// GPU heightfield raymarcher for the Direct3D backends (the D3D port of // terrain.vert/terrain.frag). // // Textures: heightmap (R16), a per-cell blend record (R16G16B16A16_UNORM: base // layer, blend layer, three-way layer, packed direction/flags; unpacked with // *65535) and a texture array of the tile materials (RGBA8, REPEAT). The // material is sampled continuously (`uv = cell / span`), as the retail // `Terrain.fx` / OpenSAGE `Terrain.frag` do, so it never restarts at a cell // edge; material boundaries cross-fade with the SAGE blend ramp. // // The water plane is shaded with a port of the SAGE water effect // (`Ocean.fx` / OpenSAGE `Water.frag`); the camera-below-water tint stands in // for `UnderwaterDeferred.fx`. See docs/REVERSE_ENGINEERING.md. // // The Vulkan push constants (20 floats) become a constant buffer. cbuffer TerrainCB : register(b0) { float4 cam; // x=target_x, y=target_y, z=yaw, w=height float4 params; // x=pitch, y=fov, z=water_z, w=has_water float4 sun; // xyz=sun dir, w=ambient float4 mapinfo; // x=W, y=H, z=unused, w=z_scale float4 misc; // x=time, y=water kind (0=ocean,1=river), z=cells per repeat, w=aspect }; Texture2D heightmap : register(t0); Texture2D celldata : register(t1); Texture2DArray atlas : register(t2); SamplerState height_smp : register(s0); SamplerState cell_smp : register(s1); SamplerState atlas_smp : register(s2); static const float CELL = 10.0; // must match ra3::terrain::cell_size // SAGE water model constants (see docs/REVERSE_ENGINEERING.md). static const float WATER_SCALE = 1.0 / 320.0; static const float WATER_TRANSPARENT_DEPTH = 10.0; static const float WATER_MIN_OPACITY = 0.70; static const float WATER_RIVER_MULTIPLIER = 1.0; struct VSOut { float4 pos : SV_Position; float2 uv : TEXCOORD0; }; VSOut VSMain(uint vertex_id : SV_VertexID) { float2 p = float2((vertex_id << 1) & 2, vertex_id & 2); VSOut o; o.uv = p; o.pos = float4(p.x * 2.0 - 1.0, 1.0 - p.y * 2.0, 0.0, 1.0); return o; } float height_at(int2 c) { c = clamp(c, int2(0, 0), int2((int) mapinfo.x - 1, (int) mapinfo.y - 1)); return heightmap.Load(int3(c, 0)) * 65535.0 * mapinfo.w; } float world_height(float wx, float wy) { float world_w = mapinfo.x * CELL; float world_h = mapinfo.y * CELL; if (wx < 0.0 || wy < 0.0 || wx >= world_w || wy >= world_h) return -1.0e9; int2 c = int2((int) (wx / CELL), (int) ((world_h - wy) / CELL)); return height_at(c); } float3 sky_color(float3 dir) { float3 d = normalize(dir); float3 sun_dir = normalize(sun.xyz); float t = clamp(d.z, 0.0, 1.0); float3 horizon = float3(0.70, 0.78, 0.85); float3 zenith = float3(0.28, 0.48, 0.80); float3 col = lerp(horizon, zenith, pow(t, 0.6)); float s = max(dot(d, sun_dir), 0.0); col += float3(1.0, 0.95, 0.82) * pow(s, 300.0) * 1.6; // sun disk col += float3(1.0, 0.90, 0.72) * pow(s, 8.0) * 0.18; // glow return col; } // The retail SAGE blend ramp: 0 at one edge of the cell, 1 at the opposite. // Direction: 1 right, 2 top, 4 top-right, 8 top-left; flag bit 0 flips, // bit 1 marks a two-sided diagonal. float blend_factor(uint direction, uint flags, float2 f) { bool flipped = (flags & 1u) != 0u; bool two_sided = (flags & 2u) != 0u; if (flipped) { if (direction == 1u) { f.x = 1.0 - f.x; } else if (direction == 2u || direction == 4u || direction == 8u) { f.y = 1.0 - f.y; } } if (direction == 1u) return f.x; if (direction == 2u) return f.y; if (direction == 4u) { float s = (1.0 - f.x) + (1.0 - f.y); return two_sided ? 1.0 - clamp(s - 1.0, 0.0, 1.0) : clamp(1.0 - s, 0.0, 1.0); } if (direction == 8u) { float s = f.x + (1.0 - f.y); return two_sided ? 1.0 - clamp(s - 1.0, 0.0, 1.0) : clamp(1.0 - s, 0.0, 1.0); } return 0.0; } // Sample one tile material layer at global cell coordinates. The texture repeats // every `span` cells with REPEAT addressing, so it never restarts at a cell edge. float3 sample_layer(uint layer, float wx, float wy) { float span = max(misc.z, 1.0); uint lw = 0; uint lh = 0; uint layer_count = 0; atlas.GetDimensions(lw, lh, layer_count); float l = (float) min(layer, layer_count > 0u ? layer_count - 1u : 0u); return atlas.Sample(atlas_smp, float3(float2(wx, wy) / span, l)).rgb; } // ---- SAGE water (Ocean.fx / RiverWater.fx / Water.frag port) ---------------- // Sample an atlas layer by an explicit layer index (the water flow/bump maps // are appended as the last two layers of the tile atlas). float3 water_tex(int layer, float2 uv) { uint w = 0; uint h = 0; uint lc = 0; atlas.GetDimensions(w, h, lc); float l = (float) clamp(layer, 0, (int) lc - 1); return atlas.Sample(atlas_smp, float3(uv, l)).rgb; } // Scrolling wave normal on the water plane: the retail bump map (atlas's last // layer), offset by the flow map (second-last layer) and combined with a // de-gridded procedural wave so the sun glint is irregular and always moving. float3 water_normal(float2 world_xy, float time) { float2 q = world_xy * (WATER_SCALE * 6.0); float a1 = q.x * 0.80 + q.y * 0.30 + time * 1.10; float a2 = q.y * 0.95 - q.x * 0.45 - time * 1.30; float a3 = (q.x + q.y) * 1.60 + time * 2.10; float a4 = (q.x - q.y) * 2.30 - time * 1.70; float dx = 0.224 * cos(a1) - 0.099 * cos(a2) + 0.256 * cos(a3) + 0.230 * cos(a4); float dy = 0.084 * cos(a1) + 0.209 * cos(a2) + 0.256 * cos(a3) - 0.230 * cos(a4); uint w = 0; uint h = 0; uint lc = 0; atlas.GetDimensions(w, h, lc); float3 flow = water_tex((int) lc - 2, q - float2(time * 0.010, time * 0.014)) * 2.0 - 1.0; float3 bump = water_tex((int) lc - 1, q + flow.xy * 0.05 + float2(time * 0.006, time * 0.008)) * 2.0 - 1.0; float sx = -dx * 0.30 + bump.x * 0.45; float sy = -dy * 0.30 + bump.y * 0.45; return normalize(float3(sx, sy, 1.0)); } // Water.frag distortionPower * the flow texture: a small scrolling UV offset. float water_distortion(float2 world_xy, float time) { float2 q = world_xy * (WATER_SCALE * 6.0); return 0.05 * (sin(q.x * 0.9 + time * 0.7) + sin(q.y * 1.1 - time * 0.5)); } // Water.frag GetCloudColor: no cloud texture is bound, so a slow low-frequency // scroll stands in. float3 water_cloud(float2 world_xy, float time) { return float3(0.85 + 0.15 * sin((world_xy.x + world_xy.y) * 0.0007 - time * 0.05)); } // Retail UnderwaterDeferred.fx: absorbs red and fogs with distance. Applied to // every output while the camera is below the water plane. float3 apply_underwater(float3 color, float dist, float cam_z, float water_z) { if (cam_z >= water_z - 0.5) return color; const float3 absorb = float3(0.35, 0.62, 0.75); float fog = clamp(1.0 - exp(-dist * 0.00022), 0.0, 0.9); return lerp(color * absorb, float3(0.02, 0.10, 0.16), fog); } // Water.frag: fresnel-mixed reflection (sky) and refraction (depth-graded // seabed), SAGE diffuse + specular lighting, cloud term, and a depth-based // transparency fade. `river` (>0.5) applies RiverTransparencyMultiplier. float3 water_shade(float3 hitpos, float3 dir, float dist) { float time = misc.x; float river = misc.y; float seabed = world_height(hitpos.x, hitpos.y); float depth = max(0.0, params.z - seabed); float3 n = water_normal(hitpos.xy, time + water_distortion(hitpos.xy, time)); float3 sun_dir = normalize(sun.xyz); // Schlick fresnel, water F0 = 0.02. float cos_theta = clamp(dot(-dir, n), 0.0, 1.0); float fresnel = 0.02 + 0.98 * pow(1.0 - cos_theta, 5.0); // Reflection: the sky the surface mirrors. Refraction: the seabed, graded // from shallow to deep and lit by the SAGE diffuse + specular model. float3 reflection = sky_color(reflect(dir, n)); float3 shallow = float3(0.10, 0.34, 0.38); float3 deep = float3(0.02, 0.12, 0.22); float3 refraction = lerp(shallow, deep, clamp(depth / 40.0, 0.0, 1.0)); float ndotl = max(dot(n, sun_dir), 0.0); float ambient = sun.w; float3 diffuse = float3(ambient + (1.0 - ambient) * ndotl); float3 half_v = normalize(sun_dir - dir); float spec = pow(max(dot(n, half_v), 0.0), 90.0); float3 color = lerp(refraction, reflection, clamp(fresnel, 0.0, 1.0)) * diffuse * water_cloud(hitpos.xy, time); color += float3(1.0, 0.97, 0.9) * spec * 0.45; // Depth-based transparency: shallow water shows the seabed, deep water goes // opaque toward the deep colour. float alpha = clamp(depth / WATER_TRANSPARENT_DEPTH, 0.0, 1.0) * WATER_MIN_OPACITY; if (river > 0.5) alpha *= WATER_RIVER_MULTIPLIER; color = lerp(refraction, color, clamp(alpha + 0.15, 0.0, 1.0)); // Distance haze toward the horizon, as the terrain. float wfog = clamp(1.0 - exp(-dist * 0.00009), 0.0, 0.75); return lerp(color, sky_color(float3(dir.x, dir.y, 0.0)), wfog); } float4 PSMain(VSOut input) : SV_Target { float4 p = cam; float pitch = clamp(params.x, 0.15, 1.45); float fov = clamp(params.y, 0.3, 1.4); float world_w = mapinfo.x * CELL; float world_h = mapinfo.y * CELL; float cp = cos(pitch); float3 fwd = float3(cp * sin(p.z), cp * cos(p.z), -sin(pitch)); float3 right = normalize(cross(fwd, float3(0, 0, 1))); float3 up = cross(right, fwd); float target_z = world_height(p.x, p.y); if (target_z < -1.0e8) target_z = 0.0; float dist = p.w / sin(pitch); float3 cam_pos = float3(p.x, p.y, target_z + p.w) - fwd * dist; float2 ndc = float2(input.uv.x * 2.0 - 1.0, 1.0 - input.uv.y * 2.0); float aspect = misc.w; float th = tan(fov * 0.5); float3 dir = normalize(fwd + right * ndc.x * th * aspect + up * ndc.y * th); if (dir.z >= -1e-4) { return float4(apply_underwater(sky_color(dir), 0.0, cam_pos.z, params.z), 1.0); } // Clip the ray to the map's XY rectangle: the boundary is an exact plane, // so the silhouette there stays razor-sharp instead of stair-stepping // across it. Outside the map is sky. float t_enter = 0.0; float t_exit = 1.0e30; bool inside = true; if (abs(dir.x) < 1e-6) { inside = (cam_pos.x >= 0.0 && cam_pos.x <= world_w); } else { float a = (0.0 - cam_pos.x) / dir.x; float b = (world_w - cam_pos.x) / dir.x; t_enter = max(t_enter, min(a, b)); t_exit = min(t_exit, max(a, b)); } if (inside) { if (abs(dir.y) < 1e-6) { inside = (cam_pos.y >= 0.0 && cam_pos.y <= world_h); } else { float a = (0.0 - cam_pos.y) / dir.y; float b = (world_h - cam_pos.y) / dir.y; t_enter = max(t_enter, min(a, b)); t_exit = min(t_exit, max(a, b)); } } if (!inside || t_exit <= 0.0) { return float4(apply_underwater(sky_color(dir), 0.0, cam_pos.z, params.z), 1.0); } // March the heightfield cell by cell: the step is never longer than the // time to cross one cell (dominant horizontal axis), while a clearance term // lets the ray skip the empty air above the surface. Resolving every cell is // what keeps cliff and map-edge silhouettes from quantising into huge // stair-steps that crawl as the camera pans. float horiz = max(abs(dir.x), abs(dir.y)); float cell_step = min(CELL / max(horiz, 1e-4), CELL * 32.0); float t = max(t_enter, CELL * 0.5); float prev = t; bool hit = false; float hit_t = 0.0; for (int i = 0; i < 1024 && t <= t_exit; ++i) { float3 w = cam_pos + dir * t; float h = world_height(w.x, w.y); float surface = (params.w > 0.5) ? max(h, params.z) : h; if (w.z <= surface) { hit = true; hit_t = t; break; } float clearance = (w.z - surface) / max(-dir.z, 1e-4); prev = t; t += clamp(clearance, cell_step, cell_step * 8.0); } if (!hit) { return float4(apply_underwater(sky_color(dir), 0.0, cam_pos.z, params.z), 1.0); } // Refine the first crossing; with a sub-cell bracket this converges to the // exact surface point. float lo = prev; float hi = hit_t; for (int i = 0; i < 18; ++i) { float mid = 0.5 * (lo + hi); float3 w = cam_pos + dir * mid; float h = world_height(w.x, w.y); float surface = (params.w > 0.5) ? max(h, params.z) : h; if (w.z <= surface) { hi = mid; } else { lo = mid; } } float3 hitpos = cam_pos + dir * hi; float3 sun_dir = normalize(sun.xyz); float ambient = sun.w; if (params.w > 0.5 && hitpos.z <= params.z + 0.01) { return float4(apply_underwater(water_shade(hitpos, dir, hi), hi, cam_pos.z, params.z), 1.0); } // Terrain: read the per-cell blend record, sample the base/blend/three-way // material layers continuously and ramp between them across the cell. float wx = hitpos.x / CELL; float wy = (world_h - hitpos.y) / CELL; int cx = clamp((int) wx, 0, (int) mapinfo.x - 1); int cy = clamp((int) wy, 0, (int) mapinfo.y - 1); float fx = wx - floor(wx); float fy = wy - floor(wy); uint4 record = (uint4) (celldata.Load(int3(cx, cy, 0)) * 65535.0 + 0.5); uint packed = record.w; uint dir1 = packed & 0xFu; uint flags1 = (packed >> 4u) & 0x3u; uint dir2 = (packed >> 8u) & 0xFu; uint flags2 = (packed >> 12u) & 0x3u; float2 fracUV = float2(fx, fy); float3 c0 = sample_layer(record.x, wx, wy); float3 c1 = sample_layer(record.y, wx, wy); float3 c2 = sample_layer(record.z, wx, wy); float f1 = blend_factor(dir1, flags1, fracUV); float f2 = blend_factor(dir2, flags2, fracUV); float3 albedo = lerp(lerp(c0, c1, f1), c2, f2); // Per-pixel normal from the heightfield. float hl = world_height(hitpos.x - CELL, hitpos.y); float hr = world_height(hitpos.x + CELL, hitpos.y); float hd = world_height(hitpos.x, hitpos.y - CELL); float hu = world_height(hitpos.x, hitpos.y + CELL); float3 n = normalize(float3(hl - hr, hd - hu, 2.0 * CELL)); float lambert = max(0.0, dot(n, sun_dir)); float3 lit = albedo * (ambient + (1.0 - ambient) * lambert); // Distance haze toward the horizon so the map edge blends into the sky. float fog = clamp(1.0 - exp(-hi * 0.00009), 0.0, 0.75); lit = lerp(lit, sky_color(float3(dir.x, dir.y, 0.0)), fog); return float4(apply_underwater(lit, hi, cam_pos.z, params.z), 1.0); }