GodotShade/sdf_shader.glsl
Guillaume Vern 34faf804a5 before 4.6
2026-02-11 21:26:07 +01:00

200 lines
6.1 KiB
GLSL

#[compute]
#version 450
// Workgroup size
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) 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;
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) ) );
}
void main() {
uvec3 id = gl_GlobalInvocationID;
if (id.x >= uint(params.world_size) ||
id.y >= uint(params.world_size) ||
id.z >= uint(params.world_size))
return;
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)
);
vec3 p = vec3(id) - params.world_size / 2;
uint idx = index3(id.x, id.y, id.z);
voxels.sample_points[idx] = snoise((p / 10.0) + vec3(params.u_time * .5, params.u_time * .5, params.u_time * .5)) *5.0;
int previous_sign = 0;
vec3 previous_sample_point_coords = vec3(id.x, id.y, id.z);
float previous_sample_point_distance = 0.0;
vec3 intersection_points_sum = vec3(0.0, 0.0, 0.0);
uint intersection_points_count = 0u;
for (int sample_point_to_check_index = 0; sample_point_to_check_index < 8; sample_point_to_check_index++){
ivec3 sample_point_to_check = ivec3(id) + SURFACE_AXIS[sample_point_to_check_index];
// bounds check
//if (sample_point_to_check.x < 0 || sample_point_to_check.y < 0 || sample_point_to_check.z < 0) continue;
if (uint(sample_point_to_check.x) >= params.world_size || uint(sample_point_to_check.y) >= params.world_size || uint(sample_point_to_check.z) >= params.world_size) continue;
uint buffer_index = index3(uint(sample_point_to_check.x), uint(sample_point_to_check.y), uint(sample_point_to_check.z));
float sample_point_distance_from_sdf = voxels.sample_points[buffer_index];
int current_sign = (sample_point_distance_from_sdf >= 0.0 ? 1 : -1);
if (previous_sign != 0 && current_sign != previous_sign) {
float t = previous_sample_point_distance / (previous_sample_point_distance - sample_point_distance_from_sdf);
vec3 intersect = mix(vec3(previous_sample_point_coords), vec3(sample_point_to_check), t);
intersection_points_sum += intersect;
intersection_points_count++;
}
previous_sign = current_sign;
previous_sample_point_distance = sample_point_distance_from_sdf;
previous_sample_point_coords = sample_point_to_check;
}
if (intersection_points_count > 0u) {
vec3 avg = intersection_points_sum / float(intersection_points_count);
store_surface_point(idx, avg);
} else {
store_surface_point(idx, vec3(0.0)); // no surface
}
}