// Copyright (c) Wojciech Figat. All rights reserved. #ifndef __TERRAIN_COMMON__ #define __TERRAIN_COMMON__ #include "./Flax/Common.hlsl" float DecodeHeightmapHeight(float4 value) { return (float)((int)(value.x * 255.0) + ((int)(value.y * 255) << 8)) / 65535.0; } float3 DecodeHeightmapNormal(float4 value, out bool isHole) { isHole = (value.b + value.a) >= 1.9f; float2 normalTemp = float2(value.b, value.a) * 2.0f - 1.0f; float3 normal = float3(normalTemp.x, sqrt(1.0 - saturate(dot(normalTemp, normalTemp))), normalTemp.y); return normalize(normal); } float SampleHeightmap(Texture2D heightmap, float2 uv, float mipOffset = 0.0f) { float4 value = heightmap.SampleLevel(SamplerPointClamp, uv, mipOffset); return DecodeHeightmapHeight(value); } float SampleHeightmap(Texture2D heightmap, float2 uv, out float3 normal, out bool isHole, float mipOffset = 0.0f) { float4 value = heightmap.SampleLevel(SamplerPointClamp, uv, mipOffset); normal = DecodeHeightmapNormal(value, isHole); return DecodeHeightmapHeight(value); } float3 SampleHeightmap(Texture2D heightmap, float3 localPosition, float4 localToUV, out float3 normal, out bool isHole, float mipOffset = 0.0f) { // Sample heightmap float2 uv = localPosition.xz * localToUV.xy + localToUV.zw; float4 value = heightmap.SampleLevel(SamplerPointClamp, uv, mipOffset); // Decode heightmap normal = DecodeHeightmapNormal(value, isHole); float height = DecodeHeightmapHeight(value);; float3 position = float3(localPosition.x, height, localPosition.z); // UVs outside the heightmap are empty isHole = isHole || any(uv < 0.0f) || any(uv > 1.0f); return position; } #endif