Files
OpenRA3/shaders/terrain.frag
T
EnderTheCoder 889ce945f2 v0.7.0: SDL-free wasm worker backend (WebGPU + WebGL2) with on-demand assets
The engine now runs on a plain Web Worker (no SDL, no PROXY_TO_PTHREAD: in a pthread Emscripten proxies every filesystem syscall to the main browser thread, where synchronous XHR - and thus FS.createLazyFile - is forbidden). A page/worker pair transfers an OffscreenCanvas and forwards DOM input; assets load lazily from an embedded manifest, so entering a map fetches only that map and its tiles.

Presentation: ra3.webgpu (WebGPU via Emscripten's emdawnwebgpu port, WGSL shaders, the default on wasm) and ra3.wasmgl (WebGL2, GLSL ES). The legacy SDL ra3.webgl backend is removed.
2026-09-29 12:08:07 +08:00

206 lines
8.1 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.
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=unused, z=cells per texture 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
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;
}
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) {
out_color = vec4(sky_color(dir), 1.0);
return;
}
// 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) {
vec3 w = cam + 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 (pc.params.w > 0.5 && w.z <= pc.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) { out_color = vec4(sky_color(dir), 1.0); return; }
float lo = prev, hi = hit_t;
for (int i = 0; i < 6; ++i) {
float mid = 0.5 * (lo + hi);
vec3 w = cam + dir * mid;
bool water = pc.params.w > 0.5 && w.z <= pc.params.z;
if (water || w.z <= world_height(w.x, w.y)) hi = mid; else lo = mid;
}
vec3 hitpos = cam + dir * hi;
vec3 sun = normalize(pc.sun.xyz);
float ambient = pc.sun.w;
if (pc.params.w > 0.5 && hitpos.z <= pc.params.z + 0.01) {
// Water: animated normal from a procedural wave, sky reflection + fresnel.
float time = pc.misc.x;
vec2 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);
vec3 n = normalize(vec3(nx * 0.06, ny * 0.06, 1.0));
float fres = pow(1.0 - clamp(-dir.z, 0.0, 1.0), 3.0);
vec3 deep = vec3(0.03, 0.16, 0.28);
vec3 refl = sky_color(reflect(dir, n));
float lam = max(0.0, dot(n, sun));
vec3 water = mix(deep, refl, clamp(0.25 + 0.55 * fres, 0.0, 0.9));
water += vec3(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 = mix(water, sky_color(vec3(dir.x, dir.y, 0.0)), wfog);
out_color = vec4(water, 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(lit, 1.0);
}