Render state (depth, blending, culling, colour writes, alpha-to-coverage, depth bias, scissor) and uniforms go through gpu_* / u_* and nowhere else; OpenGL state is cached and only changes reach the driver. Frames are bit-identical to before at the fixed viewpoints. R3D_GFX=gl|vk or gpu_request chooses a backend, falling back to OpenGL with a reason. gpu_caps_probe() asks Vulkan, on Windows, for the 1.3 floor, ray tracing, mesh shaders, the NVIDIA RTX generation, Reflex and HDR colour spaces, for a game's settings to grey out what a machine cannot use; R3D_CAPS pretends to be a given card for tests. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
230 lines
8.4 KiB
Text
230 lines
8.4 KiB
Text
# ============================================================================
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# render.ludic — the frame. Shadow cascades, the HDR scene pass (terrain, the
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# scene's objects, the sky), bloom, and the tonemapped composite to the screen.
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# The scene (what the game places in the world) hooks in through scene_draw /
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# scene_draw_casters, which the demo defines.
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# ============================================================================
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var r3d_sky_prog: int = 0
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var r3d_fog_density: int = 0
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var r3d_fog_falloff: int = 0
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var r3d_fog_base: int = 0 # the height fog is measured from (float bits); 0 = y = 0
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var r3d_time: int = 0
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var r3d_ready: bool = false
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# set before r3d_init to build the landscape from a real height map
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var r3d_dem_path: string = null
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var r3d_dem_min: int = 0
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var r3d_dem_max: int = 0
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var r3d_dem_base: int = 0
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var r3d_dem_ox: int = 0
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var r3d_dem_oz: int = 0
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var r3d_ortho_path: string = null
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var r3d_debug: bool = false
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var r3d_debug_shadow: bool = false
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var r3d_debug_max: bool = false
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var r3d_cloud_shadow: int = 0x3F000000 # 0.5
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var r3d_clip_y: int = 0xCF000000 # -2^31: no clipping
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# R3D_NOPREPASS=1: light the foliage the old way, every card behind the front one included
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var r3d_prepass_env: int = -1
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function r3d_prepass_off() -> bool {
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if r3d_prepass_env < 0 { r3d_prepass_env = 0; if Os.has_env("R3D_NOPREPASS") { r3d_prepass_env = 1 } }
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return r3d_prepass_env == 1
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}
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function fog_bind(prog: int) -> void {
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u_f(gpu_uniform(prog, "u_clip_y"), r3d_clip_y)
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u_f(gpu_uniform(prog, "u_spec_scale"), F_ONE)
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u_f(gpu_uniform(prog, "u_fog_density"), r3d_fog_density)
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u_f(gpu_uniform(prog, "u_fog_height_falloff"), r3d_fog_falloff)
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u_f(gpu_uniform(prog, "u_fog_base"), r3d_fog_base)
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var cs = r3d_cloud_shadow
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if Os.has_env("R3D_NOCLOUD") { cs = F_ZERO }
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u_f(gpu_uniform(prog, "u_cloud_shadow"), cs)
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u_f(gpu_uniform(prog, "u_time"), r3d_time)
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}
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# profiling switches (environment): R3D_NOSHADOW R3D_NOGI R3D_MSAA=n R3D_NOBLADES R3D_NOCARDS R3D_NOTREES R3D_NEAR=m
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var r3d_test_frame: int = 0
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var r3d_test_resize: int = 0
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var r3d_no_shadow: bool = false
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var r3d_no_trees: bool = false
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var r3d_no_refl: bool = false
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function r3d_env_flags() -> void {
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r3d_no_shadow = Os.has_env("R3D_NOSHADOW")
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r3d_no_trees = Os.has_env("R3D_NOTREES")
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r3d_no_refl = Os.has_env("R3D_NOREFL")
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if Os.has_env("R3D_DEBUG") { r3d_debug = true }
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if Os.has_env("R3D_DBGSHADOW") { r3d_debug_shadow = true }
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if Os.has_env("R3D_NOGI") { post_gi_strength = F_ZERO; post_ao_strength = F_ZERO; post_no_gi = true }
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if Os.has_env("R3D_MSAA") { post_ms_samples = Text.to_int(Os.env("R3D_MSAA")) }
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sc_skip_blade = Os.has_env("R3D_NOBLADES")
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sc_skip_card = Os.has_env("R3D_NOCARDS")
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sc_dbg_lod = Os.has_env("R3D_LODDBG")
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if Os.has_env("R3D_ANISO") {
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let a = Text.to_int(Os.env("R3D_ANISO"))
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tex_anisotropy = 1.0
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if a >= 2 { tex_anisotropy = 2.0 }
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if a >= 4 { tex_anisotropy = 4.0 }
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if a >= 8 { tex_anisotropy = 8.0 }
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if a >= 16 { tex_anisotropy = 16.0 }
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}
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}
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function r3d_init(w: int, h: int, title: string) -> bool {
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r3d_env_flags()
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gpu_select()
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if not gl_open(w, h, title) { print("r3d: no OpenGL context"); return false }
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if Os.has_env("R3D_NOVSYNC") { gl_vsync(0) }
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var renderer: string = gl_get_string(GL_RENDERER)
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print(`r3d: {gl_w}x{gl_h} on {renderer}`)
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prof_init()
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cam_init(fr(gl_w, gl_h))
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if not sky_load(r3d_assets + "/hdri/kloofendal_48d_partly_cloudy_puresky_4k.hdr") { return false }
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daylight_init()
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if r3d_dem_path != null { terrain_use_dem(r3d_dem_path, r3d_dem_min, r3d_dem_max, r3d_dem_base, r3d_dem_ox, r3d_dem_oz) }
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if r3d_ortho_path != null { terrain_use_ortho(r3d_ortho_path) }
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terrain_init()
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shadow_init()
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post_init(gl_w, gl_h)
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scatter_init()
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actor_init()
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grass_init()
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r3d_sky_prog = r3d_program("fullscreen.vert", "sky.frag", "")
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r3d_fog_density = fl(0.00014)
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r3d_fog_falloff = fl(0.002)
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r3d_ready = true
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gl_check("r3d init")
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return true
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}
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function r3d_draw_sky() -> void {
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gpu_depth_func(GL_LEQUAL)
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gpu_depth_write(false)
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gpu_cull(false)
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let p = r3d_sky_prog
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gl_use_program(p)
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r3d_bind_2d(p, "u_sky", 0, sky_tex)
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sky_bind_rot(p)
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sky_bind_lighting(p)
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u_mat4(gpu_uniform(p, "u_inv_vp"), cam_inv_vp)
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u_f(gpu_uniform(p, "u_sky_gain"), fl(0.95))
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u_f(gpu_uniform(p, "u_sky_sat"), fl(1.35))
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u_f(gpu_uniform(p, "u_time"), r3d_time)
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mesh_draw(sky_fullscreen)
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gpu_depth_write(true)
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gpu_depth_func(GL_LESS)
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}
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# the drawable changed size: the camera's aspect and every screen-sized target follow
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function r3d_resize() -> void {
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cam_aspect = fr(gl_w, gl_h)
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cam_update()
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post_free()
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post_init(gl_w, gl_h)
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if water_refl != null { target_free(water_refl); water_refl = null }
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print(`r3d: resized to {gl_w}x{gl_h}`)
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}
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function r3d_frame(time: int) -> void {
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outline_frame()
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if not r3d_ready { return }
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if gl_resize_check() { r3d_resize() }
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# R3D_RESIZE_AT=<frame>: rebuild every screen-sized buffer mid-run, as a window resize
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# or a fullscreen change does. Headless has no window to resize, and this path is where
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# a stale attachment or a texture freed twice shows up.
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r3d_test_frame += 1
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if r3d_test_resize == 0 and Os.has_env("R3D_RESIZE_AT") { r3d_test_resize = Text.to_int(Os.env("R3D_RESIZE_AT")) }
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# R3D_RESIZE_AT=<n>: from frame n on, rebuild every screen-sized buffer every few
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# frames at a different size, as dragging a window edge or entering fullscreen does.
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if r3d_test_resize > 0 and r3d_test_frame >= r3d_test_resize and r3d_test_frame % 4 == 0 {
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let step = (r3d_test_frame / 4) % 4
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var w = 1920; var h = 1080
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if step == 1 { w = 1440; h = 810 }
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if step == 2 { w = 2560; h = 1440 }
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if step == 3 { w = 1281; h = 721 }
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gl_w = w; gl_h = h
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r3d_resize()
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}
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r3d_time = time
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# the frame's counters close here, before any of its own work: the window each of them
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# covers is exactly one frame, from this point to the same point next time
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prof_gen_frame()
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prof_mark_start()
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cam_begin_frame(post_frame, gl_w, gl_h)
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# the height-field shadow rebakes as the light moves in steps (daylight), or with the sky yaw when there is no clock
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if (not day_on and ter_shadow_yaw != sky_yaw) or ter_shadow_gen != day_gen {
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ter_shadow_gen = day_gen
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let t_bk = gl_now_us()
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terrain_bake_shadow()
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prof_bake_add(gl_now_us() - t_bk)
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}
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scatter_begin_frame()
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prof_cpu_mark("shadow rebake")
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stream_update_all()
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prof_cpu_mark("streaming")
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if not r3d_no_shadow { prof_begin("shadow"); shadow_pass(); prof_end() }
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prof_cpu_mark("shadow pass")
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if water_on and not r3d_no_refl { prof_begin("water reflection"); water_reflection_pass(); prof_end() }
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prof_cpu_mark("reflection")
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post_begin_scene()
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# the near tree foliage lays its depth down before anything is shaded, so the terrain
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# under the stands and the cards behind the front ones are rejected before lighting.
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# It has to come straight after post_begin_scene: terrain_sun_prepare binds its own
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# target, and depth drawn after it lands in the sun buffer, not the scene's.
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if not r3d_prepass_off() {
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prof_begin("foliage prepass")
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gpu_color_write(false)
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scatter_draw_depth()
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gpu_color_write(true)
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prof_end()
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sc_prepass = true
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}
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prof_cpu_mark("foliage prepass")
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prof_begin("terrain sun")
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terrain_sun_prepare()
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prof_end()
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prof_begin("terrain")
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terrain_draw()
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prof_end()
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prof_cpu_mark("terrain")
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prof_begin("scene (vegetation)")
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scene_draw()
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prof_end()
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sc_prepass = false
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prof_cpu_mark("vegetation")
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prof_begin("grass")
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grass_draw()
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prof_end()
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prof_cpu_mark("grass")
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prof_begin("sky")
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r3d_draw_sky()
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prof_end()
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prof_begin("resolve MSAA")
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post_resolve()
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prof_end()
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# transparent water over the resolved frame: it tests against the frame's own
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# depth and reads a copy of it for the depth tint and soft shores
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if water_on {
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prof_begin("water surface")
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post_capture_scene()
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target_bind(post_hdr)
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gpu_depth_test(true)
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gpu_depth_func(GL_LESS)
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water_draw(post_depth_copy.depth)
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prof_end()
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}
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post_color = post_hdr.color
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if not post_no_gi { prof_begin("SSAO/GI"); post_ssao_pass(); prof_end() }
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if r3d_debug_max { tex_max(post_hdr.color, post_hdr.w, post_hdr.h, "hdr") }
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prof_begin("bloom")
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post_bloom_pass()
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prof_end()
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prof_begin("tonemap+exposure")
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post_tonemap(post_color)
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prof_end()
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prof_cpu_mark("post")
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prof_begin("prev-colour copy")
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post_capture_prev()
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prof_end()
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prof_collect()
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gl_check("frame")
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}
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