4ff395c862
Finished the NPC Creator tool
110 lines
4.7 KiB
Plaintext
110 lines
4.7 KiB
Plaintext
//inputs
|
|
Texture2D<float> InHeightMap;
|
|
Texture2D<float> InSediment;
|
|
Texture2D<float2> WindVel;
|
|
|
|
float4 DomainDim; // the dimensions of all of our textures (they must all be the same dimensions)
|
|
float4 terrainScale; // the dimensions in world space of the terrain tile
|
|
float4 dxdy; // (dx, dy, 1 / dx, 1/ dy), where dx, dy = texel width, height
|
|
|
|
float dt; // simulation time step
|
|
float SuspensionRate; // controls the rate at which sediment is removed from the heightfield
|
|
float DepositionRate; // controls the rate at which sediment is deposited back onto the heightfield
|
|
float SlopeFactor; // exponent value that controls the rate at which slope angles are eroded
|
|
float DragCoefficient; // scalar that controls the rate at which heightfield drag is applied
|
|
float ReflectionCoefficient; // scalar that controls the degree to which the wind velocity "bounces" off surfaces
|
|
float AbrasivenessCoefficient; // controls the rate at which suspended sediment "sandblasts" the heightfield
|
|
|
|
|
|
// output textures
|
|
RWTexture2D<float> OutSediment;
|
|
RWTexture2D<float> OutHeightMap;
|
|
RWTexture2D<float2> OutWindVel;
|
|
|
|
//
|
|
// safety function to ensure we're not going to index off the texture
|
|
//
|
|
uint4 getSafeNeighbors(uint2 coord) {
|
|
return uint4(
|
|
(coord.x < (uint)(DomainDim[0] - 1)) ? coord.x + 1 : coord.x, //right index
|
|
(coord.x > 0) ? (uint)(coord.x - 1) : coord.x, //left index
|
|
(coord.y < (uint)(DomainDim[1] - 1)) ? coord.y + 1 : coord.y, //bottom index
|
|
(coord.y > 0) ? (uint)(coord.y - 1) : coord.y //top index
|
|
);
|
|
}
|
|
|
|
//helper macros to index the neighbors from the getSafeNeighbors function
|
|
#define RIGHT(c) (c.x)
|
|
#define LEFT(c) (c.y)
|
|
#define BOTTOM(c) (c.z)
|
|
#define TOP(c) (c.w)
|
|
|
|
//
|
|
// computes the gradient of the height field at the specified coordinate
|
|
// the gradient vector points in the direction of the steepest ascent
|
|
//
|
|
float2 computeGradient(uint2 coord) {
|
|
uint4 nidx = getSafeNeighbors(coord);
|
|
|
|
float dzdx = ((InHeightMap[uint2(RIGHT(nidx), BOTTOM(nidx))] + 2 * InHeightMap[uint2(RIGHT(nidx), coord.y)] + InHeightMap[uint2(RIGHT(nidx), TOP(nidx))]) -
|
|
(InHeightMap[uint2(LEFT(nidx), BOTTOM(nidx))] + 2 * InHeightMap[uint2(LEFT(nidx), coord.y)] + InHeightMap[uint2(LEFT(nidx), TOP(nidx))])) / 8.0f;
|
|
|
|
float dzdy = ((InHeightMap[uint2(LEFT(nidx), TOP(nidx))] + 2 * InHeightMap[uint2(coord.x, TOP(nidx))] + InHeightMap[uint2(RIGHT(nidx), TOP(nidx))]) -
|
|
(InHeightMap[uint2(LEFT(nidx), BOTTOM(nidx))] + 2 * InHeightMap[uint2(coord.x, BOTTOM(nidx))] + InHeightMap[uint2(RIGHT(nidx), BOTTOM(nidx))])) / 8.0f;
|
|
|
|
return float2(terrainScale.y * dzdx * dxdy.z, terrainScale.y * dzdy * dxdy.w);
|
|
}
|
|
|
|
//
|
|
// Removes sediment from the heightfield, adding them to the OutSediment texture
|
|
// more sediment is removed from surfaces whose surface normal is pointing in the opposite direction
|
|
// as the wind velocity vector.
|
|
//
|
|
// Redeposits sediment from the OutSediment texture back onto the heightmap
|
|
//
|
|
#pragma kernel WindSedimentErode
|
|
[numthreads(1,1,1)]
|
|
void WindSedimentErode(uint3 id : SV_DispatchThreadID)
|
|
{
|
|
float2 grad = normalize(computeGradient(id.xy));
|
|
float mag = length(grad);
|
|
|
|
float g_dot_v = max(dot(-grad, normalize(WindVel[id.xy]) * dxdy.zw * mag), 0.0f);
|
|
|
|
float pnw = pow(g_dot_v, SlopeFactor);
|
|
float sandBlast = AbrasivenessCoefficient * dt * InSediment[id.xy];
|
|
float windSwept = SuspensionRate * dt;
|
|
|
|
float suspendedSediment = min(pnw * (sandBlast + windSwept), InHeightMap[id.xy]);
|
|
float depositedSediment = min(DepositionRate * dt, InSediment[id.xy]);
|
|
|
|
float halfHeight = 0.5f * InHeightMap[id.xy];
|
|
float dS = clamp(depositedSediment - suspendedSediment, -halfHeight, halfHeight);
|
|
|
|
OutSediment[id.xy] = max(InSediment[id.xy] - dS, 0.0f);
|
|
OutHeightMap[id.xy] = max(InHeightMap[id.xy] + dS, 0.0f);
|
|
}
|
|
|
|
//
|
|
// This function applies drag to the wind velocity field based on the gradient vector,
|
|
// applying more drag when the surface normal points in the opposite direction as the wind directoin
|
|
// There is also a reflection vector applied, causing the wind to "bounce" off of very steep
|
|
// terrain features.
|
|
//
|
|
#pragma kernel ApplyHeightfieldDrag
|
|
[numthreads(1, 1, 1)]
|
|
void ApplyHeightfieldDrag(uint3 id : SV_DispatchThreadID)
|
|
{
|
|
float2 grad = normalize(computeGradient(id.xy));
|
|
float2 scaledVel = normalize(WindVel[id.xy]);
|
|
|
|
float g_dot_v = dot(scaledVel, -grad);
|
|
|
|
// compute the wind reflection vector
|
|
float2 r = scaledVel - 2.0f * g_dot_v * grad;
|
|
|
|
float effectiveReflection = ReflectionCoefficient * dt;
|
|
float effectiveDrag = DragCoefficient * dt * saturate(g_dot_v); // apply more drag to surfaces facing the wind
|
|
|
|
OutWindVel[id.xy] = WindVel[id.xy] + effectiveReflection * r - effectiveDrag * WindVel[id.xy];
|
|
} |