Increase terrain layer blending capacity to 8 layers

This commit is contained in:
2026-05-13 00:45:46 +02:00
parent 0ab21b5199
commit ecbfc6e78f

View File

@@ -98,6 +98,8 @@ function createPaddedTerrainLayerColors(layerColors: readonly number[]): Color[]
export function createTerrainLayerBlendMaterial(
options: TerrainLayerBlendMaterialOptions
): Material {
const layerTextures = createPaddedTerrainLayerTextures(options.layerTextures);
if (options.wireframe === true) {
return new MeshBasicMaterial({
color: 0xf2ece2,
@@ -107,7 +109,7 @@ export function createTerrainLayerBlendMaterial(
const material = new MeshStandardMaterial({
color: 0xffffff,
map: options.layerTextures[0],
map: layerTextures[0],
emissive: options.emissiveHex ?? 0x000000,
emissiveIntensity: options.emissiveIntensity ?? 0,
roughness: 1,
@@ -115,10 +117,14 @@ export function createTerrainLayerBlendMaterial(
});
material.onBeforeCompile = (shader) => {
shader.uniforms.terrainLayerMap0 = { value: options.layerTextures[0] };
shader.uniforms.terrainLayerMap1 = { value: options.layerTextures[1] };
shader.uniforms.terrainLayerMap2 = { value: options.layerTextures[2] };
shader.uniforms.terrainLayerMap3 = { value: options.layerTextures[3] };
shader.uniforms.terrainLayerMap0 = { value: layerTextures[0] };
shader.uniforms.terrainLayerMap1 = { value: layerTextures[1] };
shader.uniforms.terrainLayerMap2 = { value: layerTextures[2] };
shader.uniforms.terrainLayerMap3 = { value: layerTextures[3] };
shader.uniforms.terrainLayerMap4 = { value: layerTextures[4] };
shader.uniforms.terrainLayerMap5 = { value: layerTextures[5] };
shader.uniforms.terrainLayerMap6 = { value: layerTextures[6] };
shader.uniforms.terrainLayerMap7 = { value: layerTextures[7] };
shader.uniforms.terrainFoliageMaskPreviewColor = {
value: new Color(options.foliageMaskPreviewColorHex ?? 0x65d36e)
};
@@ -131,8 +137,11 @@ export function createTerrainLayerBlendMaterial(
"#include <common>",
`#include <common>
attribute vec4 terrainLayerWeights;
attribute vec4 terrainLayerWeights0;
attribute vec4 terrainLayerWeights1;
attribute float terrainFoliageMask;
varying vec4 vTerrainLayerWeights;
varying vec4 vTerrainLayerWeights0;
varying vec4 vTerrainLayerWeights1;
varying float vTerrainFoliageMask;
varying vec2 vTerrainUv;`
)
@@ -140,7 +149,8 @@ varying vec2 vTerrainUv;`
"#include <uv_vertex>",
`#include <uv_vertex>
vTerrainUv = uv;
vTerrainLayerWeights = terrainLayerWeights;
vTerrainLayerWeights0 = terrainLayerWeights0;
vTerrainLayerWeights1 = terrainLayerWeights1;
vTerrainFoliageMask = terrainFoliageMask;`
);
@@ -148,36 +158,52 @@ vTerrainFoliageMask = terrainFoliageMask;`
.replace(
"#include <common>",
`#include <common>
varying vec4 vTerrainLayerWeights;
varying vec4 vTerrainLayerWeights0;
varying vec4 vTerrainLayerWeights1;
varying float vTerrainFoliageMask;
varying vec2 vTerrainUv;
uniform sampler2D terrainLayerMap0;
uniform sampler2D terrainLayerMap1;
uniform sampler2D terrainLayerMap2;
uniform sampler2D terrainLayerMap3;
uniform sampler2D terrainLayerMap4;
uniform sampler2D terrainLayerMap5;
uniform sampler2D terrainLayerMap6;
uniform sampler2D terrainLayerMap7;
uniform vec3 terrainFoliageMaskPreviewColor;
uniform float terrainFoliageMaskPreviewOpacity;`
)
.replace(
"#include <map_fragment>",
`vec4 terrainWeights = max(vTerrainLayerWeights, 0.0);
`vec4 terrainWeights0 = max(vTerrainLayerWeights0, 0.0);
vec4 terrainWeights1 = max(vTerrainLayerWeights1, 0.0);
float terrainWeightSum =
terrainWeights.x +
terrainWeights.y +
terrainWeights.z +
terrainWeights.w;
terrainWeights0.x +
terrainWeights0.y +
terrainWeights0.z +
terrainWeights0.w +
terrainWeights1.x +
terrainWeights1.y +
terrainWeights1.z +
terrainWeights1.w;
if (terrainWeightSum <= 0.0) {
terrainWeights = vec4(1.0, 0.0, 0.0, 0.0);
terrainWeights0 = vec4(1.0, 0.0, 0.0, 0.0);
terrainWeights1 = vec4(0.0);
} else {
terrainWeights /= terrainWeightSum;
terrainWeights0 /= terrainWeightSum;
terrainWeights1 /= terrainWeightSum;
}
vec4 terrainLayerColor =
texture2D(terrainLayerMap0, vTerrainUv) * terrainWeights.x +
texture2D(terrainLayerMap1, vTerrainUv) * terrainWeights.y +
texture2D(terrainLayerMap2, vTerrainUv) * terrainWeights.z +
texture2D(terrainLayerMap3, vTerrainUv) * terrainWeights.w;
texture2D(terrainLayerMap0, vTerrainUv) * terrainWeights0.x +
texture2D(terrainLayerMap1, vTerrainUv) * terrainWeights0.y +
texture2D(terrainLayerMap2, vTerrainUv) * terrainWeights0.z +
texture2D(terrainLayerMap3, vTerrainUv) * terrainWeights0.w +
texture2D(terrainLayerMap4, vTerrainUv) * terrainWeights1.x +
texture2D(terrainLayerMap5, vTerrainUv) * terrainWeights1.y +
texture2D(terrainLayerMap6, vTerrainUv) * terrainWeights1.z +
texture2D(terrainLayerMap7, vTerrainUv) * terrainWeights1.w;
diffuseColor *= terrainLayerColor;
float foliageMaskPreviewBlend = clamp(
vTerrainFoliageMask * terrainFoliageMaskPreviewOpacity,
@@ -192,7 +218,7 @@ diffuseColor.rgb = mix(
);
};
material.customProgramCacheKey = () => "terrain-layer-blend-v2";
material.customProgramCacheKey = () => "terrain-layer-blend-v3";
material.needsUpdate = true;
return material;
}