1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
|
/**
* @file class1\deferred\pbrterrainUtilF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
/**
* Triplanar mapping implementation adapted from Inigo Quilez' example shader,
* MIT license.
* https://www.shadertoy.com/view/MtsGWH
* Copyright © 2015 Inigo Quilez
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to
* deal in the Software without restriction, including without limitation the
* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
* sell copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions: The above copyright
* notice and this permission notice shall be included in all copies or
* substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS",
* WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
* TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
in vec3 vary_vertex_normal;
vec3 srgb_to_linear(vec3 c);
float terrain_mix(vec4 samples, float alpha1, float alpha2, float alphaFinal)
{
return mix( mix(samples.w, samples.z, alpha2), mix(samples.y, samples.x, alpha1), alphaFinal );
}
vec3 terrain_mix(vec3[4] samples, float alpha1, float alpha2, float alphaFinal)
{
return mix( mix(samples[3], samples[2], alpha2), mix(samples[1], samples[0], alpha1), alphaFinal );
}
vec4 terrain_mix(vec4[4] samples, float alpha1, float alpha2, float alphaFinal)
{
return mix( mix(samples[3], samples[2], alpha2), mix(samples[1], samples[0], alpha1), alphaFinal );
}
#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
// Triplanar mapping
// Pre-transformed texture coordinates for each axial uv slice (Packing: xy, yz, (-x)z, unused)
#define TerrainCoord vec4[2]
// TODO: Decide if we want this threshold
#if 0
#define TERRAIN_TRIPLANAR_MIX_THRESHOLD 0.01
#else // TODO: Remove debug
#define TERRAIN_TRIPLANAR_MIX_THRESHOLD 0.01
#endif
vec4 _t_texture(sampler2D tex, vec2 uv_unflipped, float sign_or_zero)
{
// Handle case where sign is 0
float sign = (2.0*sign_or_zero) + 1.0;
sign /= sign;
// If the vertex normal is negative, flip the texture back
// right-side up.
vec2 uv = uv_unflipped * vec2(sign, 1);
return texture(tex, uv);
}
#define SAMPLE_X 1 << 2
#define SAMPLE_Y 1 << 1
#define SAMPLE_Z 1 << 0
#define TERRAIN_DEBUG 1 // TODO: Remove debug
struct TerrainWeight
{
vec3 weight;
int type;
#if TERRAIN_DEBUG
vec3 weight_signed;
vec3 usage;
#endif
};
TerrainWeight _t_weight(TerrainCoord terrain_coord)
{
float sharpness = TERRAIN_TRIPLANAR_BLEND_FACTOR;
float threshold = TERRAIN_TRIPLANAR_MIX_THRESHOLD;
vec3 weight_signed = normalize(pow(abs(vary_vertex_normal), vec3(sharpness)));
weight_signed -= vec3(threshold);
TerrainWeight tw;
tw.weight = max(vec3(0), weight_signed);
vec3 usage = max(vec3(0), sign(weight_signed));
tw.type = (int(usage.x) * SAMPLE_X) |
(int(usage.y) * SAMPLE_Y) |
(int(usage.z) * SAMPLE_Z);
#if TERRAIN_DEBUG
tw.weight_signed = weight_signed;
tw.usage = usage;
#endif
return tw;
}
struct TerrainSample
{
vec4 x;
vec4 y;
vec4 z;
};
TerrainSample _t_sample(sampler2D tex, TerrainCoord terrain_coord, TerrainWeight tw)
{
TerrainSample ts;
#if 1
// This demonstrates the case when the bug occurs: Sampling in switch..case
#if 0
#define do_sample_x() _t_texture(tex, terrain_coord[0].zw, sign(vary_vertex_normal.x))
#define do_sample_y() _t_texture(tex, terrain_coord[1].xy, sign(vary_vertex_normal.y))
#else // TODO: Remove debug
// Bug still occurs despite sampling the same texture three times from the same location
#define do_sample_x() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z))
#define do_sample_y() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z))
#endif
#define do_sample_z() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z))
switch (tw.type)
{
case (SAMPLE_X | SAMPLE_Y | SAMPLE_Z):
ts.x = do_sample_x();
ts.y = do_sample_y();
ts.z = do_sample_z();
break;
case (SAMPLE_X | SAMPLE_Y):
ts.x = do_sample_x();
ts.y = do_sample_y();
ts.z = ts.x;
break;
case (SAMPLE_X | SAMPLE_Z):
ts.x = do_sample_x();
ts.z = do_sample_z();
ts.y = ts.x;
break;
case (SAMPLE_Y | SAMPLE_Z):
ts.y = do_sample_y();
ts.z = do_sample_z();
ts.x = ts.y;
break;
case SAMPLE_X:
ts.x = do_sample_x();
ts.y = ts.x;
ts.z = ts.x;
break;
case SAMPLE_Y:
ts.y = do_sample_y();
ts.x = ts.y;
ts.z = ts.y;
break;
case SAMPLE_Z:
ts.z = do_sample_z();
ts.x = ts.z;
ts.y = ts.z;
break;
default:
ts.x = vec4(1.0, 0.0, 1.0, 1.0);
ts.y = ts.x;
ts.z = ts.x;
break;
}
#else // TODO: Remove debug
// This demonstrates the case when the bug does not occur: Sampling beforehand and assigning in switch..case
// This otherwise uses the same logic as in the case that reproduces the bug.
#define do_sample_x() _t_texture(tex, terrain_coord[0].zw, sign(vary_vertex_normal.x))
#define do_sample_y() _t_texture(tex, terrain_coord[1].xy, sign(vary_vertex_normal.y))
#define do_sample_z() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z))
vec4 x = do_sample_x();
vec4 y = do_sample_y();
vec4 z = do_sample_z();
switch (tw.type)
{
case (SAMPLE_X | SAMPLE_Y | SAMPLE_Z):
ts.x = x;
ts.y = y;
ts.z = z;
break;
case (SAMPLE_X | SAMPLE_Y):
ts.x = x;
ts.y = y;
ts.z = ts.x;
break;
case (SAMPLE_X | SAMPLE_Z):
ts.x = x;
ts.z = z;
ts.y = ts.x;
break;
case (SAMPLE_Y | SAMPLE_Z):
ts.y = y;
ts.z = z;
ts.x = ts.y;
break;
case SAMPLE_X:
ts.x = x;
ts.y = ts.x;
ts.z = ts.x;
break;
case SAMPLE_Y:
ts.y = y;
ts.x = ts.y;
ts.z = ts.y;
break;
case SAMPLE_Z:
ts.z = z;
ts.x = ts.z;
ts.y = ts.z;
break;
default:
ts.x = vec4(1.0, 0.0, 1.0, 1.0);
ts.y = ts.x;
ts.z = ts.x;
break;
}
#endif
return ts;
}
struct TerrainSampleNormal
{
vec3 x;
vec3 y;
vec3 z;
};
TerrainSampleNormal _t_sample_n(sampler2D tex, TerrainCoord terrain_coord, TerrainWeight tw)
{
TerrainSample ts = _t_sample(tex, terrain_coord, tw);
TerrainSampleNormal tsn;
tsn.x = ts.x.xyz*2.0-1.0;
tsn.y = ts.y.xyz*2.0-1.0;
tsn.z = ts.z.xyz*2.0-1.0;
vec3 ns = sign(vary_vertex_normal);
// If the sign is negative, rotate normal by 180 degrees
tsn.x.xy = (min(0, ns.x) * tsn.x.xy) + (min(0, -ns.x) * -tsn.x.xy);
tsn.y.xy = (min(0, ns.y) * tsn.y.xy) + (min(0, -ns.y) * -tsn.y.xy);
tsn.z.xy = (min(0, ns.z) * tsn.z.xy) + (min(0, -ns.z) * -tsn.z.xy);
// *HACK: Transform normals according to orientation of the UVs
tsn.x.xy = vec2(-tsn.x.y, tsn.x.x);
tsn.y.xy = -tsn.y.xy;
return tsn;
}
TerrainSample _t_sample_c(sampler2D tex, TerrainCoord terrain_coord, TerrainWeight tw)
{
TerrainSample ts = _t_sample(tex, terrain_coord, tw);
ts.x.xyz = srgb_to_linear(ts.x.xyz);
ts.y.xyz = srgb_to_linear(ts.y.xyz);
ts.z.xyz = srgb_to_linear(ts.z.xyz);
return ts;
}
// Triplanar sampling of things that are neither colors nor normals (i.e. orm)
vec4 terrain_texture(sampler2D tex, TerrainCoord terrain_coord)
{
TerrainWeight tw = _t_weight(terrain_coord);
TerrainSample ts = _t_sample(tex, terrain_coord, tw);
return ((ts.x * tw.weight.x) + (ts.y * tw.weight.y) + (ts.z * tw.weight.z)) / (tw.weight.x + tw.weight.y + tw.weight.z);
}
// Specialized triplanar normal texture sampling implementation, taking into
// account how the rotation of the texture affects the lighting and trying to
// negate that.
// *TODO: Decide if we want this. It may be better to just calculate the
// tangents on-the-fly here rather than messing with the normals, due to the
// subtleties of the effects of triplanar mapping on UVs. These sampled normals
// are only valid on the faces of a cube.
// *NOTE: Bottom face has not been tested
vec3 terrain_texture_normal(sampler2D tex, TerrainCoord terrain_coord)
{
TerrainWeight tw = _t_weight(terrain_coord);
TerrainSampleNormal ts = _t_sample_n(tex, terrain_coord, tw);
return ((ts.x * tw.weight.x) + (ts.y * tw.weight.y) + (ts.z * tw.weight.z)) / (tw.weight.x + tw.weight.y + tw.weight.z);
}
// Triplanar sampling of colors. Colors are converted to linear space before blending.
vec4 terrain_texture_color(sampler2D tex, TerrainCoord terrain_coord)
{
TerrainWeight tw = _t_weight(terrain_coord);
TerrainSample ts = _t_sample_c(tex, terrain_coord, tw);
#if 1
return ((ts.x * tw.weight.x) + (ts.y * tw.weight.y) + (ts.z * tw.weight.z)) / (tw.weight.x + tw.weight.y + tw.weight.z);
#else // TODO: Remove debug
//return vec4(vec3(isnan(ts.x)), 1.0);
//return ts.x;
#if 0
return vec4(1.0+sign(vary_vertex_normal)/2.0, 1.0);
#else
return vec4(isnan(tw.weight_signed), 1.0);
#endif
#endif
}
#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
#define TerrainCoord vec2
vec4 terrain_texture(sampler2D tex, TerrainCoord terrain_coord)
{
return texture(tex, terrain_coord);
}
vec3 terrain_texture_normal(sampler2D tex, TerrainCoord terrain_coord)
{
return texture(tex, terrain_coord).xyz*2.0-1.0;
}
vec4 terrain_texture_color(sampler2D tex, TerrainCoord terrain_coord)
{
vec4 col = texture(tex, terrain_coord);
col.xyz = srgb_to_linear(col.xyz);
return col;
}
#endif
vec3 sample_and_mix_color3(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
{
vec3[4] samples;
samples[0] = terrain_texture(tex0, texcoord).xyz;
samples[1] = terrain_texture(tex1, texcoord).xyz;
samples[2] = terrain_texture(tex2, texcoord).xyz;
samples[3] = terrain_texture(tex3, texcoord).xyz;
samples[0] = srgb_to_linear(samples[0]);
samples[1] = srgb_to_linear(samples[1]);
samples[2] = srgb_to_linear(samples[2]);
samples[3] = srgb_to_linear(samples[3]);
samples[0] *= factors[0];
samples[1] *= factors[1];
samples[2] *= factors[2];
samples[3] *= factors[3];
return terrain_mix(samples, alpha1, alpha2, alphaFinal);
}
vec4 sample_and_mix_color4(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec4[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
{
vec4[4] samples;
samples[0] = terrain_texture_color(tex0, texcoord);
samples[1] = terrain_texture_color(tex1, texcoord);
samples[2] = terrain_texture_color(tex2, texcoord);
samples[3] = terrain_texture_color(tex3, texcoord);
samples[0] *= factors[0];
samples[1] *= factors[1];
samples[2] *= factors[2];
samples[3] *= factors[3];
return terrain_mix(samples, alpha1, alpha2, alphaFinal);
}
vec3 sample_and_mix_vector3(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
{
vec3[4] samples;
samples[0] = terrain_texture(tex0, texcoord).xyz;
samples[1] = terrain_texture(tex1, texcoord).xyz;
samples[2] = terrain_texture(tex2, texcoord).xyz;
samples[3] = terrain_texture(tex3, texcoord).xyz;
samples[0] *= factors[0];
samples[1] *= factors[1];
samples[2] *= factors[2];
samples[3] *= factors[3];
return terrain_mix(samples, alpha1, alpha2, alphaFinal);
}
// Returns the unpacked normal texture in range [-1, 1]
vec3 sample_and_mix_normal(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
{
vec3[4] samples;
samples[0] = terrain_texture_normal(tex0, texcoord).xyz;
samples[1] = terrain_texture_normal(tex1, texcoord).xyz;
samples[2] = terrain_texture_normal(tex2, texcoord).xyz;
samples[3] = terrain_texture_normal(tex3, texcoord).xyz;
return terrain_mix(samples, alpha1, alpha2, alphaFinal);
}
|