feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration
Wire the existing LightManager + WorldTimeService state into visible
rendering. Every draw call (terrain, static mesh, instanced mesh, sky)
now shares one SceneLighting UBO at binding=1 carrying:
- 8 Light slots (Directional / Point / Spot, retail hard-cutoff)
- Ambient RGB + active light count
- Fog start/end/mode + color + lightning flash scalar
- Camera world position + day fraction
The CPU side (SceneLightingUbo in Core.Lighting) is a POD struct that
gets BufferSubData'd once per frame from GameWindow.OnRender. Shaders
read the block via `layout(std140, binding = 1) uniform SceneLighting`
— no per-program uniform uploads.
Shader changes:
- mesh.frag + mesh_instanced.frag accumulate 8 dynamic lights per
fragment using the retail no-attenuation hard-cutoff model
(r13 §10.2 / §13.1). Sun reads slot 0; spots use hard cos-cone test.
Additive lightning flash + linear fog layered on top. Saturate
clamps per-channel to 1.0.
- terrain.vert bakes AdjustPlanes sun+ambient per vertex using the
retail MIN_FACTOR = 0.08 ambient floor (r13 §7). terrain.frag adds
fog + flash on top of the baked vertex color.
- mesh.vert + mesh_instanced.vert emit vWorldPos so the fragment
stage can do per-pixel lighting against world-space positions.
- New sky.vert / sky.frag pair — unlit, scroll-UV, camera-centered,
with its own 0.1..1e6 far plane. Ports WorldBuilder's skybox.
SkyRenderer (new file in App/Rendering/Sky/) ports WorldBuilder's
SkyboxRenderManager verbatim for the C# idiom: zeroed view translation,
dedicated projection, depth mask off, iterate each visible SkyObject
in the day group, apply arc transform (Z rot for heading + Y rot for
arc sweep), feed TexVelocityX/Y as a scrolling UV offset, apply
per-keyframe SkyObjectReplace overrides (mesh swap + transparency +
luminosity) for overcast / dusk cloud variants.
GameWindow integration:
- OnLoad parses Region (0x13000000) into LoadedSkyDesc and hot-swaps
WorldTime's provider to the dat-accurate keyframes. Seeds to noon
for offline rendering. Creates the SceneLightingUboBinding and the
SkyRenderer.
- OnRender: set clear color from atmosphere fog, tick WeatherSystem,
spawn/stop rain/snow camera-local emitters on kind change, feed
sun to LightManager (zero intensity indoors — r13 §13.7), tick
LightManager against viewer pos, build + upload the UBO, draw
sky before terrain, draw terrain + static + instanced using the
shared UBO.
5 new UBO packing tests (struct sizes, slot population, 8-light cap,
directional slot 0).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
0df1c5b4a6
commit
9957070cab
15 changed files with 1255 additions and 91 deletions
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@ -1,6 +1,7 @@
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#version 430 core
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in vec2 vTex;
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in vec3 vWorldNormal;
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in vec3 vWorldPos;
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out vec4 fragColor;
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uniform sampler2D uDiffuse;
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@ -11,35 +12,114 @@ uniform sampler2D uDiffuse;
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// 2 = AlphaBlend — GL blending handles compositing; do NOT discard
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// 3 = Additive — GL additive blending; do NOT discard
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// 4 = InvAlpha — GL inverted-alpha blending; do NOT discard
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//
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// Only ClipMap uses the alpha-discard path. AlphaBlend/Additive/InvAlpha
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// rely entirely on the GL blend stage — discarding low-alpha fragments
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// would make semi-transparent surfaces (portals, glows) fully invisible.
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uniform int uTranslucencyKind;
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// Phase 3a: simple directional lighting. A single sun direction + ambient term
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// gives scenery and building faces enough differentiation to read as 3D instead
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// of looking like paper cutouts. Hardcoded for now; a later phase can route
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// light parameters through uniforms driven by the game's time-of-day.
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// Sun direction tuned after Phase 3a verification: (0.4,0.3,0.8) was too
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// vertical — roofs and ground both landed near peak brightness and only
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// walls dropped, so the contrast was hard to read through textures. More
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// oblique + lower ambient + higher diffuse = contrast ratio ~3.3x.
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const vec3 SUN_DIR = normalize(vec3(0.5, 0.4, 0.6));
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const float AMBIENT = 0.25;
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const float DIFFUSE = 0.75;
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// ─────────────────────────────────────────────────────────────
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// Phase G.1+G.2: shared scene-lighting UBO (binding = 1).
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//
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// Layout mirrors SceneLightingUbo in C#:
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// struct Light {
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// vec4 posAndKind; xyz = world pos, w = kind (0=dir,1=point,2=spot)
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// vec4 dirAndRange; xyz = forward, w = range (metres, hard cutoff)
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// vec4 colorAndIntensity; xyz = RGB linear, w = intensity
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// vec4 coneAngleEtc; x = cone (rad), yzw = reserved
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// };
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// layout(std140, binding = 1) uniform SceneLighting {
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// Light uLights[8];
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// vec4 uCellAmbient; xyz = ambient RGB, w = active count
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// vec4 uFogParams; x = start, y = end, z = flash, w = mode
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// vec4 uFogColor; xyz = color
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// vec4 uCameraAndTime; xyz = camera pos, w = day fraction
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// };
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// ─────────────────────────────────────────────────────────────
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struct Light {
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vec4 posAndKind;
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vec4 dirAndRange;
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vec4 colorAndIntensity;
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vec4 coneAngleEtc;
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};
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layout(std140, binding = 1) uniform SceneLighting {
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Light uLights[8];
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vec4 uCellAmbient;
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vec4 uFogParams;
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vec4 uFogColor;
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vec4 uCameraAndTime;
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};
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// Retail hard-cutoff lighting equation (r13 §10.2). No distance
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// attenuation inside Range; hard edge at Range; spotlights use a
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// binary cos-cone test. This is deliberate — the retail "bubble of
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// light" look relies on crisp boundaries.
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vec3 accumulateLights(vec3 N, vec3 worldPos) {
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vec3 lit = uCellAmbient.xyz;
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int active = int(uCellAmbient.w);
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for (int i = 0; i < 8; ++i) {
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if (i >= active) break;
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int kind = int(uLights[i].posAndKind.w);
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vec3 Lcol = uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w;
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if (kind == 0) {
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// Directional: "forward" is the light's direction vector
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// pointing INTO the scene. N·(-forward) = light-facing.
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vec3 Ldir = -uLights[i].dirAndRange.xyz;
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float ndl = max(0.0, dot(N, Ldir));
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lit += Lcol * ndl;
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} else {
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// Point / spot: falloff is a HARD bubble at Range.
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vec3 toL = uLights[i].posAndKind.xyz - worldPos;
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float d = length(toL);
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float range = uLights[i].dirAndRange.w;
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if (d < range && range > 1e-3) {
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vec3 Ldir = toL / max(d, 1e-4);
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float ndl = max(0.0, dot(N, Ldir));
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float atten = 1.0; // retail: no attenuation inside Range
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if (kind == 2) {
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// Spotlight: hard-edged cos-cone test.
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float cos_edge = cos(uLights[i].coneAngleEtc.x * 0.5);
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float cos_l = dot(-Ldir, uLights[i].dirAndRange.xyz);
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atten *= (cos_l > cos_edge) ? 1.0 : 0.0;
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}
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lit += Lcol * ndl * atten;
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}
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}
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}
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return lit;
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}
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// Linear fog (r12 §5.1): mode 1 = LINEAR, 0 = off, others reserved.
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vec3 applyFog(vec3 lit, vec3 worldPos) {
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int mode = int(uFogParams.w);
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if (mode == 0) return lit;
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float d = length(worldPos - uCameraAndTime.xyz);
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float fogStart = uFogParams.x;
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float fogEnd = uFogParams.y;
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float span = max(1e-3, fogEnd - fogStart);
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float fog = clamp((d - fogStart) / span, 0.0, 1.0);
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return mix(lit, uFogColor.xyz, fog);
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}
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void main() {
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vec4 sampled = texture(uDiffuse, vTex);
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// Alpha cutout only for clip-map surfaces (doors, windows, vegetation).
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// Blended surface types (AlphaBlend, Additive, InvAlpha) must NOT
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// discard here — that would make every semi-transparent pixel invisible
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// before the blend stage even runs.
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if (uTranslucencyKind == 1 && sampled.a < 0.5) discard;
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vec3 N = normalize(vWorldNormal);
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float ndotl = max(dot(N, SUN_DIR), 0.0);
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float lighting = AMBIENT + DIFFUSE * ndotl;
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fragColor = vec4(sampled.rgb * lighting, sampled.a);
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vec3 lit = accumulateLights(N, vWorldPos);
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// Lightning flash (r12 §9) — additive cold-white pulse layered on top
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// of diffuse lighting.
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float flash = uFogParams.z;
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lit += flash * vec3(0.6, 0.6, 0.75);
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// Clamp per-channel to 1.0 — matches retail (r13 §13.1).
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lit = min(lit, vec3(1.0));
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vec3 rgb = sampled.rgb * lit;
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// Atmospheric fog — applied after lighting.
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rgb = applyFog(rgb, vWorldPos);
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fragColor = vec4(rgb, sampled.a);
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}
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@ -9,6 +9,7 @@ uniform mat4 uProjection;
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out vec2 vTex;
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out vec3 vWorldNormal;
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out vec3 vWorldPos;
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void main() {
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vTex = aTex;
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// scale would require the inverse transpose; we accept that as a Phase 3+
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// concern.
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vWorldNormal = normalize(mat3(uModel) * aNormal);
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gl_Position = uProjection * uView * uModel * vec4(aPos, 1.0);
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vec4 world = uModel * vec4(aPos, 1.0);
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vWorldPos = world.xyz;
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gl_Position = uProjection * uView * world;
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}
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@ -2,7 +2,7 @@
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in vec2 vTex;
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in vec3 vWorldNormal;
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in float vLightingFactor;
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in vec3 vWorldPos;
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out vec4 fragColor;
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@ -18,14 +18,81 @@ uniform sampler2D uDiffuse;
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// 4 = InvAlpha — GL inverted-alpha blending; do NOT discard
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uniform int uTranslucencyKind;
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// Phase G.1+G.2: shared scene-lighting UBO (see mesh.frag for layout docs).
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struct Light {
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vec4 posAndKind;
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vec4 dirAndRange;
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vec4 colorAndIntensity;
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vec4 coneAngleEtc;
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};
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layout(std140, binding = 1) uniform SceneLighting {
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Light uLights[8];
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vec4 uCellAmbient;
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vec4 uFogParams;
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vec4 uFogColor;
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vec4 uCameraAndTime;
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};
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vec3 accumulateLights(vec3 N, vec3 worldPos) {
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vec3 lit = uCellAmbient.xyz;
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int active = int(uCellAmbient.w);
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for (int i = 0; i < 8; ++i) {
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if (i >= active) break;
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int kind = int(uLights[i].posAndKind.w);
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vec3 Lcol = uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w;
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if (kind == 0) {
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vec3 Ldir = -uLights[i].dirAndRange.xyz;
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float ndl = max(0.0, dot(N, Ldir));
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lit += Lcol * ndl;
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} else {
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vec3 toL = uLights[i].posAndKind.xyz - worldPos;
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float d = length(toL);
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float range = uLights[i].dirAndRange.w;
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if (d < range && range > 1e-3) {
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vec3 Ldir = toL / max(d, 1e-4);
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float ndl = max(0.0, dot(N, Ldir));
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float atten = 1.0;
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if (kind == 2) {
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float cos_edge = cos(uLights[i].coneAngleEtc.x * 0.5);
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float cos_l = dot(-Ldir, uLights[i].dirAndRange.xyz);
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atten *= (cos_l > cos_edge) ? 1.0 : 0.0;
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}
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lit += Lcol * ndl * atten;
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}
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}
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}
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return lit;
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}
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vec3 applyFog(vec3 lit, vec3 worldPos) {
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int mode = int(uFogParams.w);
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if (mode == 0) return lit;
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float d = length(worldPos - uCameraAndTime.xyz);
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float fogStart = uFogParams.x;
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float fogEnd = uFogParams.y;
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float span = max(1e-3, fogEnd - fogStart);
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float fog = clamp((d - fogStart) / span, 0.0, 1.0);
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return mix(lit, uFogColor.xyz, fog);
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}
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void main() {
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vec4 color = texture(uDiffuse, vTex);
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// Alpha cutout only for clip-map surfaces (doors, windows, vegetation).
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// Blended surface types must NOT discard here — that kills every
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// semi-transparent pixel before the blend stage runs.
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if (uTranslucencyKind == 1 && color.a < 0.5) discard;
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// Apply pre-computed Lambert + ambient lighting factor from the vertex shader.
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fragColor = vec4(color.rgb * vLightingFactor, color.a);
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vec3 N = normalize(vWorldNormal);
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vec3 lit = accumulateLights(N, vWorldPos);
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// Lightning flash — additive scene bump.
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lit += uFogParams.z * vec3(0.6, 0.6, 0.75);
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// Retail clamp per-channel to 1.0 (r13 §13.1).
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lit = min(lit, vec3(1.0));
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vec3 rgb = color.rgb * lit;
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rgb = applyFog(rgb, vWorldPos);
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fragColor = vec4(rgb, color.a);
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}
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@ -16,12 +16,10 @@ layout(location = 5) in vec4 aInstanceRow2;
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layout(location = 6) in vec4 aInstanceRow3;
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uniform mat4 uViewProjection;
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uniform vec3 uLightDirection; // world-space light direction (points FROM sun, matching ACME)
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uniform float uAmbientIntensity;
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out vec2 vTex;
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out vec3 vWorldNormal;
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out float vLightingFactor;
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out vec3 vWorldPos;
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void main() {
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// Reconstruct the per-instance model matrix from its four row vectors.
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vec4 worldPos = model * vec4(aPosition, 1.0);
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gl_Position = uViewProjection * worldPos;
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vWorldPos = worldPos.xyz;
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// Transform normal into world space.
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vWorldNormal = normalize(mat3(model) * aNormal);
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vTex = aTexCoord;
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// Lambert + ambient matching ACME StaticObject.vert:
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// LightingFactor = max(dot(Normal, -uLightDirection), 0.0) + uAmbientIntensity;
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vLightingFactor = max(dot(vWorldNormal, -uLightDirection), 0.0) + uAmbientIntensity;
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}
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51
src/AcDream.App/Rendering/Shaders/sky.frag
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51
src/AcDream.App/Rendering/Shaders/sky.frag
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#version 430 core
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// Sky mesh fragment shader — sample the object's diffuse texture with
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// the scrolled UVs from the vertex stage. Unlit: sky meshes ARE the
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// gradient (r12 §2.2), not a surface lit by the sun.
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//
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// The per-keyframe replace override can dim the mesh (Transparent) or
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// brighten it (Luminosity); those two floats arrive as uTransparency /
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// uLuminosity uniforms.
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in vec2 vTex;
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out vec4 fragColor;
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uniform sampler2D uDiffuse;
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uniform float uTransparency; // 0 = fully visible, 1 = invisible
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uniform float uLuminosity; // 1 = normal, >1 makes the mesh glow
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uniform vec4 uTint; // per-object color tint (default white)
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// Shared SceneLighting UBO — we only need the fog parameters to let the
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// horizon band of the sky blend smoothly into the scene's fog color at
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// the far edge, and the lightning flash to give storms their signature
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// strobe.
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struct Light {
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vec4 posAndKind;
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vec4 dirAndRange;
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vec4 colorAndIntensity;
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vec4 coneAngleEtc;
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};
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layout(std140, binding = 1) uniform SceneLighting {
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Light uLights[8];
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vec4 uCellAmbient;
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vec4 uFogParams;
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vec4 uFogColor;
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vec4 uCameraAndTime;
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};
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void main() {
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vec4 sampled = texture(uDiffuse, vTex);
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// Apply tint + luminosity. Retail's SkyObjReplace.Luminosity can push
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// above 1 to make the sun mesh brighter than its texture; r12 §2.3.
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vec3 rgb = sampled.rgb * uTint.rgb * uLuminosity;
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// Lightning additive bump — makes the sky itself flash during storms.
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rgb += uFogParams.z * vec3(0.5, 0.5, 0.55);
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rgb = min(rgb, vec3(1.2)); // soft clamp to let luminosity over-bright mildly
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float a = sampled.a * (1.0 - uTransparency) * uTint.a;
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if (a < 0.01) discard;
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fragColor = vec4(rgb, a);
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}
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22
src/AcDream.App/Rendering/Shaders/sky.vert
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22
src/AcDream.App/Rendering/Shaders/sky.vert
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#version 430 core
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// Sky mesh vertex shader — each celestial object is a GfxObj mesh
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// (sun billboard, cloud sheet, moon, star dome) rendered at large
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// distance with depth writes disabled. The view matrix has its
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// translation zeroed so the sky stays camera-centered; the projection
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// matrix has a huge far plane so 1e6-metre-away sky meshes never clip.
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aTex;
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uniform mat4 uModel; // per-object arc transform (r12 §2.1)
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uniform mat4 uSkyView; // camera view with M41..M43 = 0
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uniform mat4 uSkyProjection; // near=0.1, far=1e6
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uniform vec2 uUvScroll; // cumulative TexVelocityX/Y * time
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out vec2 vTex;
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void main() {
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vTex = aTex + uUvScroll;
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gl_Position = uSkyProjection * uSkyView * uModel * vec4(aPos, 1.0);
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}
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@ -1,12 +1,14 @@
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#version 430 core
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// Per-cell terrain blending (Phase 3c.4) — ported from WorldBuilder's
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// Landscape.frag, trimmed of editor-specific features (grid, brush,
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// walkable-slope highlighting) and with Phase 3a/3b directional lighting
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// layered on at the end.
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// walkable-slope highlighting). Phase G extends this with the shared
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// SceneLighting UBO driving per-vertex sun bake + fragment-stage fog
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// + lightning flash.
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in vec2 vBaseUV;
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in vec3 vWorldNormal;
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in float vLightingFactor;
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in vec3 vWorldPos;
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in vec3 vLightingRGB;
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in vec4 vOverlay0;
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in vec4 vOverlay1;
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in vec4 vOverlay2;
|
||||
|
|
@ -18,24 +20,34 @@ out vec4 fragColor;
|
|||
|
||||
uniform sampler2DArray uTerrain; // 33+ layers — TerrainAtlas.GlTexture
|
||||
uniform sampler2DArray uAlpha; // 8+ layers — TerrainAtlas.GlAlphaTexture
|
||||
uniform float xAmbient; // ambient intensity (matching ACME Landscape.frag)
|
||||
|
||||
// Shared scene-lighting UBO — fog + flash are consumed here; the per-vertex
|
||||
// AdjustPlanes bake already incorporated sun + ambient.
|
||||
struct Light {
|
||||
vec4 posAndKind;
|
||||
vec4 dirAndRange;
|
||||
vec4 colorAndIntensity;
|
||||
vec4 coneAngleEtc;
|
||||
};
|
||||
layout(std140, binding = 1) uniform SceneLighting {
|
||||
Light uLights[8];
|
||||
vec4 uCellAmbient;
|
||||
vec4 uFogParams;
|
||||
vec4 uFogColor;
|
||||
vec4 uCameraAndTime;
|
||||
};
|
||||
|
||||
// Per-texture tiling repeat count across a cell. WorldBuilder uses
|
||||
// uTexTiling[36] uploaded from the dats; we default to 1.0 (one tile per
|
||||
// cell, 8 tiles across a landblock) until we wire the array. The previous
|
||||
// Phase 2b/3 single-layer path tiled at ~2 per cell, so the world may read
|
||||
// slightly coarser at 1.0 — tunable here if it looks wrong.
|
||||
// cell, 8 tiles across a landblock).
|
||||
const float TILE = 1.0;
|
||||
|
||||
// Three-layer alpha-weighted composite. Each terrain overlay layer
|
||||
// contributes based on its own alpha mask; missing layers (h == 0) collapse
|
||||
// to transparent. Lifted verbatim from WorldBuilder's Landscape.frag.
|
||||
// Three-layer alpha-weighted composite.
|
||||
vec4 maskBlend3(vec4 t0, vec4 t1, vec4 t2, float h0, float h1, float h2) {
|
||||
float a0 = h0 == 0.0 ? 1.0 : t0.a;
|
||||
float a1 = h1 == 0.0 ? 1.0 : t1.a;
|
||||
float a2 = h2 == 0.0 ? 1.0 : t2.a;
|
||||
float aR = 1.0 - (a0 * a1 * a2);
|
||||
// avoid divide-by-zero when all three overlays are absent
|
||||
float aRsafe = max(aR, 1e-6);
|
||||
a0 = 1.0 - a0;
|
||||
a1 = 1.0 - a1;
|
||||
|
|
@ -82,7 +94,6 @@ vec4 combineRoad(vec2 baseUV, vec4 pRoad0, vec4 pRoad1) {
|
|||
result = texture(uTerrain, vec3(baseUV * TILE, pRoad0.z));
|
||||
if (pRoad0.w >= 0.0) {
|
||||
vec4 a0 = texture(uAlpha, vec3(pRoad0.xy, pRoad0.w));
|
||||
// Roads use inverted alpha (the mask stores NON-road coverage).
|
||||
result.a = 1.0 - a0.a;
|
||||
if (h1 > 0.0 && pRoad1.w >= 0.0) {
|
||||
vec4 a1 = texture(uAlpha, vec3(pRoad1.xy, pRoad1.w));
|
||||
|
|
@ -93,9 +104,18 @@ vec4 combineRoad(vec2 baseUV, vec4 pRoad0, vec4 pRoad1) {
|
|||
return result;
|
||||
}
|
||||
|
||||
vec3 applyFog(vec3 lit, vec3 worldPos) {
|
||||
int mode = int(uFogParams.w);
|
||||
if (mode == 0) return lit;
|
||||
float d = length(worldPos - uCameraAndTime.xyz);
|
||||
float fogStart = uFogParams.x;
|
||||
float fogEnd = uFogParams.y;
|
||||
float span = max(1e-3, fogEnd - fogStart);
|
||||
float fog = clamp((d - fogStart) / span, 0.0, 1.0);
|
||||
return mix(lit, uFogColor.xyz, fog);
|
||||
}
|
||||
|
||||
void main() {
|
||||
// Base color: if there's no base layer (sentinel -1) just render black
|
||||
// (shouldn't happen in valid data).
|
||||
vec4 baseColor = vec4(0.0);
|
||||
if (vBaseTexIdx >= 0.0) {
|
||||
baseColor = texture(uTerrain, vec3(vBaseUV * TILE, vBaseTexIdx));
|
||||
|
|
@ -115,9 +135,15 @@ void main() {
|
|||
vec3 roadMasked = roads.rgb * roads.a;
|
||||
vec3 rgb = clamp(baseMasked + ovlMasked + roadMasked, 0.0, 1.0);
|
||||
|
||||
// Lighting matching ACME Landscape.frag:
|
||||
// litColor = finalColor * (saturate(vLightingFactor) + xAmbient);
|
||||
vec3 litColor = rgb * (clamp(vLightingFactor, 0.0, 1.0) + xAmbient);
|
||||
// Apply the per-vertex baked sun+ambient.
|
||||
vec3 lit = rgb * min(vLightingRGB, vec3(1.0));
|
||||
|
||||
fragColor = vec4(litColor, 1.0);
|
||||
// Lightning flash — additive.
|
||||
float flash = uFogParams.z;
|
||||
lit += flash * vec3(0.6, 0.6, 0.75);
|
||||
|
||||
// Atmospheric fog.
|
||||
lit = applyFog(lit, vWorldPos);
|
||||
|
||||
fragColor = vec4(lit, 1.0);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -8,11 +8,28 @@ layout(location = 5) in uvec4 aPacked3; // bits: rot fields + splitDir (see bel
|
|||
|
||||
uniform mat4 uView;
|
||||
uniform mat4 uProjection;
|
||||
uniform vec3 xLightDirection; // world-space sun direction (matching ACME Landscape.vert)
|
||||
|
||||
// Phase G.1+G.2: sky/scene UBO. Terrain reads uLights[0] for the sun
|
||||
// (slot 0 is reserved) plus uCellAmbient for outdoor ambient; the fog
|
||||
// fields are consumed by the fragment stage.
|
||||
struct Light {
|
||||
vec4 posAndKind;
|
||||
vec4 dirAndRange;
|
||||
vec4 colorAndIntensity;
|
||||
vec4 coneAngleEtc;
|
||||
};
|
||||
layout(std140, binding = 1) uniform SceneLighting {
|
||||
Light uLights[8];
|
||||
vec4 uCellAmbient;
|
||||
vec4 uFogParams;
|
||||
vec4 uFogColor;
|
||||
vec4 uCameraAndTime;
|
||||
};
|
||||
|
||||
out vec2 vBaseUV;
|
||||
out vec3 vWorldNormal;
|
||||
out float vLightingFactor;
|
||||
out vec3 vWorldPos;
|
||||
out vec3 vLightingRGB; // pre-computed sun+ambient contribution for retail-style AdjustPlanes bake
|
||||
// Per-layer "UV.xy in cell-local 0..1 space, tex index .z, alpha index .w".
|
||||
// Negative .z means "layer not present, skip it in the fragment shader."
|
||||
out vec4 vOverlay0;
|
||||
|
|
@ -22,6 +39,11 @@ out vec4 vRoad0;
|
|||
out vec4 vRoad1;
|
||||
flat out float vBaseTexIdx;
|
||||
|
||||
// Retail's "ambient floor" constant from the decompiled AdjustPlanes
|
||||
// path (r13 §7, DAT_00796344). Even a back-lit vertex sees at least
|
||||
// this fraction of the sun color — NOT additive with ambient.
|
||||
const float MIN_FACTOR = 0.08;
|
||||
|
||||
// Port of WorldBuilder's Landscape.vert unpackOverlayLayer: sentinel-check
|
||||
// 255 → -1 (shader skips), then rotate the cell-local UV by the overlay's
|
||||
// 90° rotation count.
|
||||
|
|
@ -56,13 +78,6 @@ void main() {
|
|||
// gl_VertexID % 6. The CPU-side LandblockMesh emits vertices in a
|
||||
// specific order for each split direction; the table below must stay
|
||||
// in lockstep with LandblockMesh.Build's SWtoNE/SEtoNW branches.
|
||||
//
|
||||
// Corner labels: 0=BL (low x/y), 1=BR (high x, low y),
|
||||
// 2=TR (high x/y), 3=TL (low x, high y).
|
||||
// WorldBuilder assigns cell-local UV per corner:
|
||||
// 0 → (0, 1) 1 → (1, 1) 2 → (1, 0) 3 → (0, 0)
|
||||
// (the v axis is flipped vs. geometric convention — harmless, just a
|
||||
// texture-space choice).
|
||||
int vIdx = gl_VertexID % 6;
|
||||
int corner = 0;
|
||||
if (splitDir == 0u) {
|
||||
|
|
@ -90,12 +105,20 @@ void main() {
|
|||
else baseUV = vec2(0.0, 0.0);
|
||||
|
||||
vBaseUV = baseUV;
|
||||
// Vertices are baked in world space; normals need no model transform.
|
||||
vWorldPos = aPos;
|
||||
vWorldNormal = normalize(aNormal);
|
||||
|
||||
// Lambert diffuse term matching ACME Landscape.vert:
|
||||
// vLightingFactor = max(0.0, dot(vNormal, -normalize(xLightDirection)));
|
||||
vLightingFactor = max(0.0, dot(vWorldNormal, -normalize(xLightDirection)));
|
||||
// Retail AdjustPlanes bake (r13 §7):
|
||||
// L = max(N · -sunDir, MIN_FACTOR)
|
||||
// vertex.color = sun_color * L + ambient_color
|
||||
//
|
||||
// Slot 0 of the UBO is the sun (directional). We read its forward
|
||||
// vector and pre-multiplied color, apply the ambient floor, layer
|
||||
// in the scene ambient separately.
|
||||
vec3 sunDir = uLights[0].dirAndRange.xyz;
|
||||
vec3 sunCol = uLights[0].colorAndIntensity.xyz * uLights[0].colorAndIntensity.w;
|
||||
float L = max(dot(vWorldNormal, -sunDir), MIN_FACTOR);
|
||||
vLightingRGB = sunCol * L + uCellAmbient.xyz;
|
||||
|
||||
float baseTex = float(aPacked0.x);
|
||||
if (baseTex >= 254.0) baseTex = -1.0;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue