Add organic S-curve meandering to tile road texture shader

This commit is contained in:
2026-11-09 21:18:44 +01:00
parent a8841f59d9
commit 4685451afe
3 changed files with 75 additions and 10 deletions
+2 -2
View File
@@ -1,8 +1,8 @@
# Road System Configuration # Road System Configuration
default_road_type: "dirt" default_road_type: "dirt"
build_duration_ticks: 2 build_duration_ticks: 2
meander_amplitude: 0.045 meander_amplitude: 0.065
meander_subdivisions: 5 meander_subdivisions: 6
types: types:
dirt: dirt:
+71 -8
View File
@@ -24,6 +24,7 @@ uniform float roadRadius;
uniform float roadBorderWidth; uniform float roadBorderWidth;
uniform float roadTextureScale; uniform float roadTextureScale;
uniform float roadOpacity; uniform float roadOpacity;
uniform float roadMeander;
uniform vec3 roadColor; uniform vec3 roadColor;
uniform vec3 roadBorderColor; uniform vec3 roadBorderColor;
@@ -102,6 +103,49 @@ float bezierCurveDist(vec2 p, vec2 p0, vec2 p2) {
return min(min(d0, d1), min(d2, d3)); return min(min(d0, d1), min(d2, d3));
} }
float meanderingBezierDist(vec2 p, vec2 p0, vec2 p2, float amp, float s1, float s2) {
vec2 chord = p2 - p0;
float cLen = length(chord);
vec2 perp = (cLen > 1e-4) ? vec2(-chord.y / cLen, chord.x / cLen) : vec2(0.0, 1.0);
// 6-segment meandering curve from p0 (t=0) to p2 (t=1).
// At t=0 and t=1, sin(pi*t) == 0 and sin(2*pi*t) == 0, so endpoints remain locked at p0 and p2!
const float PI_VAL = 3.14159265;
vec2 prevPt = p0;
float minDist = 999.0;
for (int i = 1; i <= 6; ++i) {
float t = float(i) / 6.0;
float omt = 1.0 - t;
// Base quadratic Bezier through (0, 0)
vec2 basePt = (omt * omt) * p0 + (t * t) * p2;
// Asymmetric S-curve + bend wave perpendicular to the road chord
float wave = amp * (0.65 * s1 * sin(PI_VAL * t) + 0.85 * s2 * sin(2.0 * PI_VAL * t));
vec2 curPt = basePt + perp * wave;
minDist = min(minDist, distToSegment(p, prevPt, curPt));
prevPt = curPt;
}
return minDist;
}
float meanderingBranchDist(vec2 p, vec2 pe, vec2 centerHub, float amp, float s) {
vec2 dir = centerHub - pe;
float dLen = length(dir);
vec2 perp = (dLen > 1e-4) ? vec2(-dir.y / dLen, dir.x / dLen) : vec2(0.0, 1.0);
const float PI_VAL = 3.14159265;
vec2 prevPt = pe;
float minDist = 999.0;
for (int i = 1; i <= 4; ++i) {
float t = float(i) / 4.0;
vec2 basePt = mix(pe, centerHub, t);
float wave = amp * 0.65 * s * sin(PI_VAL * t);
vec2 curPt = basePt + perp * wave;
minDist = min(minDist, distToSegment(p, prevPt, curPt));
prevPt = curPt;
}
return minDist;
}
float getRiverDistance(vec2 p, int mask) { float getRiverDistance(vec2 p, int mask) {
if (mask == 0) return 999.0; if (mask == 0) return 999.0;
@@ -126,7 +170,13 @@ float getRiverDistance(vec2 p, int mask) {
} }
} }
float getRoadDistance(vec2 p, int mask) { float getRoadDistance(vec2 p, int mask, vec2 tileCenterWorld, float amp) {
// Deterministic per-tile random signs so each tile meanders uniquely
float h1 = fract(sin(dot(tileCenterWorld, vec2(12.9898, 78.233))) * 43758.5453);
float h2 = fract(sin(dot(tileCenterWorld, vec2(39.3468, 11.135))) * 24634.6345);
float s1 = (h1 > 0.5) ? 1.0 : -1.0;
float s2 = (h2 > 0.5) ? 1.0 : -1.0;
int edges[6]; int edges[6];
int count = 0; int count = 0;
for (int e = 0; e < 6; ++e) { for (int e = 0; e < 6; ++e) {
@@ -137,18 +187,21 @@ float getRoadDistance(vec2 p, int mask) {
} }
if (count == 0) { if (count == 0) {
// Unconnected road on a single tile: short natural country track segment at tile center // Unconnected road on a single tile: short winding country track at tile center
return distToSegment(p, vec2(-0.14, -0.05), vec2(0.14, 0.05)); return meanderingBezierDist(p, vec2(-0.16, -0.06 * s1), vec2(0.16, 0.06 * s1), amp * 0.6, s1, s2);
} else if (count == 1) { } else if (count == 1) {
return distToSegment(p, EDGE_MIDPOINTS[edges[0]], vec2(0.0)); vec2 centerHub = vec2(s1, s2) * (amp * 0.25);
return meanderingBranchDist(p, EDGE_MIDPOINTS[edges[0]], centerHub, amp, s1);
} else if (count == 2) { } else if (count == 2) {
return bezierCurveDist(p, EDGE_MIDPOINTS[edges[0]], EDGE_MIDPOINTS[edges[1]]); return meanderingBezierDist(p, EDGE_MIDPOINTS[edges[0]], EDGE_MIDPOINTS[edges[1]], amp, s1, s2);
} else { } else {
vec2 centerHub = vec2(s1, s2) * (amp * 0.22);
float minDist = 999.0; float minDist = 999.0;
for (int i = 0; i < count; ++i) { for (int i = 0; i < count; ++i) {
minDist = min(minDist, distToSegment(p, EDGE_MIDPOINTS[edges[i]], vec2(0.0))); float branchSign = ((edges[i] % 2) == 0) ? s1 : -s2;
minDist = min(minDist, meanderingBranchDist(p, EDGE_MIDPOINTS[edges[i]], centerHub, amp * 0.75, branchSign));
for (int j = i + 1; j < count; ++j) { for (int j = i + 1; j < count; ++j) {
minDist = min(minDist, bezierCurveDist(p, EDGE_MIDPOINTS[edges[i]], EDGE_MIDPOINTS[edges[j]])); minDist = min(minDist, meanderingBezierDist(p, EDGE_MIDPOINTS[edges[i]], EDGE_MIDPOINTS[edges[j]], amp * 0.65, s1, s2));
} }
} }
return minDist; return minDist;
@@ -319,7 +372,17 @@ void main() {
// 6b. Road Texture Integration (blended directly into the tile surface texture) // 6b. Road Texture Integration (blended directly into the tile surface texture)
if (hasRoad == 1 && oceanWaterFac < 0.95) { if (hasRoad == 1 && oceanWaterFac < 0.95) {
float rawRoadDist = getRoadDistance(fragVert.xy, roadMask); vec2 tileCenterWorld = vWorldPos.xy - fragVert.xy;
float amp = max(0.0, roadMeander);
// Additional subtle world-space domain warp inside the tile (fades to 0 at hex border so edges stay locked)
float borderFade = 1.0 - smoothstep(0.24, 0.42, length(fragVert.xy));
vec2 microWarp = vec2(
sin(vWorldPos.y * 13.0 + vWorldPos.x * 5.0),
cos(vWorldPos.x * 13.0 - vWorldPos.y * 5.0)
) * (amp * 0.22 * borderFade);
float rawRoadDist = getRoadDistance(fragVert.xy + microWarp, roadMask, tileCenterWorld, amp);
float rScale = max(0.5, roadTextureScale); float rScale = max(0.5, roadTextureScale);
vec2 uvRoad = vWorldPos.xy * rScale; vec2 uvRoad = vWorldPos.xy * rScale;
+2
View File
@@ -372,6 +372,7 @@ void Tile::paint(QMatrix4x4 p, QVector3D& cameraPosition,QVector3D& cameraUpDire
float rBorder = rCfg ? rCfg->borderWidth : 0.022f; float rBorder = rCfg ? rCfg->borderWidth : 0.022f;
float rScale = rCfg ? rCfg->textureScale : 2.4f; float rScale = rCfg ? rCfg->textureScale : 2.4f;
float rOpacity = rCfg ? rCfg->opacity : 0.90f; float rOpacity = rCfg ? rCfg->opacity : 0.90f;
float rMeander = GameManager::instance().roadConfigs().meanderAmplitude();
QColor col = rCfg ? rCfg->getColor() : QColor("#c49a62"); QColor col = rCfg ? rCfg->getColor() : QColor("#c49a62");
QColor bCol = rCfg ? rCfg->getBorderColor() : QColor("#6b4b23"); QColor bCol = rCfg ? rCfg->getBorderColor() : QColor("#6b4b23");
@@ -382,6 +383,7 @@ void Tile::paint(QMatrix4x4 p, QVector3D& cameraPosition,QVector3D& cameraUpDire
m_program->setUniformValue("roadBorderWidth", rBorder); m_program->setUniformValue("roadBorderWidth", rBorder);
m_program->setUniformValue("roadTextureScale", rScale); m_program->setUniformValue("roadTextureScale", rScale);
m_program->setUniformValue("roadOpacity", rOpacity); m_program->setUniformValue("roadOpacity", rOpacity);
m_program->setUniformValue("roadMeander", rMeander);
m_program->setUniformValue("roadColor", QVector3D(col.redF(), col.greenF(), col.blueF())); m_program->setUniformValue("roadColor", QVector3D(col.redF(), col.greenF(), col.blueF()));
m_program->setUniformValue("roadBorderColor", QVector3D(bCol.redF(), bCol.greenF(), bCol.blueF())); m_program->setUniformValue("roadBorderColor", QVector3D(bCol.redF(), bCol.greenF(), bCol.blueF()));
} else { } else {