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Compute.metal
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Compute.metal
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//
// File.metal
// Geosphere
//
// Created by Jacob Martin on 4/17/17.
// Copyright © 2017 Jacob Martin. All rights reserved.
//
#include <metal_stdlib>
using namespace metal;
kernel void deformNormal(const device float3 *inVerts [[ buffer(0) ]],
device float3 *outVerts [[ buffer(1) ]],
device float3 *outNormals [[ buffer(2) ]],
uint id [[ thread_position_in_grid ]])
{
if (id % 3 == 0) {
const float3 v1 = inVerts[id];
const float3 v2 = inVerts[id + 1];
const float3 v3 = inVerts[id + 2];
const float3 v12 = v2 - v1;
const float3 v13 = v3 - v1;
const float3 normal = fast::normalize(cross(v12, v13));
outVerts[id] = v1;
outVerts[id + 1] = v2;
outVerts[id + 2] = v3;
outNormals[id] = normal;
outNormals[id + 1] = normal;
outNormals[id + 2] = normal;
}
}
struct DeformData {
float3 location;
};
static float3 mod289(float3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
static float2 mod289(float2 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
static float3 permute(float3 x) {
return mod289(((x*34.0)+1.0)*x);
}
static float snoise(float2 v)
{
const float4 C = float4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
// First corner
float2 i = floor(v + dot(v, C.yy) );
float2 x0 = v - i + dot(i, C.xx);
// Other corners
float2 i1;
//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
//i1.y = 1.0 - i1.x;
i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
// x0 = x0 - 0.0 + 0.0 * C.xx ;
// x1 = x0 - i1 + 1.0 * C.xx ;
// x2 = x0 - 1.0 + 2.0 * C.xx ;
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
// Permutations
i = mod289(i); // Avoid truncation effects in permutation
float3 p = permute( permute( i.y + float3(0.0, i1.y, 1.0 ))
+ i.x + float3(0.0, i1.x, 1.0 ));
float3 m = max(0.5 - float3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
float3 x = 2.0 * fract(p * C.www) - 1.0;
float3 h = abs(x) - 0.5;
float3 ox = floor(x + 0.5);
float3 a0 = x - ox;
// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
// Compute final noise value at P
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
static float noisy(float2 x) {
return snoise(float2(snoise(x),snoise(x)));
}
kernel void deformVertexNoise(const device float3 *inVerts [[ buffer(0) ]],
device float3 *outVerts [[ buffer(1) ]],
constant DeformData &deformD [[ buffer(2)]],
uint id [[ thread_position_in_grid ]])
{
const float3 inVert = inVerts[id];
// const float3 outVert = float3(inVert.x,noisy(((inVert.xy*inVert.yz)/30.0*cos(deformD.location.x))+deformD.location.x),inVert.z);
const float3 outVert = float3(inVert.x,inVert.y,inVert.z);
outVerts[id] = outVert;
}