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learn-wgpu/code/intermediate/tutorial13-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: [[stride(32)]] array<Vertex>;
};
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>) -> vec3<f32> {
return vec3<f32>(
p.x,
mix(chunk_data.min_max_height.x,chunk_data.min_max_height.y, fbm(p)),
p.y,
);
}
fn terrain_vertex(p: vec2<f32>) -> Vertex {
let v = terrain_point(p);
let tpx = terrain_point(p + vec2<f32>(0.1, 0.0)) - v;
let tpz = terrain_point(p + vec2<f32>(0.0, 0.1)) - v;
let tnx = terrain_point(p + vec2<f32>(-0.1, 0.0)) - v;
let tnz = terrain_point(p + vec2<f32>(0.0, -0.1)) - v;
let pn = normalize(cross(tpz, tpx));
let nn = normalize(cross(tnz, tnx));
let n = (pn + nn) * 0.5;
return Vertex(v, n);
}
[[stage(compute), workgroup_size(64)]]
fn gen_terrain(
[[builtin(global_invocation_id)]] gid: vec3<u32>
) {
// Create vertex
let vertex_index = gid.x;
let p = vec2<f32>(
f32(vertex_index) % f32(chunk_data.chunk_size.x + 1u),
f32(vertex_index / (chunk_data.chunk_size.x + 1u)),
) + vec2<f32>(chunk_data.chunk_corner);
vertices.data[vertex_index] = terrain_vertex(p);
// 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 = vertex_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 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>;
};
[[stage(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,
);
}
[[stage(fragment)]]
fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
var color = smoothStep(vec3<f32>(0.0), vec3<f32>(0.1), fract(in.world_pos));
color = mix(vec3<f32>(0.5, 0.1, 0.7), vec3<f32>(0.2, 0.2, 0.2), vec3<f32>(color.x * color.y * color.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(in.normal, light_dir), 0.0);
let diffuse_color = diffuse_strength * light.color;
let specular_strength = pow(max(dot(in.normal, half_dir), 0.0), 32.0);
let specular_color = specular_strength * light.color;
let result = (ambient_color + diffuse_color + specular_color) * color;
return vec4<f32>(result, 1.0);
}