Files
2026-07-13 13:13:17 +08:00

134 lines
4.0 KiB
HLSL

#include "shared/hash-functions.hlsl"
#include "shared/noise-functions.hlsl"
#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
cbuffer Params : register(b0)
{
float Amount;
float Frequency;
float Phase;
float Variation;
float3 AmountDistribution;
float RotationLookupDistance;
float3 NoiseOffset;
float __padding;
// float UseSelection;
}
cbuffer Params : register(b1)
{
int StrengthMode;
}
StructuredBuffer<Point> SourcePoints : t0;
RWStructuredBuffer<Point> ResultPoints : u0;
float3 GetNoise(float3 pos, float3 variation)
{
float3 noiseLookup = (pos * 0.91 + variation + Phase) * Frequency;
return snoiseVec3(noiseLookup) * Amount / 10 * AmountDistribution;
}
static float3 variationOffset;
void GetTranslationAndRotation_(float weight, float3 pointPos, float4 rotation,
out float3 offset, out float4 newRotation)
{
float4 noise = float4(GetNoise(pointPos + NoiseOffset, variationOffset), 0);
offset = noise.xyz * weight;
float3 xDir = qRotateVec3(float3(RotationLookupDistance, 0, 0), rotation);
float3 offsetAtPosXDir = GetNoise(pointPos + xDir, variationOffset) * weight;
float3 rotatedXDir = (pointPos + xDir + offsetAtPosXDir) - (pointPos + offset);
float3 yDir = qRotateVec3(float3(0, RotationLookupDistance, 0), rotation);
float3 offsetAtPosYDir = GetNoise(pointPos + yDir, variationOffset) * weight;
float3 rotatedYDir = (pointPos + yDir + offsetAtPosYDir) - (pointPos + offset);
float3 rotatedXDirNormalized = normalize(rotatedXDir);
float3 rotatedYDirNormalized = normalize(rotatedYDir);
float3 crossXY = cross(rotatedXDirNormalized, rotatedYDirNormalized);
float3x3 orientationDest = float3x3(
rotatedXDirNormalized,
cross(crossXY, rotatedXDirNormalized),
crossXY);
newRotation = normalize(qFromMatrix3Precise(transpose(orientationDest)));
}
void GetTranslationAndRotation(
float weight,
float3 pointPos,
float4 rotation,
out float3 offset,
out float4 newRotation)
{
// Base noise offset
float4 noise = float4(GetNoise(pointPos + NoiseOffset, variationOffset), 0);
offset = noise.xyz * weight;
// Lookup in rotated local X direction
float3 xDir = qRotateVec3(float3(RotationLookupDistance, 0, 0), rotation);
float3 offsetAtPosX = GetNoise(pointPos + xDir, variationOffset) * weight;
float3 rotatedXDir = (pointPos + xDir + offsetAtPosX) - (pointPos + offset);
// Lookup in rotated local Y direction
float3 yDir = qRotateVec3(float3(0, RotationLookupDistance, 0), rotation);
float3 offsetAtPosY = GetNoise(pointPos + yDir, variationOffset) * weight;
float3 rotatedYDir = (pointPos + yDir + offsetAtPosY) - (pointPos + offset);
// Normalize base directions
float3 ex = normalize(rotatedXDir);
float3 ey = normalize(rotatedYDir);
// Build right-handed orthonormal basis
float3 ez = normalize(cross(ex, ey));
// Handle degeneracy (ex,ey nearly collinear)
if (all(abs(ez) < 1e-6))
{
ex = normalize(xDir);
ey = normalize(yDir);
ez = normalize(cross(ex, ey));
}
// Recompute ey to ensure orthogonality
ey = normalize(cross(ez, ex));
// Assemble orientation matrix (column-major)
float3x3 orientationDest = float3x3(ex, ey, ez);
// Convert to quaternion (transpose if function expects row-major)
newRotation = normalize(qFromMatrix3Precise(transpose(orientationDest)));
}
[numthreads(64, 1, 1)] void main(uint3 i : SV_DispatchThreadID)
{
uint numStructs, stride;
SourcePoints.GetDimensions(numStructs, stride);
if (i.x >= numStructs)
{
return;
}
variationOffset = hash41u(i.x).xyz * Variation;
Point p = SourcePoints[i.x];
float weight = StrengthMode == 0 ? 1 : ((StrengthMode == 1) ? p.FX1 : p.FX2);
float3 offset;
float4 newRotation = p.Rotation;
GetTranslationAndRotation(weight, p.Position + variationOffset, p.Rotation, offset, newRotation);
p.Position += offset;
p.Rotation = newRotation;
ResultPoints[i.x] = p;
}