feat(render3d): gpu.ludic - the seam for a second graphics API, and what the GPU can do

Render state (depth, blending, culling, colour writes, alpha-to-coverage, depth bias,
scissor) and uniforms go through gpu_* / u_* and nowhere else; OpenGL state is cached and
only changes reach the driver. Frames are bit-identical to before at the fixed viewpoints.
R3D_GFX=gl|vk or gpu_request chooses a backend, falling back to OpenGL with a reason.

gpu_caps_probe() asks Vulkan, on Windows, for the 1.3 floor, ray tracing, mesh shaders, the
NVIDIA RTX generation, Reflex and HDR colour spaces, for a game's settings to grey out what
a machine cannot use; R3D_CAPS pretends to be a given card for tests.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-15 09:52:12 +03:00
parent 208cad7ca1
commit 54eeef5f8d
17 changed files with 652 additions and 312 deletions

View file

@ -0,0 +1,26 @@
bump: minor
type: feat
Vulkan for Ludic, and the start of a second renderer beside OpenGL.
- **`Vk.*`**: every command of Vulkan 1.0-1.4 and of the extensions a modern renderer is
built around (swapchain, HDR colour spaces, ray query and acceleration structures, opacity
micromaps, mesh shaders, variable rate shading, memory budget, pipeline libraries, NVIDIA
low latency, portability for MoltenVK), with every constant and every struct's size
(`<Struct>_sizeof`) and field offsets (`<Struct>_<field>`). Generated from the Vulkan
registry by **`ludic-dev vkgen`** into `runtime/native/vk_api.ludic` and `vk_thunks.ll`;
structs are plain memory filled by name with `Vk.put_i32` / `put_i64` / `put_ptr`. Every
size and offset was checked against the SDK's C headers (3128 facts). A C float is float
bits in an int; 64-bit values and non-dispatchable handles are `long`.
- **The loader is opened at run time**, never linked: `vk_win.ll` (`vulkan-1.dll`) and
`vk_mac.ll` (`libvulkan.1.dylib`, MoltenVK). `Vk.open()` returning 0 means no Vulkan, and
the program carries on. `ludicc` and `ludic build` link both files for any program that
uses `Vk.*`.
- `examples/rendering/vk_probe.ludic` reports what a machine's Vulkan can do;
`vk_compute.ludic` runs a Slang compute shader (`vk_compute.slang`) and reads the picture
back - on an RTX 3070 Ti and on an M4 Pro through MoltenVK, clean under the validation layer.
- **render3d `gpu.ludic`**: the seam between the renderer and a graphics API. Render state
and uniforms go through `gpu_*` / `u_*` and nowhere else (OpenGL frames unchanged);
`R3D_GFX=gl|vk` or `gpu_request` chooses a backend, falling back to OpenGL with a reason;
`gpu_caps_probe()` detects, on Windows, the Vulkan 1.3 floor, ray tracing, mesh shaders,
the NVIDIA RTX generation, Reflex and HDR, for a settings screen to grey out what a machine
cannot use (`R3D_CAPS=rtx50|rtx40|rtx30|amd|intel|none` pretends, for tests).

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@ -66,14 +66,14 @@ function ac_prog_new(vs: string, fs: string, defs: string) -> AcProg {
let a = new AcProg
a.prog = r3d_program(vs, fs, defs)
let p = a.prog
a.l_model = gl_uniform(p, "u_model"); a.l_skin = gl_uniform(p, "u_skinned"); a.l_lvp = gl_uniform(p, "u_light_vp")
a.l_bones = gl_uniform(p, "u_bones[0]"); if a.l_bones < 0 { a.l_bones = gl_uniform(p, "u_bones") }
a.l_tint = gl_uniform(p, "u_tint"); a.l_rough = gl_uniform(p, "u_rough_scale"); a.l_emis = gl_uniform(p, "u_emissive")
a.l_view = gl_uniform(p, "u_view"); a.l_proj = gl_uniform(p, "u_proj"); a.l_mh = gl_uniform(p, "u_model_h")
a.l_out = gl_uniform(p, "u_outline"); a.l_ocol = gl_uniform(p, "u_outline_col")
a.l_model = gpu_uniform(p, "u_model"); a.l_skin = gpu_uniform(p, "u_skinned"); a.l_lvp = gpu_uniform(p, "u_light_vp")
a.l_bones = gpu_uniform(p, "u_bones[0]"); if a.l_bones < 0 { a.l_bones = gpu_uniform(p, "u_bones") }
a.l_tint = gpu_uniform(p, "u_tint"); a.l_rough = gpu_uniform(p, "u_rough_scale"); a.l_emis = gpu_uniform(p, "u_emissive")
a.l_view = gpu_uniform(p, "u_view"); a.l_proj = gpu_uniform(p, "u_proj"); a.l_mh = gpu_uniform(p, "u_model_h")
a.l_out = gpu_uniform(p, "u_outline"); a.l_ocol = gpu_uniform(p, "u_outline_col")
# the samplers never move: units 0, 1, 2
gl_use_program(p)
gl_uniform1i(gl_uniform(p, "u_diff"), 0); gl_uniform1i(gl_uniform(p, "u_nrm"), 1); gl_uniform1i(gl_uniform(p, "u_arm"), 2)
u_i(gpu_uniform(p, "u_diff"), 0); u_i(gpu_uniform(p, "u_nrm"), 1); u_i(gpu_uniform(p, "u_arm"), 2)
return a
}
function actor_init() -> void {
@ -161,14 +161,14 @@ function actor_draw_one(a: Actor, ap: AcProg, shadow: bool) -> void {
gl_use_program(p)
u_mat4(ap.l_model, a.mat)
var skinned = F_ZERO
if a.skin != null { skinned = F_ONE; gl_uniform_matrix4fv(ap.l_bones, a.skin.n_joints, 0, a.skin.bones) }
else if a.model.skin != null { skinned = F_ONE; gl_uniform_matrix4fv(ap.l_bones, a.model.skin.n_joints, 0, a.model.skin.bones) }
if a.skin != null { skinned = F_ONE; u_mat4n(ap.l_bones, a.skin.n_joints, a.skin.bones) }
else if a.model.skin != null { skinned = F_ONE; u_mat4n(ap.l_bones, a.model.skin.n_joints, a.model.skin.bones) }
u_f(ap.l_skin, skinned)
if not shadow {
u_f(ap.l_emis, a.emissive)
u_f(ap.l_rough, a.rough)
}
gl_disable(GL_CULL_FACE)
gpu_cull(false)
let model = a.model
for i in 0 .. len(model.prims) {
let pr = model.prims[i]
@ -248,7 +248,7 @@ function actor_draw() -> void {
actor_draw_one(a, ap, false)
}
actor_draw_outlines()
gl_enable(GL_CULL_FACE)
gpu_cull(true)
}
# The rim around a highlighted actor: the model again, its vertices pushed out along their
# normals (skin.vert, OUTLINE) and its front faces culled, so only the far side of the
@ -258,8 +258,8 @@ function actor_draw_outlines() -> void {
var any = ac_oq_n > 0
for i in 0 .. len(ac_actors) { if ac_actors[i].outline != 0 and ac_visible(ac_actors[i], false) { any = true; break } }
if not any { return }
gl_enable(GL_CULL_FACE)
gl_cull_face(GL_FRONT)
gpu_cull(true)
gpu_cull_face(GL_FRONT)
for i in 0 .. len(ac_actors) {
let a = ac_actors[i]
if a.outline == 0 or not ac_visible(a, false) { continue }
@ -284,13 +284,13 @@ function actor_draw_outlines() -> void {
for k in 0 .. len(q.model.prims) { mesh_draw(q.model.prims[k].mesh) }
}
ac_oq_closed = true
gl_cull_face(GL_BACK)
gpu_cull_face(GL_BACK)
}
function actor_draw_outline_one(a: Actor, ap: AcProg) -> void {
u_mat4(ap.l_model, a.mat)
var skinned = F_ZERO
if a.skin != null { skinned = F_ONE; gl_uniform_matrix4fv(ap.l_bones, a.skin.n_joints, 0, a.skin.bones) }
else if a.model.skin != null { skinned = F_ONE; gl_uniform_matrix4fv(ap.l_bones, a.model.skin.n_joints, 0, a.model.skin.bones) }
if a.skin != null { skinned = F_ONE; u_mat4n(ap.l_bones, a.skin.n_joints, a.skin.bones) }
else if a.model.skin != null { skinned = F_ONE; u_mat4n(ap.l_bones, a.model.skin.n_joints, a.model.skin.bones) }
u_f(ap.l_skin, skinned)
let model = a.model
for i in 0 .. len(model.prims) {

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@ -190,16 +190,16 @@ function daylight_hand(x: int, y: int, z: int, dx: int, dy: int, dz: int, cone:
v3_set(hand_color, r, g, b)
}
function daylight_bind(prog: int) -> void {
u_v3(gl_uniform(prog, "u_hand_pos"), hand_pos)
u_v3(gl_uniform(prog, "u_hand_color"), hand_color)
u_v3(gl_uniform(prog, "u_hand_dir"), hand_dir)
u_f(gl_uniform(prog, "u_hand_cone"), hand_cone)
u_v3(gl_uniform(prog, "u_ibl_scale"), day_ibl)
u_v3(gl_uniform(prog, "u_moon_dir"), day_moon_dir)
u_f(gl_uniform(prog, "u_moon_phase"), day_moon_phase)
u_f(gl_uniform(prog, "u_moon_illum"), day_moon_illum)
u_f(gl_uniform(prog, "u_moon_haze"), day_overcast)
u_f(gl_uniform(prog, "u_daylight"), day_light)
u_v3(gl_uniform(prog, "u_fire_pos"), fire_pos)
u_v3(gl_uniform(prog, "u_fire_color"), fire_color)
u_v3(gpu_uniform(prog, "u_hand_pos"), hand_pos)
u_v3(gpu_uniform(prog, "u_hand_color"), hand_color)
u_v3(gpu_uniform(prog, "u_hand_dir"), hand_dir)
u_f(gpu_uniform(prog, "u_hand_cone"), hand_cone)
u_v3(gpu_uniform(prog, "u_ibl_scale"), day_ibl)
u_v3(gpu_uniform(prog, "u_moon_dir"), day_moon_dir)
u_f(gpu_uniform(prog, "u_moon_phase"), day_moon_phase)
u_f(gpu_uniform(prog, "u_moon_illum"), day_moon_illum)
u_f(gpu_uniform(prog, "u_moon_haze"), day_overcast)
u_f(gpu_uniform(prog, "u_daylight"), day_light)
u_v3(gpu_uniform(prog, "u_fire_pos"), fire_pos)
u_v3(gpu_uniform(prog, "u_fire_color"), fire_color)
}

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@ -196,11 +196,4 @@ function m4_xform_point(o: words, m: words, x: int, y: int, z: int) -> int {
return f_add(f_add(f_mul(m[3], x), f_mul(m[7], y)), f_add(f_mul(m[11], z), m[15]))
}
# ---- uniforms ------------------------------------------------------------------
function u_mat4(loc: int, m: words) -> void { gl_uniform_matrix4fv(loc, 1, 0, m) }
function u_f(loc: int, v: int) -> void { let t = gl_scratch(); t[0] = v; gl_uniform1fv(loc, 1, t) }
function u_f2(loc: int, x: int, y: int) -> void { let t = gl_scratch(); t[0] = x; t[1] = y; gl_uniform2fv(loc, 1, t) }
function u_f3(loc: int, x: int, y: int, z: int) -> void { let t = gl_scratch(); t[0] = x; t[1] = y; t[2] = z; gl_uniform3fv(loc, 1, t) }
function u_f4(loc: int, x: int, y: int, z: int, w: int) -> void { let t = gl_scratch(); t[0] = x; t[1] = y; t[2] = z; t[3] = w; gl_uniform4fv(loc, 1, t) }
function u_v3(loc: int, v: words) -> void { gl_uniform3fv(loc, 1, v) }
function u_i(loc: int, v: int) -> void { gl_uniform1i(loc, v) }
# ---- uniforms: see gpu.ludic (gpu_uniform and the u_* setters) ----

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@ -0,0 +1,320 @@
# ============================================================================
# gpu.ludic — the seam between the renderer and a graphics API.
#
# render3d was written straight against OpenGL, so there was nowhere to put a second
# API. This file is where that stops: the renderer asks for what it wants here, and
# the backend decides how to say it. OpenGL is the default and the fallback; Vulkan
# is the second backend (docs: maroon-lake docs/plan/37-vulkan.md).
#
# The port is incremental. What has moved behind the seam so far:
# - the choice of backend (R3D_GFX=gl|vk, or gpu_request before r3d_init)
# - the fixed-function render state: depth test/func/write, blending, face
# culling, colour writes, alpha-to-coverage, depth bias, scissor
# - uniforms: looked up by program and name (gpu_uniform), set by the u_* setters
#
# Render state is cached. A pipeline API bakes this state into an object picked by
# key; OpenGL gets the same effect by only telling the driver what changed. The
# cache is only right if NOTHING else in the renderer touches that state, so no
# gl_enable / gl_disable / gl_depth_func / gl_depth_mask / gl_blend_func /
# gl_cull_face / gl_color_mask / gl_scissor / gl_polygon_offset may appear outside
# this file, and neither may any gl_uniform* call.
# ============================================================================
const GPU_GL: int = 1
const GPU_VK: int = 2
var gpu_kind: int = 0 # the backend running; 0 until gpu_select
var gpu_wanted: int = 0 # what was asked for (setting or R3D_GFX)
var gpu_fallback_reason: string = null # why the wanted backend is not the one running
# Ask for a backend before r3d_init ("gl", "opengl", "vk", "vulkan"). The environment
# (R3D_GFX) wins over it, so a test or a take can force one whatever the setting says.
function gpu_request(name: string) -> void { gpu_wanted = gpu_kind_of(name) }
function gpu_kind_of(name: string) -> int {
if name == "vk" or name == "vulkan" { return GPU_VK }
if name == "gl" or name == "opengl" { return GPU_GL }
return GPU_GL
}
function gpu_name(kind: int) -> string {
if kind == GPU_VK { return "vulkan" }
return "opengl"
}
# Settle the backend. Anything that cannot run lands on OpenGL with a reason a
# caller can show the player (gpu_fallback_reason).
function gpu_select() -> int {
if gpu_kind != 0 { return gpu_kind }
if Os.has_env("R3D_GFX") { gpu_wanted = gpu_kind_of(Os.env("R3D_GFX")) }
if gpu_wanted == 0 { gpu_wanted = GPU_GL }
gpu_kind = GPU_GL
if gpu_wanted == GPU_VK {
gpu_fallback_reason = "the Vulkan renderer is not built yet"
print(`r3d: vulkan requested: {gpu_fallback_reason}; using opengl`)
}
return gpu_kind
}
function gpu_backend() -> string { return gpu_name(gpu_kind) }
function gpu_is_gl() -> bool { return gpu_kind != GPU_VK }
# ---- render state ----------------------------------------------------------------
# -1 = not known yet: the first set always reaches the driver, so the cache never
# assumes a default the context might not have.
var gpu_s_depth_test: int = -1
var gpu_s_depth_func: int = -1
var gpu_s_depth_write: int = -1
var gpu_s_blend: int = -1
var gpu_s_blend_src: int = -1
var gpu_s_blend_dst: int = -1
var gpu_s_cull: int = -1
var gpu_s_cull_face: int = -1
var gpu_s_color_write: int = -1
var gpu_s_a2c: int = -1
function gpu_b(on: bool) -> int { if on { return 1 }; return 0 }
# Forget the cache: after anything outside the renderer may have changed GL state
# (a context rebuilt, a foreign library drawing into the frame).
function gpu_state_forget() -> void {
gpu_s_depth_test = -1; gpu_s_depth_func = -1; gpu_s_depth_write = -1
gpu_s_blend = -1; gpu_s_blend_src = -1; gpu_s_blend_dst = -1
gpu_s_cull = -1; gpu_s_cull_face = -1; gpu_s_color_write = -1; gpu_s_a2c = -1
}
function gpu_gl_cap(cap: int, on: int) -> void { if on == 1 { gl_enable(cap) } else { gl_disable(cap) } }
function gpu_depth_test(on: bool) -> void {
let v = gpu_b(on)
if v == gpu_s_depth_test { return }
gpu_s_depth_test = v
gpu_gl_cap(GL_DEPTH_TEST, v)
}
# GL_LESS, GL_LEQUAL, GL_EQUAL, GL_ALWAYS, ... (the comparison names are the same in every API)
function gpu_depth_func(f: int) -> void {
if f == gpu_s_depth_func { return }
gpu_s_depth_func = f
gl_depth_func(f)
}
function gpu_depth_write(on: bool) -> void {
let v = gpu_b(on)
if v == gpu_s_depth_write { return }
gpu_s_depth_write = v
gl_depth_mask(v)
}
function gpu_blend(on: bool) -> void {
let v = gpu_b(on)
if v == gpu_s_blend { return }
gpu_s_blend = v
gpu_gl_cap(GL_BLEND, v)
}
function gpu_blend_func(src: int, dst: int) -> void {
if src == gpu_s_blend_src and dst == gpu_s_blend_dst { return }
gpu_s_blend_src = src; gpu_s_blend_dst = dst
gl_blend_func(src, dst)
}
function gpu_cull(on: bool) -> void {
let v = gpu_b(on)
if v == gpu_s_cull { return }
gpu_s_cull = v
gpu_gl_cap(GL_CULL_FACE, v)
}
# GL_BACK or GL_FRONT
function gpu_cull_face(face: int) -> void {
if face == gpu_s_cull_face { return }
gpu_s_cull_face = face
gl_cull_face(face)
}
# all four channels together: nothing in the renderer writes a partial mask
function gpu_color_write(on: bool) -> void {
let v = gpu_b(on)
if v == gpu_s_color_write { return }
gpu_s_color_write = v
gl_color_mask(v, v, v, v)
}
function gpu_alpha_to_coverage(on: bool) -> void {
let v = gpu_b(on)
if v == gpu_s_a2c { return }
gpu_s_a2c = v
gpu_gl_cap(GL_SAMPLE_ALPHA_TO_COVERAGE, v)
}
# Depth bias for the shadow casters; (0, 0) turns it off. factor/units are fixed, as
# gl_polygon_offset takes them. A pipeline API bakes the bias into the pipeline.
var gpu_s_bias: int = -1
function gpu_depth_bias(factor: fixed, units: fixed) -> void {
var v = 1
if factor == 0.0 and units == 0.0 { v = 0 }
if v != gpu_s_bias { gpu_s_bias = v; gpu_gl_cap(GL_POLYGON_OFFSET_FILL, v) }
if v == 1 { gl_polygon_offset(factor, units) }
}
# A scissor rectangle in top-down pixels (x, y from the top-left of the drawable), or
# off. Every API but OpenGL counts rows from the top; the GL backend flips it.
var gpu_s_scissor: int = -1
function gpu_scissor(x: int, y_top: int, w: int, h: int) -> void {
if gpu_s_scissor != 1 { gpu_s_scissor = 1; gl_enable(GL_SCISSOR_TEST) }
gl_scissor(x, gl_h - y_top - h, w, h)
}
function gpu_scissor_off() -> void {
if gpu_s_scissor == 0 { return }
gpu_s_scissor = 0
gl_disable(GL_SCISSOR_TEST)
}
# ---- uniforms --------------------------------------------------------------------
# A uniform is found by its program and its name, and set through a handle. On OpenGL
# the handle is the location. On a pipeline API it will name a slot in the program's
# uniform block, so the u_* setters below are the only code that knows which. Arrays
# are looked up by their first element ("u_bones[0]"), as every GL driver accepts.
function gpu_uniform(prog: int, name: string) -> int { return gl_get_uniform_location(prog, name) }
var gpu_u_tmp: words = null
function gpu_tmp() -> words { if gpu_u_tmp == null { gpu_u_tmp = words(4) }; return gpu_u_tmp }
# float bits (IEEE singles in an int), like every other number in the renderer
function u_f(loc: int, v: int) -> void { let t = gpu_tmp(); t[0] = v; gl_uniform1fv(loc, 1, t) }
function u_f2(loc: int, x: int, y: int) -> void { let t = gpu_tmp(); t[0] = x; t[1] = y; gl_uniform2fv(loc, 1, t) }
function u_f3(loc: int, x: int, y: int, z: int) -> void { let t = gpu_tmp(); t[0] = x; t[1] = y; t[2] = z; gl_uniform3fv(loc, 1, t) }
function u_f4(loc: int, x: int, y: int, z: int, w: int) -> void { let t = gpu_tmp(); t[0] = x; t[1] = y; t[2] = z; t[3] = w; gl_uniform4fv(loc, 1, t) }
function u_v3(loc: int, v: words) -> void { gl_uniform3fv(loc, 1, v) }
function u_fv(loc: int, n: int, v: words) -> void { gl_uniform1fv(loc, n, v) }
function u_mat4(loc: int, m: words) -> void { gl_uniform_matrix4fv(loc, 1, 0, m) }
function u_mat4n(loc: int, n: int, m: words) -> void { gl_uniform_matrix4fv(loc, n, 0, m) }
function u_i(loc: int, v: int) -> void { gl_uniform1i(loc, v) }
# ---- what this machine can do ----------------------------------------------------
# The advanced graphics features are Windows features: the Vulkan renderer, ray tracing,
# DLSS, Reflex, HDR output, mesh-shader ground cover. gpu_caps_probe() asks Vulkan what
# the GPU offers - on Windows only - and a game's settings screen greys out whatever this
# machine cannot use, with the most specific reason. Detected every start, never saved:
# a settings file carried to another machine must not carry a stale "supported".
const GF_VULKAN: int = 0
const GF_RT_SHADOWS: int = 1
const GF_RT_REFLECTIONS: int = 2
const GF_RT_AO: int = 3
const GF_DLSS: int = 4
const GF_DLSS_RR: int = 5
const GF_DLSS_FG: int = 6
const GF_DLSS5: int = 7
const GF_REFLEX: int = 8
const GF_HDR: int = 9
const GF_MESH_GRASS: int = 10
const GF_COUNT: int = 11
var gpu_cap_probed: bool = false
var gpu_cap_windows: bool = false # the advanced features exist on this platform at all
var gpu_cap_vulkan: bool = false # a Vulkan loader, an instance and a device
var gpu_cap_floor: bool = false # Vulkan 1.3 with everything the renderer's floor needs
var gpu_cap_rt: bool = false # ray query + acceleration structures
var gpu_cap_mesh: bool = false # VK_EXT_mesh_shader
var gpu_cap_nvidia: bool = false
var gpu_cap_rtx: int = 0 # the RTX generation (20, 30, 40, 50); 0 = not RTX
var gpu_cap_reflex: bool = false # VK_NV_low_latency2
var gpu_cap_hdr: bool = false # the instance offers HDR colour spaces
var gpu_cap_device: string = ""
# 20 for "NVIDIA GeForce RTX 2080", 50 for "RTX 5090"; 30 for a workstation "RTX A4000"
function gpu_rtx_generation(name: string) -> int {
let at = Text.index_of(name, "RTX ")
if at < 0 { return 0 }
let p: pointer = name
let c = p[at + 4]
if c >= '0' and c <= '9' { return (c - '0') * 10 }
return 30
}
function gpu_ext_in(props: bytes, n: int, want: string) -> bool {
for i in 0 .. n {
if string(Vk.at(props, i * VkExtensionProperties_sizeof + VkExtensionProperties_extensionName)) == want { return true }
}
return false
}
# R3D_CAPS=rtx50|rtx40|rtx30|amd|intel|none pretends to be a Windows machine with that GPU,
# so the settings screen can be shot and tested anywhere
function gpu_caps_fake(kind: string) -> void {
gpu_cap_windows = true
if kind == "none" { return }
gpu_cap_vulkan = true; gpu_cap_floor = true; gpu_cap_hdr = true
if kind == "amd" or kind == "intel" { gpu_cap_rt = true; gpu_cap_mesh = true; gpu_cap_device = `test {kind} GPU`; return }
gpu_cap_nvidia = true; gpu_cap_rt = true; gpu_cap_mesh = true; gpu_cap_reflex = true
gpu_cap_rtx = gpu_rtx_generation(`RTX {kind[3 .. 5]}`)
gpu_cap_device = `test NVIDIA GeForce RTX {kind[3 .. 5]}`
}
function gpu_caps_probe() -> void {
if gpu_cap_probed { return }
gpu_cap_probed = true
if Os.has_env("R3D_CAPS") { gpu_caps_fake(Os.env("R3D_CAPS")); return }
gpu_cap_windows = Os.platform() == "windows"
if not gpu_cap_windows { return }
if Vk.open() == 0 { return }
let cnt = bytes(4)
Vk.put_i32(cnt, 0, 0)
Vk.enumerate_instance_extension_properties(null, cnt, null)
let nie = Vk.get_i32(cnt, 0)
let iexts = bytes(nie * VkExtensionProperties_sizeof + 8)
Vk.enumerate_instance_extension_properties(null, cnt, iexts)
gpu_cap_hdr = gpu_ext_in(iexts, nie, VK_EXT_SWAPCHAIN_COLOR_SPACE_EXTENSION_NAME)
let app = bytes(VkApplicationInfo_sizeof)
Vk.zero(app, VkApplicationInfo_sizeof)
Vk.put_i32(app, VkApplicationInfo_sType, VK_STRUCTURE_TYPE_APPLICATION_INFO)
Vk.put_i32(app, VkApplicationInfo_apiVersion, (1 << 22) | (3 << 12))
let ici = bytes(VkInstanceCreateInfo_sizeof)
Vk.zero(ici, VkInstanceCreateInfo_sizeof)
Vk.put_i32(ici, VkInstanceCreateInfo_sType, VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO)
Vk.put_ptr(ici, VkInstanceCreateInfo_pApplicationInfo, app)
let out = bytes(8)
if Vk.create_instance(ici, null, out) != VK_SUCCESS { return }
let inst = Vk.get_ptr(out, 0)
Vk.put_i32(cnt, 0, 0)
Vk.enumerate_physical_devices(inst, cnt, null)
let nd = Vk.get_i32(cnt, 0)
let devs = bytes(nd * 8 + 8)
Vk.enumerate_physical_devices(inst, cnt, devs)
let props = bytes(VkPhysicalDeviceProperties_sizeof)
# the renderer runs on the first discrete GPU, else the first one listed
var pick = -1
for d in 0 .. nd {
Vk.get_physical_device_properties(Vk.get_ptr(devs, d * 8), props)
if pick < 0 and Vk.get_i32(props, VkPhysicalDeviceProperties_deviceType) == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU { pick = d }
}
if pick < 0 and nd > 0 { pick = 0 }
if pick >= 0 {
let pd = Vk.get_ptr(devs, pick * 8)
gpu_cap_vulkan = true
Vk.get_physical_device_properties(pd, props)
gpu_cap_device = string(Vk.at(props, VkPhysicalDeviceProperties_deviceName))
gpu_cap_nvidia = Vk.get_i32(props, VkPhysicalDeviceProperties_vendorID) == 4318
if gpu_cap_nvidia { gpu_cap_rtx = gpu_rtx_generation(gpu_cap_device) }
let api = Vk.get_i32(props, VkPhysicalDeviceProperties_apiVersion)
let f13 = bytes(VkPhysicalDeviceVulkan13Features_sizeof)
Vk.zero(f13, VkPhysicalDeviceVulkan13Features_sizeof)
Vk.put_i32(f13, VkPhysicalDeviceVulkan13Features_sType, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_3_FEATURES)
let f12 = bytes(VkPhysicalDeviceVulkan12Features_sizeof)
Vk.zero(f12, VkPhysicalDeviceVulkan12Features_sizeof)
Vk.put_i32(f12, VkPhysicalDeviceVulkan12Features_sType, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_FEATURES)
Vk.put_ptr(f12, VkPhysicalDeviceVulkan12Features_pNext, f13)
let f2 = bytes(VkPhysicalDeviceFeatures2_sizeof)
Vk.zero(f2, VkPhysicalDeviceFeatures2_sizeof)
Vk.put_i32(f2, VkPhysicalDeviceFeatures2_sType, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2)
Vk.put_ptr(f2, VkPhysicalDeviceFeatures2_pNext, f12)
Vk.get_physical_device_features2(pd, f2)
let major = (api >> 22) & 127
let minor = (api >> 12) & 1023
gpu_cap_floor = (major > 1 or (major == 1 and minor >= 3)) and Vk.get_i32(f13, VkPhysicalDeviceVulkan13Features_dynamicRendering) == 1 and Vk.get_i32(f13, VkPhysicalDeviceVulkan13Features_synchronization2) == 1 and Vk.get_i32(f12, VkPhysicalDeviceVulkan12Features_descriptorIndexing) == 1 and Vk.get_i32(f12, VkPhysicalDeviceVulkan12Features_bufferDeviceAddress) == 1 and Vk.get_i32(f12, VkPhysicalDeviceVulkan12Features_timelineSemaphore) == 1
Vk.put_i32(cnt, 0, 0)
Vk.enumerate_device_extension_properties(pd, null, cnt, null)
let ne = Vk.get_i32(cnt, 0)
let dexts = bytes(ne * VkExtensionProperties_sizeof + 8)
Vk.enumerate_device_extension_properties(pd, null, cnt, dexts)
gpu_cap_rt = gpu_ext_in(dexts, ne, VK_KHR_RAY_QUERY_EXTENSION_NAME) and gpu_ext_in(dexts, ne, VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME)
gpu_cap_mesh = gpu_ext_in(dexts, ne, VK_EXT_MESH_SHADER_EXTENSION_NAME)
gpu_cap_reflex = gpu_ext_in(dexts, ne, VK_NV_LOW_LATENCY_2_EXTENSION_NAME)
}
Vk.destroy_instance(inst, null)
print(`r3d: gpu caps: {gpu_cap_device} vulkan {gpu_cap_vulkan} floor {gpu_cap_floor} rt {gpu_cap_rt} mesh {gpu_cap_mesh} rtx {gpu_cap_rtx} reflex {gpu_cap_reflex} hdr {gpu_cap_hdr}`)
}
# Whether the renderer actually draws a feature yet. The Vulkan renderer is being built;
# until a feature lands, choosing it is saved and shown, and says it takes effect later.
function gpu_feature_implemented(f: int) -> bool { return false }

View file

@ -84,7 +84,7 @@ function grass_count_at(d: int) -> int {
function grass_tiles(size: int, d_min: int, d_max: int) -> void {
let p = grass_prog
let cells = size / GRASS_CELL
gl_uniform1i(gl_uniform(p, "u_tile_cells"), cells)
u_i(gpu_uniform(p, "u_tile_cells"), cells)
let sz = fi(size)
let half = f_mul(sz, F_HALF)
let reach = f_add(d_max, f_mul(half, fl(1.5)))
@ -108,8 +108,8 @@ function grass_tiles(size: int, d_min: int, d_max: int) -> void {
if cam_sphere_visible(cx, cy, cz, f_add(corner_r, fi(6))) {
let per = grass_count_at(dnear)
if per > 0 {
u_f2(gl_uniform(p, "u_tile"), ox, oz)
gl_uniform1i(gl_uniform(p, "u_per_cell"), per)
u_f2(gpu_uniform(p, "u_tile"), ox, oz)
u_i(gpu_uniform(p, "u_per_cell"), per)
mesh_draw_instanced(grass_mesh, per * cells * cells)
grass_draws += 1
}
@ -124,42 +124,42 @@ function grass_draw() -> void {
if not grass_on or ter_reflect or grass_prog == 0 { return }
let p = grass_prog
gl_use_program(p)
u_mat4(gl_uniform(p, "u_view"), cam_view)
u_mat4(gl_uniform(p, "u_proj"), cam_proj)
u_mat4(gl_uniform(p, "u_vp"), cam_vp_clean)
u_f(gl_uniform(p, "u_wind"), grass_wind)
u_f(gl_uniform(p, "u_rough_scale"), F_ONE)
u_v3(gl_uniform(p, "u_tint"), sc_blade_tint)
u_v3(gl_uniform(p, "u_blade_base"), sc_blade_base)
u_v3(gl_uniform(p, "u_blade_tip"), sc_blade_tip)
u_f(gl_uniform(p, "u_cull"), grass_radius)
u_f(gl_uniform(p, "u_model_h"), F_ZERO)
u_f(gl_uniform(p, "u_s0"), grass_s0)
u_f(gl_uniform(p, "u_d0"), grass_d0)
u_f(gl_uniform(p, "u_radius"), grass_radius)
gl_uniform1i(gl_uniform(p, "u_dbg"), grass_dbg)
u_mat4(gpu_uniform(p, "u_view"), cam_view)
u_mat4(gpu_uniform(p, "u_proj"), cam_proj)
u_mat4(gpu_uniform(p, "u_vp"), cam_vp_clean)
u_f(gpu_uniform(p, "u_wind"), grass_wind)
u_f(gpu_uniform(p, "u_rough_scale"), F_ONE)
u_v3(gpu_uniform(p, "u_tint"), sc_blade_tint)
u_v3(gpu_uniform(p, "u_blade_base"), sc_blade_base)
u_v3(gpu_uniform(p, "u_blade_tip"), sc_blade_tip)
u_f(gpu_uniform(p, "u_cull"), grass_radius)
u_f(gpu_uniform(p, "u_model_h"), F_ZERO)
u_f(gpu_uniform(p, "u_s0"), grass_s0)
u_f(gpu_uniform(p, "u_d0"), grass_d0)
u_f(gpu_uniform(p, "u_radius"), grass_radius)
u_i(gpu_uniform(p, "u_dbg"), grass_dbg)
var orthotex = ter_ortho_tex
var oon = F_ONE
if orthotex == 0 { orthotex = ter_height_tex; oon = F_ZERO }
r3d_bind_2d(p, "u_ortho", 4, orthotex)
u_f(gl_uniform(p, "u_ortho_on"), oon)
u_f(gpu_uniform(p, "u_ortho_on"), oon)
var lake = fl(-100000.0)
if ter_lake_ex != 0 { lake = ter_lake_level }
u_f(gl_uniform(p, "u_lake_level"), lake)
u_f(gpu_uniform(p, "u_lake_level"), lake)
var sea = lake
if ter_sea_set { sea = ter_sea_level }
u_f(gl_uniform(p, "u_sea_level"), sea)
u_f4(gl_uniform(p, "u_lake"), ter_lake_cx, ter_lake_cz, ter_lake_ex, ter_lake_ez)
u_f(gl_uniform(p, "u_snow_line"), ter_snow_line)
u_f(gpu_uniform(p, "u_sea_level"), sea)
u_f4(gpu_uniform(p, "u_lake"), ter_lake_cx, ter_lake_cz, ter_lake_ex, ter_lake_ez)
u_f(gpu_uniform(p, "u_snow_line"), ter_snow_line)
sky_bind_lighting(p)
shadow_bind(p)
fog_bind(p)
u_f(gl_uniform(p, "u_spec_scale"), fl(0.15))
gl_disable(GL_CULL_FACE)
u_f(gpu_uniform(p, "u_spec_scale"), fl(0.15))
gpu_cull(false)
grass_draws = 0
gl_bind_vertex_array(grass_mesh.vao)
grass_tiles(16, F_ZERO, fi(300))
grass_tiles(64, fi(300), fi(1200))
grass_tiles(256, fi(1200), grass_radius)
gl_enable(GL_CULL_FACE)
gpu_cull(true)
}

View file

@ -159,12 +159,12 @@ function ov_begin() -> void {
if not ov_ready { return }
gl_bind_framebuffer(GL_FRAMEBUFFER, gl_screen_fbo())
gl_viewport(0, 0, gl_w, gl_h)
gl_disable(GL_DEPTH_TEST)
gl_disable(GL_CULL_FACE)
gl_enable(GL_BLEND)
gl_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
gpu_depth_test(false)
gpu_cull(false)
gpu_blend(true)
gpu_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
gl_use_program(ov_prog)
u_f2(gl_uniform(ov_prog, "u_screen"), fi(gl_w), fi(gl_h))
u_f2(gpu_uniform(ov_prog, "u_screen"), fi(gl_w), fi(gl_h))
ov_n = 0; ov_nr = 0; ov_range_start = 0
ov_tex = ov_white
ov_clip_w = 0
@ -204,24 +204,24 @@ function ov_flush() -> void {
r3d_bind_2d(ov_prog, "u_tex", 0, t)
var is_font = F_ZERO
if t == ov_font { is_font = F_ONE }
u_f(gl_uniform(ov_prog, "u_is_font"), is_font)
u_f(gpu_uniform(ov_prog, "u_is_font"), is_font)
last = t
}
if ov_ranges[o + 5] > 0 {
if not clipped { gl_enable(GL_SCISSOR_TEST); clipped = true }
gl_scissor(ov_ranges[o + 3], gl_h - ov_ranges[o + 4] - ov_ranges[o + 6], ov_ranges[o + 5], ov_ranges[o + 6])
} else if clipped { gl_disable(GL_SCISSOR_TEST); clipped = false }
clipped = true
gpu_scissor(ov_ranges[o + 3], ov_ranges[o + 4], ov_ranges[o + 5], ov_ranges[o + 6])
} else if clipped { gpu_scissor_off(); clipped = false }
gl_draw_arrays(GL_TRIANGLES, ov_ranges[o + 1] * 6, ov_ranges[o + 2] * 6)
}
if clipped { gl_disable(GL_SCISSOR_TEST) }
if clipped { gpu_scissor_off() }
gl_bind_vertex_array(0)
ov_n = 0; ov_nr = 0; ov_range_start = 0
}
function ov_end() -> void {
if not ov_open { return }
ov_flush()
gl_disable(GL_BLEND)
gl_enable(GL_DEPTH_TEST)
gpu_blend(false)
gpu_depth_test(true)
ov_open = false
}
function ov_use_tex(t: int) -> void {

View file

@ -144,17 +144,17 @@ function post_measure() -> void {
if post_p_adapt == 0 { post_p_adapt = r3d_program("fullscreen.vert", "adapt.frag", "") }
let next = 1 - post_adapt_i
target_bind(post_adapt_t[next])
gl_disable(GL_DEPTH_TEST)
gpu_depth_test(false)
gl_use_program(post_p_adapt)
r3d_bind_2d(post_p_adapt, "u_scene", 0, post_hdr.color)
r3d_bind_2d(post_p_adapt, "u_prev", 1, post_adapt_t[post_adapt_i].color)
u_f(gl_uniform(post_p_adapt, "u_lod"), fi(post_mips - 1))
u_f(gl_uniform(post_p_adapt, "u_key"), post_key)
u_f(gl_uniform(post_p_adapt, "u_max"), post_exposure_max)
u_f(gl_uniform(post_p_adapt, "u_rate"), fl(0.08))
u_f(gpu_uniform(post_p_adapt, "u_lod"), fi(post_mips - 1))
u_f(gpu_uniform(post_p_adapt, "u_key"), post_key)
u_f(gpu_uniform(post_p_adapt, "u_max"), post_exposure_max)
u_f(gpu_uniform(post_p_adapt, "u_rate"), fl(0.08))
var reset = F_ZERO
if post_adapt_reset { reset = F_ONE; post_adapt_reset = false }
u_f(gl_uniform(post_p_adapt, "u_reset"), reset)
u_f(gpu_uniform(post_p_adapt, "u_reset"), reset)
mesh_draw(post_fs)
post_adapt_i = next
gl_bind_texture(GL_TEXTURE_2D, post_hdr.color)
@ -164,11 +164,11 @@ function post_measure() -> void {
function post_begin_scene() -> void {
target_bind(post_hdr)
if post_ms_fbo != 0 { gl_bind_framebuffer(GL_FRAMEBUFFER, post_ms_fbo); gl_enable(GL_MULTISAMPLE) }
gl_enable(GL_DEPTH_TEST)
gl_depth_func(GL_LESS)
gl_depth_mask(1)
gl_enable(GL_CULL_FACE)
gl_cull_face(GL_BACK)
gpu_depth_test(true)
gpu_depth_func(GL_LESS)
gpu_depth_write(true)
gpu_cull(true)
gpu_cull_face(GL_BACK)
gl_clear_color(0.0, 0.0, 0.0, 1.0)
gl_clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
}
@ -217,30 +217,30 @@ function post_capture_prev() -> void {
}
function post_ssao_pass() -> void {
gl_disable(GL_DEPTH_TEST)
gl_disable(GL_BLEND)
gpu_depth_test(false)
gpu_blend(false)
target_bind(post_ao)
gl_use_program(post_p_ao)
r3d_bind_2d(post_p_ao, "u_depth", 0, post_hdr.depth)
r3d_bind_2d(post_p_ao, "u_prev_color", 1, post_prev.color)
u_f(gl_uniform(post_p_ao, "u_frame"), fi(post_frame % 64))
u_mat4(gl_uniform(post_p_ao, "u_inv_proj"), cam_inv_proj)
u_mat4(gl_uniform(post_p_ao, "u_proj"), cam_proj)
u_f2(gl_uniform(post_p_ao, "u_texel"), fr(1, post_w), fr(1, post_h))
u_f(gl_uniform(post_p_ao, "u_radius"), post_ao_radius)
u_f(gl_uniform(post_p_ao, "u_intensity"), post_ao_intensity)
u_f(gpu_uniform(post_p_ao, "u_frame"), fi(post_frame % 64))
u_mat4(gpu_uniform(post_p_ao, "u_inv_proj"), cam_inv_proj)
u_mat4(gpu_uniform(post_p_ao, "u_proj"), cam_proj)
u_f2(gpu_uniform(post_p_ao, "u_texel"), fr(1, post_w), fr(1, post_h))
u_f(gpu_uniform(post_p_ao, "u_radius"), post_ao_radius)
u_f(gpu_uniform(post_p_ao, "u_intensity"), post_ao_intensity)
mesh_draw(post_fs)
target_bind(post_ao_blur)
gl_use_program(post_p_ao_blur)
r3d_bind_2d(post_p_ao_blur, "u_ao", 0, post_ao.color)
r3d_bind_2d(post_p_ao_blur, "u_depth", 1, post_hdr.depth)
u_f2(gl_uniform(post_p_ao_blur, "u_texel"), fr(1, post_ao.w), fr(1, post_ao.h))
u_f2(gpu_uniform(post_p_ao_blur, "u_texel"), fr(1, post_ao.w), fr(1, post_ao.h))
mesh_draw(post_fs)
}
function post_bloom_pass() -> void {
gl_disable(GL_DEPTH_TEST)
gl_disable(GL_BLEND)
gpu_depth_test(false)
gpu_blend(false)
var src = post_color
var sw = post_w; var sh = post_h
gl_use_program(post_p_down)
@ -248,60 +248,60 @@ function post_bloom_pass() -> void {
let t = post_bloom[i]
target_bind(t)
r3d_bind_2d(post_p_down, "u_src", 0, src)
u_f2(gl_uniform(post_p_down, "u_texel"), fr(1, sw), fr(1, sh))
u_f2(gpu_uniform(post_p_down, "u_texel"), fr(1, sw), fr(1, sh))
var th = f_neg1()
if i == 0 { th = fl(1.2) }
u_f(gl_uniform(post_p_down, "u_threshold"), th)
u_f(gpu_uniform(post_p_down, "u_threshold"), th)
mesh_draw(post_fs)
src = t.color; sw = t.w; sh = t.h
}
gl_use_program(post_p_up)
gl_enable(GL_BLEND)
gl_blend_func(GL_ONE, GL_ONE)
gpu_blend(true)
gpu_blend_func(GL_ONE, GL_ONE)
var i = BLOOM_LEVELS - 1
while i > 0 {
let from = post_bloom[i]
let to = post_bloom[i - 1]
target_bind(to)
r3d_bind_2d(post_p_up, "u_src", 0, from.color)
u_f2(gl_uniform(post_p_up, "u_texel"), fr(1, from.w), fr(1, from.h))
u_f(gl_uniform(post_p_up, "u_radius"), F_ONE)
u_f2(gpu_uniform(post_p_up, "u_texel"), fr(1, from.w), fr(1, from.h))
u_f(gpu_uniform(post_p_up, "u_radius"), F_ONE)
mesh_draw(post_fs)
i -= 1
}
gl_disable(GL_BLEND)
gpu_blend(false)
}
function post_tonemap(color_tex: int) -> void {
if post_auto { post_measure() }
target_bind(post_ldr)
gl_disable(GL_DEPTH_TEST)
gpu_depth_test(false)
gl_use_program(post_p_tone)
r3d_bind_2d(post_p_tone, "u_hdr", 0, color_tex)
r3d_bind_2d(post_p_tone, "u_bloom", 1, post_bloom[0].color)
r3d_bind_2d(post_p_tone, "u_ao", 2, post_ao_blur.color)
u_f(gl_uniform(post_p_tone, "u_ao_strength"), post_ao_strength)
u_f(gl_uniform(post_p_tone, "u_gi_strength"), post_gi_strength)
u_f(gl_uniform(post_p_tone, "u_exposure"), post_exposure)
u_f(gpu_uniform(post_p_tone, "u_ao_strength"), post_ao_strength)
u_f(gpu_uniform(post_p_tone, "u_gi_strength"), post_gi_strength)
u_f(gpu_uniform(post_p_tone, "u_exposure"), post_exposure)
var auto = F_ZERO
if post_auto and post_adapt_t != null { auto = F_ONE; r3d_bind_2d(post_p_tone, "u_adapt", 3, post_adapt_t[post_adapt_i].color) }
u_f(gl_uniform(post_p_tone, "u_auto"), auto)
u_f(gl_uniform(post_p_tone, "u_bloom_strength"), post_bloom_strength)
u_f(gl_uniform(post_p_tone, "u_vignette"), post_vignette)
u_f(gl_uniform(post_p_tone, "u_saturation"), post_saturation)
u_f(gl_uniform(post_p_tone, "u_contrast"), post_contrast)
u_f3(gl_uniform(post_p_tone, "u_wb"), fl(1.02), F_ONE, fl(0.97))
u_f3(gl_uniform(post_p_tone, "u_lift"), fl(0.004), fl(0.004), fl(0.012))
u_f3(gl_uniform(post_p_tone, "u_gain"), fl(0.99), fl(0.995), fl(1.0))
u_f(gpu_uniform(post_p_tone, "u_auto"), auto)
u_f(gpu_uniform(post_p_tone, "u_bloom_strength"), post_bloom_strength)
u_f(gpu_uniform(post_p_tone, "u_vignette"), post_vignette)
u_f(gpu_uniform(post_p_tone, "u_saturation"), post_saturation)
u_f(gpu_uniform(post_p_tone, "u_contrast"), post_contrast)
u_f3(gpu_uniform(post_p_tone, "u_wb"), fl(1.02), F_ONE, fl(0.97))
u_f3(gpu_uniform(post_p_tone, "u_lift"), fl(0.004), fl(0.004), fl(0.012))
u_f3(gpu_uniform(post_p_tone, "u_gain"), fl(0.99), fl(0.995), fl(1.0))
mesh_draw(post_fs)
# sharpen + grain onto the screen
gl_bind_framebuffer(GL_FRAMEBUFFER, gl_screen)
gl_viewport(0, 0, gl_w, gl_h)
gl_use_program(post_p_sharp)
r3d_bind_2d(post_p_sharp, "u_src", 0, post_ldr.color)
u_f2(gl_uniform(post_p_sharp, "u_texel"), fr(1, post_w), fr(1, post_h))
u_f(gl_uniform(post_p_sharp, "u_amount"), post_sharpen)
u_f(gl_uniform(post_p_sharp, "u_grain"), post_grain)
u_f(gl_uniform(post_p_sharp, "u_time"), r3d_time)
u_f2(gpu_uniform(post_p_sharp, "u_texel"), fr(1, post_w), fr(1, post_h))
u_f(gpu_uniform(post_p_sharp, "u_amount"), post_sharpen)
u_f(gpu_uniform(post_p_sharp, "u_grain"), post_grain)
u_f(gpu_uniform(post_p_sharp, "u_time"), r3d_time)
mesh_draw(post_fs)
}

View file

@ -75,7 +75,7 @@ function r3d_program(vs: string, fs: string, defines: string) -> int {
function r3d_bind_tex(prog: int, name: string, unit: int, target: int, tex: int) -> void {
gl_active_texture(GL_TEXTURE0 + unit)
gl_bind_texture(target, tex)
gl_uniform1i(gl_get_uniform_location(prog, name), unit)
u_i(gpu_uniform(prog, name), unit)
}
function r3d_bind_2d(prog: int, name: string, unit: int, tex: int) -> void { r3d_bind_tex(prog, name, unit, GL_TEXTURE_2D, tex) }

View file

@ -3,6 +3,7 @@
# Import this one file; the game supplies scene_draw() / scene_draw_casters().
# ============================================================================
import "fmath.ludic"
import "gpu.ludic"
import "prof.ludic"
import "programs.ludic"
import "texture.ludic"

View file

@ -33,15 +33,15 @@ function r3d_prepass_off() -> bool {
return r3d_prepass_env == 1
}
function fog_bind(prog: int) -> void {
u_f(gl_uniform(prog, "u_clip_y"), r3d_clip_y)
u_f(gl_uniform(prog, "u_spec_scale"), F_ONE)
u_f(gl_uniform(prog, "u_fog_density"), r3d_fog_density)
u_f(gl_uniform(prog, "u_fog_height_falloff"), r3d_fog_falloff)
u_f(gl_uniform(prog, "u_fog_base"), r3d_fog_base)
u_f(gpu_uniform(prog, "u_clip_y"), r3d_clip_y)
u_f(gpu_uniform(prog, "u_spec_scale"), F_ONE)
u_f(gpu_uniform(prog, "u_fog_density"), r3d_fog_density)
u_f(gpu_uniform(prog, "u_fog_height_falloff"), r3d_fog_falloff)
u_f(gpu_uniform(prog, "u_fog_base"), r3d_fog_base)
var cs = r3d_cloud_shadow
if Os.has_env("R3D_NOCLOUD") { cs = F_ZERO }
u_f(gl_uniform(prog, "u_cloud_shadow"), cs)
u_f(gl_uniform(prog, "u_time"), r3d_time)
u_f(gpu_uniform(prog, "u_cloud_shadow"), cs)
u_f(gpu_uniform(prog, "u_time"), r3d_time)
}
# profiling switches (environment): R3D_NOSHADOW R3D_NOGI R3D_MSAA=n R3D_NOBLADES R3D_NOCARDS R3D_NOTREES R3D_NEAR=m
@ -72,6 +72,7 @@ function r3d_env_flags() -> void {
}
function r3d_init(w: int, h: int, title: string) -> bool {
r3d_env_flags()
gpu_select()
if not gl_open(w, h, title) { print("r3d: no OpenGL context"); return false }
if Os.has_env("R3D_NOVSYNC") { gl_vsync(0) }
var renderer: string = gl_get_string(GL_RENDERER)
@ -97,21 +98,21 @@ function r3d_init(w: int, h: int, title: string) -> bool {
}
function r3d_draw_sky() -> void {
gl_depth_func(GL_LEQUAL)
gl_depth_mask(0)
gl_disable(GL_CULL_FACE)
gpu_depth_func(GL_LEQUAL)
gpu_depth_write(false)
gpu_cull(false)
let p = r3d_sky_prog
gl_use_program(p)
r3d_bind_2d(p, "u_sky", 0, sky_tex)
sky_bind_rot(p)
sky_bind_lighting(p)
u_mat4(gl_uniform(p, "u_inv_vp"), cam_inv_vp)
u_f(gl_uniform(p, "u_sky_gain"), fl(0.95))
u_f(gl_uniform(p, "u_sky_sat"), fl(1.35))
u_f(gl_uniform(p, "u_time"), r3d_time)
u_mat4(gpu_uniform(p, "u_inv_vp"), cam_inv_vp)
u_f(gpu_uniform(p, "u_sky_gain"), fl(0.95))
u_f(gpu_uniform(p, "u_sky_sat"), fl(1.35))
u_f(gpu_uniform(p, "u_time"), r3d_time)
mesh_draw(sky_fullscreen)
gl_depth_mask(1)
gl_depth_func(GL_LESS)
gpu_depth_write(true)
gpu_depth_func(GL_LESS)
}
# the drawable changed size: the camera's aspect and every screen-sized target follow
@ -171,9 +172,9 @@ function r3d_frame(time: int) -> void {
# target, and depth drawn after it lands in the sun buffer, not the scene's.
if not r3d_prepass_off() {
prof_begin("foliage prepass")
gl_color_mask(0, 0, 0, 0)
gpu_color_write(false)
scatter_draw_depth()
gl_color_mask(1, 1, 1, 1)
gpu_color_write(true)
prof_end()
sc_prepass = true
}
@ -206,8 +207,8 @@ function r3d_frame(time: int) -> void {
prof_begin("water surface")
post_capture_scene()
target_bind(post_hdr)
gl_enable(GL_DEPTH_TEST)
gl_depth_func(GL_LESS)
gpu_depth_test(true)
gpu_depth_func(GL_LESS)
water_draw(post_depth_copy.depth)
prof_end()
}

View file

@ -464,10 +464,10 @@ function impostor_bake(model: Model, tiles: int, tw: int, th: int) -> Impostor {
gl_viewport(0, 0, aw, th)
gl_clear_color(0.0, 0.0, 0.0, 0.0)
gl_clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
gl_enable(GL_DEPTH_TEST)
gl_depth_func(GL_LESS)
gl_disable(GL_CULL_FACE)
gl_disable(GL_BLEND)
gpu_depth_test(true)
gpu_depth_func(GL_LESS)
gpu_cull(false)
gpu_blend(false)
# the model's prims temporarily take the identity instance
for i in 0 .. len(model.prims) { scatter_attach(model.prims[i].mesh.vao, sc_ident_buf) }
let view = m4_new(); let proj = m4_new()
@ -485,9 +485,9 @@ function impostor_bake(model: Model, tiles: int, tw: int, th: int) -> Impostor {
v3_set(eye, f_mul(f_sin(a), f_mul(r, fi(4))), f_add(cy, f_mul(r, fl(0.5))), f_neg(f_mul(f_cos(a), f_mul(r, fi(4)))))
m4_look_at(view, eye, at, up)
m4_ortho(proj, f_neg(r), r, f_neg(hh), hh, fl(0.1), f_mul(r, fi(9)))
u_mat4(gl_uniform(bake, "u_view"), view)
u_mat4(gl_uniform(bake, "u_proj"), proj)
u_f(gl_uniform(bake, "u_wind"), F_ZERO)
u_mat4(gpu_uniform(bake, "u_view"), view)
u_mat4(gpu_uniform(bake, "u_proj"), proj)
u_f(gpu_uniform(bake, "u_wind"), F_ZERO)
gl_viewport(t * tw, 0, tw, th)
for i in 0 .. len(model.prims) {
let pr = model.prims[i]
@ -816,45 +816,45 @@ function layer_draw_model(l: Layer, model: Model, vb: int, cnt: int, card: bool,
gl_use_program(p)
# over the prepass: only the fragment the prepass kept, at exactly its depth (a texel
# it cut would otherwise pass LEQUAL over the terrain behind and draw the quad solid)
if p == sc_prog_fol_eq { gl_depth_func(GL_EQUAL) }
if p == sc_prog_fol_eq { gpu_depth_func(GL_EQUAL) }
var ground = F_ZERO
if l.grounded { ground = F_ONE }
u_f(gl_uniform(p, "u_ground"), ground)
u_f(gpu_uniform(p, "u_ground"), ground)
if l.grounded { terrain_bind_height(p) }
u_f(gl_uniform(p, "u_time"), r3d_time)
u_f(gl_uniform(p, "u_wind"), l.wind)
u_f(gpu_uniform(p, "u_time"), r3d_time)
u_f(gpu_uniform(p, "u_wind"), l.wind)
var mh = F_ZERO
if not card and l.foliage { mh = model.height }
u_f(gl_uniform(p, "u_model_h"), mh)
if not card and l.foliage and not shadow and sc_a2c { gl_enable(GL_SAMPLE_ALPHA_TO_COVERAGE) }
u_f(gpu_uniform(p, "u_model_h"), mh)
if not card and l.foliage and not shadow and sc_a2c { gpu_alpha_to_coverage(true) }
if card {
u_f(gl_uniform(p, "u_card_w"), f_mul(l.atlas.radius, F_TWO)); u_f(gl_uniform(p, "u_card_h"), l.atlas.height)
u_f(gpu_uniform(p, "u_card_w"), f_mul(l.atlas.radius, F_TWO)); u_f(gpu_uniform(p, "u_card_h"), l.atlas.height)
r3d_bind_2d(p, "u_diff", 0, l.atlas.albedo)
r3d_bind_2d(p, "u_nrm", 1, l.atlas.normal)
gl_enable(GL_SAMPLE_ALPHA_TO_COVERAGE)
gpu_alpha_to_coverage(true)
}
if shadow { u_mat4(gl_uniform(p, "u_light_vp"), light_vp) }
if shadow { u_mat4(gpu_uniform(p, "u_light_vp"), light_vp) }
else {
u_mat4(gl_uniform(p, "u_view"), cam_view)
u_mat4(gl_uniform(p, "u_proj"), cam_proj)
u_v3(gl_uniform(p, "u_tint"), l.tint)
u_mat4(gpu_uniform(p, "u_view"), cam_view)
u_mat4(gpu_uniform(p, "u_proj"), cam_proj)
u_v3(gpu_uniform(p, "u_tint"), l.tint)
if sc_dbg_lod and sc_dbg_level >= 0 {
if sc_dbg_tint == null { sc_dbg_tint = v3_new(F_ONE, F_ONE, F_ONE) }
let k = sc_dbg_level
var r = F_ZERO; var g = F_ZERO; var b = F_ZERO
if k == 0 { r = fi(3) } else if k == 1 { g = fi(3) } else if k == 2 { b = fi(3) } else { r = fi(3); g = fi(3) }
v3_set(sc_dbg_tint, r, g, b)
u_v3(gl_uniform(p, "u_tint"), sc_dbg_tint)
u_v3(gpu_uniform(p, "u_tint"), sc_dbg_tint)
}
u_f(gl_uniform(p, "u_rough_scale"), l.rough)
if l.blade { u_v3(gl_uniform(p, "u_blade_base"), sc_blade_base); u_v3(gl_uniform(p, "u_blade_tip"), sc_blade_tip) }
u_f(gl_uniform(p, "u_cull"), l.cull)
u_f(gpu_uniform(p, "u_rough_scale"), l.rough)
if l.blade { u_v3(gpu_uniform(p, "u_blade_base"), sc_blade_base); u_v3(gpu_uniform(p, "u_blade_tip"), sc_blade_tip) }
u_f(gpu_uniform(p, "u_cull"), l.cull)
sky_bind_lighting(p)
shadow_bind(p)
fog_bind(p)
if l.foliage { u_f(gl_uniform(p, "u_spec_scale"), fl(0.05)) }
if l.foliage { u_f(gpu_uniform(p, "u_spec_scale"), fl(0.05)) }
}
gl_disable(GL_CULL_FACE)
gpu_cull(false)
for i in 0 .. len(model.prims) {
let pr = model.prims[i]
scatter_attach(pr.mesh.vao, vb)
@ -864,8 +864,8 @@ function layer_draw_model(l: Layer, model: Model, vb: int, cnt: int, card: bool,
}
mesh_draw_instanced(pr.mesh, cnt)
}
gl_disable(GL_SAMPLE_ALPHA_TO_COVERAGE)
if p == sc_prog_fol_eq { gl_depth_func(GL_LESS) }
gpu_alpha_to_coverage(false)
if p == sc_prog_fol_eq { gpu_depth_func(GL_LESS) }
}
function layer_draw_far(l: Layer, shadow: bool, light_vp: words) -> void {
@ -874,31 +874,31 @@ function layer_draw_far(l: Layer, shadow: bool, light_vp: words) -> void {
if shadow { p = sc_imp_prog_shadow }
gl_use_program(p)
let im = l.imp
u_f(gl_uniform(p, "u_radius"), im.radius)
u_f(gl_uniform(p, "u_height"), im.height)
u_f(gl_uniform(p, "u_tiles"), fi(im.tiles))
u_f(gpu_uniform(p, "u_radius"), im.radius)
u_f(gpu_uniform(p, "u_height"), im.height)
u_f(gpu_uniform(p, "u_tiles"), fi(im.tiles))
r3d_bind_2d(p, "u_atlas_albedo", 0, im.albedo)
if shadow {
u_mat4(gl_uniform(p, "u_light_vp"), light_vp)
u_v3(gl_uniform(p, "u_face_dir"), sun_dir)
if r3d_debug_shadow and not sc_printed { sc_printed = true; print(`imp shadow prog {p} face_dir loc {gl_uniform(p, "u_face_dir")} sun {f_fx(sun_dir[0])} {f_fx(sun_dir[1])} {f_fx(sun_dir[2])} cam {f_fx(cam_pos[0])} {f_fx(cam_pos[1])} {f_fx(cam_pos[2])} n_far {l.n_far}`) }
u_v3(gl_uniform(p, "u_cam_pos"), cam_pos)
u_mat4(gpu_uniform(p, "u_light_vp"), light_vp)
u_v3(gpu_uniform(p, "u_face_dir"), sun_dir)
if r3d_debug_shadow and not sc_printed { sc_printed = true; print(`imp shadow prog {p} face_dir loc {gpu_uniform(p, "u_face_dir")} sun {f_fx(sun_dir[0])} {f_fx(sun_dir[1])} {f_fx(sun_dir[2])} cam {f_fx(cam_pos[0])} {f_fx(cam_pos[1])} {f_fx(cam_pos[2])} n_far {l.n_far}`) }
u_v3(gpu_uniform(p, "u_cam_pos"), cam_pos)
} else {
u_mat4(gl_uniform(p, "u_view"), cam_view)
u_mat4(gl_uniform(p, "u_proj"), cam_proj)
u_v3(gl_uniform(p, "u_tint"), l.tint)
if sc_dbg_lod { if sc_dbg_tint == null { sc_dbg_tint = v3_new(F_ONE, F_ONE, F_ONE) }; v3_set(sc_dbg_tint, fi(3), F_ZERO, fi(3)); u_v3(gl_uniform(p, "u_tint"), sc_dbg_tint) }
u_mat4(gpu_uniform(p, "u_view"), cam_view)
u_mat4(gpu_uniform(p, "u_proj"), cam_proj)
u_v3(gpu_uniform(p, "u_tint"), l.tint)
if sc_dbg_lod { if sc_dbg_tint == null { sc_dbg_tint = v3_new(F_ONE, F_ONE, F_ONE) }; v3_set(sc_dbg_tint, fi(3), F_ZERO, fi(3)); u_v3(gpu_uniform(p, "u_tint"), sc_dbg_tint) }
r3d_bind_2d(p, "u_atlas_normal", 1, im.normal)
sky_bind_lighting(p)
shadow_bind(p)
fog_bind(p)
if l.foliage { u_f(gl_uniform(p, "u_spec_scale"), fl(0.05)) }
if l.foliage { u_f(gpu_uniform(p, "u_spec_scale"), fl(0.05)) }
}
gl_disable(GL_CULL_FACE)
if not shadow and sc_a2c { gl_enable(GL_SAMPLE_ALPHA_TO_COVERAGE) }
gpu_cull(false)
if not shadow and sc_a2c { gpu_alpha_to_coverage(true) }
scatter_attach(sc_card.vao, l.imp_buf)
mesh_draw_instanced(sc_card, l.n_far)
gl_disable(GL_SAMPLE_ALPHA_TO_COVERAGE)
gpu_alpha_to_coverage(false)
}
# Cast from the impostor card, always, for every instance in the layer. The lit pass may
@ -910,14 +910,14 @@ function layer_draw_shadow(l: Layer, light_vp: words) -> void {
let p = sc_imp_prog_shadow
gl_use_program(p)
let im = l.imp
u_f(gl_uniform(p, "u_radius"), im.radius)
u_f(gl_uniform(p, "u_height"), im.height)
u_f(gl_uniform(p, "u_tiles"), fi(im.tiles))
u_f(gpu_uniform(p, "u_radius"), im.radius)
u_f(gpu_uniform(p, "u_height"), im.height)
u_f(gpu_uniform(p, "u_tiles"), fi(im.tiles))
r3d_bind_2d(p, "u_atlas_albedo", 0, im.albedo)
u_mat4(gl_uniform(p, "u_light_vp"), light_vp)
u_v3(gl_uniform(p, "u_face_dir"), sun_dir)
u_v3(gl_uniform(p, "u_cam_pos"), cam_pos)
gl_disable(GL_CULL_FACE)
u_mat4(gpu_uniform(p, "u_light_vp"), light_vp)
u_v3(gpu_uniform(p, "u_face_dir"), sun_dir)
u_v3(gpu_uniform(p, "u_cam_pos"), cam_pos)
gpu_cull(false)
scatter_attach(sc_card.vao, l.sh_buf)
mesh_draw_instanced(sc_card, l.n_sh)
}
@ -935,15 +935,15 @@ function layer_draw_depth(l: Layer, model: Model, vb: int, cnt: int) -> void {
gl_use_program(p)
var ground = F_ZERO
if l.grounded { ground = F_ONE }
u_f(gl_uniform(p, "u_ground"), ground)
u_f(gpu_uniform(p, "u_ground"), ground)
if l.grounded { terrain_bind_height(p) }
u_f(gl_uniform(p, "u_time"), r3d_time)
u_f(gl_uniform(p, "u_wind"), l.wind)
u_f(gl_uniform(p, "u_model_h"), model.height)
u_mat4(gl_uniform(p, "u_view"), cam_view)
u_mat4(gl_uniform(p, "u_proj"), cam_proj)
u_f(gl_uniform(p, "u_clip_y"), r3d_clip_y)
gl_disable(GL_CULL_FACE)
u_f(gpu_uniform(p, "u_time"), r3d_time)
u_f(gpu_uniform(p, "u_wind"), l.wind)
u_f(gpu_uniform(p, "u_model_h"), model.height)
u_mat4(gpu_uniform(p, "u_view"), cam_view)
u_mat4(gpu_uniform(p, "u_proj"), cam_proj)
u_f(gpu_uniform(p, "u_clip_y"), r3d_clip_y)
gpu_cull(false)
for i in 0 .. len(model.prims) {
let pr = model.prims[i]
scatter_attach(pr.mesh.vao, vb)
@ -968,7 +968,7 @@ function scatter_draw_depth() -> void {
layer_draw_depth(l, l.model, l.buf, l.n_near)
}
}
gl_enable(GL_CULL_FACE)
gpu_cull(true)
}
function scatter_draw() -> void {
for i in 0 .. len(sc_layers) {
@ -981,7 +981,7 @@ function scatter_draw() -> void {
layer_draw_near(l, false, null, false)
layer_draw_far(l, false, null)
}
gl_enable(GL_CULL_FACE)
gpu_cull(true)
}
# Nothing here is keyed off the cascade. Every skip that used to be — ground cover past
# the 250 m cascade, blades past the nearest, the scanned mesh past the second — made a
@ -1039,10 +1039,10 @@ function carpet_bake(layers: []Layer, count: int, tile: int, res: int) -> int {
gl_viewport(0, 0, res, res)
gl_clear_color(0.0, 0.0, 0.0, 0.0)
gl_clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
gl_enable(GL_DEPTH_TEST)
gl_depth_func(GL_LESS)
gl_disable(GL_CULL_FACE)
gl_disable(GL_BLEND)
gpu_depth_test(true)
gpu_depth_func(GL_LESS)
gpu_cull(false)
gpu_blend(false)
# the clumps, and eight wrapped copies so the tile's edges continue
let half = f_mul(tile, F_HALF)
let n9 = count * 9
@ -1076,14 +1076,14 @@ function carpet_bake(layers: []Layer, count: int, tile: int, res: int) -> int {
m4_ortho(proj, f_neg(half), half, f_neg(half), half, fl(0.1), fi(12))
let bake = sc_bake_card_prog
gl_use_program(bake)
u_mat4(gl_uniform(bake, "u_view"), view)
u_mat4(gl_uniform(bake, "u_proj"), proj)
u_f(gl_uniform(bake, "u_wind"), F_ZERO)
u_f(gl_uniform(bake, "u_time"), F_ZERO)
u_mat4(gpu_uniform(bake, "u_view"), view)
u_mat4(gpu_uniform(bake, "u_proj"), proj)
u_f(gpu_uniform(bake, "u_wind"), F_ZERO)
u_f(gpu_uniform(bake, "u_time"), F_ZERO)
for li in 0 .. len(layers) {
let l = layers[li]
if l.atlas == null { continue }
u_f(gl_uniform(bake, "u_card_w"), f_mul(l.atlas.radius, F_TWO)); u_f(gl_uniform(bake, "u_card_h"), l.atlas.height)
u_f(gpu_uniform(bake, "u_card_w"), f_mul(l.atlas.radius, F_TWO)); u_f(gpu_uniform(bake, "u_card_h"), l.atlas.height)
r3d_bind_2d(bake, "u_diff", 0, l.atlas.albedo)
r3d_bind_2d(bake, "u_arm", 2, l.atlas.normal)
for i in 0 .. len(l.model.prims) {

View file

@ -116,11 +116,10 @@ function shadow_pass() -> void {
var near = cam_near
gl_bind_framebuffer(GL_FRAMEBUFFER, sh_fbo)
gl_viewport(0, 0, SHADOW_RES, SHADOW_RES)
gl_enable(GL_DEPTH_TEST)
gl_depth_func(GL_LESS)
gl_enable(GL_POLYGON_OFFSET_FILL)
gl_polygon_offset(2.0, 4.0)
gl_disable(GL_CULL_FACE)
gpu_depth_test(true)
gpu_depth_func(GL_LESS)
gpu_depth_bias(2.0, 4.0)
gpu_cull(false)
for c in 0 .. SHADOW_CASCADES {
sh_cascade = c
shadow_fit(c, near, sh_split[c])
@ -135,7 +134,7 @@ function shadow_pass() -> void {
scene_draw_casters(vp)
}
}
gl_disable(GL_POLYGON_OFFSET_FILL)
gpu_depth_bias(0.0, 0.0)
gl_bind_framebuffer(GL_FRAMEBUFFER, 0)
if r3d_debug_shadow { shadow_dump() }
if r3d_debug_shadow and not sh_printed2 {
@ -222,8 +221,8 @@ function shadow_dump() -> void {
var sh_printed: bool = false
# a uniform array's location: some drivers only answer to the "[0]" spelling
function sh_loc(prog: int, name: string) -> int {
var loc = gl_uniform(prog, name + "[0]")
if loc < 0 { loc = gl_uniform(prog, name) }
var loc = gpu_uniform(prog, name + "[0]")
if loc < 0 { loc = gpu_uniform(prog, name) }
return loc
}
function shadow_bind(prog: int) -> void {
@ -234,17 +233,17 @@ function shadow_bind(prog: int) -> void {
if ts == 0 { ts = ter_height_tex; ts_on = F_ZERO }
r3d_bind_2d(prog, "u_tershadow", 6, ts)
terrain_bind_height(prog)
u_f(gl_uniform(prog, "u_ts_on"), ts_on)
u_f(gl_uniform(prog, "u_ts_half"), fi(TERRAIN_HALF))
u_f2(gl_uniform(prog, "u_ts_origin"), ter_ox, ter_oz)
var loc = gl_uniform(prog, "u_cascade_vp[0]")
if loc < 0 { loc = gl_uniform(prog, "u_cascade_vp") }
if r3d_debug_shadow and not sh_printed { sh_printed = true; print(`cascade vp loc {loc} / {gl_uniform(prog, "u_cascade_vp")} split loc {gl_uniform(prog, "u_cascade_split")} shadow loc {gl_uniform(prog, "u_shadow")}`) }
gl_uniform_matrix4fv(loc, SHADOW_CASCADES, 0, sh_vp)
gl_uniform1fv(sh_loc(prog, "u_cascade_split"), SHADOW_CASCADES, sh_split)
if r3d_debug_shadow and not sh_printed3 { sh_printed3 = true; print(`range {f_fx(sh_range[0])} {f_fx(sh_range[1])} {f_fx(sh_range[2])} {f_fx(sh_range[3])} texel*1000 {f_fx(f_mul(sh_texel[0], fi(1000)))} {f_fx(f_mul(sh_texel[1], fi(1000)))} {f_fx(f_mul(sh_texel[2], fi(1000)))} {f_fx(f_mul(sh_texel[3], fi(1000)))} locs {gl_uniform(prog, "u_cascade_range")} {gl_uniform(prog, "u_cascade_texel")}`) }
gl_uniform1fv(sh_loc(prog, "u_cascade_range"), SHADOW_CASCADES, sh_range)
u_f(gpu_uniform(prog, "u_ts_on"), ts_on)
u_f(gpu_uniform(prog, "u_ts_half"), fi(TERRAIN_HALF))
u_f2(gpu_uniform(prog, "u_ts_origin"), ter_ox, ter_oz)
var loc = gpu_uniform(prog, "u_cascade_vp[0]")
if loc < 0 { loc = gpu_uniform(prog, "u_cascade_vp") }
if r3d_debug_shadow and not sh_printed { sh_printed = true; print(`cascade vp loc {loc} / {gpu_uniform(prog, "u_cascade_vp")} split loc {gpu_uniform(prog, "u_cascade_split")} shadow loc {gpu_uniform(prog, "u_shadow")}`) }
u_mat4n(loc, SHADOW_CASCADES, sh_vp)
u_fv(sh_loc(prog, "u_cascade_split"), SHADOW_CASCADES, sh_split)
if r3d_debug_shadow and not sh_printed3 { sh_printed3 = true; print(`range {f_fx(sh_range[0])} {f_fx(sh_range[1])} {f_fx(sh_range[2])} {f_fx(sh_range[3])} texel*1000 {f_fx(f_mul(sh_texel[0], fi(1000)))} {f_fx(f_mul(sh_texel[1], fi(1000)))} {f_fx(f_mul(sh_texel[2], fi(1000)))} {f_fx(f_mul(sh_texel[3], fi(1000)))} locs {gpu_uniform(prog, "u_cascade_range")} {gpu_uniform(prog, "u_cascade_texel")}`) }
u_fv(sh_loc(prog, "u_cascade_range"), SHADOW_CASCADES, sh_range)
if Os.has_env("R3D_FORCE") { sh_force = Text.to_int(Os.env("R3D_FORCE")) }
gl_uniform1i(gl_uniform(prog, "u_force_cascade"), sh_force)
gl_uniform1fv(sh_loc(prog, "u_cascade_texel"), SHADOW_CASCADES, sh_texel)
u_i(gpu_uniform(prog, "u_force_cascade"), sh_force)
u_fv(sh_loc(prog, "u_cascade_texel"), SHADOW_CASCADES, sh_texel)
}

View file

@ -204,9 +204,9 @@ function skin_pose(sk: Skin) -> void {
# the joint matrices onto a program's u_bones[]
function skin_bind(sk: Skin, prog: int) -> void {
var loc = gl_uniform(prog, "u_bones[0]")
if loc < 0 { loc = gl_uniform(prog, "u_bones") }
gl_uniform_matrix4fv(loc, sk.n_joints, 0, sk.bones)
var loc = gpu_uniform(prog, "u_bones[0]")
if loc < 0 { loc = gpu_uniform(prog, "u_bones") }
u_mat4n(loc, sk.n_joints, sk.bones)
}
# the same skeleton posed on its own: shares the rest data, owns the pose and the matrices

View file

@ -39,7 +39,7 @@ function sky_set_rot(yaw: int) -> void {
sky_yaw = yaw
sky_rot_s = f_sin(yaw); sky_rot_c = f_cos(yaw)
}
function sky_bind_rot(prog: int) -> void { u_f2(gl_uniform(prog, "u_sky_rot"), sky_rot_s, sky_rot_c) }
function sky_bind_rot(prog: int) -> void { u_f2(gpu_uniform(prog, "u_sky_rot"), sky_rot_s, sky_rot_c) }
# direction for an equirect uv (matches equirectUV in lighting.glsl)
function sky_dir_from_uv(o: words, u: int, v: int) -> void {
@ -77,9 +77,9 @@ function sky_convolve(prog: int, target_tex: int, layer: int, w: int, h: int, ro
gl_use_program(prog)
r3d_bind_2d(prog, "u_sky", 0, sky_tex)
sky_bind_rot(prog)
u_f(gl_uniform(prog, "u_sun_clip"), hdr_clip)
u_f(gl_uniform(prog, "u_rough"), rough)
u_f(gl_uniform(prog, "u_sky_w"), fi(sky_w))
u_f(gpu_uniform(prog, "u_sun_clip"), hdr_clip)
u_f(gpu_uniform(prog, "u_rough"), rough)
u_f(gpu_uniform(prog, "u_sky_w"), fi(sky_w))
mesh_draw(sky_fullscreen)
gl_bind_framebuffer(GL_FRAMEBUFFER, 0)
let ids = gl_scratch()
@ -88,7 +88,7 @@ function sky_convolve(prog: int, target_tex: int, layer: int, w: int, h: int, ro
}
function sky_precompute() -> void {
gl_disable(GL_DEPTH_TEST)
gpu_depth_test(false)
if sky_irradiance != 0 {
let ids = gl_scratch()
ids[0] = sky_irradiance; gl_delete_textures(1, ids)
@ -126,9 +126,9 @@ function sky_bind_lighting(prog: int) -> void {
r3d_bind_2d(prog, "u_irradiance", 12, sky_irradiance)
r3d_bind_tex(prog, "u_prefilter", 13, GL_TEXTURE_2D_ARRAY, sky_prefilter)
r3d_bind_2d(prog, "u_brdf", 14, sky_brdf)
u_v3(gl_uniform(prog, "u_sun_dir"), sun_dir)
u_v3(gl_uniform(prog, "u_sun_color"), sun_color)
u_v3(gl_uniform(prog, "u_cam_pos"), cam_pos)
u_f(gl_uniform(prog, "u_prefilter_levels"), fi(SKY_PREFILTER_LEVELS))
u_v3(gpu_uniform(prog, "u_sun_dir"), sun_dir)
u_v3(gpu_uniform(prog, "u_sun_color"), sun_color)
u_v3(gpu_uniform(prog, "u_cam_pos"), cam_pos)
u_f(gpu_uniform(prog, "u_prefilter_levels"), fi(SKY_PREFILTER_LEVELS))
daylight_bind(prog)
}

View file

@ -227,21 +227,21 @@ function terrain_generate() -> void {
gl_bind_framebuffer(GL_FRAMEBUFFER, fbo)
gl_framebuffer_texture2d(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ter_height_tex, 0)
gl_viewport(0, 0, TERRAIN_RES, TERRAIN_RES)
gl_disable(GL_DEPTH_TEST)
gpu_depth_test(false)
gl_use_program(p)
u_f(gl_uniform(p, "u_half"), fi(TERRAIN_HALF))
u_f(gpu_uniform(p, "u_half"), fi(TERRAIN_HALF))
if ter_dem_tex != 0 {
r3d_bind_2d(p, "u_dem", 0, ter_dem_tex)
u_f(gl_uniform(p, "u_dem_min"), ter_dem_min)
u_f(gl_uniform(p, "u_dem_max"), ter_dem_max)
u_f(gl_uniform(p, "u_dem_base"), ter_dem_base)
u_f2(gl_uniform(p, "u_origin"), ter_ox, ter_oz)
u_f4(gl_uniform(p, "u_lake"), ter_lake_cx, ter_lake_cz, ter_lake_ex, ter_lake_ez)
u_f(gl_uniform(p, "u_lake_level"), ter_lake_level)
u_f(gl_uniform(p, "u_sea_level"), ter_sea_gen())
u_f4(gl_uniform(p, "u_isle"), ter_isle_cx, ter_isle_cz, ter_isle_r, ter_isle_fall)
u_f(gl_uniform(p, "u_isle_mode"), fi(ter_isle_mode))
u_f(gl_uniform(p, "u_dem_blur"), ter_dem_blur)
u_f(gpu_uniform(p, "u_dem_min"), ter_dem_min)
u_f(gpu_uniform(p, "u_dem_max"), ter_dem_max)
u_f(gpu_uniform(p, "u_dem_base"), ter_dem_base)
u_f2(gpu_uniform(p, "u_origin"), ter_ox, ter_oz)
u_f4(gpu_uniform(p, "u_lake"), ter_lake_cx, ter_lake_cz, ter_lake_ex, ter_lake_ez)
u_f(gpu_uniform(p, "u_lake_level"), ter_lake_level)
u_f(gpu_uniform(p, "u_sea_level"), ter_sea_gen())
u_f4(gpu_uniform(p, "u_isle"), ter_isle_cx, ter_isle_cz, ter_isle_r, ter_isle_fall)
u_f(gpu_uniform(p, "u_isle_mode"), fi(ter_isle_mode))
u_f(gpu_uniform(p, "u_dem_blur"), ter_dem_blur)
}
mesh_draw(sky_fullscreen)
# second pass: R = height, GBA = the smooth surface normal, baked once (ternormal.frag)
@ -251,7 +251,7 @@ function terrain_generate() -> void {
let pn = r3d_program("fullscreen.vert", "ternormal.frag", "")
gl_use_program(pn)
r3d_bind_2d(pn, "u_src", 0, raw)
u_f(gl_uniform(pn, "u_half"), fi(TERRAIN_HALF))
u_f(gpu_uniform(pn, "u_half"), fi(TERRAIN_HALF))
mesh_draw(sky_fullscreen)
gl_delete_program(pn)
ids0 = gl_scratch(); ids0[0] = raw; gl_delete_textures(1, ids0)
@ -271,8 +271,8 @@ function terrain_generate() -> void {
# The height field for shaders that place things on the ground (model.vert's u_ground)
function terrain_bind_height(p: int) -> void {
r3d_bind_2d(p, "u_ts_height", 5, ter_height_tex)
u_f(gl_uniform(p, "u_ts_half"), fi(TERRAIN_HALF))
u_f2(gl_uniform(p, "u_ts_origin"), ter_ox, ter_oz)
u_f(gpu_uniform(p, "u_ts_half"), fi(TERRAIN_HALF))
u_f2(gpu_uniform(p, "u_ts_origin"), ter_ox, ter_oz)
}
# Bake the height-field sun shadow (see tershadow.frag). Cheap enough to redo whenever
@ -286,12 +286,12 @@ function terrain_bake_shadow() -> void {
gl_bind_framebuffer(GL_FRAMEBUFFER, fbo)
gl_framebuffer_texture2d(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ter_shadow_tex, 0)
gl_viewport(0, 0, TERRAIN_SHADOW_RES, TERRAIN_SHADOW_RES)
gl_disable(GL_DEPTH_TEST)
gl_disable(GL_BLEND)
gpu_depth_test(false)
gpu_blend(false)
gl_use_program(p)
r3d_bind_2d(p, "u_height", 0, ter_height_tex)
u_f(gl_uniform(p, "u_half"), fi(TERRAIN_HALF))
u_v3(gl_uniform(p, "u_sun"), sun_dir)
u_f(gpu_uniform(p, "u_half"), fi(TERRAIN_HALF))
u_v3(gpu_uniform(p, "u_sun"), sun_dir)
mesh_draw(sky_fullscreen)
gl_bind_framebuffer(GL_FRAMEBUFFER, 0)
let ids = gl_scratch()
@ -452,31 +452,31 @@ function terrain_bind_prog(p: int) -> void {
r3d_bind_2d(p, "u_ortho", 4, orthotex)
var oon = F_ZERO
if ter_ortho_tex != 0 { oon = F_ONE }
u_f(gl_uniform(p, "u_ortho_on"), oon)
u_f(gpu_uniform(p, "u_ortho_on"), oon)
r3d_bind_2d(p, "u_rock_d", 7, ter_tex[6]); r3d_bind_2d(p, "u_rock_n", 8, ter_tex[7]); r3d_bind_2d(p, "u_rock_a", 9, ter_tex[8])
r3d_bind_2d(p, "u_snow_d", 10, ter_tex[9])
if ter_carpet != 0 { r3d_bind_2d(p, "u_carpet", 11, ter_carpet); u_f(gl_uniform(p, "u_carpet_on"), F_ONE) }
else { r3d_bind_2d(p, "u_carpet", 11, ter_tex[0]); u_f(gl_uniform(p, "u_carpet_on"), F_ZERO) }
u_f(gl_uniform(p, "u_half"), fi(TERRAIN_HALF))
u_f(gl_uniform(p, "u_texel"), fr(1, TERRAIN_RES))
u_f(gl_uniform(p, "u_snow_line"), ter_snow_line)
if ter_carpet != 0 { r3d_bind_2d(p, "u_carpet", 11, ter_carpet); u_f(gpu_uniform(p, "u_carpet_on"), F_ONE) }
else { r3d_bind_2d(p, "u_carpet", 11, ter_tex[0]); u_f(gpu_uniform(p, "u_carpet_on"), F_ZERO) }
u_f(gpu_uniform(p, "u_half"), fi(TERRAIN_HALF))
u_f(gpu_uniform(p, "u_texel"), fr(1, TERRAIN_RES))
u_f(gpu_uniform(p, "u_snow_line"), ter_snow_line)
var lake = fl(-100000.0)
if ter_lake_ex != 0 { lake = ter_lake_level }
u_f(gl_uniform(p, "u_lake_level"), lake)
u_f(gpu_uniform(p, "u_lake_level"), lake)
# the shoreline, forest and scree gates read the sea; unset it is what they always read
var sea = lake
if ter_sea_set { sea = ter_sea_level }
u_f(gl_uniform(p, "u_sea_level"), sea)
u_mat4(gl_uniform(p, "u_view"), cam_view)
u_mat4(gl_uniform(p, "u_proj"), cam_proj)
u_f2(gl_uniform(p, "u_origin"), ter_ox, ter_oz)
u_f(gl_uniform(p, "u_far_split"), ter_far_split)
u_f(gl_uniform(p, "u_far_band"), ter_far_band)
u_f(gpu_uniform(p, "u_sea_level"), sea)
u_mat4(gpu_uniform(p, "u_view"), cam_view)
u_mat4(gpu_uniform(p, "u_proj"), cam_proj)
u_f2(gpu_uniform(p, "u_origin"), ter_ox, ter_oz)
u_f(gpu_uniform(p, "u_far_split"), ter_far_split)
u_f(gpu_uniform(p, "u_far_band"), ter_far_band)
sky_bind_lighting(p)
shadow_bind(p)
fog_bind(p)
u_v3(gl_uniform(p, "u_cam_pos"), cam_pos)
u_f(gl_uniform(p, "u_grid"), fi(CD_G))
u_v3(gpu_uniform(p, "u_cam_pos"), cam_pos)
u_f(gpu_uniform(p, "u_grid"), fi(CD_G))
# The ground reads its sun visibility out of the buffer tersun.frag filled, and has no
# use for the cascade array shadow_bind just put on this unit; leaving both bound under
# one unit is undefined ground, so the array comes off first.
@ -523,24 +523,24 @@ function terrain_sun_pass(w: int, h: int, depth: int) -> Target {
let st = gl_check_framebuffer_status(GL_FRAMEBUFFER)
if st != GL_FRAMEBUFFER_COMPLETE { print(`r3d: sun-visibility framebuffer incomplete {st}`) }
}
gl_enable(GL_DEPTH_TEST)
gl_depth_func(GL_LESS)
gl_depth_mask(1)
gpu_depth_test(true)
gpu_depth_func(GL_LESS)
gpu_depth_write(true)
# the depth is the frame's own and was cleared with it; only the visibility is cleared
gl_clear_color(1.0, 1.0, 1.0, 1.0) # unshadowed where nothing is drawn
gl_clear(GL_COLOR_BUFFER_BIT)
let p = ter_sun_prog
gl_use_program(p)
r3d_bind_2d(p, "u_height", 0, ter_height_tex)
u_f(gl_uniform(p, "u_half"), fi(TERRAIN_HALF))
u_mat4(gl_uniform(p, "u_view"), cam_view)
u_mat4(gl_uniform(p, "u_proj"), cam_proj)
u_f2(gl_uniform(p, "u_origin"), ter_ox, ter_oz)
u_v3(gl_uniform(p, "u_cam_pos"), cam_pos)
u_f(gl_uniform(p, "u_grid"), fi(CD_G))
u_f(gl_uniform(p, "u_far_split"), ter_far_split)
u_f(gl_uniform(p, "u_far_band"), ter_far_band)
u_f(gl_uniform(p, "u_clip_y"), r3d_clip_y)
u_f(gpu_uniform(p, "u_half"), fi(TERRAIN_HALF))
u_mat4(gpu_uniform(p, "u_view"), cam_view)
u_mat4(gpu_uniform(p, "u_proj"), cam_proj)
u_f2(gpu_uniform(p, "u_origin"), ter_ox, ter_oz)
u_v3(gpu_uniform(p, "u_cam_pos"), cam_pos)
u_f(gpu_uniform(p, "u_grid"), fi(CD_G))
u_f(gpu_uniform(p, "u_far_split"), ter_far_split)
u_f(gpu_uniform(p, "u_far_band"), ter_far_band)
u_f(gpu_uniform(p, "u_clip_y"), r3d_clip_y)
shadow_bind(p)
sky_bind_lighting(p)
ter_sun_pass = true
@ -575,11 +575,11 @@ function terrain_draw() -> void {
target_bind(post_hdr)
if post_ms_fbo != 0 { gl_bind_framebuffer(GL_FRAMEBUFFER, post_ms_fbo) }
}
gl_enable(GL_DEPTH_TEST)
gpu_depth_test(true)
# the prepass already laid this geometry's depth down: only the frontmost fragment of
# each pixel has anything to shade, and it meets that depth exactly
gl_depth_func(GL_LEQUAL)
gl_depth_mask(1)
gpu_depth_func(GL_LEQUAL)
gpu_depth_write(true)
terrain_bind_prog(ter_prog)
terrain_bind_prog(ter_prog_far)
terrain_bind_prog(ter_prog_near)
@ -591,7 +591,7 @@ function terrain_draw() -> void {
if ter_wire { gl_polygon_mode(GL_FRONT_AND_BACK, GL_LINE) }
cdlod_select(CD_LEVELS - 1, 0, 0)
if ter_wire { gl_polygon_mode(GL_FRONT_AND_BACK, GL_FILL) }
gl_depth_func(GL_LESS)
gpu_depth_func(GL_LESS)
if r3d_debug and not ter_printed { ter_printed = true; print(`cdlod patches drawn: {cd_draws} (far {cd_far_draws}, near {cd_near_draws}, band {cd_draws - cd_far_draws - cd_near_draws})`) }
}
var ter_wire: bool = false
@ -709,10 +709,10 @@ function cdlod_draw(level: int, ix: int, iz: int) -> void {
if ter_sun_pass {
let t = gl_scratch()
t[0] = x0; t[1] = z0; t[2] = size
gl_uniform3fv(gl_uniform(ter_sun_prog, "u_node"), 1, t)
u_v3(gpu_uniform(ter_sun_prog, "u_node"), t)
var st0 = F_ZERO
if level > 0 { st0 = cd_range[level - 1] }
u_f2(gl_uniform(ter_sun_prog, "u_morph"), f_lerp(st0, cd_range[level], fl(0.7)), cd_range[level])
u_f2(gpu_uniform(ter_sun_prog, "u_morph"), f_lerp(st0, cd_range[level], fl(0.7)), cd_range[level])
gl_draw_elements(GL_TRIANGLES, cd_mesh.count, GL_UNSIGNED_INT, null)
return
}
@ -730,11 +730,11 @@ function cdlod_draw(level: int, ix: int, iz: int) -> void {
if p != ter_prog_cur { gl_use_program(p); ter_prog_cur = p }
let t = gl_scratch()
t[0] = x0; t[1] = z0; t[2] = size
gl_uniform3fv(gl_uniform(p, "u_node"), 1, t)
u_v3(gpu_uniform(p, "u_node"), t)
var start = F_ZERO
if level > 0 { start = cd_range[level - 1] }
start = f_lerp(start, cd_range[level], fl(0.7))
u_f2(gl_uniform(p, "u_morph"), start, cd_range[level])
u_f2(gpu_uniform(p, "u_morph"), start, cd_range[level])
gl_draw_elements(GL_TRIANGLES, cd_mesh.count, GL_UNSIGNED_INT, null)
cd_draws += 1
}

View file

@ -67,11 +67,11 @@ function water_reflection_pass() -> void {
v3_copy(cam_pos, eye)
r3d_clip_y = f_sub(water_level, fl(0.05))
target_bind(water_refl)
gl_enable(GL_DEPTH_TEST)
gl_depth_func(GL_LESS)
gl_depth_mask(1)
gl_enable(GL_CULL_FACE)
gl_cull_face(GL_FRONT) # the mirror flips the winding
gpu_depth_test(true)
gpu_depth_func(GL_LESS)
gpu_depth_write(true)
gpu_cull(true)
gpu_cull_face(GL_FRONT) # the mirror flips the winding
gl_clear_color(0.0, 0.0, 0.0, 1.0)
gl_clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
sc_freeze = true
@ -84,7 +84,7 @@ function water_reflection_pass() -> void {
ter_reflect = false
sc_skip_blade = sb
sc_freeze = false
gl_cull_face(GL_BACK)
gpu_cull_face(GL_BACK)
if Os.has_env("R3D_DUMP_REFL") and not water_dumped { water_dumped = true; tex_dump(water_refl.color, water_refl.w, water_refl.h, "build/dbg_refl.ppm") }
# restore
r3d_clip_y = 0xCF000000
@ -138,14 +138,14 @@ function water_draw(depth_tex: int) -> void {
if not water_on or wb_n == 0 { return }
let p = water_prog
gl_use_program(p)
u_mat4(gl_uniform(p, "u_view"), cam_view)
u_mat4(gl_uniform(p, "u_proj"), cam_proj)
u_mat4(gl_uniform(p, "u_inv_vp"), cam_inv_vp)
u_mat4(gpu_uniform(p, "u_view"), cam_view)
u_mat4(gpu_uniform(p, "u_proj"), cam_proj)
u_mat4(gpu_uniform(p, "u_inv_vp"), cam_inv_vp)
# gl_FragCoord here runs over the scene target, which is post_w x post_h — not the
# window. They are the same size only at a render scale of 1; at anything less, taking
# the window's size sent the refraction and depth reads into the wrong corner of the
# frame, and the lake showed a squashed copy of it instead of its own bed.
u_f2(gl_uniform(p, "u_screen"), fi(post_w), fi(post_h))
u_f2(gpu_uniform(p, "u_screen"), fi(post_w), fi(post_h))
var ron = F_ZERO
if water_refl != null and wb_primary >= 0 {
# bind on its own unit first: generating the mip chain re-binds the texture on the active unit,
@ -162,26 +162,26 @@ function water_draw(depth_tex: int) -> void {
# Opaque. The surface composites the refracted bed itself, so there is nothing for
# hardware blending to do — and an alpha was what left see-through gaps in the foam
# and a clear band at the shore wide enough to give the plane away.
gl_disable(GL_BLEND)
gl_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
gpu_blend(false)
gpu_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
# the surface writes depth: the ambient-occlusion and temporal passes read the frame's depth,
# and the bed 9 m below the shore would otherwise darken a band along the water line
gl_depth_mask(1)
gl_disable(GL_CULL_FACE)
gpu_depth_write(true)
gpu_cull(false)
# every body is the same plane at its own level and bounds; only the mirrored one samples
# the reflection - another body reading it would show the wrong world upside down
for i in 0 .. wb_n {
u_f(gl_uniform(p, "u_level"), wb_level[i])
u_f2(gl_uniform(p, "u_center"), wb_cx[i], wb_cz[i])
u_f2(gl_uniform(p, "u_extent"), wb_ex[i], wb_ez[i])
u_f(gpu_uniform(p, "u_level"), wb_level[i])
u_f2(gpu_uniform(p, "u_center"), wb_cx[i], wb_cz[i])
u_f2(gpu_uniform(p, "u_extent"), wb_ex[i], wb_ez[i])
var r = F_ZERO
if i == wb_primary { r = ron }
u_f(gl_uniform(p, "u_refl_on"), r)
u_f(gpu_uniform(p, "u_refl_on"), r)
# every body but the mirrored sea is clipped to the ellipse inside its bounds
var clip = F_ONE
if i == wb_primary { clip = F_ZERO }
u_f(gl_uniform(p, "u_clip_ellipse"), clip)
u_f(gpu_uniform(p, "u_clip_ellipse"), clip)
mesh_draw(water_mesh)
}
gl_disable(GL_BLEND)
gpu_blend(false)
}