198 lines
4.7 KiB
HLSL
198 lines
4.7 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 MinDistance;
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float StepDistanceFactor;
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float NormalSamplingDistance;
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float MaxDistance;
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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 SourcePointCount;
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int MaxSteps;
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int MaxReflections;
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int WriteDistanceTo;
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int WriteStepCountTo;
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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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//=== 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 MODE_MOVEPOINTS 0
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#define MODE_REFLECTION_LINES 1
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#define MODE_RAYMARCH_STEPS 2
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[numthreads(64, 1, 1)] void main(uint3 i : SV_DispatchThreadID)
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{
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int sourceIndex = i.x;
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if (sourceIndex >= SourcePointCount)
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return;
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Point p = SourcePoints[sourceIndex];
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float sumD = 0;
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float3 n;
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n = qRotateVec3(float3(0, 0, -1), p.Rotation);
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int pointsPerLine = (MaxReflections + 3); // Source + (Reflection + 1) + Sep
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int outIndex = sourceIndex * pointsPerLine;
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int maxIndexForLine = outIndex + pointsPerLine -1;
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// Keep source point
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if (WriteDistanceTo == 1)
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{
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p.FX1 = 0;
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}
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else if (WriteDistanceTo == 2)
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{
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p.FX2 = 0;
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}
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if (WriteStepCountTo == 1)
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{
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p.FX1 = 0;
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}
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else if (WriteStepCountTo == 2)
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{
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p.FX2 = 0;
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}
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ResultPoints[outIndex++] = p;
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// Raymarch and keep reflections
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for (int reflectionIndex = 0; reflectionIndex <= MaxReflections; reflectionIndex++)
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{
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for (int stepIndex = 0; stepIndex < MaxSteps; stepIndex++)
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{
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float d = GetDistance(p.Position);
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sumD += d;
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if (WriteDistanceTo == 1)
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{
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p.FX1 = sumD;
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}
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else if (WriteDistanceTo == 2)
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{
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p.FX2 = sumD;
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}
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if (WriteStepCountTo == 1)
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{
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p.FX1 = reflectionIndex;
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}
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else if (WriteStepCountTo == 2)
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{
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p.FX2 = reflectionIndex;
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}
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if (abs(d) < MinDistance)
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{
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// Get surface normal and move slightly back
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float3 surfaceNormal = -GetNormal(p.Position);
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n = reflect(n, surfaceNormal);
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ResultPoints[outIndex++] = p; // Write surface step
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p.Position -= n * MinDistance * 1;
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break;
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}
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if (sumD > MaxDistance)
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{
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ResultPoints[outIndex++] = p;
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reflectionIndex = MaxReflections+1; // Cancel
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break;
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}
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p.Position -= n * d * StepDistanceFactor;
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}
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if(stepIndex == MaxSteps)
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{
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p.FX2 = outIndex;
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if (WriteDistanceTo == 1)
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{
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p.FX1 = sumD;
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}
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else if (WriteDistanceTo == 2)
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{
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p.FX2 = sumD;
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}
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if (WriteStepCountTo == 1)
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{
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p.FX1 = reflectionIndex;
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}
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else if (WriteStepCountTo == 2)
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{
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p.FX2 = reflectionIndex;
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}
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ResultPoints[outIndex++] = p; // Write surface step
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}
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}
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// Fill up rest with separators
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p.Scale = float3(NAN, NAN, NAN);
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for (; outIndex <= maxIndexForLine; outIndex++)
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{
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ResultPoints[outIndex] = p;
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}
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return;
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}
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