render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders)

terpage.glsl is the reference block (tpSlot, tpUV, terHeight, terHeightSmooth, terNormalXZ,
terOrtho, tpOrthoRes, tpOrthoLod), pasted by section into terrain.vert, terrain.frag,
tersun.frag, model.vert, grass.vert and grass.mesh. u_tp_on = 0 reads the old samplers with the
old coordinates and filtering; on, a resident tile is read at level 0 from u_tp_h / u_tp_nrm /
u_tp_ortho, anything else from the coarse map now bound under the old names. The B-splines use
the FULL map's texel and take every tap through the page, so a tile edge stays one surface;
blurred photograph reads (lod 1-2.5) stay on u_ortho with the level moved down by the coarse
map's ratio. The fragment stages drop their unused u_height. SPIR-V rebuilt: terrain programs
carry 23 samplers (21 in the fragment stage), up from 19.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-29 17:10:43 +03:00
parent 329439cf61
commit eee6a0906e
66 changed files with 837 additions and 267 deletions

View file

@ -11,10 +11,47 @@
in vec3 v_wpos;
in vec2 v_huv;
out float o_sh;
uniform sampler2D u_height;
// no u_height here: the vertex stage reads the ground, and every declared sampler counts
// against the stage's limit (MoltenVK) whether it is read or not
// the baked terrain normal: x and z in RG16F, y rebuilt (a terrain normal always points up)
uniform sampler2D u_ter_normal;
vec3 terNormal(vec2 uv) { vec2 xz = texture(u_ter_normal, uv).rg; return vec3(xz.x, sqrt(max(1.0 - dot(xz, xz), 0.0)), xz.y); }
#define TP_FRAGMENT
// terpage.glsl, pasted (the reference copy and its rules are there)
// ---- the page table ----------------------------------------------------------------------
#ifndef TP_HELPERS
#define TP_HELPERS
uniform sampler2D u_tp_page; // R32F, a texel a tile: slot + 1, 0 = not resident
uniform float u_tp_on; // 1 while paging; 0 reads the whole maps exactly as before
uniform vec4 u_tp_dims; // tiles a side, height texels a tile, photo texels a tile, full height res
// the layer holding a full-map uv, or -1: paging off, off the map, or not resident
float tpSlot(vec2 uv) {
if (u_tp_on < 0.5 || uv.x < 0.0 || uv.y < 0.0 || uv.x >= 1.0 || uv.y >= 1.0) return -1.0;
ivec2 t = min(ivec2(floor(uv * u_tp_dims.x)), ivec2(int(u_tp_dims.x) - 1));
return texelFetch(u_tp_page, t, 0).r - 1.0;
}
// a full-map uv inside its tile's layer of k texels a side, past the one-texel border
vec2 tpUV(vec2 uv, float k) { return (1.0 + fract(uv * u_tp_dims.x) * k) / (k + 2.0); }
#endif
// ---- the baked normal (x, z; y is rebuilt by the caller) ----------------------------------
#ifndef TP_NORMAL
#define TP_NORMAL
uniform sampler2DArray u_tp_nrm;
vec2 terNormalXZ(vec2 uv) {
#ifdef TP_FRAGMENT
if (u_tp_on < 0.5) return texture(u_ter_normal, uv).rg;
// taken before the per-pixel branch: a neighbour on another tile must not decide the level
vec2 dx = dFdx(uv), dy = dFdy(uv);
#endif
float s = tpSlot(uv);
if (s >= 0.0) return textureLod(u_tp_nrm, vec3(tpUV(uv, u_tp_dims.y), s), 0.0).rg;
#ifdef TP_FRAGMENT
return textureGrad(u_ter_normal, uv, dx, dy).rg;
#else
return textureLod(u_ter_normal, uv, 0.0).rg;
#endif
}
#endif
vec3 terNormal(vec2 uv) { vec2 xz = terNormalXZ(uv); return vec3(xz.x, sqrt(max(1.0 - dot(xz, xz), 0.0)), xz.y); }
uniform mat4 u_view;
uniform float u_far_split;
uniform float u_far_band;