mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-27 16:19:34 +00:00
186 lines
No EOL
6.2 KiB
HLSL
186 lines
No EOL
6.2 KiB
HLSL
//-----------------------------------------------------------------------------
|
|
// 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 float3 gc_camRight;
|
|
uniform float3 gc_camUp;
|
|
uniform float4 gc_typeRects[MAX_COVERTYPES];
|
|
uniform float2 gc_fadeParams;
|
|
uniform float2 gc_windDir;
|
|
|
|
// .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 );
|
|
} |