99 lines
		
	
	
	
		
			3.3 KiB
		
	
	
	
		
			Metal
		
	
	
	
	
	
			
		
		
	
	
			99 lines
		
	
	
	
		
			3.3 KiB
		
	
	
	
		
			Metal
		
	
	
	
	
	
//
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//  TerrainAlgorithms.metal
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//  Terrain2
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//
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//  Created by Eryn Wells on 11/4/18.
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//  Copyright © 2018 Eryn Wells. All rights reserved.
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//
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#include <metal_stdlib>
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#include <metal_types>
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#include "ShaderTypes.h"
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using namespace metal;
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/// A pseudo-random number generator providing several algorithms.
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/// - http://reedbeta.com/blog/quick-and-easy-gpu-random-numbers-in-d3d11/
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struct PRNG {
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    PRNG(uint seed) : mSeed(wangHash(seed)) { }
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    /// Generate a random unsigned integer using a linear congruential generator.
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    uint lcg() {
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        mSeed = 1664525 * mSeed + 1013904223;
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        return mSeed;
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    }
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    /// Generate a random unsigned integer using the Xorshift algorithm from George Marsaglia's paper.
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    uint xorShift() {
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        mSeed ^= (mSeed << 13);
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        mSeed ^= (mSeed >> 17);
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        mSeed ^= (mSeed << 5);
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        return mSeed;
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    }
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    uint wangHash(uint seed) {
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        seed = (seed ^ 61) ^ (seed >> 16);
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        seed *= 9;
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        seed = seed ^ (seed >> 4);
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        seed *= 0x27d4eb2d;
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        seed = seed ^ (seed >> 15);
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        return seed;
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    }
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private:
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    uint mSeed;
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};
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kernel void updateGeometryHeights(texture2d<float> texture [[texture(GeneratorTextureIndexIn)]],
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                                  constant float2 *texCoords [[buffer(GeneratorBufferIndexTexCoords)]],
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                                  constant Uniforms &uniforms [[buffer(GeneratorBufferIndexUniforms)]],
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                                  device packed_float3 *vertexes [[buffer(GeneratorBufferIndexMeshPositions)]],
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                                  uint2 tid [[thread_position_in_grid]])
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{
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    constexpr sampler s(coord::normalized, address::clamp_to_zero, filter::linear);
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    const uint vIdx = tid.y * uniforms.terrainSegments.x + tid.x;
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    // Get the height from the texture.
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    float2 texCoord = texCoords[vIdx];
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    float4 height = texture.sample(s, texCoord);
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    // Update the vertex data.
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    vertexes[vIdx].y = height.r;
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}
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kernel void updateGeometryNormals(constant float3 *vertexes [[buffer(GeneratorBufferIndexMeshPositions)]],
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                                  constant packed_uint3 *indexes [[buffer(GeneratorBufferIndexIndexes)]],
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                                  device packed_float3 *normals [[buffer(GeneratorBufferIndexFaceNormals)]],
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                                  uint tid [[thread_position_in_grid]])
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{
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    const uint3 triIdx = indexes[tid];
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    float3 side1(vertexes[triIdx.y] - vertexes[triIdx.x]);
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    float3 side2(vertexes[triIdx.y] - vertexes[triIdx.z]);
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    float3 normal(normalize(cross(side1, side2)));
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    normals[tid] = normal;
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}
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kernel void updateGeometryVertexNormals()
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{
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}
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#pragma mark - ZeroGenerator
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kernel void zeroKernel(texture2d<float, access::write> outTexture [[texture(GeneratorTextureIndexOut)]],
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                       uint2 tid [[thread_position_in_grid]])
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{
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    outTexture.write(0, tid);
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}
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#pragma mark - RandomGenerator
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kernel void randomKernel(texture2d<float, access::write> outTexture [[texture(GeneratorTextureIndexOut)]],
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                         constant RandomAlgorithmUniforms &uniforms [[buffer(0)]],
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                         uint2 tid [[thread_position_in_grid]])
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{
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    PRNG rng(uniforms.randoms[(tid.x * tid.y) % kRandomAlgorithmUniforms_RandomCount]);
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    uint r = rng.xorShift();
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    float x = float(r * (1.0 / float(UINT_MAX))) * 0.5f;
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    outTexture.write(x, tid);
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}
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