1pub const F32: &str = r#"const WORKGROUP_SIZE: u32 = {{WORKGROUP_SIZE}}u;
2
3const VERTICES_PER_INVOCATION: u32 = 4u;
4
5struct VertexRaw {
6 data: array<f32, 12u>,
7};
8
9struct ContourParams {
10 min_z: f32,
11 max_z: f32,
12 base_z: f32,
13 level_count: u32,
14 x_len: u32,
15 y_len: u32,
16 color_table_len: u32,
17 cell_count: u32,
18 level_z: u32,
19};
20
21@group(0) @binding(0)
22var<storage, read> buf_x: array<f32>;
23
24@group(0) @binding(1)
25var<storage, read> buf_y: array<f32>;
26
27@group(0) @binding(2)
28var<storage, read> buf_z: array<f32>;
29
30@group(0) @binding(3)
31var<storage, read> color_table: array<vec4<f32>>;
32
33@group(0) @binding(4)
34var<storage, read_write> out_vertices: array<VertexRaw>;
35
36@group(0) @binding(5)
37var<uniform> params: ContourParams;
38
39@group(0) @binding(6)
40var<storage, read> level_values: array<f32>;
41
42fn sample_color(t: f32) -> vec4<f32> {
43 let table_len = params.color_table_len;
44 if (table_len <= 1u) {
45 return color_table[0u];
46 }
47 let clamped = clamp(t, 0.0, 1.0);
48 let scaled = clamped * f32(table_len - 1u);
49 let lower = u32(scaled);
50 let upper = min(lower + 1u, table_len - 1u);
51 let frac = scaled - f32(lower);
52 return mix(color_table[lower], color_table[upper], frac);
53}
54
55fn encode_vertex(position: vec3<f32>, color: vec4<f32>) -> VertexRaw {
56 var vertex: VertexRaw;
57 vertex.data[0u] = position.x;
58 vertex.data[1u] = position.y;
59 vertex.data[2u] = position.z;
60 vertex.data[3u] = color.x;
61 vertex.data[4u] = color.y;
62 vertex.data[5u] = color.z;
63 vertex.data[6u] = color.w;
64 vertex.data[7u] = 0.0;
65 vertex.data[8u] = 0.0;
66 vertex.data[9u] = 1.0;
67 vertex.data[10u] = 0.0;
68 vertex.data[11u] = 0.0;
69 return vertex;
70}
71
72fn interpolate_edge(edge: u32, corners: array<vec2<f32>, 4>, values: array<f32, 4>, level: f32) -> vec2<f32> {
73 var a: vec2<f32>;
74 var b: vec2<f32>;
75 var va: f32;
76 var vb: f32;
77 switch edge {
78 case 0u: { a = corners[0u]; b = corners[1u]; va = values[0u]; vb = values[1u]; }
79 case 1u: { a = corners[1u]; b = corners[2u]; va = values[1u]; vb = values[2u]; }
80 case 2u: { a = corners[2u]; b = corners[3u]; va = values[2u]; vb = values[3u]; }
81 default: { a = corners[3u]; b = corners[0u]; va = values[3u]; vb = values[0u]; }
82 }
83 let delta = vb - va;
84 let t = if (abs(delta) <= 1e-6) { 0.5 } else { clamp((level - va) / delta, 0.0, 1.0) };
85 return mix(a, b, t);
86}
87
88fn add_ambiguous_segments(
89 case_index: u32,
90 corners: array<vec2<f32>, 4>,
91 values: array<f32, 4>,
92 level: f32,
93 io_segments: ptr<function, array<vec2<f32>, 4>>,
94 io_count: ptr<function, u32>,
95) {
96 let f00 = values[0u] - level;
97 let f10 = values[1u] - level;
98 let f11 = values[2u] - level;
99 let f01 = values[3u] - level;
100 let q = f00 * f11 - f10 * f01;
101 let use_default = q > 0.0 || (abs(q) <= 1e-6 && case_index == 5u);
102 if (use_default) {
103 add_segment(3u, 2u, corners, values, level, io_segments, io_count);
104 add_segment(0u, 1u, corners, values, level, io_segments, io_count);
105 } else {
106 add_segment(3u, 0u, corners, values, level, io_segments, io_count);
107 add_segment(1u, 2u, corners, values, level, io_segments, io_count);
108 }
109}
110
111fn write_vertex_range(base_index: u32, segment_points: array<vec2<f32>, 4>, segment_count: u32, color: vec4<f32>, level: f32) {
112 let z_value = if (params.level_z == 1u) { level } else { params.base_z };
113 for (var i: u32 = 0u; i < VERTICES_PER_INVOCATION; i = i + 1u) {
114 let idx = base_index + i;
115 let vertex = if (i < segment_count * 2u) {
116 let pt = segment_points[i];
117 encode_vertex(vec3<f32>(pt, z_value), color)
118 } else {
119 encode_vertex(vec3<f32>(0.0, 0.0, z_value), vec4<f32>(color.xyz, 0.0))
120 };
121 out_vertices[idx] = vertex;
122 }
123}
124
125fn add_segment(
126 edge_a: u32,
127 edge_b: u32,
128 corners: array<vec2<f32>, 4>,
129 values: array<f32, 4>,
130 level: f32,
131 io_segments: ptr<function, array<vec2<f32>, 4>>,
132 io_count: ptr<function, u32>,
133) {
134 if (*io_count) >= 2u {
135 return;
136 }
137 let idx = (*io_count) * 2u;
138 (*io_segments)[idx] = interpolate_edge(edge_a, corners, values, level);
139 (*io_segments)[idx + 1u] = interpolate_edge(edge_b, corners, values, level);
140 *io_count = *io_count + 1u;
141}
142
143@compute @workgroup_size(WORKGROUP_SIZE)
144fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
145 let total = params.cell_count * params.level_count;
146 let invocation = gid.x;
147 if (invocation >= total) {
148 return;
149 }
150
151 let level_idx = invocation % params.level_count;
152 let cell_idx = invocation / params.level_count;
153 let cells_x = params.x_len - 1u;
154 let row = cell_idx % cells_x;
155 let col = cell_idx / cells_x;
156
157 let base_index = row + col * params.x_len;
158 let idx00 = base_index;
159 let idx10 = idx00 + 1u;
160 let idx01 = idx00 + params.x_len;
161 let idx11 = idx01 + 1u;
162
163 let x0 = buf_x[row];
164 let x1 = buf_x[row + 1u];
165 let y0 = buf_y[col];
166 let y1 = buf_y[col + 1u];
167
168 let z00 = buf_z[idx00];
169 let z10 = buf_z[idx10];
170 let z11 = buf_z[idx11];
171 let z01 = buf_z[idx01];
172
173 let corners = array<vec2<f32>, 4>(
174 vec2<f32>(x0, y0),
175 vec2<f32>(x1, y0),
176 vec2<f32>(x1, y1),
177 vec2<f32>(x0, y1)
178 );
179 let values = array<f32, 4>(z00, z10, z11, z01);
180
181 let level = level_values[level_idx];
182
183 var case_index: u32 = 0u;
184 if (z00 > level) { case_index = case_index | 1u; }
185 if (z10 > level) { case_index = case_index | 2u; }
186 if (z11 > level) { case_index = case_index | 4u; }
187 if (z01 > level) { case_index = case_index | 8u; }
188
189 var segments: array<vec2<f32>, 4>;
190 var segment_count: u32 = 0u;
191
192 switch case_index {
193 case 0u, 15u: {}
194 case 1u, 14u: { add_segment(3u, 0u, corners, values, level, &segments, &segment_count); }
195 case 2u, 13u: { add_segment(0u, 1u, corners, values, level, &segments, &segment_count); }
196 case 3u, 12u: { add_segment(3u, 1u, corners, values, level, &segments, &segment_count); }
197 case 4u, 11u: { add_segment(1u, 2u, corners, values, level, &segments, &segment_count); }
198 case 5u, 10u: { add_ambiguous_segments(case_index, corners, values, level, &segments, &segment_count); }
199 case 6u, 9u: { add_segment(0u, 2u, corners, values, level, &segments, &segment_count); }
200 case 7u, 8u: { add_segment(3u, 2u, corners, values, level, &segments, &segment_count); }
201 }
202
203 let norm = (level - params.min_z) / max(params.max_z - params.min_z, 1e-6);
204 let color = sample_color(norm);
205 let base_vertex = invocation * VERTICES_PER_INVOCATION;
206 write_vertex_range(base_vertex, segments, segment_count, color, level);
207}
208"#;
209
210pub const F64: &str = r#"const WORKGROUP_SIZE: u32 = {{WORKGROUP_SIZE}}u;
211
212const VERTICES_PER_INVOCATION: u32 = 4u;
213
214struct VertexRaw {
215 data: array<f32, 12u>,
216};
217
218struct ContourParams {
219 min_z: f32,
220 max_z: f32,
221 base_z: f32,
222 level_count: u32,
223 x_len: u32,
224 y_len: u32,
225 color_table_len: u32,
226 cell_count: u32,
227 level_z: u32,
228};
229
230@group(0) @binding(0)
231var<storage, read> buf_x: array<f64>;
232
233@group(0) @binding(1)
234var<storage, read> buf_y: array<f64>;
235
236@group(0) @binding(2)
237var<storage, read> buf_z: array<f64>;
238
239@group(0) @binding(3)
240var<storage, read> color_table: array<vec4<f32>>;
241
242@group(0) @binding(4)
243var<storage, read_write> out_vertices: array<VertexRaw>;
244
245@group(0) @binding(5)
246var<uniform> params: ContourParams;
247
248@group(0) @binding(6)
249var<storage, read> level_values: array<f32>;
250
251fn sample_color(t: f32) -> vec4<f32> {
252 let table_len = params.color_table_len;
253 if (table_len <= 1u) {
254 return color_table[0u];
255 }
256 let clamped = clamp(t, 0.0, 1.0);
257 let scaled = clamped * f32(table_len - 1u);
258 let lower = u32(scaled);
259 let upper = min(lower + 1u, table_len - 1u);
260 let frac = scaled - f32(lower);
261 return mix(color_table[lower], color_table[upper], frac);
262}
263
264fn encode_vertex(position: vec3<f32>, color: vec4<f32>) -> VertexRaw {
265 var vertex: VertexRaw;
266 vertex.data[0u] = position.x;
267 vertex.data[1u] = position.y;
268 vertex.data[2u] = position.z;
269 vertex.data[3u] = color.x;
270 vertex.data[4u] = color.y;
271 vertex.data[5u] = color.z;
272 vertex.data[6u] = color.w;
273 vertex.data[7u] = 0.0;
274 vertex.data[8u] = 0.0;
275 vertex.data[9u] = 1.0;
276 vertex.data[10u] = 0.0;
277 vertex.data[11u] = 0.0;
278 return vertex;
279}
280
281fn interpolate_edge(edge: u32, corners: array<vec2<f32>, 4>, values: array<f32, 4>, level: f32) -> vec2<f32> {
282 var a: vec2<f32>;
283 var b: vec2<f32>;
284 var va: f32;
285 var vb: f32;
286 switch edge {
287 case 0u: { a = corners[0u]; b = corners[1u]; va = values[0u]; vb = values[1u]; }
288 case 1u: { a = corners[1u]; b = corners[2u]; va = values[1u]; vb = values[2u]; }
289 case 2u: { a = corners[2u]; b = corners[3u]; va = values[2u]; vb = values[3u]; }
290 default: { a = corners[3u]; b = corners[0u]; va = values[3u]; vb = values[0u]; }
291 }
292 let delta = vb - va;
293 let t = if (abs(delta) <= 1e-6) { 0.5 } else { clamp((level - va) / delta, 0.0, 1.0) };
294 return mix(a, b, t);
295}
296
297fn add_ambiguous_segments(
298 case_index: u32,
299 corners: array<vec2<f32>, 4>,
300 values: array<f32, 4>,
301 level: f32,
302 io_segments: ptr<function, array<vec2<f32>, 4>>,
303 io_count: ptr<function, u32>,
304) {
305 let f00 = values[0u] - level;
306 let f10 = values[1u] - level;
307 let f11 = values[2u] - level;
308 let f01 = values[3u] - level;
309 let q = f00 * f11 - f10 * f01;
310 let use_default = q > 0.0 || (abs(q) <= 1e-6 && case_index == 5u);
311 if (use_default) {
312 add_segment(3u, 2u, corners, values, level, io_segments, io_count);
313 add_segment(0u, 1u, corners, values, level, io_segments, io_count);
314 } else {
315 add_segment(3u, 0u, corners, values, level, io_segments, io_count);
316 add_segment(1u, 2u, corners, values, level, io_segments, io_count);
317 }
318}
319
320fn write_vertex_range(base_index: u32, segment_points: array<vec2<f32>, 4>, segment_count: u32, color: vec4<f32>, level: f32) {
321 let z_value = if (params.level_z == 1u) { level } else { params.base_z };
322 for (var i: u32 = 0u; i < VERTICES_PER_INVOCATION; i = i + 1u) {
323 let idx = base_index + i;
324 let vertex = if (i < segment_count * 2u) {
325 let pt = segment_points[i];
326 encode_vertex(vec3<f32>(pt, z_value), color)
327 } else {
328 encode_vertex(vec3<f32>(0.0, 0.0, z_value), vec4<f32>(color.xyz, 0.0))
329 };
330 out_vertices[idx] = vertex;
331 }
332}
333
334fn add_segment(
335 edge_a: u32,
336 edge_b: u32,
337 corners: array<vec2<f32>, 4>,
338 values: array<f32, 4>,
339 level: f32,
340 io_segments: ptr<function, array<vec2<f32>, 4>>,
341 io_count: ptr<function, u32>,
342) {
343 if (*io_count) >= 2u {
344 return;
345 }
346 let idx = (*io_count) * 2u;
347 (*io_segments)[idx] = interpolate_edge(edge_a, corners, values, level);
348 (*io_segments)[idx + 1u] = interpolate_edge(edge_b, corners, values, level);
349 *io_count = *io_count + 1u;
350}
351
352@compute @workgroup_size(WORKGROUP_SIZE)
353fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
354 let total = params.cell_count * params.level_count;
355 let invocation = gid.x;
356 if (invocation >= total) {
357 return;
358 }
359
360 let level_idx = invocation % params.level_count;
361 let cell_idx = invocation / params.level_count;
362 let cells_x = params.x_len - 1u;
363 let row = cell_idx % cells_x;
364 let col = cell_idx / cells_x;
365
366 let base_index = row + col * params.x_len;
367 let idx00 = base_index;
368 let idx10 = idx00 + 1u;
369 let idx01 = idx00 + params.x_len;
370 let idx11 = idx01 + 1u;
371
372 let x0 = f32(buf_x[row]);
373 let x1 = f32(buf_x[row + 1u]);
374 let y0 = f32(buf_y[col]);
375 let y1 = f32(buf_y[col + 1u]);
376
377 let z00 = f32(buf_z[idx00]);
378 let z10 = f32(buf_z[idx10]);
379 let z11 = f32(buf_z[idx11]);
380 let z01 = f32(buf_z[idx01]);
381
382 let corners = array<vec2<f32>, 4>(
383 vec2<f32>(x0, y0),
384 vec2<f32>(x1, y0),
385 vec2<f32>(x1, y1),
386 vec2<f32>(x0, y1)
387 );
388 let values = array<f32, 4>(z00, z10, z11, z01);
389
390 let level = level_values[level_idx];
391
392 var case_index: u32 = 0u;
393 if (z00 > level) { case_index = case_index | 1u; }
394 if (z10 > level) { case_index = case_index | 2u; }
395 if (z11 > level) { case_index = case_index | 4u; }
396 if (z01 > level) { case_index = case_index | 8u; }
397
398 var segments: array<vec2<f32>, 4>;
399 var segment_count: u32 = 0u;
400
401 switch case_index {
402 case 0u, 15u: {}
403 case 1u, 14u: { add_segment(3u, 0u, corners, values, level, &segments, &segment_count); }
404 case 2u, 13u: { add_segment(0u, 1u, corners, values, level, &segments, &segment_count); }
405 case 3u, 12u: { add_segment(3u, 1u, corners, values, level, &segments, &segment_count); }
406 case 4u, 11u: { add_segment(1u, 2u, corners, values, level, &segments, &segment_count); }
407 case 5u, 10u: { add_ambiguous_segments(case_index, corners, values, level, &segments, &segment_count); }
408 case 6u, 9u: { add_segment(0u, 2u, corners, values, level, &segments, &segment_count); }
409 case 7u, 8u: { add_segment(3u, 2u, corners, values, level, &segments, &segment_count); }
410 }
411
412 let norm = (level - params.min_z) / max(params.max_z - params.min_z, 1e-6);
413 let color = sample_color(norm);
414 let base_vertex = invocation * VERTICES_PER_INVOCATION;
415 write_vertex_range(base_vertex, segments, segment_count, color, level);
416}
417"#;