# ============================================================================ # grass_gpu.ludic — the meadow's blades culled on the GPU (Vulkan), drawn from what survived. # # grass.vert decided every blade per VERTEX: its hashes, the ground under it, whether anything # grows there, its colour field - ten times for a five-row blade, and in full for every index a # tile asked for and threw away. That was 3.5 ms of a MoltenVK frame. Here the CPU still walks the # visible tiles (as grass_tiles does), but grass_cull.comp decides each candidate once and writes # the survivors into three bands by distance, one indirect draw each; grass_inst.vert only bends # and places the vertices. OpenGL keeps the per-vertex path. R3D_GRASS_GPU=0 does too, to compare. # ============================================================================ const GG_TILES: int = 4096 const GG_BANDS: int = 3 # band 0 is the kind's rows_near out to its band_near, band 1 rows_mid to band_mid, band 2 rows_far function gg_cap(b: int) -> int { if b == 0 { return 16384 } if b == 1 { return 49152 } return 163840 } function gg_base(b: int) -> int { if b == 0 { return 0 } if b == 1 { return 16384 } return 65536 } # once, after grass_init: the programs, the buffers and the three instanced blades # the GPU memory it makes is counted as VKM_GRASS (R3D_VKMEM) function gg_init(render3d_st: mut Render3dState) -> void { let was = render3d_st.gvk_tag render3d_st.gvk_tag = VKM_GRASS gg_init__t(render3d_st) render3d_st.gvk_tag = was } @alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play") function gg_init__t(render3d_st: mut Render3dState) -> void { if not gpu_has_compute(render3d_st) or render3d_st.grass_prog == 0 { return } if r3d_env_has(render3d_st, "R3D_GRASS_GPU") and r3d_env(render3d_st, "R3D_GRASS_GPU") == "0" { return } render3d_st.gg_reset = gpu_compute(render3d_st, "grass_reset", 1) render3d_st.gg_cull = gpu_compute_tex(render3d_st, "grass_cull", 3, 7) render3d_st.gg_prog = r3d_program(render3d_st, "grass_inst.vert", "model.frag", "#define FOLIAGE\n#define BLADE\n#define GBLADE\n#define GINST\n") if render3d_st.gg_reset == 0 or render3d_st.gg_cull == 0 or render3d_st.gg_prog == 0 { return } render3d_st.gg_tiles_buf = new []int for k in 0 .. 2 { push(render3d_st.gg_tiles_buf, gpu_buffer_new(render3d_st)) } render3d_st.gg_tv = floats(GG_TILES * 4) render3d_st.gg_out = gpu_buffer_new(render3d_st) gpu_buffer_upload(render3d_st, render3d_st.gg_out, (gg_base(2) + gg_cap(2)) * 64, null, GPU_DYNAMIC) gpu_buffer_gpu_owned(render3d_st, render3d_st.gg_out) render3d_st.gg_mesh = new []Mesh for b in 0 .. GG_BANDS { push(render3d_st.gg_mesh, null) } gg_meshes_build(render3d_st) # each band's index count is grass_reset.comp's to write, every frame, from the blade it draws let rec = words(GG_BANDS * 5) for b in 0 .. GG_BANDS { rec[b * 5] = render3d_st.gg_mesh[b].count; rec[b * 5 + 1] = 0; rec[b * 5 + 2] = 0; rec[b * 5 + 3] = 0; rec[b * 5 + 4] = gg_base(b) } render3d_st.gg_cmds = gpu_buffer_new(render3d_st) gpu_buffer_upload(render3d_st, render3d_st.gg_cmds, GG_BANDS * 20, data_of(rec), GPU_DYNAMIC) gpu_buffer_gpu_owned(render3d_st, render3d_st.gg_cmds) render3d_st.gg_on = true print("r3d: grass: blades are culled on the GPU") } # the three instanced blades at the kind's rows, the old ones let go (grass_meshes_build) @alloc_ok("start-up, and a kind of another shape set at a world build: the blade meshes are made once") function gg_meshes_build(render3d_st: mut Render3dState) -> void { if render3d_st.gg_mesh == null { return } let k = grass_kind(render3d_st) for b in 0 .. GG_BANDS { mesh_free(render3d_st, render3d_st.gg_mesh[b]) } render3d_st.gg_mesh[0] = gg_blade(render3d_st, k.rows_near) render3d_st.gg_mesh[1] = gg_blade(render3d_st, k.rows_mid) render3d_st.gg_mesh[2] = gg_blade(render3d_st, k.rows_far) } # a blade mesh reading its instance record (four vec4s) from the cull's output function gg_blade(render3d_st: mut Render3dState, rows: int) -> Mesh { let m = grass_blade_mesh(render3d_st, rows) gpu_mesh_bind_instances(render3d_st, m, render3d_st.gg_out) for k in 0 .. 4 { gpu_mesh_attr_inst(render3d_st, m, 3 + k, 4, GPU_F32, 64, k * 16) } gpu_mesh_done(render3d_st, m) return m } # one tile size over one distance band: its visible tiles into gg_tv (corner, indices per cell, cells) function gg_tiles(render3d_st: mut Render3dState, size: int, d_min: float, d_max: float) -> void { if d_min >= grass_reach(render3d_st) { return } let cells = size / render3d_st.grass_cell let sz = float(size) let half = sz * 0.5 let reach = d_max + half * 1.5 let corner_r = half * 1.42 let tx0 = int(Math.floor((render3d_st.cam_pos[0] - reach) / sz)) let tx1 = int(Math.floor((render3d_st.cam_pos[0] + reach) / sz)) let tz0 = int(Math.floor((render3d_st.cam_pos[2] - reach) / sz)) let tz1 = int(Math.floor((render3d_st.cam_pos[2] + reach) / sz)) for tz in tz0 .. tz1 + 1 { for tx in tx0 .. tx1 + 1 { let ox = float(tx) * sz; let oz = float(tz) * sz let dx = ox + half - render3d_st.cam_pos[0]; let dz = oz + half - render3d_st.cam_pos[2] let dc = Math.sqrt(dx * dx + dz * dz) let dnear = Math.max(dc - corner_r, 0.0) if dc < d_min or not (dnear < d_max) or render3d_st.gg_n >= GG_TILES { continue } if not cam_sphere_visible(render3d_st, ox + half, terrain_height(render3d_st, ox + half, oz + half), oz + half, corner_r + 6.0) { continue } let per = grass_count_at(render3d_st, dnear) var total = per * cells * cells if total > 65535 { total = 65535 } let t = render3d_st.gg_n * 4 render3d_st.gg_tv[t] = ox; render3d_st.gg_tv[t + 1] = oz; render3d_st.gg_tv[t + 2] = float(total / (cells * cells)); render3d_st.gg_tv[t + 3] = float(cells) if total > render3d_st.gg_max { render3d_st.gg_max = total } render3d_st.gg_n += 1 } } } # before the frame's first pass: the tiles, then the reset and the cull function gg_cull_frame(render3d_st: mut Render3dState) -> void { if not render3d_st.gg_on or not grass_live(render3d_st) { return } render3d_st.gg_n = 0 render3d_st.gg_max = 0 gg_tiles(render3d_st, 4, 0.0, 16.0) gg_tiles(render3d_st, 8, 16.0, 40.0) gg_tiles(render3d_st, 16, 40.0, grass_reach(render3d_st)) # made once, with the device (gvk_startup_state) let rb = render3d_st.gg_rb rb[0] = GG_BANDS; rb[1] = 0; rb[2] = 0; rb[3] = 0 for b in 0 .. 4 { rb[4 + b] = 0 } for b in 0 .. GG_BANDS { rb[4 + b] = render3d_st.gg_mesh[b].count } let cb = render3d_st.gg_cb cb[0] = render3d_st.gg_cmds gpu_dispatch(render3d_st, render3d_st.gg_reset, data_of(rb), 32, cb, 1) if render3d_st.gg_n == 0 { return } # the tile list alternates buffers by frame, so the frame still on the GPU keeps its own let tb = render3d_st.gg_tiles_buf[render3d_st.r3d_test_frame % 2] gpu_buffer_upload(render3d_st, tb, render3d_st.gg_n * 16, data_of(render3d_st.gg_tv), GPU_DYNAMIC) let pr = gg_params(render3d_st) let bufs = render3d_st.gg_bufs bufs[0] = tb; bufs[1] = render3d_st.gg_out; bufs[2] = render3d_st.gg_cmds let texs = render3d_st.gg_texs texs[0] = render3d_st.ter_height_tex; texs[1] = render3d_st.ter_ortho_tex; texs[2] = render3d_st.ter_normal_tex gg_page_texs(render3d_st, texs) gpu_dispatch_tex(render3d_st, render3d_st.gg_cull, data_of(pr), 288, bufs, texs, (render3d_st.gg_max + 63) / 64, render3d_st.gg_n) } # the page pool's four, after the three whole-map ones (the stand-ins while paging is off) function gg_page_texs(render3d_st: mut Render3dState, texs: words) -> void { tp_dummies(render3d_st) texs[3] = render3d_st.tp_dummy_page; texs[4] = render3d_st.tp_dummy_h; texs[5] = render3d_st.tp_dummy_n; texs[6] = render3d_st.tp_dummy_o if render3d_st.tp_on { texs[3] = render3d_st.tp_page_tex; texs[4] = render3d_st.tp_h_tex; texs[5] = render3d_st.tp_n_tex; texs[6] = render3d_st.tp_o_tex } } # grass_cull.comp's Params, std140: 18 vec4s, into the block made once with the device function gg_params(render3d_st: mut Render3dState) -> words { let pr = render3d_st.gg_pr for i in 0 .. 72 { 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(grass_reach(render3d_st)) var ph = render3d_st.post_h if ph <= 0 { ph = gl_height() } pr[20] = float_bits(render3d_st.grass_s0); pr[21] = float_bits(render3d_st.grass_d0); pr[22] = float_bits(2.0 * Math.tan(render3d_st.cam_fov * 0.5) / float(ph)); pr[23] = float_bits(render3d_st.ter_snow_line) pr[24] = float_bits(render3d_st.ter_lake_cx); pr[25] = float_bits(render3d_st.ter_lake_cz); pr[26] = float_bits(render3d_st.ter_lake_ex); pr[27] = float_bits(render3d_st.ter_lake_ez) var lake = -100000.0 if render3d_st.ter_lake_ex != 0.0 { lake = render3d_st.ter_lake_level } var sea = lake if render3d_st.ter_sea_set { sea = render3d_st.ter_sea_level } var oon = 0.0 if render3d_st.ter_ortho_tex != 0 { oon = 1.0 } pr[28] = float_bits(lake); pr[29] = float_bits(sea); pr[30] = float_bits(oon) pr[32] = float_bits(render3d_st.ter_ox); pr[33] = float_bits(render3d_st.ter_oz); pr[34] = float_bits(float(render3d_st.TERRAIN_HALF)) grass_params_kind(render3d_st, pr) for b in 0 .. GG_BANDS { pr[40 + b] = gg_base(b); pr[44 + b] = gg_cap(b) } # the page pool (terrain_pages.ludic): on in lev.w, and its dims as the terrain's shaders take them if render3d_st.tp_on { pr[31] = float_bits(1.0) } pr[48] = float_bits(float(render3d_st.tt_n)); pr[49] = float_bits(float(TT_TEX)); pr[50] = float_bits(float(render3d_st.tt_oside)); pr[51] = float_bits(float(TERRAIN_RES)) return pr } # the survivors: one indirect draw per band, from the records grass_cull.comp counted into function gg_draw(render3d_st: mut Render3dState) -> void { let p = render3d_st.gg_prog gpu_use_program(render3d_st, p) grass_bind(render3d_st, p) u_f(render3d_st, gpu_uniform(render3d_st, p, "u_time"), render3d_st.r3d_time) gpu_cull(render3d_st, false) for b in 0 .. GG_BANDS { gpu_draw_mesh_indirect(render3d_st, render3d_st.gg_mesh[b], render3d_st.gg_cmds, b * 20, 1, 0, 0) } gpu_cull(render3d_st, true) }