feat(lang): strict numbers in float files; render3d on float

A numbers float file adapts decimal literals to a fixed operand or slot, and refuses to
promote a computed int to a float implicitly: there it is almost always float bits. Explicit
float(x) is always allowed.

render3d's numbers are float, converted by tools/migrate/floatbits.py - a whole-program
inference of which ints carried IEEE bits (union-find over flows, calls, returns, buffers,
nested buffers and lexical scopes) and a rewriter to operators, Math.* and float literals,
with float_bits / float_from_bits left only where bits really cross (runtime scratch
buffers, mixed buffers). Seed regenerated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-23 17:13:25 +03:00
parent 3ac0d8d5cb
commit cc89fc37a4
35 changed files with 57282 additions and 54382 deletions

View file

@ -11,30 +11,30 @@ property Impostor {
albedo: int = 0,
normal: int = 0,
tiles: int = 16,
radius: int = 0,
height: int = 0
radius: float = 0.0,
height: float = 0.0
}
property Layer {
model: Model,
imp: Impostor,
foliage: bool = false,
wind: int = 0, # float bits
flutter: int = 0, # float bits; per-leaf tremble (aspen), 0 = none
tint: words,
inst: words, # INST_FLOATS per instance
wind: float = 0.0, # float bits
flutter: float = 0.0, # float bits; per-leaf tremble (aspen), 0 = none
tint: floats,
inst: floats, # INST_FLOATS per instance
count: int = 0,
cap: int = 0,
near: int = 0, # float bits; instances beyond it draw as impostors (or not at all)
cull: int = 0, # float bits; instances beyond it are skipped (0 = never)
near: float = 0.0, # float bits; instances beyond it draw as impostors (or not at all)
cull: float = 0.0, # float bits; instances beyond it are skipped (0 = never)
buf: int = 0,
n_near: int = 0,
imp_buf: int = 0,
sh_buf: int = 0, # every instance, for shadow casting (no cull, no LOD split)
n_sh: int = 0,
n_far: int = 0,
scratch: words,
last_cam: words,
rough: int = 0,
scratch: floats,
last_cam: floats,
rough: float = 0.0,
blade: bool = false,
flower: bool = false,
card: bool = false,
@ -45,16 +45,16 @@ property Layer {
view_gen: int = -1, # sc_view_gen this layer's partition was built for
# static layers with many instances are sorted into a cell grid once, and only the
# cells inside the view frustum (and within cull) are partitioned each frame
gcell: int = 0, # cell size (float bits); 0 = no grid
gx0: int = 0,
gz0: int = 0,
gcell: float = 0.0, # cell size (float bits); 0 = no grid
gx0: float = 0.0,
gz0: float = 0.0,
gnx: int = 0,
gnz: int = 0,
gstart: words, # per cell: first index into gsorted (ncell + 1 entries)
gsorted: words, # the instances, grouped by cell
gymin: words, # per cell height range (float bits)
gymax: words,
vis: words, # the instances gathered from visible cells this frame
gsorted: floats, # the instances, grouped by cell
gymin: floats, # per cell height range (float bits)
gymax: floats,
vis: floats, # the instances gathered from visible cells this frame
n_vis: int = 0,
# A LOD chain: lods[k] is drawn for instances within lod_dist[k] (and beyond lod_dist[k-1]);
# past the last level the impostor takes over (or, if the last distance is 0, the last
@ -76,7 +76,7 @@ property Layer {
g_base: words, # ... and its first vertex
g_model: Model, # the merged meshes as a model the draws take (level 0's height)
g_model_sh: Model, # the same with level 2's height, for the shadow LOD
lod_dist: words,
lod_dist: floats,
lod_card: words,
lod_buf: words,
n_lod: words,
@ -101,12 +101,12 @@ function model_cross_card() -> Model {
var k = 0
for q in 0 .. 2 {
for c in 0 .. 4 {
var sx = f_neg(F_HALF); var sy = F_ZERO; var u = F_ZERO; var vv = F_ZERO
if c == 1 or c == 2 { sx = F_HALF; u = F_ONE }
if c == 2 or c == 3 { sy = F_ONE; vv = F_ONE }
if q == 0 { gl_put_bits(v, k, sx); gl_put_bits(v, k + 1, sy); gl_put_bits(v, k + 2, F_ZERO); gl_put_bits(v, k + 3, F_ZERO); gl_put_bits(v, k + 4, F_ZERO); gl_put_bits(v, k + 5, f_neg1()) }
else { gl_put_bits(v, k, F_ZERO); gl_put_bits(v, k + 1, sy); gl_put_bits(v, k + 2, sx); gl_put_bits(v, k + 3, f_neg1()); gl_put_bits(v, k + 4, F_ZERO); gl_put_bits(v, k + 5, F_ZERO) }
gl_put_bits(v, k + 6, u); gl_put_bits(v, k + 7, vv)
var sx = -0.5; var sy = 0.0; var u = 0.0; var vv = 0.0
if c == 1 or c == 2 { sx = 0.5; u = 1.0 }
if c == 2 or c == 3 { sy = 1.0; vv = 1.0 }
if q == 0 { gl_put_bits(v, k, float_bits(sx)); gl_put_bits(v, k + 1, float_bits(sy)); gl_put_bits(v, k + 2, float_bits(0.0)); gl_put_bits(v, k + 3, float_bits(0.0)); gl_put_bits(v, k + 4, float_bits(0.0)); gl_put_bits(v, k + 5, float_bits(-1.0)) }
else { gl_put_bits(v, k, float_bits(0.0)); gl_put_bits(v, k + 1, float_bits(sy)); gl_put_bits(v, k + 2, float_bits(sx)); gl_put_bits(v, k + 3, float_bits(-1.0)); gl_put_bits(v, k + 4, float_bits(0.0)); gl_put_bits(v, k + 5, float_bits(0.0)) }
gl_put_bits(v, k + 6, float_bits(u)); gl_put_bits(v, k + 7, float_bits(vv))
k += 8
}
}
@ -124,7 +124,7 @@ function model_cross_card() -> Model {
if gltf_white == 0 { gltf_white = tex_solid(200, 200, 200, 255); gltf_flat = tex_solid(128, 128, 255, 255) }
pr.diff = gltf_white; pr.nrm = gltf_flat; pr.arm = gltf_white
push(model.prims, pr)
model.radius = F_HALF; model.height = F_ONE; model.tris = 4
model.radius = 0.5; model.height = 1.0; model.tris = 4
return model
}
@ -133,9 +133,9 @@ function model_cross_card() -> Model {
# layer a flutter and its leaves tremble and flash their pale undersides; everything else
# leaves it at zero. It is per layer rather than per instance because a species quakes or
# it does not.
function layer_flutter(l: Layer, v: int) -> void { l.flutter = v }
function layer_cards(scan: Model, cap: int, wind: int, cull: int) -> Layer {
let l = layer_new(model_cross_card(), cap, true, wind, F_ZERO, cull)
function layer_flutter(l: Layer, v: float) -> void { l.flutter = v }
function layer_cards(scan: Model, cap: int, wind: float, cull: float) -> Layer {
let l = layer_new(model_cross_card(), cap, true, wind, 0.0, cull)
l.card = true
l.atlas = impostor_bake(scan, 1, 512, 512)
return l
@ -155,36 +155,36 @@ function model_lupine() -> Model {
var k = 0
var qi = 0
for q in 0 .. nq {
var w = fl(0.012); var y0 = F_ZERO; var y1 = fl(0.62); var ukind = F_ZERO
var ang = F_ZERO
var w = 0.012; var y0 = 0.0; var y1 = 0.62; var ukind = 0.0
var ang = 0.0
if q >= 2 and q < 26 {
let tier = (q - 2) / 2
let t = fr(tier, 12)
w = f_mul(fl(0.05), f_sub(fl(1.1), t))
y0 = f_add(fl(0.27), f_mul(t, fl(0.36)))
y1 = f_add(y0, fl(0.045))
ukind = F_ONE
ang = f_mul(fr(tier, 12), fl(2.1))
if (q & 1) == 1 { ang = f_add(ang, f_mul(F_PI, F_HALF)) }
let t = float(tier) / 12.0
w = 0.05 * (1.1 - t)
y0 = 0.27 + t * 0.36
y1 = y0 + 0.045
ukind = 1.0
ang = float(tier) / 12.0 * 2.1
if (q & 1) == 1 { ang = ang + PI * 0.5 }
} else if q >= 26 {
# a rosette of three leaves near the ground
w = fl(0.09); y0 = fl(0.02); y1 = fl(0.2); ukind = F_TWO
ang = f_mul(fr(q - 26, 3), f_mul(F_TWO, F_PI))
w = 0.09; y0 = 0.02; y1 = 0.2; ukind = 2.0
ang = float(q - 26) / 3.0 * (2.0 * PI)
} else {
if (q & 1) == 1 { ang = f_add(ang, f_mul(F_PI, F_HALF)) }
if (q & 1) == 1 { ang = ang + PI * 0.5 }
}
let cx = f_mul(f_cos(ang), w); let cz = f_mul(f_sin(ang), w)
let cx = Math.cos(ang) * w; let cz = Math.sin(ang) * w
for c in 0 .. 4 {
var sx = f_neg1(); var sy = y0; var u = F_ZERO
if c == 1 or c == 2 { sx = F_ONE; u = F_ONE }
var sx = -1.0; var sy = y0; var u = 0.0
if c == 1 or c == 2 { sx = 1.0; u = 1.0 }
if c == 2 or c == 3 { sy = y1 }
gl_put_bits(v, k, f_mul(cx, sx)); gl_put_bits(v, k + 1, sy); gl_put_bits(v, k + 2, f_mul(cz, sx))
gl_put_bits(v, k + 3, f_neg(cz)); gl_put_bits(v, k + 4, fl(0.2)); gl_put_bits(v, k + 5, cx)
gl_put_bits(v, k + 6, f_add(ukind, u))
gl_put_bits(v, k, float_bits(cx * sx)); gl_put_bits(v, k + 1, float_bits(sy)); gl_put_bits(v, k + 2, float_bits(cz * sx))
gl_put_bits(v, k + 3, float_bits(-cz)); gl_put_bits(v, k + 4, float_bits(0.2)); gl_put_bits(v, k + 5, float_bits(cx))
gl_put_bits(v, k + 6, float_bits(ukind + u))
var vv = sy
if ukind == F_ONE { vv = f_div(f_sub(sy, fl(0.27)), fl(0.4)) }
if ukind == F_TWO { vv = f_div(f_sub(sy, fl(0.02)), fl(0.18)) }
gl_put_bits(v, k + 7, vv)
if ukind == 1.0 { vv = (sy - 0.27) / 0.4 }
if ukind == 2.0 { vv = (sy - 0.02) / 0.18 }
gl_put_bits(v, k + 7, float_bits(vv))
k += 8
}
let b = q * 4
@ -202,7 +202,7 @@ function model_lupine() -> Model {
if gltf_white == 0 { gltf_white = tex_solid(200, 200, 200, 255); gltf_flat = tex_solid(128, 128, 255, 255) }
pr.diff = gltf_white; pr.nrm = gltf_flat; pr.arm = gltf_white
push(model.prims, pr)
model.radius = fl(0.08); model.height = fl(0.65); model.tris = nq * 2
model.radius = 0.08; model.height = 0.65; model.tris = nq * 2
return model
}
@ -221,43 +221,43 @@ function model_lupine_dense() -> Model {
var qi = 0
seed(5)
for q in 0 .. nq {
var w = fl(0.008); var y0 = F_ZERO; var y1 = fl(0.66); var ukind = F_ZERO
var ang = F_ZERO; var ox = F_ZERO; var oz = F_ZERO; var tilt = F_ZERO
var w = 0.008; var y0 = 0.0; var y1 = 0.66; var ukind = 0.0
var ang = 0.0; var ox = 0.0; var oz = 0.0; var tilt = 0.0
if q >= 2 and q < 2 + nfl {
let t = fr(q - 2, nfl)
let yy = f_add(fl(0.28), f_mul(t, fl(0.4)))
ang = f_mul(fi(q), fl(2.39996)) # golden angle spiral
let rad = f_mul(fl(0.055), f_sub(fl(1.05), t))
ox = f_mul(f_cos(ang), rad); oz = f_mul(f_sin(ang), rad)
w = f_mul(fl(0.028), f_sub(fl(1.1), f_mul(t, fl(0.5))))
y0 = f_sub(yy, fl(0.016)); y1 = f_add(yy, fl(0.016))
ukind = F_ONE
tilt = fl(0.6)
let t = float(q - 2) / float(nfl)
let yy = 0.28 + t * 0.4
ang = float(q) * 2.39996 # golden angle spiral
let rad = 0.055 * (1.05 - t)
ox = Math.cos(ang) * rad; oz = Math.sin(ang) * rad
w = 0.028 * (1.1 - t * 0.5)
y0 = yy - 0.016; y1 = yy + 0.016
ukind = 1.0
tilt = 0.6
} else if q >= 2 + nfl {
w = fl(0.05); y0 = fl(0.03); y1 = fl(0.16); ukind = F_TWO
ang = f_mul(fr(q - 2 - nfl, 5), f_mul(F_TWO, F_PI))
ox = f_mul(f_cos(ang), fl(0.05)); oz = f_mul(f_sin(ang), fl(0.05))
w = 0.05; y0 = 0.03; y1 = 0.16; ukind = 2.0
ang = float(q - 2 - nfl) / 5.0 * (2.0 * PI)
ox = Math.cos(ang) * 0.05; oz = Math.sin(ang) * 0.05
} else {
if (q & 1) == 1 { ang = f_mul(F_PI, F_HALF) }
if (q & 1) == 1 { ang = PI * 0.5 }
}
# the quad faces outward (its normal along the spiral radius), leaning out by `tilt`
let nx = f_cos(ang); let nz = f_sin(ang)
let tx = f_neg(nz); let tz = nx # tangent (quad width direction)
let nx = Math.cos(ang); let nz = Math.sin(ang)
let tx = -nz; let tz = nx # tangent (quad width direction)
for c in 0 .. 4 {
var sx = f_neg1(); var sy = y0; var u = F_ZERO
if c == 1 or c == 2 { sx = F_ONE; u = F_ONE }
var sx = -1.0; var sy = y0; var u = 0.0
if c == 1 or c == 2 { sx = 1.0; u = 1.0 }
if c == 2 or c == 3 { sy = y1 }
var lean = F_ZERO
if c == 2 or c == 3 { lean = f_mul(tilt, w) }
gl_put_bits(v, k, f_add(f_add(ox, f_mul(tx, f_mul(sx, w))), f_mul(nx, lean)))
gl_put_bits(v, k + 1, sy)
gl_put_bits(v, k + 2, f_add(f_add(oz, f_mul(tz, f_mul(sx, w))), f_mul(nz, lean)))
gl_put_bits(v, k + 3, nx); gl_put_bits(v, k + 4, fl(0.35)); gl_put_bits(v, k + 5, nz)
gl_put_bits(v, k + 6, f_add(ukind, u))
var lean = 0.0
if c == 2 or c == 3 { lean = tilt * w }
gl_put_bits(v, k, float_bits(ox + tx * (sx * w) + nx * lean))
gl_put_bits(v, k + 1, float_bits(sy))
gl_put_bits(v, k + 2, float_bits(oz + tz * (sx * w) + nz * lean))
gl_put_bits(v, k + 3, float_bits(nx)); gl_put_bits(v, k + 4, float_bits(0.35)); gl_put_bits(v, k + 5, float_bits(nz))
gl_put_bits(v, k + 6, float_bits(ukind + u))
var vv = sy
if ukind == F_ONE { vv = f_div(f_sub(sy, fl(0.27)), fl(0.42)) }
if ukind == F_TWO { vv = f_div(f_sub(sy, fl(0.03)), fl(0.19)) }
gl_put_bits(v, k + 7, vv)
if ukind == 1.0 { vv = (sy - 0.27) / 0.42 }
if ukind == 2.0 { vv = (sy - 0.03) / 0.19 }
gl_put_bits(v, k + 7, float_bits(vv))
k += 8
}
let b = q * 4
@ -275,7 +275,7 @@ function model_lupine_dense() -> Model {
if gltf_white == 0 { gltf_white = tex_solid(200, 200, 200, 255); gltf_flat = tex_solid(128, 128, 255, 255) }
pr.diff = gltf_white; pr.nrm = gltf_flat; pr.arm = gltf_white
push(model.prims, pr)
model.radius = fl(0.11); model.height = fl(0.68); model.tris = nq * 2
model.radius = 0.11; model.height = 0.68; model.tris = nq * 2
return model
}
@ -289,17 +289,17 @@ function model_blade() -> Model {
let v = gl_floats(rows * 2 * 8)
var k = 0
for r in 0 .. rows {
let t = fr(r, rows - 1)
let t = float(r) / float(rows - 1)
# never a zero-width tip: a sliver triangle extrapolates its attributes wildly
let taper = f_max(f_sub(F_ONE, f_mul(t, f_mul(t, f_sqrt(t)))), fl(0.12))
let hw = f_mul(fl(0.05), taper)
let bend = f_mul(f_mul(t, t), fl(0.28))
let taper = Math.max(1.0 - t * (t * Math.sqrt(t)), 0.12)
let hw = 0.05 * taper
let bend = t * t * 0.28
for sd in 0 .. 2 {
var x = f_neg(hw)
var x = -hw
if sd == 1 { x = hw }
gl_put_bits(v, k, x); gl_put_bits(v, k + 1, t); gl_put_bits(v, k + 2, bend)
gl_put_bits(v, k + 3, F_ZERO); gl_put_bits(v, k + 4, fl(0.3)); gl_put_bits(v, k + 5, F_ONE)
gl_put_bits(v, k + 6, fi(sd)); gl_put_bits(v, k + 7, t)
gl_put_bits(v, k, float_bits(x)); gl_put_bits(v, k + 1, float_bits(t)); gl_put_bits(v, k + 2, float_bits(bend))
gl_put_bits(v, k + 3, float_bits(0.0)); gl_put_bits(v, k + 4, float_bits(0.3)); gl_put_bits(v, k + 5, float_bits(1.0))
gl_put_bits(v, k + 6, float_bits(float(sd))); gl_put_bits(v, k + 7, float_bits(t))
k += 8
}
}
@ -323,7 +323,7 @@ function model_blade() -> Model {
if gltf_white == 0 { gltf_white = tex_solid(200, 200, 200, 255); gltf_flat = tex_solid(128, 128, 255, 255) }
pr.diff = gltf_white; pr.nrm = gltf_flat; pr.arm = gltf_white
push(model.prims, pr)
model.radius = fl(0.05); model.height = F_ONE; model.tris = ni / 3
model.radius = 0.05; model.height = 1.0; model.tris = ni / 3
return model
}
@ -335,9 +335,9 @@ var sc_prog_flower: int = 0
var sc_prog_card: int = 0
var sc_prog_card_shadow: int = 0
var sc_prog_card_cheap: int = 0
var sc_blade_base: words = null
var sc_blade_tip: words = null
var sc_blade_tint: words = null
var sc_blade_base: floats = null
var sc_blade_tip: floats = null
var sc_blade_tint: floats = null
var sc_prog_shadow: int = 0
var sc_prog_shadow_wind: int = 0
var sc_prog_shadow_fol: int = 0 # foliage meshes: alpha-tested casters
@ -374,9 +374,9 @@ function scatter_init() -> void {
sc_prog_card_shadow = r3d_program("model.vert", "model.frag", "#define SHADOW_PASS\n#define WIND\n#define CARD\n")
sc_prog_card_cheap = r3d_program("model.vert", "model.frag", "#define CARD\n#define CHEAP\n")
# a dry alpine meadow: brown-olive roots, straw with a little green at the tips
sc_blade_base = v3_new(fl(0.045), fl(0.06), fl(0.025))
sc_blade_tip = v3_new(fl(0.22), fl(0.27), fl(0.13))
sc_blade_tint = v3_new(F_ONE, F_ONE, F_ONE)
sc_blade_base = v3_new(0.045, 0.06, 0.025)
sc_blade_tip = v3_new(0.22, 0.27, 0.13)
sc_blade_tint = v3_new(1.0, 1.0, 1.0)
sc_prog_shadow = r3d_program("model.vert", "shadow.frag", "#define SHADOW_PASS\n")
sc_prog_shadow_wind = r3d_program("model.vert", "shadow.frag", "#define SHADOW_PASS\n#define WIND\n")
sc_prog_shadow_fol = r3d_program("model.vert", "shadow.frag", "#define SHADOW_PASS\n#define WIND\n#define ALPHA_TEST\n")
@ -388,8 +388,8 @@ function scatter_init() -> void {
sc_card = mesh_card()
# a single identity instance, for baking
let one = gl_floats(INST_FLOATS)
for i in 0 .. INST_FLOATS { gl_put_bits(one, i, F_ZERO) }
gl_put_bits(one, 3, F_ONE); gl_put_bits(one, 5, F_ONE)
for i in 0 .. INST_FLOATS { gl_put_bits(one, i, float_bits(0.0)) }
gl_put_bits(one, 3, float_bits(1.0)); gl_put_bits(one, 5, float_bits(1.0))
sc_ident_buf = gpu_buffer_new()
gpu_buffer_upload(sc_ident_buf, INST_FLOATS * 4, one, GPU_STATIC)
free(one)
@ -404,7 +404,7 @@ function scatter_attach(m: Mesh, buf: int) -> void {
gpu_mesh_done(m)
}
function layer_new(model: Model, cap: int, foliage: bool, wind: int, near: int, cull: int) -> Layer {
function layer_new(model: Model, cap: int, foliage: bool, wind: float, near: float, cull: float) -> Layer {
let l = new Layer
l.model = model
l.cap = cap
@ -412,24 +412,24 @@ function layer_new(model: Model, cap: int, foliage: bool, wind: int, near: int,
l.wind = wind
l.near = near
l.cull = cull
l.tint = v3_new(F_ONE, F_ONE, F_ONE)
l.inst = words(cap * INST_FLOATS)
l.scratch = words(cap * INST_FLOATS)
l.last_cam = v3_new(fi(100000), F_ZERO, F_ZERO)
l.tint = v3_new(1.0, 1.0, 1.0)
l.inst = floats(cap * INST_FLOATS)
l.scratch = floats(cap * INST_FLOATS)
l.last_cam = v3_new(100000.0, 0.0, 0.0)
l.buf = gpu_buffer_new()
l.imp_buf = gpu_buffer_new()
l.sh_buf = gpu_buffer_new()
l.rough = F_ONE
l.rough = 1.0
for i in 0 .. len(model.prims) { scatter_attach(model.prims[i].mesh, l.buf) }
push(sc_layers, l)
return l
}
function layer_add(l: Layer, x: int, y: int, z: int, scale: int, yaw: int, seed: int, wind: int) -> void {
function layer_add(l: Layer, x: float, y: float, z: float, scale: float, yaw: float, seed: float, wind: float) -> void {
if l.count >= l.cap { return }
let o = l.count * INST_FLOATS
l.inst[o] = x; l.inst[o + 1] = y; l.inst[o + 2] = z; l.inst[o + 3] = scale
l.inst[o + 4] = f_sin(yaw); l.inst[o + 5] = f_cos(yaw); l.inst[o + 6] = seed; l.inst[o + 7] = wind
l.inst[o + 4] = Math.sin(yaw); l.inst[o + 5] = Math.cos(yaw); l.inst[o + 6] = seed; l.inst[o + 7] = wind
l.count += 1
}
@ -439,7 +439,7 @@ var sc_dump_n: int = 0
function impostor_bake(model: Model, tiles: int, tw: int, th: int) -> Impostor {
let im = new Impostor
im.tiles = tiles
im.radius = f_mul(model.radius, fl(1.02))
im.radius = model.radius * 1.02
im.height = model.height
let aw = tiles * tw
im.albedo = tex_target(aw, th, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR)
@ -462,24 +462,24 @@ function impostor_bake(model: Model, tiles: int, tw: int, th: int) -> Impostor {
# the model's prims temporarily take the identity instance
for i in 0 .. len(model.prims) { scatter_attach(model.prims[i].mesh, sc_ident_buf) }
let view = m4_new(); let proj = m4_new()
let eye = words(3); let at = words(3); let up = v3_new(F_ZERO, F_ONE, F_ZERO)
let cy = f_add(model.ymin, f_mul(model.height, F_HALF))
let eye = floats(3); let at = floats(3); let up = v3_new(0.0, 1.0, 0.0)
let cy = model.ymin + model.height * 0.5
let r = im.radius
let hh = f_mul(model.height, F_HALF)
let hh = model.height * 0.5
var bake = sc_bake_prog
if sc_bake_flower { bake = sc_bake_flower_prog }
gpu_use_program(bake)
for t in 0 .. tiles {
let a = f_mul(f_mul(F_TWO, F_PI), fr(t, tiles))
v3_set(at, F_ZERO, cy, F_ZERO)
let a = 2.0 * PI * (float(t) / float(tiles))
v3_set(at, 0.0, cy, 0.0)
# a touch of elevation (the viewer usually looks slightly down at a tree)
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)))))
v3_set(eye, Math.sin(a) * (r * 4.0), cy + r * 0.5, -(Math.cos(a) * (r * 4.0)))
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)))
m4_ortho(proj, -r, r, -hh, hh, 0.1, r * 9.0)
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_flutter"), F_ZERO)
u_f(gpu_uniform(bake, "u_wind"), 0.0)
u_f(gpu_uniform(bake, "u_flutter"), 0.0)
gpu_viewport(t * tw, 0, tw, th)
for i in 0 .. len(model.prims) {
let pr = model.prims[i]
@ -510,10 +510,10 @@ function impostor_bake(model: Model, tiles: int, tw: int, th: int) -> Impostor {
# Give a layer a LOD chain. `dists` (float bits) are the outer distances of each level;
# the last one becomes the layer's `near` so the impostor (if any) starts there.
function layer_set_lods(l: Layer, models: []Model, dists: words) -> void {
function layer_set_lods(l: Layer, models: []Model, dists: floats) -> void {
l.lods = models
l.n_lods = len(models)
l.lod_dist = words(l.n_lods); l.lod_card = words(l.n_lods); l.lod_buf = words(l.n_lods); l.n_lod = words(l.n_lods)
l.lod_dist = floats(l.n_lods); l.lod_card = words(l.n_lods); l.lod_buf = words(l.n_lods); l.n_lod = words(l.n_lods)
for k in 0 .. l.n_lods {
l.lod_dist[k] = dists[k]; l.lod_card[k] = 0; l.n_lod[k] = 0
l.lod_buf[k] = gpu_buffer_new()
@ -537,11 +537,11 @@ function layer_set_impostor(l: Layer, im: Impostor) -> void {
# camera moved 1.5 m or turned about 2.5 degrees. Everything culled by the frustum keys
# off this one counter, so a turn re-gathers the streams and the grids together.
var sc_view_gen: int = 1
var sc_view_pos: words = null
var sc_view_fwd: words = null
var sc_view_pos: floats = null
var sc_view_fwd: floats = null
function scatter_begin_frame() -> void {
if sc_view_pos == null { sc_view_pos = v3_new(fi(100000), F_ZERO, F_ZERO); sc_view_fwd = v3_new(F_ZERO, F_ZERO, f_neg(F_ONE)) }
if f_gt(v3_dist(sc_view_pos, cam_pos), fl(1.5)) or f_ls(v3_dot(sc_view_fwd, cam_fwd), fl(0.999)) {
if sc_view_pos == null { sc_view_pos = v3_new(100000.0, 0.0, 0.0); sc_view_fwd = v3_new(0.0, 0.0, -1.0) }
if v3_dist(sc_view_pos, cam_pos) > 1.5 or v3_dot(sc_view_fwd, cam_fwd) < 0.999 {
sc_view_gen += 1
v3_copy(sc_view_pos, cam_pos)
v3_copy(sc_view_fwd, cam_fwd)
@ -707,12 +707,12 @@ function layer_gpu_prepare(l: Layer) -> bool {
function layer_gpu_cull(l: Layer) -> void {
let pr = words(36)
for i in 0 .. 36 { pr[i] = 0 }
if cam_planes != null { for i in 0 .. 16 { pr[i] = cam_planes[i] } }
pr[16] = cam_pos[0]; pr[17] = cam_pos[1]; pr[18] = cam_pos[2]; pr[19] = l.cull
for k in 0 .. l.n_lods { pr[20 + k] = l.lod_dist[k]; pr[24 + k] = len(l.lods[k].prims) }
if cam_planes != null { for i in 0 .. 16 { pr[i] = float_bits(cam_planes[i]) } }
pr[16] = float_bits(cam_pos[0]); pr[17] = float_bits(cam_pos[1]); pr[18] = float_bits(cam_pos[2]); pr[19] = float_bits(l.cull)
for k in 0 .. l.n_lods { pr[20 + k] = float_bits(l.lod_dist[k]); pr[24 + k] = len(l.lods[k].prims) }
pr[28] = l.count; pr[29] = l.count; pr[30] = l.n_lods; pr[31] = 1
# as layer_grid_gather pads a cell: the tallest instance, plus a margin
pr[32] = f_mul(l.lods[0].height, F_TWO); pr[33] = fi(4)
pr[32] = float_bits(l.lods[0].height * 2.0); pr[33] = float_bits(4.0)
let bufs = words(4)
bufs[0] = l.g_src; bufs[1] = l.g_dst; bufs[2] = l.g_cmds; bufs[3] = l.g_counts
gpu_dispatch(sc_cull_prog, pr, 144, bufs, 1)
@ -722,36 +722,36 @@ function layer_gpu_cull(l: Layer) -> void {
# Sort a static layer's instances into square cells (call once, after placement; a
# large layer that was never gridded gets a 96 m grid on its first update). The
# shadow buffer is uploaded here once — casters are never culled by the view.
function layer_grid_build(l: Layer, cell: int) -> void {
function layer_grid_build(l: Layer, cell: float) -> void {
if l.count == 0 { return }
var minx = l.inst[0]; var maxx = minx; var minz = l.inst[2]; var maxz = minz
for i in 0 .. l.count {
let o = i * INST_FLOATS
minx = f_min(minx, l.inst[o]); maxx = f_max(maxx, l.inst[o])
minz = f_min(minz, l.inst[o + 2]); maxz = f_max(maxz, l.inst[o + 2])
minx = Math.min(minx, l.inst[o]); maxx = Math.max(maxx, l.inst[o])
minz = Math.min(minz, l.inst[o + 2]); maxz = Math.max(maxz, l.inst[o + 2])
}
l.gcell = cell; l.gx0 = minx; l.gz0 = minz
l.gnx = f_to_int(f_div(f_sub(maxx, minx), cell)) + 1
l.gnz = f_to_int(f_div(f_sub(maxz, minz), cell)) + 1
l.gnx = int((maxx - minx) / cell) + 1
l.gnz = int((maxz - minz) / cell) + 1
let ncell = l.gnx * l.gnz
l.gstart = words(ncell + 1)
l.gymin = words(ncell); l.gymax = words(ncell)
l.gymin = floats(ncell); l.gymax = floats(ncell)
let cellof = words(l.count)
for c in 0 .. ncell + 1 { l.gstart[c] = 0 }
for i in 0 .. l.count {
let o = i * INST_FLOATS
let ix = f_to_int(f_div(f_sub(l.inst[o], minx), cell))
let iz = f_to_int(f_div(f_sub(l.inst[o + 2], minz), cell))
let ix = int((l.inst[o] - minx) / cell)
let iz = int((l.inst[o + 2] - minz) / cell)
let c = iz * l.gnx + ix
cellof[i] = c
if l.gstart[c + 1] == 0 { l.gymin[c] = l.inst[o + 1]; l.gymax[c] = l.inst[o + 1] }
else { l.gymin[c] = f_min(l.gymin[c], l.inst[o + 1]); l.gymax[c] = f_max(l.gymax[c], l.inst[o + 1]) }
else { l.gymin[c] = Math.min(l.gymin[c], l.inst[o + 1]); l.gymax[c] = Math.max(l.gymax[c], l.inst[o + 1]) }
l.gstart[c + 1] += 1
}
for c in 0 .. ncell { l.gstart[c + 1] += l.gstart[c] }
let fill = words(ncell)
for c in 0 .. ncell { fill[c] = l.gstart[c] }
l.gsorted = words(l.count * INST_FLOATS)
l.gsorted = floats(l.count * INST_FLOATS)
for i in 0 .. l.count {
let c = cellof[i]
let q = fill[c] * INST_FLOATS
@ -760,7 +760,7 @@ function layer_grid_build(l: Layer, cell: int) -> void {
for k in 0 .. INST_FLOATS { l.gsorted[q + k] = l.inst[o + k] }
}
free(cellof); free(fill)
if l.vis == null { l.vis = words(l.cap * INST_FLOATS) }
if l.vis == null { l.vis = floats(l.cap * INST_FLOATS) }
l.n_sh = l.count
gpu_buffer_upload(l.sh_buf, l.count * INST_FLOATS * 4, l.inst, GPU_STATIC)
}
@ -768,24 +768,24 @@ function layer_grid_build(l: Layer, cell: int) -> void {
# gather the instances of the cells the camera can see (and that are within cull)
function layer_grid_gather(l: Layer) -> void {
let cell = l.gcell
let half = f_mul(cell, F_HALF)
let reach = f_add(l.cull, f_mul(cell, fl(0.71)))
let half = cell * 0.5
let reach = l.cull + cell * 0.71
var n = 0
for iz in 0 .. l.gnz {
let wz = f_add(f_add(l.gz0, f_mul(fi(iz), cell)), half)
let wz = l.gz0 + float(iz) * cell + half
for ix in 0 .. l.gnx {
let c = iz * l.gnx + ix
let cnt = l.gstart[c + 1] - l.gstart[c]
if cnt == 0 { continue }
let wx = f_add(f_add(l.gx0, f_mul(fi(ix), cell)), half)
if l.cull != 0 {
let dx = f_sub(wx, cam_pos[0]); let dz = f_sub(wz, cam_pos[2])
if f_gt(f_sqrt(f_add(f_mul(dx, dx), f_mul(dz, dz))), reach) { continue }
let wx = l.gx0 + float(ix) * cell + half
if l.cull != 0.0 {
let dx = wx - cam_pos[0]; let dz = wz - cam_pos[2]
if Math.sqrt(dx * dx + dz * dz) > reach { continue }
}
let hy = f_mul(f_sub(l.gymax[c], l.gymin[c]), F_HALF)
let cy = f_add(l.gymin[c], hy)
let hy = (l.gymax[c] - l.gymin[c]) * 0.5
let cy = l.gymin[c] + hy
# pad by the tallest instance (scale 2 of the model's height) so crowns at the frame's edge stay
let r = f_add(f_sqrt(f_add(f_mul(f_mul(half, half), F_TWO), f_mul(hy, hy))), f_add(f_mul(l.model.height, F_TWO), fi(4)))
let r = Math.sqrt(half * half * 2.0 + hy * hy) + (l.model.height * 2.0 + 4.0)
if not cam_sphere_visible(wx, cy, wz, r) { continue }
mem_copy(mem_off(l.vis, n * INST_FLOATS * 4), mem_off(l.gsorted, l.gstart[c] * INST_FLOATS * 4), cnt * INST_FLOATS * 4)
n += cnt
@ -796,22 +796,22 @@ function layer_grid_gather(l: Layer) -> void {
# Sort the gathered instances into their LOD levels (counting sort into the scratch),
# the impostor bucket last, and upload one buffer per level.
function layer_partition_lods(l: Layer, src: words, total: int) -> void {
function layer_partition_lods(l: Layer, src: floats, total: int) -> void {
let n = l.n_lods
let counts = words(n + 2)
for k in 0 .. n + 2 { counts[k] = 0 }
let cull2 = f_mul(l.cull, l.cull)
let open = l.lod_dist[n - 1] == 0 # the last level runs out to the cull distance
let cull2 = l.cull * l.cull
let open = l.lod_dist[n - 1] == 0.0 # the last level runs out to the cull distance
for i in 0 .. total {
let o = i * INST_FLOATS
let dx = f_sub(src[o], cam_pos[0]); let dz = f_sub(src[o + 2], cam_pos[2])
let d2 = f_add(f_mul(dx, dx), f_mul(dz, dz))
let dx = src[o] - cam_pos[0]; let dz = src[o + 2] - cam_pos[2]
let d2 = dx * dx + dz * dz
var lv = n + 1 # n + 1 = dropped
if l.cull == 0 or not f_gt(d2, cull2) {
let d = f_sqrt(d2)
if l.cull == 0.0 or not (d2 > cull2) {
let d = Math.sqrt(d2)
lv = n # n = the impostor bucket
var k = 0
while k < n { if l.lod_dist[k] != 0 and f_ls(d, l.lod_dist[k]) { lv = k; k = n } else { k += 1 } }
while k < n { if l.lod_dist[k] != 0.0 and d < l.lod_dist[k] { lv = k; k = n } else { k += 1 } }
if lv == n and open { lv = n - 1 }
if lv == n and l.imp == null { lv = n + 1 }
}
@ -841,12 +841,12 @@ function layer_partition_lods(l: Layer, src: words, total: int) -> void {
}
l.n_near = counts[0]
l.n_far = counts[n]
if sc_dbg_lod and total > 1000 { print(`lod partition: total {total} dropped {counts[n + 1]} far {counts[n]} l0 {counts[0]} l1 {counts[1]} l2 {counts[2]} l3 {counts[3]} dist0 {f_fx(l.lod_dist[0])} dist3 {f_fx(l.lod_dist[n - 1])} cull {f_fx(l.cull)} cam {f_fx(cam_pos[0])} {f_fx(cam_pos[2])} first {f_fx(src[0])} {f_fx(src[2])}`) }
if sc_dbg_lod and total > 1000 { print(`lod partition: total {total} dropped {counts[n + 1]} far {counts[n]} l0 {counts[0]} l1 {counts[1]} l2 {counts[2]} l3 {counts[3]} dist0 {fixed(l.lod_dist[0])} dist3 {fixed(l.lod_dist[n - 1])} cull {fixed(l.cull)} cam {fixed(cam_pos[0])} {fixed(cam_pos[2])} first {fixed(src[0])} {fixed(src[2])}`) }
if l.n_far > 0 {
gpu_buffer_upload(l.imp_buf, l.n_far * INST_FLOATS * 4, mem_off(tmp, start[n] * INST_FLOATS * 4), GPU_DYNAMIC)
}
# casters: the whole (gathered) set from the shadow buffer, unless the impostor casts
if l.gcell == 0 {
if l.gcell == 0.0 {
l.n_sh = total
if total > 0 { gpu_buffer_upload(l.sh_buf, total * INST_FLOATS * 4, src, GPU_DYNAMIC) }
}
@ -864,18 +864,18 @@ function layer_update(l: Layer) -> void {
let n_lu = l.count
# A streamed layer's instances were already gathered per visible chunk: no split, no
# per-instance loop — one upload, and the same buffer casts its shadows.
if l.streamed and l.imp == null and l.near == 0 and l.n_lods <= 1 {
if l.streamed and l.imp == null and l.near == 0.0 and l.n_lods <= 1 {
l.n_near = l.count; l.n_far = 0; l.n_sh = l.count
gpu_buffer_upload(l.buf, l.count * INST_FLOATS * 4, l.inst, GPU_DYNAMIC)
prof_layer_add(gl_now_us() - t_lu, l.count * INST_FLOATS * 4)
return
}
if l.gcell == 0 and not l.streamed and l.count > 2000 { layer_grid_build(l, fi(96)) }
if l.gcell == 0.0 and not l.streamed and l.count > 2000 { layer_grid_build(l, 96.0) }
var src = l.inst
var total = l.count
if l.gcell != 0 { layer_grid_gather(l); src = l.vis; total = l.n_vis }
let near2 = f_mul(l.near, l.near)
let cull2 = f_mul(l.cull, l.cull)
if l.gcell != 0.0 { layer_grid_gather(l); src = l.vis; total = l.n_vis }
let near2 = l.near * l.near
let cull2 = l.cull * l.cull
var nn = 0
var nf = 0
let far_off = l.cap * INST_FLOATS # far instances fill the scratch from its end backwards
@ -888,11 +888,11 @@ function layer_update(l: Layer) -> void {
var i = 0
while i < total {
let o = i * INST_FLOATS
let dx = f_sub(src[o], cam_pos[0])
let dz = f_sub(src[o + 2], cam_pos[2])
let d2 = f_add(f_mul(dx, dx), f_mul(dz, dz))
if l.cull != 0 and f_gt(d2, cull2) { i += 1; continue }
if l.near == 0 or f_ls(d2, near2) {
let dx = src[o] - cam_pos[0]
let dz = src[o + 2] - cam_pos[2]
let d2 = dx * dx + dz * dz
if l.cull != 0.0 and d2 > cull2 { i += 1; continue }
if l.near == 0.0 or d2 < near2 {
let q = nn * INST_FLOATS
for k in 0 .. INST_FLOATS { tmp[q + k] = src[o + k] }
nn += 1
@ -905,15 +905,15 @@ function layer_update(l: Layer) -> void {
}
l.n_near = nn
l.n_far = nf
if l.imp != null and nn > 0 and sc_debug_dump { print(`near full-mesh instances: {nn} (first at {f_fx(tmp[0])} {f_fx(tmp[1])} {f_fx(tmp[2])})`) }
if l.imp != null and nn > 0 and sc_debug_dump { print(`near full-mesh instances: {nn} (first at {fixed(tmp[0])} {fixed(tmp[1])} {fixed(tmp[2])})`) }
if sc_debug_dump and l.imp != null {
print(`layer: near {nn} far {nf}`)
for k in 0 .. nn { let q = k * INST_FLOATS; print(` near {f_fx(tmp[q])} {f_fx(tmp[q + 1])} {f_fx(tmp[q + 2])} s {f_fx(tmp[q + 3])}`) }
for k in 0 .. nn { let q = k * INST_FLOATS; print(` near {fixed(tmp[q])} {fixed(tmp[q + 1])} {fixed(tmp[q + 2])} s {fixed(tmp[q + 3])}`) }
}
# Every instance, unculled and unsplit, for the shadow pass. What the camera draws is
# allowed to change with distance; what casts must not, or shadows blink in and out as
# you walk. This is the whole set, drawn one way, into every cascade.
if l.gcell == 0 {
if l.gcell == 0.0 {
l.n_sh = l.count
if l.count > 0 {
gpu_buffer_upload(l.sh_buf, l.count * INST_FLOATS * 4, l.inst, GPU_DYNAMIC)
@ -934,7 +934,7 @@ function layer_program(l: Layer, shadow: bool, card: bool) -> int {
}
if shadow {
if l.foliage and not l.blade and not l.flower { return sc_prog_shadow_fol }
if l.wind != 0 { return sc_prog_shadow_wind }
if l.wind != 0.0 { return sc_prog_shadow_wind }
return sc_prog_shadow
}
if l.blade { return sc_prog_blade }
@ -943,7 +943,7 @@ function layer_program(l: Layer, shadow: bool, card: bool) -> int {
if sc_prepass and sc_prog_fol_eq != 0 { return sc_prog_fol_eq }
return sc_prog_fol
}
if l.wind != 0 { return sc_prog_wind }
if l.wind != 0.0 { return sc_prog_wind }
return sc_prog
}
@ -951,7 +951,7 @@ var sc_dbg_blade: int = 0
# R3D_LODDBG=1 tints each LOD level (red, green, blue, yellow) and impostors magenta
var sc_dbg_level: int = -1
var sc_dbg_lod: bool = false
var sc_dbg_tint: words = null
var sc_dbg_tint: floats = null
# Can level k's casters (its instances lie between the previous level's distance and its own) put a
# shadow on anything the cascade being rendered covers? A receiver in that slice of view depth
# [near, far] stands between near - dy and far * K metres away on the ground: dy is the camera's height
@ -963,37 +963,37 @@ var sc_dbg_tint: words = null
# level into every cascade, for comparing.
var sc_cast_all: int = -1
var sc_cast_gen: int = -1
var sc_cast_dy: int = 0
var sc_cast_k: int = 0
var sc_cast_dy: float = 0.0
var sc_cast_k: float = 0.0
function layer_level_casts_here(l: Layer, k: int) -> bool {
if l.lod_dist == null { return true }
var dmin = F_ZERO
var dmin = 0.0
if k > 0 { dmin = l.lod_dist[k - 1] }
return cast_band_reaches(dmin, l.lod_dist[k], l.lods[k].height)
}
# Can something standing between dmin and dmax metres from the camera (dmax 0: no outer limit), this
# tall, put a shadow on anything the cascade being rendered covers? The flowers' levels ask it
# (layer_level_casts_here), and so does every actor (actor_draw_casters).
function cast_band_reaches(dmin: int, dmax: int, height: int) -> bool {
function cast_band_reaches(dmin: float, dmax: float, height: float) -> bool {
if sc_cast_all < 0 { sc_cast_all = 0; if r3d_env_has("R3D_CAST_ALL") { sc_cast_all = 1 } }
if sc_cast_all == 1 or sh_split == null { return true }
if sc_cast_gen != sc_view_gen {
sc_cast_gen = sc_view_gen
sc_cast_dy = f_add(f_abs(f_sub(cam_pos[1], terrain_height(cam_pos[0], cam_pos[2]))), fi(5))
let half = f_mul(cam_fov, F_HALF)
let t = f_div(f_sin(half), f_cos(half))
let ta = f_mul(t, cam_aspect)
sc_cast_k = f_mul(f_sqrt(f_add(F_ONE, f_add(f_mul(t, t), f_mul(ta, ta)))), fl(1.1))
sc_cast_dy = Math.abs(cam_pos[1] - terrain_height(cam_pos[0], cam_pos[2])) + 5.0
let half = cam_fov * 0.5
let t = Math.sin(half) / Math.cos(half)
let ta = t * cam_aspect
sc_cast_k = Math.sqrt(1.0 + (t * t + ta * ta)) * 1.1
}
let c = sh_cascade
var near = cam_near
# sunShadow cross-fades into this cascade from 0.85 of the previous one's split (lighting.glsl), so
# its receivers start there, not at the split: starting at the split changed 19 pixels in town
if c > 0 { near = f_mul(sh_split[c - 1], fl(0.85)) }
if c > 0 { near = sh_split[c - 1] * 0.85 }
let far = sh_split[c]
let reach = f_max(f_min(f_mul(height, fi(6)), fi(40)), fi(8))
if dmax != 0 and f_ls(f_add(f_add(dmax, reach), sc_cast_dy), near) { return false }
if f_gt(f_sub(dmin, reach), f_mul(far, sc_cast_k)) { return false }
let reach = Math.max(Math.min(height * 6.0, 40.0), 8.0)
if dmax != 0.0 and dmax + reach + sc_cast_dy < near { return false }
if dmin - reach > far * sc_cast_k { return false }
return true
}
@ -1001,7 +1001,7 @@ function cast_band_reaches(dmin: int, dmax: int, height: int) -> bool {
# partition out of l.buf. A layer with no impostor (the tree crowns' branch cards) has
# no cheap stand-in to cast from, so without this its shadow simply began at the near
# distance — which is the crown shadow that appeared as you walked up to a tree.
function layer_draw_near(l: Layer, shadow: bool, light_vp: words, full: bool) -> void {
function layer_draw_near(l: Layer, shadow: bool, light_vp: floats, full: bool) -> void {
if l.n_lods > 1 and l.g_on and not shadow {
# one draw per material covering all of its levels (the merged meshes)
sc_ind_base = 0; sc_ind_n = l.n_lods
@ -1026,26 +1026,26 @@ function layer_draw_near(l: Layer, shadow: bool, light_vp: words, full: bool) ->
}
# draw `cnt` instances of `model` out of instance buffer `vb`, as a mesh or as the layer's card
function layer_draw_model(l: Layer, model: Model, vb: int, cnt: int, card: bool, shadow: bool, light_vp: words) -> void {
function layer_draw_model(l: Layer, model: Model, vb: int, cnt: int, card: bool, shadow: bool, light_vp: floats) -> void {
if cnt == 0 { return }
let p = layer_program(l, shadow, card)
gpu_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 { gpu_depth_func(GL_EQUAL) }
var ground = F_ZERO
if l.grounded { ground = F_ONE }
var ground = 0.0
if l.grounded { ground = 1.0 }
u_f(gpu_uniform(p, "u_ground"), ground)
if l.grounded { terrain_bind_height(p) }
u_f(gpu_uniform(p, "u_time"), r3d_time)
u_f(gpu_uniform(p, "u_wind"), l.wind)
u_f(gpu_uniform(p, "u_flutter"), l.flutter)
var mh = F_ZERO
var mh = 0.0
if not card and l.foliage { mh = model.height }
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(gpu_uniform(p, "u_card_w"), f_mul(l.atlas.radius, F_TWO)); u_f(gpu_uniform(p, "u_card_h"), l.atlas.height)
u_f(gpu_uniform(p, "u_card_w"), l.atlas.radius * 2.0); 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)
gpu_alpha_to_coverage(true)
@ -1056,10 +1056,10 @@ function layer_draw_model(l: Layer, model: Model, vb: int, cnt: int, card: bool,
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) }
if sc_dbg_tint == null { sc_dbg_tint = v3_new(1.0, 1.0, 1.0) }
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) }
var r = 0.0; var g = 0.0; var b = 0.0
if k == 0 { r = 3.0 } else if k == 1 { g = 3.0 } else if k == 2 { b = 3.0 } else { r = 3.0; g = 3.0 }
v3_set(sc_dbg_tint, r, g, b)
u_v3(gpu_uniform(p, "u_tint"), sc_dbg_tint)
}
@ -1069,7 +1069,7 @@ function layer_draw_model(l: Layer, model: Model, vb: int, cnt: int, card: bool,
sky_bind_lighting(p)
shadow_bind(p)
fog_bind(p)
if l.foliage { u_f(gpu_uniform(p, "u_spec_scale"), fl(0.05)) }
if l.foliage { u_f(gpu_uniform(p, "u_spec_scale"), 0.05) }
}
gpu_cull(false)
for i in 0 .. len(model.prims) {
@ -1086,7 +1086,7 @@ function layer_draw_model(l: Layer, model: Model, vb: int, cnt: int, card: bool,
if p == sc_prog_fol_eq { gpu_depth_func(GL_LESS) }
}
function layer_draw_far(l: Layer, shadow: bool, light_vp: words) -> void {
function layer_draw_far(l: Layer, shadow: bool, light_vp: floats) -> void {
if l.imp == null or (l.n_far == 0 and not l.g_on) { return }
var p = sc_imp_prog
if shadow { p = sc_imp_prog_shadow }
@ -1094,23 +1094,23 @@ function layer_draw_far(l: Layer, shadow: bool, light_vp: words) -> void {
let im = l.imp
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))
u_f(gpu_uniform(p, "u_tiles"), float(im.tiles))
r3d_bind_2d(p, "u_atlas_albedo", 0, im.albedo)
if shadow {
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}`) }
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 {fixed(sun_dir[0])} {fixed(sun_dir[1])} {fixed(sun_dir[2])} cam {fixed(cam_pos[0])} {fixed(cam_pos[1])} {fixed(cam_pos[2])} n_far {l.n_far}`) }
u_v3(gpu_uniform(p, "u_cam_pos"), cam_pos)
} else {
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) }
if sc_dbg_lod { if sc_dbg_tint == null { sc_dbg_tint = v3_new(1.0, 1.0, 1.0) }; v3_set(sc_dbg_tint, 3.0, 0.0, 3.0); 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(gpu_uniform(p, "u_spec_scale"), fl(0.05)) }
if l.foliage { u_f(gpu_uniform(p, "u_spec_scale"), 0.05) }
}
gpu_cull(false)
if not shadow and sc_a2c { gpu_alpha_to_coverage(true) }
@ -1128,14 +1128,14 @@ function layer_draw_far(l: Layer, shadow: bool, light_vp: words) -> void {
# swap a scanned mesh in up close; the shadow must not, or a tree's shadow changes shape
# as you approach it. The card is also far the cheaper of the two, which is what pays for
# casting the whole set into all five cascades.
function layer_draw_shadow(l: Layer, light_vp: words) -> void {
function layer_draw_shadow(l: Layer, light_vp: floats) -> void {
if l.n_sh == 0 or l.imp == null { return }
let p = sc_imp_prog_shadow
gpu_use_program(p)
let im = l.imp
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))
u_f(gpu_uniform(p, "u_tiles"), float(im.tiles))
r3d_bind_2d(p, "u_atlas_albedo", 0, im.albedo)
u_mat4(gpu_uniform(p, "u_light_vp"), light_vp)
u_v3(gpu_uniform(p, "u_face_dir"), sun_dir)
@ -1156,8 +1156,8 @@ function layer_draw_depth(l: Layer, model: Model, vb: int, cnt: int) -> void {
if cnt == 0 or model == null or vb == 0 { return }
let p = sc_prog_fol_depth
gpu_use_program(p)
var ground = F_ZERO
if l.grounded { ground = F_ONE }
var ground = 0.0
if l.grounded { ground = 1.0 }
u_f(gpu_uniform(p, "u_ground"), ground)
if l.grounded { terrain_bind_height(p) }
u_f(gpu_uniform(p, "u_time"), r3d_time)
@ -1217,7 +1217,7 @@ function scatter_draw() -> void {
# whole class of caster vanish at a fixed distance, which is exactly the popping. A layer
# with an impostor now casts its entire instance list from the card in every cascade;
# only layers that have no impostor at all fall back to the mesh.
function scatter_draw_casters(light_vp: words) -> void {
function scatter_draw_casters(light_vp: floats) -> void {
for i in 0 .. len(sc_layers) {
let l = sc_layers[i]
if sc_skip_blade and l.blade { continue }
@ -1252,11 +1252,11 @@ function scatter_draw_casters(light_vp: words) -> void {
# worlds use: geometry up close, an authored ground texture that matches it beyond).
# Returns an RGBA8 texture (alpha = coverage), repeat-wrapped and mipmapped.
var cb_state: int = 12345
function cb_rnd() -> int {
function cb_rnd() -> float {
cb_state = (cb_state * 1103515245 + 12345) & 0x7FFFFFFF
return fr((cb_state >> 8) & 0xFFFF, 65536)
return float((cb_state >> 8) & 0xFFFF) / 65536.0
}
function carpet_bake(layers: []Layer, count: int, tile: int, res: int) -> int {
function carpet_bake(layers: []Layer, count: int, tile: float, res: int) -> int {
let tex = tex_target(res, res, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR)
let fbo = gpu_fb_new()
gpu_fb_bind(fbo)
@ -1273,23 +1273,23 @@ function carpet_bake(layers: []Layer, count: int, tile: int, res: int) -> int {
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 half = tile * 0.5
let n9 = count * 9
let inst = gl_floats(n9 * INST_FLOATS)
cb_state = 977
var k = 0
for i in 0 .. count {
let x = f_sub(f_mul(cb_rnd(), tile), half)
let z = f_sub(f_mul(cb_rnd(), tile), half)
let sc = f_add(fl(1.5), cb_rnd())
let yaw = f_mul(cb_rnd(), f_mul(F_TWO, F_PI))
let x = cb_rnd() * tile - half
let z = cb_rnd() * tile - half
let sc = 1.5 + cb_rnd()
let yaw = cb_rnd() * (2.0 * PI)
let sd = cb_rnd()
for oz in 0 .. 3 {
for ox in 0 .. 3 {
let px = f_add(x, f_mul(fi(ox - 1), tile))
let pz = f_add(z, f_mul(fi(oz - 1), tile))
gl_put_bits(inst, k, px); gl_put_bits(inst, k + 1, F_ZERO); gl_put_bits(inst, k + 2, pz); gl_put_bits(inst, k + 3, sc)
gl_put_bits(inst, k + 4, f_sin(yaw)); gl_put_bits(inst, k + 5, f_cos(yaw)); gl_put_bits(inst, k + 6, sd); gl_put_bits(inst, k + 7, F_ZERO)
let px = x + float(ox - 1) * tile
let pz = z + float(oz - 1) * tile
gl_put_bits(inst, k, float_bits(px)); gl_put_bits(inst, k + 1, float_bits(0.0)); gl_put_bits(inst, k + 2, float_bits(pz)); gl_put_bits(inst, k + 3, float_bits(sc))
gl_put_bits(inst, k + 4, float_bits(Math.sin(yaw))); gl_put_bits(inst, k + 5, float_bits(Math.cos(yaw))); gl_put_bits(inst, k + 6, float_bits(sd)); gl_put_bits(inst, k + 7, float_bits(0.0))
k += INST_FLOATS
}
}
@ -1299,20 +1299,20 @@ function carpet_bake(layers: []Layer, count: int, tile: int, res: int) -> int {
free(inst)
# straight down: the window is exactly one tile
let view = m4_new(); let proj = m4_new()
let eye = v3_new(F_ZERO, fi(6), F_ZERO); let at = v3_new(F_ZERO, F_ZERO, F_ZERO); let up = v3_new(F_ZERO, F_ZERO, f_neg1())
let eye = v3_new(0.0, 6.0, 0.0); let at = v3_new(0.0, 0.0, 0.0); let up = v3_new(0.0, 0.0, -1.0)
m4_look_at(view, eye, at, up)
m4_ortho(proj, f_neg(half), half, f_neg(half), half, fl(0.1), fi(12))
m4_ortho(proj, -half, half, -half, half, 0.1, 12.0)
let bake = sc_bake_card_prog
gpu_use_program(bake)
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_flutter"), F_ZERO)
u_f(gpu_uniform(bake, "u_time"), F_ZERO)
u_f(gpu_uniform(bake, "u_wind"), 0.0)
u_f(gpu_uniform(bake, "u_flutter"), 0.0)
u_f(gpu_uniform(bake, "u_time"), 0.0)
for li in 0 .. len(layers) {
let l = layers[li]
if l.atlas == null { continue }
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)
u_f(gpu_uniform(bake, "u_card_w"), l.atlas.radius * 2.0); 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) {