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EnderTheCoder 26e1934a5d feat(render): SAGE water/ocean shaders, per-user logs, camera & culling
Terrain pass now ports the SAGE water model (Ocean.fx / OpenSAGE Water.frag): a de-gridded procedural wave normal combined with the retail ra3_deepocean flow and ra3_deepocean_nrm bump maps (appended as the last two terrain-atlas layers, no new backend binding), Schlick fresnel, sky reflection + depth-graded refraction, SAGE diffuse/specular lighting, depth-based transparency, and an underwater tint (UnderwaterDeferred.fx). Mirrored across terrain.frag / dx_terrain.hlsl / webgl_terrain_frag.glsl / webgpu_terrain.wgsl.

Also: logs move to the per-user state dir (%LOCALAPPDATA%\\OpenRA3\\logs, else XDG) and archive as openra3.<stamp>.log; the FPS label shows the active backend; middle-drag camera reset; objects and roads below the water plane are culled.
2026-09-30 22:18:08 +08:00

341 lines
14 KiB
GLSL

#version 450
// GPU heightfield raymarcher for the real RA3 terrain.
//
// 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, mipmapped, REPEAT).
// The material is sampled **continuously** (`uv = cell / (2 * cellSize)`), 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.
layout(binding = 0) uniform sampler2D heightmap;
layout(binding = 1) uniform sampler2D celldata;
layout(binding = 2) uniform sampler2DArray atlas;
layout(push_constant) uniform Push {
vec4 cam; // x=target_x, y=target_y, z=yaw, w=height
vec4 params; // x=pitch, y=fov, z=water_z, w=has_water
vec4 sun; // xyz=sun dir, w=ambient
vec4 mapinfo; // x=W, y=H, z=unused, w=z_scale
vec4 misc; // x=time, y=water kind (0=ocean,1=river), z=cells per repeat, w=aspect
} pc;
layout(location = 0) in vec2 in_uv;
layout(location = 0) out vec4 out_color;
const float CELL = 10.0; // must match ra3::terrain::cell_size
// Must match object.vert: the shared projection writes the view-space depth
// into gl_FragDepth so the static-map models depth-test against the terrain.
const float NEAR = 10.0;
const float FAR = 60000.0;
// SAGE water model constants (see docs/REVERSE_ENGINEERING.md).
const float WATER_SCALE = 1.0 / 320.0; // Water.frag: worldPos.xy / 320
const float WATER_TRANSPARENT_DEPTH = 10.0; // WaterTransparency.TransparentWaterDepth
const float WATER_MIN_OPACITY = 0.70; // WaterTransparency.TransparentWaterMinOpacity
const float WATER_RIVER_MULTIPLIER = 1.0; // WaterTransparency.RiverTransparencyMultiplier
float height_at(ivec2 c) {
c = clamp(c, ivec2(0), ivec2(pc.mapinfo.xy) - 1);
return texelFetch(heightmap, c, 0).r * 65535.0 * pc.mapinfo.w;
}
float world_height(float wx, float wy) {
float world_w = pc.mapinfo.x * CELL;
float world_h = pc.mapinfo.y * CELL;
if (wx < 0.0 || wy < 0.0 || wx >= world_w || wy >= world_h) return -1.0e9;
ivec2 c = ivec2(int(wx / CELL), int((world_h - wy) / CELL));
return height_at(c);
}
vec3 sky_color(vec3 dir) {
vec3 d = normalize(dir);
vec3 sun_dir = normalize(pc.sun.xyz);
float t = clamp(d.z, 0.0, 1.0);
vec3 horizon = vec3(0.70, 0.78, 0.85);
vec3 zenith = vec3(0.28, 0.48, 0.80);
vec3 col = mix(horizon, zenith, pow(t, 0.6));
float sun = max(dot(d, sun_dir), 0.0);
col += vec3(1.0, 0.95, 0.82) * pow(sun, 300.0) * 1.6; // sun disk
col += vec3(1.0, 0.90, 0.72) * pow(sun, 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, vec2 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 (SAGE `uv / (cellSize * 2)`) with REPEAT addressing, so it
// never restarts at a cell edge.
vec3 sample_layer(uint layer, float wx, float wy) {
float span = max(pc.misc.z, 1.0);
int layer_count = textureSize(atlas, 0).z;
float l = float(min(layer, uint(layer_count - 1)));
return texture(atlas, vec3(vec2(wx, wy) / span, l)).rgb;
}
// ---- SAGE water (Ocean.fx / RiverWater.fx / Water.frag port) ----------------
// Sample an atlas layer by an explicit float layer index (the water flow/bump
// maps are appended as the last two layers of the tile atlas).
vec3 water_tex(int layer, vec2 uv) {
int lc = textureSize(atlas, 0).z;
float l = float(clamp(layer, 0, max(lc - 1, 0)));
return texture(atlas, vec3(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.
vec3 water_normal(vec2 world_xy, float time) {
vec2 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);
int lc = textureSize(atlas, 0).z;
vec3 flow = water_tex(lc - 2, q - vec2(time * 0.010, time * 0.014)) * 2.0 - 1.0;
vec3 bump = water_tex(lc - 1, q + flow.xy * 0.05 + vec2(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(vec3(sx, sy, 1.0));
}
// Water.frag distortionPower * the flow texture: a small scrolling UV offset.
float water_distortion(vec2 world_xy, float time) {
vec2 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.
vec3 water_cloud(vec2 world_xy, float time) {
return vec3(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.
vec3 apply_underwater(vec3 color, float dist, float cam_z, float water_z) {
if (cam_z >= water_z - 0.5) return color;
const vec3 absorb = vec3(0.35, 0.62, 0.75);
float fog = clamp(1.0 - exp(-dist * 0.00022), 0.0, 0.9);
return mix(color * absorb, vec3(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.
vec3 water_shade(vec3 hitpos, vec3 dir, float dist) {
float time = pc.misc.x;
float river = pc.misc.y;
float seabed = world_height(hitpos.x, hitpos.y);
float depth = max(0.0, pc.params.z - seabed);
vec3 n = water_normal(hitpos.xy, time + water_distortion(hitpos.xy, time));
vec3 sun = normalize(pc.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.
vec3 reflection = sky_color(reflect(dir, n));
vec3 shallow = vec3(0.10, 0.34, 0.38);
vec3 deep = vec3(0.02, 0.12, 0.22);
vec3 refraction = mix(shallow, deep, clamp(depth / 40.0, 0.0, 1.0));
float ndotl = max(dot(n, sun), 0.0);
float ambient = pc.sun.w;
vec3 diffuse = vec3(ambient + (1.0 - ambient) * ndotl);
vec3 half_v = normalize(sun - dir);
float spec = pow(max(dot(n, half_v), 0.0), 90.0);
vec3 color = mix(refraction, reflection, clamp(fresnel, 0.0, 1.0)) * diffuse * water_cloud(hitpos.xy, time);
color += vec3(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 = mix(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 mix(color, sky_color(vec3(dir.x, dir.y, 0.0)), wfog);
}
void main() {
vec4 p = pc.cam;
float pitch = clamp(pc.params.x, 0.15, 1.45);
float fov = clamp(pc.params.y, 0.3, 1.4);
float world_w = pc.mapinfo.x * CELL;
float world_h = pc.mapinfo.y * CELL;
float cp = cos(pitch);
vec3 fwd = vec3(cp * sin(p.z), cp * cos(p.z), -sin(pitch));
vec3 right = normalize(cross(fwd, vec3(0, 0, 1)));
vec3 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);
vec3 cam = vec3(p.x, p.y, target_z + p.w) - fwd * dist;
float aspect = 1.0; // set by caller implicitly via square-ish UV; corrected below
vec2 ndc = vec2(in_uv.x * 2.0 - 1.0, 1.0 - in_uv.y * 2.0);
// aspect passed in misc.w
aspect = pc.misc.w;
float th = tan(fov * 0.5);
vec3 dir = normalize(fwd + right * ndc.x * th * aspect + up * ndc.y * th);
if (dir.z >= -1e-4) {
gl_FragDepth = 1.0;
out_color = vec4(apply_underwater(sky_color(dir), 0.0, cam.z, pc.params.z), 1.0);
return;
}
// 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.x >= 0.0 && cam.x <= world_w);
} else {
float a = (0.0 - cam.x) / dir.x;
float b = (world_w - cam.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.y >= 0.0 && cam.y <= world_h);
} else {
float a = (0.0 - cam.y) / dir.y;
float b = (world_h - cam.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) {
gl_FragDepth = 1.0;
out_color = vec4(apply_underwater(sky_color(dir), 0.0, cam.z, pc.params.z), 1.0);
return;
}
// 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) {
vec3 w = cam + dir * t;
float h = world_height(w.x, w.y);
float surface = (pc.params.w > 0.5) ? max(h, pc.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) { gl_FragDepth = 1.0; out_color = vec4(apply_underwater(sky_color(dir), 0.0, cam.z, pc.params.z), 1.0); return; }
// Refine the first crossing; with a sub-cell bracket this converges to the
// exact surface point.
float lo = prev, hi = hit_t;
for (int i = 0; i < 18; ++i) {
float mid = 0.5 * (lo + hi);
vec3 w = cam + dir * mid;
float h = world_height(w.x, w.y);
float surface = (pc.params.w > 0.5) ? max(h, pc.params.z) : h;
if (w.z <= surface) hi = mid; else lo = mid;
}
vec3 hitpos = cam + dir * hi;
// View-space depth of the hit (project onto the forward axis), matching the
// projection object.vert applies to the model vertices.
gl_FragDepth = clamp((dot(hitpos - cam, fwd) - NEAR) / (FAR - NEAR), 0.0, 1.0);
vec3 sun = normalize(pc.sun.xyz);
float ambient = pc.sun.w;
if (pc.params.w > 0.5 && hitpos.z <= pc.params.z + 0.01) {
out_color = vec4(apply_underwater(water_shade(hitpos, dir, hi), hi, cam.z, pc.params.z), 1.0);
return;
}
// 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(pc.mapinfo.x) - 1);
int cy = clamp(int(wy), 0, int(pc.mapinfo.y) - 1);
float fx = wx - floor(wx);
float fy = wy - floor(wy);
uvec4 record = uvec4(texelFetch(celldata, ivec2(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;
vec2 fracUV = vec2(fx, fy);
vec3 c0 = sample_layer(record.x, wx, wy);
vec3 c1 = sample_layer(record.y, wx, wy);
vec3 c2 = sample_layer(record.z, wx, wy);
float f1 = blend_factor(dir1, flags1, fracUV);
float f2 = blend_factor(dir2, flags2, fracUV);
vec3 albedo = mix(mix(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);
vec3 n = normalize(vec3(hl - hr, hd - hu, 2.0 * CELL));
float lambert = max(0.0, dot(n, sun));
vec3 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 = mix(lit, sky_color(vec3(dir.x, dir.y, 0.0)), fog);
out_color = vec4(apply_underwater(lit, hi, cam.z, pc.params.z), 1.0);
}