feat(render3d): the meadow's blades are culled on the GPU - under 1.5 ms of a MoltenVK frame for all the grass
- grass_cull.comp decides each candidate blade once a frame (place, ground, density, water, slope, frustum, colour field) and writes survivors into three bands by distance, one indirect draw each; grass_inst.vert only bends and places the vertices. OpenGL keeps grass.vert's per-vertex path; R3D_GRASS_GPU=0 compares - compute programs take sampled textures after their buffers (gpu_compute_tex / gpu_dispatch_tex), and every dispatch now records a compute-to-draw memory barrier - the blades as a sward: 4 m cells, bands with five, three and one-quad blades, spacing doubling every 18 m to 70 m, never narrower than a pixel; lit facing the sun and leaning to the sky, shadow looked up above the ground (it read the terrain as its caster), a colour ramp that leaves only the sheath dark, clumps, dry patches and a tussock shade worked out per blade - scatter layers flagged grass are skipped while the blades draw (and under R3D_NOGRASS); R3D_BLADES, R3D_NOBLADES win over the game's setting; R3D_GRASS_S0/D0 for measuring Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
f815f3e3cf
commit
cc384efee0
34 changed files with 798 additions and 212 deletions
|
|
@ -214,6 +214,7 @@ export state Render3dState {
|
|||
gvk_cp_layout: []long = null
|
||||
gvk_cp_dsl: []long = null
|
||||
gvk_cp_nbuf: []int = null
|
||||
gvk_cp_ntex: []int = null
|
||||
gvk_pipe_keys: []string = null
|
||||
gvk_pipe: []long = null
|
||||
gvk_zero_vbuf: int = 0
|
||||
|
|
@ -363,8 +364,22 @@ export state Render3dState {
|
|||
grass_n: int = 0
|
||||
grass_cmds: int = 0
|
||||
grass_band_start: words = null # per band: its first record
|
||||
grass_band_cells: words = null # ... and its 16 m cells per tile side
|
||||
grass_band_cells: words = null # ... and its cells per tile side
|
||||
grass_band_n: int = 0
|
||||
gg_on: bool = false # the blades are culled on the GPU (grass_gpu.ludic)
|
||||
gg_reset: int = 0
|
||||
gg_cull: int = 0
|
||||
gg_prog: int = 0
|
||||
gg_tiles_buf: []int = null
|
||||
gg_tv: floats = null
|
||||
gg_out: int = 0
|
||||
gg_cmds: int = 0
|
||||
gg_mesh: []Mesh = null
|
||||
gg_n: int = 0
|
||||
gg_max: int = 0
|
||||
grass_band_mesh: []Mesh = null # per band: the blade it draws (rows fall with distance)
|
||||
grass_mesh3: Mesh = null # three rows: the middle distance
|
||||
grass_mesh2: Mesh = null # two rows, one quad: far enough that the arch is under a pixel
|
||||
grass_mesh_on: bool = false
|
||||
grass_mesh_prog: int = 0
|
||||
r3d_draw_cb: fn() = null
|
||||
|
|
@ -590,6 +605,7 @@ export state Render3dState {
|
|||
sc_skip_blade: bool = false
|
||||
sc_skip_grass: bool = false
|
||||
grass_force: bool = false # R3D_BLADES: the blades on whatever the game set
|
||||
grass_env_off: bool = false # R3D_NOBLADES: the blades off whatever the game set
|
||||
sc_skip_card: bool = false
|
||||
cb_state: int = 12345
|
||||
shadow_res: int = 2048
|
||||
|
|
|
|||
|
|
@ -513,6 +513,14 @@ function gpu_compute(render3d_st: mut Render3dState, name: string, n_bufs: int)
|
|||
function gpu_dispatch(render3d_st: mut Render3dState, c: int, params: pointer, n_params: int, bufs: words, groups: int) -> void {
|
||||
if render3d_st.gpu_kind == GPU_VK and c > 0 { gvk_dispatch(render3d_st, c, params, n_params, bufs, groups, 1, 1) }
|
||||
}
|
||||
# a compute program that also samples n_tex textures (bound after its buffers), and its 2-D dispatch
|
||||
function gpu_compute_tex(render3d_st: mut Render3dState, name: string, n_bufs: int, n_tex: int) -> int {
|
||||
if render3d_st.gpu_kind != GPU_VK { return 0 }
|
||||
return gvk_compute_new_tex(render3d_st, name, n_bufs, n_tex)
|
||||
}
|
||||
function gpu_dispatch_tex(render3d_st: mut Render3dState, c: int, params: pointer, n_params: int, bufs: words, texs: words, gx: int, gy: int) -> void {
|
||||
if render3d_st.gpu_kind == GPU_VK and c > 0 { gvk_dispatch_tex(render3d_st, c, params, n_params, bufs, texs, gx, gy, 1) }
|
||||
}
|
||||
# a buffer a compute pass writes (never reallocated under a draw that reads it)
|
||||
function gpu_buffer_gpu_owned(render3d_st: mut Render3dState, buf: int) -> void { if render3d_st.gpu_kind == GPU_VK { gvk_buf_gpu_owned(render3d_st, buf) } }
|
||||
# the host-visible contents of a buffer, for a readback after gpu_finish; null on OpenGL
|
||||
|
|
|
|||
|
|
@ -120,24 +120,28 @@ function gvk_program(render3d_st: mut Render3dState, p: int, key: string, spv_di
|
|||
|
||||
# ---- compute ------------------------------------------------------------------------------
|
||||
# A compute program is <name>.comp.spv beside the manifest, with bindings fixed by convention:
|
||||
# 0 the parameter block (a uniform buffer, copied into the frame's ring at the dispatch) and
|
||||
# 1 .. n storage buffers. Handles start at 1.
|
||||
# 0 the parameter block (a uniform buffer, copied into the frame's ring at the dispatch),
|
||||
# 1 .. n storage buffers, then n+1 .. n+m sampled textures (linear, clamped). Handles start at 1.
|
||||
|
||||
function gvk_compute_new(render3d_st: mut Render3dState, name: string, n_bufs: int) -> int {
|
||||
function gvk_compute_new(render3d_st: mut Render3dState, name: string, n_bufs: int) -> int { return gvk_compute_new_tex(render3d_st, name, n_bufs, 0) }
|
||||
|
||||
function gvk_compute_new_tex(render3d_st: mut Render3dState, name: string, n_bufs: int, n_tex: int) -> int {
|
||||
let zero: long = 0
|
||||
if render3d_st.gvk_cp_pipe == null {
|
||||
render3d_st.gvk_cp_pipe = new []long; render3d_st.gvk_cp_layout = new []long; render3d_st.gvk_cp_dsl = new []long; render3d_st.gvk_cp_nbuf = new []int
|
||||
push(render3d_st.gvk_cp_pipe, zero); push(render3d_st.gvk_cp_layout, zero); push(render3d_st.gvk_cp_dsl, zero); push(render3d_st.gvk_cp_nbuf, 0)
|
||||
render3d_st.gvk_cp_ntex = new []int
|
||||
push(render3d_st.gvk_cp_pipe, zero); push(render3d_st.gvk_cp_layout, zero); push(render3d_st.gvk_cp_dsl, zero); push(render3d_st.gvk_cp_nbuf, 0); push(render3d_st.gvk_cp_ntex, 0)
|
||||
}
|
||||
let module = gvk_module(render3d_st, `{render3d_st.gvk_spv_dir}/{name}.comp.spv`)
|
||||
if module == 0 { return 0 }
|
||||
let nb = n_bufs + 1
|
||||
let nb = n_bufs + 1 + n_tex
|
||||
let bw = VkDescriptorSetLayoutBinding_sizeof
|
||||
let binds = bytes(bw * nb)
|
||||
Vk.zero(binds, bw * nb)
|
||||
for k in 0 .. nb {
|
||||
var kind = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER
|
||||
if k == 0 { kind = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER }
|
||||
if k > n_bufs { kind = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER }
|
||||
Vk.put_i32(binds, k * bw + VkDescriptorSetLayoutBinding_binding, k)
|
||||
Vk.put_i32(binds, k * bw + VkDescriptorSetLayoutBinding_descriptorType, kind)
|
||||
Vk.put_i32(binds, k * bw + VkDescriptorSetLayoutBinding_descriptorCount, 1)
|
||||
|
|
@ -172,17 +176,25 @@ function gvk_compute_new(render3d_st: mut Render3dState, name: string, n_bufs: i
|
|||
r = Vk.create_compute_pipelines(render3d_st.gvk_dev, zero, 1, cpci, null, out)
|
||||
if r != VK_SUCCESS { gvk_fail(render3d_st, `vkCreateComputePipelines {name}`, r); return 0 }
|
||||
push(render3d_st.gvk_cp_pipe, gvk_handle(out)); push(render3d_st.gvk_cp_layout, layout); push(render3d_st.gvk_cp_dsl, Vk.get_i64(dsl, 0)); push(render3d_st.gvk_cp_nbuf, n_bufs)
|
||||
push(render3d_st.gvk_cp_ntex, n_tex)
|
||||
return len(render3d_st.gvk_cp_pipe) - 1
|
||||
}
|
||||
|
||||
# Record a dispatch of compute program c into the frame, between passes: params (n_params
|
||||
# bytes, std140) as binding 0 and bufs[0 .. n) as bindings 1 .. n.
|
||||
function gvk_dispatch(render3d_st: mut Render3dState, c: int, params: pointer, n_params: int, bufs: words, gx: int, gy: int, gz: int) -> void {
|
||||
function gvk_dispatch(render3d_st: mut Render3dState, c: int, params: pointer, n_params: int, bufs: words, gx: int, gy: int, gz: int) -> void { gvk_dispatch_tex(render3d_st, c, params, n_params, bufs, null, gx, gy, gz) }
|
||||
|
||||
# ... and texs[0 .. m) as the sampled textures after the buffers. What it writes is made visible to
|
||||
# the indirect draws, vertex attributes and shaders that follow (Metal's own hazard tracking was all
|
||||
# that ordered the tree culling's output before this)
|
||||
function gvk_dispatch_tex(render3d_st: mut Render3dState, c: int, params: pointer, n_params: int, bufs: words, texs: words, gx: int, gy: int, gz: int) -> void {
|
||||
let zero: long = 0
|
||||
if render3d_st.gvk_cp_pipe == null or c <= 0 or c >= len(render3d_st.gvk_cp_pipe) { return }
|
||||
gvk_pass_end(render3d_st)
|
||||
let cb = gvk_frame_cb(render3d_st)
|
||||
let nb = render3d_st.gvk_cp_nbuf[c]
|
||||
var nt = 0
|
||||
if render3d_st.gvk_cp_ntex != null and c < len(render3d_st.gvk_cp_ntex) { nt = render3d_st.gvk_cp_ntex[c] }
|
||||
let dsai = bytes(VkDescriptorSetAllocateInfo_sizeof)
|
||||
Vk.zero(dsai, VkDescriptorSetAllocateInfo_sizeof)
|
||||
Vk.put_i32(dsai, VkDescriptorSetAllocateInfo_sType, VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO)
|
||||
|
|
@ -199,10 +211,13 @@ function gvk_dispatch(render3d_st: mut Render3dState, c: int, params: pointer, n
|
|||
if at < 0 { print("r3d: vulkan: the frame's uniform ring is full"); return }
|
||||
let ww = VkWriteDescriptorSet_sizeof
|
||||
let bw = VkDescriptorBufferInfo_sizeof
|
||||
let writes = bytes(ww * (nb + 1))
|
||||
Vk.zero(writes, ww * (nb + 1))
|
||||
let iw = VkDescriptorImageInfo_sizeof
|
||||
let writes = bytes(ww * (nb + 1 + nt))
|
||||
Vk.zero(writes, ww * (nb + 1 + nt))
|
||||
let infos = bytes(bw * (nb + 1))
|
||||
Vk.zero(infos, bw * (nb + 1))
|
||||
let iis = bytes(iw * (nt + 1))
|
||||
Vk.zero(iis, iw * (nt + 1))
|
||||
for k in 0 .. nb + 1 {
|
||||
var buf = render3d_st.gvk_ring_buf
|
||||
var off: long = 0
|
||||
|
|
@ -220,10 +235,31 @@ function gvk_dispatch(render3d_st: mut Render3dState, c: int, params: pointer, n
|
|||
Vk.put_i32(writes, k * ww + VkWriteDescriptorSet_descriptorType, kind)
|
||||
Vk.put_ptr(writes, k * ww + VkWriteDescriptorSet_pBufferInfo, mem_off(infos, k * bw))
|
||||
}
|
||||
Vk.update_descriptor_sets(render3d_st.gvk_dev, nb + 1, writes, 0, null)
|
||||
let smp = gvk_sampler(render3d_st, GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0, 0)
|
||||
for t in 0 .. nt {
|
||||
var tex = render3d_st.gvk_white
|
||||
if texs != null and t < len(texs) and texs[t] > 0 { tex = texs[t] }
|
||||
Vk.put_i64(iis, t * iw + VkDescriptorImageInfo_sampler, smp)
|
||||
Vk.put_i64(iis, t * iw + VkDescriptorImageInfo_imageView, render3d_st.gvk_tex_view[tex])
|
||||
Vk.put_i32(iis, t * iw + VkDescriptorImageInfo_imageLayout, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
|
||||
let k = nb + 1 + t
|
||||
Vk.put_i32(writes, k * ww + VkWriteDescriptorSet_sType, VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET)
|
||||
Vk.put_i64(writes, k * ww + VkWriteDescriptorSet_dstSet, set)
|
||||
Vk.put_i32(writes, k * ww + VkWriteDescriptorSet_dstBinding, k)
|
||||
Vk.put_i32(writes, k * ww + VkWriteDescriptorSet_descriptorCount, 1)
|
||||
Vk.put_i32(writes, k * ww + VkWriteDescriptorSet_descriptorType, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER)
|
||||
Vk.put_ptr(writes, k * ww + VkWriteDescriptorSet_pImageInfo, mem_off(iis, t * iw))
|
||||
}
|
||||
Vk.update_descriptor_sets(render3d_st.gvk_dev, nb + 1 + nt, writes, 0, null)
|
||||
Vk.cmd_bind_pipeline(cb, VK_PIPELINE_BIND_POINT_COMPUTE, render3d_st.gvk_cp_pipe[c])
|
||||
Vk.cmd_bind_descriptor_sets(cb, VK_PIPELINE_BIND_POINT_COMPUTE, render3d_st.gvk_cp_layout[c], 0, 1, sets, 0, null)
|
||||
Vk.cmd_dispatch(cb, gx, gy, gz)
|
||||
let mb = bytes(VkMemoryBarrier_sizeof)
|
||||
Vk.zero(mb, VkMemoryBarrier_sizeof)
|
||||
Vk.put_i32(mb, VkMemoryBarrier_sType, VK_STRUCTURE_TYPE_MEMORY_BARRIER)
|
||||
Vk.put_i32(mb, VkMemoryBarrier_srcAccessMask, VK_ACCESS_SHADER_WRITE_BIT)
|
||||
Vk.put_i32(mb, VkMemoryBarrier_dstAccessMask, VK_ACCESS_INDIRECT_COMMAND_READ_BIT | VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT | VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT)
|
||||
Vk.cmd_pipeline_barrier(cb, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT | VK_PIPELINE_STAGE_VERTEX_INPUT_BIT | VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 1, mb, 0, null, 0, null)
|
||||
}
|
||||
|
||||
# R3D_VK_PROBE=1: one dispatch over a GPU-owned buffer, read back - the compute path end to end
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
# ============================================================================
|
||||
# grass.ludic — procedural GPU ground cover with continuous density (no rings).
|
||||
#
|
||||
# The world is cut into 16 m cells; blade j of a cell always stands in the same place
|
||||
# The world is cut into 4 m cells; blade j of a cell always stands in the same place
|
||||
# (shaders/grass.vert). Draws are per tile: the CPU walks tiles around the camera,
|
||||
# frustum-culls them, and feeds each visible tile as many blade indices per cell as its
|
||||
# NEAREST point could need; the vertex stage then keeps only the indices that exist at
|
||||
|
|
@ -10,7 +10,7 @@
|
|||
# draw count down — the cells and their hashes are the same in every tile size.
|
||||
# ============================================================================
|
||||
|
||||
const GRASS_CELL: int = 16
|
||||
const GRASS_CELL: int = 4
|
||||
# A photographed blade, as an atlas of straightened blades side by side (the game sets
|
||||
# this; the renderer does not name a game asset). 0 = the procedural gradient, which is
|
||||
# what this was for a year: a two-tone ramp with a hard edge, and every blade in the
|
||||
|
|
@ -89,11 +89,13 @@ function grass_blade_mesh(render3d_st: mut Render3dState, rows: int) -> Mesh {
|
|||
|
||||
function grass_init(render3d_st: mut Render3dState) -> void {
|
||||
render3d_st.grass_merge = gpu_has_mdi(render3d_st) and not r3d_env_has(render3d_st, "R3D_GRASS_TILES")
|
||||
var defs = "#define FOLIAGE\n#define BLADE\n"
|
||||
var defs = "#define FOLIAGE\n#define BLADE\n#define GBLADE\n"
|
||||
if render3d_st.grass_merge {
|
||||
defs = defs + "#define TILES\n"
|
||||
render3d_st.grass_rec = words(GRASS_RECS * 5); render3d_st.grass_tv = floats(GRASS_RECS * 4); render3d_st.grass_chunk_tv = floats(GRASS_CHUNK * 4)
|
||||
render3d_st.grass_band_start = words(4); render3d_st.grass_band_cells = words(4)
|
||||
render3d_st.grass_band_mesh = new []Mesh
|
||||
for b in 0 .. 4 { push(render3d_st.grass_band_mesh, null) }
|
||||
render3d_st.grass_cmds = gpu_buffer_new(render3d_st)
|
||||
}
|
||||
render3d_st.grass_prog = r3d_program(render3d_st, "grass.vert", "model.frag", defs)
|
||||
|
|
@ -101,6 +103,8 @@ function grass_init(render3d_st: mut Render3dState) -> void {
|
|||
# five rows, four quads: the arch above needs somewhere to bend, and at four rows a
|
||||
# blade that leans over is three straight segments and shows every join
|
||||
render3d_st.grass_mesh = grass_blade_mesh(render3d_st, 5)
|
||||
render3d_st.grass_mesh3 = grass_blade_mesh(render3d_st, 3)
|
||||
render3d_st.grass_mesh2 = grass_blade_mesh(render3d_st, 2)
|
||||
render3d_st.grass_wind = 2.4
|
||||
# Matched to the blade's width: a 1 cm blade at 0.11 m spacing covers a third of what a
|
||||
# 2.8 cm blade did, and the meadow goes bare. The game's graphics settings override this
|
||||
|
|
@ -108,14 +112,17 @@ function grass_init(render3d_st: mut Render3dState) -> void {
|
|||
# gets there, so the two have to agree or a shot shows something no player will see.
|
||||
# That is exactly how the last change measured as "no effect": the render was identical
|
||||
# because this line, not the settings, was deciding.
|
||||
# The spacing doubles every 18 m and the blades stop at 70 m: at 45 m and 1600 m a 1 cm blade
|
||||
# was under a pixel from 20 m on, costing a full blade's vertices to shimmer (5 ms of 9.7 on GL).
|
||||
render3d_st.grass_s0 = 0.066
|
||||
render3d_st.grass_d0 = 45.0
|
||||
render3d_st.grass_radius = 1600.0
|
||||
render3d_st.grass_d0 = 18.0
|
||||
render3d_st.grass_radius = 70.0
|
||||
if r3d_env_has(render3d_st, "R3D_NOBLADES") { render3d_st.grass_on = false }
|
||||
if r3d_env_has(render3d_st, "R3D_GRASS_R") { render3d_st.grass_radius = float(Text.to_int(r3d_env(render3d_st, "R3D_GRASS_R"))) }
|
||||
if r3d_env_has(render3d_st, "R3D_GRASS_S0") { render3d_st.grass_s0 = float(Text.to_int(r3d_env(render3d_st, "R3D_GRASS_S0"))) / 1000.0 }
|
||||
if r3d_env_has(render3d_st, "R3D_GRASS_D0") { render3d_st.grass_d0 = float(Text.to_int(r3d_env(render3d_st, "R3D_GRASS_D0"))) }
|
||||
if r3d_env_has(render3d_st, "R3D_GRASS_DBG") { render3d_st.grass_dbg = Text.to_int(r3d_env(render3d_st, "R3D_GRASS_DBG")) }
|
||||
gg_init(render3d_st)
|
||||
}
|
||||
|
||||
# indices per 16 m cell that could exist at distance d (the count the shader computes)
|
||||
|
|
@ -126,11 +133,13 @@ function grass_count_at(render3d_st: Render3dState, d: float) -> int {
|
|||
}
|
||||
|
||||
# one tile size over one distance band
|
||||
function grass_tiles(render3d_st: mut Render3dState, size: int, d_min: float, d_max: float) -> void {
|
||||
function grass_tiles(render3d_st: mut Render3dState, size: int, d_min: float, d_max: float, blade: Mesh) -> void {
|
||||
let p = render3d_st.grass_prog
|
||||
let cells = size / GRASS_CELL
|
||||
if d_min >= render3d_st.grass_radius { return }
|
||||
if render3d_st.grass_merge {
|
||||
render3d_st.grass_band_start[render3d_st.grass_band_n] = render3d_st.grass_n; render3d_st.grass_band_cells[render3d_st.grass_band_n] = cells; render3d_st.grass_band_n += 1
|
||||
render3d_st.grass_band_start[render3d_st.grass_band_n] = render3d_st.grass_n; render3d_st.grass_band_cells[render3d_st.grass_band_n] = cells
|
||||
render3d_st.grass_band_mesh[render3d_st.grass_band_n] = blade; render3d_st.grass_band_n += 1
|
||||
} else {
|
||||
u_i(render3d_st, gpu_uniform(render3d_st, p, "u_tile_cells"), cells)
|
||||
}
|
||||
|
|
@ -161,7 +170,7 @@ function grass_tiles(render3d_st: mut Render3dState, size: int, d_min: float, d_
|
|||
var inst = per * cells * cells
|
||||
if inst > 65535 { inst = 65535 }
|
||||
let r = render3d_st.grass_n * 5
|
||||
render3d_st.grass_rec[r] = render3d_st.grass_mesh.count; render3d_st.grass_rec[r + 1] = inst; render3d_st.grass_rec[r + 2] = 0; render3d_st.grass_rec[r + 3] = 0
|
||||
render3d_st.grass_rec[r] = blade.count; render3d_st.grass_rec[r + 1] = inst; render3d_st.grass_rec[r + 2] = 0; render3d_st.grass_rec[r + 3] = 0
|
||||
render3d_st.grass_rec[r + 4] = ((render3d_st.grass_n - render3d_st.grass_band_start[render3d_st.grass_band_n - 1]) % GRASS_CHUNK) * 65536
|
||||
let t = render3d_st.grass_n * 4
|
||||
render3d_st.grass_tv[t] = ox; render3d_st.grass_tv[t + 1] = oz; render3d_st.grass_tv[t + 2] = float(per); render3d_st.grass_tv[t + 3] = 0.0
|
||||
|
|
@ -170,7 +179,7 @@ function grass_tiles(render3d_st: mut Render3dState, size: int, d_min: float, d_
|
|||
} else if per > 0 {
|
||||
u_f2(render3d_st, gpu_uniform(render3d_st, p, "u_tile"), ox, oz)
|
||||
u_i(render3d_st, gpu_uniform(render3d_st, p, "u_per_cell"), per)
|
||||
mesh_draw_instanced(render3d_st, render3d_st.grass_mesh, per * cells * cells)
|
||||
mesh_draw_instanced(render3d_st, blade, per * cells * cells)
|
||||
render3d_st.grass_draws += 1
|
||||
}
|
||||
}
|
||||
|
|
@ -180,11 +189,27 @@ function grass_tiles(render3d_st: mut Render3dState, size: int, d_min: float, d_
|
|||
}
|
||||
}
|
||||
|
||||
function grass_live(render3d_st: Render3dState) -> bool { return not render3d_st.grass_env_off and (render3d_st.grass_on or render3d_st.grass_force) and render3d_st.grass_prog != 0 }
|
||||
|
||||
function grass_draw(render3d_st: mut Render3dState) -> void {
|
||||
if not (render3d_st.grass_on or render3d_st.grass_force) or render3d_st.ter_reflect or render3d_st.grass_prog == 0 { return }
|
||||
if not grass_live(render3d_st) or render3d_st.ter_reflect { return }
|
||||
if render3d_st.gg_on { gg_draw(render3d_st); return }
|
||||
var p = render3d_st.grass_prog
|
||||
if grass_mesh_live(render3d_st) { p = render3d_st.grass_mesh_prog }
|
||||
gpu_use_program(render3d_st, p)
|
||||
grass_bind(render3d_st, p)
|
||||
gpu_cull(render3d_st, false)
|
||||
render3d_st.grass_draws = 0
|
||||
render3d_st.grass_n = 0
|
||||
render3d_st.grass_band_n = 0
|
||||
gpu_mesh_bind(render3d_st, render3d_st.grass_mesh)
|
||||
grass_bands(render3d_st)
|
||||
if render3d_st.grass_merge { grass_flush(render3d_st) }
|
||||
gpu_cull(render3d_st, true)
|
||||
}
|
||||
|
||||
# the blades' uniforms, shared by the per-vertex path and the culled one (grass_gpu.ludic)
|
||||
function grass_bind(render3d_st: mut Render3dState, p: int) -> void {
|
||||
u_mat4(render3d_st, gpu_uniform(render3d_st, p, "u_view"), render3d_st.cam_view)
|
||||
u_mat4(render3d_st, gpu_uniform(render3d_st, p, "u_proj"), render3d_st.cam_proj)
|
||||
u_mat4(render3d_st, gpu_uniform(render3d_st, p, "u_vp"), render3d_st.cam_vp_clean)
|
||||
|
|
@ -207,6 +232,9 @@ function grass_draw(render3d_st: mut Render3dState) -> void {
|
|||
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_s0"), render3d_st.grass_s0)
|
||||
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_d0"), render3d_st.grass_d0)
|
||||
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_radius"), render3d_st.grass_radius)
|
||||
var ph = render3d_st.post_h
|
||||
if ph <= 0 { ph = gl_height() }
|
||||
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_px"), 2.0 * Math.tan(render3d_st.cam_fov * 0.5) / float(ph))
|
||||
u_i(render3d_st, gpu_uniform(render3d_st, p, "u_dbg"), render3d_st.grass_dbg)
|
||||
var orthotex = render3d_st.ter_ortho_tex
|
||||
var oon = 1.0
|
||||
|
|
@ -230,16 +258,16 @@ function grass_draw(render3d_st: mut Render3dState) -> void {
|
|||
# does have a faint sheen, so this is small rather than nothing - the foliage layers have
|
||||
# used 0.05 all along and never showed the fault.
|
||||
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_spec_scale"), 0.008)
|
||||
gpu_cull(render3d_st, false)
|
||||
render3d_st.grass_draws = 0
|
||||
render3d_st.grass_n = 0
|
||||
render3d_st.grass_band_n = 0
|
||||
gpu_mesh_bind(render3d_st, render3d_st.grass_mesh)
|
||||
grass_tiles(render3d_st, 16, 0.0, 300.0)
|
||||
grass_tiles(render3d_st, 64, 300.0, 1200.0)
|
||||
grass_tiles(render3d_st, 256, 1200.0, render3d_st.grass_radius)
|
||||
if render3d_st.grass_merge { grass_flush(render3d_st) }
|
||||
gpu_cull(render3d_st, true)
|
||||
}
|
||||
|
||||
# the per-vertex path's tiles, in four bands
|
||||
function grass_bands(render3d_st: mut Render3dState) -> void {
|
||||
# four bands: the tile grows and the blade loses rows with distance (a band past the radius is
|
||||
# skipped); a tile asks for what its NEAREST point needs, so a wide tile far out wastes the rest
|
||||
grass_tiles(render3d_st, 4, 0.0, 6.0, render3d_st.grass_mesh)
|
||||
grass_tiles(render3d_st, 4, 6.0, 16.0, render3d_st.grass_mesh3)
|
||||
grass_tiles(render3d_st, 8, 16.0, 40.0, render3d_st.grass_mesh2)
|
||||
grass_tiles(render3d_st, 16, 40.0, render3d_st.grass_radius, render3d_st.grass_mesh2)
|
||||
}
|
||||
|
||||
# the records gathered this frame: uploaded once, then each band GRASS_CHUNK records a draw
|
||||
|
|
@ -253,6 +281,8 @@ function grass_flush(render3d_st: mut Render3dState) -> void {
|
|||
var e = render3d_st.grass_n
|
||||
if b + 1 < render3d_st.grass_band_n { e = render3d_st.grass_band_start[b + 1] }
|
||||
if e > s { u_i(render3d_st, gpu_uniform(render3d_st, p, "u_tile_cells"), render3d_st.grass_band_cells[b]) }
|
||||
let blade = render3d_st.grass_band_mesh[b]
|
||||
if e > s and not mesh { gpu_mesh_bind(render3d_st, blade) }
|
||||
var k = s
|
||||
while k < e {
|
||||
var m = e - k
|
||||
|
|
@ -275,7 +305,7 @@ function grass_flush(render3d_st: mut Render3dState) -> void {
|
|||
}
|
||||
} else {
|
||||
u_f4v(render3d_st, gpu_uniform(render3d_st, p, "u_tiles"), m, render3d_st.grass_chunk_tv)
|
||||
gpu_draw_mesh_indirect(render3d_st, render3d_st.grass_mesh, render3d_st.grass_cmds, k * 20, m, 0, 0)
|
||||
gpu_draw_mesh_indirect(render3d_st, blade, render3d_st.grass_cmds, k * 20, m, 0, 0)
|
||||
}
|
||||
if not mesh { render3d_st.grass_draws += 1 }
|
||||
k += m
|
||||
|
|
|
|||
154
packages/ludic.render3d/grass_gpu.ludic
Normal file
154
packages/ludic.render3d/grass_gpu.ludic
Normal file
|
|
@ -0,0 +1,154 @@
|
|||
# ============================================================================
|
||||
# grass_gpu.ludic — the meadow's blades culled on the GPU (Vulkan), drawn from what survived.
|
||||
#
|
||||
# grass.vert decided every blade per VERTEX: its hashes, the ground under it, whether anything
|
||||
# grows there, its colour field - ten times for a five-row blade, and in full for every index a
|
||||
# tile asked for and threw away. That was 3.5 ms of a MoltenVK frame. Here the CPU still walks the
|
||||
# visible tiles (as grass_tiles does), but grass_cull.comp decides each candidate once and writes
|
||||
# the survivors into three bands by distance, one indirect draw each; grass_inst.vert only bends
|
||||
# and places the vertices. OpenGL keeps the per-vertex path. R3D_GRASS_GPU=0 does too, to compare.
|
||||
# ============================================================================
|
||||
|
||||
const GG_TILES: int = 4096
|
||||
const GG_BANDS: int = 3
|
||||
const GG_NEAR: float = 6.0 # band 0, five rows
|
||||
const GG_MID: float = 16.0 # band 1, three rows; band 2 is one quad
|
||||
|
||||
function gg_cap(b: int) -> int {
|
||||
if b == 0 { return 16384 }
|
||||
if b == 1 { return 49152 }
|
||||
return 163840
|
||||
}
|
||||
function gg_base(b: int) -> int {
|
||||
if b == 0 { return 0 }
|
||||
if b == 1 { return 16384 }
|
||||
return 65536
|
||||
}
|
||||
|
||||
# once, after grass_init: the programs, the buffers and the three instanced blades
|
||||
function gg_init(render3d_st: mut Render3dState) -> void {
|
||||
if not gpu_has_compute(render3d_st) or render3d_st.grass_prog == 0 { return }
|
||||
if r3d_env_has(render3d_st, "R3D_GRASS_GPU") and r3d_env(render3d_st, "R3D_GRASS_GPU") == "0" { return }
|
||||
render3d_st.gg_reset = gpu_compute(render3d_st, "grass_reset", 1)
|
||||
render3d_st.gg_cull = gpu_compute_tex(render3d_st, "grass_cull", 3, 2)
|
||||
render3d_st.gg_prog = r3d_program(render3d_st, "grass_inst.vert", "model.frag", "#define FOLIAGE\n#define BLADE\n#define GBLADE\n#define GINST\n")
|
||||
if render3d_st.gg_reset == 0 or render3d_st.gg_cull == 0 or render3d_st.gg_prog == 0 { return }
|
||||
render3d_st.gg_tiles_buf = new []int
|
||||
for k in 0 .. 2 { push(render3d_st.gg_tiles_buf, gpu_buffer_new(render3d_st)) }
|
||||
render3d_st.gg_tv = floats(GG_TILES * 4)
|
||||
render3d_st.gg_out = gpu_buffer_new(render3d_st)
|
||||
gpu_buffer_upload(render3d_st, render3d_st.gg_out, (gg_base(2) + gg_cap(2)) * 64, null, GPU_DYNAMIC)
|
||||
gpu_buffer_gpu_owned(render3d_st, render3d_st.gg_out)
|
||||
render3d_st.gg_mesh = new []Mesh
|
||||
push(render3d_st.gg_mesh, gg_blade(render3d_st, 5))
|
||||
push(render3d_st.gg_mesh, gg_blade(render3d_st, 3))
|
||||
push(render3d_st.gg_mesh, gg_blade(render3d_st, 2))
|
||||
let rec = words(GG_BANDS * 5)
|
||||
for b in 0 .. GG_BANDS {
|
||||
rec[b * 5] = render3d_st.gg_mesh[b].count; rec[b * 5 + 1] = 0; rec[b * 5 + 2] = 0; rec[b * 5 + 3] = 0; rec[b * 5 + 4] = gg_base(b)
|
||||
}
|
||||
render3d_st.gg_cmds = gpu_buffer_new(render3d_st)
|
||||
gpu_buffer_upload(render3d_st, render3d_st.gg_cmds, GG_BANDS * 20, data_of(rec), GPU_DYNAMIC)
|
||||
gpu_buffer_gpu_owned(render3d_st, render3d_st.gg_cmds)
|
||||
render3d_st.gg_on = true
|
||||
print("r3d: grass: blades are culled on the GPU")
|
||||
}
|
||||
|
||||
# a blade mesh reading its instance record (four vec4s) from the cull's output
|
||||
function gg_blade(render3d_st: mut Render3dState, rows: int) -> Mesh {
|
||||
let m = grass_blade_mesh(render3d_st, rows)
|
||||
gpu_mesh_bind_instances(render3d_st, m, render3d_st.gg_out)
|
||||
for k in 0 .. 4 { gpu_mesh_attr_inst(render3d_st, m, 3 + k, 4, GPU_F32, 64, k * 16) }
|
||||
gpu_mesh_done(render3d_st, m)
|
||||
return m
|
||||
}
|
||||
|
||||
# one tile size over one distance band: its visible tiles into gg_tv (corner, indices per cell, cells)
|
||||
function gg_tiles(render3d_st: mut Render3dState, size: int, d_min: float, d_max: float) -> void {
|
||||
if d_min >= render3d_st.grass_radius { return }
|
||||
let cells = size / GRASS_CELL
|
||||
let sz = float(size)
|
||||
let half = sz * 0.5
|
||||
let reach = d_max + half * 1.5
|
||||
let corner_r = half * 1.42
|
||||
let tx0 = int(Math.floor((render3d_st.cam_pos[0] - reach) / sz))
|
||||
let tx1 = int(Math.floor((render3d_st.cam_pos[0] + reach) / sz))
|
||||
let tz0 = int(Math.floor((render3d_st.cam_pos[2] - reach) / sz))
|
||||
let tz1 = int(Math.floor((render3d_st.cam_pos[2] + reach) / sz))
|
||||
for tz in tz0 .. tz1 + 1 {
|
||||
for tx in tx0 .. tx1 + 1 {
|
||||
let ox = float(tx) * sz; let oz = float(tz) * sz
|
||||
let dx = ox + half - render3d_st.cam_pos[0]; let dz = oz + half - render3d_st.cam_pos[2]
|
||||
let dc = Math.sqrt(dx * dx + dz * dz)
|
||||
let dnear = Math.max(dc - corner_r, 0.0)
|
||||
if dc < d_min or not (dnear < d_max) or render3d_st.gg_n >= GG_TILES { continue }
|
||||
if not cam_sphere_visible(render3d_st, ox + half, terrain_height(render3d_st, ox + half, oz + half), oz + half, corner_r + 6.0) { continue }
|
||||
let per = grass_count_at(render3d_st, dnear)
|
||||
var total = per * cells * cells
|
||||
if total > 65535 { total = 65535 }
|
||||
let t = render3d_st.gg_n * 4
|
||||
render3d_st.gg_tv[t] = ox; render3d_st.gg_tv[t + 1] = oz; render3d_st.gg_tv[t + 2] = float(total / (cells * cells)); render3d_st.gg_tv[t + 3] = float(cells)
|
||||
if total > render3d_st.gg_max { render3d_st.gg_max = total }
|
||||
render3d_st.gg_n += 1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# before the frame's first pass: the tiles, then the reset and the cull
|
||||
function gg_cull_frame(render3d_st: mut Render3dState) -> void {
|
||||
if not render3d_st.gg_on or not grass_live(render3d_st) { return }
|
||||
render3d_st.gg_n = 0
|
||||
render3d_st.gg_max = 0
|
||||
gg_tiles(render3d_st, 4, 0.0, 16.0)
|
||||
gg_tiles(render3d_st, 8, 16.0, 40.0)
|
||||
gg_tiles(render3d_st, 16, 40.0, render3d_st.grass_radius)
|
||||
let rb = words(4)
|
||||
rb[0] = GG_BANDS; rb[1] = 0; rb[2] = 0; rb[3] = 0
|
||||
let cb = words(1)
|
||||
cb[0] = render3d_st.gg_cmds
|
||||
gpu_dispatch(render3d_st, render3d_st.gg_reset, data_of(rb), 16, cb, 1)
|
||||
if render3d_st.gg_n == 0 { return }
|
||||
# the tile list alternates buffers by frame, so the frame still on the GPU keeps its own
|
||||
let tb = render3d_st.gg_tiles_buf[render3d_st.r3d_test_frame % 2]
|
||||
gpu_buffer_upload(render3d_st, tb, render3d_st.gg_n * 16, data_of(render3d_st.gg_tv), GPU_DYNAMIC)
|
||||
let pr = gg_params(render3d_st)
|
||||
let bufs = words(3)
|
||||
bufs[0] = tb; bufs[1] = render3d_st.gg_out; bufs[2] = render3d_st.gg_cmds
|
||||
let texs = words(2)
|
||||
texs[0] = render3d_st.ter_height_tex; texs[1] = render3d_st.ter_ortho_tex
|
||||
gpu_dispatch_tex(render3d_st, render3d_st.gg_cull, data_of(pr), 192, bufs, texs, (render3d_st.gg_max + 63) / 64, render3d_st.gg_n)
|
||||
}
|
||||
|
||||
# grass_cull.comp's Params, std140: 12 vec4s
|
||||
function gg_params(render3d_st: Render3dState) -> words {
|
||||
let pr = words(48)
|
||||
for i in 0 .. 48 { pr[i] = 0 }
|
||||
if render3d_st.cam_planes != null { for i in 0 .. 16 { pr[i] = float_bits(render3d_st.cam_planes[i]) } }
|
||||
pr[16] = float_bits(render3d_st.cam_pos[0]); pr[17] = float_bits(render3d_st.cam_pos[1]); pr[18] = float_bits(render3d_st.cam_pos[2]); pr[19] = float_bits(render3d_st.grass_radius)
|
||||
var ph = render3d_st.post_h
|
||||
if ph <= 0 { ph = gl_height() }
|
||||
pr[20] = float_bits(render3d_st.grass_s0); pr[21] = float_bits(render3d_st.grass_d0); pr[22] = float_bits(2.0 * Math.tan(render3d_st.cam_fov * 0.5) / float(ph)); pr[23] = float_bits(render3d_st.ter_snow_line)
|
||||
pr[24] = float_bits(render3d_st.ter_lake_cx); pr[25] = float_bits(render3d_st.ter_lake_cz); pr[26] = float_bits(render3d_st.ter_lake_ex); pr[27] = float_bits(render3d_st.ter_lake_ez)
|
||||
var lake = -100000.0
|
||||
if render3d_st.ter_lake_ex != 0.0 { lake = render3d_st.ter_lake_level }
|
||||
var sea = lake
|
||||
if render3d_st.ter_sea_set { sea = render3d_st.ter_sea_level }
|
||||
var oon = 0.0
|
||||
if render3d_st.ter_ortho_tex != 0 { oon = 1.0 }
|
||||
pr[28] = float_bits(lake); pr[29] = float_bits(sea); pr[30] = float_bits(oon)
|
||||
pr[32] = float_bits(render3d_st.ter_ox); pr[33] = float_bits(render3d_st.ter_oz); pr[34] = float_bits(float(render3d_st.TERRAIN_HALF))
|
||||
pr[36] = float_bits(GG_NEAR); pr[37] = float_bits(GG_MID)
|
||||
for b in 0 .. GG_BANDS { pr[40 + b] = gg_base(b); pr[44 + b] = gg_cap(b) }
|
||||
return pr
|
||||
}
|
||||
|
||||
# the survivors: one indirect draw per band, from the records grass_cull.comp counted into
|
||||
function gg_draw(render3d_st: mut Render3dState) -> void {
|
||||
let p = render3d_st.gg_prog
|
||||
gpu_use_program(render3d_st, p)
|
||||
grass_bind(render3d_st, p)
|
||||
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_time"), render3d_st.r3d_time)
|
||||
gpu_cull(render3d_st, false)
|
||||
for b in 0 .. GG_BANDS { gpu_draw_mesh_indirect(render3d_st, render3d_st.gg_mesh[b], render3d_st.gg_cmds, b * 20, 1, 0, 0) }
|
||||
gpu_cull(render3d_st, true)
|
||||
}
|
||||
|
|
@ -51,6 +51,8 @@ function r3d_shader_src(render3d_st: mut Render3dState, name: string, defines: s
|
|||
if render3d_st.r3d_wind_src == null { render3d_st.r3d_wind_src = r3d_shader_file(render3d_st, "wind.glsl") }
|
||||
var s = "#version 410 core\n" + render3d_st.r3d_global_defs + defines + render3d_st.r3d_wind_src
|
||||
if is_frag { s = s + render3d_st.r3d_noise_src + render3d_st.r3d_lighting_src }
|
||||
# a blade's colour field is worked out once per vertex, not once per pixel (grass.vert)
|
||||
else if Text.contains(defines, "#define GBLADE") { s = s + render3d_st.r3d_noise_src }
|
||||
return s + r3d_shader_file(render3d_st, name)
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -31,6 +31,7 @@ import "scatter.ludic"
|
|||
import "actor.ludic"
|
||||
import "stream.ludic"
|
||||
import "grass.ludic"
|
||||
import "grass_gpu.ludic"
|
||||
import "water.ludic"
|
||||
import "streamline.ludic"
|
||||
import "render.ludic"
|
||||
|
|
|
|||
|
|
@ -58,6 +58,7 @@ function r3d_env_flags(render3d_st: mut Render3dState) -> void {
|
|||
render3d_st.sc_skip_blade = r3d_env_has(render3d_st, "R3D_NOBLADES")
|
||||
render3d_st.sc_skip_grass = r3d_env_has(render3d_st, "R3D_NOGRASS")
|
||||
render3d_st.grass_force = r3d_env_has(render3d_st, "R3D_BLADES")
|
||||
render3d_st.grass_env_off = r3d_env_has(render3d_st, "R3D_NOBLADES")
|
||||
render3d_st.sc_skip_card = r3d_env_has(render3d_st, "R3D_NOCARDS")
|
||||
render3d_st.sc_dbg_lod = r3d_env_has(render3d_st, "R3D_LODDBG")
|
||||
if r3d_env_has(render3d_st, "R3D_ANISO") {
|
||||
|
|
@ -208,6 +209,7 @@ function r3d_frame(render3d_st: mut Render3dState, time: float) -> void {
|
|||
prof_cpu_mark(render3d_st, "shadow rebake")
|
||||
stream_update_all(render3d_st)
|
||||
prof_cpu_mark(render3d_st, "streaming")
|
||||
gg_cull_frame(render3d_st) # before any pass: a dispatch inside one would split it
|
||||
if not render3d_st.r3d_no_shadow { prof_begin(render3d_st, "shadow"); shadow_pass(render3d_st); prof_end(render3d_st) }
|
||||
prof_cpu_mark(render3d_st, "shadow pass")
|
||||
if render3d_st.water_on and not render3d_st.r3d_no_refl and water_reflect_visible(render3d_st) { prof_begin(render3d_st, "water reflection"); water_reflection_pass(render3d_st); prof_end(render3d_st) }
|
||||
|
|
|
|||
|
|
@ -36,7 +36,7 @@ property Layer {
|
|||
last_cam: floats,
|
||||
rough: float = 0.0,
|
||||
blade: bool = false,
|
||||
grass: bool = false, # ground-cover grass the game may hand to the GPU blades (R3D_NOGRASS skips it)
|
||||
grass: bool = false, # ground cover the GPU blades replace: skipped while they draw (and under R3D_NOGRASS)
|
||||
flower: bool = false,
|
||||
card: bool = false,
|
||||
cheap: bool = false, # distant cover: no shadows, no wind, flat lighting
|
||||
|
|
@ -1135,7 +1135,7 @@ function scatter_draw_depth(render3d_st: mut Render3dState) -> void {
|
|||
for i in 0 .. len(render3d_st.sc_layers) {
|
||||
let l = render3d_st.sc_layers[i]
|
||||
if not l.foliage or l.blade or l.flower { continue }
|
||||
if render3d_st.sc_skip_grass and l.grass { continue }
|
||||
if l.grass and sc_grass_replaced(render3d_st) { continue }
|
||||
if render3d_st.r3d_no_trees and l.imp != null { continue }
|
||||
layer_update(render3d_st, l)
|
||||
if l.n_lods > 1 and l.g_on {
|
||||
|
|
@ -1151,13 +1151,15 @@ function scatter_draw_depth(render3d_st: mut Render3dState) -> void {
|
|||
}
|
||||
gpu_cull(render3d_st, true)
|
||||
}
|
||||
# a layer the game flagged `grass` is ground cover the GPU blades stand in for: off while they draw
|
||||
function sc_grass_replaced(render3d_st: Render3dState) -> bool { return render3d_st.sc_skip_grass or ((render3d_st.grass_on or render3d_st.grass_force) and not render3d_st.grass_env_off and render3d_st.grass_prog != 0) }
|
||||
function scatter_draw(render3d_st: mut Render3dState) -> void {
|
||||
for i in 0 .. len(render3d_st.sc_layers) {
|
||||
let l = render3d_st.sc_layers[i]
|
||||
if render3d_st.sc_skip_blade and l.blade { continue }
|
||||
if render3d_st.sc_skip_flower and l.flower { continue }
|
||||
if render3d_st.sc_skip_card and l.card { continue }
|
||||
if render3d_st.sc_skip_grass and l.grass { continue }
|
||||
if l.grass and sc_grass_replaced(render3d_st) { continue }
|
||||
if render3d_st.r3d_no_trees and l.imp != null and not l.card { continue }
|
||||
layer_update(render3d_st, l)
|
||||
layer_draw_near(render3d_st, l, false, null, false)
|
||||
|
|
@ -1175,7 +1177,7 @@ function scatter_draw_casters(render3d_st: mut Render3dState, light_vp: floats)
|
|||
let l = render3d_st.sc_layers[i]
|
||||
if render3d_st.sc_skip_blade and l.blade { continue }
|
||||
if render3d_st.sc_skip_card and l.card { continue }
|
||||
if render3d_st.sc_skip_grass and l.grass { continue }
|
||||
if l.grass and sc_grass_replaced(render3d_st) { continue }
|
||||
if render3d_st.r3d_no_trees and l.imp != null and not l.card { continue }
|
||||
layer_update(render3d_st, l)
|
||||
if l.imp != null {
|
||||
|
|
|
|||
|
|
@ -2,3 +2,5 @@
|
|||
# spv/<name>.comp.spv. Binding 0 is the uniform block of parameters, 1.. storage buffers.
|
||||
probe|probe.comp
|
||||
scatter_cull|scatter_cull.comp
|
||||
grass_reset|grass_reset.comp
|
||||
grass_cull|grass_cull.comp
|
||||
|
|
|
|||
|
|
@ -31,6 +31,7 @@ uniform vec4 u_tiles[256]; // per tile of the dispatch: corner x, corner z, in
|
|||
uniform float u_s0;
|
||||
uniform float u_d0;
|
||||
uniform float u_radius;
|
||||
uniform float u_px; // one pixel in radians (grass.vert)
|
||||
uniform int u_dbg;
|
||||
out vec3 v_wpos[];
|
||||
out vec3 v_nrm[];
|
||||
|
|
@ -40,7 +41,7 @@ out vec2 v_rot[];
|
|||
out float v_hull[];
|
||||
out float v_quake[]; // grass does not quake; written so model.frag can read it
|
||||
|
||||
const float CELL = 16.0;
|
||||
const float CELL = 4.0; // grass.ludic GRASS_CELL: 4 m, so a near tile asks for what its blades need
|
||||
float hash1(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123); }
|
||||
uint pcg(uint v) { uint s = v * 747796405u + 2891336453u; uint w = ((s >> ((s >> 28u) + 4u)) ^ s) * 277803737u; return (w >> 22u) ^ w; }
|
||||
float bladeHash(ivec2 cell, int j, int k) {
|
||||
|
|
@ -115,6 +116,7 @@ void main() {
|
|||
float tall = mix(0.18, 0.42, h3) * mix(0.8, 1.2, hash1(cid * 0.1)) * (1.0 + 0.35 * smoothstep(1.0, 12.0, grow)) * life;
|
||||
float bw = 0.028 * mix(1.0, 0.45 * grow, smoothstep(1.0, 4.0, grow));
|
||||
if (far) { bw = max(bw, spacing * 0.35); tall = min(tall, spacing * 0.3); }
|
||||
bw = max(bw, dist * u_px * 1.1);
|
||||
float gust = sin(xz.x * 0.09 + u_time * 1.1) * 0.5 + sin(xz.y * 0.13 - u_time * 0.8 + xz.x * 0.05) * 0.5;
|
||||
float ph = u_time * 1.7 + seed * 6.2831 + xz.x * 0.05 + xz.y * 0.07;
|
||||
float sway = (sin(ph) * 0.6 + sin(ph * 2.3 + 1.0) * 0.4 + gust) * u_wind;
|
||||
|
|
|
|||
|
|
@ -34,6 +34,7 @@ uniform vec4 u_tiles[256]; // per tile of the draw: corner x, corner z, indice
|
|||
uniform float u_s0; // blade spacing at the camera (m)
|
||||
uniform float u_d0; // distance at which the spacing has doubled (m)
|
||||
uniform float u_radius; // no blades past this
|
||||
uniform float u_px; // one pixel's height in radians: no blade is drawn narrower than a pixel
|
||||
uniform int u_dbg; // R3D_GRASS_DBG: 1 lift blades 0.3 m, 2 light as ground everywhere, 3 both
|
||||
out vec3 v_wpos;
|
||||
out vec3 v_nrm;
|
||||
|
|
@ -42,9 +43,10 @@ out float v_seed;
|
|||
out vec2 v_rot;
|
||||
out float v_hull;
|
||||
out float v_quake; // only aspens quake; written so model.frag can read it
|
||||
out vec3 v_tint; // the blade's colour field at its root (model.frag's regionTint and patchiness, once a blade)
|
||||
|
||||
const float CELL = 16.0;
|
||||
float hash1(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123); }
|
||||
const float CELL = 4.0; // grass.ludic GRASS_CELL: 4 m, so a near tile asks for what its blades need
|
||||
// hash1 and fbm come from noise.glsl, which a GBLADE vertex stage is given (programs.ludic)
|
||||
// An integer hash (PCG) for the per-blade values. The sine hash advanced linearly with
|
||||
// the blade index, so a cell's blades fell into diagonal rows, and the rows read as
|
||||
// streaks across the meadow with an edge wherever they thinned out.
|
||||
|
|
@ -68,7 +70,22 @@ float heightSmooth(sampler2D tex, vec2 uv) {
|
|||
return (texture(tex, vec2(o0.x, o0.y)).r * s0.x + texture(tex, vec2(o1.x, o0.y)).r * s1.x) * s0.y
|
||||
+ (texture(tex, vec2(o0.x, o1.y)).r * s0.x + texture(tex, vec2(o1.x, o1.y)).r * s1.x) * s1.y;
|
||||
}
|
||||
void cull() { gl_Position = vec4(0.0, 0.0, 2.0, 1.0); v_wpos = vec3(0.0); v_nrm = vec3(0.0, 1.0, 0.0); v_uv = vec2(0.0); v_seed = 0.0; v_rot = vec2(0.0, 1.0); v_hull = 1.0; v_quake = 0.0; }
|
||||
void cull() { gl_Position = vec4(0.0, 0.0, 2.0, 1.0); v_wpos = vec3(0.0); v_nrm = vec3(0.0, 1.0, 0.0); v_uv = vec2(0.0); v_seed = 0.0; v_rot = vec2(0.0, 1.0); v_hull = 1.0; v_quake = 0.0; v_tint = vec3(1.0); }
|
||||
// lighting.glsl's regionTint(wpos, 0.35) times model.frag's patchiness, at the root: three fbm
|
||||
// fields a blade pixel used to pay for, when the whole blade stands on one spot
|
||||
vec3 bladeField(vec2 xz, float y) {
|
||||
float n = fbm(xz * 0.0018 + 4.0, 3) * 0.5 + 0.5;
|
||||
float aspen = smoothstep(0.52, 0.7, n) * smoothstep(520.0, 250.0, y);
|
||||
float dry = smoothstep(0.35, 0.15, fbm(xz * 0.004 + 9.0, 3) * 0.5 + 0.5);
|
||||
vec3 t = mix(vec3(1.0), vec3(1.25, 1.3, 0.85), aspen * 0.35);
|
||||
t = mix(t, vec3(1.15, 1.05, 0.7), dry * 0.35 * 0.6);
|
||||
float patchy = fbm(xz * 0.045, 3) * 0.5 + 0.5;
|
||||
t *= mix(vec3(0.7, 0.8, 0.55), vec3(1.1, 1.05, 0.85), patchy);
|
||||
// dry and green patches a few metres across, and the tussocks' own shade of the same green
|
||||
float dryp = smoothstep(0.2, 0.8, gnoise(xz * 0.33 + 17.0) * 0.5 + 0.5);
|
||||
t *= mix(vec3(0.92, 1.0, 0.95), vec3(1.30, 1.10, 0.62), dryp);
|
||||
return t * (0.72 + 0.56 * (gnoise(xz * 1.9 + 41.0) * 0.5 + 0.5));
|
||||
}
|
||||
|
||||
void main() {
|
||||
#ifdef TILES
|
||||
|
|
@ -158,6 +175,10 @@ void main() {
|
|||
// that had been cut, which is the one thing an alpine meadow is not.
|
||||
float hh = h3 * h3;
|
||||
float tall = mix(0.09, 0.60, hh) * mix(0.8, 1.2, hash1(cid * 0.1)) * (1.0 + 0.35 * smoothstep(1.0, 12.0, grow)) * life;
|
||||
// CLUMPS: grass grows in tussocks, taller and shorter patches a metre or so across, and that
|
||||
// relief is the texture a meadow has from above - an even height reads as felt
|
||||
float clump = gnoise(xz * 0.85 + 3.7) * 0.5 + 0.5;
|
||||
tall *= mix(0.45, 1.40, clump * clump * (3.0 - 2.0 * clump));
|
||||
// 2.8 cm was FIVE TIMES a blade of meadow grass, which is 3-6 mm. At 2 m from the
|
||||
// camera that is a broad dark scimitar lying along the ground rather than a blade
|
||||
// standing in a sward, and no amount of profile or colour work fixes a blade that is
|
||||
|
|
@ -165,6 +186,9 @@ void main() {
|
|||
// and too flat" note in this stage.
|
||||
float bw = 0.010 * mix(1.0, 0.45 * grow, smoothstep(1.0, 4.0, grow));
|
||||
if (far) { bw = max(bw, spacing * 0.35); tall = min(tall, spacing * 0.3); }
|
||||
// a blade under a pixel is a vertex bill that shimmers: widen it to one and a bit, and let the
|
||||
// thinning (spacing) keep the coverage
|
||||
bw = max(bw, dist * u_px * 1.1);
|
||||
vec3 p = vec3(a_pos.x * bw, a_pos.y * tall, a_pos.z * tall * (0.6 + 0.8 * h4));
|
||||
vec3 n = vec3(0.0, 0.3, 1.0);
|
||||
// The shared field (wind.glsl), so the gust that crosses this meadow is the same gust that
|
||||
|
|
@ -217,6 +241,7 @@ void main() {
|
|||
v_seed = seed;
|
||||
v_rot = vec2(s, c_);
|
||||
v_quake = 0.0;
|
||||
v_tint = bladeField(xz, h);
|
||||
v_hull = (dist > 2.0 || far || (u_dbg & 2) != 0) ? -1.0 : 1.0; // no back-face flip, no rounding past arm's reach
|
||||
gl_Position = u_proj * u_view * vec4(w, 1.0);
|
||||
}
|
||||
|
|
|
|||
123
packages/ludic.render3d/shaders/grass_cull.comp
Normal file
123
packages/ludic.render3d/shaders/grass_cull.comp
Normal file
|
|
@ -0,0 +1,123 @@
|
|||
// grass_cull.comp - the meadow's blades, decided once a frame on the GPU (Vulkan).
|
||||
//
|
||||
// grass.vert used to do all of this per VERTEX: every blade's hashes, its place, the ground under
|
||||
// it (a four-tap bicubic height), the photograph's say on whether anything grows there, the water,
|
||||
// the slope, the snow line and its colour field - ten times over for a five-row blade, and in full
|
||||
// for every index a tile asked for and then threw away. Here each candidate is one invocation: a
|
||||
// workgroup row per visible tile (grass.ludic walks them as before), a thread per candidate blade.
|
||||
// A blade that survives is written once, as four vec4s, into its band's region, and the band's
|
||||
// indirect draw count goes up by one; grass_inst.vert only bends and places the vertices.
|
||||
// The rules are grass.vert's, kept in step with it: the same hashes give the same meadow.
|
||||
layout(local_size_x = 64) in;
|
||||
|
||||
layout(set = 0, binding = 0) uniform Params {
|
||||
vec4 planes[4]; // the side frustum planes: xyz in, w distance
|
||||
vec4 cam; // xyz the camera, w no blades past this (u_radius)
|
||||
vec4 dens; // x s0, y d0, z one pixel in radians, w the snow line
|
||||
vec4 lake; // the carved lake: centre x/z, half extents (z = 0: none)
|
||||
vec4 lev; // x the lake's level, y the sea's, z the photograph on (1), w unused
|
||||
vec4 ts; // the height texture: origin x/z, half extent, unused
|
||||
vec4 bands; // outer distance of bands 0 and 1 (x, y); band 2 is the rest
|
||||
uvec4 base; // each band's first record in Out
|
||||
uvec4 cap; // ... and how many it holds
|
||||
} pr;
|
||||
|
||||
layout(set = 0, binding = 1) readonly buffer Tiles { vec4 tiles[]; }; // corner x/z, indices per cell, cells per side
|
||||
layout(set = 0, binding = 2) buffer Out { vec4 outv[]; }; // 4 per blade
|
||||
layout(set = 0, binding = 3) buffer Cmds { uint cmds[]; }; // VkDrawIndexedIndirectCommand per band
|
||||
layout(set = 0, binding = 4) uniform sampler2D u_height; // height, normal (terrain's u_ts_height)
|
||||
layout(set = 0, binding = 5) uniform sampler2D u_ortho; // the photograph
|
||||
|
||||
const float CELL = 4.0; // grass.ludic GRASS_CELL
|
||||
|
||||
uint pcg(uint v) { uint s = v * 747796405u + 2891336453u; uint w = ((s >> ((s >> 28u) + 4u)) ^ s) * 277803737u; return (w >> 22u) ^ w; }
|
||||
float bladeHash(ivec2 cell, int j, int k) {
|
||||
uint h = pcg(uint(cell.x + 32768) * 73856093u ^ uint(cell.y + 32768) * 19349663u ^ uint(j) * 83492791u ^ uint(k) * 2654435761u);
|
||||
return float(h) * (1.0 / 4294967295.0);
|
||||
}
|
||||
float heightSmooth(vec2 uv) {
|
||||
vec2 res = vec2(textureSize(u_height, 0));
|
||||
vec2 t = uv * res - 0.5;
|
||||
vec2 f = fract(t);
|
||||
vec2 i = floor(t);
|
||||
vec2 w0 = (1.0 - f) * (1.0 - f) * (1.0 - f) / 6.0;
|
||||
vec2 w1 = (4.0 - 6.0 * f * f + 3.0 * f * f * f) / 6.0;
|
||||
vec2 w3 = f * f * f / 6.0;
|
||||
vec2 w2 = 1.0 - w0 - w1 - w3;
|
||||
vec2 s0 = w0 + w1, s1 = w2 + w3;
|
||||
vec2 o0 = (i - 1.0 + w1 / s0 + 0.5) / res;
|
||||
vec2 o1 = (i + 1.0 + w3 / s1 + 0.5) / res;
|
||||
return (textureLod(u_height, vec2(o0.x, o0.y), 0.0).r * s0.x + textureLod(u_height, vec2(o1.x, o0.y), 0.0).r * s1.x) * s0.y
|
||||
+ (textureLod(u_height, vec2(o0.x, o1.y), 0.0).r * s0.x + textureLod(u_height, vec2(o1.x, o1.y), 0.0).r * s1.x) * s1.y;
|
||||
}
|
||||
// grass.vert's bladeField: the region, the patchiness, the dry patches and the tussocks' shade
|
||||
vec3 bladeField(vec2 xz, float y) {
|
||||
float n = fbm(xz * 0.0018 + 4.0, 3) * 0.5 + 0.5;
|
||||
float aspen = smoothstep(0.52, 0.7, n) * smoothstep(520.0, 250.0, y);
|
||||
float dry = smoothstep(0.35, 0.15, fbm(xz * 0.004 + 9.0, 3) * 0.5 + 0.5);
|
||||
vec3 t = mix(vec3(1.0), vec3(1.25, 1.3, 0.85), aspen * 0.35);
|
||||
t = mix(t, vec3(1.15, 1.05, 0.7), dry * 0.35 * 0.6);
|
||||
float patchy = fbm(xz * 0.045, 3) * 0.5 + 0.5;
|
||||
t *= mix(vec3(0.7, 0.8, 0.55), vec3(1.1, 1.05, 0.85), patchy);
|
||||
float dryp = smoothstep(0.2, 0.8, gnoise(xz * 0.33 + 17.0) * 0.5 + 0.5);
|
||||
t *= mix(vec3(0.92, 1.0, 0.95), vec3(1.30, 1.10, 0.62), dryp);
|
||||
return t * (0.72 + 0.56 * (gnoise(xz * 1.9 + 41.0) * 0.5 + 0.5));
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 tile = tiles[gl_WorkGroupID.y];
|
||||
int per_cell = int(tile.z + 0.5);
|
||||
int cells = int(tile.w + 0.5);
|
||||
int i = int(gl_GlobalInvocationID.x);
|
||||
if (per_cell <= 0 || i >= per_cell * cells * cells) return;
|
||||
int c = i / per_cell;
|
||||
int j = i - c * per_cell;
|
||||
vec2 cell = tile.xy + vec2(float(c % cells), float(c / cells)) * CELL;
|
||||
vec2 cid = floor(cell / CELL + 0.5);
|
||||
ivec2 ci = ivec2(cid);
|
||||
vec2 hv = vec2(bladeHash(ci, j, 0), bladeHash(ci, j, 1));
|
||||
vec2 xz = cell + hv * CELL;
|
||||
float dist = length(xz - pr.cam.xz);
|
||||
float radius = pr.cam.w;
|
||||
if (dist >= radius) return;
|
||||
float spacing = pr.dens.x * (1.0 + dist / pr.dens.y);
|
||||
float count = CELL * CELL / (spacing * spacing) * (1.0 - smoothstep(radius * 0.7, radius, dist));
|
||||
float keep = count / float(max(per_cell, 1));
|
||||
float r = bladeHash(ci, j, 5);
|
||||
if (r > keep) return;
|
||||
float life = 1.0 - smoothstep(keep * 0.75, keep, r);
|
||||
vec2 huv = (xz - pr.ts.xy) / (2.0 * pr.ts.z) + 0.5;
|
||||
if (huv.x < 0.0 || huv.x > 1.0 || huv.y < 0.0 || huv.y > 1.0) return;
|
||||
vec4 ht = textureLod(u_height, huv, 0.0);
|
||||
// the frustum, on a sphere round the blade (it stands at most 0.9 m tall)
|
||||
vec3 root = vec3(xz.x, ht.r, xz.y);
|
||||
for (int k = 0; k < 4; k++) { if (dot(pr.planes[k].xyz, root) + pr.planes[k].w < -1.0) return; }
|
||||
vec3 gn = normalize(ht.gba);
|
||||
float h3 = bladeHash(ci, j, 2), h4 = bladeHash(ci, j, 3);
|
||||
float wl = pr.lev.y;
|
||||
if (pr.lake.z > 0.0) { vec2 q = (xz - pr.lake.xy) / pr.lake.zw; if (dot(q, q) < 1.0) wl = max(wl, pr.lev.x); }
|
||||
float ok = (1.0 - smoothstep(0.30, 0.55, 1.0 - gn.y)) * smoothstep(0.0, 0.6, ht.r - wl - 0.15) * smoothstep(pr.dens.w - 80.0, pr.dens.w - 200.0, ht.r);
|
||||
if (pr.lev.z > 0.5) {
|
||||
vec3 oc = textureLod(u_ortho, huv, 1.5).rgb;
|
||||
ok *= 0.40 + 0.60 * smoothstep(0.0, 0.025, oc.g - oc.b);
|
||||
}
|
||||
if (h4 > ok) return;
|
||||
float h = heightSmooth(huv);
|
||||
float seed = hv.x * 0.7 + hv.y * 0.3;
|
||||
float ang = bladeHash(ci, j, 6) * 6.2831853;
|
||||
float grow = spacing / pr.dens.x;
|
||||
float hh = h3 * h3;
|
||||
float tall = mix(0.09, 0.60, hh) * mix(0.8, 1.2, hash1(cid * 0.1)) * (1.0 + 0.35 * smoothstep(1.0, 12.0, grow)) * life;
|
||||
float clump = gnoise(xz * 0.85 + 3.7) * 0.5 + 0.5;
|
||||
tall *= mix(0.45, 1.40, clump * clump * (3.0 - 2.0 * clump));
|
||||
float bw = 0.010 * mix(1.0, 0.45 * grow, smoothstep(1.0, 4.0, grow));
|
||||
bw = max(bw, dist * pr.dens.z * 1.1);
|
||||
uint b = dist < pr.bands.x ? 0u : (dist < pr.bands.y ? 1u : 2u);
|
||||
uint slot = atomicAdd(cmds[b * 5u + 1u], 1u);
|
||||
if (slot >= pr.cap[b]) { atomicAdd(cmds[b * 5u + 1u], 0xFFFFFFFFu); return; }
|
||||
uint o = (pr.base[b] + slot) * 4u;
|
||||
outv[o] = vec4(xz.x, h - 0.02, xz.y, seed);
|
||||
outv[o + 1u] = vec4(sin(ang), cos(ang), tall, bw);
|
||||
outv[o + 2u] = vec4(bladeField(xz, h), 0.6 + 0.8 * h4);
|
||||
outv[o + 3u] = vec4(gn, dist);
|
||||
}
|
||||
71
packages/ludic.render3d/shaders/grass_inst.vert
Normal file
71
packages/ludic.render3d/shaders/grass_inst.vert
Normal file
|
|
@ -0,0 +1,71 @@
|
|||
// grass_inst.vert - a blade grass_cull.comp has already decided on (Vulkan). Everything about the
|
||||
// blade - where it stands, its facing, height, width, colour field and the ground under it - is its
|
||||
// instance record; this only bends, sways, pushes and stands the vertices, as grass.vert's second
|
||||
// half does, so the two draw the same meadow.
|
||||
layout(location = 0) in vec3 a_pos; // x: -0.5..0.5 across, y: 0..1 along the blade, z: bend
|
||||
layout(location = 2) in vec2 a_uv;
|
||||
layout(location = 3) in vec4 i_root; // xyz the root, w the seed
|
||||
layout(location = 4) in vec4 i_shape; // sin and cos of the yaw, height, width
|
||||
layout(location = 5) in vec4 i_tint; // the colour field, and how far the tip arches
|
||||
layout(location = 6) in vec4 i_ground; // the ground's normal, and the distance it was decided at
|
||||
uniform mat4 u_view;
|
||||
uniform mat4 u_proj;
|
||||
uniform float u_time;
|
||||
uniform float u_wind;
|
||||
uniform vec3 u_push; // x, z, radius: a body standing in the grass
|
||||
uniform int u_dbg; // R3D_GRASS_DBG (2: light as ground everywhere)
|
||||
out vec3 v_wpos;
|
||||
out vec3 v_nrm;
|
||||
out vec2 v_uv;
|
||||
out float v_seed;
|
||||
out vec2 v_rot;
|
||||
out float v_hull;
|
||||
out float v_quake;
|
||||
out vec3 v_tint;
|
||||
|
||||
void main() {
|
||||
vec2 xz = i_root.xz;
|
||||
float seed = i_root.w;
|
||||
float s = i_shape.x, c_ = i_shape.y, tall = i_shape.z, bw = i_shape.w;
|
||||
vec3 gn = i_ground.xyz;
|
||||
float dist = i_ground.w;
|
||||
vec3 p = vec3(a_pos.x * bw, a_pos.y * tall, a_pos.z * tall * i_tint.w);
|
||||
vec3 n = vec3(0.0, 0.3, 1.0);
|
||||
float ph = u_time * 1.7 + seed * 6.2831 + xz.x * 0.05 + xz.y * 0.07;
|
||||
float sway = windSway(xz, u_time, ph, 0.0) * u_wind;
|
||||
float hgt = max(p.y, 0.0);
|
||||
p.x += sway * hgt * hgt * 0.35;
|
||||
p.z += sway * hgt * hgt * 0.15 * cos(ph * 0.7);
|
||||
p = vec3(c_ * p.x + s * p.z, p.y, -s * p.x + c_ * p.z);
|
||||
if (u_push.z > 0.0) {
|
||||
vec2 away = xz - u_push.xy;
|
||||
float pd = length(away);
|
||||
float push = smoothstep(u_push.z, u_push.z * 0.2, pd);
|
||||
if (push > 0.0) {
|
||||
vec2 pdir = (pd > 1e-3) ? away / pd : vec2(1.0, 0.0);
|
||||
float bh = max(p.y, 0.0);
|
||||
p.x += pdir.x * push * bh * 1.05;
|
||||
p.z += pdir.y * push * bh * 1.05;
|
||||
p.y -= push * bh * 0.40;
|
||||
}
|
||||
}
|
||||
n = normalize(vec3(c_ * n.x + s * n.z, n.y, -s * n.x + c_ * n.z));
|
||||
vec3 k = cross(vec3(0.0, 1.0, 0.0), gn);
|
||||
float sk = length(k), ck = gn.y;
|
||||
if (sk > 1e-4) {
|
||||
k /= sk;
|
||||
p = p * ck + cross(k, p) * sk + k * dot(k, p) * (1.0 - ck);
|
||||
n = normalize(n * ck + cross(k, n) * sk + k * dot(k, n) * (1.0 - ck));
|
||||
}
|
||||
n = normalize(mix(n, gn, smoothstep(2.0, 12.0, dist)));
|
||||
vec3 w = i_root.xyz + p;
|
||||
v_wpos = w;
|
||||
v_nrm = n;
|
||||
v_uv = a_uv;
|
||||
v_seed = seed;
|
||||
v_rot = vec2(s, c_);
|
||||
v_quake = 0.0;
|
||||
v_tint = i_tint.rgb;
|
||||
v_hull = (dist > 2.0 || (u_dbg & 2) != 0) ? -1.0 : 1.0;
|
||||
gl_Position = u_proj * u_view * vec4(w, 1.0);
|
||||
}
|
||||
8
packages/ludic.render3d/shaders/grass_reset.comp
Normal file
8
packages/ludic.render3d/shaders/grass_reset.comp
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
// grass_reset.comp - zero each band's instance count before grass_cull.comp counts into it. On the
|
||||
// GPU, in order, because the frame before may still be drawing from the same records.
|
||||
layout(local_size_x = 1) in;
|
||||
layout(set = 0, binding = 0) uniform Params { uvec4 n; } pr;
|
||||
layout(set = 0, binding = 1) buffer Cmds { uint cmds[]; };
|
||||
void main() {
|
||||
for (uint b = 0u; b < pr.n.x; b++) { cmds[b * 5u + 1u] = 0u; }
|
||||
}
|
||||
|
|
@ -15,6 +15,9 @@ uniform mat4 u_view;
|
|||
uniform vec3 u_tint;
|
||||
uniform float u_rough_scale;
|
||||
uniform float u_emissive; // self-lit (a flame): albedo added back after shading
|
||||
#ifdef GBLADE
|
||||
in vec3 v_tint; // grass.vert's colour field (the mesh-shader and scatter blades work it out here)
|
||||
#endif
|
||||
#ifdef BLADE
|
||||
uniform vec3 u_blade_base;
|
||||
uniform vec3 u_blade_tip;
|
||||
|
|
@ -49,6 +52,11 @@ void main() {
|
|||
#endif
|
||||
vec3 N = normalize(v_nrm);
|
||||
if (!gl_FrontFacing && v_hull >= 0.0) N = -N;
|
||||
#ifdef BLADE
|
||||
// A blade is thin and two-sided: the sun lights whichever face it reaches (the other glows
|
||||
// through, below). Faced away from the sun, half the meadow was lit by the sky alone.
|
||||
if (dot(N, u_sun_dir) < 0.0) N = -N;
|
||||
#endif
|
||||
#ifdef CARD
|
||||
// a baked card: albedo with coverage (premultiplied mips), normal in the card's own frame
|
||||
vec4 ca = texture(u_diff, v_uv);
|
||||
|
|
@ -80,7 +88,16 @@ void main() {
|
|||
#ifdef BLADE
|
||||
// a procedural blade: dark at the root, lighter at the tip; some blades gone to seed
|
||||
float t = clamp(v_uv.y, 0.0, 1.0);
|
||||
alb = mix(u_blade_base, u_blade_tip, t * t) * regionTint(v_wpos, 0.35);
|
||||
// most of a blade is its own green, only the sheath darker: t*t held the lower two thirds at the
|
||||
// root colour (0.14, darker than the ground), and a meadow of those reads as dark wire
|
||||
#ifndef GBLADE
|
||||
vec3 field = regionTint(v_wpos, 0.35);
|
||||
float patchy = fbm(v_wpos.xz * 0.045, 3) * 0.5 + 0.5;
|
||||
field *= mix(vec3(0.7, 0.8, 0.55), vec3(1.1, 1.05, 0.85), patchy);
|
||||
#else
|
||||
vec3 field = v_tint;
|
||||
#endif
|
||||
alb = mix(u_blade_base, u_blade_tip, smoothstep(0.0, 0.55, t)) * field;
|
||||
float dry = smoothstep(0.7, 0.8, fract(v_seed * 3.17));
|
||||
alb = mix(alb, vec3(0.40, 0.36, 0.13) * (0.45 + 0.55 * t), dry * 0.75);
|
||||
// A REAL BLADE, if the game gave us one. Each blade picks a column of the atlas from
|
||||
|
|
@ -110,13 +127,13 @@ void main() {
|
|||
vec3 g = photo * (1.0 / 0.3736);
|
||||
alb *= mix(vec3(1.0), min(g, vec3(1.15)), 0.85);
|
||||
}
|
||||
float patchy = fbm(v_wpos.xz * 0.045, 3) * 0.5 + 0.5;
|
||||
alb *= mix(vec3(0.7, 0.8, 0.55), vec3(1.1, 1.05, 0.85), patchy);
|
||||
// a far tuft is a patch of the meadow, darker than a lit blade tip and never straw
|
||||
if (v_hull < 0.0) alb = mix(u_blade_base, u_blade_tip, 0.45) * regionTint(v_wpos, 0.35) * mix(vec3(0.7, 0.8, 0.55), vec3(1.1, 1.05, 0.85), patchy) * 0.72;
|
||||
if (v_hull < 0.0) alb = mix(u_blade_base, u_blade_tip, 0.45) * field * 0.72;
|
||||
// a rounded cross-section reads softer than a flat card
|
||||
vec3 side = normalize(cross(N, vec3(0.0, 1.0, 0.0)) + vec3(1e-4));
|
||||
n = (v_hull < 0.0) ? N : normalize(N + side * (v_uv.x * 2.0 - 1.0) * 0.6);
|
||||
// and a sward is lit as a mass leaning to the sky: a level normal took the light at a graze
|
||||
n = normalize(n + vec3(0.0, 0.45, 0.0));
|
||||
// A blade's own ambient occlusion. This was mix(0.2, 1.0, t*t): 80% occluded at the
|
||||
// sheath and still 60% at half height, because t*t holds the curve down. Measured in a
|
||||
// walking-distance shot the blades came out at 24-31 of 255 against a ground of 143 -
|
||||
|
|
@ -227,6 +244,13 @@ void main() {
|
|||
#else
|
||||
float shadow = mix(1.0, sunShadow(v_wpos + N * 0.1 + vec3(0.0, 0.2, 0.0), N, viewDepth), 0.55);
|
||||
#endif
|
||||
#elif defined(BLADE)
|
||||
// A blade stands within a shadow texel of the ground under it, and biased along its own
|
||||
// (level) normal it read the terrain as its caster: the whole meadow in shadow, dark wire.
|
||||
// Looked up a hand's width up, along the ground's up, trees and rocks still shade it.
|
||||
// past arm's length a blade is a pixel or two wide: one tap is what a soft filter averages to
|
||||
float shadow = (dist < 8.0) ? sunShadow(v_wpos + vec3(0.0, 0.25, 0.0), vec3(0.0, 1.0, 0.0), viewDepth)
|
||||
: sunShadowCheap(v_wpos + vec3(0.0, 0.25, 0.0), vec3(0.0, 1.0, 0.0), viewDepth);
|
||||
#else
|
||||
float shadow = sunShadow(v_wpos, N, viewDepth);
|
||||
#endif
|
||||
|
|
@ -271,6 +295,9 @@ void main() {
|
|||
float NoV = max(dot(n, vv), 0.0);
|
||||
float sheen = pow(NoH, 26.0) * 0.55 + pow(1.0 - NoV, 4.0) * 0.05;
|
||||
sheen *= smoothstep(0.10, 0.42, NoV);
|
||||
#ifdef BLADE
|
||||
sheen *= 0.2; // a sward seen from above is tips edge-on to the sun: the leaf's glint frosted them white
|
||||
#endif
|
||||
col += u_sun_color * sheen * shadow * cloudShadow(v_wpos) * 0.4 * (0.45 + 0.55 * arm.r);
|
||||
}
|
||||
#endif
|
||||
|
|
|
|||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
packages/ludic.render3d/shaders/spv/b20fdcb5.frag.spv
Normal file
BIN
packages/ludic.render3d/shaders/spv/b20fdcb5.frag.spv
Normal file
Binary file not shown.
BIN
packages/ludic.render3d/shaders/spv/b20fdcb5.vert.spv
Normal file
BIN
packages/ludic.render3d/shaders/spv/b20fdcb5.vert.spv
Normal file
Binary file not shown.
BIN
packages/ludic.render3d/shaders/spv/b8cff226.frag.spv
Normal file
BIN
packages/ludic.render3d/shaders/spv/b8cff226.frag.spv
Normal file
Binary file not shown.
BIN
packages/ludic.render3d/shaders/spv/b8cff226.vert.spv
Normal file
BIN
packages/ludic.render3d/shaders/spv/b8cff226.vert.spv
Normal file
Binary file not shown.
BIN
packages/ludic.render3d/shaders/spv/cb13f3c6.frag.spv
Normal file
BIN
packages/ludic.render3d/shaders/spv/cb13f3c6.frag.spv
Normal file
Binary file not shown.
BIN
packages/ludic.render3d/shaders/spv/cb13f3c6.vert.spv
Normal file
BIN
packages/ludic.render3d/shaders/spv/cb13f3c6.vert.spv
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
packages/ludic.render3d/shaders/spv/grass_cull.comp.spv
Normal file
BIN
packages/ludic.render3d/shaders/spv/grass_cull.comp.spv
Normal file
Binary file not shown.
BIN
packages/ludic.render3d/shaders/spv/grass_reset.comp.spv
Normal file
BIN
packages/ludic.render3d/shaders/spv/grass_reset.comp.spv
Normal file
Binary file not shown.
|
|
@ -843,7 +843,7 @@ T 74258189 u_shadow 6
|
|||
T 74258189 u_tershadow 7
|
||||
T 74258189 u_ts_height 8
|
||||
P d48d6a48 grass.mesh model.frag #define FOLIAGE;#define BLADE;#define MESH;
|
||||
B d48d6a48 vert 0 4384
|
||||
B d48d6a48 vert 0 4388
|
||||
U d48d6a48 vert u_view 0 mat4 1 0
|
||||
U d48d6a48 vert u_proj 64 mat4 1 0
|
||||
U d48d6a48 vert u_vp 128 mat4 1 0
|
||||
|
|
@ -862,7 +862,8 @@ U d48d6a48 vert u_tiles 272 vec4 256 16
|
|||
U d48d6a48 vert u_s0 4368 float 1 0
|
||||
U d48d6a48 vert u_d0 4372 float 1 0
|
||||
U d48d6a48 vert u_radius 4376 float 1 0
|
||||
U d48d6a48 vert u_dbg 4380 int 1 0
|
||||
U d48d6a48 vert u_px 4380 float 1 0
|
||||
U d48d6a48 vert u_dbg 4384 int 1 0
|
||||
B d48d6a48 frag 1 964
|
||||
U d48d6a48 frag u_cascade_vp 0 mat4 5 64
|
||||
U d48d6a48 frag u_cascade_split 320 float 5 16
|
||||
|
|
@ -919,169 +920,171 @@ T d48d6a48 u_prefilter 9
|
|||
T d48d6a48 u_shadow 10
|
||||
T d48d6a48 u_tershadow 11
|
||||
T d48d6a48 u_ts_height 12
|
||||
P 7ed7de52 grass.vert model.frag #define FOLIAGE;#define BLADE;
|
||||
B 7ed7de52 vert 0 320
|
||||
U 7ed7de52 vert u_view 0 mat4 1 0
|
||||
U 7ed7de52 vert u_proj 64 mat4 1 0
|
||||
U 7ed7de52 vert u_vp 128 mat4 1 0
|
||||
U 7ed7de52 vert u_cam_pos 192 vec3 1 0
|
||||
U 7ed7de52 vert u_time 204 float 1 0
|
||||
U 7ed7de52 vert u_ts_origin 208 vec2 1 0
|
||||
U 7ed7de52 vert u_ts_half 216 float 1 0
|
||||
U 7ed7de52 vert u_ortho_on 220 float 1 0
|
||||
U 7ed7de52 vert u_lake_level 224 float 1 0
|
||||
U 7ed7de52 vert u_sea_level 228 float 1 0
|
||||
U 7ed7de52 vert u_lake 240 vec4 1 0
|
||||
U 7ed7de52 vert u_snow_line 256 float 1 0
|
||||
U 7ed7de52 vert u_wind 260 float 1 0
|
||||
U 7ed7de52 vert u_push 272 vec3 1 0
|
||||
U 7ed7de52 vert u_tile 288 vec2 1 0
|
||||
U 7ed7de52 vert u_tile_cells 296 int 1 0
|
||||
U 7ed7de52 vert u_per_cell 300 int 1 0
|
||||
U 7ed7de52 vert u_s0 304 float 1 0
|
||||
U 7ed7de52 vert u_d0 308 float 1 0
|
||||
U 7ed7de52 vert u_radius 312 float 1 0
|
||||
U 7ed7de52 vert u_dbg 316 int 1 0
|
||||
I 7ed7de52 a_pos 0 vec3
|
||||
I 7ed7de52 a_uv 2 vec2
|
||||
B 7ed7de52 frag 1 964
|
||||
U 7ed7de52 frag u_cascade_vp 0 mat4 5 64
|
||||
U 7ed7de52 frag u_cascade_split 320 float 5 16
|
||||
U 7ed7de52 frag u_cascade_range 400 float 5 16
|
||||
U 7ed7de52 frag u_cascade_texel 480 float 5 16
|
||||
U 7ed7de52 frag u_sun_dir 560 vec3 1 0
|
||||
U 7ed7de52 frag u_sun_color 576 vec3 1 0
|
||||
U 7ed7de52 frag u_cam_pos 592 vec3 1 0
|
||||
U 7ed7de52 frag u_prefilter_levels 604 float 1 0
|
||||
U 7ed7de52 frag u_fog_density 608 float 1 0
|
||||
U 7ed7de52 frag u_fog_height_falloff 612 float 1 0
|
||||
U 7ed7de52 frag u_fog_base 616 float 1 0
|
||||
U 7ed7de52 frag u_clip_y 620 float 1 0
|
||||
U 7ed7de52 frag u_spec_scale 624 float 1 0
|
||||
U 7ed7de52 frag u_sky_rot 632 vec2 1 0
|
||||
U 7ed7de52 frag u_ground_alb 640 vec3 1 0
|
||||
U 7ed7de52 frag u_ground_alb_hi 656 vec3 1 0
|
||||
U 7ed7de52 frag u_ground_hi_y 668 float 1 0
|
||||
U 7ed7de52 frag u_ground_hi_w 672 float 1 0
|
||||
U 7ed7de52 frag u_ibl_scale 688 vec3 1 0
|
||||
U 7ed7de52 frag u_daylight 700 float 1 0
|
||||
U 7ed7de52 frag u_fire_pos 704 vec3 1 0
|
||||
U 7ed7de52 frag u_fire_color 720 vec3 1 0
|
||||
U 7ed7de52 frag u_hand_pos 736 vec3 1 0
|
||||
U 7ed7de52 frag u_hand_color 752 vec3 1 0
|
||||
U 7ed7de52 frag u_hand_dir 768 vec3 1 0
|
||||
U 7ed7de52 frag u_hand_cone 780 float 1 0
|
||||
U 7ed7de52 frag u_hand_reach 784 float 1 0
|
||||
U 7ed7de52 frag u_ts_origin 792 vec2 1 0
|
||||
U 7ed7de52 frag u_ts_half 800 float 1 0
|
||||
U 7ed7de52 frag u_ts_on 804 float 1 0
|
||||
U 7ed7de52 frag u_force_cascade 808 int 1 0
|
||||
U 7ed7de52 frag u_cloud_shadow 812 float 1 0
|
||||
U 7ed7de52 frag u_time 816 float 1 0
|
||||
U 7ed7de52 frag u_fog_inscatter 820 float 1 0
|
||||
U 7ed7de52 frag u_fog_desat 824 float 1 0
|
||||
U 7ed7de52 frag u_model_h 828 float 1 0
|
||||
U 7ed7de52 frag u_view 832 mat4 1 0
|
||||
U 7ed7de52 frag u_tint 896 vec3 1 0
|
||||
U 7ed7de52 frag u_rough_scale 908 float 1 0
|
||||
U 7ed7de52 frag u_emissive 912 float 1 0
|
||||
U 7ed7de52 frag u_blade_base 928 vec3 1 0
|
||||
U 7ed7de52 frag u_blade_tip 944 vec3 1 0
|
||||
U 7ed7de52 frag u_blade_cols 956 float 1 0
|
||||
U 7ed7de52 frag u_blade_tex_on 960 float 1 0
|
||||
T 7ed7de52 u_arm 2
|
||||
T 7ed7de52 u_blade_tex 3
|
||||
T 7ed7de52 u_brdf 4
|
||||
T 7ed7de52 u_diff 5
|
||||
T 7ed7de52 u_irradiance 6
|
||||
T 7ed7de52 u_nrm 7
|
||||
T 7ed7de52 u_ortho 8
|
||||
T 7ed7de52 u_prefilter 9
|
||||
T 7ed7de52 u_shadow 10
|
||||
T 7ed7de52 u_tershadow 11
|
||||
T 7ed7de52 u_ts_height 12
|
||||
P 7f096322 grass.vert model.frag #define FOLIAGE;#define BLADE;#define TILES;
|
||||
B 7f096322 vert 0 4416
|
||||
U 7f096322 vert u_view 0 mat4 1 0
|
||||
U 7f096322 vert u_proj 64 mat4 1 0
|
||||
U 7f096322 vert u_vp 128 mat4 1 0
|
||||
U 7f096322 vert u_cam_pos 192 vec3 1 0
|
||||
U 7f096322 vert u_time 204 float 1 0
|
||||
U 7f096322 vert u_ts_origin 208 vec2 1 0
|
||||
U 7f096322 vert u_ts_half 216 float 1 0
|
||||
U 7f096322 vert u_ortho_on 220 float 1 0
|
||||
U 7f096322 vert u_lake_level 224 float 1 0
|
||||
U 7f096322 vert u_sea_level 228 float 1 0
|
||||
U 7f096322 vert u_lake 240 vec4 1 0
|
||||
U 7f096322 vert u_snow_line 256 float 1 0
|
||||
U 7f096322 vert u_wind 260 float 1 0
|
||||
U 7f096322 vert u_push 272 vec3 1 0
|
||||
U 7f096322 vert u_tile 288 vec2 1 0
|
||||
U 7f096322 vert u_tile_cells 296 int 1 0
|
||||
U 7f096322 vert u_per_cell 300 int 1 0
|
||||
U 7f096322 vert u_tiles 304 vec4 256 16
|
||||
U 7f096322 vert u_s0 4400 float 1 0
|
||||
U 7f096322 vert u_d0 4404 float 1 0
|
||||
U 7f096322 vert u_radius 4408 float 1 0
|
||||
U 7f096322 vert u_dbg 4412 int 1 0
|
||||
I 7f096322 a_pos 0 vec3
|
||||
I 7f096322 a_uv 2 vec2
|
||||
B 7f096322 frag 1 964
|
||||
U 7f096322 frag u_cascade_vp 0 mat4 5 64
|
||||
U 7f096322 frag u_cascade_split 320 float 5 16
|
||||
U 7f096322 frag u_cascade_range 400 float 5 16
|
||||
U 7f096322 frag u_cascade_texel 480 float 5 16
|
||||
U 7f096322 frag u_sun_dir 560 vec3 1 0
|
||||
U 7f096322 frag u_sun_color 576 vec3 1 0
|
||||
U 7f096322 frag u_cam_pos 592 vec3 1 0
|
||||
U 7f096322 frag u_prefilter_levels 604 float 1 0
|
||||
U 7f096322 frag u_fog_density 608 float 1 0
|
||||
U 7f096322 frag u_fog_height_falloff 612 float 1 0
|
||||
U 7f096322 frag u_fog_base 616 float 1 0
|
||||
U 7f096322 frag u_clip_y 620 float 1 0
|
||||
U 7f096322 frag u_spec_scale 624 float 1 0
|
||||
U 7f096322 frag u_sky_rot 632 vec2 1 0
|
||||
U 7f096322 frag u_ground_alb 640 vec3 1 0
|
||||
U 7f096322 frag u_ground_alb_hi 656 vec3 1 0
|
||||
U 7f096322 frag u_ground_hi_y 668 float 1 0
|
||||
U 7f096322 frag u_ground_hi_w 672 float 1 0
|
||||
U 7f096322 frag u_ibl_scale 688 vec3 1 0
|
||||
U 7f096322 frag u_daylight 700 float 1 0
|
||||
U 7f096322 frag u_fire_pos 704 vec3 1 0
|
||||
U 7f096322 frag u_fire_color 720 vec3 1 0
|
||||
U 7f096322 frag u_hand_pos 736 vec3 1 0
|
||||
U 7f096322 frag u_hand_color 752 vec3 1 0
|
||||
U 7f096322 frag u_hand_dir 768 vec3 1 0
|
||||
U 7f096322 frag u_hand_cone 780 float 1 0
|
||||
U 7f096322 frag u_hand_reach 784 float 1 0
|
||||
U 7f096322 frag u_ts_origin 792 vec2 1 0
|
||||
U 7f096322 frag u_ts_half 800 float 1 0
|
||||
U 7f096322 frag u_ts_on 804 float 1 0
|
||||
U 7f096322 frag u_force_cascade 808 int 1 0
|
||||
U 7f096322 frag u_cloud_shadow 812 float 1 0
|
||||
U 7f096322 frag u_time 816 float 1 0
|
||||
U 7f096322 frag u_fog_inscatter 820 float 1 0
|
||||
U 7f096322 frag u_fog_desat 824 float 1 0
|
||||
U 7f096322 frag u_model_h 828 float 1 0
|
||||
U 7f096322 frag u_view 832 mat4 1 0
|
||||
U 7f096322 frag u_tint 896 vec3 1 0
|
||||
U 7f096322 frag u_rough_scale 908 float 1 0
|
||||
U 7f096322 frag u_emissive 912 float 1 0
|
||||
U 7f096322 frag u_blade_base 928 vec3 1 0
|
||||
U 7f096322 frag u_blade_tip 944 vec3 1 0
|
||||
U 7f096322 frag u_blade_cols 956 float 1 0
|
||||
U 7f096322 frag u_blade_tex_on 960 float 1 0
|
||||
T 7f096322 u_arm 2
|
||||
T 7f096322 u_blade_tex 3
|
||||
T 7f096322 u_brdf 4
|
||||
T 7f096322 u_diff 5
|
||||
T 7f096322 u_irradiance 6
|
||||
T 7f096322 u_nrm 7
|
||||
T 7f096322 u_ortho 8
|
||||
T 7f096322 u_prefilter 9
|
||||
T 7f096322 u_shadow 10
|
||||
T 7f096322 u_tershadow 11
|
||||
T 7f096322 u_ts_height 12
|
||||
P cb13f3c6 grass.vert model.frag #define FOLIAGE;#define BLADE;#define GBLADE;
|
||||
B cb13f3c6 vert 0 324
|
||||
U cb13f3c6 vert u_view 0 mat4 1 0
|
||||
U cb13f3c6 vert u_proj 64 mat4 1 0
|
||||
U cb13f3c6 vert u_vp 128 mat4 1 0
|
||||
U cb13f3c6 vert u_cam_pos 192 vec3 1 0
|
||||
U cb13f3c6 vert u_time 204 float 1 0
|
||||
U cb13f3c6 vert u_ts_origin 208 vec2 1 0
|
||||
U cb13f3c6 vert u_ts_half 216 float 1 0
|
||||
U cb13f3c6 vert u_ortho_on 220 float 1 0
|
||||
U cb13f3c6 vert u_lake_level 224 float 1 0
|
||||
U cb13f3c6 vert u_sea_level 228 float 1 0
|
||||
U cb13f3c6 vert u_lake 240 vec4 1 0
|
||||
U cb13f3c6 vert u_snow_line 256 float 1 0
|
||||
U cb13f3c6 vert u_wind 260 float 1 0
|
||||
U cb13f3c6 vert u_push 272 vec3 1 0
|
||||
U cb13f3c6 vert u_tile 288 vec2 1 0
|
||||
U cb13f3c6 vert u_tile_cells 296 int 1 0
|
||||
U cb13f3c6 vert u_per_cell 300 int 1 0
|
||||
U cb13f3c6 vert u_s0 304 float 1 0
|
||||
U cb13f3c6 vert u_d0 308 float 1 0
|
||||
U cb13f3c6 vert u_radius 312 float 1 0
|
||||
U cb13f3c6 vert u_px 316 float 1 0
|
||||
U cb13f3c6 vert u_dbg 320 int 1 0
|
||||
I cb13f3c6 a_pos 0 vec3
|
||||
I cb13f3c6 a_uv 2 vec2
|
||||
B cb13f3c6 frag 1 964
|
||||
U cb13f3c6 frag u_cascade_vp 0 mat4 5 64
|
||||
U cb13f3c6 frag u_cascade_split 320 float 5 16
|
||||
U cb13f3c6 frag u_cascade_range 400 float 5 16
|
||||
U cb13f3c6 frag u_cascade_texel 480 float 5 16
|
||||
U cb13f3c6 frag u_sun_dir 560 vec3 1 0
|
||||
U cb13f3c6 frag u_sun_color 576 vec3 1 0
|
||||
U cb13f3c6 frag u_cam_pos 592 vec3 1 0
|
||||
U cb13f3c6 frag u_prefilter_levels 604 float 1 0
|
||||
U cb13f3c6 frag u_fog_density 608 float 1 0
|
||||
U cb13f3c6 frag u_fog_height_falloff 612 float 1 0
|
||||
U cb13f3c6 frag u_fog_base 616 float 1 0
|
||||
U cb13f3c6 frag u_clip_y 620 float 1 0
|
||||
U cb13f3c6 frag u_spec_scale 624 float 1 0
|
||||
U cb13f3c6 frag u_sky_rot 632 vec2 1 0
|
||||
U cb13f3c6 frag u_ground_alb 640 vec3 1 0
|
||||
U cb13f3c6 frag u_ground_alb_hi 656 vec3 1 0
|
||||
U cb13f3c6 frag u_ground_hi_y 668 float 1 0
|
||||
U cb13f3c6 frag u_ground_hi_w 672 float 1 0
|
||||
U cb13f3c6 frag u_ibl_scale 688 vec3 1 0
|
||||
U cb13f3c6 frag u_daylight 700 float 1 0
|
||||
U cb13f3c6 frag u_fire_pos 704 vec3 1 0
|
||||
U cb13f3c6 frag u_fire_color 720 vec3 1 0
|
||||
U cb13f3c6 frag u_hand_pos 736 vec3 1 0
|
||||
U cb13f3c6 frag u_hand_color 752 vec3 1 0
|
||||
U cb13f3c6 frag u_hand_dir 768 vec3 1 0
|
||||
U cb13f3c6 frag u_hand_cone 780 float 1 0
|
||||
U cb13f3c6 frag u_hand_reach 784 float 1 0
|
||||
U cb13f3c6 frag u_ts_origin 792 vec2 1 0
|
||||
U cb13f3c6 frag u_ts_half 800 float 1 0
|
||||
U cb13f3c6 frag u_ts_on 804 float 1 0
|
||||
U cb13f3c6 frag u_force_cascade 808 int 1 0
|
||||
U cb13f3c6 frag u_cloud_shadow 812 float 1 0
|
||||
U cb13f3c6 frag u_time 816 float 1 0
|
||||
U cb13f3c6 frag u_fog_inscatter 820 float 1 0
|
||||
U cb13f3c6 frag u_fog_desat 824 float 1 0
|
||||
U cb13f3c6 frag u_model_h 828 float 1 0
|
||||
U cb13f3c6 frag u_view 832 mat4 1 0
|
||||
U cb13f3c6 frag u_tint 896 vec3 1 0
|
||||
U cb13f3c6 frag u_rough_scale 908 float 1 0
|
||||
U cb13f3c6 frag u_emissive 912 float 1 0
|
||||
U cb13f3c6 frag u_blade_base 928 vec3 1 0
|
||||
U cb13f3c6 frag u_blade_tip 944 vec3 1 0
|
||||
U cb13f3c6 frag u_blade_cols 956 float 1 0
|
||||
U cb13f3c6 frag u_blade_tex_on 960 float 1 0
|
||||
T cb13f3c6 u_arm 2
|
||||
T cb13f3c6 u_blade_tex 3
|
||||
T cb13f3c6 u_brdf 4
|
||||
T cb13f3c6 u_diff 5
|
||||
T cb13f3c6 u_irradiance 6
|
||||
T cb13f3c6 u_nrm 7
|
||||
T cb13f3c6 u_ortho 8
|
||||
T cb13f3c6 u_prefilter 9
|
||||
T cb13f3c6 u_shadow 10
|
||||
T cb13f3c6 u_tershadow 11
|
||||
T cb13f3c6 u_ts_height 12
|
||||
P b8cff226 grass.vert model.frag #define FOLIAGE;#define BLADE;#define GBLADE;#define TILES;
|
||||
B b8cff226 vert 0 4420
|
||||
U b8cff226 vert u_view 0 mat4 1 0
|
||||
U b8cff226 vert u_proj 64 mat4 1 0
|
||||
U b8cff226 vert u_vp 128 mat4 1 0
|
||||
U b8cff226 vert u_cam_pos 192 vec3 1 0
|
||||
U b8cff226 vert u_time 204 float 1 0
|
||||
U b8cff226 vert u_ts_origin 208 vec2 1 0
|
||||
U b8cff226 vert u_ts_half 216 float 1 0
|
||||
U b8cff226 vert u_ortho_on 220 float 1 0
|
||||
U b8cff226 vert u_lake_level 224 float 1 0
|
||||
U b8cff226 vert u_sea_level 228 float 1 0
|
||||
U b8cff226 vert u_lake 240 vec4 1 0
|
||||
U b8cff226 vert u_snow_line 256 float 1 0
|
||||
U b8cff226 vert u_wind 260 float 1 0
|
||||
U b8cff226 vert u_push 272 vec3 1 0
|
||||
U b8cff226 vert u_tile 288 vec2 1 0
|
||||
U b8cff226 vert u_tile_cells 296 int 1 0
|
||||
U b8cff226 vert u_per_cell 300 int 1 0
|
||||
U b8cff226 vert u_tiles 304 vec4 256 16
|
||||
U b8cff226 vert u_s0 4400 float 1 0
|
||||
U b8cff226 vert u_d0 4404 float 1 0
|
||||
U b8cff226 vert u_radius 4408 float 1 0
|
||||
U b8cff226 vert u_px 4412 float 1 0
|
||||
U b8cff226 vert u_dbg 4416 int 1 0
|
||||
I b8cff226 a_pos 0 vec3
|
||||
I b8cff226 a_uv 2 vec2
|
||||
B b8cff226 frag 1 964
|
||||
U b8cff226 frag u_cascade_vp 0 mat4 5 64
|
||||
U b8cff226 frag u_cascade_split 320 float 5 16
|
||||
U b8cff226 frag u_cascade_range 400 float 5 16
|
||||
U b8cff226 frag u_cascade_texel 480 float 5 16
|
||||
U b8cff226 frag u_sun_dir 560 vec3 1 0
|
||||
U b8cff226 frag u_sun_color 576 vec3 1 0
|
||||
U b8cff226 frag u_cam_pos 592 vec3 1 0
|
||||
U b8cff226 frag u_prefilter_levels 604 float 1 0
|
||||
U b8cff226 frag u_fog_density 608 float 1 0
|
||||
U b8cff226 frag u_fog_height_falloff 612 float 1 0
|
||||
U b8cff226 frag u_fog_base 616 float 1 0
|
||||
U b8cff226 frag u_clip_y 620 float 1 0
|
||||
U b8cff226 frag u_spec_scale 624 float 1 0
|
||||
U b8cff226 frag u_sky_rot 632 vec2 1 0
|
||||
U b8cff226 frag u_ground_alb 640 vec3 1 0
|
||||
U b8cff226 frag u_ground_alb_hi 656 vec3 1 0
|
||||
U b8cff226 frag u_ground_hi_y 668 float 1 0
|
||||
U b8cff226 frag u_ground_hi_w 672 float 1 0
|
||||
U b8cff226 frag u_ibl_scale 688 vec3 1 0
|
||||
U b8cff226 frag u_daylight 700 float 1 0
|
||||
U b8cff226 frag u_fire_pos 704 vec3 1 0
|
||||
U b8cff226 frag u_fire_color 720 vec3 1 0
|
||||
U b8cff226 frag u_hand_pos 736 vec3 1 0
|
||||
U b8cff226 frag u_hand_color 752 vec3 1 0
|
||||
U b8cff226 frag u_hand_dir 768 vec3 1 0
|
||||
U b8cff226 frag u_hand_cone 780 float 1 0
|
||||
U b8cff226 frag u_hand_reach 784 float 1 0
|
||||
U b8cff226 frag u_ts_origin 792 vec2 1 0
|
||||
U b8cff226 frag u_ts_half 800 float 1 0
|
||||
U b8cff226 frag u_ts_on 804 float 1 0
|
||||
U b8cff226 frag u_force_cascade 808 int 1 0
|
||||
U b8cff226 frag u_cloud_shadow 812 float 1 0
|
||||
U b8cff226 frag u_time 816 float 1 0
|
||||
U b8cff226 frag u_fog_inscatter 820 float 1 0
|
||||
U b8cff226 frag u_fog_desat 824 float 1 0
|
||||
U b8cff226 frag u_model_h 828 float 1 0
|
||||
U b8cff226 frag u_view 832 mat4 1 0
|
||||
U b8cff226 frag u_tint 896 vec3 1 0
|
||||
U b8cff226 frag u_rough_scale 908 float 1 0
|
||||
U b8cff226 frag u_emissive 912 float 1 0
|
||||
U b8cff226 frag u_blade_base 928 vec3 1 0
|
||||
U b8cff226 frag u_blade_tip 944 vec3 1 0
|
||||
U b8cff226 frag u_blade_cols 956 float 1 0
|
||||
U b8cff226 frag u_blade_tex_on 960 float 1 0
|
||||
T b8cff226 u_arm 2
|
||||
T b8cff226 u_blade_tex 3
|
||||
T b8cff226 u_brdf 4
|
||||
T b8cff226 u_diff 5
|
||||
T b8cff226 u_irradiance 6
|
||||
T b8cff226 u_nrm 7
|
||||
T b8cff226 u_ortho 8
|
||||
T b8cff226 u_prefilter 9
|
||||
T b8cff226 u_shadow 10
|
||||
T b8cff226 u_tershadow 11
|
||||
T b8cff226 u_ts_height 12
|
||||
P 3733fc38 impostor.vert impostor.frag
|
||||
B 3733fc38 vert 0 232
|
||||
U 3733fc38 vert u_view 0 mat4 1 0
|
||||
|
|
@ -3522,3 +3525,72 @@ T 46e2325c u_scene 7
|
|||
T 46e2325c u_shadow 8
|
||||
T 46e2325c u_tershadow 9
|
||||
T 46e2325c u_ts_height 10
|
||||
P b20fdcb5 grass_inst.vert model.frag #define FOLIAGE;#define BLADE;#define GBLADE;#define GINST;
|
||||
B b20fdcb5 vert 0 160
|
||||
U b20fdcb5 vert u_view 0 mat4 1 0
|
||||
U b20fdcb5 vert u_proj 64 mat4 1 0
|
||||
U b20fdcb5 vert u_time 128 float 1 0
|
||||
U b20fdcb5 vert u_wind 132 float 1 0
|
||||
U b20fdcb5 vert u_push 144 vec3 1 0
|
||||
U b20fdcb5 vert u_dbg 156 int 1 0
|
||||
I b20fdcb5 i_root 3 vec4
|
||||
I b20fdcb5 i_shape 4 vec4
|
||||
I b20fdcb5 i_ground 6 vec4
|
||||
I b20fdcb5 a_pos 0 vec3
|
||||
I b20fdcb5 i_tint 5 vec4
|
||||
I b20fdcb5 a_uv 2 vec2
|
||||
B b20fdcb5 frag 1 964
|
||||
U b20fdcb5 frag u_cascade_vp 0 mat4 5 64
|
||||
U b20fdcb5 frag u_cascade_split 320 float 5 16
|
||||
U b20fdcb5 frag u_cascade_range 400 float 5 16
|
||||
U b20fdcb5 frag u_cascade_texel 480 float 5 16
|
||||
U b20fdcb5 frag u_sun_dir 560 vec3 1 0
|
||||
U b20fdcb5 frag u_sun_color 576 vec3 1 0
|
||||
U b20fdcb5 frag u_cam_pos 592 vec3 1 0
|
||||
U b20fdcb5 frag u_prefilter_levels 604 float 1 0
|
||||
U b20fdcb5 frag u_fog_density 608 float 1 0
|
||||
U b20fdcb5 frag u_fog_height_falloff 612 float 1 0
|
||||
U b20fdcb5 frag u_fog_base 616 float 1 0
|
||||
U b20fdcb5 frag u_clip_y 620 float 1 0
|
||||
U b20fdcb5 frag u_spec_scale 624 float 1 0
|
||||
U b20fdcb5 frag u_sky_rot 632 vec2 1 0
|
||||
U b20fdcb5 frag u_ground_alb 640 vec3 1 0
|
||||
U b20fdcb5 frag u_ground_alb_hi 656 vec3 1 0
|
||||
U b20fdcb5 frag u_ground_hi_y 668 float 1 0
|
||||
U b20fdcb5 frag u_ground_hi_w 672 float 1 0
|
||||
U b20fdcb5 frag u_ibl_scale 688 vec3 1 0
|
||||
U b20fdcb5 frag u_daylight 700 float 1 0
|
||||
U b20fdcb5 frag u_fire_pos 704 vec3 1 0
|
||||
U b20fdcb5 frag u_fire_color 720 vec3 1 0
|
||||
U b20fdcb5 frag u_hand_pos 736 vec3 1 0
|
||||
U b20fdcb5 frag u_hand_color 752 vec3 1 0
|
||||
U b20fdcb5 frag u_hand_dir 768 vec3 1 0
|
||||
U b20fdcb5 frag u_hand_cone 780 float 1 0
|
||||
U b20fdcb5 frag u_hand_reach 784 float 1 0
|
||||
U b20fdcb5 frag u_ts_origin 792 vec2 1 0
|
||||
U b20fdcb5 frag u_ts_half 800 float 1 0
|
||||
U b20fdcb5 frag u_ts_on 804 float 1 0
|
||||
U b20fdcb5 frag u_force_cascade 808 int 1 0
|
||||
U b20fdcb5 frag u_cloud_shadow 812 float 1 0
|
||||
U b20fdcb5 frag u_time 816 float 1 0
|
||||
U b20fdcb5 frag u_fog_inscatter 820 float 1 0
|
||||
U b20fdcb5 frag u_fog_desat 824 float 1 0
|
||||
U b20fdcb5 frag u_model_h 828 float 1 0
|
||||
U b20fdcb5 frag u_view 832 mat4 1 0
|
||||
U b20fdcb5 frag u_tint 896 vec3 1 0
|
||||
U b20fdcb5 frag u_rough_scale 908 float 1 0
|
||||
U b20fdcb5 frag u_emissive 912 float 1 0
|
||||
U b20fdcb5 frag u_blade_base 928 vec3 1 0
|
||||
U b20fdcb5 frag u_blade_tip 944 vec3 1 0
|
||||
U b20fdcb5 frag u_blade_cols 956 float 1 0
|
||||
U b20fdcb5 frag u_blade_tex_on 960 float 1 0
|
||||
T b20fdcb5 u_arm 2
|
||||
T b20fdcb5 u_blade_tex 3
|
||||
T b20fdcb5 u_brdf 4
|
||||
T b20fdcb5 u_diff 5
|
||||
T b20fdcb5 u_irradiance 6
|
||||
T b20fdcb5 u_nrm 7
|
||||
T b20fdcb5 u_prefilter 8
|
||||
T b20fdcb5 u_shadow 9
|
||||
T b20fdcb5 u_tershadow 10
|
||||
T b20fdcb5 u_ts_height 11
|
||||
|
|
|
|||
|
|
@ -20,8 +20,8 @@ fullscreen.vert|tonemap.frag|
|
|||
fullscreen.vert|tonemap.frag|#define HDR10;
|
||||
fullscreen.vert|volumetric.frag|
|
||||
grass.mesh|model.frag|#define FOLIAGE;#define BLADE;#define MESH;
|
||||
grass.vert|model.frag|#define FOLIAGE;#define BLADE;
|
||||
grass.vert|model.frag|#define FOLIAGE;#define BLADE;#define TILES;
|
||||
grass.vert|model.frag|#define FOLIAGE;#define BLADE;#define GBLADE;
|
||||
grass.vert|model.frag|#define FOLIAGE;#define BLADE;#define GBLADE;#define TILES;
|
||||
impostor.vert|impostor.frag|
|
||||
impostor.vert|impostor.frag|#define SHADOW_PASS;
|
||||
model.vert|bake.frag|
|
||||
|
|
@ -59,3 +59,4 @@ terrain.vert|terrain.frag|#define SUN_INLINE;#define FAR_ONLY;
|
|||
terrain.vert|terrain.frag|#define SUN_INLINE;#define NEAR_ONLY;
|
||||
terrain.vert|tersun.frag|
|
||||
water.vert|water.frag|
|
||||
grass_inst.vert|model.frag|#define FOLIAGE;#define BLADE;#define GBLADE;#define GINST;
|
||||
|
|
|
|||
|
|
@ -234,7 +234,10 @@ function cmd_shaders() -> int {
|
|||
let depth_remap = "\n#undef main\nvoid main() {\n ludic_gl_main();\n gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n}\n"
|
||||
# invariant: the foliage's depth prepass and its lit pass (depth EQUAL) are different variants,
|
||||
# and without it the compiler may compute their positions a hair apart and fail the test
|
||||
var vsrc = "#version 460\n" + defines + shd_wind + "invariant gl_Position;\n#define main ludic_gl_main\n" + shd_file(parts[0]) + depth_remap
|
||||
# as programs.ludic: a blade's vertex stage gets the noise its colour field needs
|
||||
var vnoise = ""
|
||||
if Text.contains(defines, "#define GBLADE") { vnoise = shd_noise }
|
||||
var vsrc = "#version 460\n" + defines + shd_wind + vnoise + "invariant gl_Position;\n#define main ludic_gl_main\n" + shd_file(parts[0]) + depth_remap
|
||||
# A mesh shader stands in for the vertex stage (a variant whose first file is *.mesh): it writes an
|
||||
# array of positions, so it cannot be wrapped for the depth remap or take invariant gl_Position -
|
||||
# it remaps depth itself. Its SPIR-V keeps the .vert name, so the manifest and loader are unchanged.
|
||||
|
|
@ -304,7 +307,8 @@ function cmd_shaders() -> int {
|
|||
let cp = Text.split(cl, "|")
|
||||
if len(cp) < 2 { err(`shaders: bad compute line: {cl}\n`); return 1 }
|
||||
let glsl = `{tmp}/{cp[0]}.comp.glsl`
|
||||
if not write_file(glsl, "#version 460\n" + shd_file(cp[1])) { err(`shaders: cannot write {glsl}\n`); return 1 }
|
||||
# the noise functions come first, as in a fragment stage (grass_cull uses them; the rest ignore them)
|
||||
if not write_file(glsl, "#version 460\n" + shd_noise + shd_file(cp[1])) { err(`shaders: cannot write {glsl}\n`); return 1 }
|
||||
let spv = `{outdir}/{cp[0]}.comp.spv`
|
||||
let logf = `{tmp}/{cp[0]}.comp.log`
|
||||
if not shq(`{shd_q(shd_bin + "/glslangValidator")} -V -S comp {shd_q(glsl)} -o {shd_q(spv)} > {shd_q(logf)} 2>&1`) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue