feat(render3d): replace the world at run time, water bodies, terrain_sea

terrain_reload/terrain_unload release one map's height field, survey, photograph
and patch bounds and generate another at any TERRAIN_HALF; scatter_clear_all
(with streams), actor_clear_all, col_reset and mesh_free empty the scene;
water_body_add/water_bodies_clear draw several still-water planes with one
reflecting; terrain_sea separates the coast's sea level from the carved lake's,
and grass keeps off both. Fixes CDLOD patch bounds for TERRAIN_HALF != 4096 and
water_init leaking a mesh and program per call. examples/rendering/reload.ludic.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-13 00:03:40 +03:00
parent 70bda0c4df
commit a4a3d75cd9
13 changed files with 308 additions and 19 deletions

View file

@ -20,6 +20,8 @@ uniform float u_ts_half;
uniform sampler2D u_ortho;
uniform float u_ortho_on;
uniform float u_lake_level;
uniform float u_sea_level; // the sea (terrain_sea); the lake's level when there is no separate sea
uniform vec4 u_lake; // the carved lake: centre x/z, half extents (z = 0: none)
uniform float u_snow_line;
uniform float u_wind;
uniform vec2 u_tile; // world xz of this tile's corner
@ -92,7 +94,11 @@ void main() {
if (croot.w < -1.0 || abs(croot.x) > croot.w * 1.25 + 1.5 || abs(croot.y) > croot.w * 1.4 + 1.5) { cull(); return; }
vec3 gn = normalize(ht.gba);
float h3 = bladeHash(ci, j, 2), h4 = bladeHash(ci, j, 3);
float ok = (1.0 - smoothstep(0.30, 0.55, 1.0 - gn.y)) * smoothstep(0.0, 0.6, ht.r - u_lake_level - 0.15) * smoothstep(u_snow_line - 80.0, u_snow_line - 200.0, ht.r);
// No blades under water: the sea's line everywhere, and the lake's inside its outline. One
// line for both left a lake above the sea with grass on its bed or a valley with none.
float wl = u_sea_level;
if (u_lake.z > 0.0) { vec2 q = (xz - u_lake.xy) / u_lake.zw; if (dot(q, q) < 1.0) wl = max(wl, u_lake_level); }
float ok = (1.0 - smoothstep(0.30, 0.55, 1.0 - gn.y)) * smoothstep(0.0, 0.6, ht.r - wl - 0.15) * smoothstep(u_snow_line - 80.0, u_snow_line - 200.0, ht.r);
if (u_ortho_on > 0.5) {
vec3 oc = textureLod(u_ortho, huv, 1.5).rgb;
ok *= 0.25 + 0.75 * smoothstep(0.0, 0.02, oc.g - max(oc.r, oc.b));