render3d: the GPU blades grow by a painted density (a layer of the ground densities, grass_density_layer) where a map has one - a 5x5-tile window round the camera in a storage buffer the cull samples - and by today's rules where not; grass_rule_at is the rules on the CPU for the migration
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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10 changed files with 219 additions and 21 deletions
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@ -856,6 +856,11 @@ export state Render3dState {
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gd_slot_of: words = null
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gd_hand: int = 0
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gd_trample_cb: fn(float, float) -> float = null
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gb_layer: int = -1 # the densities' layer the blades grow by; -1: the rules (grass_density.ludic)
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gb_buf: int = 0 # its window round the camera, on the GPU
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gb_win: words = null # ... and the window's bytes, four texels a word, made once
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gb_tx: int = -1000000 # the window's first texel in the map, x and z (-1000000: not filled)
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gb_tz: int = 0
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tt_dir: string = "" # terrain_tiles_to: where a map's tiles are written ("" keeps the whole copies)
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tt_key: string = ""
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tt_file: pointer = null # the tiles' file, open for reading (terrain_tiles.ludic)
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