// A standard square grid 2D blobby Truchet routine: Render circles // in opposite corners of a tile, reverse the pattern on alternate // checker tiles, and randomly rotate. private static float Truchet(Float2 p) { const float sc = 0.5f; Float2 ip = Hlsl.Floor(p / sc) + 0.5f; p -= ip * sc; float rnd = Hlsl.Frac(Hlsl.Sin(Hlsl.Dot(ip, new Float2(1, 113))) * 45758.5453f); if (rnd < .5) { p.Y = -p.Y; } float d = Hlsl.Min(Distance(p - 0.5f * sc), Distance(p + 0.5f * sc)) - 0.5f * sc; if (SHAPE == 4) { d += (0.5f - 0.5f / Hlsl.Sqrt(2.0f)) * sc; } if (rnd < 0.5f) { d = -d; } if (Mod(ip.X + ip.Y, 2.0f) < 0.5f) { d = -d; } return(d - 0.03f); }
/// <inheritdoc/> public float4 Execute() { float2 position = ((float2)(256 * ThreadIds.XY)) / DispatchSize.X + time; float4 color = 0; for (int i = 0; i < 6; i++) { float2 a = Hlsl.Floor(position); float2 b = Hlsl.Frac(position); float4 w = Hlsl.Frac( (Hlsl.Sin(a.X * 7 + 31.0f * a.Y + 0.01f * time) + new float4(0.035f, 0.01f, 0, 0.7f)) * 13.545317f); color.XYZ += w.XYZ * 2.0f * Hlsl.SmoothStep(0.45f, 0.55f, w.W) * Hlsl.Sqrt(16.0f * b.X * b.Y * (1.0f - b.X) * (1.0f - b.Y)); position /= 2.0f; color /= 2.0f; } color.XYZ = Hlsl.Pow(color.XYZ, new float3(0.7f, 0.8f, 0.5f)); color.W = 1.0f; return(color); }
public void Execute(ThreadIds id) { var currentMax = 0; for (var j = 0; j < iterations; j++) { var i = (id.X * iterations) + j; if (i * 3 >= coordinatesSize) { return; } var pX = (int)Hlsl.Floor(((coordinates[i * 3] - left) / (right - left)) * width); var pY = (int)Hlsl.Floor(((coordinates[(i * 3) + 2] - top) / (bottom - top)) * height); if (pX < 0 || pX >= width || pY < 0 || pY >= height) { continue; } var denIndex = pX + (pY * width); density[denIndex]++; if (density[denIndex] > currentMax) { currentMax = density[denIndex]; } } Hlsl.InterlockedMax(maxDensity[0], currentMax); //if (currentMax > maxDensity[0]) { maxDensity[0] = currentMax; } }
/// <inheritdoc/> public float4 Execute() { float2 position = D2D.GetScenePosition().XY; uint x = (uint)Hlsl.Floor(position.X); uint y = (uint)Hlsl.Floor(position.Y); uint cellX = (uint)(int)Hlsl.Floor(x / cellSize); uint cellY = (uint)(int)Hlsl.Floor(y / cellSize); if ((cellX % 2 == 0 && cellY % 2 == 0) || (cellX % 2 == 1 && cellY % 2 == 1)) { Hlsl.Clip(-1); } return(D2D.GetInput(0)); }
// Based on IQ's gradient noise formula. private float Noise2D3G(float2 p) { float2 i = Hlsl.Floor(p); p -= i; float4 v = default; v.X = Hlsl.Dot(Hash22(i), p); v.Y = Hlsl.Dot(Hash22(i + float2.UnitX), p - float2.UnitX); v.Z = Hlsl.Dot(Hash22(i + float2.UnitY), p - float2.UnitY); v.W = Hlsl.Dot(Hash22(i + 1.0f), p - 1.0f); p = p * p * p * (p * (p * 6.0f - 15.0f) + 10.0f); return(Hlsl.Lerp(Hlsl.Lerp(v.X, v.Y, p.X), Hlsl.Lerp(v.Z, v.W, p.X), p.Y)); }
// Smooth 2D noise private static float Noise2D(float2 p) { float2 i = Hlsl.Floor(p); p -= i; float4 v = default; v.X = Hlsl.Dot(Hash22B(i), p); v.Y = Hlsl.Dot(Hash22B(i + float2.UnitX), p - float2.UnitX); v.Z = Hlsl.Dot(Hash22B(i + float2.UnitY), p - float2.UnitY); v.W = Hlsl.Dot(Hash22B(i + 1.0f), p - 1.0f); p = p * p * (3.0f - 2.0f * p); return(Hlsl.Lerp(Hlsl.Lerp(v.X, v.Y, p.X), Hlsl.Lerp(v.Z, v.W, p.X), p.Y)); }
// The scene's distance function: There'd be faster ways to do this, but it's // more readable this way. Plus, this is a pretty simple scene, so it's // efficient enough. private static float M(Float3 p) { float fl = -p.Z; float obj = Truchet(p.XY); obj = Hlsl.Max(obj, Hlsl.Abs(p.Z) - 0.125f) - Hlsl.SmoothStep(0.03f, 0.25f, -obj) * 0.1f; float studs = 1e5f; const float sc = 0.5f; Float2 q = p.XY + 0.5f * sc; Float2 iq = Hlsl.Floor(q / sc) + 0.5f; q -= iq * sc; if (Mod(iq.X + iq.Y, 2.0f) > 0.5f) { studs = Hlsl.Max(Hlsl.Length(q) - 0.1f * sc - 0.02f, Hlsl.Abs(p.Z) - 0.26f); } objID = fl < obj && fl < studs ? 0 : obj < studs ? 1 : 2; return(Hlsl.Min(Hlsl.Min(fl, obj), studs)); }
// HLSL's port of the GLSL mod intrinsic static float Mod(float x, float y) { return(x - y * Hlsl.Floor(x / y)); }