Terrain Chunk triplanar mapping

This commit is contained in:
austin 2023-04-26 18:05:27 -04:00
parent 72d1f8ac91
commit bb089a7d36
10 changed files with 532 additions and 17 deletions

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@ -0,0 +1,208 @@
#version 330 core
#define NR_POINT_LIGHTS 10
out vec4 FragColor;
layout (std140) uniform Lights {
// this is how many because we have to align
// bytes it SHOULD in multiples of 16, this
// take it where it ACTUALLY is
//
//refer: https://learnopengl.com/Advanced-OpenGL/Advanced-GLSL
//
// base alignment aligned offset
//direct light
vec3 dLDirection; // 16 0
vec3 dLAmbient; // 16 16
vec3 dLDiffuse; // 16 32
vec3 dLSpecular; // 16 48
//point light
vec3 pLposition[NR_POINT_LIGHTS]; // 16*10 64
float pLconstant[NR_POINT_LIGHTS]; // 16*10 224
float pLlinear[NR_POINT_LIGHTS]; // 16*10 384
float pLquadratic[NR_POINT_LIGHTS]; // 16*10 544
vec3 pLambient[NR_POINT_LIGHTS]; // 16*10 704
vec3 pLdiffuse[NR_POINT_LIGHTS]; // 16*10 864
vec3 pLspecular[NR_POINT_LIGHTS]; // 16*10 1024
//for a total size of 1184
};
struct Material {
sampler2D diffuse;
sampler2D specular;
float shininess;
};
in vec3 FragPos;
in vec3 Normal;
in vec2 texPlane1;
in vec2 texPlane2;
in vec2 texPlane3;
in vec4 FragPosLightSpace;
uniform vec3 viewPos;
// uniform DirLight dirLight;
// uniform PointLight pointLights[NR_POINT_LIGHTS];
// uniform SpotLight spotLight;
uniform Material material;
//texture stuff
// uniform sampler2D ourTexture;
uniform int hasTransparency;
// uniform sampler2D specularTexture;
//light depth map
uniform sampler2D shadowMap;
// function prototypes
// vec3 CalcDirLight(vec3 normal, vec3 viewDir);
// vec3 CalcPointLight(int i, vec3 normal, vec3 fragPos, vec3 viewDir);
// vec3 CalcSpotLight(vec3 normal, vec3 fragPos, vec3 viewDir);
float calcLightIntensityTotal(vec3 normal);
float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal);
vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, Material material);
void main(){
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
//grab light intensity
float lightIntensity = calcLightIntensityTotal(norm);
//get color of base texture
vec3 textureColor = getColor(texPlane1, texPlane2, texPlane3, norm, material);
//shadow
float shadow = ShadowCalculation(FragPosLightSpace, normalize(-dLDirection), norm);
//calculate final color
vec3 finalColor = textureColor * lightIntensity * max(shadow,0.4);
// vec3 lightAmount = CalcDirLight(norm, viewDir);
// for(int i = 0; i < NR_POINT_LIGHTS; i++){
// lightAmount += CalcPointLight(i, norm, FragPos, viewDir);
// }
//this final calculation is for transparency
FragColor = vec4(finalColor, 1);
}
vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, Material material){
vec3 weights = abs(normal);
vec3 albedoX = texture(material.diffuse, texPlane1).rgb;
vec3 albedoY = texture(material.diffuse, texPlane2).rgb;
vec3 albedoZ = texture(material.diffuse, texPlane3).rgb;
return (albedoX * weights.x + albedoY * weights.y + albedoZ * weights.z);
}
//
float calcLightIntensityAmbient(){
//calculate average of ambient light
float avg = (dLAmbient.x + dLAmbient.y + dLAmbient.z)/3.0;
return avg;
}
//
float calcLightIntensityDir(vec3 normal){
vec3 lightDir = normalize(-dLDirection);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
return diff;
}
//
float calcLightIntensityTotal(vec3 normal){
//ambient intensity
float ambientLightIntensity = calcLightIntensityAmbient();
//get direct intensity
float directLightIntensity = calcLightIntensityDir(normal);
//sum
float total = ambientLightIntensity + directLightIntensity;
return total;
}
//
vec3 getTotalLightColor(vec3 normal){
//get the direct light color adjusted for intensity
vec3 diffuseLightColor = dLDiffuse * calcLightIntensityDir(normal);
//sum light colors
vec3 totalLightColor = diffuseLightColor;
return totalLightColor;
}
vec3 CalcPointLight(int i, vec3 normal, vec3 fragPos, vec3 viewDir){
vec3 lightDir = normalize(pLposition[i] - fragPos);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
// vec3 reflectDir = reflect(-lightDir, normal);
// float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
// attenuation
float distance = length(pLposition[i] - fragPos);
float attenuation = 1.0 / (pLconstant[i] + pLlinear[i] * distance + pLquadratic[i] * (distance * distance));
// combine results
vec3 ambient = pLambient[i];
vec3 diffuse = pLdiffuse[i] * diff;
ambient *= attenuation;
diffuse *= attenuation;
// specular *= attenuation;
vec3 specular = vec3(0,0,0);
vec3 finalValue = (ambient + diffuse + specular);
finalValue = vec3(max(finalValue.x,0),max(finalValue.y,0),max(finalValue.z,0));
return finalValue;
}
float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal){
// perform perspective divide
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
//transform to NDC
projCoords = projCoords * 0.5 + 0.5;
//get closest depth from light's POV
float closestDepth = texture(shadowMap, projCoords.xy).r;
//get depth of current fragment
float currentDepth = projCoords.z;
//calculate bias
float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
//calculate shadow value
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
if(projCoords.z > 1.0){
shadow = 0.0;
}
//calculate dot product, if it is >0 we know they're parallel-ish therefore should disregard the shadow mapping
//ie the fragment is already facing away from the light source
float dotprod = dot(normalize(lightDir),normalize(normal));
if(dotprod > 0.0){
shadow = 0.0;
}
// shadow = currentDepth;
return shadow;
}

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@ -0,0 +1,62 @@
//Vertex Shader
#version 330 core
//defines
#define TEXTURE_MAP_SCALE 3.0
//input buffers
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 4) in vec2 aTex;
//coordinate space transformation matrices
uniform mat4 transform;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 lightSpaceMatrix;
//output buffers
out vec3 Normal;
out vec3 FragPos;
out vec2 texPlane1;
out vec2 texPlane2;
out vec2 texPlane3;
out vec4 FragPosLightSpace;
void main() {
//normalize posiiton and normal
vec4 FinalVertex = vec4(aPos, 1.0);
vec4 FinalNormal = vec4(aNormal, 1.0);
//push frag, normal, and texture positions to fragment shader
FragPos = vec3(model * FinalVertex);
Normal = mat3(transpose(inverse(model))) * aNormal;
//reference https://catlikecoding.com/unity/tutorials/advanced-rendering/triplanar-mapping/
texPlane1 = aPos.zy * TEXTURE_MAP_SCALE;
texPlane2 = aPos.xz * TEXTURE_MAP_SCALE;
texPlane3 = aPos.xy * TEXTURE_MAP_SCALE;
//flip first coordinate if the normal is negative
//this minimizes texture flipping
texPlane1.x = texPlane1.x * sign(Normal.x);
texPlane2.x = texPlane2.x * sign(Normal.y);
texPlane3.x = texPlane3.x * sign(Normal.z);
//shadow map stuff
FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0);
//set final position with opengl space
gl_Position = projection * view * model * FinalVertex;
}

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@ -45,6 +45,8 @@ import electrosphere.renderer.ShaderProgram;
import electrosphere.renderer.light.PointLight;
import electrosphere.renderer.light.SpotLight;
import electrosphere.renderer.loading.ModelPretransforms;
import electrosphere.renderer.meshgen.TerrainChunkModelGeneration;
import electrosphere.renderer.meshgen.TreeModelGeneration;
import electrosphere.renderer.shader.ShaderOptionMap;
import electrosphere.renderer.texture.TextureMap;
import electrosphere.renderer.ui.ElementManager;
@ -408,8 +410,11 @@ public class Globals {
defaultMeshShader = ShaderProgram.smart_assemble_shader(false,true);
//init terrain shader program
terrainShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/terrain/terrain.vs", "/Shaders/terrain/terrain.fs");
TerrainChunkModelGeneration.terrainChunkShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/terrain2/terrain2.vs", "/Shaders/terrain2/terrain2.fs");
//init skybox
assetManager.registerModelToSpecificString(RenderUtils.createSkyboxModel(null), AssetDataStrings.ASSET_STRING_SKYBOX_BASIC);
//init leaves
assetManager.registerModelToSpecificString(TreeModelGeneration.generateLeavesModel(), AssetDataStrings.LEAVES_MODEL);
//init models
assetManager.addModelPathToQueue("Models/unitsphere.fbx");
assetManager.addModelPathToQueue("Models/unitsphere_1.fbx");

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@ -13,6 +13,7 @@ import org.joml.Vector3f;
import electrosphere.auth.AuthenticationManager;
import electrosphere.controls.ControlHandler;
import electrosphere.engine.assetmanager.AssetDataStrings;
import electrosphere.entity.Entity;
import electrosphere.entity.EntityDataStrings;
import electrosphere.entity.Scene;
@ -44,6 +45,8 @@ import electrosphere.net.NetUtils;
import electrosphere.net.client.ClientNetworking;
import electrosphere.net.server.Server;
import electrosphere.net.server.player.Player;
import electrosphere.renderer.Model;
import electrosphere.renderer.meshgen.TreeModelGeneration;
import electrosphere.renderer.ui.Window;
import electrosphere.server.ai.creature.adventurer.SeekTown;
import electrosphere.server.datacell.DataCellManager;
@ -775,12 +778,17 @@ public class LoadingThread extends Thread {
// myCube.putData(EntityDataStrings.DRAW_TRANSPARENT_PASS, true);
// EntityUtils.getPosition(myCube).set(3,1,3);
SceneLoader loader = new SceneLoader();
loader.serverInstantiateSceneFile("Scenes/testscene1/testscene1.json");
// SceneLoader loader = new SceneLoader();
// loader.serverInstantiateSceneFile("Scenes/testscene1/testscene1.json");
Entity chunk = TerrainChunk.createTerrainChunkEntity();
Entity leaves = EntityUtils.spawnDrawableEntity(AssetDataStrings.LEAVES_MODEL);
EntityUtils.repositionEntity(leaves, new Vector3d(1,0,1));
leaves.putData(EntityDataStrings.DRAW_SOLID_PASS, true);
leaves.putData(EntityDataStrings.DRAW_TRANSPARENT_PASS, true);
// Globals.entityManager.registerBehaviorTree(new BehaviorTree() {
// int i = 0;
// public void simulate(){

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@ -8,4 +8,5 @@ public class AssetDataStrings {
public static final String ASSET_STRING_BITMAP_FONT_MESH_NAME = "quad";
public static final String ASSET_STRING_SKYBOX_BASIC = "skyboxBasic";
public static final String BITMAP_CHARACTER_MODEL = "bitmapCharacterModel";
public static final String LEAVES_MODEL = "leaves";
}

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@ -5,6 +5,7 @@ import org.joml.Vector3f;
import electrosphere.engine.Globals;
import electrosphere.entity.Entity;
import electrosphere.entity.EntityDataStrings;
import electrosphere.entity.EntityUtils;
import electrosphere.game.client.terrain.manager.ClientTerrainManager;
import electrosphere.game.collision.PhysicsUtils;
@ -20,9 +21,9 @@ public class TerrainChunk {
//plane 1
{
//row 1
{-1.0f,-1.0f,-1.0f,-1.0f,-1.0f,},
{1.0f,1.0f,-1.0f,-1.0f,-1.0f,},
//row 2
{-1.0f,-1.0f,-1.0f,-1.0f,-1.0f,},
{-1.0f,1.0f,-1.0f,-1.0f,-1.0f,},
//row 3
{-1.0f,-1.0f,-1.0f,-1.0f,-1.0f,},
//row 4
@ -158,6 +159,8 @@ public class TerrainChunk {
Entity rVal = EntityUtils.spawnDrawableEntityWithPreexistingModel(modelPath);
PhysicsUtils.attachTerrainChunkRigidBody(rVal, data);
rVal.putData(EntityDataStrings.DRAW_CAST_SHADOW, true);
EntityUtils.repositionEntity(rVal, new Vector3d(1,-1,1));
return rVal;

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@ -1356,7 +1356,7 @@ public class RenderingEngine {
public static void incrementOutputFramebuffer(){
outputFramebuffer++;
if(outputFramebuffer > 7){
if(outputFramebuffer > 8){
outputFramebuffer = 0;
}
}

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@ -8,9 +8,9 @@ import java.util.LinkedList;
import java.util.List;
import java.util.Map;
import javax.vecmath.Vector2f;
import org.joml.Matrix4f;
import org.joml.Vector2f;
import org.joml.Vector3f;
import org.lwjgl.BufferUtils;
@ -24,6 +24,7 @@ import electrosphere.entity.types.terrain.TerrainChunkData;
import electrosphere.renderer.Material;
import electrosphere.renderer.Mesh;
import electrosphere.renderer.Model;
import electrosphere.renderer.ShaderProgram;
public class TerrainChunkModelGeneration {
@ -365,6 +366,26 @@ public class TerrainChunkModelGeneration {
}
}
public static ShaderProgram terrainChunkShaderProgram = null;
protected static int polygonize(
GridCell grid,
double isolevel,
@ -618,20 +639,33 @@ public class TerrainChunkModelGeneration {
}
float[] temp = new float[3];
int i = 0;
for(Vector3f normal : normals){
Vector3f vert = verts.get(i);
float absX = Math.abs(normal.x);
float absY = Math.abs(normal.y);
float absZ = Math.abs(normal.z);
if(absX >= absZ && absX >= absY){
temp[0] = normal.z / 2.0f + 0.5f;
temp[1] = normal.y / 2.0f + 0.5f;
} else if(absZ >= absX && absZ >= absY){
temp[0] = normal.x / 2.0f + 0.5f;
temp[1] = normal.y / 2.0f + 0.5f;
} else if(absY >= absX && absY >= absZ){
temp[0] = normal.x / 2.0f + 0.5f;
temp[1] = normal.z / 2.0f + 0.5f;
}
float uvX = vert.z * absX + vert.x * absY + vert.x * absZ;
float uvY = vert.y * absX + vert.z * absY + vert.y * absZ;
temp[0] = uvX;
temp[1] = uvY;
// if(absX >= absZ && absX >= absY){
// temp[0] = normal.z / 2.0f + 0.5f + vert.z * (absX / (absX + absZ)) + vert.x * (absZ / (absX + absZ));
// temp[1] = normal.y / 2.0f + 0.5f + vert.x * (absY / (absX + absY)) + vert.y * (absX / (absX + absY));
// } else if(absZ >= absX && absZ >= absY){
// temp[0] = normal.x / 2.0f + 0.5f + vert.z * (absX / (absX + absZ)) + vert.x * (absZ / (absX + absZ));
// temp[1] = normal.y / 2.0f + 0.5f + vert.z * (absY / (absZ + absY)) + vert.y * (absZ / (absZ + absY));
// } else if(absY >= absX && absY >= absZ){
// temp[0] = normal.x / 2.0f + 0.5f + vert.y * (absX / (absX + absY)) + vert.x * (absY / (absX + absY));
// temp[1] = normal.z / 2.0f + 0.5f + vert.y * (absZ / (absZ + absY)) + vert.z * (absY / (absZ + absY));
// } else {
// temp[0] = vert.x / 1.5f + vert.z / 1.5f;
// temp[1] = vert.y / 1.5f + vert.z / 1.5f;
// }
i++;
UVs.add(temp[0]);
UVs.add(temp[1]);
}
@ -758,7 +792,7 @@ public class TerrainChunkModelGeneration {
groundMat.set_specular("/Textures/Ground/Dirt1.png");
m.setMaterial(groundMat);
m.setShader(Globals.defaultMeshShader);
m.setShader(TerrainChunkModelGeneration.terrainChunkShaderProgram);
m.parent = rVal;
rVal.meshes.add(m);

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@ -0,0 +1,194 @@
package electrosphere.renderer.meshgen;
import electrosphere.engine.Globals;
import electrosphere.renderer.Material;
import electrosphere.renderer.Mesh;
import electrosphere.renderer.Model;
import static org.lwjgl.opengl.GL30.glBindVertexArray;
import static org.lwjgl.opengl.GL30.glGenVertexArrays;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.ArrayList;
import org.lwjgl.BufferUtils;
public class TreeModelGeneration {
protected static Mesh generateLeafMesh(){
Mesh mesh = new Mesh();
mesh.mesh = null;
//
// VAO
//
mesh.vertexArrayObject = glGenVertexArrays();
glBindVertexArray(mesh.vertexArrayObject);
float[] vertices = new float[]{
0.5f, 0.5f, 0,
0.5f, -0.5f, 0,
-0.5f, -0.5f, 0,
-0.5f, 0.5f, 0,
0, 0.5f, 0.5f,
0, -0.5f, 0.5f,
0, -0.5f, -0.5f,
0, 0.5f, -0.5f,
0.5f, 0, 0.5f,
0.5f, 0, -0.5f,
-0.5f, 0, -0.5f,
-0.5f, 0, 0.5f
};
float[] normals = new float[]{
0.707f, 0.707f, 0,
0.707f, -0.707f, 0,
-0.707f, -0.707f, 0,
-0.707f, 0.707f, 0,
0, 0.707f, 0.707f,
0, -0.707f, 0.707f,
0, -0.707f, -0.707f,
0, 0.707f, -0.707f,
0.707f, 0, 0.707f,
0.707f, 0, -0.707f,
-0.707f, 0, -0.707f,
-0.707f, 0, 0.707f,
};
int[] elements = new int[]{
0, 1, 2,
0, 2, 3,
4, 5, 6,
4, 6, 7,
8, 9, 10,
8, 10, 11
};
float[] uvs = new float[]{
1, 1,
1, 0,
0, 0,
0, 1,
1, 1,
0, 1,
0, 0,
1, 0,
1, 1,
1, 0,
0, 0,
0, 1,
};
//
//Buffer data to GPU
//
try {
mesh.vertexCount = vertices.length / 3;
FloatBuffer VertexArrayBufferData = BufferUtils.createFloatBuffer(mesh.vertexCount * 3);
VertexArrayBufferData.put(vertices);
VertexArrayBufferData.flip();
mesh.buffer_vertices(VertexArrayBufferData, 3);
} catch (NullPointerException ex){
ex.printStackTrace();
}
//
// FACES
//
mesh.faceCount = elements.length / 3;
mesh.elementCount = elements.length;
try {
IntBuffer elementArrayBufferData = BufferUtils.createIntBuffer(mesh.elementCount);
elementArrayBufferData.put(elements);
elementArrayBufferData.flip();
mesh.buffer_faces(elementArrayBufferData);
} catch (NullPointerException ex){
ex.printStackTrace();
}
//
// NORMALS
//
try {
mesh.normalCount = normals.length / 3;
FloatBuffer NormalArrayBufferData;
if(mesh.normalCount > 0){
NormalArrayBufferData = BufferUtils.createFloatBuffer(mesh.normalCount * 3);
NormalArrayBufferData.put(normals);
NormalArrayBufferData.flip();
mesh.buffer_normals(NormalArrayBufferData, 3);
}
} catch (NullPointerException ex){
ex.printStackTrace();
}
//
// TEXTURE COORDINATES
//
try {
mesh.textureCoordCount = uvs.length / 2;
FloatBuffer TextureArrayBufferData;
if(mesh.textureCoordCount > 0){
TextureArrayBufferData = BufferUtils.createFloatBuffer(mesh.textureCoordCount * 2);
TextureArrayBufferData.put(uvs);
TextureArrayBufferData.flip();
mesh.buffer_texture_coords(TextureArrayBufferData, 2);
}
} catch (NullPointerException ex){
ex.printStackTrace();
}
glBindVertexArray(0);
mesh.nodeID = "leaves";
return mesh;
}
public static Model generateLeavesModel(){
Model rVal = new Model();
rVal.meshes = new ArrayList<Mesh>();
Mesh m = generateLeafMesh();
Material groundMat = new Material();
groundMat.set_diffuse("/Textures/leavesStylized1.png");
groundMat.set_specular("/Textures/leavesStylized1.png");
Globals.assetManager.addTexturePathtoQueue("/Textures/leavesStylized1.png");
m.setMaterial(groundMat);
m.setShader(Globals.defaultMeshShader);
m.parent = rVal;
rVal.meshes.add(m);
return rVal;
}
}