using CultMath; using static CultMath.math; using float2 = CultMath.float2; using float3 = CultMath.float3; /// /// The global flow law: the one definition of the drift that stardust and nebula follow and that the sim knows. /// A pure function of the zone's FlowSettings, a position, a scroll and a downhill gradient; nothing here keeps /// a clock. Zone.Flow evaluates it at zone time. Assets/Shaders/Volumetric.cginc (globalFlow, slopeFlow) is its /// HLSL lowering, driven by VolumeSampling.LowerFlow and pinned to it by Aetheria.EditorTools.FlowFieldParityVerify. /// public static class FlowField { // The second octave of the noise samples at position * Golden (Volumetric.cginc Tri3D). const float Golden = 1.61803398875f; // The scroll of the noise field, in field units: speed times zone time, for each of the two octaves, as a phase. // Every term of Tri3D reaches the scrolled axis through frac, so a phase is only meaningful modulo 1: the fold // happens here in double, where zone time is exact, and the float that reaches the shaders is in [0, 1) however // old the zone is. x is the first octave's phase, y the second's (the second octave's axis is scaled by Golden). public static float2 Scroll(FlowSettings settings, double zoneTime) { var scroll = (double) settings.GlobalScrollSpeed * zoneTime; return float2(Phase(scroll), Phase(scroll * Golden)); } // A phase in [0, 1) strictly: a double just below an integer rounds up to 1f in the cast, and 1 is 0 modulo 1. static float Phase(double value) { var phase = (float) frac(value); return phase < 1f ? phase : 0f; } // The phase of a cycle of `period` seconds at zone time, in [0, 1). The nebula's flow-advected noise cycles and // Stardust's particle lifetimes take their phase from here, so drift follows sim time and stops with the sim. public static float Cycle(double zoneTime, float period) => period == 0f ? 0f : Phase(zoneTime / period); // The procedural term (Volumetric.cginc globalFlow): a Tri3D field of position / scale, scrolled along y. // Skipped when its amplitude is zero, as the shader's FLOW_GLOBAL keyword skips it. public static float3 Global(FlowSettings settings, float3 position, float2 scroll) { if (settings.GlobalAmplitude == 0f) return float3.zero; var field = position / settings.GlobalScale; var sample = Tri3D(field - float3(0f, scroll.x, 0f), field * Golden - float3(0f, scroll.y, 0f)) * settings.GlobalAmplitude; sample.y *= .5f; return sample; } // The slope term (Volumetric.cginc slopeFlow): swirl around and slide along the gravity gradient. // `downhill` is the DOWNHILL gradient, -grad(height) in world xz. The shader's texel gradient is that same // vector (getUV negates the world x and z axes), and Zone.GetNormal's xz is proportional to it. // Skipped when both amplitudes are zero (the FLOW_SLOPE keyword), and zero for a zero gradient. public static float3 Slope(FlowSettings settings, float2 downhill) { if (settings.SlopeAmplitude == 0f && settings.SwirlAmplitude == 0f) return float3.zero; if (dot(downhill, downhill) == 0f) return float3.zero; var direction = normalize(downhill); return float3(direction.y, 0f, -direction.x) * settings.SwirlAmplitude + float3(direction.x, 0f, direction.y) * settings.SlopeAmplitude; } public static float3 At(FlowSettings settings, float3 position, float2 scroll, float2 downhill) => Global(settings, position, scroll) + Slope(settings, downhill); // Volumetric.cginc tri / tri3 / Tri3D, term for term. static float Tri(float x) => abs(frac(x) - .5f); static float3 Tri3(float3 p) => float3(Tri(p.z + Tri(p.y)), Tri(p.z + Tri(p.x)), Tri(p.y + Tri(p.x))); // The two octaves' positions are given already scrolled (see Scroll). static float3 Tri3D(float3 p, float3 pGolden) { var t1 = normalize(Tri3(p)); var t2 = normalize(Tri3(pGolden)); return cross(t1, t2); } }