compensation)
    uint light_base = 4 * n_minus_one + 5860 + (7328 * slot);

    ivec3 g = ivec3(floor(info.start_cc));
    ivec3 g1idx = ivec3(floor(info.end_cc));
    ivec3 sgns = ivec3(sign(g1idx - g));

    uvec3 gpd = uvec3(
    (g1idx.x > g.x ? 1 : 0),
    (g1idx.y > g.y ? 1 : 0),
    (g1idx.z > g.z ? 1 : 0)
    );

    vec3 gfrac = info.start_cc - g;
    vec3 slope = info.end_cc - info.start_cc;

    vec3 v = mix(info.end_cc - info.start_cc, vec3(1), equal(info.start_cc, info.end_cc));
    vec3 derr = vec3(
    v.y * v.z,
    v.x * v.z,
    v.x * v.y
    );
    vec3 err = (gpd - gfrac) * derr;
    derr *= sgns;
    // CubeFace is structured such that gpd can be used to get the correct side
    for (int i = 0; i < 60; i++) {
        info.start_cc = gfrac;

        //        if ((g.y == 3) && (g.x == 4)) {
        //            f_color = vec4(0.0, 1.0, 1.0, 1.0);
        //            return true;
        //        }

        vec3 r = abs(err);

        // Hide latency by overlaying fetch with next-block calc
        uint block_id;
        bool should_break = g == g1idx;

        info.hit_block = g;
        ivec3 mask = ivec3(~15);
        uint offset;
        if ((g & mask) == ivec3(0)) {
            offset = g.x * 324 + g.y + g.z * 18;
            block_id = chunks[base + offset];
        } else {
            block_id = 0xffffffff;
        }
        uint n_face;
        if (sgns.x != 0 && (sgns.y == 0 || r.x <= r.y) && (sgns.z == 0 || r.x <= r.z)) {
            g.x += sgns.x;
            float diff = gpd.x - gfrac.x;
            // can we absorb gfrac into end_cc?
            gfrac += diff * (slope / slope.x);
            info.end_cc = gfrac;
            err.x += derr.x;
            gfrac.x -= sgns.x;
            n_face = gpd.x;
        }
        else if (sgns.y != 0 && (sgns.z == 0 || r.y <= r.z)) {
            g.y += sgns.y;
            float diff = gpd.y - gfrac.y;
            gfrac += diff * (slope / slope.y);
            info.end_cc = gfrac;
            err.y += derr.y;
            gfrac.y -= sgns.y;
            n_face = 2 + gpd.y;
        }
        else if (sgns.z != 0) {
            g.z += sgns.z;
            float diff = gpd.z - gfrac.z;
            gfrac += diff * (slope / slope.z);
            info.end_cc = gfrac;
            err.z += derr.z;
            gfrac.z -= sgns.z;
            n_face = 4 + gpd.z;
        }
        if (info.block_id == 0xffffffff) {
            info.block_id = block_id;
        } else if ((block_id != 0)
        && ((block_id & 0xfffff000u) != (info.block_id & 0xfffff000u))
        && (block_id != 0xffffffff)
        && ((cube_info[block_id >> 12].flags & SKIP_MASK) == 0)) {
            info.block_id = block_id;
            uint l_offset = 343+(offset) + face_backoffs_offset[info.face_light & 7u];
            uint raw_light = chunks[light_base + (l_offset / 4)] >> (8 * (l_offset & 3u));
            info.face_light |= (raw_light << 8);
            return true;
        }
        //        if (block_id != 0xffffffff) {
        //            info.block_id = block_id;
        //        }
        info.face_light = n_face;
        if (should_break) {
            return false;
        }
    }
    return false;
}

vec3 decode_normal(uint index) {
    const float sqrt_half = sqrt(0.5);
    // Matches CubeFace in BlockRenderer
    const vec3 normals[10] = vec3[](
    vec3(1.0, 0.0, 0.0),
    vec3(-1.0, 0.0, 0.0),
    // Warning: CubeFace Y+ then Y- is in world coords, not Vk coords
    vec3(0.0, 1.0, 0.0),
    vec3(0.0, -1.0, 0.0),
    vec3(0.0, 0.0, 1.0),
    vec3(0.0, 0.0, -1.0),
    vec3(sqrt_half, 0.0, sqrt_half),
    vec3(sqrt_half, 0.0, -sqrt_half),
    vec3(-sqrt_half, 0.0, sqrt_half),
    vec3(-sqrt_half, 0.0, -sqrt_half)
    );
    return normals[index];
}

bool traverse_space(vec3 g0, vec3 g1, inout HitInfo info) {
    ivec3 g0idx = ivec3(floor(g0));
    vec3 gfrac = g0 - g0idx;
    vec3 slope = g1 - g0;
    ivec3 g1idx = ivec3(floor(g1));
    ivec3 sgns = sign(g1idx - g0idx);
    ivec3 g = g0idx;
    uvec3 gpd = uvec3(
    (g1idx.x > g0idx.x ? 1 : 0),
    (g1idx.y > g0idx.y ? 1 : 0),
    (g1idx.z > g0idx.z ? 1 : 0)
    );

    vec3 v = mix(g1 - g0, vec3(1), equal(g1, g0));

    vec3 derr = vec3(
    v.y * v.z,
    v.x * v.z,
    v.x * v.y
    );
    vec3 err = (gpd - gfrac) * derr;
    derr *= sgns;
    uint slot_base;
    uint try_slot;
    for (uint i = 0; i < render_distance; i++) {
        uvec3 chk = uvec3(g + coarse_pos);
        // Hide latency by interleaving map lookup with next-chunk calc
        // We do this by doing the first lookup now, and hoping that we have a prefetched cacheline
        // by the time we finish the math for next chunk

        // This is inlined from the old map lookup function and rearranged
        uvec3 products = chk * k;
        uint sum = products.x + products.y + products.z;
        uint try_slot = (sum % 1610612741) & n_minus_one;
        uint slot_base = try_slot * 4;
        uint slot_flag = chunks[slot_base];

        vec3 r = abs(err);

        info.start_cc = gfrac;
        bool should_break = g == g1idx;

        uint n_face;
        if (sgns.x != 0 && (sgns.y == 0 || r.x <= r.y) && (sgns.z == 0 || r.x <= r.z)) {
            g.x += sgns.x;
            float diff = gpd.x - gfrac.x;
            gfrac += diff * (slope / slope.x);
            info.end_cc = gfrac;
            err.x += derr.x;
            gfrac.x -= sgns.x;
            n_face = gpd.x;
        }
        else if (sgns.y != 0 && (sgns.z == 0 || r.y <= r.z)) {
            g.y += sgns.y;
            float diff = gpd.y - gfrac.y;
            gfrac += diff * (slope / slope.y);
            info.end_cc = gfrac;
            err.y += derr.y;
            gfrac.y -= sgns.y;
            n_face = 2 + gpd.y;
        }
        else if (sgns.z != 0) {
            g.z += sgns.z;
            float diff = gpd.z - gfrac.z;
            gfrac += diff * (slope / slope.z);
            info.end_cc = gfrac;
            err.z += derr.z;
            gfrac.z -= sgns.z;
            n_face = 4 + gpd.z;
        } else {
            return false;
        }

        uint slot = 0xffffffff;
        for (int s = 0; s <= mxc; s++) {
            if (slot_flag == 0) {
                break;
            }
            if (uvec3(chunks[slot_base + 1], chunks[slot_base + 2], chunks[slot_base + 3]) == chk) {
                slot = try_slot;
                break;
            }
            try_slot = (try_slot + 1) & n_minus_one;
            slot_base = try_slot * 4;
            slot_flag = chunks[slot_base];
        }

        if (slot != 0xffffffff && traverse_chunk(slot, info) && ((slot_flag & 4u) == 0)) {
            // We need to restore the old value of g prior to updates.
            // Holding it in a register will increase register pressure.
            // However, we know that chk = old_g + coarse_pos, and it's OK for hits to be mildly expensive
            info.hit_block += 16 * (ivec3(chk) - coarse_pos);
            return true;
        }
        info.face_light = n_face;

        if (should_break) {
            return false;
        }
    }
    return false;
}

// Compute the range of distances that could possibly hit a chunk
// returns min, max
vec2 t_range(vec3 start, vec3 dir) {
    dir = normalize(dir);
    vec3 c_min = min_chunk - coarse_pos;
    vec3 c_max = max_chunk - coarse_pos;
    vec3 t_for_min = (c_min - start) / dir;
    vec3 t_for_max = (c_max + 1 - start) / dir;
    vec3 t_min = min(t_for_min, t_for_max);
    vec3 t_max = max(t_for_min, t_for_max) + 0.5;
    return vec2(
    max(0, max(t_min.x, max(t_min.y, t_min.z))),
    min(render_distance, min(t_max.x, min(t_max.y, t_max.z)))
    );
}

struct SampleResult {
    vec4 diffuse;
    vec4 specular;
};

const mat2x2 rotations[] = {
mat2x2(vec2(1, 0), vec2(0, 1)),
mat2x2(vec2(0, -1), vec2(1, 0)),
mat2x2(vec2(-1, 0), vec2(0, -1)),
mat2x2(vec2(0, 1), vec2(-1, 0)),
};
const uint face_remaps[6][4] = {
{ 0, 4, 1, 5 },
{ 1, 5, 0, 4 },
{ 2, 2, 2, 2 },
{ 3, 3, 3, 3 },
{ 4, 1, 5, 0 },
{ 5, 0, 4, 1 },
};

SampleResult sample_simple(HitInfo info, uint idx, bool want_spec) {
    uint face = info.face_light & 7u;
    uint norm_face = face;
    vec3 start_cc = info.start_cc;

    if ((cube_info[idx].flags & 2u) != 0) {
        uint variant = info.block_id & 3u;
        start_cc.xz = ((start_cc.xz - 0.5) * rotations[variant]) + 0.5;
        face = face_remaps[face][variant];
    }

    vec2 tl = cube_info[idx].tex[face].top_left;
    vec2 wh = cube_info[idx].tex[face].width_height;
    vec2 uv = ((start_cc - 0.5) * face_swizzlers[face]) + 0.5;
    vec2 texel = tl + (uv * wh);

    vec4 diffuse = texture(diffuse_tex, texel);
    vec4 specular = vec4(0);

    if (SPECULAR) {
        if (want_spec) {
            specular = texture(specular_tex, texel);
        }
    }

    // For debugging
    // allow seeing some of the texture, plus avoid the sampler disappearing from the final shader program
    //vec4 tex_color = vec4(debug_face_colors[info.face], 1.0) + 0.05 * texture(tex, texel);

    float global_brightness_contribution = global_brightness_table[bitfieldExtract(info.face_light, 12, 4)];
    float gbc_adjustment = 0.5 + 0.5 * max(0, dot(sun_direction, decode_normal(norm_face)));
    // TODO: Do a ray query to the sun instead
    vec3 global_light = global_brightness_color * global_brightness_contribution * gbc_adjustment;
    vec4 final_diffuse = vec4((brightness_table[bitfieldExtract(info.face_light, 8, 4)] + global_light) * diffuse.rgb, diffuse.a);

    return SampleResult(
    final_diffuse,
    specular
    );
}

float random (vec2 st, float f) {
    return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * f);
}