acdream/src/AcDream.App/Rendering/Shaders/terrain_modern.vert
Erik 1f1f6c088b feat(render): Campaign V slice V2b - terrain texture-index migration
Continues the V2a mesh-path conversion onto TerrainModernRenderer: its two
per-pass bindless texture handles (the terrain atlas and the alpha-mask
atlas) now travel as table indices instead of raw 64-bit
ARB_bindless_texture handles, with zero pixel change.

Terrain differs structurally from the mesh path: it has no per-batch SSBO at
all, just two handles set once per draw as plain uniforms
(terrain_modern.frag's uTerrainHandle/uAlphaHandle, reconstructed via the
sampler2DArray(handle) macros uTerrain/uAlpha). So instead of a BatchData
struct field, the two uniforms became uTextureIndexA/uTextureIndexB - named
to match the pinned GpuPushConstants.TextureIndexA/B fields (campaign doc
section 3.4) so V4d's eventual move to push constants is a rename, not a
redesign. There is no push-constant plumbing yet, so these stay plain
uniforms for now, set via ProgramUniform1 instead of ProgramUniform2.

TerrainModernRenderer owns its own GlBindlessHandleTable and binding=9 SSBO
(the same GL-only handle-table emulation V2a introduced), independent of
WbDrawDispatcher's and EnvCellRenderer's - nothing requires index agreement
between renderers, and terrain only ever registers two handles per draw
(the atlas's terrain/alpha textures), so its table is dirty only once, on
first draw. Unlike WbDrawDispatcher/EnvCellRenderer, TerrainModernRenderer
already eagerly creates its other GL resources in the constructor with a
ResourceCleanupGroup rollback, so the texture-table SSBO is created there
too rather than lazily.

TerrainAtlas needed no change: GetBindlessHandles() keeps returning the raw
(ulong terrain, ulong alpha) pair unchanged - the table lookup is entirely a
TerrainModernRenderer-side concern, added at the one draw-call site that
already converts those handles into shader state.

Shader-side: terrain_modern.frag's uTerrain/uAlpha macros now expand through
common.glsl's ACDREAM_TEXTURE_HANDLE(idx) lookup; both terrain_modern.vert
and .frag opted into the common.glsl preamble (Shader's
includeCommonPreamble, introduced at V2a) so their SceneLighting UBO
declarations could also pick up the ACDREAM_UBO_SET scaffolding macro -
terrain_modern.vert doesn't touch the texture table itself, but sharing the
same preamble across both stages of a technique is simpler to reason about
than deciding per-stage.

Gate: dotnet build -c Release green, dotnet test tests/AcDream.App.Tests
-c Release green (3843 passed / 3 skipped, matching V2a), and
tools/run-offline-pixel-gate.ps1 passed against the V2a commit's build with
a 2.49e-05 differing-pixel fraction - within the documented ~33x same-commit
noise margin. No divergence-register row: this introduces no retail
behavior deviation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 15:55:18 +02:00

177 lines
7.6 KiB
GLSL

#version 460 core
#extension GL_ARB_bindless_texture : require
// Phase N.5b: terrain shader on the modern bindless dispatcher.
// Math identical to terrain.vert (Phase 3c per-cell mesh + Phase G AdjustPlanes
// lighting). The only structural change is the version + bindless extension
// — sampler access in the fragment stage is unchanged at the GLSL level.
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in uvec4 aPacked0;
layout(location = 3) in uvec4 aPacked1;
layout(location = 4) in uvec4 aPacked2;
layout(location = 5) in uvec4 aPacked3;
uniform mat4 uView;
uniform mat4 uProjection;
struct Light {
vec4 posAndKind;
vec4 dirAndRange;
vec4 colorAndIntensity;
vec4 coneAngleEtc;
};
layout(std140, ACDREAM_UBO_SET binding = 1) uniform SceneLighting {
Light uLights[8];
vec4 uCellAmbient;
vec4 uFogParams;
vec4 uFogColor;
vec4 uCameraAndTime;
};
// === Phase U.3: terrain screen-space clip gate (OutsideView region) ===========
// Terrain is a single global region (the OutsideView), so it needs one set of
// clip planes, not a per-instance slot table like the mesh shader. A std140 UBO
// at binding=2 carries it. The UBO binding namespace is distinct from the SSBO
// binding namespace, so this does NOT collide with the mesh shader's SSBO
// binding=2 — and within THIS shader binding=1 (SceneLighting) is the only other
// UBO, leaving binding=2 free. uTerrainClipCount == 0 (the U.3 default) ungates
// terrain entirely (the second loop sets all 8 distances to +1.0). Uploaded by
// ClipFrame.UploadShared each frame; TerrainModernRenderer binds it before draw.
layout(std140, binding = 2) uniform TerrainClip {
int uTerrainClipCount;
vec4 uTerrainClipPlanes[8];
};
// Core profile: redeclare gl_PerVertex so writing gl_ClipDistance[] is legal.
// Sized 8 to match GL_MAX_CLIP_DISTANCES >= 8. Host enables GL_CLIP_DISTANCE0..7
// once at startup; unused planes are set to +1.0 below so they pass everything.
out gl_PerVertex {
vec4 gl_Position;
float gl_ClipDistance[8];
};
out vec2 vBaseUV;
out vec3 vWorldNormal;
out vec3 vWorldPos;
out vec3 vLightingRGB;
out vec4 vOverlay0;
out vec4 vOverlay1;
out vec4 vOverlay2;
out vec4 vRoad0;
out vec4 vRoad1;
flat out float vBaseTexIdx;
// Retail's N·L floor from FUN_00532440 lines 2119/2138/2157/2176 at
// chunk_00530000.c (AdjustPlanes). The decompile reads:
// if (fVar3 < DAT_00796344) fVar3 = DAT_00796344;
// applied to the clamped Lambert result BEFORE it's multiplied into
// dirColor. DAT_00796344's exact literal isn't pinned by the decompile
// but every other "floor" use in retail clamps negatives to zero (the
// physically-correct Lambert half-space). Our previous 0.08 was a
// defensive guess from early acdream days that made back-lit terrain
// visibly brighter than retail (user-observed 2026-04-24 "acdream
// warmer / less blue than retail"). Reverting to 0.0 matches retail
// per the decompile and lets ambient fill in the back side.
// Cross-ref: docs/research/2026-04-24-lambert-brightness-split.md.
const float MIN_FACTOR = 0.0;
vec4 unpackOverlayLayer(uint texIdxU, uint alphaIdxU, uint rotIdx, vec2 baseUV) {
float texIdx = float(texIdxU);
float alphaIdx = float(alphaIdxU);
if (texIdx >= 254.0) texIdx = -1.0;
if (alphaIdx >= 254.0) alphaIdx = -1.0;
vec2 rotatedUV = baseUV;
if (rotIdx == 1u) rotatedUV = vec2(1.0 - baseUV.y, baseUV.x);
else if (rotIdx == 2u) rotatedUV = vec2(1.0 - baseUV.x, 1.0 - baseUV.y);
else if (rotIdx == 3u) rotatedUV = vec2( baseUV.y, 1.0 - baseUV.x);
return vec4(rotatedUV.x, rotatedUV.y, texIdx, alphaIdx);
}
void main() {
// Unpack rotation fields from aPacked3. Bit layout (data3):
// .x (byte 0): bits 0-1 rotBase (unused), 2-3 rotOvl0, 4-5 rotOvl1, 6-7 rotOvl2
// .y (byte 1): bits 0-1 rotRd0 (= data3 bit 8-9),
// bits 2-3 rotRd1 (= data3 bit 10-11),
// bit 4 splitDir (= data3 bit 12)
uint rotOvl0 = (aPacked3.x >> 2u) & 3u;
uint rotOvl1 = (aPacked3.x >> 4u) & 3u;
uint rotOvl2 = (aPacked3.x >> 6u) & 3u;
uint rotRd0 = aPacked3.y & 3u;
uint rotRd1 = (aPacked3.y >> 2u) & 3u;
uint splitDir= (aPacked3.y >> 4u) & 1u;
// Derive which of the 4 cell corners this vertex represents from
// gl_VertexID % 6. The CPU-side LandblockMesh emits vertices in a
// specific order for each split direction; the tables below must stay
// in lockstep with LandblockMesh.Build's SWtoNE/SEtoNW branches.
// 2026-04-21 fix: geometry re-derived to match ACE's ConstructPolygons
// convention. SWtoNE (cut BL→TR, y=x diagonal) now maps to the {BL,BR,TR}
// + {BL,TR,TL} triangle pair; SEtoNW (cut BR→TL, x+y=1 diagonal) maps to
// {BL,BR,TL} + {BR,TR,TL}.
int vIdx = gl_VertexID % 6;
int corner = 0;
if (splitDir == 0u) {
// SWtoNE order: BL, BR, TR, BL, TR, TL → corners 0, 1, 2, 0, 2, 3
if (vIdx == 0) corner = 0;
else if (vIdx == 1) corner = 1;
else if (vIdx == 2) corner = 2;
else if (vIdx == 3) corner = 0;
else if (vIdx == 4) corner = 2;
else corner = 3;
} else {
// SEtoNW order: BL, BR, TL, BR, TR, TL → corners 0, 1, 3, 1, 2, 3
if (vIdx == 0) corner = 0;
else if (vIdx == 1) corner = 1;
else if (vIdx == 2) corner = 3;
else if (vIdx == 3) corner = 1;
else if (vIdx == 4) corner = 2;
else corner = 3;
}
vec2 baseUV;
if (corner == 0) baseUV = vec2(0.0, 1.0);
else if (corner == 1) baseUV = vec2(1.0, 1.0);
else if (corner == 2) baseUV = vec2(1.0, 0.0);
else baseUV = vec2(0.0, 0.0);
vBaseUV = baseUV;
vWorldPos = aPos;
vWorldNormal = normalize(aNormal);
// Retail AdjustPlanes bake (terrain.vert:124-134 — identical math).
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;
vBaseTexIdx = baseTex;
vOverlay0 = unpackOverlayLayer(aPacked0.z, aPacked0.w, rotOvl0, baseUV);
vOverlay1 = unpackOverlayLayer(aPacked1.x, aPacked1.y, rotOvl1, baseUV);
vOverlay2 = unpackOverlayLayer(aPacked1.z, aPacked1.w, rotOvl2, baseUV);
vRoad0 = unpackOverlayLayer(aPacked2.x, aPacked2.y, rotRd0, baseUV);
vRoad1 = unpackOverlayLayer(aPacked2.z, aPacked2.w, rotRd1, baseUV);
// Retail zFightTerrainAdjust (acclient_2013_pseudo_c.txt:1120769 = 0.00999999978,
// applied per terrain vertex inside ACRender::landPolysDraw at line 702254,
// address 006b6402). Render terrain 1 cm below its physical Z so coplanar
// building floors win the depth test. Physics path is unaffected — it reads
// the un-nudged heightmap via TerrainSurface.SampleZ.
// Closes issue #100; supersedes the hiddenTerrainCells cell-collapse hack.
vec3 terrainPos = vec3(aPos.xy, aPos.z - 0.01);
gl_Position = uProjection * uView * vec4(terrainPos, 1.0);
// Phase U.3: terrain clip gate against the single OutsideView region. With
// uTerrainClipCount == 0 (U.3 default) the first loop is skipped and the
// second sets all 8 distances to +1.0 ⇒ no clipping ⇒ identical terrain.
for (int i = 0; i < uTerrainClipCount; ++i)
gl_ClipDistance[i] = dot(uTerrainClipPlanes[i], gl_Position);
for (int i = uTerrainClipCount; i < 8; ++i)
gl_ClipDistance[i] = 1.0;
}