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shader_heightmap.cpp
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256 lines (218 loc) · 7.51 KB
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#include "shader_heightmap.h"
// Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;
namespace NCppHeightmapShader
{
vec3 v0;
vec3 v1;
vec3 v2;
vec3 v3;
float fracStep;
void setUniforms(const glm::vec3 &v0_, const glm::vec3 &v1_, const glm::vec3 &v2_, const glm::vec3 &v3_, const float fracStep_)
{
v0 = v0_;
v1 = v1_;
v2 = v2_;
v3 = v3_;
fracStep = fracStep_;
}
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
vec4 mod289(vec4 x) {
return x - floor(x * (1.0f / 289.0f)) * 289.0f;
}
float mod289(float x) {
return x - floor(x * (1.0f / 289.0f)) * 289.0f;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0f)+1.0f)*x);
}
float permute(float x) {
return mod289(((x*34.0f)+1.0f)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159f - 0.85373472095314f * r;
}
float taylorInvSqrt(float r)
{
return 1.79284291400159f - 0.85373472095314f * r;
}
vec4 grad4(float j, vec4 ip)
{
const vec4 ones = vec4(1.0f, 1.0f, 1.0f, -1.0f);
const vec3 one3 = vec3(1.0f, 1.0f, 1.0f);
vec4 p,s;
p.x = floor( fract (j * ip.x) * 7.0f) * ip.z - 1.0f;
p.y = floor( fract (j * ip.y) * 7.0f) * ip.z - 1.0f;
p.z = floor( fract (j * ip.z) * 7.0f) * ip.z - 1.0f;
const vec3 p3 = vec3(p.x, p.y, p.z);
p.w = 1.5f - dot(abs(p3), one3);
s = vec4(lessThan(p, vec4(0.0f)));
p.x = p.x + (s.x*2.0f - 1.0f) * s.w;
p.y = p.y + (s.y*2.0f - 1.0f) * s.w;
p.z = p.z + (s.z*2.0f - 1.0f) * s.w;
return p;
}
float snoise(vec4 v)
{
const vec4 C = vec4( 0.138196601125011f, // (5 - sqrt(5))/20 G4
0.276393202250021f, // 2 * G4
0.414589803375032f, // 3 * G4
-0.447213595499958f); // -1 + 4 * G4
// (sqrt(5) - 1)/4 = F4, used once below
#define F4 0.309016994374947451f
// First corner
vec4 i = floor(v + dot(v, vec4(F4)) );
vec4 x0 = v - i + dot(i, vec4(C.x));
// Other corners
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
vec4 i0;
const vec3 x0yzw = vec3(x0.y, x0.z, x0.w);
const vec3 x0zww = vec3(x0.z, x0.w, x0.w);
const vec3 x0yyz = vec3(x0.y, x0.y, x0.z);
vec3 isX = step( x0yzw, vec3(x0.x) );
vec3 isYZ = step( x0zww, x0yyz );
// i0.x = dot( isX, vec3( 1.0 ) );
i0.x = isX.x + isX.y + isX.z;
const vec3 oneMinisX = 1.0f - isX;
i0.y = oneMinisX.x;
i0.z = oneMinisX.y;
i0.w = oneMinisX.z;
// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
i0.y += isYZ.x + isYZ.y;
const vec2 oneMinisYZ = 1.0f - vec2(isYZ);
i0.z += oneMinisYZ.x;
i0.w += oneMinisYZ.y;
i0.z += isYZ.z;
i0.w += 1.0f - isYZ.z;
// i0 now contains the unique values 0,1,2,3 in each channel
vec4 i3 = clamp( i0, 0.0f, 1.0f );
vec4 i2 = clamp( i0-1.0f, 0.0f, 1.0f );
vec4 i1 = clamp( i0-2.0f, 0.0f, 1.0f );
// x0 = x0 - 0.0 + 0.0 * C.xxxx
// x1 = x0 - i1 + 1.0 * C.xxxx
// x2 = x0 - i2 + 2.0 * C.xxxx
// x3 = x0 - i3 + 3.0 * C.xxxx
// x4 = x0 - 1.0 + 4.0 * C.xxxx
vec4 x1 = x0 - i1 + vec4(C.x);
vec4 x2 = x0 - i2 + vec4(C.y);
vec4 x3 = x0 - i3 + vec4(C.z);
vec4 x4 = x0 + vec4(C.w);
// Permutations
i = mod289(i);
float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
vec4 j1 = permute( permute( permute( permute (
i.w + vec4(i1.w, i2.w, i3.w, 1.0f ))
+ i.z + vec4(i1.z, i2.z, i3.z, 1.0f ))
+ i.y + vec4(i1.y, i2.y, i3.y, 1.0f ))
+ i.x + vec4(i1.x, i2.x, i3.x, 1.0f ));
// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
vec4 ip = vec4(1.0f/294.0f, 1.0f/49.0f, 1.0f/7.0f, 0.0f) ;
vec4 p0 = grad4(j0, ip);
vec4 p1 = grad4(j1.x, ip);
vec4 p2 = grad4(j1.y, ip);
vec4 p3 = grad4(j1.z, ip);
vec4 p4 = grad4(j1.w, ip);
// 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;
p4 *= taylorInvSqrt(dot(p4,p4));
// Mix contributions from the five corners
vec3 m0 = glm::max(0.6f - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), vec3(0.0f));
vec2 m1 = glm::max(0.6f - vec2(dot(x3,x3), dot(x4,x4) ), vec2(0.0f));
m0 = m0 * m0;
m1 = m1 * m1;
return 49.0f * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
}
float octavenoise(int octaves, float roughness, float lacunarity, vec3 p, float jizm, float time)
{
float n = 0.0f;
float octaveAmplitude = 1.0f/(1.0f-pow(roughness,(float(octaves))));
for (int i = 0; i < octaves; i++) {
n += octaveAmplitude * snoise(vec4(jizm*p.x, jizm*p.y, jizm*p.z, time));
octaveAmplitude *= roughness;
jizm *= lacunarity;
}
return (n+1.0f)*0.5f;
}
float combo_octavenoise(int octaves, float roughness, float lacunarity, vec3 p, float jizm, float time)
{
float n = 0.0f;
float n1 = 0.0f;
float octaveAmplitude = 1.0f/(1.0f-pow(roughness,(float(octaves))));
for (int i = 0; i < octaves; i++) {
n += octaveAmplitude * snoise(vec4(jizm*p.x, jizm*p.y, jizm*p.z, time));
octaveAmplitude *= roughness;
jizm *= lacunarity;
}
//ridged noise
n1 = 1.0f - abs(n);
n1 *= n1;
//billow noise
n1 *= (2.0f * abs(n) - 1.0f)+1.0f;
//voronoiscam noise
n1 *= glm::sqrt(10.0f * fabs(n));
return n1;
}
float ridged_octavenoise(int octaves, float roughness, float lacunarity, vec3 p, float jizm, float time)
{
float n = 0.0f;
float octaveAmplitude = 1.0f/(1.0f-pow(roughness,(float(octaves))));
for (int i = 0; i < octaves; i++) {
n += octaveAmplitude * snoise(vec4(jizm*p.x, jizm*p.y, jizm*p.z, time));
octaveAmplitude *= roughness;
jizm *= lacunarity;
}
//ridged noise
n = 1.0f - abs(n);
return(n*n);
}
float billow_octavenoise(int octaves, float roughness, float lacunarity, vec3 p, float jizm, float time)
{
float n = 0.0f;
float octaveAmplitude = 1.0f/(1.0f-pow(roughness,(float(octaves))));
for (int i = 0; i < octaves; i++) {
n += octaveAmplitude * snoise(vec4(jizm*p.x, jizm*p.y, jizm*p.z, time));
octaveAmplitude *= roughness;
jizm *= lacunarity;
}
//ridged noise
n = (2.0f * abs(n) - 1.0f)+1.0f;
return(n);
}
// in patch surface coords, [0,1]
// v[0] to v[3] are the corner vertices
vec3 GetSpherePoint(const float x, const float y) {
return normalize(v0 + x*(1.0f-y)*(v1-v0) + x*y*(v2-v0) + (1.0f-x)*y*(v3-v0));
}
float shader_heightmap_frag(const glm::vec2 &gl_FragCoord)
{
float xfrac = (gl_FragCoord.x-0.5f) * fracStep;
float yfrac = (gl_FragCoord.y-0.5f) * fracStep;
vec3 p = GetSpherePoint(xfrac, yfrac);
//smaller numbers give a larger feature size
float feature_size = 1.0f;
float poo = octavenoise(3, 0.95f, 2.0f, p, feature_size, 1.0f)/4.0f;
poo *= ridged_octavenoise(3, 0.95f, 2.0f, p, feature_size*2.5f, 0.25f)/4.0f;
poo += billow_octavenoise(3, 0.575f, 2.0f, p, feature_size*0.5f, 1.333f)/4.0f;
poo += combo_octavenoise(3, 0.7f, 2.0f, p, feature_size*5.675f, 3.0f)/4.0f;
float height = clamp(0.25f+poo, 0.0f, 1.0f);
return height;
}
};