260 lines
No EOL
7.4 KiB
GLSL
260 lines
No EOL
7.4 KiB
GLSL
#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;
|
|
} |