Minimap works again Stardust density is now proportional to gravity depth Generated zones are double the size and better distributed Orbital hierarchy actually working now (!) Station start position actually orbits something now Max gravity strength remapped to infinity (zone boundary is properly impassable now)
132 lines
No EOL
3.5 KiB
Text
132 lines
No EOL
3.5 KiB
Text
//Tell unity that we have defined a kernel
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#pragma kernel UpdateParticles
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//Store Particle data in a struct
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struct Particle
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{
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float3 position;
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float3 color;
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float size;
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};
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RWStructuredBuffer<Particle> particles;
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// Use this texture to spawn particles over terrain
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Texture2D Heightmap;
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SamplerState samplerHeightmap;
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// Use this texture to choose the color of the particle
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Texture2D HueTexture;
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SamplerState samplerHueTexture;
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uniform float4x4 noiseOffsetMatrix;
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float time;
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float3 transform;
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float spacing;
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float ceilingHeight;
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float floorHeight;
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float maximumSize;
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float minimumSize;
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float heightExponent;
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uint span;
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//================
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//Bonus: Random number generator
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//Using xorshift, and thread ID as a seed. If you only use xorshift,
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//there is too much correlation, so we first hash the seed id in RandomFirst()
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//See: http://www.reedbeta.com/blog/2013/01/12/quick-and-easy-gpu-random-numbers-in-d3d11/
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uint rngState;
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#define UINT_MAXF 4294967290.0f
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float RandomFirst(uint a, uint b)
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{
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//wang hash the seed first to get rid of correlation.
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a = (a ^ 61) ^ (a >> 16);
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a *= 9;
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a = a ^ (a >> 4);
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a *= 0x27d4eb2d;
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a = a ^ (a >> 15);
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b -= (b<<6);
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b ^= (a>>17);
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b -= (b<<9);
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b ^= (a<<4);
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b -= (b<<3);
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b ^= (b<<10);
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b ^= (b>>15);
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rngState = a ^ b;
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return (float)rngState / UINT_MAXF;
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}
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float RandomValue()
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{
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// Xorshift algorithm from George Marsaglia's paper
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//You could use RandomFirst() all the time - it'd just be more expensive.
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rngState ^= (rngState << 13);
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rngState ^= (rngState >> 17);
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rngState ^= (rngState << 5);
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return (float) rngState / UINT_MAXF;
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}
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#define HASHSCALE 0.1031
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float hash(float p)
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{
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float3 p3 = frac(p.xxx * HASHSCALE);
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p3 += dot(p3, p3.yzx + 19.19);
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return frac((p3.x + p3.y) * p3.z);
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}
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float fade(float t) { return t*t*t*(t*(6.*t-15.)+10.); }
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float grad(float hash, float p)
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{
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int i = int(1e4*hash);
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return (i & 1) == 0 ? p : -p;
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}
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float perlinNoise1D(float p)
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{
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float pi = floor(p), pf = p - pi, w = fade(pf);
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return lerp(grad(hash(pi), pf), grad(hash(pi + 1.0), pf - 1.0), w) * 2.0;
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}
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const float4 irrationals = float4(1.41421, 3.14159, 2.71828, 1.61803);
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float noise(float p)
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{
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return (sin(irrationals.x * p) + sin(irrationals.y * p) + sin(irrationals.z * p) + sin(irrationals.w * p))/4;
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}
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const uint offset = 65535;
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const float randomRange = 2048;
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//Since we only have a long list of particles, our thread group is just a flat block of threads in the x direction
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//128 threads in a group is a good amount for a couple of reasons
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[numthreads(128, 1, 1)]
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void UpdateParticles(uint3 id : SV_DispatchThreadID, int3 groupID : SV_GroupThreadID)
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{
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int x = id % span - span / 2;
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int y = id / span - span / 2;
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int xt = (int)(transform.x / spacing);
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int yt = (int)(transform.y / spacing);
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uint xp = x + xt + offset;
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uint yp = y + yt + offset;
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particles[id.x].color = HueTexture.SampleLevel(samplerHueTexture, float2(RandomFirst(xp, yp), 0.0f), 0.0f).rgb;
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particles[id.x].position = float3(
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x * spacing + xt * spacing + perlinNoise1D(RandomValue()*1024+time)*spacing, 0,
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y * spacing + yt * spacing + perlinNoise1D(RandomValue()*1024+time)*spacing);
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float2 puv = float2(.5,.5) - (particles[id.x].position.xz - transform.xy) / (transform.z);
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float gravDepth = Heightmap.SampleLevel(samplerHeightmap, puv, 0.0f).r;
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particles[id.x].position.y = lerp(-gravDepth + floorHeight, ceilingHeight, pow(RandomValue(), heightExponent/(ceilingHeight+gravDepth))) + perlinNoise1D(RandomValue()*1024+time)*spacing/2;
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particles[id.x].size = lerp(minimumSize, maximumSize, RandomValue());
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} |