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

114 lines
3.3 KiB
HLSL

#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
#include "shared/noise-functions.hlsl"
#include "shared/hash-functions.hlsl"
cbuffer Params : register(b0)
{
float Variation;
float NoiseAmount;
float Frequency;
float Phase;
float3 NoiseDistribution;
float RotationLookupDistance;
float Length;
float Width;
float NoiseDensity;
}
StructuredBuffer<LegacyPoint> PointsA : t0;
StructuredBuffer<LegacyPoint> PointsB : t1;
Texture2D<float4> GrowthMap : register(t2);
sampler texSampler : register(s0);
RWStructuredBuffer<LegacyPoint> ResultPoints : u0;
float3 GetNoise(float3 pos)
{
float3 noiseLookup = (pos + Phase ) * Frequency;
return snoiseVec3(noiseLookup) * NoiseAmount * NoiseDistribution;
}
void GetTranslationAndRotation(float weight, float3 pointPos, float4 rotation,
out float3 offset, out float4 newRotation)
{
offset = GetNoise(pointPos) * weight;
float3 xDir = qRotateVec3(float3(RotationLookupDistance,0,0), rotation);
float3 offsetAtPosXDir = GetNoise(pointPos + xDir) * weight;
float3 rotatedXDir = (pointPos + xDir + offsetAtPosXDir) - (pointPos + offset);
float3 yDir = qRotateVec3(float3(0, RotationLookupDistance,0), rotation);
float3 offsetAtPosYDir = GetNoise(pointPos + yDir) * 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(qFromMatrix3(transpose(orientationDest)));
}
[numthreads(64,1,1)]
void main(uint3 i : SV_DispatchThreadID)
{
uint sourceCount, strideA;
PointsA.GetDimensions(sourceCount, strideA);
sourceCount +=1; //For NaN-Separator
uint targetPosCount, strideB;
PointsB.GetDimensions(targetPosCount, strideB);
//uint sourceCount = (uint)(CountA + 0.1);
uint sourceIndex = i.x % sourceCount;
if(sourceIndex == sourceCount-1)
{
ResultPoints[i.x].W = sqrt(-1);
}
else
{
uint targetIndex = (i.x / sourceCount ) % targetPosCount;
LegacyPoint A = PointsA[sourceIndex];
LegacyPoint B = PointsB[targetIndex];
//ResultPoints[i.x] = A;
//return;
float3 pLocal = qRotateVec3(A.Position, B.Rotation);
float age = B.W;
float w = A.W;
float4 attributes = GrowthMap.SampleLevel(texSampler, float2(age,1-w), 0);
float d = saturate(attributes.r - 0.05);
if(d < 0.001)
d = sqrt(-1);
float4 rotation = qMul(A.Rotation, B.Rotation);
float noiseWeight = attributes.g;
float3 offset;
float4 newRotation;
float3 variationOffset = hash31(targetIndex) * Variation;
GetTranslationAndRotation(noiseWeight, pLocal * NoiseDensity + variationOffset, rotation, offset, newRotation);
ResultPoints[i.x].Position = pLocal * Length + B.Position + offset;
ResultPoints[i.x].W = d * Width;
ResultPoints[i.x].Rotation = newRotation;
}
}