Updated doc about how texturing is made available

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Marc Gilleron 2021-05-23 20:51:31 +01:00
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@ -64,23 +64,14 @@ void vertex() {
Research issue which led to this code: [Issue #2](https://github.com/Zylann/godot_voxel/issues/2)
### Low-poly / hard-edged look
Use this in your fragment shader:
```glsl
NORMAL = normalize(cross(dFdx(VERTEX), dFdy(VERTEX)));
```
Texturing
-----------
At the moment smooth meshers don't provide UVs and texturing information, so this has to be done entirely using shaders. In the future it may be possible to convey information from generators or edited voxels to vertex attributes.
Texturing a voxel surface can be more difficult than classic 3D meshes, because the geometry isn't known in advance, and can have almost any shape. So in this section we'll review ways to solve UV-mapping, procedural techniques and blending textures from voxel data.
### Triplanar mapping
Applying a texture to a voxel terrain can be quite complicated if classic UV-mapping is used, because of the arbitrary shapes it can contain. So instead, we can use triplanar mapping.
Classic UV-mapping cannot be used on smooth voxel surfaces, because of the arbitrary shapes it can contain. In fact, smooth meshers don't provide any proper UV. So instead, we can use triplanar mapping.
The method involves projecting the texture on to the part of object that directly faces the X-axis. Then projecting it on the sides that directly face the Y-axis. Then again for the Z-axis. The edges of these projections are then blended together with a specified sharpness.
@ -101,6 +92,137 @@ In the shader parameters, add your two albedo maps, and optionally normal, and A
![Textured terrain](images/textured-terrain.jpg)
### Procedural texturing
Voxel data is heavy, so if texturing rules of your game are simple enough to be determined from a shader and don't impact gameplay, you won't need to define any extra data in the voxels. For example, you can check the normal of a terrain surface to blend between a grass and rock texture, and use snow above a certain height.
### 4-blend over 16 textures
#### Voxel data
If you want textures to come from voxel data, `VoxelMesherTransvoxel` has a `texture_mode` property which can be set to `TEXTURES_BLEND_4_OVER_16`. This mode allows up to 16 textures and blends only the 4 most used ones per voxel. It expects voxel data in the `INDICES` and `WEIGHTS` channels, encoded into 16-bit depth values. There are 4 weights and 4 indices per voxel, each using 4 bits. It is very tight and does not allow for long gradients, but should be enough for most cases.
```
1st byte 2nd byte
INDICES: aaaa bbbb cccc dddd
WEIGHTS: aaaa bbbb cccc dddd
```
By default, these channels default to indices `(0,1,2,3)` and weights `(1,0,0,0)`, meaning voxels always start with texture `0`.
!!! warn
The feature is recent and will need further work or changes in this area.
At the moment, indices and weights are mostly applied manually. It is possible to set them directly with `VoxelTool.set_voxel` but it is up to you to pack them properly. One easy way to paint is to use `VoxelTool.do_sphere()`:
```gdscript
# Paints texture 2 in a sphere area (does not create matter)
voxel_tool.set_mode(VoxelTool.MODE_TEXTURE_PAINT)
voxel_tool.set_texture_index(2)
voxel_tool.set_texture_opacity(1.0)
voxel_tool.do_sphere(hit_position, radius)
```
It is also possible to generate this in `VoxelGeneratorGraph` using special outputs, but it still requires a bit of math to produce valid data.
#### Mesh data
The mesher will include texturing information in the `UV` attribute of vertices. It has nothing to do with texture coordinates, it's just being repurposed. Contrary to voxel values, the packed information will have 8 bits of precision:
- `UV.x` will contain 4 indices, encoded as 4 bytes, which can be obtained by reinterpreting the float number as an integer and using bit-shifting operators.
- `UV.y` will contain 4 weights, again encoded as 4 bytes.
Each index tell which texture needs to be used, and each weight respectively tells how much of that texture should be blended. It is essentially the same as a classic color splatmap, except textures can vary. One minor downside is that you cannot blend more than 4 textures per voxel, so if this happens, it might cause artifacts. But in practice, it is assumed this case is so infrequent it can be ignored.
#### Shader
Here is the shader code you will need:
```glsl
// Textures should preferably be in a TextureArray, so looking them up is cheap
uniform sampler2DArray u_texture_array : hint_albedo;
// We'll need to pass data from the vertex shader to the fragment shader
varying vec4 v_indices;
varying vec4 v_weights;
varying vec3 v_normal;
// We'll use a utility function to decode components.
// It returns 4 values in the range [0..255].
vec4 decode_8bit_vec4(float v) {
uint i = floatBitsToUint(v);
return vec4(
float(i & uint(0xff)),
float((i >> uint(8)) & uint(0xff)),
float((i >> uint(16)) & uint(0xff)),
float((i >> uint(24)) & uint(0xff)));
}
// A voxel mesh can have overhangs in any direction so we may have to use triplanar mapping functions.
vec3 get_triplanar_blend(vec3 world_normal) {
vec3 blending = abs(world_normal);
blending = normalize(max(blending, vec3(0.00001))); // Force weights to sum to 1.0
float b = blending.x + blending.y + blending.z;
return blending / vec3(b, b, b);
}
vec4 texture_array_triplanar(sampler2DArray tex, vec3 world_pos, vec3 blend, float i) {
vec4 xaxis = texture(tex, vec3(world_pos.yz, i));
vec4 yaxis = texture(tex, vec3(world_pos.xz, i));
vec4 zaxis = texture(tex, vec3(world_pos.xy, i));
// blend the results of the 3 planar projections.
return xaxis * blend.x + yaxis * blend.y + zaxis * blend.z;
}
void vertex() {
// Indices are integer values so we can decode them as-is
v_indices = decode_8bit_vec4(UV.x);
// Weights must be in [0..1] so we divide them
v_weights = decode_8bit_vec4(UV.y) / 255.0;
v_normal = NORMAL;
//...
}
void fragment() {
// Define a texture scale for convenience.
// We can use an array instead if different scales per index is needed.
float uv_scale = 0.5;
// Sample the 4 blending textures, all with triplanar mapping.
// We can re-use the same triplanar blending factors for all of them so separating that part
// of the function improves performance a little.
vec3 blending = get_triplanar_blend(v_normal);
vec3 col0 = texture_array_triplanar(u_texture_array, v_pos * uv_scale, blending, v_indices.x).rgb;
vec3 col1 = texture_array_triplanar(u_texture_array, v_pos * uv_scale, blending, v_indices.y).rgb;
vec3 col2 = texture_array_triplanar(u_texture_array, v_pos * uv_scale, blending, v_indices.z).rgb;
vec3 col3 = texture_array_triplanar(u_texture_array, v_pos * uv_scale, blending, v_indices.w).rgb;
// Get weights and make sure they are normalized.
// We may add a tiny safety margin so we can afford some degree of error.
vec4 weights = v_weights;
weights /= (weights.x + weights.y + weights.z + weights.w + 0.00001);
// Calculate albedo
vec3 col =
col0 * weights.r +
col1 * weights.g +
col2 * weights.b +
col3 * weights.a;
ALBEDO = col;
//...
}
```
![Smooth voxel painting prototype](images/smooth_voxel_painting_on_plane.png)
!!! note
If you only need 4 textures, then you can leave indices to their default values (which contains `0,1,2,3`) and only use weights. When using `VoxelTool`, you may only use texture indices 0, 1, 2 or 3. Texture arrays are less relevant in this case.
### Recommended Reading
- [SpatialMaterial](https://docs.godotengine.org/en/stable/classes/class_spatialmaterial.html) - demonstrates many of the shader options available in Godot.
@ -111,6 +233,32 @@ In the shader parameters, add your two albedo maps, and optionally normal, and A
Shading
---------
By default smooth voxels also produce smooth meshes by sharing vertices. This also contributes to meshes being smaller in memory.
### Low-poly / flat-shaded look
It is currently not possible to make the mesher produce vertices with split flat triangles, but you can use this in your fragment shader:
```glsl
NORMAL = normalize(cross(dFdx(VERTEX), dFdy(VERTEX)));
```
![Flat shading](images/flat_shading.png)
### Blocky look
It is also possible to give a "blocky" look to "smooth" voxels:
![Flat shading](images/blocky_sdf.png)
This can be done by saturating SDF values in the voxel generator: they have to be always -1 or 1, without transition values. Since values are clamped when using `set_voxel_f`, multiplying by a large number also works. Built-in basic generators might not have this option, but you can do it if you use your own generator script or `VoxelGeneratorGraph`.
You may also make shading hard-edged in your shader for better results.
Level of detail (LOD)
-----------------------