Release v0.9.6
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// Licensed under the Non-Profit Open Software License version 3.0
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// Variables
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uint ErosionParticleCount;
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uint ErosionMaxLifeTime;
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float ErosionInertia;
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float ErosionParticleStartSpeed;
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float ErosionParticleStartWater;
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float ErosionSedimentCapacityFactor;
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float ErosionMinSedimentCapacity;
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float ErosionSpeed;
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float ErosionEvaporateSpeed;
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float ErosionGravity;
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float ErosionDepositSpeed;
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// Kernel
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[numthreads(32,1,1)]
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void HydraulicErosion (uint3 id : SV_DispatchThreadID)
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{
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if(id.x < ErosionParticleCount){ // Keep in bounds
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float randomNormalizedX = Random(id.x);
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float randomNormalizedY = Random(id.x + HeightMapResolution * randomNormalizedX);
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float2 pos = float2(
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randomNormalizedX * HeightMapResolution,
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randomNormalizedY * HeightMapResolution
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);
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// Particle values
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float2 dir = float2(0,0);
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float speed = ErosionParticleStartSpeed;
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float water = ErosionParticleStartWater;
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float sediment = 0;
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for(uint lifeTime = 0; lifeTime < ErosionMaxLifeTime; lifeTime++){
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// Calculate texture coords
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uint2 coord = uint2(
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(uint) pos.x,
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(uint) pos.y
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);
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int index = PosToIndex(coord, HeightMapResolution);
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// Calculate cell offset
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float2 cellOffset = float2(
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pos.x - float(coord.x),
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pos.y - float(coord.y)
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);
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// Calculate interpolated gradient and height
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float3 heightAndGradient = CalculateGradientAndHeight(pos, HeightMapResolution, HeightBuffer);
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// Update the droplet's direction and position (move position 1 unit regardless of speed)
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dir.x = (dir.x * ErosionInertia - heightAndGradient.x * (1 - ErosionInertia));
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dir.y = (dir.y * ErosionInertia - heightAndGradient.y * (1 - ErosionInertia));
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// Normalize dir
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dir = Normalize2D(dir);
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// Add to position
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pos += dir;
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// Header guard to check wheter particle is still inside texture and moving
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if((dir.x == 0 && dir.y == 0) || pos.x <= 0 || pos.y <= 0 || pos.x >= float(HeightMapResolution - 2) || pos.y >= float(HeightMapResolution - 2)){ break; }
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// Calculate new height and deltaHeight
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float height = CalculateGradientAndHeight(pos, HeightMapResolution, HeightBuffer).z;
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float deltaHeight = height - heightAndGradient.z;
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// Calculate the droplet's sediment capacity (higher when moving fast down a slope and contains lots of water)
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float sedimentCapacity = max(-deltaHeight, ErosionMinSedimentCapacity) * speed * water * ErosionSedimentCapacityFactor;
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// If carrying more sediment than capacity, or if flowing uphill:
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if (sediment > sedimentCapacity || deltaHeight > 0) {
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// If moving uphill (deltaHeight > 0) try fill up to the current height, otherwise deposit a fraction of the excess sediment
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float amountToDeposit = (deltaHeight > 0) ?
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min(deltaHeight, sediment) :
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(sediment - sedimentCapacity) * ErosionDepositSpeed;
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// Remove deposited sediment
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sediment -= amountToDeposit;
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// Add the sediment to the four nodes of the current cell using bilinear interpolation
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AddToBuffer(index, HeightMapResolution, cellOffset, amountToDeposit, HeightBuffer);
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}
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else {
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// Erode a fraction of the droplet's current carry capacity.
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// Clamp the erosion to the change in height so that it doesn't dig a hole in the terrain behind the droplet
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float amountToErode = min((sedimentCapacity - sediment) * ErosionSpeed, -deltaHeight);
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// Remove erosion amount from heightmap
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AddToBuffer(index, HeightMapResolution, cellOffset, -amountToErode, HeightBuffer);
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// Add eroded amount to sediment currently carried
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sediment += amountToErode;
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}
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// Update droplet's speed and water content
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speed = sqrt (max(0,speed * speed + deltaHeight * ErosionGravity));
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water *= (1 - ErosionEvaporateSpeed);
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}
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}
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}
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