using Unity.Mathematics; namespace UnityEngine.Rendering.Universal { static class SpaceFillingCurves { // "Insert" a 0 bit after each of the 16 low bits of x. // Ref: https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/ static uint Part1By1(uint x) { x &= 0x0000ffff; // x = ---- ---- ---- ---- fedc ba98 7654 3210 x = (x ^ (x << 8)) & 0x00ff00ff; // x = ---- ---- fedc ba98 ---- ---- 7654 3210 x = (x ^ (x << 4)) & 0x0f0f0f0f; // x = ---- fedc ---- ba98 ---- 7654 ---- 3210 x = (x ^ (x << 2)) & 0x33333333; // x = --fe --dc --ba --98 --76 --54 --32 --10 x = (x ^ (x << 1)) & 0x55555555; // x = -f-e -d-c -b-a -9-8 -7-6 -5-4 -3-2 -1-0 return x; } // Inverse of Part1By1 - "delete" all odd-indexed bits. // Ref: https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/ static uint Compact1By1(uint x) { x &= 0x55555555; // x = -f-e -d-c -b-a -9-8 -7-6 -5-4 -3-2 -1-0 x = (x ^ (x >> 1)) & 0x33333333; // x = --fe --dc --ba --98 --76 --54 --32 --10 x = (x ^ (x >> 2)) & 0x0f0f0f0f; // x = ---- fedc ---- ba98 ---- 7654 ---- 3210 x = (x ^ (x >> 4)) & 0x00ff00ff; // x = ---- ---- fedc ba98 ---- ---- 7654 3210 x = (x ^ (x >> 8)) & 0x0000ffff; // x = ---- ---- ---- ---- fedc ba98 7654 3210 return x; } public static uint EncodeMorton2D(uint2 coord) { return (Part1By1(coord.y) << 1) + Part1By1(coord.x); } public static uint2 DecodeMorton2D(uint code) { return math.uint2(Compact1By1(code >> 0), Compact1By1(code >> 1)); } } }