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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@ -814,8 +814,8 @@ function gvk_startup_state(render3d_st: mut Render3dState) -> void {
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render3d_st.gvk_pc_pass = new []int; render3d_st.gvk_pc_pipe = new []long
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render3d_st.gvk_pc_last = words(4096)
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for i in 0 .. 4096 { render3d_st.gvk_pc_last[i] = -1 }
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render3d_st.gg_rb = words(8); render3d_st.gg_cb = words(1); render3d_st.gg_bufs = words(3)
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render3d_st.gg_texs = words(7); render3d_st.gg_pr = words(72)
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render3d_st.gg_rb = words(8); render3d_st.gg_cb = words(1); render3d_st.gg_bufs = words(4)
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render3d_st.gg_texs = words(7); render3d_st.gg_pr = words(76)
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if render3d_st.gpu_unit_2d == null {
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render3d_st.gpu_unit_2d = words(32)
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for i in 0 .. 32 { render3d_st.gpu_unit_2d[i] = -1 }
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