ludic/packages/ludic.render3d/grass.ludic
Orkuncakilkaya cc89fc37a4 feat(lang): strict numbers in float files; render3d on float
A numbers float file adapts decimal literals to a fixed operand or slot, and refuses to
promote a computed int to a float implicitly: there it is almost always float bits. Explicit
float(x) is always allowed.

render3d's numbers are float, converted by tools/migrate/floatbits.py - a whole-program
inference of which ints carried IEEE bits (union-find over flows, calls, returns, buffers,
nested buffers and lexical scopes) and a rewriter to operators, Math.* and float literals,
with float_bits / float_from_bits left only where bits really cross (runtime scratch
buffers, mixed buffers). Seed regenerated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 17:13:25 +03:00

307 lines
14 KiB
Text

# ============================================================================
# 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: float = 0.0
# 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.
var grass_blade_tex: int = 0
var grass_blade_cols: int = 8
# 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.
var grass_push_x: float = 0.0
var grass_push_z: float = 0.0
var grass_push_r: float = 0.0
var grass_s0: float = 0.0 # float bits: blade spacing at the camera (m)
var grass_d0: float = 0.0 # the distance at which the spacing has doubled (m)
var grass_radius: float = 0.0 # no blades past this (m)
var grass_draws: int = 0
var grass_dbg: int = 0
# 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
var grass_merge: bool = false
var grass_rec: words = null # VkDrawIndexedIndirectCommand records, 5 words each
var grass_tv: floats = null # per record: corner x, corner z, indices per cell, 0 (float bits)
var grass_chunk_tv: floats = null
var grass_n: int = 0
var grass_cmds: int = 0
var grass_band_start: words = null # per band: its first record
var grass_band_cells: words = null # ... and its 16 m cells per tile side
var grass_band_n: int = 0
# 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
var grass_mesh_on: bool = false
var grass_mesh_prog: int = 0
function r3d_mesh_grass(on: bool) -> void {
grass_mesh_on = on
if r3d_env_has("R3D_MESH_GRASS") { grass_mesh_on = Text.to_int(r3d_env("R3D_MESH_GRASS")) != 0 }
}
function grass_mesh_live() -> bool { return grass_mesh_on and grass_merge and grass_mesh_prog != 0 and gpu_has_mesh() }
# 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 = gpu_mesh_new()
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(m, v, gl_bytes_of(rows * 2 * 5), GPU_STATIC)
gpu_mesh_attr(m, 0, 3, GPU_F32, 20, 0, false)
gpu_mesh_attr(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(m, idx, nq * 6 * 4, 4)
free(idx)
m.count = nq * 6
gpu_mesh_done(m)
return m
}
function grass_init() -> void {
grass_merge = gpu_has_mdi() and not r3d_env_has("R3D_GRASS_TILES")
var defs = "#define FOLIAGE\n#define BLADE\n"
if grass_merge {
defs = defs + "#define TILES\n"
grass_rec = words(GRASS_RECS * 5); grass_tv = floats(GRASS_RECS * 4); grass_chunk_tv = floats(GRASS_CHUNK * 4)
grass_band_start = words(4); grass_band_cells = words(4)
grass_cmds = gpu_buffer_new()
}
grass_prog = r3d_program("grass.vert", "model.frag", defs)
if grass_merge and gpu_has_mesh() { grass_mesh_prog = r3d_program("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
grass_mesh = grass_blade_mesh(5)
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.
grass_s0 = 0.066
grass_d0 = 45.0
grass_radius = 1600.0
if r3d_env_has("R3D_NOBLADES") { grass_on = false }
if r3d_env_has("R3D_GRASS_R") { grass_radius = float(Text.to_int(r3d_env("R3D_GRASS_R"))) }
if r3d_env_has("R3D_GRASS_DBG") { grass_dbg = Text.to_int(r3d_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: float) -> int {
let spacing = grass_s0 * (1.0 + d / 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(size: int, d_min: float, d_max: float) -> void {
let p = grass_prog
let cells = size / GRASS_CELL
if grass_merge {
grass_band_start[grass_band_n] = grass_n; grass_band_cells[grass_band_n] = cells; grass_band_n += 1
} else {
u_i(gpu_uniform(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((cam_pos[0] - reach) / sz))
let tx1 = int(Math.floor((cam_pos[0] + reach) / sz))
let tz0 = int(Math.floor((cam_pos[2] - reach) / sz))
let tz1 = int(Math.floor((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 - cam_pos[0]; let dz = cz - 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(cx, cz)
if cam_sphere_visible(cx, cy, cz, corner_r + 6.0) {
let per = grass_count_at(dnear)
if per > 0 and grass_merge {
if grass_n < GRASS_RECS {
var inst = per * cells * cells
if inst > 65535 { inst = 65535 }
let r = grass_n * 5
grass_rec[r] = grass_mesh.count; grass_rec[r + 1] = inst; grass_rec[r + 2] = 0; grass_rec[r + 3] = 0
grass_rec[r + 4] = ((grass_n - grass_band_start[grass_band_n - 1]) % GRASS_CHUNK) * 65536
let t = grass_n * 4
grass_tv[t] = ox; grass_tv[t + 1] = oz; grass_tv[t + 2] = float(per); grass_tv[t + 3] = 0.0
grass_n += 1
}
} else if per > 0 {
u_f2(gpu_uniform(p, "u_tile"), ox, oz)
u_i(gpu_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 }
var p = grass_prog
if grass_mesh_live() { p = grass_mesh_prog }
gpu_use_program(p)
u_mat4(gpu_uniform(p, "u_view"), cam_view)
u_mat4(gpu_uniform(p, "u_proj"), cam_proj)
u_mat4(gpu_uniform(p, "u_vp"), cam_vp_clean)
u_f(gpu_uniform(p, "u_wind"), 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 = grass_blade_tex
let bcols = grass_blade_cols
u_f(gpu_uniform(p, "u_blade_cols"), float(bcols))
var bon = 0.0
if btex != 0 { bon = 1.0; r3d_bind_2d(p, "u_blade_tex", 12, btex) }
u_f(gpu_uniform(p, "u_blade_tex_on"), bon)
u_f3(gpu_uniform(p, "u_push"), grass_push_x, grass_push_z, grass_push_r)
u_f(gpu_uniform(p, "u_rough_scale"), 1.0)
u_v3(gpu_uniform(p, "u_tint"), sc_blade_tint)
u_v3(gpu_uniform(p, "u_blade_base"), sc_blade_base)
u_v3(gpu_uniform(p, "u_blade_tip"), sc_blade_tip)
u_f(gpu_uniform(p, "u_cull"), grass_radius)
u_f(gpu_uniform(p, "u_model_h"), 0.0)
u_f(gpu_uniform(p, "u_s0"), grass_s0)
u_f(gpu_uniform(p, "u_d0"), grass_d0)
u_f(gpu_uniform(p, "u_radius"), grass_radius)
u_i(gpu_uniform(p, "u_dbg"), grass_dbg)
var orthotex = ter_ortho_tex
var oon = 1.0
if orthotex == 0 { orthotex = ter_height_tex; oon = 0.0 }
r3d_bind_2d(p, "u_ortho", 4, orthotex)
u_f(gpu_uniform(p, "u_ortho_on"), oon)
var lake = -100000.0
if ter_lake_ex != 0.0 { lake = ter_lake_level }
u_f(gpu_uniform(p, "u_lake_level"), lake)
var sea = lake
if ter_sea_set { sea = ter_sea_level }
u_f(gpu_uniform(p, "u_sea_level"), sea)
u_f4(gpu_uniform(p, "u_lake"), ter_lake_cx, ter_lake_cz, ter_lake_ex, ter_lake_ez)
u_f(gpu_uniform(p, "u_snow_line"), ter_snow_line)
sky_bind_lighting(p)
shadow_bind(p)
fog_bind(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(gpu_uniform(p, "u_spec_scale"), 0.008)
gpu_cull(false)
grass_draws = 0
grass_n = 0
grass_band_n = 0
gpu_mesh_bind(grass_mesh)
grass_tiles(16, 0.0, 300.0)
grass_tiles(64, 300.0, 1200.0)
grass_tiles(256, 1200.0, grass_radius)
if grass_merge { grass_flush() }
gpu_cull(true)
}
# the records gathered this frame: uploaded once, then each band GRASS_CHUNK records a draw
function grass_flush() -> void {
if grass_n == 0 { return }
var p = grass_prog
let mesh = grass_mesh_live()
if mesh { p = grass_mesh_prog } else { gpu_buffer_upload(grass_cmds, grass_n * 20, grass_rec, GPU_DYNAMIC) }
for b in 0 .. grass_band_n {
let s = grass_band_start[b]
var e = grass_n
if b + 1 < grass_band_n { e = grass_band_start[b + 1] }
if e > s { u_i(gpu_uniform(p, "u_tile_cells"), grass_band_cells[b]) }
var k = s
while k < e {
var m = e - k
if m > GRASS_CHUNK { m = GRASS_CHUNK }
for q in 0 .. m * 4 { grass_chunk_tv[q] = 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 = grass_band_cells[b]
for q in 0 .. m {
var total = int(grass_tv[(k + q) * 4 + 2]) * cells * cells
if total > 65535 { total = 65535 }
if total > 0 {
for c in 0 .. 4 { grass_chunk_tv[c] = grass_tv[(k + q) * 4 + c] }
u_f4v(gpu_uniform(p, "u_tiles"), 1, grass_chunk_tv)
gpu_draw_mesh_tasks((total + GRASS_MESH_BLADES - 1) / GRASS_MESH_BLADES, 1, 1)
grass_draws += 1
}
}
} else {
u_f4v(gpu_uniform(p, "u_tiles"), m, grass_chunk_tv)
gpu_draw_mesh_indirect(grass_mesh, grass_cmds, k * 20, m, 0, 0)
}
if not mesh { grass_draws += 1 }
k += m
}
}
}