ludic/packages/ludic.render3d/grass.ludic
Orkuncakilkaya 2ce2d997be render3d: the fog wall culls on the CPU - nothing past it costs a draw, a vertex or a caster
cam_sphere_visible refuses a sphere wholly past the wall (terrain patches, scatter cells, stream
chunks, grass tiles, water), actors past it are skipped for draws, casters and outlines, the grass
reach and the streams' generate-and-gather reach end at it, and the card shadows cast only from
the wall's share of a layer (fog_casters.ludic, rebuilt every 4 m). r3d_beyond_fog is exported for
the game to skip animating what will not be drawn. Render-only: no query of the ground or the world
changes, and off is the old frame (0 pixels over 8 against 160ce96, twice per side).

Draws per frame at the overlook: 2757 off, 1104 at 175 m, 484 at 30 m.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 15:38:00 +03:00

322 lines
18 KiB
Text

# ============================================================================
# grass.ludic — procedural GPU ground cover with continuous density (no rings).
#
# The world is cut into 4 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 = 4
# A photographed blade, as an atlas of straightened blades side by side (the game sets
# this; the renderer does not name a game asset). 0 = the procedural gradient, which is
# what this was for a year: a two-tone ramp with a hard edge, and every blade in the
# valley the same blade. A real blade has a midrib, a colour that runs olive to straw,
# browning where it has dried and a tip that is its own shape - none of which can be
# written down, only photographed.
# Where a body is standing, and how wide it pushes. The grass has never known the player was
# in it: you walked through a meadow and every blade ignored you, which is the single most
# noticeable thing missing from every step the game asks you to take. The game sets this each
# frame; radius 0 means nobody is there.
# Vulkan with multi-draw indirect: every visible tile is a record in one buffer, uploaded once a
# frame, and each band draws its records GRASS_CHUNK at a time - one draw for up to 256 tiles. A
# record's firstInstance is its place in its chunk times 65536; grass.vert's TILES variant reads that
# place's corner and indices per cell from u_tiles. R3D_GRASS_TILES=1 keeps a draw per tile.
const GRASS_CHUNK: int = 256
const GRASS_RECS: int = 8192
# Mesh-shader grass (Settings, Video, Advanced): the chunked path's records, but each chunk is one
# mesh dispatch - work group y a tile, x a batch of GRASS_MESH_BLADES of its blades - so a blade the
# tests reject emits nothing instead of eight degenerate vertices. R3D_MESH_GRASS=1 / 0 overrides.
const GRASS_MESH_BLADES: int = 16
function r3d_mesh_grass(render3d_st: mut Render3dState, on: bool) -> void {
render3d_st.grass_mesh_on = on
if r3d_env_has(render3d_st, "R3D_MESH_GRASS") { render3d_st.grass_mesh_on = Text.to_int(r3d_env(render3d_st, "R3D_MESH_GRASS")) != 0 }
}
function grass_mesh_live(render3d_st: Render3dState) -> bool { return render3d_st.grass_mesh_on and render3d_st.grass_merge and render3d_st.grass_mesh_prog != 0 and gpu_has_mesh(render3d_st) }
# a blade: `rows` rows of 2 vertices (x across, y along, z bend), attribute 2 = uv
function grass_blade_mesh(render3d_st: mut Render3dState, rows: int) -> Mesh {
let m = gpu_mesh_new(render3d_st)
let v = gl_floats(rows * 2 * 5)
var k = 0
# The blade's PROFILE, and it is the whole difference between grass and a green spike.
# It used to be `1 - t^2.5` floored at 0.12 with a bend of 0.28t^2: widest at the very
# bottom, narrowing to a needle, and standing almost straight. That is the silhouette of
# a pine needle, and eighty of them to the square metre read as a bed of nails.
#
# A real blade is narrow where it leaves the sheath, WIDEST about a fifth of the way up,
# and then tapers the rest of the way to a fine point - and it arches over under its own
# weight. Both terms below say that. The tip is floored just off zero rather than at 0.12
# so the point is a point and not a cut-off stub, but not so low that the last quad is
# degenerate.
#
# grass.mesh carries A COPY of these two lines for the mesh-shader path; change both or
# the Windows blades stop matching the ones everywhere else.
for r in 0 .. rows {
let t = float(r) / float(rows - 1)
let grow = Math.min(t / 0.22, 1.0)
let wide = (0.50 + 0.33 * grow) * (1.0 - t * (t * t))
let taper = Math.max(wide, 0.05)
let bend = t * t * 0.52
for sd in 0 .. 2 {
var x = -0.5
if sd == 1 { x = 0.5 }
gl_put_bits(v, k, float_bits(x * taper)); 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(float(sd))); gl_put_bits(v, k + 4, float_bits(t))
k += 5
}
}
gpu_mesh_vertices(render3d_st, m, v, gl_bytes_of(rows * 2 * 5), GPU_STATIC)
gpu_mesh_attr(render3d_st, m, 0, 3, GPU_F32, 20, 0, false)
gpu_mesh_attr(render3d_st, m, 2, 2, GPU_F32, 20, 12, false)
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
}
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)
return m
}
@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play")
function grass_init(render3d_st: mut Render3dState) -> void {
render3d_st.grass_merge = gpu_has_mdi(render3d_st) and not r3d_env_has(render3d_st, "R3D_GRASS_TILES")
var defs = "#define FOLIAGE\n#define BLADE\n#define GBLADE\n"
if render3d_st.grass_merge {
defs = defs + "#define TILES\n"
render3d_st.grass_rec = words(GRASS_RECS * 5); render3d_st.grass_tv = floats(GRASS_RECS * 4); render3d_st.grass_chunk_tv = floats(GRASS_CHUNK * 4)
render3d_st.grass_band_start = words(4); render3d_st.grass_band_cells = words(4)
render3d_st.grass_band_mesh = new []Mesh
for b in 0 .. 4 { push(render3d_st.grass_band_mesh, null) }
render3d_st.grass_cmds = gpu_buffer_new(render3d_st)
}
render3d_st.grass_prog = r3d_program(render3d_st, "grass.vert", "model.frag", defs)
if render3d_st.grass_merge and gpu_has_mesh(render3d_st) { render3d_st.grass_mesh_prog = r3d_program(render3d_st, "grass.mesh", "model.frag", "#define FOLIAGE\n#define BLADE\n#define MESH\n") }
# five rows, four quads: the arch above needs somewhere to bend, and at four rows a
# blade that leans over is three straight segments and shows every join
render3d_st.grass_mesh = grass_blade_mesh(render3d_st, 5)
render3d_st.grass_mesh3 = grass_blade_mesh(render3d_st, 3)
render3d_st.grass_mesh2 = grass_blade_mesh(render3d_st, 2)
render3d_st.grass_wind = 2.4
# Matched to the blade's width: a 1 cm blade at 0.11 m spacing covers a third of what a
# 2.8 cm blade did, and the meadow goes bare. The game's graphics settings override this
# (gfx_grass_spacing), but only once game_init has run - a plain headless render never
# gets there, so the two have to agree or a shot shows something no player will see.
# That is exactly how the last change measured as "no effect": the render was identical
# because this line, not the settings, was deciding.
# The spacing doubles every 18 m and the blades stop at 70 m: at 45 m and 1600 m a 1 cm blade
# was under a pixel from 20 m on, costing a full blade's vertices to shimmer (5 ms of 9.7 on GL).
render3d_st.grass_s0 = 0.066
render3d_st.grass_d0 = 18.0
render3d_st.grass_radius = 70.0
if r3d_env_has(render3d_st, "R3D_NOBLADES") { render3d_st.grass_on = false }
if r3d_env_has(render3d_st, "R3D_GRASS_R") { render3d_st.grass_radius = float(Text.to_int(r3d_env(render3d_st, "R3D_GRASS_R"))) }
if r3d_env_has(render3d_st, "R3D_GRASS_S0") { render3d_st.grass_s0 = float(Text.to_int(r3d_env(render3d_st, "R3D_GRASS_S0"))) / 1000.0 }
if r3d_env_has(render3d_st, "R3D_GRASS_D0") { render3d_st.grass_d0 = float(Text.to_int(r3d_env(render3d_st, "R3D_GRASS_D0"))) }
if r3d_env_has(render3d_st, "R3D_GRASS_DBG") { render3d_st.grass_dbg = Text.to_int(r3d_env(render3d_st, "R3D_GRASS_DBG")) }
gg_init(render3d_st)
}
# indices per 16 m cell that could exist at distance d (the count the shader computes)
# no blades past the fog wall: they would be drawn only to be fogged away
function grass_reach(render3d_st: Render3dState) -> float {
let w = render3d_st.r3d_fog_wall
if w > 0.0 and w < render3d_st.grass_radius { return w }
return render3d_st.grass_radius
}
function grass_count_at(render3d_st: Render3dState, d: float) -> int {
let spacing = render3d_st.grass_s0 * (1.0 + d / render3d_st.grass_d0)
let n = float(GRASS_CELL * GRASS_CELL) / (spacing * spacing)
return int(n) + 1
}
# one tile size over one distance band
function grass_tiles(render3d_st: mut Render3dState, size: int, d_min: float, d_max: float, blade: Mesh) -> void {
let p = render3d_st.grass_prog
let cells = size / GRASS_CELL
if d_min >= grass_reach(render3d_st) { return }
if render3d_st.grass_merge {
render3d_st.grass_band_start[render3d_st.grass_band_n] = render3d_st.grass_n; render3d_st.grass_band_cells[render3d_st.grass_band_n] = cells
render3d_st.grass_band_mesh[render3d_st.grass_band_n] = blade; render3d_st.grass_band_n += 1
} else {
u_i(render3d_st, gpu_uniform(render3d_st, p, "u_tile_cells"), cells)
}
let sz = float(size)
let half = sz * 0.5
let reach = d_max + half * 1.5
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))
let corner_r = half * 1.42
var tz = tz0
while tz <= tz1 {
var tx = tx0
while tx <= tx1 {
let ox = float(tx) * sz; let oz = float(tz) * sz
let cx = ox + half; let cz = oz + half
let dx = cx - render3d_st.cam_pos[0]; let dz = cz - render3d_st.cam_pos[2]
let dc = Math.sqrt(dx * dx + dz * dz)
# the tile's nearest and farthest points decide which band it belongs to
let dnear = Math.max(dc - corner_r, 0.0)
if dc < d_min or not (dnear < d_max) { tx += 1; continue }
let cy = terrain_height(render3d_st, cx, cz)
if cam_sphere_visible(render3d_st, cx, cy, cz, corner_r + 6.0) {
let per = grass_count_at(render3d_st, dnear)
if per > 0 and render3d_st.grass_merge {
if render3d_st.grass_n < GRASS_RECS {
var inst = per * cells * cells
if inst > 65535 { inst = 65535 }
let r = render3d_st.grass_n * 5
render3d_st.grass_rec[r] = blade.count; render3d_st.grass_rec[r + 1] = inst; render3d_st.grass_rec[r + 2] = 0; render3d_st.grass_rec[r + 3] = 0
render3d_st.grass_rec[r + 4] = ((render3d_st.grass_n - render3d_st.grass_band_start[render3d_st.grass_band_n - 1]) % GRASS_CHUNK) * 65536
let t = render3d_st.grass_n * 4
render3d_st.grass_tv[t] = ox; render3d_st.grass_tv[t + 1] = oz; render3d_st.grass_tv[t + 2] = float(per); render3d_st.grass_tv[t + 3] = 0.0
render3d_st.grass_n += 1
}
} else if per > 0 {
u_f2(render3d_st, gpu_uniform(render3d_st, p, "u_tile"), ox, oz)
u_i(render3d_st, gpu_uniform(render3d_st, p, "u_per_cell"), per)
mesh_draw_instanced(render3d_st, blade, per * cells * cells)
render3d_st.grass_draws += 1
}
}
tx += 1
}
tz += 1
}
}
function grass_live(render3d_st: Render3dState) -> bool { return not render3d_st.grass_env_off and (render3d_st.grass_on or render3d_st.grass_force) and render3d_st.grass_prog != 0 }
function grass_draw(render3d_st: mut Render3dState) -> void {
if not grass_live(render3d_st) or render3d_st.ter_reflect { return }
if render3d_st.gg_on { gg_draw(render3d_st); return }
var p = render3d_st.grass_prog
if grass_mesh_live(render3d_st) { p = render3d_st.grass_mesh_prog }
gpu_use_program(render3d_st, p)
grass_bind(render3d_st, p)
gpu_cull(render3d_st, false)
render3d_st.grass_draws = 0
render3d_st.grass_n = 0
render3d_st.grass_band_n = 0
gpu_mesh_bind(render3d_st, render3d_st.grass_mesh)
grass_bands(render3d_st)
if render3d_st.grass_merge { grass_flush(render3d_st) }
gpu_cull(render3d_st, true)
}
# the blades' uniforms, shared by the per-vertex path and the culled one (grass_gpu.ludic)
function grass_bind(render3d_st: mut Render3dState, p: int) -> void {
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_mat4(render3d_st, gpu_uniform(render3d_st, p, "u_vp"), render3d_st.cam_vp_clean)
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_wind"), render3d_st.grass_wind)
# copied into a local first: a global reaching a uniform call is the codegen fault
# CLAUDE.md records against u_wade and u_flutter, and it costs a day every time
let btex = render3d_st.grass_blade_tex
let bcols = render3d_st.grass_blade_cols
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_blade_cols"), float(bcols))
var bon = 0.0
if btex != 0 { bon = 1.0; r3d_bind_2d(render3d_st, p, "u_blade_tex", 12, btex) }
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_blade_tex_on"), bon)
u_f3(render3d_st, gpu_uniform(render3d_st, p, "u_push"), render3d_st.grass_push_x, render3d_st.grass_push_z, render3d_st.grass_push_r)
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_rough_scale"), 1.0)
u_v3(render3d_st, gpu_uniform(render3d_st, p, "u_tint"), render3d_st.sc_blade_tint)
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"), grass_reach(render3d_st))
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_model_h"), 0.0)
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_s0"), render3d_st.grass_s0)
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_d0"), render3d_st.grass_d0)
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_radius"), grass_reach(render3d_st))
var ph = render3d_st.post_h
if ph <= 0 { ph = gl_height() }
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_px"), 2.0 * Math.tan(render3d_st.cam_fov * 0.5) / float(ph))
u_i(render3d_st, gpu_uniform(render3d_st, p, "u_dbg"), render3d_st.grass_dbg)
var orthotex = render3d_st.ter_ortho_tex
var oon = 1.0
if orthotex == 0 { orthotex = render3d_st.ter_height_tex; oon = 0.0 }
r3d_bind_2d(render3d_st, p, "u_ortho", 4, orthotex)
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_ortho_on"), oon)
var lake = -100000.0
if render3d_st.ter_lake_ex != 0.0 { lake = render3d_st.ter_lake_level }
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_lake_level"), lake)
var sea = lake
if render3d_st.ter_sea_set { sea = render3d_st.ter_sea_level }
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_sea_level"), sea)
u_f4(render3d_st, gpu_uniform(render3d_st, p, "u_lake"), render3d_st.ter_lake_cx, render3d_st.ter_lake_cz, render3d_st.ter_lake_ex, render3d_st.ter_lake_ez)
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_snow_line"), render3d_st.ter_snow_line)
sky_bind_lighting(render3d_st, p)
shadow_bind(render3d_st, p)
fog_bind(render3d_st, p)
# 0.15 was enough to put a hard white highlight down the length of a blade whenever it
# caught the sun, and a white blade of grass is the one thing grass is never. Measured:
# at 0.15, 0.70% of a near-ground frame was over 210 of 255; at 0.0 it is 0.05%. A blade
# does have a faint sheen, so this is small rather than nothing - the foliage layers have
# used 0.05 all along and never showed the fault.
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_spec_scale"), 0.008)
}
# the per-vertex path's tiles, in four bands
function grass_bands(render3d_st: mut Render3dState) -> void {
# four bands: the tile grows and the blade loses rows with distance (a band past the radius is
# skipped); a tile asks for what its NEAREST point needs, so a wide tile far out wastes the rest
grass_tiles(render3d_st, 4, 0.0, 6.0, render3d_st.grass_mesh)
grass_tiles(render3d_st, 4, 6.0, 16.0, render3d_st.grass_mesh3)
grass_tiles(render3d_st, 8, 16.0, 40.0, render3d_st.grass_mesh2)
grass_tiles(render3d_st, 16, 40.0, grass_reach(render3d_st), render3d_st.grass_mesh2)
}
# the records gathered this frame: uploaded once, then each band GRASS_CHUNK records a draw
function grass_flush(render3d_st: mut Render3dState) -> void {
if render3d_st.grass_n == 0 { return }
var p = render3d_st.grass_prog
let mesh = grass_mesh_live(render3d_st)
if mesh { p = render3d_st.grass_mesh_prog } else { gpu_buffer_upload(render3d_st, render3d_st.grass_cmds, render3d_st.grass_n * 20, data_of(render3d_st.grass_rec), GPU_DYNAMIC) }
for b in 0 .. render3d_st.grass_band_n {
let s = render3d_st.grass_band_start[b]
var e = render3d_st.grass_n
if b + 1 < render3d_st.grass_band_n { e = render3d_st.grass_band_start[b + 1] }
if e > s { u_i(render3d_st, gpu_uniform(render3d_st, p, "u_tile_cells"), render3d_st.grass_band_cells[b]) }
let blade = render3d_st.grass_band_mesh[b]
if e > s and not mesh { gpu_mesh_bind(render3d_st, blade) }
var k = s
while k < e {
var m = e - k
if m > GRASS_CHUNK { m = GRASS_CHUNK }
for q in 0 .. m * 4 { render3d_st.grass_chunk_tv[q] = render3d_st.grass_tv[k * 4 + q] }
if mesh {
# one dispatch per tile, as many blade batches as that tile has: sized for a chunk's largest
# tile, the far tiles beside a near one ran thousands of empty invocations (9.8 ms against the
# chunked path's 2 at 4K on an RTX 3070 Ti)
let cells = render3d_st.grass_band_cells[b]
for q in 0 .. m {
var total = int(render3d_st.grass_tv[(k + q) * 4 + 2]) * cells * cells
if total > 65535 { total = 65535 }
if total > 0 {
for c in 0 .. 4 { render3d_st.grass_chunk_tv[c] = render3d_st.grass_tv[(k + q) * 4 + c] }
u_f4v(render3d_st, gpu_uniform(render3d_st, p, "u_tiles"), 1, render3d_st.grass_chunk_tv)
gpu_draw_mesh_tasks(render3d_st, (total + GRASS_MESH_BLADES - 1) / GRASS_MESH_BLADES, 1, 1)
render3d_st.grass_draws += 1
}
}
} else {
u_f4v(render3d_st, gpu_uniform(render3d_st, p, "u_tiles"), m, render3d_st.grass_chunk_tv)
gpu_draw_mesh_indirect(render3d_st, blade, render3d_st.grass_cmds, k * 20, m, 0, 0)
}
if not mesh { render3d_st.grass_draws += 1 }
k += m
}
}
}