feat(core+app): per-cell terrain texture blending (Phase 3c.4)
The visual-win commit that wires up the Phase 3c.1/.2/.3 building blocks:
Holtburg's terrain now uses AC's real per-cell texture-merge blend
(base + up to 3 terrain overlays + up to 2 road overlays, with alpha
masks from the alpha atlas) instead of the flat per-vertex single-layer
atlas lookup that preceded it.
Geometry rewrite:
- New TerrainVertex struct (40 bytes): Position(vec3) + Normal(vec3) +
Data0..3 (4x uint32 packed blend recipe)
- LandblockMesh.Build is now cell-based: iterates 8x8 cells instead of
the old 9x9 vertex grid, emits 6 vertices per cell (two triangles),
384 total vertices per landblock
- For each cell: extract 4-corner terrain/road values → GetPalCode →
BuildSurface (cached across landblocks via a shared surfaceCache) →
FillCellData → split direction from CalculateSplitDirection → emit
6 vertices in the exact gl_VertexID % 6 order WorldBuilder's vertex
shader expects
- Per-vertex normals preserved via Phase 3b central-difference
precomputation on the 9x9 heightmap, interpolated smoothly across
the cell (we deliberately didn't adopt WorldBuilder's dFdx/dFdy
flat-shade approach — Phase 3a/3b user-tuned lighting was worth
keeping)
Renderer rewrite:
- TerrainRenderer VAO: vec3 Position, vec3 Normal, 4x uvec4 byte
attributes for Data0..3. The uvec4-of-bytes read pattern matches
Landscape.vert so the ported shader math stays byte-for-byte
identical to WorldBuilder's.
- Binds both atlases: terrain atlas on unit 0 (uTerrain), alpha atlas
on unit 1 (uAlpha)
Shader rewrite (ports of WorldBuilder Landscape.vert/.frag, trimmed):
- terrain.vert: unpacks the 4 data bytes + rotation bits, derives the
cell corner from gl_VertexID % 6 + splitDir, rotates the cell-local
UV per overlay's rotation field, and computes world-space normal
for the fragment shader
- terrain.frag: maskBlend3 three-layer alpha-weighted composite for
terrain overlays, inverted-alpha road combine, final composite
base * (1-ovlA)*(1-rdA) + ovl * ovlA*(1-rdA) + road * rdA. Phase
3a/3b directional lighting applied on top (SUN_DIR, AMBIENT=0.25,
DIFFUSE=0.75, in sync with mesh.frag).
- Editor uniforms (grid, brush, unwalkable slopes) deliberately
omitted — not applicable to a game client
- Per-texture tiling factor hardcoded to 1.0 for now (WorldBuilder
reads it from uTexTiling[36] uploaded from the dats); one tile per
cell = 8 tiles per landblock-side, slightly coarser than the old
~2x-per-cell tiling. Tunable via the TILE constant if needed.
TerrainAtlas grew parallel TCode/RCode lists (CornerAlphaTCodes,
SideAlphaTCodes, RoadAlphaRCodes) so TerrainBlendingContext can be
built without the mesh loader touching the dats directly.
GameWindow builds a TerrainBlendingContext once, shares a Dictionary
<uint, SurfaceInfo> surfaceCache across all 9 landblocks. Output:
"terrain: 137 unique palette codes across 9 landblocks" — avg ~15
unique per landblock, cache reuse healthy.
LandblockMeshTests rewritten for 384-vertex layout. 77/77 tests green.
Visual smoke run launches clean: no shader compile/link errors, no
GL warnings, terrain renders to the screen.
User visual verification is the final acceptance gate for Phase 3c.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
a6cd56663f
commit
e0dfecdf23
8 changed files with 610 additions and 170 deletions
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#version 430 core
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in vec2 vTex;
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in flat uint vLayer;
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in vec3 vWorldNormal;
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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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in vec2 vBaseUV;
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in vec3 vWorldNormal;
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in vec4 vOverlay0;
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in vec4 vOverlay1;
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in vec4 vOverlay2;
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in vec4 vRoad0;
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in vec4 vRoad1;
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flat in float vBaseTexIdx;
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out vec4 fragColor;
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uniform sampler2DArray uAtlas;
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uniform sampler2DArray uTerrain; // 33+ layers — TerrainAtlas.GlTexture
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uniform sampler2DArray uAlpha; // 8+ layers — TerrainAtlas.GlAlphaTexture
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// Shared lighting model with mesh.frag — must stay in sync. Phase 3b gave
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// terrain real per-vertex normals via central differences on the heightmap,
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// so hills catch and shade the sun just like static meshes do.
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const vec3 SUN_DIR = normalize(vec3(0.5, 0.4, 0.6));
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// Phase 3a lighting (in sync with mesh.frag — update both together).
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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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void main() {
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vec4 sampled = texture(uAtlas, vec3(vTex, float(vLayer)));
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// Per-texture tiling repeat count across a cell. WorldBuilder uses
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// uTexTiling[36] uploaded from the dats; we default to 1.0 (one tile per
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// cell, 8 tiles across a landblock) until we wire the array. The previous
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// Phase 2b/3 single-layer path tiled at ~2 per cell, so the world may read
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// slightly coarser at 1.0 — tunable here if it looks wrong.
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const float TILE = 1.0;
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// Three-layer alpha-weighted composite. Each terrain overlay layer
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// contributes based on its own alpha mask; missing layers (h == 0) collapse
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// to transparent. Lifted verbatim from WorldBuilder's Landscape.frag.
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vec4 maskBlend3(vec4 t0, vec4 t1, vec4 t2, float h0, float h1, float h2) {
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float a0 = h0 == 0.0 ? 1.0 : t0.a;
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float a1 = h1 == 0.0 ? 1.0 : t1.a;
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float a2 = h2 == 0.0 ? 1.0 : t2.a;
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float aR = 1.0 - (a0 * a1 * a2);
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// avoid divide-by-zero when all three overlays are absent
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float aRsafe = max(aR, 1e-6);
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a0 = 1.0 - a0;
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a1 = 1.0 - a1;
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a2 = 1.0 - a2;
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vec3 r0 = (a0 * t0.rgb + (1.0 - a0) * a1 * t1.rgb + (1.0 - a1) * a2 * t2.rgb);
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return vec4(r0 / aRsafe, aR);
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}
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vec4 combineOverlays(vec2 baseUV, vec4 pOverlay0, vec4 pOverlay1, vec4 pOverlay2) {
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float h0 = pOverlay0.z < 0.0 ? 0.0 : 1.0;
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float h1 = pOverlay1.z < 0.0 ? 0.0 : 1.0;
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float h2 = pOverlay2.z < 0.0 ? 0.0 : 1.0;
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vec4 t0 = vec4(0.0), t1 = vec4(0.0), t2 = vec4(0.0);
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if (h0 > 0.0) {
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t0 = texture(uTerrain, vec3(baseUV * TILE, pOverlay0.z));
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if (pOverlay0.w >= 0.0) {
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vec4 a = texture(uAlpha, vec3(pOverlay0.xy, pOverlay0.w));
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t0.a = a.a;
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}
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}
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if (h1 > 0.0) {
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t1 = texture(uTerrain, vec3(baseUV * TILE, pOverlay1.z));
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if (pOverlay1.w >= 0.0) {
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vec4 a = texture(uAlpha, vec3(pOverlay1.xy, pOverlay1.w));
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t1.a = a.a;
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}
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}
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if (h2 > 0.0) {
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t2 = texture(uTerrain, vec3(baseUV * TILE, pOverlay2.z));
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if (pOverlay2.w >= 0.0) {
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vec4 a = texture(uAlpha, vec3(pOverlay2.xy, pOverlay2.w));
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t2.a = a.a;
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}
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}
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return maskBlend3(t0, t1, t2, h0, h1, h2);
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}
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vec4 combineRoad(vec2 baseUV, vec4 pRoad0, vec4 pRoad1) {
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float h0 = pRoad0.z < 0.0 ? 0.0 : 1.0;
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float h1 = pRoad1.z < 0.0 ? 0.0 : 1.0;
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vec4 result = vec4(0.0);
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if (h0 > 0.0) {
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result = texture(uTerrain, vec3(baseUV * TILE, pRoad0.z));
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if (pRoad0.w >= 0.0) {
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vec4 a0 = texture(uAlpha, vec3(pRoad0.xy, pRoad0.w));
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// Roads use inverted alpha (the mask stores NON-road coverage).
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result.a = 1.0 - a0.a;
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if (h1 > 0.0 && pRoad1.w >= 0.0) {
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vec4 a1 = texture(uAlpha, vec3(pRoad1.xy, pRoad1.w));
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result.a = 1.0 - (a0.a * a1.a);
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}
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}
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}
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return result;
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}
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void main() {
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// Base color: if there's no base layer (sentinel -1) just render black
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// (shouldn't happen in valid data).
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vec4 baseColor = vec4(0.0);
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if (vBaseTexIdx >= 0.0) {
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baseColor = texture(uTerrain, vec3(vBaseUV * TILE, vBaseTexIdx));
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}
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vec4 overlays = vec4(0.0);
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if (vOverlay0.z >= 0.0)
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overlays = combineOverlays(vBaseUV, vOverlay0, vOverlay1, vOverlay2);
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vec4 roads = vec4(0.0);
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if (vRoad0.z >= 0.0)
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roads = combineRoad(vBaseUV, vRoad0, vRoad1);
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// Composite: base × (1 - ovlA) × (1 - rdA) + ovl × ovlA × (1 - rdA) + road × rdA
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vec3 baseMasked = baseColor.rgb * ((1.0 - overlays.a) * (1.0 - roads.a));
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vec3 ovlMasked = overlays.rgb * (overlays.a * (1.0 - roads.a));
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vec3 roadMasked = roads.rgb * roads.a;
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vec3 rgb = clamp(baseMasked + ovlMasked + roadMasked, 0.0, 1.0);
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// Phase 3a/3b directional lighting (in sync with mesh.frag constants).
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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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fragColor = vec4(rgb * lighting, 1.0);
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}
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@ -1,23 +1,105 @@
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#version 430 core
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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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layout(location = 3) in uint aTerrainLayer;
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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 uvec4 aPacked0; // bytes: baseTex, baseAlpha(255), ovl0Tex, ovl0Alpha
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layout(location = 3) in uvec4 aPacked1; // bytes: ovl1Tex, ovl1Alpha, ovl2Tex, ovl2Alpha
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layout(location = 4) in uvec4 aPacked2; // bytes: road0Tex, road0Alpha, road1Tex, road1Alpha
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layout(location = 5) in uvec4 aPacked3; // bits: rot fields + splitDir (see below)
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uniform mat4 uModel;
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uniform mat4 uView;
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uniform mat4 uProjection;
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out vec2 vTex;
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out flat uint vLayer;
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out vec3 vWorldNormal;
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out vec2 vBaseUV;
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out vec3 vWorldNormal;
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// Per-layer "UV.xy in cell-local 0..1 space, tex index .z, alpha index .w".
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// Negative .z means "layer not present, skip it in the fragment shader."
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out vec4 vOverlay0;
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out vec4 vOverlay1;
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out vec4 vOverlay2;
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out vec4 vRoad0;
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out vec4 vRoad1;
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flat out float vBaseTexIdx;
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// Port of WorldBuilder's Landscape.vert unpackOverlayLayer: sentinel-check
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// 255 → -1 (shader skips), then rotate the cell-local UV by the overlay's
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// 90° rotation count.
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vec4 unpackOverlayLayer(uint texIdxU, uint alphaIdxU, uint rotIdx, vec2 baseUV) {
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float texIdx = float(texIdxU);
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float alphaIdx = float(alphaIdxU);
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if (texIdx >= 254.0) texIdx = -1.0;
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if (alphaIdx >= 254.0) alphaIdx = -1.0;
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vec2 rotatedUV = baseUV;
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if (rotIdx == 1u) rotatedUV = vec2(1.0 - baseUV.y, baseUV.x);
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else if (rotIdx == 2u) rotatedUV = vec2(1.0 - baseUV.x, 1.0 - baseUV.y);
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else if (rotIdx == 3u) rotatedUV = vec2( baseUV.y, 1.0 - baseUV.x);
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return vec4(rotatedUV.x, rotatedUV.y, texIdx, alphaIdx);
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}
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void main() {
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vTex = aTex;
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vLayer = aTerrainLayer;
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// uModel for terrain is a pure translation so mat3(uModel) is identity
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// and vWorldNormal == aNormal. Computing it the uniform way anyway so
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// later world-rotated landblocks (if any) still work.
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// Unpack rotation fields from aPacked3. Bit layout (data3):
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// .x (byte 0): bits 0-1 rotBase (unused), 2-3 rotOvl0, 4-5 rotOvl1, 6-7 rotOvl2
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// .y (byte 1): bits 0-1 rotRd0 (= data3 bit 8-9),
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// bits 2-3 rotRd1 (= data3 bit 10-11),
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// bit 4 splitDir (= data3 bit 12)
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uint rotOvl0 = (aPacked3.x >> 2u) & 3u;
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uint rotOvl1 = (aPacked3.x >> 4u) & 3u;
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uint rotOvl2 = (aPacked3.x >> 6u) & 3u;
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uint rotRd0 = aPacked3.y & 3u;
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uint rotRd1 = (aPacked3.y >> 2u) & 3u;
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uint splitDir= (aPacked3.y >> 4u) & 1u;
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// Derive which of the 4 cell corners this vertex represents from
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// gl_VertexID % 6. The CPU-side LandblockMesh emits vertices in a
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// specific order for each split direction; the table below must stay
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// in lockstep with LandblockMesh.Build's SWtoNE/SEtoNW branches.
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//
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// Corner labels: 0=BL (low x/y), 1=BR (high x, low y),
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// 2=TR (high x/y), 3=TL (low x, high y).
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// WorldBuilder assigns cell-local UV per corner:
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// 0 → (0, 1) 1 → (1, 1) 2 → (1, 0) 3 → (0, 0)
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// (the v axis is flipped vs. geometric convention — harmless, just a
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// texture-space choice).
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int vIdx = gl_VertexID % 6;
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int corner = 0;
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if (splitDir == 0u) {
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// SWtoNE order: BL, TL, BR, BR, TL, TR → corners 0, 3, 1, 1, 3, 2
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if (vIdx == 0) corner = 0;
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else if (vIdx == 1) corner = 3;
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else if (vIdx == 2) corner = 1;
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else if (vIdx == 3) corner = 1;
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else if (vIdx == 4) corner = 3;
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else corner = 2;
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} else {
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// SEtoNW order: BL, TR, BR, BL, TL, TR → corners 0, 2, 1, 0, 3, 2
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if (vIdx == 0) corner = 0;
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else if (vIdx == 1) corner = 2;
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else if (vIdx == 2) corner = 1;
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else if (vIdx == 3) corner = 0;
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else if (vIdx == 4) corner = 3;
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else corner = 2;
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}
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vec2 baseUV;
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if (corner == 0) baseUV = vec2(0.0, 1.0);
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else if (corner == 1) baseUV = vec2(1.0, 1.0);
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else if (corner == 2) baseUV = vec2(1.0, 0.0);
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else baseUV = vec2(0.0, 0.0);
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vBaseUV = baseUV;
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vWorldNormal = normalize(mat3(uModel) * aNormal);
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float baseTex = float(aPacked0.x);
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if (baseTex >= 254.0) baseTex = -1.0;
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vBaseTexIdx = baseTex;
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vOverlay0 = unpackOverlayLayer(aPacked0.z, aPacked0.w, rotOvl0, baseUV);
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vOverlay1 = unpackOverlayLayer(aPacked1.x, aPacked1.y, rotOvl1, baseUV);
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vOverlay2 = unpackOverlayLayer(aPacked1.z, aPacked1.w, rotOvl2, baseUV);
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vRoad0 = unpackOverlayLayer(aPacked2.x, aPacked2.y, rotRd0, baseUV);
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vRoad1 = unpackOverlayLayer(aPacked2.z, aPacked2.w, rotRd1, baseUV);
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gl_Position = uProjection * uView * uModel * vec4(aPos, 1.0);
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}
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Reference in a new issue