what if minecraft ran on the GPU exclusively? glad you asked! because now it can

This commit is contained in:
Halbear 2026-09-15 20:49:24 +01:00
parent fa7bf893e7
commit bf9af81f38
41 changed files with 2433 additions and 34 deletions

View file

@ -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;
}