//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // 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. //----------------------------------------------------------------------------- // CornerId corresponds to this arrangement // from the perspective of the camera. // // 3 ---- 2 // | | // 0 ---- 1 // #define MAX_COVERTYPES 8 uniform float2 gc_fadeParams; uniform float2 gc_windDir; uniform float3 gc_camRight; uniform float3 gc_camUp; uniform float4 gc_typeRects[MAX_COVERTYPES]; // .x = gust length // .y = premultiplied simulation time and gust frequency // .z = gust strength uniform float3 gc_gustInfo; // .x = premultiplied simulation time and turbulance frequency // .y = turbulance strength uniform float2 gc_turbInfo; static float sCornerRight[4] = { -0.5, 0.5, 0.5, -0.5 }; static float sCornerUp[4] = { 0, 0, 1, 1 }; static float sMovableCorner[4] = { 0, 0, 1, 1 }; static float2 sUVCornerExtent[4] = { float2( 0, 1 ), float2( 1, 1 ), float2( 1, 0 ), float2( 0, 0 ) }; /////////////////////////////////////////////////////////////////////////////// // The following wind effect was derived from the GPU Gems 3 chapter... // // "Vegetation Procedural Animation and Shading in Crysis" // by Tiago Sousa, Crytek // float2 smoothCurve( float2 x ) { return x * x * ( 3.0 - 2.0 * x ); } float2 triangleWave( float2 x ) { return abs( frac( x + 0.5 ) * 2.0 - 1.0 ); } float2 smoothTriangleWave( float2 x ) { return smoothCurve( triangleWave( x ) ); } float windTurbulence( float bbPhase, float frequency, float strength ) { // We create the input value for wave generation from the frequency and phase. float2 waveIn = bbPhase.xx + frequency.xx; // We use two square waves to generate the effect which // is then scaled by the overall strength. float2 waves = ( frac( waveIn.xy * float2( 1.975, 0.793 ) ) * 2.0 - 1.0 ); waves = smoothTriangleWave( waves ); // Sum up the two waves into a single wave. return ( waves.x + waves.y ) * strength; } float2 windEffect( float bbPhase, float2 windDirection, float gustLength, float gustFrequency, float gustStrength, float turbFrequency, float turbStrength ) { // Calculate the ambient wind turbulence. float turbulence = windTurbulence( bbPhase, turbFrequency, turbStrength ); // We simulate the overall gust via a sine wave. float gustPhase = clamp( sin( ( bbPhase - gustFrequency ) / gustLength ) , 0, 1 ); float gustOffset = ( gustPhase * gustStrength ) + ( ( 0.2 + gustPhase ) * turbulence ); // Return the final directional wind effect. return gustOffset.xx * windDirection.xy; } void foliageProcessVert( inout float3 position, inout float4 diffuse, inout float4 texCoord, inout float3 normal, inout float3 T, in float3 eyePos ) { // Assign the normal and tagent values. //normal = float3( 0, 0, 1 );//cross( gc_camUp, gc_camRight ); T = gc_camRight; // Pull out local vars we need for work. int corner = ( diffuse.a * 255.0f ) + 0.5f; float2 size = texCoord.xy; int type = texCoord.z; // The billboarding is based on the camera direction. float3 rightVec = gc_camRight * sCornerRight[corner]; float3 upVec = gc_camUp * sCornerUp[corner]; // Figure out the corner position. float3 outPos = ( upVec * size.y ) + ( rightVec * size.x ); float len = length( outPos.xyz ); // We derive the billboard phase used for wind calculations from its position. float bbPhase = dot( position.xyz, 1 ); // Get the overall wind gust and turbulence effects. float3 wind; wind.xy = windEffect( bbPhase, gc_windDir, gc_gustInfo.x, gc_gustInfo.y, gc_gustInfo.z, gc_turbInfo.x, gc_turbInfo.y ); wind.z = 0; // Add the summed wind effect into the point. outPos.xyz += wind.xyz * texCoord.w; // Do a simple spherical clamp to keep the foliage // from stretching too much by wind effect. outPos.xyz = normalize( outPos.xyz ) * len; // Move the point into world space. position += outPos; // Grab the uv set and setup the texture coord. float4 uvSet = gc_typeRects[type]; texCoord.x = uvSet.x + ( uvSet.z * sUVCornerExtent[corner].x ); texCoord.y = uvSet.y + ( uvSet.w * sUVCornerExtent[corner].y ); // Animate the normal to get lighting changes // across the the wind swept foliage. // // TODO: Expose the 10x as a factor to control // how much the wind effects the lighting on the grass. // normal.xy += wind.xy * ( 10.0 * texCoord.w ); normal = normalize( normal ); // Get the alpha fade value. float fadeStart = gc_fadeParams.x; float fadeEnd = gc_fadeParams.y; const float fadeRange = fadeEnd - fadeStart; float dist = distance( eyePos, position.xyz ) - fadeStart; diffuse.a = 1 - clamp( dist / fadeRange, 0, 1 ); }