Constant F64
Source pub const F64: &str = r#"const WORKGROUP_SIZE: u32 = {{WORKGROUP_SIZE}}u;
const VERTICES_PER_INVOCATION: u32 = 4u;
struct VertexRaw {
data: array<f32, 12u>,
};
struct ContourParams {
min_z: f32,
max_z: f32,
base_z: f32,
level_count: u32,
x_len: u32,
y_len: u32,
color_table_len: u32,
cell_count: u32,
};
@group(0) @binding(0)
var<storage, read> buf_x: array<f64>;
@group(0) @binding(1)
var<storage, read> buf_y: array<f64>;
@group(0) @binding(2)
var<storage, read> buf_z: array<f64>;
@group(0) @binding(3)
var<storage, read> color_table: array<vec4<f32>>;
@group(0) @binding(4)
var<storage, read_write> out_vertices: array<VertexRaw>;
@group(0) @binding(5)
var<uniform> params: ContourParams;
@group(0) @binding(6)
var<storage, read> level_values: array<f32>;
fn sample_color(t: f32) -> vec4<f32> {
let table_len = params.color_table_len;
if (table_len <= 1u) {
return color_table[0u];
}
let clamped = clamp(t, 0.0, 1.0);
let scaled = clamped * f32(table_len - 1u);
let lower = u32(scaled);
let upper = min(lower + 1u, table_len - 1u);
let frac = scaled - f32(lower);
return mix(color_table[lower], color_table[upper], frac);
}
fn encode_vertex(position: vec3<f32>, color: vec4<f32>) -> VertexRaw {
var vertex: VertexRaw;
vertex.data[0u] = position.x;
vertex.data[1u] = position.y;
vertex.data[2u] = position.z;
vertex.data[3u] = color.x;
vertex.data[4u] = color.y;
vertex.data[5u] = color.z;
vertex.data[6u] = color.w;
vertex.data[7u] = 0.0;
vertex.data[8u] = 0.0;
vertex.data[9u] = 1.0;
vertex.data[10u] = 0.0;
vertex.data[11u] = 0.0;
return vertex;
}
fn interpolate_edge(edge: u32, corners: array<vec2<f32>, 4>, values: array<f32, 4>, level: f32) -> vec2<f32> {
var a: vec2<f32>;
var b: vec2<f32>;
var va: f32;
var vb: f32;
switch edge {
case 0u: { a = corners[0u]; b = corners[1u]; va = values[0u]; vb = values[1u]; }
case 1u: { a = corners[1u]; b = corners[2u]; va = values[1u]; vb = values[2u]; }
case 2u: { a = corners[2u]; b = corners[3u]; va = values[2u]; vb = values[3u]; }
default: { a = corners[3u]; b = corners[0u]; va = values[3u]; vb = values[0u]; }
}
let delta = vb - va;
let t = if (abs(delta) <= 1e-6) { 0.5 } else { clamp((level - va) / delta, 0.0, 1.0) };
return mix(a, b, t);
}
fn add_ambiguous_segments(
case_index: u32,
corners: array<vec2<f32>, 4>,
values: array<f32, 4>,
level: f32,
io_segments: ptr<function, array<vec2<f32>, 4>>,
io_count: ptr<function, u32>,
) {
let f00 = values[0u] - level;
let f10 = values[1u] - level;
let f11 = values[2u] - level;
let f01 = values[3u] - level;
let q = f00 * f11 - f10 * f01;
let use_default = q > 0.0 || (abs(q) <= 1e-6 && case_index == 5u);
if (use_default) {
add_segment(3u, 2u, corners, values, level, io_segments, io_count);
add_segment(0u, 1u, corners, values, level, io_segments, io_count);
} else {
add_segment(3u, 0u, corners, values, level, io_segments, io_count);
add_segment(1u, 2u, corners, values, level, io_segments, io_count);
}
}
fn write_vertex_range(base_index: u32, segment_points: array<vec2<f32>, 4>, segment_count: u32, color: vec4<f32>) {
for (var i: u32 = 0u; i < VERTICES_PER_INVOCATION; i = i + 1u) {
let idx = base_index + i;
let vertex = if (i < segment_count * 2u) {
let pt = segment_points[i];
encode_vertex(vec3<f32>(pt, params.base_z), color)
} else {
encode_vertex(vec3<f32>(0.0, 0.0, params.base_z), vec4<f32>(color.xyz, 0.0))
};
out_vertices[idx] = vertex;
}
}
fn add_segment(
edge_a: u32,
edge_b: u32,
corners: array<vec2<f32>, 4>,
values: array<f32, 4>,
level: f32,
io_segments: ptr<function, array<vec2<f32>, 4>>,
io_count: ptr<function, u32>,
) {
if (*io_count) >= 2u {
return;
}
let idx = (*io_count) * 2u;
(*io_segments)[idx] = interpolate_edge(edge_a, corners, values, level);
(*io_segments)[idx + 1u] = interpolate_edge(edge_b, corners, values, level);
*io_count = *io_count + 1u;
}
@compute @workgroup_size(WORKGROUP_SIZE)
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
let total = params.cell_count * params.level_count;
let invocation = gid.x;
if (invocation >= total) {
return;
}
let level_idx = invocation % params.level_count;
let cell_idx = invocation / params.level_count;
let cells_x = params.x_len - 1u;
let row = cell_idx % cells_x;
let col = cell_idx / cells_x;
let base_index = row + col * params.x_len;
let idx00 = base_index;
let idx10 = idx00 + 1u;
let idx01 = idx00 + params.x_len;
let idx11 = idx01 + 1u;
let x0 = f32(buf_x[row]);
let x1 = f32(buf_x[row + 1u]);
let y0 = f32(buf_y[col]);
let y1 = f32(buf_y[col + 1u]);
let z00 = f32(buf_z[idx00]);
let z10 = f32(buf_z[idx10]);
let z11 = f32(buf_z[idx11]);
let z01 = f32(buf_z[idx01]);
let corners = array<vec2<f32>, 4>(
vec2<f32>(x0, y0),
vec2<f32>(x1, y0),
vec2<f32>(x1, y1),
vec2<f32>(x0, y1)
);
let values = array<f32, 4>(z00, z10, z11, z01);
let level = level_values[level_idx];
var case_index: u32 = 0u;
if (z00 > level) { case_index = case_index | 1u; }
if (z10 > level) { case_index = case_index | 2u; }
if (z11 > level) { case_index = case_index | 4u; }
if (z01 > level) { case_index = case_index | 8u; }
var segments: array<vec2<f32>, 4>;
var segment_count: u32 = 0u;
switch case_index {
case 0u, 15u: {}
case 1u, 14u: { add_segment(3u, 0u, corners, values, level, &segments, &segment_count); }
case 2u, 13u: { add_segment(0u, 1u, corners, values, level, &segments, &segment_count); }
case 3u, 12u: { add_segment(3u, 1u, corners, values, level, &segments, &segment_count); }
case 4u, 11u: { add_segment(1u, 2u, corners, values, level, &segments, &segment_count); }
case 5u, 10u: { add_ambiguous_segments(case_index, corners, values, level, &segments, &segment_count); }
case 6u, 9u: { add_segment(0u, 2u, corners, values, level, &segments, &segment_count); }
case 7u, 8u: { add_segment(3u, 2u, corners, values, level, &segments, &segment_count); }
}
let norm = (level - params.min_z) / max(params.max_z - params.min_z, 1e-6);
let color = sample_color(norm);
let base_vertex = invocation * VERTICES_PER_INVOCATION;
write_vertex_range(base_vertex, segments, segment_count, color);
}
"#;