first steps toward manipulating planet vertices
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@@ -5,6 +5,7 @@ using Silk.NET.OpenGL;
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namespace EngineSharp.Core.Rendering;
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// https://learnopengl.com/Guest-Articles/2022/Compute-Shaders/Introduction
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// USE THIS FOR SENDING DATA TO SHADER FOR MANIPULATION: https://wikis.khronos.org/opengl/Buffer_Object#Creation
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public class ComputeShader
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{
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private readonly string _computeShaderCode;
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@@ -1,5 +1,124 @@
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#version 430 core
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void main() {
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(std430, binding = 0) buffer verticesArray {
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vec3 vertices[];
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};
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vec3 mod289(vec3 x)
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{
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return x - floor(x / 289.0) * 289.0;
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}
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vec4 mod289(vec4 x)
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{
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return x - floor(x / 289.0) * 289.0;
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}
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vec4 permute(vec4 x)
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{
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return mod289((x * 34.0 + 1.0) * x);
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}
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vec4 taylorInvSqrt(vec4 r)
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{
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return 1.79284291400159 - r * 0.85373472095314;
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}
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float snoise(vec3 v)
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{
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const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
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// First corner
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vec3 i = floor(v + dot(v, C.yyy));
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vec3 x0 = v - i + dot(i, C.xxx);
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min(g.xyz, l.zxy);
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vec3 i2 = max(g.xyz, l.zxy);
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// x1 = x0 - i1 + 1.0 * C.xxx;
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// x2 = x0 - i2 + 2.0 * C.xxx;
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// x3 = x0 - 1.0 + 3.0 * C.xxx;
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vec3 x1 = x0 - i1 + C.xxx;
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vec3 x2 = x0 - i2 + C.yyy;
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vec3 x3 = x0 - 0.5;
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// Permutations
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i = mod289(i); // Avoid truncation effects in permutation
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vec4 p =
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permute(permute(permute(i.z + vec4(0.0, i1.z, i2.z, 1.0))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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vec4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7)
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vec4 x_ = floor(j / 7.0);
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vec4 y_ = floor(j - 7.0 * x_); // mod(j,N)
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vec4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0;
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vec4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4(x.xy, y.xy);
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vec4 b1 = vec4(x.zw, y.zw);
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//vec4 s0 = vec4(lessThan(b0, 0.0)) * 2.0 - 1.0;
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//vec4 s1 = vec4(lessThan(b1, 0.0)) * 2.0 - 1.0;
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vec4 s0 = floor(b0) * 2.0 + 1.0;
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vec4 s1 = floor(b1) * 2.0 + 1.0;
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vec4 sh = -step(h, 0.0);
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vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
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vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
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vec3 g0 = vec3(a0.xy, h.x);
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vec3 g1 = vec3(a0.zw, h.y);
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vec3 g2 = vec3(a1.xy, h.z);
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vec3 g3 = vec3(a1.zw, h.w);
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// Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3)));
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g0 *= norm.x;
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g1 *= norm.y;
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g2 *= norm.z;
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g3 *= norm.w;
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// Mix final noise value
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vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
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m = m * m;
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m = m * m;
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vec4 px = vec4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3));
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return 42.0 * dot(m, px);
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}
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float simpleNoise(float3 pos) {
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const float scale = 1;
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const float multiplier = 1;
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return simpleNoise(pos, scale, multiplier);
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}
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void main() {
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uint idx = gl_GlobalInvocationID.x;
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if (idx >= vertices.length()) // If out of range, return
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{
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return;
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}
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vec3 pos = vertices[idx];
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float noise = simpleNoise(pos);
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noise = smoothMax(noise, -oceanSettings.x, oceanSettings.y); // oceanDepth and smoothing
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float finalHeight = 1 + noise * 0.01;
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vertices[idx] = pos * finalHeight;
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}
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