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>
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35 changed files with 57282 additions and 54382 deletions
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@ -11,15 +11,15 @@ const SHADOW_CASCADES: int = 5
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var sh_tex: int = 0
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var sh_fbo: int = 0
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var sh_vp: words = null # 4 x 16 float bits
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var sh_split: words = null # view-space far distance of each cascade
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var sh_range: words = null # 4 light-frustum depth extents (metres)
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var sh_texel: words = null # 4 shadow texel sizes (metres)
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var sh_tmp_proj: words = null
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var sh_tmp_vp: words = null
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var sh_tmp_inv: words = null
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var sh_tmp_view: words = null
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var sh_corner: words = null
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var sh_vp: floats = null # 4 x 16 float bits
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var sh_split: floats = null # view-space far distance of each cascade
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var sh_range: floats = null # 4 light-frustum depth extents (metres)
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var sh_texel: floats = null # 4 shadow texel sizes (metres)
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var sh_tmp_proj: floats = null
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var sh_tmp_vp: floats = null
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var sh_tmp_inv: floats = null
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var sh_tmp_view: floats = null
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var sh_corner: floats = null
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var sh_cascade: int = 0 # the cascade being rendered (for casters that skip far ones)
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function shadow_init() -> void {
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@ -28,14 +28,14 @@ function shadow_init() -> void {
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gpu_fb_bind(sh_fbo)
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gpu_fb_no_color()
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gpu_fb_bind(0)
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sh_vp = words(16 * SHADOW_CASCADES)
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sh_split = words(SHADOW_CASCADES)
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sh_range = words(SHADOW_CASCADES)
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sh_texel = words(SHADOW_CASCADES)
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sh_vp = floats(16 * SHADOW_CASCADES)
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sh_split = floats(SHADOW_CASCADES)
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sh_range = floats(SHADOW_CASCADES)
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sh_texel = floats(SHADOW_CASCADES)
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# the fourth slice keeps a tree-sized texel out to a kilometre; only the massif uses the last
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sh_split[0] = fi(16); sh_split[1] = fi(60); sh_split[2] = fi(250); sh_split[3] = fi(1100); sh_split[4] = fi(6000)
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sh_split[0] = 16.0; sh_split[1] = 60.0; sh_split[2] = 250.0; sh_split[3] = 1100.0; sh_split[4] = 6000.0
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sh_tmp_proj = m4_new(); sh_tmp_vp = m4_new(); sh_tmp_inv = m4_new(); sh_tmp_view = m4_new()
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sh_corner = words(3)
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sh_corner = floats(3)
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}
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# A shadow resolution setting: 1024, 2048 or 4096 per cascade. The depth layers are made again at
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@ -83,7 +83,7 @@ function shadow_make_tex() -> void {
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}
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# light view-projection for the camera-frustum slice [near, far]
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function shadow_fit(c: int, near: int, far: int) -> void {
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function shadow_fit(c: int, near: float, far: float) -> void {
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# Fit the slice in VIEW space, not world space. The bounding sphere of a frustum
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# slice depends only on near/far/fov/aspect — never on where the camera is pointing —
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# so computing it here makes the radius a constant per cascade. Doing it in world
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@ -92,56 +92,56 @@ function shadow_fit(c: int, near: int, far: int) -> void {
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# map resampled every frame: that is the crawl and flicker seen while moving.
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m4_perspective(sh_tmp_proj, cam_fov, cam_aspect, near, far)
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m4_inverse(sh_tmp_inv, sh_tmp_proj) # NDC -> view space
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let cview = v3_new(F_ZERO, F_ZERO, F_ZERO)
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let corners = words(24)
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let cview = v3_new(0.0, 0.0, 0.0)
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let corners = floats(24)
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for i in 0 .. 8 {
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var x = f_neg1(); var y = f_neg1(); var z = f_neg1()
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if (i & 1) != 0 { x = F_ONE }
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if (i & 2) != 0 { y = F_ONE }
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if (i & 4) != 0 { z = F_ONE }
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var x = -1.0; var y = -1.0; var z = -1.0
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if (i & 1) != 0 { x = 1.0 }
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if (i & 2) != 0 { y = 1.0 }
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if (i & 4) != 0 { z = 1.0 }
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let w = m4_xform_point(sh_corner, sh_tmp_inv, x, y, z)
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let iw = f_div(F_ONE, w)
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corners[i * 3] = f_mul(sh_corner[0], iw); corners[i * 3 + 1] = f_mul(sh_corner[1], iw); corners[i * 3 + 2] = f_mul(sh_corner[2], iw)
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cview[0] = f_add(cview[0], corners[i * 3]); cview[1] = f_add(cview[1], corners[i * 3 + 1]); cview[2] = f_add(cview[2], corners[i * 3 + 2])
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let iw = 1.0 / w
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corners[i * 3] = sh_corner[0] * iw; corners[i * 3 + 1] = sh_corner[1] * iw; corners[i * 3 + 2] = sh_corner[2] * iw
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cview[0] = cview[0] + corners[i * 3]; cview[1] = cview[1] + corners[i * 3 + 1]; cview[2] = cview[2] + corners[i * 3 + 2]
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}
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v3_scale(cview, cview, fr(1, 8))
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var radius = F_ZERO
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v3_scale(cview, cview, 1.0 / 8.0)
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var radius = 0.0
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for i in 0 .. 8 {
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v3_set(sh_corner, corners[i * 3], corners[i * 3 + 1], corners[i * 3 + 2])
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let d = v3_dist(sh_corner, cview)
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if f_gt(d, radius) { radius = d }
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if d > radius { radius = d }
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}
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radius = f_mul(radius, fl(1.05))
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radius = radius * 1.05
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# the slice centre back into world space
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m4_inverse(sh_tmp_vp, cam_view)
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let center = words(3)
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let center = floats(3)
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m4_xform_point(center, sh_tmp_vp, cview[0], cview[1], cview[2])
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free(cview)
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# light view: from far along the sun direction, looking at the centre
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let eye = words(3)
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let eye = floats(3)
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# casters up to ~900 m toward the sun (a mountain across the valley), and the
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# slice itself behind the centre: a tight depth range keeps the bias small
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let back = f_add(radius, fi(900))
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let back = radius + 900.0
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v3_madd(eye, center, sun_dir, back)
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let up = v3_new(F_ZERO, F_ONE, F_ZERO)
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let up = v3_new(0.0, 1.0, 0.0)
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m4_look_at(sh_tmp_view, eye, center, up)
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# snap the ortho window to the shadow texel grid
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let texel = f_div(f_mul(radius, F_TWO), fi(shadow_res))
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let texel = radius * 2.0 / float(shadow_res)
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m4_xform_point(sh_corner, sh_tmp_view, center[0], center[1], center[2])
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let ox = f_sub(f_mul(f_floor(f_div(sh_corner[0], texel)), texel), sh_corner[0])
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let oy = f_sub(f_mul(f_floor(f_div(sh_corner[1], texel)), texel), sh_corner[1])
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let nr = f_neg(radius)
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let zfar = f_add(f_add(back, radius), fi(100))
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m4_ortho(sh_tmp_proj, f_add(nr, ox), f_add(radius, ox), f_add(nr, oy), f_add(radius, oy), F_ONE, zfar)
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sh_range[c] = f_sub(zfar, F_ONE)
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let ox = Math.floor(sh_corner[0] / texel) * texel - sh_corner[0]
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let oy = Math.floor(sh_corner[1] / texel) * texel - sh_corner[1]
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let nr = -radius
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let zfar = back + radius + 100.0
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m4_ortho(sh_tmp_proj, nr + ox, radius + ox, nr + oy, radius + oy, 1.0, zfar)
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sh_range[c] = zfar - 1.0
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sh_texel[c] = texel
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let out = words(16)
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let out = floats(16)
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m4_mul(out, sh_tmp_proj, sh_tmp_view)
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for i in 0 .. 16 { sh_vp[c * 16 + i] = out[i] }
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free(out); free(eye); free(up); free(center); free(corners)
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}
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function shadow_cascade_vp(c: int) -> words { return mem_off(sh_vp, c * 64) }
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function shadow_cascade_vp(c: int) -> floats { return mem_off(sh_vp, c * 64) }
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# render every cascade; `draw` happens through terrain_draw_shadow + the scene's casters
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@ -173,25 +173,25 @@ function shadow_pass() -> void {
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if r3d_debug_shadow { shadow_dump() }
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if r3d_debug_shadow and not sh_printed2 {
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sh_printed2 = true
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let q = words(3)
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if sh_probe_x != 0 {
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let q = floats(3)
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if sh_probe_x != 0.0 {
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let vp = shadow_cascade_vp(2)
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m4_xform_point(q, vp, sh_probe_x, sh_probe_y, sh_probe_z)
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print(`probe base ndc {f_fx(q[0])} {f_fx(q[1])} {f_fx(q[2])}`)
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m4_xform_point(q, vp, sh_probe_x, f_add(sh_probe_y, fi(15)), sh_probe_z)
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print(`probe top ndc {f_fx(q[0])} {f_fx(q[1])} {f_fx(q[2])} -> map texel {f_to_int(f_mul(f_add(f_mul(q[0], F_HALF), F_HALF), fi(shadow_res)))} {f_to_int(f_mul(f_add(f_mul(q[1], F_HALF), F_HALF), fi(shadow_res)))}`)
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print(`probe base ndc {fixed(q[0])} {fixed(q[1])} {fixed(q[2])}`)
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m4_xform_point(q, vp, sh_probe_x, sh_probe_y + 15.0, sh_probe_z)
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print(`probe top ndc {fixed(q[0])} {fixed(q[1])} {fixed(q[2])} -> map texel {int((q[0] * 0.5 + 0.5) * float(shadow_res))} {int((q[1] * 0.5 + 0.5) * float(shadow_res))}`)
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# where the top's shadow lands on the ground: walk down the sun ray
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let gx = f_sub(f_add(sh_probe_x, F_ZERO), f_mul(sun_dir[0], f_div(fi(15), sun_dir[1])))
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let gz = f_sub(sh_probe_z, f_mul(sun_dir[2], f_div(fi(15), sun_dir[1])))
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let gx = sh_probe_x + 0.0 - sun_dir[0] * (15.0 / sun_dir[1])
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let gz = sh_probe_z - sun_dir[2] * (15.0 / sun_dir[1])
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m4_xform_point(q, vp, gx, terrain_height(gx, gz), gz)
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print(`shadow-of-top ground ndc {f_fx(q[0])} {f_fx(q[1])} {f_fx(q[2])} at {f_fx(gx)} {f_fx(gz)}`)
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print(`shadow-of-top ground ndc {fixed(q[0])} {fixed(q[1])} {fixed(q[2])} at {fixed(gx)} {fixed(gz)}`)
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}
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for c in 0 .. SHADOW_CASCADES {
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let vp = shadow_cascade_vp(c)
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# a point 5 m ahead of the camera on the ground
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let px = f_add(cam_pos[0], f_mul(cam_fwd[0], fi(5))); let pz = f_add(cam_pos[2], f_mul(cam_fwd[2], fi(5)))
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let px = cam_pos[0] + cam_fwd[0] * 5.0; let pz = cam_pos[2] + cam_fwd[2] * 5.0
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let w = m4_xform_point(q, vp, px, terrain_height(px, pz), pz)
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print(`cascade {c}: ndc {f_fx(q[0])} {f_fx(q[1])} {f_fx(q[2])} w {f_fx(w)} m0 {f_fx(vp[0])} m5 {f_fx(vp[5])} m14 {f_fx(vp[14])}`)
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print(`cascade {c}: ndc {fixed(q[0])} {fixed(q[1])} {fixed(q[2])} w {fixed(w)} m0 {fixed(vp[0])} m5 {fixed(vp[5])} m14 {fixed(vp[14])}`)
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}
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free(q)
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}
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@ -201,29 +201,29 @@ var sh_printed3: bool = false
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var sh_enabled: bool = true
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var sh_force: int = -1 # R3D_FORCE=<c> pins every pixel to cascade c (debug)
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var sh_skip_terrain: bool = false
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var sh_probe_x: int = 0
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var sh_probe_y: int = 0
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var sh_probe_z: int = 0
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var sh_probe_x: float = 0.0
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var sh_probe_y: float = 0.0
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var sh_probe_z: float = 0.0
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# Debug: cascade depths as grey PPMs (build/dbg_shadow_<c>.ppm)
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function shadow_dump() -> void {
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let n = shadow_res * shadow_res
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let buf = words(n * SHADOW_CASCADES)
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let buf = floats(n * SHADOW_CASCADES)
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gpu_tex_bind(GPU_TEX2D_ARRAY, sh_tex)
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gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE)
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gpu_tex_read(GPU_TEX2D_ARRAY, GL_DEPTH_COMPONENT, GL_FLOAT, buf)
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gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE)
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if sh_probe_x != 0 {
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if sh_probe_x != 0.0 {
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let vp = shadow_cascade_vp(2)
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let q = words(3)
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m4_xform_point(q, vp, sh_probe_x, f_add(sh_probe_y, fi(12)), sh_probe_z)
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let tx = f_to_int(f_mul(f_add(f_mul(q[0], F_HALF), F_HALF), fi(shadow_res)))
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let ty = f_to_int(f_mul(f_add(f_mul(q[1], F_HALF), F_HALF), fi(shadow_res)))
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let want = f_add(f_mul(q[2], F_HALF), F_HALF)
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print(`probe (12 m up) texel {tx} {ty} card depth {f_fx(f_mul(want, fi(1000)))}/1000`)
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let q = floats(3)
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m4_xform_point(q, vp, sh_probe_x, sh_probe_y + 12.0, sh_probe_z)
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let tx = int((q[0] * 0.5 + 0.5) * float(shadow_res))
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let ty = int((q[1] * 0.5 + 0.5) * float(shadow_res))
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let want = q[2] * 0.5 + 0.5
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print(`probe (12 m up) texel {tx} {ty} card depth {fixed(want * 1000.0)}/1000`)
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for dy in 0 .. 5 {
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let yy = ty - 40 + dy * 20
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print(` row {yy}: {f_fx(f_mul(buf[2 * n + yy * shadow_res + tx - 20], fi(1000)))} {f_fx(f_mul(buf[2 * n + yy * shadow_res + tx], fi(1000)))} {f_fx(f_mul(buf[2 * n + yy * shadow_res + tx + 20], fi(1000)))} /1000`)
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print(` row {yy}: {fixed(buf[2 * n + yy * shadow_res + tx - 20] * 1000.0)} {fixed(buf[2 * n + yy * shadow_res + tx] * 1000.0)} {fixed(buf[2 * n + yy * shadow_res + tx + 20] * 1000.0)} /1000`)
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}
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free(q)
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}
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@ -231,10 +231,10 @@ function shadow_dump() -> void {
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let row = bytes(sm * 3)
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for c in 0 .. SHADOW_CASCADES {
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# stretch between the map's own min and max (ignoring the far plane)
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var lo = F_ONE; var hi = F_ZERO
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var lo = 1.0; var hi = 0.0
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var i = 0
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while i < n { let d = buf[c * n + i]; if f_ls(d, fl(0.999)) { if f_ls(d, lo) { lo = d }; if f_gt(d, hi) { hi = d } }; i += 97 }
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print(`cascade {c} depth range {f_fx(lo)} .. {f_fx(hi)}`)
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while i < n { let d = buf[c * n + i]; if d < 0.999 { if d < lo { lo = d }; if d > hi { hi = d } }; i += 97 }
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print(`cascade {c} depth range {fixed(lo)} .. {fixed(hi)}`)
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let f = file_open(`build/dbg_shadow_{c}.ppm`, "wb")
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let hdr = `P6\n{sm} {sm}\n255\n`
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file_write(f, hdr, len(hdr))
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@ -242,7 +242,7 @@ function shadow_dump() -> void {
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for y in 0 .. sm {
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for x in 0 .. sm {
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let d = buf[c * n + (y * st) * shadow_res + x * st]
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let g = f_to_int(f_mul(f_clamp(f_div(f_sub(d, lo), f_max(f_sub(hi, lo), fl(0.0001))), F_ZERO, F_ONE), fi(255)))
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let g = int(Math.clamp((d - lo) / Math.max(hi - lo, 0.0001), 0.0, 1.0) * 255.0)
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row[x * 3] = g; row[x * 3 + 1] = g; row[x * 3 + 2] = g
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}
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file_write(f, row, sm * 3)
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@ -263,19 +263,19 @@ function shadow_bind(prog: int) -> void {
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r3d_bind_tex(prog, "u_shadow", 15, GPU_TEX2D_ARRAY, sh_tex)
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# the height-field shadow (terrain.ludic); a stand-in texture keeps the unit valid before the bake
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var ts = ter_shadow_tex
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var ts_on = F_ONE
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if ts == 0 { ts = ter_height_tex; ts_on = F_ZERO }
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var ts_on = 1.0
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if ts == 0 { ts = ter_height_tex; ts_on = 0.0 }
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r3d_bind_2d(prog, "u_tershadow", 6, ts)
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terrain_bind_height(prog)
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u_f(gpu_uniform(prog, "u_ts_on"), ts_on)
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u_f(gpu_uniform(prog, "u_ts_half"), fi(TERRAIN_HALF))
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u_f(gpu_uniform(prog, "u_ts_half"), float(TERRAIN_HALF))
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u_f2(gpu_uniform(prog, "u_ts_origin"), ter_ox, ter_oz)
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var loc = gpu_uniform(prog, "u_cascade_vp[0]")
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if loc < 0 { loc = gpu_uniform(prog, "u_cascade_vp") }
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if r3d_debug_shadow and not sh_printed { sh_printed = true; print(`cascade vp loc {loc} / {gpu_uniform(prog, "u_cascade_vp")} split loc {gpu_uniform(prog, "u_cascade_split")} shadow loc {gpu_uniform(prog, "u_shadow")}`) }
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u_mat4n(loc, SHADOW_CASCADES, sh_vp)
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u_fv(sh_loc(prog, "u_cascade_split"), SHADOW_CASCADES, sh_split)
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if r3d_debug_shadow and not sh_printed3 { sh_printed3 = true; print(`range {f_fx(sh_range[0])} {f_fx(sh_range[1])} {f_fx(sh_range[2])} {f_fx(sh_range[3])} texel*1000 {f_fx(f_mul(sh_texel[0], fi(1000)))} {f_fx(f_mul(sh_texel[1], fi(1000)))} {f_fx(f_mul(sh_texel[2], fi(1000)))} {f_fx(f_mul(sh_texel[3], fi(1000)))} locs {gpu_uniform(prog, "u_cascade_range")} {gpu_uniform(prog, "u_cascade_texel")}`) }
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if r3d_debug_shadow and not sh_printed3 { sh_printed3 = true; print(`range {fixed(sh_range[0])} {fixed(sh_range[1])} {fixed(sh_range[2])} {fixed(sh_range[3])} texel*1000 {fixed(sh_texel[0] * 1000.0)} {fixed(sh_texel[1] * 1000.0)} {fixed(sh_texel[2] * 1000.0)} {fixed(sh_texel[3] * 1000.0)} locs {gpu_uniform(prog, "u_cascade_range")} {gpu_uniform(prog, "u_cascade_texel")}`) }
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u_fv(sh_loc(prog, "u_cascade_range"), SHADOW_CASCADES, sh_range)
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if r3d_env_has("R3D_FORCE") { sh_force = Text.to_int(r3d_env("R3D_FORCE")) }
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u_i(gpu_uniform(prog, "u_force_cascade"), sh_force)
|
||||
|
|
|
|||
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