Files
client/Editor/Internal Data/Third Party/Shaders/Utils/WorldKitUtils.hlsl
T
2026-07-31 19:29:07 +03:00

116 lines
3.7 KiB
HLSL

// Licensed under the Non-Profit Open Software License version 3.0
float Magnitude2D(float2 dir){
return max(0.01,sqrt(dir.x * dir.x + dir.y * dir.y));
}
float Magnitude3D(float3 dir){
return max(0.01,sqrt(dir.x * dir.x + dir.y * dir.y + dir.z * dir.z));
}
float2 Normalize2D(float2 dir){
float magnitude = Magnitude2D(dir);
dir.x /= magnitude;
dir.y /= magnitude;
return dir;
}
float3 Normalize3D(float3 dir){
float magnitude = Magnitude3D(dir);
dir.x /= magnitude;
dir.y /= magnitude;
dir.z /= magnitude;
return dir;
}
int PosToIndex(uint2 pos, int width){
return pos.x + (pos.y * width);
}
uint2 IndexToVector(int index, int width){
float division = float(index) / float(width);
int rounded = int(division);
return uint2((division - float(rounded)) * width,rounded);
}
float2 IndexToFloatVector(int index, int width){
float division = float(index) / float(width);
int rounded = int(division);
return float2((division - float(rounded)) * width,rounded);
}
float2 RelativizeVector(float x, float y, float w, float h){
return float2(
x / w,
y / h
);
}
float3 RelativizeVector(float3 vec, float3 size){
return float3(
vec.x / size.x,
vec.y / size.y,
vec.z / size.z
);
}
void AddToBuffer(int index, int resolution, float2 cellOffset, float value, RWStructuredBuffer<float> buffer){
buffer[index] += value * (1 - cellOffset.x) * (1 - cellOffset.y);
buffer[index + 1] += value * cellOffset.x * (1 - cellOffset.y);
buffer[index + resolution] += value * (1 - cellOffset.x) * cellOffset.y;
buffer[index + resolution + 1] += value * cellOffset.x * cellOffset.y;
}
float3 CalculateNormal(uint2 pos, int resolution, float3 size, RWStructuredBuffer<float> buffer){
// Calculate multiplier direction
float multiplier = -1;
if(pos.x <= 0 || pos.y <= 0){ multiplier = 1; }
// Calculate left, right, up and down vertex positions
float3 c = float3(pos.x, 0, pos.y);
float3 l = float3(pos.x - 1, 0, pos.y);
float3 u = float3(pos.x, 0, pos.y - 1);
// Gather heights for left, right, up and down vertices
c.y = buffer[PosToIndex(uint2(c.xz), resolution)] * size.y;
l.y = buffer[PosToIndex(uint2(l.xz), resolution)] * size.y;
u.y = buffer[PosToIndex(uint2(u.xz), resolution)] * size.y;
// calculate normal direction
return Normalize3D(cross(l - c, u - c)) * multiplier;
}
float NormalisedSigmoid(float x, float k){
return (x - x * k) / (k - abs(x) * 2 * k + 1);
}
float3 CalculateGradientAndHeight (float2 pos, int resolution, RWStructuredBuffer<float> buffer) {
// Calculate coords
uint2 coord = uint2(
(int) pos.x,
(int) pos.y
);
// Calculate index
int index = PosToIndex(coord, resolution);
// Calculate droplet's offset inside the cell (0,0) = at NW node, (1,1) = at SE node
float x = pos.x - float(coord.x);
float y = pos.y - float(coord.y);
// Calculate heights of the four nodes of the droplet's cell
float heightNW = buffer[index];
float heightNE = buffer[index + 1];
float heightSW = buffer[index + HeightMapResolution];
float heightSE = buffer[index + HeightMapResolution + 1];
// Calculate droplet's direction of flow with bilinear interpolation of height difference along the edges
float gradientX = (heightNE - heightNW) * (1 - y) + (heightSE - heightSW) * y;
float gradientY = (heightSW - heightNW) * (1 - x) + (heightSE - heightNE) * x;
// Calculate height with bilinear interpolation of the heights of the nodes of the cell
float height = heightNW * (1 - x) * (1 - y) + heightNE * x * (1 - y) + heightSW * (1 - x) * y + heightSE * x * y;
return float3(gradientX,gradientY,height);
}