#[compute] #version 450 // Workgroup size layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in; // Storage buffer layout(set = 0, binding = 0, std430) buffer DataBuffer { float sample_points[]; } voxels; layout(set = 0, binding = 1) uniform Params { int world_size; float threshold; float u_time; } params; layout(set = 0, binding = 2, std430) buffer SurfaceBuffer { float surface_points[]; } surface; layout(set = 0, binding = 3, std430) buffer NormalsBuffer { float normals[]; } normal; layout(set = 0, binding = 4, std430) buffer UVBuffer { vec2 UVs[]; } UV; layout(set = 0, binding = 5, std430) buffer IndexBuffer { uint indices[]; } mesh_indices; layout(set = 0, binding = 6, std430) buffer Counter { uint count; } index_count; uint index3(uint x, uint y, uint z) { return x + y * params.world_size + z * params.world_size * params.world_size; } void store_surface_point(uint idx, vec3 pos) { uint base = idx * 3u; surface.surface_points[base + 0u] = pos.x; surface.surface_points[base + 1u] = pos.y; surface.surface_points[base + 2u] = pos.z; } // // Description : Array and textureless GLSL 2D/3D/4D simplex // noise functions. // Author : Ian McEwan, Ashima Arts. // Maintainer : stegu // Lastmod : 20201014 (stegu) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise // https://github.com/stegu/webgl-noise // vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x*34.0)+10.0)*x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float snoise(vec3 v) { const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod289(i); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float n_ = 0.142857142857; // 1.0/7.0 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; vec3 p0 = vec3(a0.xy,h.x); vec3 p1 = vec3(a0.zw,h.y); vec3 p2 = vec3(a1.xy,h.z); vec3 p3 = vec3(a1.zw,h.w); //Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 105.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } const ivec3 AXIS[3] = ivec3[]( ivec3(1,0,0), ivec3(0,1,0), ivec3(0,0,1) ); const ivec3 SURFACE_AXIS[8] = ivec3[]( ivec3(1,0,0), ivec3(0,1,0), ivec3(0,0,1), ivec3(1,0,1), ivec3(0,1,1), ivec3(1,1,0), ivec3(1,1,1), ivec3(0,0,0) ); // The 12 edges of a cube (pairs of corner indices 0-7) const ivec2 EDGE_CORNERS[12] = ivec2[]( ivec2(0,1), ivec2(1,2), ivec2(2,3), ivec2(3,0), // Bottom face edges ivec2(4,5), ivec2(5,6), ivec2(6,7), ivec2(7,4), // Top face edges ivec2(0,4), ivec2(1,5), ivec2(2,6), ivec2(3,7) // Vertical edges ); // The 8 corners of a cube const ivec3 CORNERS[8] = ivec3[]( ivec3(0,0,0), ivec3(1,0,0), ivec3(1,1,0), ivec3(0,1,0), ivec3(0,0,1), ivec3(1,0,1), ivec3(1,1,1), ivec3(0,1,1) ); float get_noise_at(vec3 p) { return snoise((p / 20.0) + vec3(params.u_time * .5)); } // Calculate normal using central difference vec3 calculate_normal(vec3 p) { float e = 0.01; // Small epsilon float dx = get_noise_at(p + vec3(e, 0, 0)) - get_noise_at(p - vec3(e, 0, 0)); float dy = get_noise_at(p + vec3(0, e, 0)) - get_noise_at(p - vec3(0, e, 0)); float dz = get_noise_at(p + vec3(0, 0, e)) - get_noise_at(p - vec3(0, 0, e)); return normalize(vec3(dx, dy, dz)); } vec3 grid_to_world(uvec3 grid_id) { return (vec3(grid_id) - params.world_size / 2.0) * 0.5; } void main() { ivec3 id = ivec3(gl_GlobalInvocationID); if (any(greaterThanEqual(id, uvec3(params.world_size)))) return; vec3 p = grid_to_world(id); uint idx = index3(id.x, id.y, id.z); voxels.sample_points[idx] = get_noise_at(p); memoryBarrierBuffer(); barrier(); vec3 intersection_sum = vec3(0.0); uint count = 0; // Dual Contouring requires checking all 12 edges of the voxel. // If ANY of these 12 edges has a sign change, this voxel MUST have a vertex. for (int i = 0; i < 12; i++) { ivec3 c1_off = CORNERS[EDGE_CORNERS[i].x]; ivec3 c2_off = CORNERS[EDGE_CORNERS[i].y]; uvec3 c1 = id + uvec3(c1_off); uvec3 c2 = id + uvec3(c2_off); // Bounds check to prevent sampling noise outside the allocated buffer if (any(greaterThanEqual(c1, uvec3(params.world_size))) || any(greaterThanEqual(c2, uvec3(params.world_size)))) continue; float d1 = get_noise_at(grid_to_world(c1)); float d2 = get_noise_at(grid_to_world(c2)); // Standard sign-change test if ((d1 < 0.0) != (d2 < 0.0) && d1 != -d2) { // Linear interpolation to find the exact crossing point on the edge float t = d1 / (d1 - d2); intersection_sum += mix(vec3(c1), vec3(c2), t); count++; } } if (count > 0) { vec3 avg_pos = intersection_sum / float(count); store_surface_point(idx, avg_pos); // Normals should be calculated at the exact averaged surface point vec3 world_p = (avg_pos - params.world_size / 2.0) * vec3(0.5); vec3 n = calculate_normal(world_p); uint base = idx * 3u; normal.normals[base + 0] = n.x; normal.normals[base + 1] = n.y; normal.normals[base + 2] = n.z; } else { // Explicitly mark empty voxels to prevent them from being used in Pass 2 store_surface_point(idx, vec3(-1.0)); } }