what if minecraft ran on the GPU exclusively? glad you asked! because now it can
This commit is contained in:
parent
fa7bf893e7
commit
bf9af81f38
41 changed files with 2433 additions and 34 deletions
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#version 460
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layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
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const int CHUNK_SIZE = 16;
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const int CHUNK_AREA = CHUNK_SIZE * CHUNK_SIZE;
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const int VOXEL_COUNT = CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE;
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const uint FLOATS_PER_VERTEX = 14u;
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const uint VERTICES_PER_FACE = 4u;
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const uint INDICES_PER_FACE = 6u;
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const uint MAX_VISIBLE_FACES_PER_CHUNK = uint(CHUNK_SIZE * CHUNK_SIZE * 12);
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const uint MAX_VERTICES = MAX_VISIBLE_FACES_PER_CHUNK * VERTICES_PER_FACE;
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const uint MAX_INDICES = MAX_VISIBLE_FACES_PER_CHUNK * INDICES_PER_FACE;
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layout(std430, binding = 0) readonly buffer VoxelData {
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uint voxels[];
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};
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layout(std430, binding = 1) buffer VertexBuffer {
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float vertices[];
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};
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layout(std430, binding = 2) buffer IndexBuffer {
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uint indices[];
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};
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layout(std430, binding = 3) buffer DrawCommand {
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uint indexCount;
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uint instanceCount;
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uint firstIndex;
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int vertexOffset;
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uint firstInstance;
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} drawCmd;
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layout(std430, binding = 4) buffer Counters {
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uint vertexCount;
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uint indexCount;
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} counters;
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layout(push_constant) uniform ChunkInfo {
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ivec3 chunkPos;
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int padding0;
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};
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uint flatten(ivec3 pos) {
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return uint((pos.x * CHUNK_AREA) + (pos.y * CHUNK_SIZE) + pos.z);
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}
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uint getVoxel(ivec3 pos) {
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if (pos.x < 0 || pos.x >= CHUNK_SIZE) return 0;
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if (pos.y < 0 || pos.y >= CHUNK_SIZE) return 0;
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if (pos.z < 0 || pos.z >= CHUNK_SIZE) return 0;
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return voxels[flatten(pos)];
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}
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void writeVertex(uint vertexIndex,vec3 position,vec3 normal,
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vec3 tangent,vec3 bitangent,vec2 uv) {
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uint base = vertexIndex * FLOATS_PER_VERTEX;
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vertices[base + 0u] = position.x;
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vertices[base + 1u] = position.y;
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vertices[base + 2u] = position.z;
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vertices[base + 3u] = normal.x;
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vertices[base + 4u] = normal.y;
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vertices[base + 5u] = normal.z;
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vertices[base + 6u] = tangent.x;
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vertices[base + 7u] = tangent.y;
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vertices[base + 8u] = tangent.z;
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vertices[base + 9u] = bitangent.x;
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vertices[base + 10u] = bitangent.y;
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vertices[base + 11u] = bitangent.z;
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vertices[base + 12u] = uv.x;
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vertices[base + 13u] = uv.y;
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}
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void emitFace(ivec3 voxelPos, int faceIndex) {
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uint baseVertex = atomicAdd(counters.vertexCount, VERTICES_PER_FACE);
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uint baseIndex = atomicAdd(counters.indexCount, INDICES_PER_FACE);
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if (baseVertex + VERTICES_PER_FACE > MAX_VERTICES ||
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baseIndex + INDICES_PER_FACE > MAX_INDICES) {
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return;
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}
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vec3 p = vec3(chunkPos * CHUNK_SIZE + voxelPos);
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vec3 normal;
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vec3 tangent;
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vec3 bitangent;
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vec3 v0;
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vec3 v1;
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vec3 v2;
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vec3 v3;
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vec2 uv0;
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vec2 uv1;
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vec2 uv2;
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vec2 uv3;
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if (faceIndex == 0) {
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// Top +Y
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normal = vec3(0.0, 1.0, 0.0);
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tangent = vec3(1.0, 0.0, 0.0);
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bitangent = vec3(0.0, 0.0, 1.0);
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v0 = p + vec3(0.0, 1.0, 0.0);
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v1 = p + vec3(0.0, 1.0, 1.0);
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v2 = p + vec3(1.0, 1.0, 1.0);
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v3 = p + vec3(1.0, 1.0, 0.0);
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uv0 = vec2(0.0, 0.5);
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uv1 = vec2(0.0, 1.0);
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uv2 = vec2(0.5, 1.0);
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uv3 = vec2(0.5, 0.5);
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} else if (faceIndex == 1) {
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// Bottom -Y
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normal = vec3(0.0, -1.0, 0.0);
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tangent = vec3(1.0, 0.0, 0.0);
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bitangent = vec3(0.0, 0.0, -1.0);
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v0 = p + vec3(0.0, 0.0, 0.0);
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v1 = p + vec3(1.0, 0.0, 0.0);
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v2 = p + vec3(1.0, 0.0, 1.0);
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v3 = p + vec3(0.0, 0.0, 1.0);
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uv0 = vec2(0.5, 0.0);
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uv1 = vec2(0.5, 0.5);
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uv2 = vec2(1.0, 0.5);
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uv3 = vec2(1.0, 0.0);
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} else if (faceIndex == 2) {
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// Right +X
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normal = vec3(1.0, 0.0, 0.0);
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tangent = vec3(0.0, 0.0, -1.0);
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bitangent = vec3(0.0, 1.0, 0.0);
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v0 = p + vec3(1.0, 0.0, 0.0);
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v1 = p + vec3(1.0, 1.0, 0.0);
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v2 = p + vec3(1.0, 1.0, 1.0);
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v3 = p + vec3(1.0, 0.0, 1.0);
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uv0 = vec2(0.0, 0.0);
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uv3 = vec2(0.0, 0.5);
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uv2 = vec2(0.5, 0.5);
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uv1 = vec2(0.5, 0.0);
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} else if (faceIndex == 3) {
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// Left -X
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normal = vec3(-1.0, 0.0, 0.0);
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tangent = vec3(0.0, 0.0, 1.0);
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bitangent = vec3(0.0, 1.0, 0.0);
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v0 = p + vec3(0.0, 0.0, 0.0);
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v1 = p + vec3(0.0, 0.0, 1.0);
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v2 = p + vec3(0.0, 1.0, 1.0);
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v3 = p + vec3(0.0, 1.0, 0.0);
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uv0 = vec2(0.0, 0.0);
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uv1 = vec2(0.0, 0.5);
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uv2 = vec2(0.5, 0.5);
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uv3 = vec2(0.5, 0.0);
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} else if (faceIndex == 4) {
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// Front +Z
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normal = vec3(0.0, 0.0, 1.0);
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tangent = vec3(1.0, 0.0, 0.0);
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bitangent = vec3(0.0, 1.0, 0.0);
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v0 = p + vec3(0.0, 0.0, 1.0);
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v1 = p + vec3(1.0, 0.0, 1.0);
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v2 = p + vec3(1.0, 1.0, 1.0);
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v3 = p + vec3(0.0, 1.0, 1.0);
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uv0 = vec2(0.0, 0.0);
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uv1 = vec2(0.0, 0.5);
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uv2 = vec2(0.5, 0.5);
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uv3 = vec2(0.5, 0.0);
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} else {
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// Back -Z
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normal = vec3(0.0, 0.0, -1.0);
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tangent = vec3(-1.0, 0.0, 0.0);
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bitangent = vec3(0.0, 1.0, 0.0);
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v0 = p + vec3(0.0, 0.0, 0.0);
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v1 = p + vec3(0.0, 1.0, 0.0);
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v2 = p + vec3(1.0, 1.0, 0.0);
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v3 = p + vec3(1.0, 0.0, 0.0);
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uv0 = vec2(0.0, 0.0);
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uv1 = vec2(0.0, 0.5);
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uv2 = vec2(0.5, 0.5);
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uv3 = vec2(0.5, 0.0);
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}
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writeVertex(baseVertex + 0u, v0, normal, tangent, bitangent, uv0);
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writeVertex(baseVertex + 1u, v1, normal, tangent, bitangent, uv1);
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writeVertex(baseVertex + 2u, v2, normal, tangent, bitangent, uv2);
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writeVertex(baseVertex + 3u, v3, normal, tangent, bitangent, uv3);
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indices[baseIndex + 0u] = baseVertex + 0u;
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indices[baseIndex + 1u] = baseVertex + 1u;
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indices[baseIndex + 2u] = baseVertex + 2u;
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indices[baseIndex + 3u] = baseVertex + 0u;
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indices[baseIndex + 4u] = baseVertex + 2u;
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indices[baseIndex + 5u] = baseVertex + 3u;
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atomicAdd(drawCmd.indexCount, INDICES_PER_FACE);
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}
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void main() {
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ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
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if (pos.x >= CHUNK_SIZE || pos.y >= CHUNK_SIZE || pos.z >= CHUNK_SIZE) {
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return;
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}
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uint current = getVoxel(pos);
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if (current == 0u) {
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return;
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}
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if (getVoxel(pos + ivec3( 0, 1, 0)) == 0u) emitFace(pos, 0);
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if (getVoxel(pos + ivec3( 0, -1, 0)) == 0u) emitFace(pos, 1);
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if (getVoxel(pos + ivec3( 1, 0, 0)) == 0u) emitFace(pos, 2);
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if (getVoxel(pos + ivec3(-1, 0, 0)) == 0u) emitFace(pos, 3);
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if (getVoxel(pos + ivec3( 0, 0, 1)) == 0u) emitFace(pos, 4);
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if (getVoxel(pos + ivec3( 0, 0, -1)) == 0u) emitFace(pos, 5);
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}
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@ -0,0 +1,285 @@
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#version 460
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layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
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const int CHUNK_SIZE = 16;
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const int CHUNK_AREA = CHUNK_SIZE * CHUNK_SIZE;
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const int VOXEL_COUNT = CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE;
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const uint FLOATS_PER_VERTEX = 14u;
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const uint VERTICES_PER_FACE = 4u;
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const uint INDICES_PER_FACE = 6u;
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const uint MAX_VISIBLE_FACES_PER_CHUNK = uint(CHUNK_SIZE * CHUNK_SIZE * 12);
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const uint MAX_VERTICES = MAX_VISIBLE_FACES_PER_CHUNK * VERTICES_PER_FACE;
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const uint MAX_INDICES = MAX_VISIBLE_FACES_PER_CHUNK * INDICES_PER_FACE;
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layout(std430, binding = 0) readonly buffer VoxelData {
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uint voxels[];
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};
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layout(std430, binding = 1) buffer VertexBuffer {
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float vertices[];
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};
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layout(std430, binding = 2) buffer IndexBuffer {
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uint indices[];
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};
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struct DrawCommand {
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uint indexCount;
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uint instanceCount;
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uint firstIndex;
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int vertexOffset;
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uint firstInstance;
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};
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layout(std430, binding = 3) buffer DrawCommands {
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DrawCommand drawCmds[];
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};
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layout(push_constant) uniform ChunkInfo {
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ivec3 chunkPos;
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int slot;
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uint vertexFloatOffset;
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uint indexOffset;
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uint indirectCommandIndex;
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uint padding0;
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};
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layout(std430, binding = 4) buffer Counters {
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uint vertexCount;
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uint indexCount;
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} counters;
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uint flatten(ivec3 pos) {
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return uint((pos.x * CHUNK_AREA) + (pos.y * CHUNK_SIZE) + pos.z);
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}
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uint getVoxel(ivec3 pos) {
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if (pos.x < 0 || pos.x >= CHUNK_SIZE) return 0;
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if (pos.y < 0 || pos.y >= CHUNK_SIZE) return 0;
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if (pos.z < 0 || pos.z >= CHUNK_SIZE) return 0;
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return voxels[flatten(pos)];
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}
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void writeVertex(uint vertexIndex, vec3 position, vec3 normal, vec3 tangent, vec3 bitangent, vec2 uv) {
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uint base = vertexFloatOffset + vertexIndex * FLOATS_PER_VERTEX;
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vertices[base + 0u] = position.x;
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vertices[base + 1u] = position.y;
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vertices[base + 2u] = position.z;
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vertices[base + 3u] = normal.x;
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vertices[base + 4u] = normal.y;
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vertices[base + 5u] = normal.z;
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vertices[base + 6u] = tangent.x;
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vertices[base + 7u] = tangent.y;
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vertices[base + 8u] = tangent.z;
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vertices[base + 9u] = bitangent.x;
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vertices[base + 10u] = bitangent.y;
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vertices[base + 11u] = bitangent.z;
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vertices[base + 12u] = uv.x;
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vertices[base + 13u] = uv.y;
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}
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void emitFace(ivec3 voxelPos, int faceIndex, uint VoxelType) {
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uint localBaseVertex = atomicAdd(counters.vertexCount, VERTICES_PER_FACE);
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uint localBaseIndex = atomicAdd(counters.indexCount, INDICES_PER_FACE);
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if (localBaseVertex + VERTICES_PER_FACE > MAX_VERTICES ||
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localBaseIndex + INDICES_PER_FACE > MAX_INDICES) {
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return;
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}
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uint baseVertex = localBaseVertex;
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uint baseIndex = indexOffset + localBaseIndex;
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vec3 p = vec3(chunkPos * CHUNK_SIZE + voxelPos);
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vec3 normal;
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vec3 tangent;
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vec3 bitangent;
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vec3 v0;
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vec3 v1;
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vec3 v2;
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vec3 v3;
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vec2 uv0;
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vec2 uv1;
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vec2 uv2;
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vec2 uv3;
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if (faceIndex == 0) {
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// Top +Y
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normal = vec3(0.0, 1.0, 0.0);
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tangent = vec3(1.0, 0.0, 0.0);
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bitangent = vec3(0.0, 0.0, 1.0);
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v0 = p + vec3(0.0, 1.0, 0.0);
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v1 = p + vec3(0.0, 1.0, 1.0);
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v2 = p + vec3(1.0, 1.0, 1.0);
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v3 = p + vec3(1.0, 1.0, 0.0);
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if(VoxelType == 1) {
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uv0 = vec2(0.0, 0.5);
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uv1 = vec2(0.0, 1.0);
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uv2 = vec2(0.5, 1.0);
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uv3 = vec2(0.5, 0.5);
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} else{
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uv0 = vec2(0.5, 0.0);
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uv1 = vec2(0.5, 0.5);
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uv2 = vec2(1.0, 0.5);
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uv3 = vec2(1.0, 0.0);
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}
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} else if (faceIndex == 1) {
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// Bottom -Y
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normal = vec3(0.0, -1.0, 0.0);
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tangent = vec3(1.0, 0.0, 0.0);
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bitangent = vec3(0.0, 0.0, -1.0);
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v0 = p + vec3(0.0, 0.0, 0.0);
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v1 = p + vec3(1.0, 0.0, 0.0);
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v2 = p + vec3(1.0, 0.0, 1.0);
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v3 = p + vec3(0.0, 0.0, 1.0);
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uv0 = vec2(0.5, 0.0);
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uv1 = vec2(0.5, 0.5);
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uv2 = vec2(1.0, 0.5);
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uv3 = vec2(1.0, 0.0);
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} else if (faceIndex == 2) {
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// Right +X
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normal = vec3(1.0, 0.0, 0.0);
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tangent = vec3(0.0, 0.0, -1.0);
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bitangent = vec3(0.0, 1.0, 0.0);
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v0 = p + vec3(1.0, 0.0, 0.0);
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v1 = p + vec3(1.0, 1.0, 0.0);
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v2 = p + vec3(1.0, 1.0, 1.0);
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v3 = p + vec3(1.0, 0.0, 1.0);
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if(VoxelType == 1) {
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uv2 = vec2(0.0, 0.0);
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uv3 = vec2(0.0, 0.5);
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uv0 = vec2(0.5, 0.5);
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uv1 = vec2(0.5, 0.0);
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} else{
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uv0 = vec2(0.5, 0.0);
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uv1 = vec2(0.5, 0.5);
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uv2 = vec2(1.0, 0.5);
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uv3 = vec2(1.0, 0.0);
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}
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} else if (faceIndex == 3) {
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// Left -X
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normal = vec3(-1.0, 0.0, 0.0);
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tangent = vec3(0.0, 0.0, 1.0);
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bitangent = vec3(0.0, 1.0, 0.0);
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v0 = p + vec3(0.0, 0.0, 0.0);
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v1 = p + vec3(0.0, 0.0, 1.0);
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v2 = p + vec3(0.0, 1.0, 1.0);
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||||
v3 = p + vec3(0.0, 1.0, 0.0);
|
||||
|
||||
if(VoxelType == 1) {
|
||||
|
||||
uv3 = vec2(0.0, 0.0);
|
||||
uv0 = vec2(0.0, 0.5);
|
||||
uv1 = vec2(0.5, 0.5);
|
||||
uv2 = vec2(0.5, 0.0);
|
||||
} else{
|
||||
uv0 = vec2(0.5, 0.0);
|
||||
uv1 = vec2(0.5, 0.5);
|
||||
uv2 = vec2(1.0, 0.5);
|
||||
uv3 = vec2(1.0, 0.0);
|
||||
}
|
||||
} else if (faceIndex == 4) {
|
||||
// Front +Z
|
||||
normal = vec3(0.0, 0.0, 1.0);
|
||||
tangent = vec3(1.0, 0.0, 0.0);
|
||||
bitangent = vec3(0.0, 1.0, 0.0);
|
||||
|
||||
v0 = p + vec3(0.0, 0.0, 1.0);
|
||||
v1 = p + vec3(1.0, 0.0, 1.0);
|
||||
v2 = p + vec3(1.0, 1.0, 1.0);
|
||||
v3 = p + vec3(0.0, 1.0, 1.0);
|
||||
|
||||
if(VoxelType == 1) {
|
||||
|
||||
uv3 = vec2(0.0, 0.0);
|
||||
uv0 = vec2(0.0, 0.5);
|
||||
uv1 = vec2(0.5, 0.5);
|
||||
uv2 = vec2(0.5, 0.0);
|
||||
} else{
|
||||
uv0 = vec2(0.5, 0.0);
|
||||
uv1 = vec2(0.5, 0.5);
|
||||
uv2 = vec2(1.0, 0.5);
|
||||
uv3 = vec2(1.0, 0.0);
|
||||
}
|
||||
} else {
|
||||
// Back -Z
|
||||
normal = vec3(0.0, 0.0, -1.0);
|
||||
tangent = vec3(-1.0, 0.0, 0.0);
|
||||
bitangent = vec3(0.0, 1.0, 0.0);
|
||||
|
||||
v0 = p + vec3(0.0, 0.0, 0.0);
|
||||
v1 = p + vec3(0.0, 1.0, 0.0);
|
||||
v2 = p + vec3(1.0, 1.0, 0.0);
|
||||
v3 = p + vec3(1.0, 0.0, 0.0);
|
||||
|
||||
if(VoxelType == 1) {
|
||||
|
||||
uv2 = vec2(0.0, 0.0);
|
||||
uv3 = vec2(0.0, 0.5);
|
||||
uv0 = vec2(0.5, 0.5);
|
||||
uv1 = vec2(0.5, 0.0);
|
||||
} else{
|
||||
uv0 = vec2(0.5, 0.0);
|
||||
uv1 = vec2(0.5, 0.5);
|
||||
uv2 = vec2(1.0, 0.5);
|
||||
uv3 = vec2(1.0, 0.0);
|
||||
}
|
||||
}
|
||||
|
||||
writeVertex(baseVertex + 0u, v0, normal, tangent, bitangent, uv0);
|
||||
writeVertex(baseVertex + 1u, v1, normal, tangent, bitangent, uv1);
|
||||
writeVertex(baseVertex + 2u, v2, normal, tangent, bitangent, uv2);
|
||||
writeVertex(baseVertex + 3u, v3, normal, tangent, bitangent, uv3);
|
||||
|
||||
indices[baseIndex + 0u] = baseVertex + 0u;
|
||||
indices[baseIndex + 1u] = baseVertex + 1u;
|
||||
indices[baseIndex + 2u] = baseVertex + 2u;
|
||||
|
||||
indices[baseIndex + 3u] = baseVertex + 0u;
|
||||
indices[baseIndex + 4u] = baseVertex + 2u;
|
||||
indices[baseIndex + 5u] = baseVertex + 3u;
|
||||
|
||||
atomicAdd(drawCmds[indirectCommandIndex].indexCount, INDICES_PER_FACE);
|
||||
}
|
||||
|
||||
void main() {
|
||||
ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
|
||||
|
||||
if (pos.x >= CHUNK_SIZE || pos.y >= CHUNK_SIZE || pos.z >= CHUNK_SIZE) {
|
||||
return;
|
||||
}
|
||||
|
||||
uint current = getVoxel(pos);
|
||||
|
||||
if (current == 0u) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (getVoxel(pos + ivec3( 0, 1, 0)) == 0u) emitFace(pos, 0,current);
|
||||
if (getVoxel(pos + ivec3( 0, -1, 0)) == 0u) emitFace(pos, 1,current);
|
||||
if (getVoxel(pos + ivec3( 1, 0, 0)) == 0u) emitFace(pos, 2,current);
|
||||
if (getVoxel(pos + ivec3(-1, 0, 0)) == 0u) emitFace(pos, 3,current);
|
||||
if (getVoxel(pos + ivec3( 0, 0, 1)) == 0u) emitFace(pos, 4,current);
|
||||
if (getVoxel(pos + ivec3( 0, 0, -1)) == 0u) emitFace(pos, 5,current);
|
||||
}
|
||||
|
|
@ -0,0 +1,27 @@
|
|||
#version 460
|
||||
|
||||
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
|
||||
|
||||
layout(std430, binding = 0) buffer DrawCommand {
|
||||
uint indexCount;
|
||||
uint instanceCount;
|
||||
uint firstIndex;
|
||||
int vertexOffset;
|
||||
uint firstInstance;
|
||||
} drawCmd;
|
||||
|
||||
layout(std430, binding = 1) buffer Counters {
|
||||
uint vertexCount;
|
||||
uint indexCount;
|
||||
} counters;
|
||||
|
||||
void main() {
|
||||
drawCmd.indexCount = 0u;
|
||||
drawCmd.instanceCount = 1u;
|
||||
drawCmd.firstIndex = 0u;
|
||||
drawCmd.vertexOffset = 0;
|
||||
drawCmd.firstInstance = 0u;
|
||||
|
||||
counters.vertexCount = 0u;
|
||||
counters.indexCount = 0u;
|
||||
}
|
||||
|
|
@ -0,0 +1,42 @@
|
|||
#version 460
|
||||
|
||||
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
|
||||
|
||||
const uint FLOATS_PER_VERTEX = 14u;
|
||||
|
||||
struct DrawCommand {
|
||||
uint indexCount;
|
||||
uint instanceCount;
|
||||
uint firstIndex;
|
||||
int vertexOffset;
|
||||
uint firstInstance;
|
||||
};
|
||||
|
||||
layout(std430, binding = 0) buffer DrawCommands {
|
||||
DrawCommand drawCmds[];
|
||||
};
|
||||
|
||||
layout(std430, binding = 1) buffer Counters {
|
||||
uint vertexCount;
|
||||
uint indexCount;
|
||||
} counters;
|
||||
|
||||
layout(push_constant) uniform ChunkInfo {
|
||||
ivec3 chunkPos;
|
||||
int slot;
|
||||
uint vertexFloatOffset;
|
||||
uint indexOffset;
|
||||
uint indirectCommandIndex;
|
||||
uint padding0;
|
||||
};
|
||||
|
||||
void main() {
|
||||
drawCmds[indirectCommandIndex].indexCount = 0u;
|
||||
drawCmds[indirectCommandIndex].instanceCount = 1u;
|
||||
drawCmds[indirectCommandIndex].firstIndex = indexOffset;
|
||||
drawCmds[indirectCommandIndex].vertexOffset = int(vertexFloatOffset / FLOATS_PER_VERTEX);
|
||||
drawCmds[indirectCommandIndex].firstInstance = 0u;
|
||||
|
||||
counters.vertexCount = 0u;
|
||||
counters.indexCount = 0u;
|
||||
}
|
||||
|
|
@ -0,0 +1,201 @@
|
|||
#version 460
|
||||
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
|
||||
|
||||
const int CHUNK_SIZE = 16;
|
||||
const int CHUNK_AREA = CHUNK_SIZE * CHUNK_SIZE;
|
||||
|
||||
// A 1D storage buffer representing a flat 3D array of voxel IDs
|
||||
layout(std430, binding = 0) buffer VoxelData {
|
||||
uint voxels[];
|
||||
};
|
||||
|
||||
layout(push_constant) uniform ChunkOffset {
|
||||
ivec3 chunkPos;
|
||||
int padding0;
|
||||
};
|
||||
// Description : Array and textureless GLSL 2D/3D/4D simplex
|
||||
// noise functions.
|
||||
// Author : Ian McEwan, Ashima Arts.
|
||||
// Maintainer : stegu
|
||||
// Lastmod : 20110822 (ijm)
|
||||
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
|
||||
// Distributed under the MIT License. See LICENSE file.
|
||||
// https://github.com
|
||||
|
||||
vec4 permute(vec4 x) { return mod(((x * 34.0) + 1.0) * x, 289.0); }
|
||||
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
|
||||
|
||||
float simplex_noise(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 = mod(i, 289.0);
|
||||
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); // 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(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
|
||||
m = m * m;
|
||||
|
||||
// Returns a value scaled exactly between -1.0 and 1.0
|
||||
return 42.0 * dot(m * m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
|
||||
}
|
||||
float noise2D(vec2 p) {
|
||||
return simplex_noise(vec3(p.x, p.y, 0.0));
|
||||
}
|
||||
|
||||
float fbm(vec2 p, int octaves, float lacunarity, float gain) {
|
||||
float value = 0.0;
|
||||
float amplitude = 0.5;
|
||||
float frequency = 1.0;
|
||||
float amplitudeSum = 0.0;
|
||||
|
||||
for (int i = 0; i < octaves; i++) {
|
||||
value += noise2D(p * frequency) * amplitude;
|
||||
amplitudeSum += amplitude;
|
||||
|
||||
frequency *= lacunarity;
|
||||
amplitude *= gain;
|
||||
}
|
||||
|
||||
return value / amplitudeSum;
|
||||
}
|
||||
|
||||
float ridgedFbm(vec2 p, int octaves, float lacunarity, float gain) {
|
||||
float value = 0.0;
|
||||
float amplitude = 0.5;
|
||||
float frequency = 1.0;
|
||||
float amplitudeSum = 0.0;
|
||||
|
||||
for (int i = 0; i < octaves; i++) {
|
||||
float n = noise2D(p * frequency);
|
||||
n = 1.0 - abs(n);
|
||||
n = n * n;
|
||||
|
||||
value += n * amplitude;
|
||||
amplitudeSum += amplitude;
|
||||
|
||||
frequency *= lacunarity;
|
||||
amplitude *= gain;
|
||||
}
|
||||
|
||||
return value / amplitudeSum;
|
||||
}
|
||||
|
||||
vec2 domainWarp(vec2 p) {
|
||||
float wx = fbm(p + vec2(17.31, 91.73), 3, 2.0, 0.5);
|
||||
float wz = fbm(p + vec2(43.17, 12.89), 3, 2.0, 0.5);
|
||||
|
||||
return p + vec2(wx, wz) * 35.0;
|
||||
}
|
||||
|
||||
float terrainHeight(vec2 worldXZ) {
|
||||
vec2 p = worldXZ;
|
||||
|
||||
vec2 warped = domainWarp(p * 0.006);
|
||||
|
||||
float continent = fbm(warped * 0.45, 5, 2.0, 0.5);
|
||||
continent = continent * 0.5 + 0.5;
|
||||
|
||||
float hills = fbm(p * 0.025, 5, 2.0, 0.48);
|
||||
float detail = fbm(p * 0.09, 3, 2.1, 0.45);
|
||||
|
||||
float mountainMask = smoothstep(0.52, 0.82, continent);
|
||||
float mountains = ridgedFbm(warped * 1.15, 5, 2.0, 0.52);
|
||||
|
||||
float height = 18.0;
|
||||
height += continent * 28.0;
|
||||
height += hills * 14.0;
|
||||
height += detail * 3.0;
|
||||
height += mountainMask * mountains * 55.0;
|
||||
|
||||
return height;
|
||||
}
|
||||
|
||||
void main() {
|
||||
ivec3 localPos = ivec3(gl_GlobalInvocationID.xyz);
|
||||
|
||||
if (localPos.x >= CHUNK_SIZE || localPos.y >= CHUNK_SIZE || localPos.z >= CHUNK_SIZE) {
|
||||
return;
|
||||
}
|
||||
|
||||
ivec3 worldPos = chunkPos * CHUNK_SIZE + localPos;
|
||||
|
||||
float height = terrainHeight(vec2(worldPos.x,worldPos.z) * 0.02) * 0.0015 + 10 ;
|
||||
|
||||
uint voxelType = 0u;
|
||||
|
||||
if (float(worldPos.y) <= height) {
|
||||
float depthBelowSurface = height - float(worldPos.y);
|
||||
|
||||
if (depthBelowSurface < 1.5) {
|
||||
voxelType = 1u; // Grass/topsoil
|
||||
} else if (depthBelowSurface < 5.0) {
|
||||
voxelType = 2u; // Dirt
|
||||
} else {
|
||||
voxelType = 3u; // Stone
|
||||
}
|
||||
}
|
||||
|
||||
uint index = uint((localPos.x * CHUNK_AREA) + (localPos.y * CHUNK_SIZE) + localPos.z);
|
||||
voxels[index] = voxelType;
|
||||
}
|
||||
|
|
@ -0,0 +1,260 @@
|
|||
#version 460
|
||||
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
|
||||
|
||||
const int CHUNK_SIZE = 16;
|
||||
const int CHUNK_AREA = CHUNK_SIZE * CHUNK_SIZE;
|
||||
|
||||
// A 1D storage buffer representing a flat 3D array of voxel IDs
|
||||
layout(std430, binding = 0) buffer VoxelData {
|
||||
uint voxels[];
|
||||
};
|
||||
|
||||
layout(push_constant) uniform ChunkOffset {
|
||||
ivec3 chunkPos;
|
||||
int slot;
|
||||
uint vertexFloatOffset;
|
||||
uint indexOffset;
|
||||
uint indirectCommandIndex;
|
||||
uint padding0;
|
||||
};
|
||||
// Description : Array and textureless GLSL 2D/3D/4D simplex
|
||||
// noise functions.
|
||||
// Author : Ian McEwan, Ashima Arts.
|
||||
// Maintainer : stegu
|
||||
// Lastmod : 20110822 (ijm)
|
||||
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
|
||||
// Distributed under the MIT License. See LICENSE file.
|
||||
// https://github.com
|
||||
|
||||
vec4 permute(vec4 x) { return mod(((x * 34.0) + 1.0) * x, 289.0); }
|
||||
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
|
||||
|
||||
float simplex_noise(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 = mod(i, 289.0);
|
||||
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); // 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(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
|
||||
m = m * m;
|
||||
|
||||
// Returns a value scaled exactly between -1.0 and 1.0
|
||||
return 42.0 * dot(m * m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
|
||||
}
|
||||
float noise2D(vec2 p) {
|
||||
return simplex_noise(vec3(p.x, p.y, 0.0));
|
||||
}
|
||||
|
||||
float fbm(vec2 p, int octaves, float lacunarity, float gain) {
|
||||
float value = 0.0;
|
||||
float amplitude = 0.5;
|
||||
float frequency = 1.0;
|
||||
float amplitudeSum = 0.0;
|
||||
|
||||
for (int i = 0; i < octaves; i++) {
|
||||
value += noise2D(p * frequency) * amplitude;
|
||||
amplitudeSum += amplitude;
|
||||
|
||||
frequency *= lacunarity;
|
||||
amplitude *= gain;
|
||||
}
|
||||
|
||||
return value / amplitudeSum;
|
||||
}
|
||||
|
||||
float ridgedFbm(vec2 p, int octaves, float lacunarity, float gain) {
|
||||
float value = 0.0;
|
||||
float amplitude = 0.5;
|
||||
float frequency = 1.0;
|
||||
float amplitudeSum = 0.0;
|
||||
|
||||
for (int i = 0; i < octaves; i++) {
|
||||
float n = noise2D(p * frequency);
|
||||
n = 1.0 - abs(n);
|
||||
n = n * n;
|
||||
|
||||
value += n * amplitude;
|
||||
amplitudeSum += amplitude;
|
||||
|
||||
frequency *= lacunarity;
|
||||
amplitude *= gain;
|
||||
}
|
||||
|
||||
return value / amplitudeSum;
|
||||
}
|
||||
|
||||
vec2 domainWarp(vec2 p) {
|
||||
float wx = fbm(p + vec2(17.31, 91.73), 3, 2.0, 0.5);
|
||||
float wz = fbm(p + vec2(43.17, 12.89), 3, 2.0, 0.5);
|
||||
|
||||
return p + vec2(wx, wz) * 35.0;
|
||||
}
|
||||
|
||||
float terrainHeight(vec2 worldXZ) {
|
||||
vec2 p = worldXZ;
|
||||
|
||||
vec2 warped = domainWarp(p * 0.004);
|
||||
|
||||
float broad = fbm(warped * 0.45, 5, 2.0, 0.5);
|
||||
broad = broad * 0.5 + 0.5;
|
||||
|
||||
float hills = fbm(p * 0.025, 4, 2.0, 0.48);
|
||||
float detail = fbm(p * 0.085, 2, 2.0, 0.4);
|
||||
|
||||
float height = 8.0;
|
||||
height += broad * 12.0;
|
||||
height += hills * 6.0;
|
||||
height += detail * 2.0;
|
||||
|
||||
return clamp(height, 4.0, 28.0);
|
||||
}
|
||||
|
||||
float rand(vec2 co) {
|
||||
return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453123);
|
||||
}
|
||||
float fbm3D(vec3 p, int octaves, float lacunarity, float gain) {
|
||||
float value = 0.0;
|
||||
float amplitude = 0.5;
|
||||
float frequency = 1.0;
|
||||
float amplitudeSum = 0.0;
|
||||
|
||||
for (int i = 0; i < octaves; i++) {
|
||||
value += simplex_noise(p * frequency) * amplitude;
|
||||
amplitudeSum += amplitude;
|
||||
|
||||
frequency *= lacunarity;
|
||||
amplitude *= gain;
|
||||
}
|
||||
|
||||
return value / amplitudeSum;
|
||||
}
|
||||
float valueNoise(vec2 st) {
|
||||
vec2 i = floor(st);
|
||||
vec2 f = fract(st);
|
||||
|
||||
float a = rand(i);
|
||||
float b = rand(i + vec2(1.0, 0.0));
|
||||
float c = rand(i + vec2(0.0, 1.0));
|
||||
float d = rand(i + vec2(1.0, 1.0));
|
||||
|
||||
vec2 u = f * f * (3.0 - 2.0 * f);
|
||||
|
||||
return mix(a, b, u.x) +
|
||||
(c - a) * u.y * (1.0 - u.x) +
|
||||
(d - b) * u.x * u.y;
|
||||
}
|
||||
|
||||
vec2 randG(vec2 p) {
|
||||
p = vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)));
|
||||
return -1.0 + 2.0 * fract(sin(p) * 43758.5453123);
|
||||
}
|
||||
|
||||
float perlinNoise(vec2 st) {
|
||||
vec2 i = floor(st);
|
||||
vec2 f = fract(st);
|
||||
|
||||
vec2 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
|
||||
|
||||
float dotTopLeft = dot(randG(i + vec2(0.0, 0.0)), f - vec2(0.0, 0.0));
|
||||
float dotTopRight = dot(randG(i + vec2(1.0, 0.0)), f - vec2(1.0, 0.0));
|
||||
float dotBottomLeft = dot(randG(i + vec2(0.0, 1.0)), f - vec2(0.0, 1.0));
|
||||
float dotBottomRight = dot(randG(i + vec2(1.0, 1.0)), f - vec2(1.0, 1.0));
|
||||
|
||||
return mix(mix(dotTopLeft, dotTopRight, u.x),
|
||||
mix(dotBottomLeft, dotBottomRight, u.x), u.y);
|
||||
}
|
||||
|
||||
void main() {
|
||||
ivec3 localPos = ivec3(gl_GlobalInvocationID.xyz);
|
||||
ivec3 worldPos = chunkPos * CHUNK_SIZE + localPos;
|
||||
|
||||
float height = valueNoise(vec2(worldPos.x, worldPos.z) * 0.005) * 100 + valueNoise(vec2(worldPos.x, worldPos.z) * 0.01) * 10 + valueNoise(vec2(worldPos.x, worldPos.z) * 0.1) * 5+ valueNoise(vec2(worldPos.x, worldPos.z)) * 0.5;
|
||||
//height = clamp(height, 4.0, 28.0);
|
||||
|
||||
uint voxelType = 0u;
|
||||
|
||||
if (float(worldPos.y) <= height && float(floor(worldPos.y/CHUNK_SIZE) * CHUNK_SIZE + CHUNK_SIZE * 2) >= height) {
|
||||
float depthBelowSurface = height - float(worldPos.y);
|
||||
|
||||
if (depthBelowSurface < 1.5) {
|
||||
voxelType = 1u; // Grass/topsoil
|
||||
} else if (depthBelowSurface < 5.0) {
|
||||
voxelType = 2u; // Dirt
|
||||
} else {
|
||||
voxelType = 3u; // Stone
|
||||
}
|
||||
}
|
||||
|
||||
// if (voxelType != 0u && worldPos.y < int(height) - 6) {
|
||||
// float cave = fbm3D(vec3(worldPos) * 0.045, 4, 2.0, 0.5);
|
||||
//
|
||||
// if (cave > 0.42) {
|
||||
// voxelType = 0u;
|
||||
// }
|
||||
// }
|
||||
|
||||
uint index = uint((localPos.x * CHUNK_AREA) + (localPos.y * CHUNK_SIZE) + localPos.z);
|
||||
voxels[index] = voxelType;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue