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Calculate gerstner wave normal, binormal, and tangent by GPU Gems's method.
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float3 CalcGerstnerWaveNormal(float3 P) | |
{ | |
float3 normal = float3(0, 1, 0); | |
[unroll] | |
for (int i = 0; i < numWaves; i++) | |
{ | |
Wave wave = waves[i]; | |
float wi = 2 / wave.waveLength; | |
float WA = wi * wave.amplitude; | |
float phi = speed * wi; | |
float rad = wi * dot(wave.dir, P.xz) + phi * g_time; | |
float Qi = steepness / (wave.amplitude * wi * numWaves); | |
normal.xz -= wave.dir * WA * cos(rad); | |
normal.y -= Qi * WA * sin(rad); | |
} | |
return normalize(normal); | |
} | |
float3 CalcGerstnerWaveBinormal(float3 P) | |
{ | |
float3 binormal = float3(1, 0, 0); | |
[unroll] | |
for (int i = 0; i < numWaves; i++) | |
{ | |
Wave wave = waves[i]; | |
float wi = 2 / wave.waveLength; | |
float WA = wi * wave.amplitude; | |
float phi = speed * wi; | |
float rad = wi * dot(wave.dir, P.xz) + phi * g_time; | |
float Qi = steepness / (wave.amplitude * wi * numWaves); | |
binormal.x -= Qi * wave.dir.x * wave.dir.x * WA * sin(rad); | |
binormal.z -= Qi * wave.dir.x * wave.dir.y * WA * sin(rad); | |
binormal.y += wave.dir.x * WA * cos(rad); | |
} | |
return normalize(binormal); | |
} | |
float3 CalcGerstnerWaveTangent(float3 P) | |
{ | |
float3 tangent = float3(0, 0, 1); | |
[unroll] | |
for (int i = 0; i < numWaves; i++) | |
{ | |
Wave wave = waves[i]; | |
float wi = 2 / wave.waveLength; | |
float WA = wi * wave.amplitude; | |
float phi = speed * wi; | |
float rad = wi * dot(wave.dir, P.xz) + phi * g_time; | |
float Qi = steepness / (wave.amplitude * wi * numWaves); | |
tangent.x -= Qi * wave.dir.x * wave.dir.y * WA * sin(rad); | |
tangent.z -= Qi * wave.dir.y * wave.dir.y * WA * sin(rad); | |
tangent.y += wave.dir.y * WA * cos(rad); | |
} | |
return normalize(tangent); | |
} |
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This video explains how to get the height quite well https://youtu.be/kGEqaX4Y4bQ?si=3XuKA3FUnkIMw1hj&t=802