# ============================================================================ # grass.ludic — procedural GPU ground cover with continuous density (no rings). # # The world is cut into 16 m cells; blade j of a cell always stands in the same place # (shaders/grass.vert). Draws are per tile: the CPU walks tiles around the camera, # frustum-culls them, and feeds each visible tile as many blade indices per cell as its # NEAREST point could need; the vertex stage then keeps only the indices that exist at # each blade's own distance, so density is one smooth function of distance everywhere. # Tiles are 16 m near, 64 m in the middle distance and 256 m far, purely to keep the # draw count down — the cells and their hashes are the same in every tile size. # ============================================================================ const GRASS_CELL: int = 16 var grass_prog: int = 0 var grass_mesh: Mesh = null var grass_on: bool = true var grass_wind: int = 0 var grass_s0: int = 0 # float bits: blade spacing at the camera (m) var grass_d0: int = 0 # the distance at which the spacing has doubled (m) var grass_radius: int = 0 # no blades past this (m) var grass_draws: int = 0 var grass_dbg: int = 0 # a blade: `rows` rows of 2 vertices (x across, y along, z bend), attribute 2 = uv function grass_blade_mesh(rows: int) -> Mesh { let m = new Mesh m.vao = gl_vao() let v = gl_floats(rows * 2 * 5) var k = 0 for r in 0 .. rows { let t = fr(r, rows - 1) let taper = f_max(f_sub(F_ONE, f_mul(t, f_mul(t, f_sqrt(t)))), fl(0.12)) let bend = f_mul(f_mul(t, t), fl(0.28)) for sd in 0 .. 2 { var x = f_neg(F_HALF) if sd == 1 { x = F_HALF } gl_put_bits(v, k, f_mul(x, taper)); gl_put_bits(v, k + 1, t); gl_put_bits(v, k + 2, bend) gl_put_bits(v, k + 3, fi(sd)); gl_put_bits(v, k + 4, t) k += 5 } } m.vbo = gl_buffer() gl_bind_buffer(GL_ARRAY_BUFFER, m.vbo) gl_buffer_data(GL_ARRAY_BUFFER, gl_bytes_of(rows * 2 * 5), v, GL_STATIC_DRAW) gl_enable_vertex_attrib_array(0); gl_vertex_attrib_pointer(0, 3, GL_FLOAT, 0, 20, null) gl_enable_vertex_attrib_array(2); gl_vertex_attrib_pointer(2, 2, GL_FLOAT, 0, 20, gl_ptr(null, 12)) free(v) let nq = rows - 1 let idx = words(nq * 6) for q in 0 .. nq { let b = q * 2 idx[q * 6] = b; idx[q * 6 + 1] = b + 1; idx[q * 6 + 2] = b + 2 idx[q * 6 + 3] = b + 1; idx[q * 6 + 4] = b + 3; idx[q * 6 + 5] = b + 2 } m.ebo = gl_buffer() gl_bind_buffer(GL_ELEMENT_ARRAY_BUFFER, m.ebo) gl_buffer_data(GL_ELEMENT_ARRAY_BUFFER, nq * 6 * 4, idx, GL_STATIC_DRAW) free(idx) m.count = nq * 6 gl_bind_vertex_array(0) return m } function grass_init() -> void { grass_prog = r3d_program("grass.vert", "model.frag", "#define FOLIAGE\n#define BLADE\n") grass_mesh = grass_blade_mesh(4) grass_wind = fl(2.4) grass_s0 = fl(0.11) grass_d0 = fi(45) grass_radius = fi(1600) if Os.has_env("R3D_NOBLADES") { grass_on = false } if Os.has_env("R3D_GRASS_R") { grass_radius = fi(Text.to_int(Os.env("R3D_GRASS_R"))) } if Os.has_env("R3D_GRASS_DBG") { grass_dbg = Text.to_int(Os.env("R3D_GRASS_DBG")) } } # indices per 16 m cell that could exist at distance d (the count the shader computes) function grass_count_at(d: int) -> int { let spacing = f_mul(grass_s0, f_add(F_ONE, f_div(d, grass_d0))) let n = f_div(fi(GRASS_CELL * GRASS_CELL), f_mul(spacing, spacing)) return f_to_int(n) + 1 } # one tile size over one distance band function grass_tiles(size: int, d_min: int, d_max: int) -> void { let p = grass_prog let cells = size / GRASS_CELL gl_uniform1i(gl_uniform(p, "u_tile_cells"), cells) let sz = fi(size) let half = f_mul(sz, F_HALF) let reach = f_add(d_max, f_mul(half, fl(1.5))) let tx0 = f_to_int(f_floor(f_div(f_sub(cam_pos[0], reach), sz))) let tx1 = f_to_int(f_floor(f_div(f_add(cam_pos[0], reach), sz))) let tz0 = f_to_int(f_floor(f_div(f_sub(cam_pos[2], reach), sz))) let tz1 = f_to_int(f_floor(f_div(f_add(cam_pos[2], reach), sz))) let corner_r = f_mul(half, fl(1.42)) var tz = tz0 while tz <= tz1 { var tx = tx0 while tx <= tx1 { let ox = f_mul(fi(tx), sz); let oz = f_mul(fi(tz), sz) let cx = f_add(ox, half); let cz = f_add(oz, half) let dx = f_sub(cx, cam_pos[0]); let dz = f_sub(cz, cam_pos[2]) let dc = f_sqrt(f_add(f_mul(dx, dx), f_mul(dz, dz))) # the tile's nearest and farthest points decide which band it belongs to let dnear = f_max(f_sub(dc, corner_r), F_ZERO) if f_ls(dc, d_min) or not f_ls(dnear, d_max) { tx += 1; continue } let cy = terrain_height(cx, cz) if cam_sphere_visible(cx, cy, cz, f_add(corner_r, fi(6))) { let per = grass_count_at(dnear) if per > 0 { u_f2(gl_uniform(p, "u_tile"), ox, oz) gl_uniform1i(gl_uniform(p, "u_per_cell"), per) mesh_draw_instanced(grass_mesh, per * cells * cells) grass_draws += 1 } } tx += 1 } tz += 1 } } function grass_draw() -> void { if not grass_on or ter_reflect or grass_prog == 0 { return } let p = grass_prog gl_use_program(p) u_mat4(gl_uniform(p, "u_view"), cam_view) u_mat4(gl_uniform(p, "u_proj"), cam_proj) u_mat4(gl_uniform(p, "u_vp"), cam_vp_clean) u_f(gl_uniform(p, "u_wind"), grass_wind) u_f(gl_uniform(p, "u_rough_scale"), F_ONE) u_v3(gl_uniform(p, "u_tint"), sc_blade_tint) u_v3(gl_uniform(p, "u_blade_base"), sc_blade_base) u_v3(gl_uniform(p, "u_blade_tip"), sc_blade_tip) u_f(gl_uniform(p, "u_cull"), grass_radius) u_f(gl_uniform(p, "u_model_h"), F_ZERO) u_f(gl_uniform(p, "u_s0"), grass_s0) u_f(gl_uniform(p, "u_d0"), grass_d0) u_f(gl_uniform(p, "u_radius"), grass_radius) gl_uniform1i(gl_uniform(p, "u_dbg"), grass_dbg) var orthotex = ter_ortho_tex var oon = F_ONE if orthotex == 0 { orthotex = ter_height_tex; oon = F_ZERO } r3d_bind_2d(p, "u_ortho", 4, orthotex) u_f(gl_uniform(p, "u_ortho_on"), oon) var lake = fl(-100000.0) if ter_lake_ex != 0 { lake = ter_lake_level } u_f(gl_uniform(p, "u_lake_level"), lake) u_f(gl_uniform(p, "u_snow_line"), ter_snow_line) sky_bind_lighting(p) shadow_bind(p) fog_bind(p) u_f(gl_uniform(p, "u_spec_scale"), fl(0.15)) gl_disable(GL_CULL_FACE) grass_draws = 0 gl_bind_vertex_array(grass_mesh.vao) grass_tiles(16, F_ZERO, fi(300)) grass_tiles(64, fi(300), fi(1200)) grass_tiles(256, fi(1200), grass_radius) gl_enable(GL_CULL_FACE) }