diff --git a/project/addons/terrain_3d/extras/minimum.gdshader b/project/addons/terrain_3d/extras/minimum.gdshader index 4c98c28d..0b50d753 100644 --- a/project/addons/terrain_3d/extras/minimum.gdshader +++ b/project/addons/terrain_3d/extras/minimum.gdshader @@ -8,23 +8,34 @@ uniform float _region_size = 1024.0; uniform float _region_texel_size = 0.0009765625; // = 1/1024 uniform float _vertex_spacing = 1.0; uniform float _vertex_density = 1.0; // = 1/_vertex_spacing -uniform int _region_map_size = 16; -uniform int _region_map[256]; -uniform vec2 _region_locations[256]; +uniform int _region_map_size = 32; +uniform int _region_map[1024]; +uniform vec2 _region_locations[1024]; uniform sampler2DArray _height_maps : repeat_disable; uniform usampler2DArray _control_maps : repeat_disable; uniform sampler2DArray _color_maps : source_color, filter_linear_mipmap_anisotropic, repeat_disable; uniform sampler2DArray _texture_array_albedo : source_color, filter_linear_mipmap_anisotropic, repeat_enable; uniform sampler2DArray _texture_array_normal : hint_normal, filter_linear_mipmap_anisotropic, repeat_enable; +uniform sampler2D noise_texture : source_color, filter_linear_mipmap_anisotropic, repeat_enable; uniform float _texture_uv_scale_array[32]; -uniform float _texture_uv_rotation_array[32]; +uniform float _texture_detile_array[32]; uniform vec4 _texture_color_array[32]; uniform uint _background_mode = 1u; // NONE = 0, FLAT = 1, NOISE = 2 uniform uint _mouse_layer = 0x80000000u; // Layer 32 +// Public uniforms +uniform float vertex_normals_distance : hint_range(0, 1024) = 128.0; + +// Varyings & Types +varying flat vec3 v_vertex; // World coordinate vertex location +varying flat vec3 v_camera_pos; +varying float v_vertex_xz_dist; +varying flat ivec3 v_region; varying flat vec2 v_uv_offset; varying flat vec2 v_uv2_offset; +varying vec3 v_normal; +varying float v_region_border_mask; //////////////////////// // Vertex @@ -33,26 +44,22 @@ varying flat vec2 v_uv2_offset; // Takes in UV world space coordinates, returns ivec3 with: // XY: (0 to _region_size) coordinates within a region // Z: layer index used for texturearrays, -1 if not in a region -ivec3 get_region_uv(vec2 uv) { - uv *= _region_texel_size; - ivec2 pos = ivec2(floor(uv)) + (_region_map_size / 2); - int bounds = int(pos.x>=0 && pos.x<_region_map_size && pos.y>=0 && pos.y<_region_map_size); +ivec3 get_region_uv(const vec2 uv) { + ivec2 pos = ivec2(floor(uv * _region_texel_size)) + (_region_map_size / 2); + int bounds = int(uint(pos.x | pos.y) < uint(_region_map_size)); int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1; - return ivec3(ivec2((uv - _region_locations[layer_index]) * _region_size), layer_index); + return ivec3(ivec2(mod(uv,_region_size)), layer_index); } // Takes in UV2 region space coordinates, returns vec3 with: // XY: (0 to 1) coordinates within a region // Z: layer index used for texturearrays, -1 if not in a region -vec3 get_region_uv2(vec2 uv) { - // Vertex function added half a texel to UV2, to center the UV's. vertex(), fragment() and get_height() - // call this with reclaimed versions of UV2, so to keep the last row/column within the correct - // window, take back the half pixel before the floor(). - ivec2 pos = ivec2(floor(uv - vec2(_region_texel_size * 0.5))) + (_region_map_size / 2); - int bounds = int(pos.x>=0 && pos.x<_region_map_size && pos.y>=0 && pos.y<_region_map_size); +vec3 get_region_uv2(const vec2 uv2) { + // Remove Texel Offset to ensure correct region index. + ivec2 pos = ivec2(floor(uv2 - vec2(_region_texel_size * 0.5))) + (_region_map_size / 2); + int bounds = int(uint(pos.x | pos.y) < uint(_region_map_size)); int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1; - // The return value is still texel-centered. - return vec3(uv - _region_locations[layer_index], float(layer_index)); + return vec3(uv2 - _region_locations[layer_index], float(layer_index)); } // 1 lookup @@ -66,70 +73,75 @@ float get_height(vec2 uv) { } void vertex() { + // Get camera pos in world vertex coords + v_camera_pos = INV_VIEW_MATRIX[3].xyz; + // Get vertex of flat plane in world coordinates and set world UV - vec3 vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; - + v_vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; + + // Camera distance to vertex on flat plane + v_vertex_xz_dist = length(v_vertex.xz - v_camera_pos.xz); + // UV coordinates in world space. Values are 0 to _region_size within regions - UV = round(vertex.xz * _vertex_density); + UV = round(v_vertex.xz * _vertex_density); + + // UV coordinates in region space + texel offset. Values are 0 to 1 within regions + UV2 = fma(UV, vec2(_region_texel_size), vec2(0.5 * _region_texel_size)); // Discard vertices for Holes. 1 lookup - ivec3 region = get_region_uv(UV); - uint control = texelFetch(_control_maps, region, 0).r; + v_region = get_region_uv(UV); + uint control = texelFetch(_control_maps, v_region, 0).r; bool hole = bool(control >>2u & 0x1u); + // Show holes to all cameras except mouse camera (on exactly 1 layer) if ( !(CAMERA_VISIBLE_LAYERS == _mouse_layer) && - (hole || (_background_mode == 0u && region.z < 0)) ) { - VERTEX.x = 0./0.; - } else { - // UV coordinates in region space + texel offset. Values are 0 to 1 within regions - UV2 = (UV + vec2(0.5)) * _region_texel_size; - - // Get final vertex location and save it + (hole || (_background_mode == 0u && (get_region_uv(UV - _region_texel_size) & v_region).z < 0))) { + VERTEX.x = 0. / 0.; + } else { + // Set final vertex height & calculate vertex normals. 3 lookups. VERTEX.y = get_height(UV2); + v_vertex.y = VERTEX.y; + v_normal = vec3( + v_vertex.y - get_height(UV2 + vec2(_region_texel_size, 0)), + _vertex_spacing, + v_vertex.y - get_height(UV2 + vec2(0, _region_texel_size)) + ); + // Due to a bug caused by the GPUs linear interpolation across edges of region maps, + // mask region edges and use vertex normals only across region boundaries. + v_region_border_mask = mod(UV.x + 2.5, _region_size) - fract(UV.x) < 5.0 || mod(UV.y + 2.5, _region_size) - fract(UV.y) < 5.0 ? 1. : 0.; } - + // Transform UVs to local to avoid poor precision during varying interpolation. v_uv_offset = MODEL_MATRIX[3].xz * _vertex_density; UV -= v_uv_offset; v_uv2_offset = v_uv_offset * _region_texel_size; UV2 -= v_uv2_offset; - + // Convert model space to view space w/ skip_vertex_transform render mode VERTEX = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; VERTEX = (VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz; NORMAL = normalize((MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz); BINORMAL = normalize((MODELVIEW_MATRIX * vec4(BINORMAL, 0.0)).xyz); - TANGENT = normalize((MODELVIEW_MATRIX * vec4(TANGENT, 0.0)).xyz); + TANGENT = normalize((MODELVIEW_MATRIX * vec4(TANGENT, 0.0)).xyz); } //////////////////////// // Fragment //////////////////////// -// 3 lookups +// 0 - 3 lookups vec3 get_normal(vec2 uv, out vec3 tangent, out vec3 binormal) { - // Get the height of the current vertex - float height = get_height(uv); - - // Get the heights to the right and in front, but because of hardware - // interpolation on the edges of the heightmaps, the values are off - // causing the normal map to look weird. So, near the edges of the map - // get the heights to the left or behind instead. Hacky solution that - // reduces the artifact, but doesn't fix it entirely. See #185. - float u, v; - if(mod(uv.y*_region_size, _region_size) > _region_size-2.) { - v = get_height(uv + vec2(0, -_region_texel_size)) - height; - } else { - v = height - get_height(uv + vec2(0, _region_texel_size)); - } - if(mod(uv.x*_region_size, _region_size) > _region_size-2.) { - u = get_height(uv + vec2(-_region_texel_size, 0)) - height; + float u, v, height; + vec3 normal; + // Use vertex normals within radius of vertex_normals_distance, and along region borders. + if (v_region_border_mask > 0.5 || v_vertex_xz_dist < vertex_normals_distance) { + normal = normalize(v_normal); } else { + height = get_height(uv); u = height - get_height(uv + vec2(_region_texel_size, 0)); + v = height - get_height(uv + vec2(0, _region_texel_size)); + normal = normalize(vec3(u, _vertex_spacing, v)); } - - vec3 normal = vec3(u, _vertex_spacing, v); - normal = normalize(normal); tangent = cross(normal, vec3(0, 0, 1)); binormal = cross(normal, tangent); return normal; @@ -150,4 +162,3 @@ void fragment() { // Apply PBR ALBEDO=vec3(.2); } - diff --git a/project/addons/terrain_3d/src/region_gizmo.gd b/project/addons/terrain_3d/src/region_gizmo.gd index af2a6cd7..5c9fa6f0 100644 --- a/project/addons/terrain_3d/src/region_gizmo.gd +++ b/project/addons/terrain_3d/src/region_gizmo.gd @@ -32,7 +32,7 @@ func _redraw() -> void: if show_rect: var modulate: Color = main_color if !use_secondary_color else secondary_color - if abs(region_position.x) > 8 or abs(region_position.y) > 8: + if abs(region_position.x) > Terrain3DData.REGION_MAP_SIZE*.5 or abs(region_position.y) > Terrain3DData.REGION_MAP_SIZE*.5: modulate = Color.GRAY draw_rect(Vector2(region_size,region_size)*.5 + rect_position, region_size, selection_material, modulate) @@ -44,7 +44,7 @@ func _redraw() -> void: draw_rect(Vector2(region_size,region_size)*.5 + grid_tile_position, region_size, material, grid_color) - draw_rect(Vector2.ZERO, region_size * 16.0, material, border_color) + draw_rect(Vector2.ZERO, region_size * Terrain3DData.REGION_MAP_SIZE, material, border_color) func draw_rect(p_pos: Vector2, p_size: float, p_material: StandardMaterial3D, p_modulate: Color) -> void: diff --git a/src/shaders/main.glsl b/src/shaders/main.glsl index 4040c818..c8332162 100644 --- a/src/shaders/main.glsl +++ b/src/shaders/main.glsl @@ -29,9 +29,9 @@ uniform float _region_size = 1024.0; uniform float _region_texel_size = 0.0009765625; // = 1/1024 uniform float _vertex_spacing = 1.0; uniform float _vertex_density = 1.0; // = 1/_vertex_spacing -uniform int _region_map_size = 16; -uniform int _region_map[256]; -uniform vec2 _region_locations[256]; +uniform int _region_map_size = 32; +uniform int _region_map[1024]; +uniform vec2 _region_locations[1024]; uniform sampler2DArray _height_maps : repeat_disable; uniform usampler2DArray _control_maps : repeat_disable; //INSERT: TEXTURE_SAMPLERS_NEAREST diff --git a/src/terrain_3d_data.h b/src/terrain_3d_data.h index 6e155e2e..48843389 100644 --- a/src/terrain_3d_data.h +++ b/src/terrain_3d_data.h @@ -18,7 +18,7 @@ class Terrain3DData : public Object { public: // Constants static inline const real_t CURRENT_VERSION = 0.93f; - static inline const int REGION_MAP_SIZE = 16; + static inline const int REGION_MAP_SIZE = 32; static inline const Vector2i REGION_MAP_VSIZE = Vector2i(REGION_MAP_SIZE, REGION_MAP_SIZE); enum HeightFilter { @@ -66,7 +66,7 @@ class Terrain3DData : public Object { // Editing occurs on the Image arrays above, which are converted to Texture arrays // below for the shader. - // 16x16 grid with region_id:int at its location, no region = 0, region_ids >= 1 + // 32x32 grid with region_id:int at its location, no region = 0, region_ids >= 1 PackedInt32Array _region_map; bool _region_map_dirty = true; @@ -181,13 +181,13 @@ VARIANT_ENUM_CAST(Terrain3DData::HeightFilter); // Verifies the location is within the bounds of the _region_map array and // the world, returning the _region_map index, which contains the region_id. -// Valid region locations are -8, -8 to 7, 7, or when offset: 0, 0 to 15, 15 -// If any bits other than 0xF are set, it's out of bounds and returns -1 +// Valid region locations are -16, -16 to 15, 15, or when offset: 0, 0 to 31, 31 +// If any bits other than 0x1F are set, it's out of bounds and returns -1 inline int Terrain3DData::get_region_map_index(const Vector2i &p_region_loc) { // Offset world to positive values only Vector2i loc = p_region_loc + (REGION_MAP_VSIZE / 2); - // Catch values > 15 - if ((uint32_t(loc.x | loc.y) & uint32_t(~0xF)) > 0) { + // Catch values > 31 + if ((uint32_t(loc.x | loc.y) & uint32_t(~0x1F)) > 0) { return -1; } return loc.y * REGION_MAP_SIZE + loc.x; diff --git a/src/terrain_3d_storage.h b/src/terrain_3d_storage.h index 75832924..2d5be195 100644 --- a/src/terrain_3d_storage.h +++ b/src/terrain_3d_storage.h @@ -20,7 +20,7 @@ class Terrain3DStorage : public Resource { public: // Constants static inline const real_t CURRENT_VERSION = 0.92f; - static inline const int REGION_MAP_SIZE = 16; + static inline const int REGION_MAP_SIZE = 32; static inline const Vector2i REGION_MAP_VSIZE = Vector2i(REGION_MAP_SIZE, REGION_MAP_SIZE); enum MapType {