ludic/packages/ludic.render3d/grass_gpu.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

156 lines
8.5 KiB
Text

# ============================================================================
# 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
const GG_NEAR: float = 6.0 # band 0, five rows
const GG_MID: float = 16.0 # band 1, three rows; band 2 is one quad
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
@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(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, 3)
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
push(render3d_st.gg_mesh, gg_blade(render3d_st, 5))
push(render3d_st.gg_mesh, gg_blade(render3d_st, 3))
push(render3d_st.gg_mesh, gg_blade(render3d_st, 2))
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")
}
# 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 / 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
let cb = render3d_st.gg_cb
cb[0] = render3d_st.gg_cmds
gpu_dispatch(render3d_st, render3d_st.gg_reset, data_of(rb), 16, 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
gpu_dispatch_tex(render3d_st, render3d_st.gg_cull, data_of(pr), 192, bufs, texs, (render3d_st.gg_max + 63) / 64, render3d_st.gg_n)
}
# grass_cull.comp's Params, std140: 12 vec4s, into the block made once in gg_cull_frame
function gg_params(render3d_st: mut Render3dState) -> words {
let pr = render3d_st.gg_pr
for i in 0 .. 48 { 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))
pr[36] = float_bits(GG_NEAR); pr[37] = float_bits(GG_MID)
for b in 0 .. GG_BANDS { pr[40 + b] = gg_base(b); pr[44 + b] = gg_cap(b) }
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)
}