​​Chap 16/100: Terrain with FOG as LOD (Level of Detail - Part I)​
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What I will Learn here?:
​On this tutorial ​​we will learn how to render the terrain with a Fog color based on z-depth.
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​Note:
Try to move and see the "Fog"​ also try the F12 key to see on mini map the 2D view of our frustrum.
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​Let's check our current main source tree, except the LIBs:
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Added source on White:
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​│ Applicationclass.cpp
│ Applicationclass.h
│ counter.h
│ main.cpp
│ main.h
│
├───camera
│ cameraClass.cpp
│ cameraClass.h
│ frustumClass.cpp
│ frustumClass.h​
│ lightClass.cpp
│ lightClass.h
│ positionClass.cpp
│ positionClass.h
│ RenderFrustumClass.cpp
│ RenderFrustumClass.h
│
├───game
│ playerClass.cpp
│ playerClass.h​
│​
├───graphics
│ renderTextureClass.cpp
│ renderTextureClass.h
│ spriteClass.cpp
│ spriteClass.h​
│ textClass.cpp
│ textClass.h
│ textFontClass.cpp
│ textFontClass.h
│
├───input
│ inputClass.cpp
│ inputClass.h
│
├───loader
│ objModelV2Class.cpp
│ objModelV2Class.h
│
├───shader
│ shaderClass.cpp
│ shaderClass.h
│
├───system
│ dx11Class.cpp
│ dx11class.h
│ SystemClass.cpp
│ SystemClass.h
│ xml_loader.cpp
│ xml_loader.h​
│​
​└───terrain
bitmapclass.cpp
bitmapclass.h
Minimapclass.cpp
Minimapclass.h
quadtreeClass.cpp
quadtreeClass.h
terrainClass.cpp
terrainClass.h
terrainManagerClass.cpp
terrainManagerClass.h
​
​​​(main.h) ​
- Set for Chapter 16
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016terrain_fog.hlsl shader file using Fog with a basic Vertex Shader / Pixel Shader:
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////////////////////////////////////////////////////////////////////////////////
// Filename: 016terrain_fog.hlsl
////////////////////////////////////////////////////////////////////////////////
#include "000cbuffer.hlsl"
//////////////
// TYPEDEFS //
//////////////
// VERTEX:
struct VSIn
{
float4 position : POSITION;
float2 tex : TEXCOORD0; //*5-TEXTURE
float3 normal : NORMAL; //*6-LIGHT
float4 color : COLOR; //*107-MIX COLOR
};
struct PSIn
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL; //*6-LIGHT
float4 color : COLOR; //*107-MIX COLOR
float fogFactor : FOG; //*FOG
};
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture; //*5-TEXTURE
SamplerState SampleType; //*5-TEXTURE
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PSIn MyVertexShader016terrain_fog(VSIn input)
{
PSIn output;
float4 cameraPosition; //FOG
input.position.w = 1.0f; // Change the position vector to be 4 units for proper matrix calculations.
output.position = mul(input.position, WVP); // Calculate the position of the vertex against the world, view, and projection matrices.
output.tex = input.tex; // Store the texture coordinates for the pixel shader.
//LIGHT:
output.normal = normalize(mul(input.normal, (float3x3)worldMatrix));// Calculate the normal vector against the world matrix only.
output.color = input.color; // Send the color map color into the pixel shader.
//FOG:
cameraPosition = mul(input.position, WV); // FOG: Calculate the camera position.
output.fogFactor = ((fogEnd - cameraPosition.z) / (fogEnd - fogStart)); // Calculate linear fog.
return output;
}
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 MyPixelShader016terrain_fog(PSIn input) : SV_TARGET
{
float4 textureColor;
float lightIntensity; //6-
float4 color = ambientColor;
float4 fogColor = float4(0.5f, 0.5f, 0.5f, 1.0f); //FOG 1- Set the color of the fog to grey.
if (input.fogFactor > 0) {
// TEXTURE
textureColor = shaderTexture.Sample(SampleType, input.tex); // Sample the pixel color from the texture using the sampler at this texture coordinate location.
//LIGHT:
lightIntensity = saturate(dot(input.normal, lightDirection));// Calculate the amount of light on this pixel.
color += (diffuseColor * lightIntensity); // Determine the final diffuse color based on the diffuse color and the amount of light intensity.
color = color * textureColor; // The texture pixel is combined with the light color to create the final color result.
// COLOR
color = saturate(color * input.color * 2.0f); // Combine the color map value into the final color.
// FOG
color = input.fogFactor * color + (1.0 - input.fogFactor) * fogColor; // FOG: // 2- The fog color equation does a linear interpolation between the texture color and the fog color based on the fog factor input value.
return color;
} else {
clip (-1.0); return (float4)0; // this pixel is too far away (on fog), SKIP it! CLIP IF: (x is less than zero)
}
}​​
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​​​​Project Code:
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http://woma.no-ip.org/woma/WoMA_PartII_Chap16.zip
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​What's next?
On next tutorial we will see how to Render the terrain using a texture based on the slop angle.