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

242 lines
6.4 KiB
HLSL

#include "shared/hash-functions.hlsl"
#include "shared/noise-functions.hlsl"
#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
#include "shared/pbr.hlsl"
cbuffer Params : register(b0)
{
float Speed;
float RandomizeSpeed;
float Spin;
float RandomSpin;
float SurfaceDistance;
float RandomSurfaceDistance;
float Phase;
}
StructuredBuffer<PbrVertex> Vertices: t0;
StructuredBuffer<int3> Indices: t1;
//StructuredBuffer<LegacyPoint> SourcePoints : t2; // input
RWStructuredBuffer<LegacyPoint> ResultPoints : u0; // output
float3 closestPointOnTriangle( in float3 p0, in float3 p1, in float3 p2, in float3 sourcePosition )
{
float3 edge0 = p1 - p0;
float3 edge1 = p2 - p0;
float3 v0 = p0 - sourcePosition;
float a = dot(edge0, edge0 );
float b = dot(edge0, edge1 );
float c = dot(edge1, edge1 );
float d = dot(edge0, v0 );
float e = dot(edge1, v0 );
float det = a*c - b*b;
float s = b*e - c*d;
float t = b*d - a*e;
if ( s + t < det )
{
if ( s < 0.f )
{
if ( t < 0.f )
{
if ( d < 0.f )
{
s = clamp( -d/a, 0.f, 1.f );
t = 0.f;
}
else
{
s = 0.f;
t = clamp( -e/c, 0.f, 1.f );
}
}
else
{
s = 0.f;
t = clamp( -e/c, 0.f, 1.f );
}
}
else if ( t < 0.f )
{
s = clamp( -d/a, 0.f, 1.f );
t = 0.f;
}
else
{
float invDet = 1.f / det;
s *= invDet;
t *= invDet;
}
}
else
{
if ( s < 0.f )
{
float tmp0 = b+d;
float tmp1 = c+e;
if ( tmp1 > tmp0 )
{
float numer = tmp1 - tmp0;
float denom = a-2*b+c;
s = clamp( numer/denom, 0.f, 1.f );
t = 1-s;
}
else
{
t = clamp( -e/c, 0.f, 1.f );
s = 0.f;
}
}
else if ( t < 0.f )
{
if ( a+d > b+e )
{
float numer = c+e-b-d;
float denom = a-2*b+c;
s = clamp( numer/denom, 0.f, 1.f );
t = 1-s;
}
else
{
s = clamp( -e/c, 0.f, 1.f );
t = 0.f;
}
}
else
{
float numer = c+e-b-d;
float denom = a-2*b+c;
s = clamp( numer/denom, 0.f, 1.f );
t = 1.f - s;
}
}
return p0 + s * edge0 + t * edge1;
}
void findClosestPointAndDistance(
in uint faceCount,
in float3 pos,
out uint closestFaceIndex,
out float3 closestSurfacePoint)
{
closestFaceIndex = -1;
float closestDistance = 99999;
for(uint faceIndex = 0; faceIndex < faceCount; faceIndex++)
{
int3 f = Indices[faceIndex];
float3 pointOnFace = closestPointOnTriangle(
Vertices[f[0]].Position,
Vertices[f[1]].Position,
Vertices[f[2]].Position,
pos
);
float distance2 = length(pointOnFace - pos);
if(distance2 < closestDistance) {
closestDistance = distance2;
closestFaceIndex = faceIndex;
closestSurfacePoint = pointOnFace;
}
}
}
float4 q_from_tangentAndNormal(float3 dx, float3 dz)
{
dx = normalize(dx);
dz = normalize(dz);
float3 dy = -cross(dx, dz);
float3x3 orientationDest= float3x3(
dx,
dy,
dz
);
return normalize( qFromMatrix3Precise( transpose( orientationDest)));
}
[numthreads(64,1,1)]
void main(uint3 i : SV_DispatchThreadID)
{
uint pointCount, pointStride;
ResultPoints.GetDimensions(pointCount, pointStride);
if(i.x >= pointCount) {
//esultPoints[i.x].w = sqrt(-1);
return;
}
uint vertexCount, vertexStride;
Vertices.GetDimensions(vertexCount, vertexStride);
uint faceCount, faceStride;
Indices.GetDimensions(faceCount, faceStride);
float signedPointHash = hash11(i.x % 123.567 * 123.1) * 2-1;
LegacyPoint p = ResultPoints[i.x];
float phase = ((Phase + (133.1123 * i.x) ) % 10000) * (1 + signedPointHash * 0.5);
int phaseId = (int)phase;
float1 normalizedNoise = lerp(hash31((i.x + phaseId) % 123121),
hash31((i.x + phaseId) % 123121 + 1),
smoothstep(0, 1,
phase - phaseId));
float3 signedNoise = normalizedNoise * 2 - 1;
float3 pos = p.Position;
float3 forward = qRotateVec3( float3(1,0,0), p.Rotation);
float usedSpeed = Speed + Speed * (1+signedPointHash) * RandomizeSpeed;
float3 pos2 = pos + forward * usedSpeed;
int closestFaceIndex;
float3 closestSurfacePoint;
findClosestPointAndDistance(faceCount, pos2, closestFaceIndex, closestSurfacePoint);
// Keep outside
float3 distanceFromSurface= normalize(pos2 - closestSurfacePoint) * (SurfaceDistance + signedPointHash * RandomSurfaceDistance);
distanceFromSurface *= dot(distanceFromSurface, Vertices[Indices[closestFaceIndex].x].Normal) > 0
? 1 : -1;
float3 targetPosWithDistance = closestSurfacePoint + distanceFromSurface;
float3 movement = targetPosWithDistance - p.Position;
float requiredSpeed= clamp(length(movement), 0.001,99999);
float clampedSpeed = min(requiredSpeed, usedSpeed );
float speedFactor = clampedSpeed / requiredSpeed;
movement *= speedFactor;
if(!isnan(movement.x) )
{
p.Position += movement;
float4 orientation = normalize(q_from_tangentAndNormal(movement, distanceFromSurface));
float4 mixedOrientation = qSlerp(orientation, p.Rotation, 0.96);
float usedSpin = (Spin + RandomSpin) * signedNoise;
if(abs(usedSpin) > 0.001)
{
float randomAngle = signedPointHash * usedSpin;
mixedOrientation = normalize(qMul( mixedOrientation, qFromAngleAxis(randomAngle, distanceFromSurface )));
}
p.Rotation = mixedOrientation;
}
ResultPoints[i.x] = p;
//ResultPoints[i.x].position += float3(0,0.01,0);
}