bvle-voxels/shaders/voxelSmoothPS.hlsl

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// BVLE Voxels - Smooth Surface Nets Pixel Shader (Phase 5.1)
// Per-pixel heightmap blending using the SAME neighbor verification as voxelPS.hlsl.
// Derives a dominant face axis from the smooth normal, then uses identical
// faceU/faceV/stair-priority logic as the blocky pixel shader.
#include "voxelCommon.hlsli"
Texture2DArray<float4> materialTextures : register(t1);
Texture2DArray<float4> normalTextures : register(t7);
StructuredBuffer<GPUChunkInfo> chunkInfoBuffer : register(t2);
StructuredBuffer<uint> voxelData : register(t3);
SamplerState texSampler : register(s0);
struct PSInput {
float4 position : SV_POSITION;
float3 worldPos : WORLDPOS;
float3 normal : NORMAL;
nointerpolation uint primaryMat : PRIMARYMAT;
nointerpolation uint chunkIndex : CHUNKINDEX;
};
static const uint CSIZE = 32;
static const uint CVOL = CSIZE * CSIZE * CSIZE;
// ── Face direction tables (SAME as voxelPS.hlsl) ────────────────
// Face normals: +X, -X, +Y, -Y, +Z, -Z
static const int3 faceNormals[6] = {
int3( 1, 0, 0), int3(-1, 0, 0),
int3( 0, 1, 0), int3( 0,-1, 0),
int3( 0, 0, 1), int3( 0, 0,-1)
};
// Face tangent axes (U, V) — must match voxelPS.hlsl
static const int3 faceUDirs[6] = {
int3(0, 1, 0), int3(0, 1, 0),
int3(1, 0, 0), int3(1, 0, 0),
int3(1, 0, 0), int3(1, 0, 0)
};
static const int3 faceVDirs[6] = {
int3(0, 0, 1), int3(0, 0, 1),
int3(0, 0, 1), int3(0, 0, 1),
int3(0, 1, 0), int3(0, 1, 0)
};
// ── Voxel data read (same as voxelPS.hlsl) ───────────────────────
uint readVoxelMat(int3 coord, uint chunkIdx) {
GPUChunkInfo info = chunkInfoBuffer[chunkIdx];
int3 local = coord - (int3)info.worldPos.xyz;
if (any(local < 0) || any(local >= (int3)CSIZE))
return 0;
uint flatIdx = (uint)local.x + (uint)local.y * CSIZE + (uint)local.z * CSIZE * CSIZE;
uint pairIndex = flatIdx >> 1;
uint shift = (flatIdx & 1) * 16;
uint voxel = (voxelData[chunkIdx * (CVOL / 2) + pairIndex] >> shift) & 0xFFFF;
return voxel >> 8;
}
// ── Stair-priority neighbor lookup (SAME as voxelPS.hlsl) ────────
uint getNeighborMat(int3 voxelCoord, int3 edgeDir, int3 normalDir, uint chunkIdx) {
// Stair neighbor (priority): block at edge AND offset by normal
int3 stairPos = voxelCoord + edgeDir + normalDir;
uint stairMat = readVoxelMat(stairPos, chunkIdx);
if (stairMat > 0)
return stairMat;
// Planar neighbor (fallback): adjacent block in face plane
int3 planarPos = voxelCoord + edgeDir;
return readVoxelMat(planarPos, chunkIdx);
}
// ── Triplanar helpers ────────────────────────────────────────────
float3 triplanarWeights(float3 n, float sharpness) {
float3 w = abs(n);
w = pow(w, (float3)sharpness);
return w / (w.x + w.y + w.z + 0.0001);
}
float3 sampleTriplanar(float3 wp, float3 n, uint texIdx, float tiling) {
float3 w = triplanarWeights(n, 4.0);
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float3 cx = materialTextures.Sample(texSampler, float3(wp.zy * tiling, (float)texIdx)).rgb;
float3 cy = materialTextures.Sample(texSampler, float3(wp.xz * tiling, (float)texIdx)).rgb;
float3 cz = materialTextures.Sample(texSampler, float3(wp.xy * tiling, (float)texIdx)).rgb;
return cx * w.x + cy * w.y + cz * w.z;
}
float4 sampleTriplanarRGBA(float3 wp, float3 n, uint texIdx, float tiling) {
float3 w = triplanarWeights(n, 4.0);
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float4 cx = materialTextures.Sample(texSampler, float3(wp.zy * tiling, (float)texIdx));
float4 cy = materialTextures.Sample(texSampler, float3(wp.xz * tiling, (float)texIdx));
float4 cz = materialTextures.Sample(texSampler, float3(wp.xy * tiling, (float)texIdx));
return cx * w.x + cy * w.y + cz * w.z;
}
// ── Triplanar normal mapping (UDN blend) ────────────────────────
float3 sampleTriplanarNormal(float3 wp, float3 n, uint texIdx, float tiling) {
float3 w = triplanarWeights(n, 4.0);
float3 axisSign = sign(n);
// Ben Golus UDN reference — swizzled coordinates + sign corrections
float3 tnX = normalTextures.Sample(texSampler, float3(wp.zy * tiling, (float)texIdx)).rgb * 2.0 - 1.0;
float3 tnY = normalTextures.Sample(texSampler, float3(wp.xz * tiling, (float)texIdx)).rgb * 2.0 - 1.0;
float3 tnZ = normalTextures.Sample(texSampler, float3(wp.xy * tiling, (float)texIdx)).rgb * 2.0 - 1.0;
// OpenGL normal maps: flip green channel ONLY for Y-projection
tnY.y = -tnY.y;
// Sign correction for back-facing projections
tnX.x *= axisSign.x;
tnY.x *= axisSign.y;
tnZ.x *= axisSign.z;
// UDN blend using RAW normal (NOT abs!) — preserves sign for negative faces
float3 worldNX = float3(tnX.xy + n.zy, n.x).zyx;
float3 worldNY = float3(tnY.xy + n.xz, n.y).xzy;
float3 worldNZ = float3(tnZ.xy + n.xy, n.z);
return normalize(worldNX * w.x + worldNY * w.y + worldNZ * w.z);
}
// ── MRT Output ──────────────────────────────────────────────────
struct PSOutput {
float4 color : SV_TARGET0;
float4 normal : SV_TARGET1;
};
// ── Main PS ──────────────────────────────────────────────────────
[RootSignature(VOXEL_ROOTSIG)]
PSOutput main(PSInput input) {
PSOutput output;
float3 N = normalize(input.normal); // smooth normal (for lighting)
// Geometric normal from screen-space derivatives of worldPos.
// This is the true triangle face normal — use it for triplanar weights
// to avoid texture stretching caused by smooth normal interpolation.
float3 dpx = ddx(input.worldPos);
float3 dpy = ddy(input.worldPos);
float3 geoN = normalize(cross(dpx, dpy));
// Ensure geometric normal faces same hemisphere as smooth normal
if (dot(geoN, N) < 0.0) geoN = -geoN;
float tiling = textureTiling;
// ── Derive dominant face from smooth normal (same tables as blocky PS) ──
// Find the axis with the largest absolute normal component
float3 absN = abs(N);
uint dominantAxis;
if (absN.x >= absN.y && absN.x >= absN.z)
dominantAxis = 0; // X
else if (absN.y >= absN.z)
dominantAxis = 1; // Y
else
dominantAxis = 2; // Z
// Map to face index: axis*2 + (negative ? 1 : 0)
uint face = dominantAxis * 2;
if (N[dominantAxis] < 0.0) face += 1;
int3 normalDir = faceNormals[face];
int3 uDir = faceUDirs[face];
int3 vDir = faceVDirs[face];
// ── Compute voxel coordinate (SAME as blocky PS) ──
// Tiny offset inward along dominant normal to handle integer boundaries
float3 samplePos = input.worldPos - (float3)normalDir * 0.001;
int3 voxelCoord = (int3)floor(samplePos);
// Read actual material at this voxel position
uint selfMat = readVoxelMat(voxelCoord, input.chunkIndex);
if (selfMat == 0u) selfMat = input.primaryMat; // air fallback
// ── Face-aligned fractional position (SAME as blocky PS) ──
float faceFracU = frac(dot(input.worldPos, (float3)uDir));
float faceFracV = frac(dot(input.worldPos, (float3)vDir));
// Distance from nearest edge (0 = at edge, 0.5 = at center)
float uDist = 0.5 - abs(faceFracU - 0.5);
float vDist = 0.5 - abs(faceFracV - 0.5);
// Nearest edge direction
int uSign = (faceFracU >= 0.5) ? 1 : -1;
int vSign = (faceFracV >= 0.5) ? 1 : -1;
int3 uEdgeDir = uDir * uSign;
int3 vEdgeDir = vDir * vSign;
// ── Stair-priority neighbor lookup (SAME as blocky PS) ──
uint uNeighborMat = getNeighborMat(voxelCoord, uEdgeDir, normalDir, input.chunkIndex);
uint vNeighborMat = getNeighborMat(voxelCoord, vEdgeDir, normalDir, input.chunkIndex);
// ── Blend weights (SAME params as blocky PS) ──
float blendZone = 0.40;
float uEdge = abs(faceFracU - 0.5) * 2.0;
float vEdge = abs(faceFracV - 0.5) * 2.0;
// Corner attenuation — subtractive (same as blocky PS)
float blendStart = 1.0 - blendZone * 2.0;
float uAdj = uEdge - saturate(vEdge - 0.80);
float vAdj = vEdge - saturate(uEdge - 0.80);
float uWeight = saturate((uAdj - blendStart) / (1.0 - blendStart)) * 0.5;
float vWeight = saturate((vAdj - blendStart) / (1.0 - blendStart)) * 0.5;
// Blend conditions (same as blocky PS, with bleed mask checks)
bool mainResists = (resistBleedMask >> selfMat) & 1u;
bool uNeighCanBleed = (bleedMask >> uNeighborMat) & 1u;
bool vNeighCanBleed = (bleedMask >> vNeighborMat) & 1u;
bool uNeighResists = (resistBleedMask >> uNeighborMat) & 1u;
bool vNeighResists = (resistBleedMask >> vNeighborMat) & 1u;
bool uBlend = (uNeighborMat > 0u && uNeighborMat != selfMat && uWeight > 0.001
&& !mainResists && uNeighCanBleed);
bool vBlend = (vNeighborMat > 0u && vNeighborMat != selfMat && vWeight > 0.001
&& !mainResists && vNeighCanBleed);
// ── Texturing ──
uint selfTexIdx = clamp(selfMat - 1u, 0u, 5u);
float3 albedo;
if (uBlend || vBlend) {
float4 mainTex = sampleTriplanarRGBA(input.worldPos, geoN, selfTexIdx, tiling);
float3 result = mainTex.rgb;
float sharpness = 16.0;
if (uBlend) {
uint uTexIdx = clamp(uNeighborMat - 1u, 0u, 5u);
float4 uTex = sampleTriplanarRGBA(input.worldPos, geoN, uTexIdx, tiling);
float bias;
if (uNeighResists) {
bias = 0.5 - uWeight * 1.6;
} else {
bias = 0.5 - uWeight;
}
float mainScore = mainTex.a + bias;
float neighScore = uTex.a - bias;
float blend = saturate((neighScore - mainScore) * sharpness + 0.5);
result = lerp(result, uTex.rgb, blend);
}
if (vBlend) {
uint vTexIdx = clamp(vNeighborMat - 1u, 0u, 5u);
float4 vTex = sampleTriplanarRGBA(input.worldPos, geoN, vTexIdx, tiling);
float bias;
if (vNeighResists) {
bias = 0.5 - vWeight * 1.6;
} else {
bias = 0.5 - vWeight;
}
float mainScore = mainTex.a + bias;
float neighScore = vTex.a - bias;
float blend = saturate((neighScore - mainScore) * sharpness + 0.5);
result = lerp(result, vTex.rgb, blend);
}
albedo = result;
} else {
albedo = sampleTriplanar(input.worldPos, geoN, selfTexIdx, tiling);
}
// ── Normal map perturbation ──
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float3 flatN = N; // preserve for ambient
float nmStrength = toneMapParams.z;
if (nmStrength > 0.0) {
float3 perturbedN = sampleTriplanarNormal(input.worldPos, geoN, selfTexIdx, tiling);
N = normalize(lerp(N, perturbedN, nmStrength * 0.7)); // lighter on smooth
}
// ── Debug lighting modes (F9 cycle) ──
uint dbgLight = (uint)toneMapParams.w;
if (dbgLight == 2) {
// FLAT: uniform gray, no texture, no normal map — pure lighting with geometric normal
float flatNdotL = max(dot(flatN, normalize(-sunDirection.xyz)), 0.0);
float flatHemi = flatN.y * 0.5 + 0.5;
float3 flatAmb = lerp(groundAmbient.rgb, skyAmbient.rgb, flatHemi);
float3 flatColor = float3(0.5, 0.5, 0.5) * (flatAmb + sunColor.rgb * flatNdotL);
output.color = float4(flatColor, 1.0);
output.normal = float4(flatN, 0.0);
return output;
}
if (dbgLight == 3) {
// ALBEDO only: texture + blend, no lighting
output.color = float4(albedo, 1.0);
output.normal = float4(flatN, 0.0);
return output;
}
if (dbgLight == 4) {
// NdotL only: grayscale NdotL with geometric normal (no normal map)
float flatNdotL = max(dot(flatN, normalize(-sunDirection.xyz)), 0.0);
output.color = float4(flatNdotL, flatNdotL, flatNdotL, 1.0);
output.normal = float4(flatN, 0.0);
return output;
}
if (dbgLight == 5) {
// NORMAL viz: geometric normal mapped to RGB (XYZ → [0,1])
output.color = float4(flatN * 0.5 + 0.5, 1.0);
output.normal = float4(flatN, 0.0);
return output;
}
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// Lighting: flat normal for ambient (consistent), perturbed for NdotL (detail)
float3 L = normalize(-sunDirection.xyz);
float NdotL = max(dot(N, L), 0.0);
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float hemiLerp = flatN.y * 0.5 + 0.5;
float3 ambient = lerp(groundAmbient.rgb, skyAmbient.rgb, hemiLerp);
float3 color = albedo * (sunColor.rgb * NdotL + ambient);
// ── Rim light ──
float3 V = normalize(cameraPosition.xyz - input.worldPos);
float NdotV = saturate(dot(N, V));
float rim = pow(1.0 - NdotV, rimParams.x) * rimParams.y;
color += rimColor.rgb * rim;
// Distance fog
float dist = length(input.worldPos - cameraPosition.xyz);
float fogDensity = fogParams.x;
float fog = 1.0 - exp(-dist * fogDensity);
color = lerp(color, fogColor.rgb, saturate(fog));
output.color = float4(color, 1.0);
output.normal = float4(N, 0.0);
return output;
}