GodotShade/SurfaceNetsWorld/compute_surface_points.glsl
2026-02-14 13:06:50 +01:00

279 lines
7.5 KiB
GLSL

#[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 IndexBuffer {
uint indices[];
} mesh_indices;
layout(set = 0, binding = 4, std430) buffer Counter {
uint count;
} index_count;
layout(set = 0, binding = 5, std430) buffer NormalsBuffer {
float normals[];
} normal;
layout(set = 0, binding = 6, std430) buffer ChunkPos {
float position_array[];
} chunk;
layout(set = 0, binding = 7, std430) buffer PlayerEdits {
float position_size_array[];
} edits;
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 sdsphere(vec3 p, float radius) {
return length(p) - radius;
}
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) ) ) + params.threshold;
}
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) {
float chunk_x = chunk.position_array[0] * -.5;
float chunk_y = chunk.position_array[1] * -.5;
float chunk_z = chunk.position_array[2] * -.5;
p = p - vec3(chunk_x, chunk_y, chunk_z);
p = p / 20.0;
float return_value = 10000.0;
for (int i = 0; i < edits.position_size_array.length(); i += 4){
return_value = min(return_value, sdsphere(p + vec3(edits.position_size_array[i] * -0.025, edits.position_size_array[i + 1] * -0.025, edits.position_size_array[i + 2] * -0.025), edits.position_size_array[i + 3]));
}
return_value = min(return_value, snoise(p));
return return_value;
}
// 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));
}
}