GrassKind (grass_kind.ludic) carries what grass.ludic, grass_gpu.ludic, grass.vert, grass_cull.comp and model.frag's BLADE path held as constants: the cell, s0 / d0 / radius, the row bands and rows, the blade profile (neck, root, swell, tip, bend), the heights, clumps, widths and arch, where it grows (slope, snow, the photograph's test), the root / tip / gone-to-seed colours, the far tufts, the root occlusion, the roughness, the sheen and the wind. Its defaults are those constants exactly, so a game that sets nothing draws as before. The shaders read them as u_gk_* (the cull as five more Params vec4s, 288 bytes); grass_reset.comp writes each band's index count so a kind of other rows reaches the draw in order. grass_quality holds the kind to a settings tier (never denser, never farther); R3D_GRASS_* still win. grass_profile_w / _bend are the one profile, for the meshes and a game's preview. grass.mesh takes only the cell: the rest of it is an older copy that already differs from grass.vert, left as it draws. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
10 lines
634 B
Text
10 lines
634 B
Text
// grass_reset.comp - zero each band's instance count before grass_cull.comp counts into it. On the
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// GPU, in order, because the frame before may still be drawing from the same records. Each band's
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// index count is written here too, from the blade the CPU draws it with, so a grass kind of other
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// rows (grass_kind_set) reaches the draw in the frame's own order.
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layout(local_size_x = 1) in;
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layout(set = 0, binding = 0) uniform Params { uvec4 n; uvec4 idx; } pr;
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layout(set = 0, binding = 1) buffer Cmds { uint cmds[]; };
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void main() {
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for (uint b = 0u; b < pr.n.x; b++) { cmds[b * 5u] = pr.idx[b]; cmds[b * 5u + 1u] = 0u; }
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}
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