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learn-wgpu/code/intermediate/wip-terrain/src/terrain.wgsl

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// ============================
// Terrain Generation
// ============================
// https://gist.github.com/munrocket/236ed5ba7e409b8bdf1ff6eca5dcdc39
// MIT License. © Ian McEwan, Stefan Gustavson, Munrocket
// - Less condensed glsl implementation with comments can be found at https://weber.itn.liu.se/~stegu/jgt2012/article.pdf
fn permute3(x: vec3<f32>) -> vec3<f32> { return (((x * 34.) + 1.) * x) % vec3<f32>(289.); }
fn snoise2(v: vec2<f32>) -> f32 {
let C = vec4<f32>(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
var i: vec2<f32> = floor(v + dot(v, C.yy));
let x0 = v - i + dot(i, C.xx);
// I flipped the condition here from > to < as it fixed some artifacting I was observing
var i1: vec2<f32> = select(vec2<f32>(1., 0.), vec2<f32>(0., 1.), (x0.x < x0.y));
var x12: vec4<f32> = x0.xyxy + C.xxzz - vec4<f32>(i1, 0., 0.);
i = i % vec2<f32>(289.);
let p = permute3(permute3(i.y + vec3<f32>(0., i1.y, 1.)) + i.x + vec3<f32>(0., i1.x, 1.));
var m: vec3<f32> = max(0.5 - vec3<f32>(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), vec3<f32>(0.));
m = m * m;
m = m * m;
let x = 2. * fract(p * C.www) - 1.;
let h = abs(x) - 0.5;
let ox = floor(x + 0.5);
let a0 = x - ox;
m = m * (1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h));
let g = vec3<f32>(a0.x * x0.x + h.x * x0.y, a0.yz * x12.xz + h.yz * x12.yw);
return 130. * dot(m, g);
}
fn fbm(p: vec2<f32>) -> f32 {
let NUM_OCTAVES: u32 = 5u;
var x = p * 0.01;
var v = 0.0;
var a = 0.5;
let shift = vec2<f32>(100.0);
let cs = vec2<f32>(cos(0.5), sin(0.5));
let rot = mat2x2<f32>(cs.x, cs.y, -cs.y, cs.x);
for (var i = 0u; i < NUM_OCTAVES; i = i + 1u) {
v = v + a * snoise2(x);
x = rot * x * 2.0 + shift;
a = a * 0.5;
}
return v;
}
struct ChunkData {
chunk_size: vec2<u32>,
chunk_corner: vec2<i32>,
min_max_height: vec2<f32>,
}
struct Vertex {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
}
struct VertexBuffer {
data: array<Vertex>, // stride: 32
}
struct IndexBuffer {
data: array<u32>,
}
@group(0) @binding(0) var<uniform> chunk_data: ChunkData;
@group(0) @binding(1) var<storage, read_write> vertices: VertexBuffer;
@group(0) @binding(2) var<storage, read_write> indices: IndexBuffer;
fn terrain_point(p: vec2<f32>, min_max_height: vec2<f32>) -> vec3<f32> {
return vec3<f32>(
p.x,
mix(min_max_height.x, min_max_height.y, fbm(p)),
p.y,
);
}
fn terrain_vertex(p: vec2<f32>, min_max_height: vec2<f32>) -> Vertex {
let v = terrain_point(p, min_max_height);
let tpx = terrain_point(p + vec2<f32>(0.1, 0.0), min_max_height) - v;
let tpz = terrain_point(p + vec2<f32>(0.0, 0.1), min_max_height) - v;
let tnx = terrain_point(p + vec2<f32>(-0.1, 0.0), min_max_height) - v;
let tnz = terrain_point(p + vec2<f32>(0.0, -0.1), min_max_height) - v;
let pn = normalize(cross(tpz, tpx));
let nn = normalize(cross(tnz, tnx));
let n = (pn + nn) * 0.5;
return Vertex(v, n);
}
fn index_to_p(vert_index: u32, chunk_size: vec2<u32>, chunk_corner: vec2<i32>) -> vec2<f32> {
return vec2(
f32(vert_index) % f32(chunk_size.x + 1u),
f32(vert_index / (chunk_size.x + 1u)),
) + vec2<f32>(chunk_corner);
}
@compute @workgroup_size(64)
fn gen_terrain_compute(
@builtin(global_invocation_id) gid: vec3<u32>
) {
// Create vert_component
let vert_index = gid.x;
let p = index_to_p(vert_index, chunk_data.chunk_size, chunk_data.chunk_corner);
vertices.data[vert_index] = terrain_vertex(p, chunk_data.min_max_height);
// Create indices
let start_index = gid.x * 6u; // using TriangleList
if (start_index >= (chunk_data.chunk_size.x * chunk_data.chunk_size.y * 6u)) { return; }
let v00 = vert_index + gid.x / chunk_data.chunk_size.x;
let v10 = v00 + 1u;
let v01 = v00 + chunk_data.chunk_size.x + 1u;
let v11 = v01 + 1u;
indices.data[start_index] = v00;
indices.data[start_index + 1u] = v01;
indices.data[start_index + 2u] = v11;
indices.data[start_index + 3u] = v00;
indices.data[start_index + 4u] = v11;
indices.data[start_index + 5u] = v10;
}
// ============================
// Terrain Gen (Fragment Shader)
// ============================
struct GenData {
chunk_size: vec2<u32>,
chunk_corner: vec2<i32>,
min_max_height: vec2<f32>,
texture_size: u32,
start_index: u32,
}
@group(0)
@binding(0)
var<uniform> gen_data: GenData;
struct GenVertexOutput {
@location(0)
index: u32,
@builtin(position)
position: vec4<f32>,
@location(1)
uv: vec2<f32>,
};
@vertex
fn gen_terrain_vertex(@builtin(vertex_index) vindex: u32) -> GenVertexOutput {
let u = f32(((vindex + 2u) / 3u) % 2u);
let v = f32(((vindex + 1u) / 3u) % 2u);
let uv = vec2<f32>(u, v);
let position = vec4<f32>(-1.0 + uv * 2.0, 0.0, 1.0);
// TODO: maybe replace this with u32(dot(uv, vec2(f32(gen_data.texture_dim.x))))
let index = u32(uv.x * f32(gen_data.texture_size) + uv.y * f32(gen_data.texture_size)) + gen_data.start_index;
return GenVertexOutput(index, position, uv);
}
struct GenFragmentOutput {
@location(0) vert_component: u32,
@location(1) index: u32,
}
@fragment
fn gen_terrain_fragment(in: GenVertexOutput) -> GenFragmentOutput {
let i = u32(in.uv.x * f32(gen_data.texture_size) + in.uv.y * f32(gen_data.texture_size * gen_data.texture_size)) + gen_data.start_index;
let vert_index = u32(floor(f32(i) / 6.));
let comp_index = i % 6u;
let p = index_to_p(vert_index, gen_data.chunk_size, gen_data.chunk_corner);
let v = terrain_vertex(p, gen_data.min_max_height);
var vert_component: f32 = 0.;
switch comp_index {
case 0u: { vert_component = v.position.x; }
case 1u: { vert_component = v.position.y; }
case 2u: { vert_component = v.position.z; }
case 3u: { vert_component = v.normal.x; }
case 4u: { vert_component = v.normal.y; }
case 5u: { vert_component = v.normal.z; }
default: {}
}
let v00 = vert_index + vert_index / gen_data.chunk_size.x;
let v10 = v00 + 1u;
let v01 = v00 + gen_data.chunk_size.x + 1u;
let v11 = v01 + 1u;
var index = 0u;
switch comp_index {
case 0u, 3u: { index = v00; }
case 2u, 4u: { index = v11; }
case 1u: { index = v01; }
case 5u: { index = v10; }
default: {}
}
index = in.index;
// index = gen_data.start_index;
// indices.data[start_index] = v00;
// indices.data[start_index + 1u] = v01;
// indices.data[start_index + 2u] = v11;
// indices.data[start_index + 3u] = v00;
// indices.data[start_index + 4u] = v11;
// indices.data[start_index + 5u] = v10;
let ivert_component = bitcast<u32>(vert_component);
return GenFragmentOutput(ivert_component, index);
}
// ============================
// Terrain Rendering
// ============================
struct Camera {
view_pos: vec4<f32>,
view_proj: mat4x4<f32>,
}
@group(0) @binding(0)
var<uniform> camera: Camera;
struct Light {
position: vec3<f32>,
color: vec3<f32>,
}
@group(1) @binding(0)
var<uniform> light: Light;
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) normal: vec3<f32>,
@location(1) world_pos: vec3<f32>,
}
@vertex
fn vs_main(
vertex: Vertex,
) -> VertexOutput {
let clip_position = camera.view_proj * vec4<f32>(vertex.position, 1.);
let normal = vertex.normal;
return VertexOutput(clip_position, normal, vertex.position);
}
@group(2) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(2) @binding(1)
var s_diffuse: sampler;
@group(2) @binding(2)
var t_normal: texture_2d<f32>;
@group(2) @binding(3)
var s_normal: sampler;
fn color23(p: vec2<f32>) -> vec3<f32> {
return vec3<f32>(
snoise2(p) * 0.5 + 0.5,
snoise2(p + vec2<f32>(23., 32.)) * 0.5 + 0.5,
snoise2(p + vec2<f32>(-43., 3.)) * 0.5 + 0.5,
);
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
// Adapted from https://bgolus.medium.com/normal-mapping-for-a-triplanar-shader-10bf39dca05a
var blend = abs(in.normal);
blend /= blend.x + blend.y + blend.z;
let uv_x = in.world_pos.zy * 0.1;
let uv_y = in.world_pos.xz * 0.1;
let uv_z = in.world_pos.xy * 0.1;
let albedo_x = textureSample(t_diffuse, s_diffuse, uv_x).rgb;
let albedo_y = textureSample(t_diffuse, s_diffuse, uv_y).rgb;
let albedo_z = textureSample(t_diffuse, s_diffuse, uv_z).rgb;
let albedo = albedo_x * blend.x + albedo_y * blend.y + albedo_z * blend.z;
var tnormal_x = 2.0 * textureSample(t_normal, s_normal, uv_x).xyz - 1.0;
var tnormal_y = 2.0 * textureSample(t_normal, s_normal, uv_y).xyz - 1.0;
var tnormal_z = 2.0 * textureSample(t_normal, s_normal, uv_z).xyz - 1.0;
tnormal_x = vec3(
tnormal_x.xy + in.normal.zy,
abs(tnormal_x.z) * in.normal.x,
);
tnormal_y = vec3(
tnormal_y.xy + in.normal.xz,
abs(tnormal_y.z) * in.normal.y,
);
tnormal_z = vec3(
tnormal_z.xy + in.normal.xy,
abs(tnormal_z.z) * in.normal.z,
);
let world_normal = normalize(
tnormal_x.zyx * blend.x +
tnormal_y.xzy * blend.y +
tnormal_z.xyz * blend.z
);
let ambient_strength = 0.1;
let ambient_color = light.color * ambient_strength;
let light_dir = normalize(light.position - in.world_pos);
let view_dir = normalize(camera.view_pos.xyz - in.world_pos);
let half_dir = normalize(view_dir + light_dir);
let diffuse_strength = max(dot(world_normal, light_dir), 0.0);
let diffuse_color = diffuse_strength * light.color;
let specular_strength = pow(max(dot(world_normal, half_dir), 0.0), 32.0);
let specular_color = specular_strength * light.color;
let result = (ambient_color + diffuse_color + specular_color) * albedo.rgb;
return vec4<f32>(result, 1.0);
}