ZMWSLI0-SL2021-GR11/cw7/GrassCalculation.compute

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2021-06-28 23:19:16 +02:00
// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel CSMain
// Create a RenderTexture with enableRandomWrite flag and set it
// with cs.SetTexture
RWStructuredBuffer<float> oldVegetation;
RWStructuredBuffer<float> vegetation;
RWStructuredBuffer<float> oldWater;
RWStructuredBuffer<float> water;
RWStructuredBuffer<float> feedModifier;
RWStructuredBuffer<float> killModifier;
int sizeX;
int sizeY;
float DWater;
float DVegetation;
float feedRate;
float killRate;
float dT;
int index(int x, int y)
{
return x + sizeX * y;
}
float get(RWStructuredBuffer<float> array, int x, int y)
{
int idx = index(x, y);
if (idx < 0 || idx >= sizeX * sizeY)
{
return 0;
}
return array[idx];
}
float laplace(RWStructuredBuffer<float> array, int x, int y)
{
return 0.2 * (get(array, x + 1, y) + get(array, x - 1, y) + get(array, x, y + 1) + get(array, x, y - 1))
+ 0.05 * (get(array, x + 1, y + 1) + get(array, x + 1, y - 1) + get(array, x - 1, y + 1) + get(array, x - 1, y - 1))
- get(array, x, y);
}
[numthreads(8,8,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
int x = id.x;
int y = id.y;
float w = oldWater[index(x, y)];
float r = oldVegetation[index(x, y)];
float feed = feedRate * feedModifier[index(x, y)];
float kill = killRate * killModifier[index(x, y)];
water[index(x, y)] = clamp(w + dT * DWater * laplace(oldWater, x, y) - w * w * r * r + feed, 1, 0);
vegetation[index(x, y)] = clamp(r + dT * (DVegetation * laplace(oldVegetation, x, y) + r * (w * r - kill)), 1, 0);
}