Torque3D/Templates/Full/game/shaders/common/gl/foliage.glsl
2014-04-13 19:55:45 +02:00

186 lines
6.2 KiB
GLSL

//-----------------------------------------------------------------------------
// 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 vec3 gc_camRight;
uniform vec3 gc_camUp;
uniform vec4 gc_typeRects[MAX_COVERTYPES];
uniform vec2 gc_fadeParams;
uniform vec2 gc_windDir;
// .x = gust length
// .y = premultiplied simulation time and gust frequency
// .z = gust strength
uniform vec3 gc_gustInfo;
// .x = premultiplied simulation time and turbulance frequency
// .y = turbulance strength
uniform vec2 gc_turbInfo;
const float sCornerRight[4] = float[]( -0.5, 0.5, 0.5, -0.5 );
const float sCornerUp[4] = float[]( 0, 0, 1, 1 );
const float sMovableCorner[4] = float[]( 0, 0, 1, 1 );
const vec2 sUVCornerExtent[4] = vec2[]
(
vec2( 0, 1 ),
vec2( 1, 1 ),
vec2( 1, 0 ),
vec2( 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
//
vec2 smoothCurve( vec2 x )
{
return x * x * ( 3.0 - 2.0 * x );
}
vec2 triangleWave( vec2 x )
{
return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
}
vec2 smoothTriangleWave( vec2 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.
vec2 waveIn = vec2( bbPhase + frequency );
// We use two square waves to generate the effect which
// is then scaled by the overall strength.
vec2 waves = ( fract( waveIn.xy * vec2( 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;
}
vec2 windEffect( float bbPhase,
vec2 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 ) , 0.0, 1.0 );
float gustOffset = ( gustPhase * gustStrength ) + ( ( 0.2 + gustPhase ) * turbulence );
// Return the final directional wind effect.
return vec2(gustOffset) * windDirection.xy;
}
void foliageProcessVert( inout vec3 position,
inout vec4 diffuse,
inout vec4 texCoord,
inout vec3 normal,
inout vec3 T,
in vec3 eyePos )
{
// Assign the normal and tagent values.
//normal = vec3( 0, 0, 1 );//cross( gc_camUp, gc_camRight );
T = gc_camRight;
// Pull out local vars we need for work.
int corner = int( ( diffuse.a * 255.0 ) + 0.5 );
vec2 size = texCoord.xy;
int type = int( texCoord.z );
// The billboarding is based on the camera direction.
vec3 rightVec = gc_camRight * sCornerRight[corner];
vec3 upVec = gc_camUp * sCornerUp[corner];
// Figure out the corner position.
vec3 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, vec3( 1.0 ) );
// Get the overall wind gust and turbulence effects.
vec3 wind;
wind.xy = windEffect( bbPhase,
gc_windDir,
gc_gustInfo.x, gc_gustInfo.y, gc_gustInfo.z,
gc_turbInfo.x, gc_turbInfo.y );
wind.z = 0.0;
// 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.
vec4 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;
float fadeRange = fadeEnd - fadeStart;
float dist = distance( eyePos, position.xyz ) - fadeStart;
diffuse.a = 1.0 - clamp( dist / fadeRange, 0.0, 1.0 );
}