// 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 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=unused, z=cells per texture 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 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; } 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(sky_color(dir), 1.0); } // March the heightfield. The step grows quickly: the map diagonal is only // ~9000 world units, so marching past ~20000 adds cost without detail, and // a 6% growth rate more than doubles the worst-case iteration count. float t = CELL * 0.5; float dt = CELL * 0.5; float prev = t; bool hit = false; float hit_t = 0.0; for (int i = 0; i < 256 && t < 20000.0; ++i) { float3 w = cam_pos + dir * t; if (w.x < 0.0 || w.y < 0.0 || w.x >= world_w || w.y >= world_h) { prev = t; dt *= 1.10; t += dt; continue; } if (params.w > 0.5 && w.z <= params.z) { hit = true; hit_t = t; break; } if (w.z <= world_height(w.x, w.y)) { hit = true; hit_t = t; break; } prev = t; dt *= 1.10; t += dt; } if (!hit) { return float4(sky_color(dir), 1.0); } float lo = prev; float hi = hit_t; for (int i = 0; i < 6; ++i) { float mid = 0.5 * (lo + hi); float3 w = cam_pos + dir * mid; bool water = params.w > 0.5 && w.z <= params.z; if (water || w.z <= world_height(w.x, w.y)) { 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) { // Water: animated normal from a procedural wave, sky reflection + fresnel. float time = misc.x; float2 q = hitpos.xy * 0.015; float nx = sin(q.x * 1.3 + time * 1.7) + 0.5 * sin(q.x * 3.1 - time * 2.3); float ny = sin(q.y * 1.1 - time * 1.3) + 0.5 * sin(q.y * 2.7 + time * 1.9); float3 n = normalize(float3(nx * 0.06, ny * 0.06, 1.0)); float fres = pow(1.0 - clamp(-dir.z, 0.0, 1.0), 3.0); float3 deep = float3(0.03, 0.16, 0.28); float3 refl = sky_color(reflect(dir, n)); float lam = max(0.0, dot(n, sun_dir)); float3 water = lerp(deep, refl, clamp(0.25 + 0.55 * fres, 0.0, 0.9)); water += float3(1.0, 0.98, 0.9) * pow(lam, 64.0) * 0.6; // sun glint float wfog = clamp(1.0 - exp(-hi * 0.00009), 0.0, 0.75); water = lerp(water, sky_color(float3(dir.x, dir.y, 0.0)), wfog); return float4(water, 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(lit, 1.0); }