146 lines
3.3 KiB
HLSL
146 lines
3.3 KiB
HLSL
#include "shared/point.hlsl"
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#include "shared/quat-functions.hlsl"
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/*{ADDITIONAL_INCLUDES}*/
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cbuffer Params : register(b0)
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{
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float Amount;
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float MinDistance;
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float StepDistanceFactor;
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float NormalSamplingDistance;
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}
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cbuffer Params : register(b1)
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{
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/*{FLOAT_PARAMS}*/
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}
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cbuffer Params : register(b2)
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{
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int MaxSteps;
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int WriteDistanceMode;
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int SetOrientation;
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int SetColor;
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int AmountFactor;
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}
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StructuredBuffer<Point> SourcePoints : t0;
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RWStructuredBuffer<Point> ResultPoints : u0;
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sampler ClampedSampler : s0;
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sampler WrappedSampler: s1;
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//=== Additional Resources ==========================================
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/*{RESOURCES(t1)}*/
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//=== Global functions ==============================================
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/*{GLOBALS}*/
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//=== Field functions ===============================================
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/*{FIELD_FUNCTIONS}*/
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//-------------------------------------------------------------------
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float4 GetField(float4 p)
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{
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float4 f = 1;
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/*{FIELD_CALL}*/
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return f;
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}
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inline float GetDistance(float3 p3)
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{
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return GetField(float4(p3.xyz, 0)).w;
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}
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float3 GetNormal(float3 p)
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{
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return normalize(
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GetDistance(p + float3(NormalSamplingDistance, -NormalSamplingDistance, -NormalSamplingDistance)) * float3(1, -1, -1) +
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GetDistance(p + float3(-NormalSamplingDistance, NormalSamplingDistance, -NormalSamplingDistance)) * float3(-1, 1, -1) +
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GetDistance(p + float3(-NormalSamplingDistance, -NormalSamplingDistance, NormalSamplingDistance)) * float3(-1, -1, 1) +
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GetDistance(p + float3(NormalSamplingDistance, NormalSamplingDistance, NormalSamplingDistance)) * float3(1, 1, 1));
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}
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//===================================================================
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static const float NoisePhase = 0;
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#define ModeOverride 0
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#define ModeAdd 1
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#define ModeSub 2
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#define ModeMultiply 3
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#define ModeInvert 4
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[numthreads(64, 1, 1)] void main(uint3 i : SV_DispatchThreadID)
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{
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uint numStructs, stride;
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SourcePoints.GetDimensions(numStructs, stride);
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if (i.x >= numStructs)
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return;
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Point p = SourcePoints[i.x];
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if (isnan(p.Scale.x))
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{
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ResultPoints[i.x] = p;
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return;
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}
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float3 pos = p.Position;
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float sumD = 0;
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float3 pp = pos;
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float4 field = 1;
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float3 n;
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for (int stepIndex = 0; stepIndex < MaxSteps; stepIndex++)
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{
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float d = GetDistance(pp);
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sumD += d;
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if (abs(d) < MinDistance)
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break;
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n = GetNormal(pp);
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pp -= n * d * StepDistanceFactor;
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}
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float amount = Amount * (AmountFactor == 0
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? 1
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: (AmountFactor == 1) ? p.FX1
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: p.FX2);
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float3 total = pos - pp;
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if (WriteDistanceMode > 0)
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{
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float totalDistance = length(total);
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if (WriteDistanceMode == 1)
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{
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p.FX1 = totalDistance;
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}
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else
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{
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p.FX2 = totalDistance;
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}
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}
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p.Position = lerp(p.Position, pp, amount);
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if (SetOrientation)
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{
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p.Rotation = qSlerp(p.Rotation, normalize(qLookAt(n, float3(0, 1, 0))), amount);
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}
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if (SetColor)
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{
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float3 color = GetField(float4(pp, 1)).rgb;
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p.Color.rgb = lerp(p.Color.rgb, color, amount);
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}
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ResultPoints[i.x] = p;
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}
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