# ============================================================================ # scatter.ludic — instanced vegetation and props. A Layer is one model placed # many times (position, scale, yaw, seed, wind weight per instance). Each frame # the instances are split by distance: the near ones draw as the full scanned # mesh, the far ones as impostor cards baked from that mesh at load. # ============================================================================ const INST_FLOATS: int = 8 property Impostor { albedo: int = 0, normal: int = 0, tiles: int = 16, radius: float = 0.0, height: float = 0.0 } property Layer { model: Model, imp: Impostor, foliage: bool = false, 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, have: int = 0, # instances inst and scratch have room for now: grown toward cap as filled 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: floats, last_cam: floats, rough: float = 0.0, blade: bool = false, 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 atlas: Impostor, streamed: bool = false, # fed by a Stream: already frustum-culled per chunk, no split needed grounded: bool = false, # the vertex shader stands each instance on the drawn terrain 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: 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: 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 # level runs out to the cull distance). lod_card[k] = 1 marks a level that is the layer's # crossed card carrying its atlas (cover keeps its baked card as the far level). lods: []Model, n_lods: int = 0, # The GPU-culled path (Vulkan, phase 38): every instance in g_src, a compute pass packs the # visible ones per bucket into g_dst and writes the instance counts of the draw records in # g_cmds (see scatter_cull.comp for the record layout). g_on once it is set up for g_n instances. g_on: bool = false, g_n: int = 0, g_src: int = 0, g_dst: int = 0, g_cmds: int = 0, g_counts: int = 0, g_arena: []Prim, # one merged mesh per material, holding every level's copy (layer_arena_build) g_first: words, # material * 4 + level: that level's first index in the merged mesh 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: floats, lod_card: words, lod_buf: words, n_lod: words, lvl: words # scratch: the level chosen per gathered instance } # the procedural models' one layout: position, normal, uv, interleaved at 32 bytes function sc_model_layout(render3d_st: Render3dState, m: Mesh) -> void { gpu_mesh_attr(render3d_st, m, 0, 3, GPU_F32, 32, 0, false) gpu_mesh_attr(render3d_st, m, 1, 3, GPU_F32, 32, 12, false) gpu_mesh_attr(render3d_st, m, 2, 2, GPU_F32, 32, 24, false) } # Two crossed unit quads (x in [-0.5, 0.5], y in [0, 1]), attribute 0 = pos, # 1 = the quad's facing normal, 2 = uv. Scaled per layer to the atlas card size. function model_cross_card(render3d_st: mut Render3dState) -> Model { let model = new Model model.prims = new []Prim let pr = new Prim let m = gpu_mesh_new(render3d_st) let v = gl_floats(8 * 8) var k = 0 for q in 0 .. 2 { for c in 0 .. 4 { 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 } } gpu_mesh_vertices(render3d_st, m, v, gl_bytes_of(64), GPU_STATIC) sc_model_layout(render3d_st, m) free(v) let idx = words(12) idx[0] = 0; idx[1] = 1; idx[2] = 2; idx[3] = 0; idx[4] = 2; idx[5] = 3 idx[6] = 4; idx[7] = 5; idx[8] = 6; idx[9] = 4; idx[10] = 6; idx[11] = 7 gpu_mesh_indices(render3d_st, m, data_of(idx), 48, 4) free(idx) m.count = 12 gpu_mesh_done(render3d_st, m) pr.mesh = m if render3d_st.gltf_white == 0 { render3d_st.gltf_white = tex_solid(render3d_st, 200, 200, 200, 255); render3d_st.gltf_flat = tex_solid(render3d_st, 128, 128, 255, 255) } pr.diff = render3d_st.gltf_white; pr.nrm = render3d_st.gltf_flat; pr.arm = render3d_st.gltf_white push(model.prims, pr) model.radius = 0.5; model.height = 1.0; model.tris = 4 return model } # A card layer: crossed cards carrying a single-tile atlas baked from `scan`. # An aspen leaf hangs on a flattened stalk and turns in air nothing else feels. Give the # 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: float) -> void { l.flutter = v } function layer_cards(render3d_st: mut Render3dState, scan: Model, cap: int, wind: float, cull: float) -> Layer { let l = layer_new(render3d_st, model_cross_card(render3d_st), cap, true, wind, 0.0, cull) l.card = true l.atlas = impostor_bake(render3d_st, scan, 1, 512, 512) return l } # A lupine spike (1 m tall): a stem of two crossed quads (uv.x in [0,1]) and # seven tiers of crossed floret quads (uv.x in [1,2]), coloured in the shader. function model_lupine(render3d_st: mut Render3dState) -> Model { let model = new Model model.prims = new []Prim let pr = new Prim let m = gpu_mesh_new(render3d_st) # quads: stem x2 + tiers 12 x 2 + 3 leaves = 29 quads let nq = 29 let v = gl_floats(nq * 4 * 8) let idx = words(nq * 6) var k = 0 var qi = 0 for q in 0 .. nq { 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 = 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 = 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 = ang + PI * 0.5 } } let cx = Math.cos(ang) * w; let cz = Math.sin(ang) * w for c in 0 .. 4 { 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, 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 == 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 idx[qi] = b; idx[qi + 1] = b + 1; idx[qi + 2] = b + 2; idx[qi + 3] = b; idx[qi + 4] = b + 2; idx[qi + 5] = b + 3 qi += 6 } gpu_mesh_vertices(render3d_st, m, v, gl_bytes_of(nq * 4 * 8), GPU_STATIC) sc_model_layout(render3d_st, m) free(v) gpu_mesh_indices(render3d_st, m, data_of(idx), nq * 6 * 4, 4) free(idx) m.count = nq * 6 gpu_mesh_done(render3d_st, m) pr.mesh = m if render3d_st.gltf_white == 0 { render3d_st.gltf_white = tex_solid(render3d_st, 200, 200, 200, 255); render3d_st.gltf_flat = tex_solid(render3d_st, 128, 128, 255, 255) } pr.diff = render3d_st.gltf_white; pr.nrm = render3d_st.gltf_flat; pr.arm = render3d_st.gltf_white push(model.prims, pr) model.radius = 0.08; model.height = 0.65; model.tris = nq * 2 return model } # A dense lupine for baking into a card: a stem, ~220 small floret quads in a # tapering spiral (uv.x in [1,2]) and five leaves (uv.x in [2,3]). function model_lupine_dense(render3d_st: mut Render3dState) -> Model { let model = new Model model.prims = new []Prim let pr = new Prim let m = gpu_mesh_new(render3d_st) let nfl = 220 let nq = 2 + nfl + 5 let v = gl_floats(nq * 4 * 8) let idx = words(nq * 6) var k = 0 var qi = 0 seed(5) for q in 0 .. nq { 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 = 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 = 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 = PI * 0.5 } } # the quad faces outward (its normal along the spiral radius), leaning out by `tilt` 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 = -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 = 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 == 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 idx[qi] = b; idx[qi + 1] = b + 1; idx[qi + 2] = b + 2; idx[qi + 3] = b; idx[qi + 4] = b + 2; idx[qi + 5] = b + 3 qi += 6 } gpu_mesh_vertices(render3d_st, m, v, gl_bytes_of(nq * 4 * 8), GPU_STATIC) sc_model_layout(render3d_st, m) free(v) gpu_mesh_indices(render3d_st, m, data_of(idx), nq * 6 * 4, 4) free(idx) m.count = nq * 6 gpu_mesh_done(render3d_st, m) pr.mesh = m if render3d_st.gltf_white == 0 { render3d_st.gltf_white = tex_solid(render3d_st, 200, 200, 200, 255); render3d_st.gltf_flat = tex_solid(render3d_st, 128, 128, 255, 255) } pr.diff = render3d_st.gltf_white; pr.nrm = render3d_st.gltf_flat; pr.arm = render3d_st.gltf_white push(model.prims, pr) model.radius = 0.11; model.height = 0.68; model.tris = nq * 2 return model } # A procedural grass blade (1 m tall, 5 cm wide, curved): 5 rows of 2 vertices. function model_blade(render3d_st: mut Render3dState) -> Model { let model = new Model model.prims = new []Prim let pr = new Prim let m = gpu_mesh_new(render3d_st) let rows = 5 let v = gl_floats(rows * 2 * 8) var k = 0 for r in 0 .. rows { let t = float(r) / float(rows - 1) # never a zero-width tip: a sliver triangle extrapolates its attributes wildly 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 = -hw if sd == 1 { x = hw } 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 } } gpu_mesh_vertices(render3d_st, m, v, gl_bytes_of(rows * 2 * 8), GPU_STATIC) sc_model_layout(render3d_st, m) free(v) let ni = (rows - 1) * 6 let idx = words(ni) k = 0 for r in 0 .. rows - 1 { let a = r * 2 idx[k] = a; idx[k + 1] = a + 1; idx[k + 2] = a + 2 idx[k + 3] = a + 1; idx[k + 4] = a + 3; idx[k + 5] = a + 2 k += 6 } gpu_mesh_indices(render3d_st, m, data_of(idx), ni * 4, 4) free(idx) m.count = ni gpu_mesh_done(render3d_st, m) pr.mesh = m if render3d_st.gltf_white == 0 { render3d_st.gltf_white = tex_solid(render3d_st, 200, 200, 200, 255); render3d_st.gltf_flat = tex_solid(render3d_st, 128, 128, 255, 255) } pr.diff = render3d_st.gltf_white; pr.nrm = render3d_st.gltf_flat; pr.arm = render3d_st.gltf_white push(model.prims, pr) model.radius = 0.05; model.height = 1.0; model.tris = ni / 3 return model } # The foliage depth prepass (render.ludic): the near tree LODs write depth first with a # shader that only runs the alpha test, then the lit pass shades them with no discard and # an equal depth test, so a pixel of needles is lit once rather than once for every card # stacked behind it. In a dense stand at 4K that overdraw was the largest pass in the frame. function scatter_init(render3d_st: mut Render3dState) -> void { # R3D_DUMP_ATLAS: every impostor and card atlas the run bakes, to build/atlas__{color,alpha}.ppm render3d_st.sc_debug_dump = r3d_env_has(render3d_st, "R3D_DUMP_ATLAS") render3d_st.sc_prog = r3d_program(render3d_st, "model.vert", "model.frag", "") render3d_st.sc_prog_fol = r3d_program(render3d_st, "model.vert", "model.frag", "#define FOLIAGE\n#define WIND\n#define ALPHA_TEST\n#define NEAR_FADE\n") render3d_st.sc_prog_fol_depth = r3d_program(render3d_st, "model.vert", "depth.frag", "#define FOLIAGE\n#define WIND\n#define ALPHA_TEST\n#define NEAR_FADE\n") render3d_st.sc_prog_fol_eq = r3d_program(render3d_st, "model.vert", "model.frag", "#define FOLIAGE\n#define WIND\n#define EQ_PASS\n#define NEAR_FADE\n") render3d_st.sc_prog_wind = r3d_program(render3d_st, "model.vert", "model.frag", "#define WIND\n") render3d_st.sc_prog_blade = r3d_program(render3d_st, "model.vert", "model.frag", "#define FOLIAGE\n#define WIND\n#define BLADE\n") render3d_st.sc_prog_flower = r3d_program(render3d_st, "model.vert", "model.frag", "#define FOLIAGE\n#define WIND\n#define FLOWER\n") render3d_st.sc_prog_card = r3d_program(render3d_st, "model.vert", "model.frag", "#define FOLIAGE\n#define WIND\n#define CARD\n") render3d_st.sc_prog_card_shadow = r3d_program(render3d_st, "model.vert", "model.frag", "#define SHADOW_PASS\n#define WIND\n#define CARD\n") render3d_st.sc_prog_card_cheap = r3d_program(render3d_st, "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 render3d_st.sc_blade_base = v3_new(0.045, 0.06, 0.025) render3d_st.sc_blade_tip = v3_new(0.22, 0.27, 0.13) render3d_st.sc_blade_tint = v3_new(1.0, 1.0, 1.0) render3d_st.sc_prog_shadow = r3d_program(render3d_st, "model.vert", "shadow.frag", "#define SHADOW_PASS\n") render3d_st.sc_prog_shadow_wind = r3d_program(render3d_st, "model.vert", "shadow.frag", "#define SHADOW_PASS\n#define WIND\n") render3d_st.sc_prog_shadow_fol = r3d_program(render3d_st, "model.vert", "shadow.frag", "#define SHADOW_PASS\n#define WIND\n#define ALPHA_TEST\n") render3d_st.sc_imp_prog = r3d_program(render3d_st, "impostor.vert", "impostor.frag", "") render3d_st.sc_imp_prog_shadow = r3d_program(render3d_st, "impostor.vert", "impostor.frag", "#define SHADOW_PASS\n") render3d_st.sc_bake_prog = r3d_program(render3d_st, "model.vert", "bake.frag", "") render3d_st.sc_bake_flower_prog = r3d_program(render3d_st, "model.vert", "bake.frag", "#define FLOWER\n") render3d_st.sc_bake_card_prog = r3d_program(render3d_st, "model.vert", "bake.frag", "#define CARD\n") render3d_st.sc_card = mesh_card(render3d_st) # a single identity instance, for baking let one = gl_floats(INST_FLOATS) 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)) render3d_st.sc_ident_buf = gpu_buffer_new(render3d_st) gpu_buffer_upload(render3d_st, render3d_st.sc_ident_buf, INST_FLOATS * 4, one, GPU_STATIC) free(one) render3d_st.sc_layers = new []Layer } # feed a mesh its instances from `buf`: attribute 3 = position + scale, 4 = sin, cos, seed, wind function scatter_attach(render3d_st: Render3dState, m: Mesh, buf: int) -> void { gpu_mesh_bind_instances(render3d_st, m, buf) gpu_mesh_attr_inst(render3d_st, m, 3, 4, GPU_F32, INST_FLOATS * 4, 0) gpu_mesh_attr_inst(render3d_st, m, 4, 4, GPU_F32, INST_FLOATS * 4, 16) gpu_mesh_done(render3d_st, m) } function layer_new(render3d_st: mut Render3dState, model: Model, cap: int, foliage: bool, wind: float, near: float, cull: float) -> Layer { let l = new Layer l.model = model l.cap = cap l.foliage = foliage l.wind = wind l.near = near l.cull = cull l.tint = v3_new(1.0, 1.0, 1.0) # room for what the layer holds, not for what it might: 45 layers at full capacity up front were # 0.4 GB, most of it never filled (plan 23 of maroon-lake) l.have = min(cap, 256) l.inst = floats(l.have * INST_FLOATS) l.scratch = floats(l.have * INST_FLOATS) l.last_cam = v3_new(100000.0, 0.0, 0.0) l.buf = gpu_buffer_new(render3d_st) l.imp_buf = gpu_buffer_new(render3d_st) l.sh_buf = gpu_buffer_new(render3d_st) l.rough = 1.0 for i in 0 .. len(model.prims) { scatter_attach(render3d_st, model.prims[i].mesh, l.buf) } push(render3d_st.sc_layers, l) return l } # room for n instances (at most the layer's cap), doubling what there is so a fill costs a few copies function layer_room(l: Layer, n: int) -> void { if n <= l.have { return } var want = max(l.have * 2, n) if want > l.cap { want = l.cap } let inst = floats(want * INST_FLOATS) if l.count > 0 { mem_copy(data_of(inst), data_of(l.inst), l.count * INST_FLOATS * 4) } free(l.inst) free(l.scratch) l.inst = inst l.scratch = floats(want * INST_FLOATS) l.have = want } 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 } layer_room(l, l.count + 1) 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] = Math.sin(yaw); l.inst[o + 5] = Math.cos(yaw); l.inst[o + 6] = seed; l.inst[o + 7] = wind l.count += 1 } # ---- impostors --------------------------------------------------------------------- function impostor_bake(render3d_st: mut Render3dState, model: Model, tiles: int, tw: int, th: int) -> Impostor { let im = new Impostor im.tiles = tiles im.radius = model.radius * 1.02 im.height = model.height let aw = tiles * tw im.albedo = tex_target(render3d_st, aw, th, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR) im.normal = tex_target(render3d_st, aw, th, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR) let fbo = gpu_fb_new(render3d_st) gpu_fb_bind(render3d_st, fbo) gpu_fb_color(render3d_st, 0, im.albedo) gpu_fb_color(render3d_st, 1, im.normal) let rb = gpu_rb_new(render3d_st) gpu_rb_storage(render3d_st, rb, GL_DEPTH_COMPONENT24, aw, th, 0) gpu_fb_depth_rb(render3d_st, rb) gpu_fb_draw_buffers(render3d_st, 2) gpu_viewport(render3d_st, 0, 0, aw, th) gpu_clear_color(render3d_st, 0.0, 0.0, 0.0, 0.0) gpu_clear(render3d_st, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) gpu_depth_test(render3d_st, true) gpu_depth_func(render3d_st, GL_LESS) gpu_cull(render3d_st, false) gpu_blend(render3d_st, false) # the model's prims temporarily take the identity instance for i in 0 .. len(model.prims) { scatter_attach(render3d_st, model.prims[i].mesh, render3d_st.sc_ident_buf) } let view = m4_new(); let proj = m4_new() 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 = model.height * 0.5 var bake = render3d_st.sc_bake_prog if render3d_st.sc_bake_flower { bake = render3d_st.sc_bake_flower_prog } gpu_use_program(render3d_st, bake) for t in 0 .. tiles { 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, 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, -r, r, -hh, hh, 0.1, r * 9.0) u_mat4(render3d_st, gpu_uniform(render3d_st, bake, "u_view"), view) u_mat4(render3d_st, gpu_uniform(render3d_st, bake, "u_proj"), proj) u_f(render3d_st, gpu_uniform(render3d_st, bake, "u_wind"), 0.0) u_f(render3d_st, gpu_uniform(render3d_st, bake, "u_flutter"), 0.0) gpu_viewport(render3d_st, t * tw, 0, tw, th) for i in 0 .. len(model.prims) { let pr = model.prims[i] r3d_bind_2d(render3d_st, bake, "u_diff", 0, pr.diff) r3d_bind_2d(render3d_st, bake, "u_arm", 2, pr.arm) mesh_draw_instanced(render3d_st, pr.mesh, 1) } } free(view); free(proj); free(eye); free(at); free(up) gpu_fb_bind(render3d_st, 0) gpu_fb_free(render3d_st, fbo) gpu_rb_free(render3d_st, rb) gpu_tex_bind(render3d_st, GPU_TEX2D, im.albedo) gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) gpu_tex_mips(render3d_st, GPU_TEX2D) gpu_tex_bind(render3d_st, GPU_TEX2D, im.normal) gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) gpu_tex_mips(render3d_st, GPU_TEX2D) gpu_check(render3d_st, "impostor bake") # numbered, so every bake of a run survives to be compared (a card layer per species bakes one) if render3d_st.sc_debug_dump { render3d_st.sc_dump_n += 1 render3d_st.tex_dump_alpha = true; tex_dump(render3d_st, im.albedo, aw, th, `build/atlas_{render3d_st.sc_dump_n}_alpha.ppm`); render3d_st.tex_dump_alpha = false tex_dump(render3d_st, im.albedo, aw, th, `build/atlas_{render3d_st.sc_dump_n}_color.ppm`) } return im } # 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(render3d_st: mut Render3dState, l: Layer, models: []Model, dists: floats) -> void { l.lods = models l.n_lods = len(models) 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(render3d_st) let m = models[k] for i in 0 .. len(m.prims) { scatter_attach(render3d_st, m.prims[i].mesh, l.lod_buf[k]) } } l.model = models[0] l.near = dists[l.n_lods - 1] if l.lvl == null { l.lvl = words(l.cap) } } # mark level k as the layer's crossed card (drawn with the card program and its atlas) function layer_lod_card(l: Layer, k: int) -> void { l.lod_card[k] = 1 } function layer_set_impostor(render3d_st: Render3dState, l: Layer, im: Impostor) -> void { l.imp = im scatter_attach(render3d_st, render3d_st.sc_card, l.imp_buf) } # ---- per frame ----------------------------------------------------------------------- # Partitions and gathers are redone only when the view changed enough to matter: the # 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. function scatter_begin_frame(render3d_st: mut Render3dState) -> void { if render3d_st.sc_view_pos == null { render3d_st.sc_view_pos = v3_new(100000.0, 0.0, 0.0); render3d_st.sc_view_fwd = v3_new(0.0, 0.0, -1.0) } if v3_dist(render3d_st.sc_view_pos, render3d_st.cam_pos) > 1.5 or v3_dot(render3d_st.sc_view_fwd, render3d_st.cam_fwd) < 0.999 { render3d_st.sc_view_gen += 1 v3_copy(render3d_st.sc_view_pos, render3d_st.cam_pos) v3_copy(render3d_st.sc_view_fwd, render3d_st.cam_fwd) } # GPU-culled layers dispatch before the first pass of the frame, so no pass is split for it if render3d_st.sc_layers != null { for i in 0 .. len(render3d_st.sc_layers) { if render3d_st.sc_layers[i].n_lods > 1 and render3d_st.sc_layers[i].imp != null { layer_update(render3d_st, render3d_st.sc_layers[i]) } } } } # ---- the GPU-culled path ------------------------------------------------------------------ # On Vulkan (R3D_GPU_CULL=0 turns it off): a tree layer (a LOD chain of up to four levels sharing up # to four materials, with an impostor, not streamed) is culled and split into its buckets by # scatter_cull.comp, and its lit, prepass, impostor and shadow-LOD draws read the records that pass # wrote - one draw per material covering every level. Nothing is partitioned or uploaded on the CPU # when the view moves. PC camp benchmark: 2791 -> 2657 draws, 4.3 -> 4.1 s for 400 frames. const SC_REC_W: int = 20 # a VkDrawIndexedIndirectCommand const SC_RECS: int = 29 # 16 level x prim, 1 impostor, 12 shadow LOD (scatter_cull.comp) function layer_gpu_eligible(render3d_st: Render3dState, l: Layer) -> bool { if l.n_lods < 2 or l.n_lods > 4 or l.imp == null or l.streamed or l.flower or l.blade or l.count == 0 { return false } return layer_arena_ok(render3d_st, l) } # The merged meshes. Every level of a kit tree or rock carries the same materials in the same order # (bark then needles; the rock's one), so each material becomes ONE mesh holding all its levels, and # one indirect draw of several records draws every level of it: record (material, level) names that # level's index and vertex range and its bucket's instances. A conifer's lit pass goes from eight # draws to two. Anything that does not fit - a card level, a level with other materials, other # attributes or 32-bit indices - keeps the CPU path. function layer_arena_ok(render3d_st: Render3dState, l: Layer) -> bool { let n_mat = len(l.lods[0].prims) if n_mat == 0 or n_mat > 4 { return false } for k in 0 .. l.n_lods { if l.lod_card[k] == 1 { return false } let m = l.lods[k] if len(m.prims) != n_mat { return false } for j in 0 .. n_mat { let pm = m.prims[j].mesh let p0 = l.lods[0].prims[j] if m.prims[j].diff != p0.diff or m.prims[j].verts == 0 or pm.ebo == 0 or pm.itype != GL_UNSIGNED_SHORT { return false } if gpu_buffer_map(render3d_st, pm.ebo) == null { return false } for a in 0 .. 3 { let o = a * GPU_ATTR_W if p0.mesh.attrs[o + 1] == 0 or pm.attrs[o + 1] != p0.mesh.attrs[o + 1] or pm.attrs[o + 3] != pm.attrs[o + 1] * 4 { return false } if gpu_buffer_map(render3d_st, pm.attrs[o]) == null { return false } } } } return true } function layer_arena_build(render3d_st: mut Render3dState, l: Layer) -> void { let n_mat = len(l.lods[0].prims) l.g_arena = new []Prim l.g_first = words(16); l.g_base = words(16) for i in 0 .. 16 { l.g_first[i] = 0; l.g_base[i] = 0 } for j in 0 .. n_mat { var nv = 0 var ni = 0 for k in 0 .. l.n_lods { let pr = l.lods[k].prims[j] l.g_first[j * 4 + k] = ni; l.g_base[j * 4 + k] = nv nv += pr.verts; ni += pr.mesh.count } let p0 = l.lods[0].prims[j] let m = gpu_mesh_new(render3d_st) for a in 0 .. 3 { let comps = p0.mesh.attrs[a * GPU_ATTR_W + 1] let vb = bytes(nv * comps * 4 + 8) for k in 0 .. l.n_lods { let pr = l.lods[k].prims[j] mem_copy(mem_off(vb, l.g_base[j * 4 + k] * comps * 4), gpu_buffer_map(render3d_st, pr.mesh.attrs[a * GPU_ATTR_W]), pr.verts * comps * 4) } gpu_mesh_vertices(render3d_st, m, vb, nv * comps * 4, GPU_STATIC) gpu_mesh_attr(render3d_st, m, a, comps, GPU_F32, 0, 0, false) free(vb) } let ib = bytes(ni * 2 + 8) for k in 0 .. l.n_lods { let pm = l.lods[k].prims[j].mesh mem_copy(mem_off(ib, l.g_first[j * 4 + k] * 2), gpu_buffer_map(render3d_st, pm.ebo), pm.count * 2) } gpu_mesh_indices(render3d_st, m, ib, ni * 2, 2) free(ib) m.count = ni gpu_mesh_done(render3d_st, m) scatter_attach(render3d_st, m, l.g_dst) let ap = new Prim ap.mesh = m; ap.diff = p0.diff; ap.nrm = p0.nrm; ap.arm = p0.arm; ap.verts = nv; ap.name = p0.name push(l.g_arena, ap) } l.g_model = new Model l.g_model.prims = l.g_arena; l.g_model.height = l.lods[0].height; l.g_model.radius = l.lods[0].radius; l.g_model.ymin = l.lods[0].ymin l.g_model_sh = new Model var sh = l.n_lods - 1 if sh > 2 { sh = 2 } l.g_model_sh.prims = l.g_arena; l.g_model_sh.height = l.lods[sh].height; l.g_model_sh.radius = l.lods[sh].radius; l.g_model_sh.ymin = l.lods[sh].ymin } function layer_gpu_prepare(render3d_st: mut Render3dState, l: Layer) -> bool { if not render3d_st.sc_cull_tried { render3d_st.sc_cull_tried = true # Os.env is null when the variable is unset, and a compare reads through it: ask first # on by default wherever there is compute; R3D_GPU_CULL=0 keeps the CPU partition (for comparing) var off = false if r3d_env_has(render3d_st, "R3D_GPU_CULL") { off = r3d_env(render3d_st, "R3D_GPU_CULL") == "0" } if gpu_has_compute(render3d_st) and gpu_has_mdi(render3d_st) and not off { render3d_st.sc_cull_prog = gpu_compute(render3d_st, "scatter_cull", 4) if render3d_st.sc_cull_prog > 0 { print("r3d: scatter: tree layers are culled on the GPU") } } } if render3d_st.sc_cull_prog == 0 or not layer_gpu_eligible(render3d_st, l) { return false } if l.g_on and l.g_n == l.count { return true } if l.g_src == 0 { l.g_src = gpu_buffer_new(render3d_st); l.g_dst = gpu_buffer_new(render3d_st); l.g_cmds = gpu_buffer_new(render3d_st); l.g_counts = gpu_buffer_new(render3d_st) gpu_buffer_gpu_owned(render3d_st, l.g_dst); gpu_buffer_gpu_owned(render3d_st, l.g_cmds); gpu_buffer_gpu_owned(render3d_st, l.g_counts) } let n = l.n_lods let cap = l.count gpu_buffer_upload(render3d_st, l.g_src, cap * INST_FLOATS * 4, data_of(l.inst), GPU_STATIC) gpu_buffer_upload(render3d_st, l.g_dst, (n + 1) * cap * INST_FLOATS * 4, null, GPU_DYNAMIC) if l.g_arena == null { layer_arena_build(render3d_st, l) } let n_mat = len(l.g_arena) let rec = words(SC_RECS * 5) for i in 0 .. SC_RECS * 5 { rec[i] = 0 } # material j, level k: that level's range of the merged mesh, its instances from bucket k for j in 0 .. n_mat { for k in 0 .. n { let r = (j * 4 + k) * 5 rec[r] = l.lods[k].prims[j].mesh.count; rec[r + 2] = l.g_first[j * 4 + k]; rec[r + 3] = l.g_base[j * 4 + k]; rec[r + 4] = k * cap } } rec[16 * 5] = render3d_st.sc_card.count; rec[16 * 5 + 4] = n * cap # the shadow LOD: level 2's range, from buckets 0 .. 2 if n > 2 { for j in 0 .. n_mat { for b in 0 .. 3 { let r = (17 + j * 3 + b) * 5 rec[r] = l.lods[2].prims[j].mesh.count; rec[r + 2] = l.g_first[j * 4 + 2]; rec[r + 3] = l.g_base[j * 4 + 2]; rec[r + 4] = b * cap } } } gpu_buffer_upload(render3d_st, l.g_cmds, SC_RECS * SC_REC_W, data_of(rec), GPU_DYNAMIC) let zeros = words(5) for i in 0 .. 5 { zeros[i] = 0 } gpu_buffer_upload(render3d_st, l.g_counts, 20, data_of(zeros), GPU_DYNAMIC) free(rec); free(zeros) # the card casts every instance, as on the CPU path (layer_grid_build uploads this there) l.n_sh = l.count gpu_buffer_upload(render3d_st, l.sh_buf, l.count * INST_FLOATS * 4, data_of(l.inst), GPU_STATIC) l.g_n = l.count l.g_on = true return true } # the dispatch for the view as it stands: frustum, camera, distances, the layer's shape function layer_gpu_cull(render3d_st: mut Render3dState, l: Layer) -> void { let pr = words(36) for i in 0 .. 36 { 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(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] = 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(render3d_st, render3d_st.sc_cull_prog, data_of(pr), 144, bufs, 1) free(pr); free(bufs) } # 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(render3d_st: mut Render3dState, 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 = 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 = 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 = 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 = 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] = 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 = floats(l.count * INST_FLOATS) for i in 0 .. l.count { let c = cellof[i] let q = fill[c] * INST_FLOATS fill[c] += 1 let o = i * INST_FLOATS for k in 0 .. INST_FLOATS { l.gsorted[q + k] = l.inst[o + k] } } free(cellof); free(fill) if l.vis == null { l.vis = floats(l.cap * INST_FLOATS) } l.n_sh = l.count gpu_buffer_upload(render3d_st, l.sh_buf, l.count * INST_FLOATS * 4, data_of(l.inst), GPU_STATIC) } # gather the instances of the cells the camera can see (and that are within cull) function layer_grid_gather(render3d_st: Render3dState, l: Layer) -> void { let cell = l.gcell let half = cell * 0.5 let reach = l.cull + cell * 0.71 var n = 0 for iz in 0 .. l.gnz { 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 = l.gx0 + float(ix) * cell + half if l.cull != 0.0 { let dx = wx - render3d_st.cam_pos[0]; let dz = wz - render3d_st.cam_pos[2] if Math.sqrt(dx * dx + dz * dz) > reach { continue } } 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 = Math.sqrt(half * half * 2.0 + hy * hy) + (l.model.height * 2.0 + 4.0) if not cam_sphere_visible(render3d_st, 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 } } l.n_vis = n } # 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(render3d_st: mut Render3dState, 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 = 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 = src[o] - render3d_st.cam_pos[0]; let dz = src[o + 2] - render3d_st.cam_pos[2] let d2 = dx * dx + dz * dz var lv = n + 1 # n + 1 = dropped 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] != 0.0 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 } } l.lvl[i] = lv counts[lv] += 1 } # prefix offsets (in instances) per bucket let start = words(n + 2) var acc = 0 for k in 0 .. n + 2 { start[k] = acc; acc += counts[k] } let fill = words(n + 2) for k in 0 .. n + 2 { fill[k] = start[k] } let tmp = l.scratch for i in 0 .. total { let lv = l.lvl[i] if lv > n { continue } let q = fill[lv] * INST_FLOATS fill[lv] += 1 let o = i * INST_FLOATS for k in 0 .. INST_FLOATS { tmp[q + k] = src[o + k] } } for k in 0 .. n { l.n_lod[k] = counts[k] if counts[k] > 0 { gpu_buffer_upload(render3d_st, l.lod_buf[k], counts[k] * INST_FLOATS * 4, mem_off(tmp, start[k] * INST_FLOATS * 4), GPU_DYNAMIC) } } l.n_near = counts[0] l.n_far = counts[n] if render3d_st.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(render3d_st.cam_pos[0])} {fixed(render3d_st.cam_pos[2])} first {fixed(src[0])} {fixed(src[2])}`) } if l.n_far > 0 { gpu_buffer_upload(render3d_st, 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 == 0.0 { l.n_sh = total if total > 0 { gpu_buffer_upload(render3d_st, l.sh_buf, total * INST_FLOATS * 4, data_of(src), GPU_DYNAMIC) } } free(counts); free(start); free(fill) } # split the instances by distance to the camera (only when the view changed) function layer_update(render3d_st: mut Render3dState, l: Layer) -> void { if render3d_st.sc_freeze { return } if l.view_gen == render3d_st.sc_view_gen { return } l.view_gen = render3d_st.sc_view_gen if layer_gpu_prepare(render3d_st, l) { layer_gpu_cull(render3d_st, l); return } let t_lu = gl_now_us() 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 == 0.0 and l.n_lods <= 1 { l.n_near = l.count; l.n_far = 0; l.n_sh = l.count gpu_buffer_upload(render3d_st, l.buf, l.count * INST_FLOATS * 4, data_of(l.inst), GPU_DYNAMIC) prof_layer_add(render3d_st, gl_now_us() - t_lu, l.count * INST_FLOATS * 4) return } if l.gcell == 0.0 and not l.streamed and l.count > 2000 { layer_grid_build(render3d_st, l, 96.0) } var src = l.inst var total = l.count if l.gcell != 0.0 { layer_grid_gather(render3d_st, 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 let tmp = l.scratch if l.n_lods > 1 { layer_partition_lods(render3d_st, l, src, total) prof_layer_add(render3d_st, gl_now_us() - t_lu, total * INST_FLOATS * 4) return } var i = 0 while i < total { let o = i * INST_FLOATS let dx = src[o] - render3d_st.cam_pos[0] let dz = src[o + 2] - render3d_st.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 } else if l.imp != null { nf += 1 let q = far_off - nf * INST_FLOATS for k in 0 .. INST_FLOATS { tmp[q + k] = src[o + k] } } i += 1 } l.n_near = nn l.n_far = nf if l.imp != null and nn > 0 and render3d_st.sc_debug_dump { print(`near full-mesh instances: {nn} (first at {fixed(tmp[0])} {fixed(tmp[1])} {fixed(tmp[2])})`) } if render3d_st.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 {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 == 0.0 { l.n_sh = l.count if l.count > 0 { gpu_buffer_upload(render3d_st, l.sh_buf, l.count * INST_FLOATS * 4, data_of(l.inst), GPU_DYNAMIC) } } gpu_buffer_upload(render3d_st, l.buf, nn * INST_FLOATS * 4, data_of(tmp), GPU_DYNAMIC) if nf > 0 { gpu_buffer_upload(render3d_st, l.imp_buf, nf * INST_FLOATS * 4, mem_off(tmp, (far_off - nf * INST_FLOATS) * 4), GPU_DYNAMIC) } prof_layer_add(render3d_st, gl_now_us() - t_lu, (nn + nf + l.n_sh) * INST_FLOATS * 4) } function layer_program(render3d_st: Render3dState, l: Layer, shadow: bool, card: bool) -> int { if card { if shadow { return render3d_st.sc_prog_card_shadow } if l.cheap { return render3d_st.sc_prog_card_cheap } return render3d_st.sc_prog_card } if shadow { if l.foliage and not l.blade and not l.flower { return render3d_st.sc_prog_shadow_fol } if l.wind != 0.0 { return render3d_st.sc_prog_shadow_wind } return render3d_st.sc_prog_shadow } if l.blade { return render3d_st.sc_prog_blade } if l.flower { return render3d_st.sc_prog_flower } if l.foliage { if render3d_st.sc_prepass and render3d_st.sc_prog_fol_eq != 0 { return render3d_st.sc_prog_fol_eq } return render3d_st.sc_prog_fol } if l.wind != 0.0 { return render3d_st.sc_prog_wind } return render3d_st.sc_prog } # R3D_LODDBG=1 tints each LOD level (red, green, blue, yellow) and impostors magenta # 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 # over the ground, K how far the frustum's corners reach past its depth. A prop's shadow falls at most # about six times its height past it (the sun near ten degrees). A level outside that range cannot # touch a pixel of the cascade, so leaving it out changes no shadow - unlike the old per-class skips # at fixed distances, which dropped casters that did cast (see scatter_draw_casters). The flowers' # mesh levels (6 - 30 m) stop being drawn into the three outer cascades. R3D_CAST_ALL=1 draws every # level into every cascade, for comparing. function layer_level_casts_here(render3d_st: mut Render3dState, l: Layer, k: int) -> bool { if l.lod_dist == null { return true } var dmin = 0.0 if k > 0 { dmin = l.lod_dist[k - 1] } return cast_band_reaches(render3d_st, 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(render3d_st: mut Render3dState, dmin: float, dmax: float, height: float) -> bool { if render3d_st.sc_cast_all < 0 { render3d_st.sc_cast_all = 0; if r3d_env_has(render3d_st, "R3D_CAST_ALL") { render3d_st.sc_cast_all = 1 } } if render3d_st.sc_cast_all == 1 or render3d_st.sh_split == null { return true } if render3d_st.sc_cast_gen != render3d_st.sc_view_gen { render3d_st.sc_cast_gen = render3d_st.sc_view_gen render3d_st.sc_cast_dy = Math.abs(render3d_st.cam_pos[1] - terrain_height(render3d_st, render3d_st.cam_pos[0], render3d_st.cam_pos[2])) + 5.0 let half = render3d_st.cam_fov * 0.5 let t = Math.sin(half) / Math.cos(half) let ta = t * render3d_st.cam_aspect render3d_st.sc_cast_k = Math.sqrt(1.0 + (t * t + ta * ta)) * 1.1 } let c = render3d_st.sh_cascade var near = render3d_st.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 = render3d_st.sh_split[c - 1] * 0.85 } let far = render3d_st.sh_split[c] let reach = Math.max(Math.min(height * 6.0, 40.0), 8.0) if dmax != 0.0 and dmax + reach + render3d_st.sc_cast_dy < near { return false } if dmin - reach > far * render3d_st.sc_cast_k { return false } return true } # `full` casts the layer's entire instance list out of sh_buf instead of the near # 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(render3d_st: mut Render3dState, 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) render3d_st.sc_ind_base = 0; render3d_st.sc_ind_n = l.n_lods layer_draw_model(render3d_st, l, l.g_model, l.g_dst, 1, false, shadow, light_vp) render3d_st.sc_ind_base = -1; render3d_st.sc_ind_n = 1 return } if l.n_lods > 1 { # a LOD chain: every level from its own bucket (casters are what is drawn), and a caster level # only into the cascades it can put a shadow in for k in 0 .. l.n_lods { if shadow and not layer_level_casts_here(render3d_st, l, k) { continue } render3d_st.sc_dbg_level = k; layer_draw_model(render3d_st, l, l.lods[k], l.lod_buf[k], l.n_lod[k], l.lod_card[k] == 1, shadow, light_vp) } render3d_st.sc_dbg_level = -1 return } var vb = l.buf var cnt = l.n_near if full and not l.streamed { vb = l.sh_buf; cnt = l.n_sh } layer_draw_model(render3d_st, l, l.model, vb, cnt, l.card, shadow, light_vp) } # draw `cnt` instances of `model` out of instance buffer `vb`, as a mesh or as the layer's card function layer_draw_model(render3d_st: mut Render3dState, l: Layer, model: Model, vb: int, cnt: int, card: bool, shadow: bool, light_vp: floats) -> void { if cnt == 0 { return } let p = layer_program(render3d_st, l, shadow, card) gpu_use_program(render3d_st, 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 == render3d_st.sc_prog_fol_eq { gpu_depth_func(render3d_st, GL_EQUAL) } var ground = 0.0 if l.grounded { ground = 1.0 } u_f(render3d_st, gpu_uniform(render3d_st, p, "u_ground"), ground) if l.grounded { terrain_bind_height(render3d_st, p) } u_f(render3d_st, gpu_uniform(render3d_st, p, "u_time"), render3d_st.r3d_time) u_f(render3d_st, gpu_uniform(render3d_st, p, "u_wind"), l.wind) u_f(render3d_st, gpu_uniform(render3d_st, p, "u_flutter"), l.flutter) var mh = 0.0 if not card and l.foliage { mh = model.height } u_f(render3d_st, gpu_uniform(render3d_st, p, "u_model_h"), mh) if not card and l.foliage and not shadow and render3d_st.sc_a2c { gpu_alpha_to_coverage(render3d_st, true) } if card { u_f(render3d_st, gpu_uniform(render3d_st, p, "u_card_w"), l.atlas.radius * 2.0); u_f(render3d_st, gpu_uniform(render3d_st, p, "u_card_h"), l.atlas.height) r3d_bind_2d(render3d_st, p, "u_diff", 0, l.atlas.albedo) r3d_bind_2d(render3d_st, p, "u_nrm", 1, l.atlas.normal) gpu_alpha_to_coverage(render3d_st, true) } if shadow { u_mat4(render3d_st, gpu_uniform(render3d_st, p, "u_light_vp"), light_vp) } else { 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_v3(render3d_st, gpu_uniform(render3d_st, p, "u_tint"), l.tint) if render3d_st.sc_dbg_lod and render3d_st.sc_dbg_level >= 0 { if render3d_st.sc_dbg_tint == null { render3d_st.sc_dbg_tint = v3_new(1.0, 1.0, 1.0) } let k = render3d_st.sc_dbg_level 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(render3d_st.sc_dbg_tint, r, g, b) u_v3(render3d_st, gpu_uniform(render3d_st, p, "u_tint"), render3d_st.sc_dbg_tint) } u_f(render3d_st, gpu_uniform(render3d_st, p, "u_rough_scale"), l.rough) if l.blade { u_v3(render3d_st, gpu_uniform(render3d_st, p, "u_blade_base"), render3d_st.sc_blade_base); u_v3(render3d_st, gpu_uniform(render3d_st, p, "u_blade_tip"), render3d_st.sc_blade_tip) } u_f(render3d_st, gpu_uniform(render3d_st, p, "u_cull"), l.cull) sky_bind_lighting(render3d_st, p) shadow_bind(render3d_st, p) fog_bind(render3d_st, p) if l.foliage { u_f(render3d_st, gpu_uniform(render3d_st, p, "u_spec_scale"), 0.05) } } gpu_cull(render3d_st, false) for i in 0 .. len(model.prims) { let pr = model.prims[i] scatter_attach(render3d_st, pr.mesh, vb) if not card { r3d_bind_2d(render3d_st, p, "u_diff", 0, pr.diff) if not shadow { r3d_bind_2d(render3d_st, p, "u_nrm", 1, pr.nrm); r3d_bind_2d(render3d_st, p, "u_arm", 2, pr.arm) } } if render3d_st.sc_ind_base >= 0 { gpu_draw_mesh_indirect(render3d_st, pr.mesh, l.g_cmds, (render3d_st.sc_ind_base + i * render3d_st.sc_ind_stride) * SC_REC_W, render3d_st.sc_ind_n, 0, 0) } else { mesh_draw_instanced(render3d_st, pr.mesh, cnt) } } gpu_alpha_to_coverage(render3d_st, false) if p == render3d_st.sc_prog_fol_eq { gpu_depth_func(render3d_st, GL_LESS) } } function layer_draw_far(render3d_st: mut Render3dState, 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 = render3d_st.sc_imp_prog if shadow { p = render3d_st.sc_imp_prog_shadow } gpu_use_program(render3d_st, p) let im = l.imp u_f(render3d_st, gpu_uniform(render3d_st, p, "u_radius"), im.radius) u_f(render3d_st, gpu_uniform(render3d_st, p, "u_height"), im.height) u_f(render3d_st, gpu_uniform(render3d_st, p, "u_tiles"), float(im.tiles)) r3d_bind_2d(render3d_st, p, "u_atlas_albedo", 0, im.albedo) if shadow { u_mat4(render3d_st, gpu_uniform(render3d_st, p, "u_light_vp"), light_vp) u_v3(render3d_st, gpu_uniform(render3d_st, p, "u_face_dir"), render3d_st.sun_dir) if render3d_st.r3d_debug_shadow and not render3d_st.sc_printed { render3d_st.sc_printed = true; print(`imp shadow prog {p} face_dir loc {gpu_uniform(render3d_st, p, "u_face_dir")} sun {fixed(render3d_st.sun_dir[0])} {fixed(render3d_st.sun_dir[1])} {fixed(render3d_st.sun_dir[2])} cam {fixed(render3d_st.cam_pos[0])} {fixed(render3d_st.cam_pos[1])} {fixed(render3d_st.cam_pos[2])} n_far {l.n_far}`) } u_v3(render3d_st, gpu_uniform(render3d_st, p, "u_cam_pos"), render3d_st.cam_pos) } else { 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_v3(render3d_st, gpu_uniform(render3d_st, p, "u_tint"), l.tint) if render3d_st.sc_dbg_lod { if render3d_st.sc_dbg_tint == null { render3d_st.sc_dbg_tint = v3_new(1.0, 1.0, 1.0) }; v3_set(render3d_st.sc_dbg_tint, 3.0, 0.0, 3.0); u_v3(render3d_st, gpu_uniform(render3d_st, p, "u_tint"), render3d_st.sc_dbg_tint) } r3d_bind_2d(render3d_st, p, "u_atlas_normal", 1, im.normal) sky_bind_lighting(render3d_st, p) shadow_bind(render3d_st, p) fog_bind(render3d_st, p) if l.foliage { u_f(render3d_st, gpu_uniform(render3d_st, p, "u_spec_scale"), 0.05) } } gpu_cull(render3d_st, false) if not shadow and render3d_st.sc_a2c { gpu_alpha_to_coverage(render3d_st, true) } if l.g_on { scatter_attach(render3d_st, render3d_st.sc_card, l.g_dst) gpu_draw_mesh_indirect(render3d_st, render3d_st.sc_card, l.g_cmds, 16 * SC_REC_W, 1, 0, 0) } else { scatter_attach(render3d_st, render3d_st.sc_card, l.imp_buf) mesh_draw_instanced(render3d_st, render3d_st.sc_card, l.n_far) } gpu_alpha_to_coverage(render3d_st, false) } # Cast from the impostor card, always, for every instance in the layer. The lit pass may # 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(render3d_st: mut Render3dState, l: Layer, light_vp: floats) -> void { if l.n_sh == 0 or l.imp == null { return } let p = render3d_st.sc_imp_prog_shadow gpu_use_program(render3d_st, p) let im = l.imp u_f(render3d_st, gpu_uniform(render3d_st, p, "u_radius"), im.radius) u_f(render3d_st, gpu_uniform(render3d_st, p, "u_height"), im.height) u_f(render3d_st, gpu_uniform(render3d_st, p, "u_tiles"), float(im.tiles)) r3d_bind_2d(render3d_st, p, "u_atlas_albedo", 0, im.albedo) u_mat4(render3d_st, gpu_uniform(render3d_st, p, "u_light_vp"), light_vp) u_v3(render3d_st, gpu_uniform(render3d_st, p, "u_face_dir"), render3d_st.sun_dir) u_v3(render3d_st, gpu_uniform(render3d_st, p, "u_cam_pos"), render3d_st.cam_pos) gpu_cull(render3d_st, false) scatter_attach(render3d_st, render3d_st.sc_card, l.sh_buf) mesh_draw_instanced(render3d_st, render3d_st.sc_card, l.n_sh) } # ---- the foliage depth prepass ----------------------------------------------------------- # Exactly the instances and positions layer_draw_model will light (the same LOD buckets, # the same vertex shader, the same ground and wind), into depth only. function layer_draw_depth(render3d_st: mut Render3dState, l: Layer, model: Model, vb: int, cnt: int) -> void { if cnt == 0 or model == null or vb == 0 { return } let p = render3d_st.sc_prog_fol_depth gpu_use_program(render3d_st, p) var ground = 0.0 if l.grounded { ground = 1.0 } u_f(render3d_st, gpu_uniform(render3d_st, p, "u_ground"), ground) if l.grounded { terrain_bind_height(render3d_st, p) } u_f(render3d_st, gpu_uniform(render3d_st, p, "u_time"), render3d_st.r3d_time) u_f(render3d_st, gpu_uniform(render3d_st, p, "u_wind"), l.wind) u_f(render3d_st, gpu_uniform(render3d_st, p, "u_flutter"), l.flutter) u_f(render3d_st, gpu_uniform(render3d_st, p, "u_model_h"), model.height) 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_f(render3d_st, gpu_uniform(render3d_st, p, "u_clip_y"), render3d_st.r3d_clip_y) gpu_cull(render3d_st, false) for i in 0 .. len(model.prims) { let pr = model.prims[i] scatter_attach(render3d_st, pr.mesh, vb) r3d_bind_2d(render3d_st, p, "u_diff", 0, pr.diff) if render3d_st.sc_ind_base >= 0 { gpu_draw_mesh_indirect(render3d_st, pr.mesh, l.g_cmds, (render3d_st.sc_ind_base + i * render3d_st.sc_ind_stride) * SC_REC_W, render3d_st.sc_ind_n, 0, 0) } else { mesh_draw_instanced(render3d_st, pr.mesh, cnt) } } } # every foliage mesh draw the lit pass will make with sc_prog_fol_eq: not blades, not # flowers, not card levels (those keep their own alpha and draw as before) function scatter_draw_depth(render3d_st: mut Render3dState) -> void { if render3d_st.sc_prog_fol_depth == 0 { return } 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 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 { render3d_st.sc_ind_base = 0; render3d_st.sc_ind_n = l.n_lods layer_draw_depth(render3d_st, l, l.g_model, l.g_dst, 1) render3d_st.sc_ind_base = -1; render3d_st.sc_ind_n = 1 } else if l.n_lods > 1 { # (a tree layer is flagged `card` for its distant level; its mesh levels still count) for k in 0 .. l.n_lods { if l.lod_card[k] != 1 { layer_draw_depth(render3d_st, l, l.lods[k], l.lod_buf[k], l.n_lod[k]) } } } else if not l.card { layer_draw_depth(render3d_st, l, l.model, l.buf, l.n_near) } } 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 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) layer_draw_far(render3d_st, l, false, null) } gpu_cull(render3d_st, true) } # Nothing here is keyed off the cascade. Every skip that used to be — ground cover past # the 250 m cascade, blades past the nearest, the scanned mesh past the second — made a # 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(render3d_st: mut Render3dState, light_vp: floats) -> 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_card and l.card { 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 { layer_draw_shadow(render3d_st, l, light_vp) # Shadow LOD (the practice in every production engine: a caster uses a low mesh LOD, # the billboard only far away). The card alone is a side-view silhouette and a # crown of drooping needle cards is mostly slivers from the side, so the sun, which # sees the crown from above, cast a trunk line with a few blobs. The near levels # now also cast their LOD2 mesh, alpha-tested, on top of the card. if l.n_lods > 2 and l.g_on { render3d_st.sc_ind_base = 17; render3d_st.sc_ind_n = 3; render3d_st.sc_ind_stride = 3 layer_draw_model(render3d_st, l, l.g_model_sh, l.g_dst, 1, false, true, light_vp) render3d_st.sc_ind_base = -1; render3d_st.sc_ind_n = 1; render3d_st.sc_ind_stride = 4 } else if l.n_lods > 2 { for k in 0 .. 3 { layer_draw_model(render3d_st, l, l.lods[2], l.lod_buf[k], l.n_lod[k], false, true, light_vp) } } } else { layer_draw_near(render3d_st, l, true, light_vp, true) } } prof_cpu_mark(render3d_st, "shadow scatter") } # --------------------------------------------------------------------------- # The distant-grass carpet: the clump cards rendered straight down into one tiling # tile, so the ground beyond the blade rings carries the same clumps, colours and # gaps as the near cover instead of a lawn scan (the far-field trick the big open # worlds use: geometry up close, an authored ground texture that matches it beyond). # Returns an RGBA8 texture (alpha = coverage), repeat-wrapped and mipmapped. function cb_rnd(render3d_st: mut Render3dState) -> float { render3d_st.cb_state = (render3d_st.cb_state * 1103515245 + 12345) & 0x7FFFFFFF return float((render3d_st.cb_state >> 8) & 0xFFFF) / 65536.0 } function carpet_bake(render3d_st: mut Render3dState, layers: []Layer, count: int, tile: float, res: int) -> int { let tex = tex_target(render3d_st, res, res, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR) let fbo = gpu_fb_new(render3d_st) gpu_fb_bind(render3d_st, fbo) gpu_fb_color(render3d_st, 0, tex) let rb = gpu_rb_new(render3d_st) gpu_rb_storage(render3d_st, rb, GL_DEPTH_COMPONENT24, res, res, 0) gpu_fb_depth_rb(render3d_st, rb) gpu_fb_draw_buffers(render3d_st, 1) gpu_viewport(render3d_st, 0, 0, res, res) gpu_clear_color(render3d_st, 0.0, 0.0, 0.0, 0.0) gpu_clear(render3d_st, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) gpu_depth_test(render3d_st, true) gpu_depth_func(render3d_st, GL_LESS) gpu_cull(render3d_st, false) gpu_blend(render3d_st, false) # the clumps, and eight wrapped copies so the tile's edges continue let half = tile * 0.5 let n9 = count * 9 let inst = gl_floats(n9 * INST_FLOATS) render3d_st.cb_state = 977 var k = 0 for i in 0 .. count { let x = cb_rnd(render3d_st) * tile - half let z = cb_rnd(render3d_st) * tile - half let sc = 1.5 + cb_rnd(render3d_st) let yaw = cb_rnd(render3d_st) * (2.0 * PI) let sd = cb_rnd(render3d_st) for oz in 0 .. 3 { for ox in 0 .. 3 { 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 } } } let buf = gpu_buffer_new(render3d_st) gpu_buffer_upload(render3d_st, buf, gl_bytes_of(n9 * INST_FLOATS), inst, GPU_STATIC) free(inst) # straight down: the window is exactly one tile let view = m4_new(); let proj = m4_new() 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, -half, half, -half, half, 0.1, 12.0) let bake = render3d_st.sc_bake_card_prog gpu_use_program(render3d_st, bake) u_mat4(render3d_st, gpu_uniform(render3d_st, bake, "u_view"), view) u_mat4(render3d_st, gpu_uniform(render3d_st, bake, "u_proj"), proj) u_f(render3d_st, gpu_uniform(render3d_st, bake, "u_wind"), 0.0) u_f(render3d_st, gpu_uniform(render3d_st, bake, "u_flutter"), 0.0) u_f(render3d_st, gpu_uniform(render3d_st, bake, "u_time"), 0.0) for li in 0 .. len(layers) { let l = layers[li] if l.atlas == null { continue } u_f(render3d_st, gpu_uniform(render3d_st, bake, "u_card_w"), l.atlas.radius * 2.0); u_f(render3d_st, gpu_uniform(render3d_st, bake, "u_card_h"), l.atlas.height) r3d_bind_2d(render3d_st, bake, "u_diff", 0, l.atlas.albedo) r3d_bind_2d(render3d_st, bake, "u_arm", 2, l.atlas.normal) for i in 0 .. len(l.model.prims) { let pr = l.model.prims[i] scatter_attach(render3d_st, pr.mesh, buf) mesh_draw_instanced(render3d_st, pr.mesh, n9) } } free(view); free(proj); free(eye); free(at); free(up) gpu_fb_bind(render3d_st, 0) gpu_fb_free(render3d_st, fbo) gpu_rb_free(render3d_st, rb) gpu_buffer_free(render3d_st, buf) gpu_tex_bind(render3d_st, GPU_TEX2D, tex) gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_WRAP_S, GL_REPEAT) gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_WRAP_T, GL_REPEAT) gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) gpu_tex_paramf(render3d_st, GPU_TEX2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, render3d_st.tex_anisotropy) gpu_tex_mips(render3d_st, GPU_TEX2D) gpu_check(render3d_st, "carpet bake") return tex } # ---- another map at run time ------------------------------------------------------------ # Every scattered layer released - its instance arrays and GL buffers, a card layer's own # crossed-card mesh and baked atlas - and every stream feeding them. The models a layer drew # belong to whoever loaded them and are kept, and so are the programs. A game rebuilding its # world calls this, then places the new map's layers exactly as it did at boot. function scatter_clear_all(render3d_st: mut Render3dState) -> void { stream_clear_all(render3d_st) if render3d_st.sc_layers == null { return } for i in 0 .. len(render3d_st.sc_layers) { let l = render3d_st.sc_layers[i] if l.buf != 0 { gpu_buffer_free(render3d_st, l.buf) } if l.imp_buf != 0 { gpu_buffer_free(render3d_st, l.imp_buf) } if l.sh_buf != 0 { gpu_buffer_free(render3d_st, l.sh_buf) } if l.lod_buf != null { for k in 0 .. l.n_lods { gpu_buffer_free(render3d_st, l.lod_buf[k]) } } if l.inst != null { free(l.inst) } if l.scratch != null { free(l.scratch) } if l.tint != null { free(l.tint) } if l.last_cam != null { free(l.last_cam) } if l.gstart != null { free(l.gstart) } if l.gsorted != null { free(l.gsorted) } if l.gymin != null { free(l.gymin) } if l.gymax != null { free(l.gymax) } if l.vis != null { free(l.vis) } if l.lod_dist != null { free(l.lod_dist); free(l.lod_card); free(l.lod_buf); free(l.n_lod) } if l.lvl != null { free(l.lvl) } if l.g_arena != null { for k in 0 .. len(l.g_arena) { mesh_free(render3d_st, l.g_arena[k].mesh) } } # layer_cards built this layer's crossed card and its atlas itself if l.card and l.n_lods == 0 and l.model != null { for k in 0 .. len(l.model.prims) { mesh_free(render3d_st, l.model.prims[k].mesh) } } if l.card and l.atlas != null { gpu_tex_free(render3d_st, l.atlas.albedo) gpu_tex_free(render3d_st, l.atlas.normal) } } render3d_st.sc_layers = new []Layer render3d_st.sc_view_gen += 1 }