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>
844 lines
40 KiB
Text
844 lines
40 KiB
Text
# ============================================================================
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# terrain.ludic — the landscape: a height map generated on the GPU (R32F),
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# read back for placement queries, drawn as a lifted grid with four scanned
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# PBR materials blended by slope, altitude and the track mask.
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# ============================================================================
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var TERRAIN_HALF: int = 4096 # world half-size in metres (8 km square)
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const TERRAIN_RES: int = 4096 # height-map texels per side (2 m over 8 km)
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const TERRAIN_SHADOW_RES: int = 2048 # the baked height-field shadow / cloud mask
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# CDLOD: the map is a quadtree of 32x32-cell patches; the leaf patch is 32 m (1 m cells)
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const CD_G: int = 32 # cells per patch side
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const CD_LEVELS: int = 9 # 32 m leaves .. 8192 m root
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const CD_LEAVES: int = 256 # leaf patches per side (8192 / 32)
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var cd_mesh: Mesh = null
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var cd_range: floats = null # float bits: how far each level is drawn
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var cd_min: []floats = null # per level: min height of each patch (float bits)
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var cd_max: []floats = null
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var cd_draws: int = 0
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var cd_far_draws: int = 0
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var cd_near_draws: int = 0
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var ter_force_far: bool = false
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var ter_no_split: bool = false
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var ter_force_near: bool = false
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var ter_skip: bool = false
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var ter_height_tex: int = 0
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var ter_heights: floats = null # CPU copy, float bits, TERRAIN_RES^2
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var ter_reflect: bool = false # drawing the reflection: the mid mesh is plenty
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var ter_prog: int = 0
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# The far tier compiled on its own (FAR_ONLY). A patch that lies entirely beyond the
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# near/far split is drawn with it: same pixels, a shader small enough to run wide.
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var ter_prog_far: int = 0
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var ter_prog_near: int = 0 # the detailed tier alone (NEAR_ONLY)
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var ter_sun_prog: int = 0 # tersun.frag: sun visibility into a screen buffer
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var ter_sun_inline: bool = false # the ground's shader reads the cascades itself (Vulkan); no sun pass
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var ter_sun_tgt: Target = null # that buffer, at the frame's size
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var ter_sun_refl: Target = null # and at the reflection's, which is smaller
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var ter_sun_dumped: bool = false
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var ter_sun_checked: bool = false
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var ter_sun_done: bool = false # the caller already ran the pass (so it can time it)
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var ter_sun_pass: bool = false # selection is drawing the visibility pass
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var ter_sun_tex: int = 0
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var ter_prog_cur: int = 0 # the program currently bound during selection
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var ter_smooth: bool = false # generate the analytic test ground instead of a survey
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var ter_far_split: float = 0.0 # metres: beyond this the terrain takes its cheap far path (R3D_TFAR)
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var ter_far_band: float = 0.0 # half-width of the near/far blend (R3D_TBAND)
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var ter_snow_line: float = 0.0
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# 0 dry .. 1 soaked. The game sets it from the weather and lets it dry out.
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var ter_wet: float = 0.0
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var ter_tex: words = null # 11 material textures (see terrain_bind)
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var ter_ox: float = 0.0 # world x/z of the terrain centre (float bits)
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var ter_oz: float = 0.0
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var ter_dem_tex: int = 0 # a real height map (16-bit), or 0 for the procedural valley
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var ter_dem_blur: float = 0.0 # gaussian texels applied to the survey (0 for lidar; ~3 for 30 m data)
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var ter_dem_min: float = 0.0
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var ter_dem_max: float = 0.0
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var ter_dem_base: float = 0.0
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var ter_ortho_tex: int = 0 # a photograph of the same window, draped with distance
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var ter_carpet: int = 0 # the distant-grass carpet (carpet_bake), 0 = none
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var ter_shadow_tex: int = 0 # height-field sun shadow: RG32F (lowest lit height, occluder distance)
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var ter_shadow_yaw: float = 1000000000.0 # the sky yaw it was baked for
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var ter_shadow_gen: int = -1 # the daylight generation it was baked for
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var ter_shadow_prog: int = 0
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function terrain_set_carpet(tex: int) -> void { ter_carpet = tex }
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var ter_lake_level: float = 0.0 # a lake carved into the height map (float bits; ex = 0 → none)
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var ter_lake_cx: float = 0.0
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var ter_lake_cz: float = 0.0
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var ter_lake_ex: float = 0.0
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var ter_lake_ez: float = 0.0
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# Carve a lake bed below `level` inside the ellipse (cx, cz) ± (ex, ez); call before r3d_init.
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function terrain_lake(level: float, cx: float, cz: float, ex: float, ez: float) -> void {
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ter_lake_level = level; ter_lake_cx = cx; ter_lake_cz = cz; ter_lake_ex = ex; ter_lake_ez = ez
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}
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# Whether the generator carves that bed. A height map that already carries a shaped bed
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# turns it off and keeps the lake for everything else (its line, its outline, its shore):
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# the carve drops the bed metres within the survey's last 0.9 m of shore, which reads as a
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# cut edge on a lake whose own bank was shaped to come down gently.
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var ter_lake_carve: bool = true
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function terrain_lake_carve(on: bool) -> void { ter_lake_carve = on }
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# The SEA's level, for the coast, the strand and the shoreline shading, when it is not the
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# carved lake's. They were one number, which holds only while the lake is at sea level: a
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# lake eighty metres up the valley drowned the whole coast toward its own surface. Unset,
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# the sea is the lake exactly as before, so a map with one water line needs no call.
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var ter_sea_level: float = 0.0
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var ter_sea_set: bool = false
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function terrain_sea(level: float) -> void { ter_sea_level = level; ter_sea_set = true }
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# the level the generator scales the coast toward (it always read the lake's, set or not)
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function ter_sea_gen() -> float { if ter_sea_set { return ter_sea_level }; return ter_lake_level }
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# An island: land out to `r` from (cx, cz), then the terrain scaled down into the water
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# over `fall` metres and on down to a shelf. Scaling rather than blending to a fixed bed is
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# what makes the coastline come out of the terrain that is already there — low ground turns
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# into beach and shallows, high ground into cliff. `r = 0` leaves the survey alone.
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const TER_ISLE_NONE: int = 0
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const TER_ISLE_RADIAL: int = 1
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const TER_ISLE_COAST: int = 2
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var ter_isle_cx: float = 0.0
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var ter_isle_cz: float = 0.0
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var ter_isle_r: float = 0.0
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var ter_isle_fall: float = 0.0
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var ter_isle_mode: int = 0
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function terrain_island(cx: float, cz: float, r: float, fall: float) -> void {
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ter_isle_cx = cx; ter_isle_cz = cz; ter_isle_r = r; ter_isle_fall = fall
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ter_isle_mode = TER_ISLE_RADIAL
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if r == 0.0 { ter_isle_mode = TER_ISLE_NONE }
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}
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# The other way to make an island, and the one a real survey usually wants: put the sea
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# around the survey's OWN EDGE rather than cutting a circle out of the middle of it.
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# Everything the data covers stays land; the outer `margin` metres are under water and the
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# `fall` metres inside that are scaled down into it, exactly as terrain_island scales.
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#
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# The difference matters more than it sounds. Measuring a radius from a point in the middle
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# of an 8 km mountain survey drowns most of the survey to make an island of the rest —
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# you paid for the data and then threw two thirds of it away. Measuring inward from the
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# boundary keeps all of it and puts the coast where the data runs out, which is also where
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# a surveyor would tell you it runs out.
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#
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# The band is wobbled by low-frequency noise so the coastline is headlands and bays rather
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# than the square the data arrived in. `margin = 0` leaves the survey alone.
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function terrain_coast(cx: float, cz: float, margin: float, fall: float) -> void {
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ter_isle_cx = cx; ter_isle_cz = cz; ter_isle_r = margin; ter_isle_fall = fall
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ter_isle_mode = TER_ISLE_COAST
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if margin == 0.0 { ter_isle_mode = TER_ISLE_NONE }
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}
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# Use a real place: a 16-bit PNG height map plus its elevation range (metres). The
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# elevation `base` becomes y = 0; `ox`/`oz` put the map's centre in the world.
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var ter_ortho_px: pointer = null # the photograph on the CPU (RGB8, TERRAIN_RES^2) for placement rules
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var ter_ortho_w: int = 0
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var ter_ortho_c: int = 3
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# the photograph's colour at world (x, z): packed 0xRRGGBB (0 outside the map)
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function terrain_ortho(x: float, z: float) -> int {
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if ter_ortho_px == null { return 0 }
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if ter_o_scale == 0.0 { ter_o_scale = float(ter_ortho_w) / float(TERRAIN_HALF * 2) }
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let scale = ter_o_scale
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var ix = int(Math.floor((x - ter_ox + float(TERRAIN_HALF)) * scale))
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var iz = int(Math.floor((z - ter_oz + float(TERRAIN_HALF)) * scale))
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if ix < 0 { ix = 0 }; if iz < 0 { iz = 0 }
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if ix > ter_ortho_w - 1 { ix = ter_ortho_w - 1 }; if iz > ter_ortho_w - 1 { iz = ter_ortho_w - 1 }
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let o = (iz * ter_ortho_w + ix) * ter_ortho_c
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return (ter_ortho_px[o] << 16) | (ter_ortho_px[o + 1] << 8) | ter_ortho_px[o + 2]
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}
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# The three classifiers below all read the same pixel. A caller that wants more than
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# one should fetch the colour once with terrain_ortho() and use the *_of forms — the
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# cover generator tests all three per candidate, so this is three fetches saved out of
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# every four in the hottest loop in the program.
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function ortho_green_of(c: int) -> float {
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let r = (c >> 16) & 255; let g = (c >> 8) & 255; let b = c & 255
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var v = g - max(r, b)
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if v < 0 { v = 0 }
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return Math.min(float(v) / 22.0, 1.0)
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}
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function ortho_scree_of(c: int) -> float {
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if c == 0 { return 0.0 }
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let r = (c >> 16) & 255; let g = (c >> 8) & 255; let b = c & 255
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let mx = max(r, max(g, b))
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if g - max(r, b) > 2 or mx < 60 { return 0.0 }
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return 1.0
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}
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function ortho_forest_of(c: int) -> float {
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if c == 0 { return 0.0 }
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let r = (c >> 16) & 255; let g = (c >> 8) & 255; let b = c & 255
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let mx = max(r, max(g, b))
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if g - max(r, b) < 3 { return 0.0 }
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if mx <= 80 { return 1.0 }
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if mx <= 105 { return 0.5 }
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return 0.0
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}
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# how green the ground is in the photograph (0..1 float bits): meadow / forest vs rock, scree, water
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function terrain_ortho_green(x: float, z: float) -> float {
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let c = terrain_ortho(x, z)
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let r = (c >> 16) & 255; let g = (c >> 8) & 255; let b = c & 255
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var v = g - max(r, b) # green excess
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if v < 0 { v = 0 }
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return Math.min(float(v) / 22.0, 1.0)
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}
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# how grey and mid-bright (scree / pebbles / bare rock) the photograph is there (0..1)
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# Bare ground only where most of a 50 m neighbourhood is bare: a single 10 m trail pixel
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# must not place a boulder or bar a tree.
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function terrain_ortho_scree(x: float, z: float) -> float {
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var votes = 0
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for j in 0 .. 5 { for i in 0 .. 5 { if ortho_scree_of(terrain_ortho(x + float((i - 2) * 10), z + float((j - 2) * 10))) != 0.0 { votes += 1 } } }
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if votes >= 15 { return 1.0 }
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return 0.0
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}
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function terrain_ortho_scree_pixel(x: float, z: float) -> float {
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let c = terrain_ortho(x, z)
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if c == 0 { return 0.0 }
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let r = (c >> 16) & 255; let g = (c >> 8) & 255; let b = c & 255
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let mx = max(r, max(g, b))
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# bare ground: not green-dominant (grey scree, the maroon rock, the moraine's tan gravel), lit enough not to be water
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if g - max(r, b) > 2 or mx < 60 { return 0.0 }
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return 1.0
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}
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# dense conifer forest in the photograph: green-dominant and dark (the meadows are brighter)
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function terrain_ortho_forest(x: float, z: float) -> float {
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let c = terrain_ortho(x, z)
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if c == 0 { return 0.0 }
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let r = (c >> 16) & 255; let g = (c >> 8) & 255; let b = c & 255
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let mx = max(r, max(g, b))
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if g - max(r, b) < 3 { return 0.0 }
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if mx <= 80 { return 1.0 }
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if mx <= 105 { return 0.5 }
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return 0.0
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}
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function terrain_use_ortho(path: string) -> void {
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let px = png_decode(path)
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if px == null { return }
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ter_ortho_px = px
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ter_ortho_w = tex_w
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ter_ortho_c = tex_channels
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ter_ortho_tex = tex_upload(px, true, true)
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gpu_tex_bind(GPU_TEX2D, ter_ortho_tex)
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gpu_tex_param(GPU_TEX2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
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gpu_tex_param(GPU_TEX2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
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}
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function terrain_use_dem(path: string, emin: float, emax: float, base: float, ox: float, oz: float) -> void {
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ter_dem_tex = tex_load(path, false)
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ter_dem_min = emin; ter_dem_max = emax; ter_dem_base = base
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ter_ox = ox; ter_oz = oz
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gpu_tex_bind(GPU_TEX2D, ter_dem_tex)
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gpu_tex_param(GPU_TEX2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
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gpu_tex_param(GPU_TEX2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
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}
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function terrain_generate() -> void {
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var defs = ""
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if ter_dem_tex != 0 { defs = "#define DEM\n" }
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if ter_smooth { defs = "#define SMOOTH\n" }
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let p = r3d_program("fullscreen.vert", "heightgen.frag", defs)
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ter_height_tex = tex_target(TERRAIN_RES, TERRAIN_RES, GL_R32F, GL_RED, GL_FLOAT, GL_LINEAR)
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let fbo = gpu_fb_new()
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gpu_fb_bind(fbo)
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gpu_fb_color(0, ter_height_tex)
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gpu_viewport(0, 0, TERRAIN_RES, TERRAIN_RES)
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gpu_depth_test(false)
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gpu_use_program(p)
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u_f(gpu_uniform(p, "u_half"), float(TERRAIN_HALF))
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if ter_dem_tex != 0 {
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r3d_bind_2d(p, "u_dem", 0, ter_dem_tex)
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u_f(gpu_uniform(p, "u_dem_min"), ter_dem_min)
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u_f(gpu_uniform(p, "u_dem_max"), ter_dem_max)
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u_f(gpu_uniform(p, "u_dem_base"), ter_dem_base)
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u_f2(gpu_uniform(p, "u_origin"), ter_ox, ter_oz)
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u_f4(gpu_uniform(p, "u_lake"), ter_lake_cx, ter_lake_cz, ter_lake_ex, ter_lake_ez)
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u_f(gpu_uniform(p, "u_lake_level"), ter_lake_level)
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var carve = 1.0
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if not ter_lake_carve { carve = 0.0 }
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u_f(gpu_uniform(p, "u_lake_carve"), carve)
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u_f(gpu_uniform(p, "u_sea_level"), ter_sea_gen())
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u_f4(gpu_uniform(p, "u_isle"), ter_isle_cx, ter_isle_cz, ter_isle_r, ter_isle_fall)
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u_f(gpu_uniform(p, "u_isle_mode"), float(ter_isle_mode))
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u_f(gpu_uniform(p, "u_dem_blur"), float(ter_dem_blur))
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}
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mesh_draw(sky_fullscreen)
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# second pass: R = height, GBA = the smooth surface normal, baked once (ternormal.frag)
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let raw = ter_height_tex
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ter_height_tex = tex_target(TERRAIN_RES, TERRAIN_RES, GL_RGBA32F, GL_RGBA, GL_FLOAT, GL_LINEAR)
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gpu_fb_color(0, ter_height_tex)
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let pn = r3d_program("fullscreen.vert", "ternormal.frag", "")
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gpu_use_program(pn)
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r3d_bind_2d(pn, "u_src", 0, raw)
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u_f(gpu_uniform(pn, "u_half"), float(TERRAIN_HALF))
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mesh_draw(sky_fullscreen)
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gpu_program_free(pn)
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gpu_tex_free(raw)
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# read the heights back for placement
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ter_heights = floats(TERRAIN_RES * TERRAIN_RES)
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gpu_tex_bind(GPU_TEX2D, ter_height_tex)
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gpu_pixel_store(GL_PACK_ALIGNMENT, 4)
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gpu_tex_read(GPU_TEX2D, GL_RED, GL_FLOAT, ter_heights)
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gpu_fb_bind(0)
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gpu_fb_free(fbo)
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gpu_program_free(p)
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gpu_check("terrain generate")
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}
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# The height field for shaders that place things on the ground (model.vert's u_ground)
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function terrain_bind_height(p: int) -> void {
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r3d_bind_2d(p, "u_ts_height", 5, ter_height_tex)
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u_f(gpu_uniform(p, "u_ts_half"), float(TERRAIN_HALF))
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u_f2(gpu_uniform(p, "u_ts_origin"), ter_ox, ter_oz)
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}
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# Bake the height-field sun shadow (see tershadow.frag). Cheap enough to redo whenever
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# the sun moves; r3d_frame calls it again when sky_set_yaw has changed the yaw.
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function terrain_bake_shadow() -> void {
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if sun_dir == null { return }
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if ter_shadow_tex == 0 { ter_shadow_tex = tex_target(TERRAIN_SHADOW_RES, TERRAIN_SHADOW_RES, GL_RGBA32F, GL_RGBA, GL_FLOAT, GL_LINEAR) }
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if ter_shadow_prog == 0 { ter_shadow_prog = r3d_program("fullscreen.vert", "tershadow.frag", "#define NOISE_ONLY\n") }
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let p = ter_shadow_prog
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let fbo = gpu_fb_new()
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gpu_fb_bind(fbo)
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gpu_fb_color(0, ter_shadow_tex)
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gpu_viewport(0, 0, TERRAIN_SHADOW_RES, TERRAIN_SHADOW_RES)
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gpu_depth_test(false)
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gpu_blend(false)
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gpu_use_program(p)
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r3d_bind_2d(p, "u_height", 0, ter_height_tex)
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u_f(gpu_uniform(p, "u_half"), float(TERRAIN_HALF))
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u_v3(gpu_uniform(p, "u_sun"), sun_dir)
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mesh_draw(sky_fullscreen)
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gpu_fb_bind(0)
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gpu_fb_free(fbo)
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ter_shadow_yaw = sky_yaw
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gpu_check("terrain shadow bake")
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}
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# height at world (x, z) — float bits, bilinear over the CPU copy
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# The height and photograph scales are constants, but they were being recomputed —
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# a fixed-point divide — on every call, and the cover generator calls terrain_height
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# five times per candidate (once directly, four more inside slope_at) across hundreds
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# of thousands of candidates per chunk. Hoisted, they cost nothing.
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var ter_h_scale: float = 0.0
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var ter_o_scale: float = 0.0
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function terrain_height(x: float, z: float) -> float {
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if ter_h_scale == 0.0 { ter_h_scale = float(TERRAIN_RES) / float(TERRAIN_HALF * 2) }
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let scale = ter_h_scale
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let fx = (x - ter_ox + float(TERRAIN_HALF)) * scale
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let fz = (z - ter_oz + float(TERRAIN_HALF)) * scale
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var ix = int(Math.floor(fx)); var iz = int(Math.floor(fz))
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if ix < 0 { ix = 0 }; if iz < 0 { iz = 0 }
|
|
if ix > TERRAIN_RES - 2 { ix = TERRAIN_RES - 2 }; if iz > TERRAIN_RES - 2 { iz = TERRAIN_RES - 2 }
|
|
let tx = Math.clamp(fx - float(ix), 0.0, 1.0)
|
|
let tz = Math.clamp(fz - float(iz), 0.0, 1.0)
|
|
let h00 = ter_heights[iz * TERRAIN_RES + ix]
|
|
let h10 = ter_heights[iz * TERRAIN_RES + ix + 1]
|
|
let h01 = ter_heights[(iz + 1) * TERRAIN_RES + ix]
|
|
let h11 = ter_heights[(iz + 1) * TERRAIN_RES + ix + 1]
|
|
return Math.lerp(Math.lerp(h00, h10, tx), Math.lerp(h01, h11, tx), tz)
|
|
}
|
|
# the same for Q16.16 callers
|
|
function terrain_height_fx(x: fixed, z: fixed) -> fixed { return fixed(terrain_height(float(x), float(z))) }
|
|
|
|
# The height the terrain is DRAWN at: the cubic B-spline of the texels (heightSmooth in
|
|
# terrain.vert), not the bilinear read above. The two differ by up to half a metre on
|
|
# rough ground, which is the difference between a character standing on the meadow
|
|
# and one buried to the knee in it. Sixteen taps; for things that move, not for the
|
|
# thousands of placement queries a chunk makes.
|
|
var ter_bw: floats = null
|
|
function terrain_height_smooth(x: float, z: float) -> float {
|
|
if ter_h_scale == 0.0 { ter_h_scale = float(TERRAIN_RES) / float(TERRAIN_HALF * 2) }
|
|
if ter_bw == null { ter_bw = floats(8) }
|
|
let scale = ter_h_scale
|
|
let fx = (x - ter_ox + float(TERRAIN_HALF)) * scale - 0.5
|
|
let fz = (z - ter_oz + float(TERRAIN_HALF)) * scale - 0.5
|
|
let ix = int(Math.floor(fx)); let iz = int(Math.floor(fz))
|
|
let tx = Math.clamp(fx - float(ix), 0.0, 1.0)
|
|
let tz = Math.clamp(fz - float(iz), 0.0, 1.0)
|
|
# the four cubic B-spline weights of a fraction, over texels i-1 .. i+2
|
|
for a in 0 .. 2 {
|
|
var t = tx
|
|
if a == 1 { t = tz }
|
|
let t2 = t * t; let t3 = t2 * t
|
|
let one_t = 1.0 - t
|
|
let w0 = one_t * one_t * one_t / 6.0
|
|
let w1 = (4.0 - 6.0 * t2 + 3.0 * t3) / 6.0
|
|
let w3 = t3 / 6.0
|
|
let w2 = 1.0 - w0 - w1 - w3
|
|
ter_bw[a * 4] = w0; ter_bw[a * 4 + 1] = w1; ter_bw[a * 4 + 2] = w2; ter_bw[a * 4 + 3] = w3
|
|
}
|
|
var h = 0.0
|
|
for j in 0 .. 4 {
|
|
var rz = iz - 1 + j
|
|
if rz < 0 { rz = 0 }; if rz > TERRAIN_RES - 1 { rz = TERRAIN_RES - 1 }
|
|
var row = 0.0
|
|
for i in 0 .. 4 {
|
|
var rx = ix - 1 + i
|
|
if rx < 0 { rx = 0 }; if rx > TERRAIN_RES - 1 { rx = TERRAIN_RES - 1 }
|
|
row = row + ter_bw[i] * ter_heights[rz * TERRAIN_RES + rx]
|
|
}
|
|
h = h + ter_bw[4 + j] * row
|
|
}
|
|
return h
|
|
}
|
|
|
|
function terrain_load_textures() -> void {
|
|
ter_tex = words(15)
|
|
let a = r3d_assets + "/textures/"
|
|
ter_tex[0] = tex_load(a + "aerial_grass_rock_diff_2k.png", true)
|
|
ter_tex[1] = tex_load(a + "aerial_grass_rock_nor_gl_2k.png", false)
|
|
ter_tex[2] = tex_load(a + "aerial_grass_rock_arm_2k.png", false)
|
|
ter_tex[3] = tex_load(a + "grass_path_2_diff_2k.png", true)
|
|
ter_tex[4] = tex_load(a + "grass_path_2_nor_gl_2k.png", false)
|
|
ter_tex[5] = tex_load(a + "grass_path_2_arm_2k.png", false)
|
|
ter_tex[6] = tex_load(a + "gray_rocks_diff_2k.png", true)
|
|
ter_tex[7] = tex_load(a + "gray_rocks_nor_gl_2k.png", false)
|
|
ter_tex[8] = tex_load(a + "gray_rocks_arm_2k.png", false)
|
|
ter_tex[9] = tex_load(a + "snow_02_diff_2k.png", true)
|
|
ter_tex[10] = tex_load(a + "snow_02_nor_gl_2k.png", false)
|
|
ter_tex[11] = tex_load(a + "snow_02_arm_2k.png", false)
|
|
ter_tex[12] = tex_load(a + "aerial_grass_rock_disp_2k.png", false)
|
|
ter_tex[13] = tex_load(a + "cliff_side_diff_2k.png", true)
|
|
ter_tex[14] = tex_load(a + "cliff_side_nor_gl_2k.png", false)
|
|
if r3d_env_has("R3D_TEXDBG") { for i in 0 .. 15 { print(`ter_tex[{string(i)}] = {string(ter_tex[i])}`) } }
|
|
}
|
|
|
|
function terrain_init() -> void {
|
|
for i in 0 .. TERRAIN_INIT_STEPS { terrain_init_step(i) }
|
|
}
|
|
|
|
# The terrain's start-up as steps a loading screen can show between, in terrain_init's order:
|
|
# 0 the height field and its normals (and the read-back for placement), 1 the sun's height-field
|
|
# shadow, 2 the ground's materials, 3 the patch tree and the terrain programs.
|
|
const TERRAIN_INIT_STEPS: int = 4
|
|
function terrain_init_step(i: int) -> void {
|
|
if i == 0 { terrain_generate(); return }
|
|
if i == 1 { terrain_bake_shadow(); return }
|
|
if i == 2 { terrain_load_textures(); return }
|
|
terrain_init_finish()
|
|
}
|
|
|
|
function terrain_init_finish() -> void {
|
|
cdlod_init()
|
|
ter_wire = r3d_env_has("R3D_WIRE")
|
|
ter_force_far = r3d_env_has("R3D_TFARONLY")
|
|
ter_no_split = r3d_env_has("R3D_NOSPLIT")
|
|
ter_force_near = r3d_env_has("R3D_TNEARONLY")
|
|
ter_skip = r3d_env_has("R3D_NOTERRAIN")
|
|
var defs = ""
|
|
if r3d_debug_shadow { defs = "#define DEBUG_SHADOW\n" }
|
|
if r3d_env_has("R3D_DEBUG_MAT") { defs = "#define DEBUG_MAT\n" }
|
|
if r3d_env_has("R3D_DEBUG_WIND") { defs = "#define DEBUG_WIND\n" }
|
|
if r3d_env_has("R3D_DEBUG_NRM") { defs = "#define DEBUG_NRM\n" }
|
|
if r3d_env_has("R3D_DEBUG_ALB") { defs = "#define DEBUG_ALB\n" }
|
|
# Elimination profiling. Measure these by FRAME TIME (prof_ft_report), not by the
|
|
# per-pass GPU timers: this driver's timer queries attribute a pass's fragment work
|
|
# almost arbitrarily, and will happily report a pass at a tenth of its cost.
|
|
# R3D_TFAST=1 the ground reads no sun visibility =2 every noise field at its mean
|
|
# =3 no scanned material taps =4 no survey photograph
|
|
# =5 the detailed tier at every distance =20 no photograph grain
|
|
# R3D_NOTERRAIN skips the ground entirely (what it costs); R3D_TNEARONLY / R3D_TFARONLY
|
|
# draw every patch with one tier's program (what each tier costs over a whole frame);
|
|
# R3D_NOSPLIT goes back to the single program that holds both tiers.
|
|
if r3d_env_has("R3D_TFAST") { defs = defs + "#define TFAST_" + r3d_env("R3D_TFAST") + "\n" }
|
|
# Vulkan reads the cascades inside the ground's own shader and draws no separate sun pass
|
|
# (terrain.frag, SUN_INLINE): one rasterisation of the patches instead of two, in the frame and in
|
|
# the reflection. R3D_SUN_PASS=1 keeps the pass there too, for comparing.
|
|
ter_sun_inline = gpu_kind == GPU_VK and not r3d_env_has("R3D_SUN_PASS")
|
|
if ter_sun_inline { defs = defs + "#define SUN_INLINE\n" }
|
|
ter_prog = r3d_program("terrain.vert", "terrain.frag", defs)
|
|
ter_prog_far = r3d_program("terrain.vert", "terrain.frag", defs + "#define FAR_ONLY\n")
|
|
ter_prog_near = r3d_program("terrain.vert", "terrain.frag", defs + "#define NEAR_ONLY\n")
|
|
ter_sun_prog = r3d_program("terrain.vert", "tersun.frag", "")
|
|
ter_far_split = 200.0
|
|
if r3d_env_has("R3D_TFAR") { ter_far_split = float(Text.to_int(r3d_env("R3D_TFAR"))) }
|
|
ter_far_band = 60.0
|
|
if r3d_env_has("R3D_TBAND") { ter_far_band = float(Text.to_int(r3d_env("R3D_TBAND"))) }
|
|
ter_snow_line = 880.0
|
|
gpu_check("terrain init")
|
|
}
|
|
|
|
# draw into the current cascade with the given light view-projection
|
|
# The terrain no longer casts into the shadow map: it shadows itself by marching its
|
|
# own height field in terrain.frag, which cannot produce the self-shadow grid a depth
|
|
# map does, and it saves drawing the whole grid five times a frame.
|
|
function terrain_draw_shadow(light_vp: floats) -> void {
|
|
}
|
|
|
|
# Every per-frame uniform of one terrain program. Both tiers are bound up front so
|
|
# selection can switch between them per patch without re-binding anything but the node.
|
|
function terrain_bind_prog(p: int) -> void {
|
|
gpu_use_program(p)
|
|
r3d_bind_2d(p, "u_height", 0, ter_height_tex)
|
|
r3d_bind_2d(p, "u_grass_d", 1, ter_tex[0]); r3d_bind_2d(p, "u_grass_n", 2, ter_tex[1]); r3d_bind_2d(p, "u_grass_a", 3, ter_tex[2])
|
|
# The cliff maps went with the dead cliff sample. Binding textures for uniforms the
|
|
# shader no longer declares leaves those units pointing at nothing, which the driver
|
|
# reports as an unloadable sampler and resolves as a zero texture.
|
|
# A scene with no photograph still has to bind something valid here: sampler unit
|
|
# pointed at texture 0 is an incomplete texture, which the driver reports as
|
|
# unloadable and which poisons sampling for the rest of the unit's stage.
|
|
var orthotex = ter_ortho_tex
|
|
if orthotex == 0 { orthotex = ter_tex[0] }
|
|
r3d_bind_2d(p, "u_ortho", 4, orthotex)
|
|
var oon = 0.0
|
|
if ter_ortho_tex != 0 { oon = 1.0 }
|
|
u_f(gpu_uniform(p, "u_ortho_on"), oon)
|
|
r3d_bind_2d(p, "u_rock_d", 7, ter_tex[6]); r3d_bind_2d(p, "u_rock_n", 8, ter_tex[7]); r3d_bind_2d(p, "u_rock_a", 9, ter_tex[8])
|
|
r3d_bind_2d(p, "u_snow_d", 10, ter_tex[9])
|
|
if ter_carpet != 0 { r3d_bind_2d(p, "u_carpet", 11, ter_carpet); u_f(gpu_uniform(p, "u_carpet_on"), 1.0) }
|
|
else { r3d_bind_2d(p, "u_carpet", 11, ter_tex[0]); u_f(gpu_uniform(p, "u_carpet_on"), 0.0) }
|
|
u_f(gpu_uniform(p, "u_half"), float(TERRAIN_HALF))
|
|
u_f(gpu_uniform(p, "u_texel"), 1.0 / float(TERRAIN_RES))
|
|
u_f(gpu_uniform(p, "u_snow_line"), ter_snow_line)
|
|
u_f(gpu_uniform(p, "u_wet"), ter_wet)
|
|
var lake = -100000.0
|
|
if ter_lake_ex != 0.0 { lake = ter_lake_level }
|
|
u_f(gpu_uniform(p, "u_lake_level"), lake)
|
|
# the shoreline, forest and scree gates read the sea; unset it is what they always read
|
|
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_mat4(gpu_uniform(p, "u_view"), cam_view)
|
|
u_mat4(gpu_uniform(p, "u_proj"), cam_proj)
|
|
u_f2(gpu_uniform(p, "u_origin"), ter_ox, ter_oz)
|
|
u_f(gpu_uniform(p, "u_far_split"), ter_far_split)
|
|
u_f(gpu_uniform(p, "u_far_band"), ter_far_band)
|
|
sky_bind_lighting(p)
|
|
shadow_bind(p)
|
|
fog_bind(p)
|
|
# GROUND IS NOT A MIRROR, and this has to come AFTER fog_bind, which hands every
|
|
# program u_spec_scale = 1. That is right for water and for a varnished prop and wrong
|
|
# for a hillside: the image-based specular lays a broad reflection of a bright sky over
|
|
# every square metre of rock and meadow and washes them toward the sky's own colour.
|
|
# It is why the range named for the colour of its rock rendered pale lilac rather than
|
|
# maroon - the maroon was under a sheet of reflected sky. Foliage already gets 0.05.
|
|
#
|
|
# Set before fog_bind it measured as EXACTLY zero pixels changed, which is the same
|
|
# shape of mistake as setting r3d_fog_scale before gfx_apply: the value was right and
|
|
# something downstream put it back.
|
|
u_f(gpu_uniform(p, "u_spec_scale"), 0.22)
|
|
u_v3(gpu_uniform(p, "u_cam_pos"), cam_pos)
|
|
u_f(gpu_uniform(p, "u_grid"), float(CD_G))
|
|
# The ground reads its sun visibility out of the buffer tersun.frag filled, and has no
|
|
# use for the cascade array shadow_bind just put on this unit; leaving both bound under
|
|
# one unit is undefined ground, so the array comes off first.
|
|
# (With the read inline, the array shadow_bind put there is exactly what the ground wants.)
|
|
if not ter_sun_inline {
|
|
gpu_tex_unit(15)
|
|
gpu_tex_bind(GPU_TEX2D_ARRAY, 0)
|
|
r3d_bind_2d(p, "u_sunshadow", 15, ter_sun_tex)
|
|
}
|
|
}
|
|
|
|
# The visibility buffer for the size being drawn into. The reflection is rendered at its
|
|
# own (smaller) size, so it keeps its own.
|
|
#
|
|
# Neither owns a depth buffer. The pass BORROWS the depth the frame is about to be drawn
|
|
# with, so its rasterisation doubles as a depth prepass — and a borrowed texture must
|
|
# never be written into the Target, because a Target deletes whatever its `depth` names
|
|
# when it is freed. Storing it there deleted the frame's own depth buffer on the first
|
|
# resize (post_init had already made the replacement, and GL hands the freed name straight
|
|
# back, so the new one was deleted instead of the old). The scene framebuffer lost its
|
|
# depth attachment, the sky's fullscreen quad had nothing left to fail against, and it
|
|
# painted over the whole valley — with "gl error 1286" every frame from the passes whose
|
|
# attachment now named a deleted texture.
|
|
function terrain_sun_target(w: int, h: int) -> Target {
|
|
var t = ter_sun_tgt
|
|
if ter_reflect { t = ter_sun_refl }
|
|
if t == null or t.w != w or t.h != h {
|
|
target_free(t) # owns its colour, and nothing else
|
|
t = target_new(w, h, GL_R8, GL_RED, GL_UNSIGNED_BYTE, false, GL_NEAREST)
|
|
if ter_reflect { ter_sun_refl = t } else { ter_sun_tgt = t }
|
|
}
|
|
return t
|
|
}
|
|
|
|
# Rasterise the patches once with the small shader that reads the cascades (tersun.frag).
|
|
function terrain_sun_pass(w: int, h: int, depth: int) -> Target {
|
|
let t = terrain_sun_target(w, h)
|
|
# Attach the frame's depth afresh every pass. It is a different texture every time the
|
|
# screen-sized buffers are rebuilt — a resize, a fullscreen change — and an attachment
|
|
# naming a texture that has been deleted leaves this framebuffer incomplete, which is
|
|
# an error per draw and a pass that silently does nothing. One call a pass is cheaper
|
|
# than any scheme for noticing.
|
|
target_bind(t)
|
|
gpu_fb_depth(depth)
|
|
if not ter_sun_checked {
|
|
ter_sun_checked = true
|
|
let st = gpu_fb_status()
|
|
if st != GL_FRAMEBUFFER_COMPLETE { print(`r3d: sun-visibility framebuffer incomplete {st}`) }
|
|
}
|
|
gpu_depth_test(true)
|
|
gpu_depth_func(GL_LESS)
|
|
gpu_depth_write(true)
|
|
# the depth is the frame's own and was cleared with it; only the visibility is cleared
|
|
gpu_clear_color(1.0, 1.0, 1.0, 1.0) # unshadowed where nothing is drawn
|
|
gpu_clear(GL_COLOR_BUFFER_BIT)
|
|
let p = ter_sun_prog
|
|
gpu_use_program(p)
|
|
r3d_bind_2d(p, "u_height", 0, ter_height_tex)
|
|
u_f(gpu_uniform(p, "u_half"), float(TERRAIN_HALF))
|
|
u_mat4(gpu_uniform(p, "u_view"), cam_view)
|
|
u_mat4(gpu_uniform(p, "u_proj"), cam_proj)
|
|
u_f2(gpu_uniform(p, "u_origin"), ter_ox, ter_oz)
|
|
u_v3(gpu_uniform(p, "u_cam_pos"), cam_pos)
|
|
u_f(gpu_uniform(p, "u_grid"), float(CD_G))
|
|
u_f(gpu_uniform(p, "u_far_split"), ter_far_split)
|
|
u_f(gpu_uniform(p, "u_far_band"), ter_far_band)
|
|
u_f(gpu_uniform(p, "u_clip_y"), r3d_clip_y)
|
|
shadow_bind(p)
|
|
sky_bind_lighting(p)
|
|
ter_sun_pass = true
|
|
gpu_mesh_bind(cd_mesh)
|
|
cdlod_select(CD_LEVELS - 1, 0, 0)
|
|
ter_sun_pass = false
|
|
if r3d_env_has("R3D_DUMP_SUN") and not ter_sun_dumped and not ter_reflect { ter_sun_dumped = true; tex_dump(t.color, w, h, "build/dbg_sun.ppm") }
|
|
return t
|
|
}
|
|
|
|
function terrain_sun_prepare() -> void {
|
|
if ter_sun_inline { return }
|
|
ter_sun_tex = terrain_sun_pass(post_w, post_h, post_hdr.depth).color
|
|
ter_sun_done = true
|
|
}
|
|
|
|
function terrain_draw() -> void {
|
|
if ter_skip { return }
|
|
# The sun visibility first, into its own buffer; the shading pass looks it up per pixel.
|
|
# The pass binds its own framebuffer, so the caller's target is restored afterwards —
|
|
# the reflection's, or the scene's, without disturbing what is already drawn in it.
|
|
var vw = post_w
|
|
var vh = post_h
|
|
if ter_reflect { vw = water_refl.w; vh = water_refl.h }
|
|
if not ter_sun_done and not ter_sun_inline {
|
|
var dep = post_hdr.depth
|
|
if ter_reflect { dep = water_refl.depth }
|
|
ter_sun_tex = terrain_sun_pass(vw, vh, dep).color
|
|
}
|
|
ter_sun_done = false
|
|
if ter_reflect { target_bind(water_refl) }
|
|
else {
|
|
target_bind(post_hdr)
|
|
if post_ms_fbo != 0 { gpu_fb_bind(post_ms_fbo) }
|
|
}
|
|
gpu_depth_test(true)
|
|
# the prepass already laid this geometry's depth down: only the frontmost fragment of
|
|
# each pixel has anything to shade, and it meets that depth exactly
|
|
gpu_depth_func(GL_LEQUAL)
|
|
gpu_depth_write(true)
|
|
terrain_bind_prog(ter_prog)
|
|
terrain_bind_prog(ter_prog_far)
|
|
terrain_bind_prog(ter_prog_near)
|
|
ter_prog_cur = 0
|
|
cd_draws = 0
|
|
cd_far_draws = 0
|
|
cd_near_draws = 0
|
|
gpu_mesh_bind(cd_mesh)
|
|
if ter_wire { gpu_wireframe(true) }
|
|
cdlod_select(CD_LEVELS - 1, 0, 0)
|
|
if ter_wire { gpu_wireframe(false) }
|
|
gpu_depth_func(GL_LESS)
|
|
if r3d_debug and not ter_printed { ter_printed = true; print(`cdlod patches drawn: {cd_draws} (far {cd_far_draws}, near {cd_near_draws}, band {cd_draws - cd_far_draws - cd_near_draws})`) }
|
|
}
|
|
var ter_wire: bool = false
|
|
var ter_printed: bool = false
|
|
|
|
# ---- CDLOD --------------------------------------------------------------------------
|
|
# One 32x32 patch mesh (a_xz in 0..1) drawn once per selected quadtree node; the vertex
|
|
# shader places, scales and morphs it. Levels are drawn out to cd_range[k] = 48 * 2^k m,
|
|
# so cells are 1 m within 48 m, 2 m to 96 m, 4 m to 192 m ... 256 m at the root.
|
|
function cdlod_init() -> void {
|
|
let m = gpu_mesh_new()
|
|
let n = CD_G + 1
|
|
let v = gl_floats(n * n * 2)
|
|
var k = 0
|
|
for j in 0 .. n { for i in 0 .. n { gl_put_bits(v, k, float_bits(float(i) / float(CD_G))); gl_put_bits(v, k + 1, float_bits(float(j) / float(CD_G))); k += 2 } }
|
|
gpu_mesh_vertices(m, v, gl_bytes_of(n * n * 2), GPU_STATIC)
|
|
gpu_mesh_attr(m, 0, 2, GPU_F32, 8, 0, false)
|
|
free(v)
|
|
let ni = CD_G * CD_G * 6
|
|
let idx = words(ni)
|
|
k = 0
|
|
for j in 0 .. CD_G {
|
|
for i in 0 .. CD_G {
|
|
let a = j * n + i
|
|
idx[k] = a; idx[k + 1] = a + n; idx[k + 2] = a + 1
|
|
idx[k + 3] = a + 1; idx[k + 4] = a + n; idx[k + 5] = a + n + 1
|
|
k += 6
|
|
}
|
|
}
|
|
gpu_mesh_indices(m, idx, ni * 4, 4)
|
|
free(idx)
|
|
m.count = ni
|
|
gpu_mesh_done(m)
|
|
cd_mesh = m
|
|
cd_range = floats(CD_LEVELS)
|
|
var r = 48.0
|
|
if r3d_env_has("R3D_CD_R0") { r = float(Text.to_int(r3d_env("R3D_CD_R0"))) }
|
|
for l in 0 .. CD_LEVELS { cd_range[l] = r; r = r * 2.0 }
|
|
cdlod_bounds()
|
|
}
|
|
|
|
# min/max height per patch at every level, from the CPU copy of the height field
|
|
function cdlod_bounds() -> void {
|
|
cd_min = new []floats; cd_max = new []floats
|
|
let t = TERRAIN_RES / CD_LEAVES # texels per leaf patch side
|
|
var n = CD_LEAVES
|
|
var lo = floats(n * n); var hi = floats(n * n)
|
|
for j in 0 .. n {
|
|
for i in 0 .. n {
|
|
var mn = 100000.0; var mx = -100000.0
|
|
for y in 0 .. t + 1 {
|
|
let ty = min(j * t + y, TERRAIN_RES - 1)
|
|
for x in 0 .. t + 1 {
|
|
let tx = min(i * t + x, TERRAIN_RES - 1)
|
|
let h = ter_heights[ty * TERRAIN_RES + tx]
|
|
mn = Math.min(mn, h); mx = Math.max(mx, h)
|
|
}
|
|
}
|
|
lo[j * n + i] = mn; hi[j * n + i] = mx
|
|
}
|
|
}
|
|
push(cd_min, lo); push(cd_max, hi)
|
|
while n > 1 {
|
|
let m = n / 2
|
|
let plo = floats(m * m); let phi = floats(m * m)
|
|
for j in 0 .. m {
|
|
for i in 0 .. m {
|
|
let a = (2 * j) * n + 2 * i
|
|
plo[j * m + i] = Math.min(Math.min(lo[a], lo[a + 1]), Math.min(lo[a + n], lo[a + n + 1]))
|
|
phi[j * m + i] = Math.max(Math.max(hi[a], hi[a + 1]), Math.max(hi[a + n], hi[a + n + 1]))
|
|
}
|
|
}
|
|
push(cd_min, plo); push(cd_max, phi)
|
|
lo = plo; hi = phi; n = m
|
|
}
|
|
}
|
|
|
|
# A patch's side in metres at a level. The quadtree is CD_LEAVES leaves a side over the whole
|
|
# map, so a leaf is (2 * TERRAIN_HALF) / CD_LEAVES - 32 m only on the 8192 m map the numbers
|
|
# were chosen for. Placing patches at a fixed 32 m put every bound in the wrong place on any
|
|
# other TERRAIN_HALF.
|
|
function cd_size(level: int) -> float { return float(32 << level) * (float(TERRAIN_HALF * 2) / 8192.0) }
|
|
|
|
# does the patch's box come within r of the camera?
|
|
function cd_within(x0: float, z0: float, size: float, ymin: float, ymax: float, r: float) -> bool {
|
|
let dx = Math.max(Math.max(x0 - cam_pos[0], cam_pos[0] - (x0 + size)), 0.0)
|
|
let dz = Math.max(Math.max(z0 - cam_pos[2], cam_pos[2] - (z0 + size)), 0.0)
|
|
let dy = Math.max(Math.max(ymin - cam_pos[1], cam_pos[1] - ymax), 0.0)
|
|
return dx * dx + dz * dz + dy * dy < r * r
|
|
}
|
|
|
|
# is the patch's box entirely inside r of the camera? (its farthest corner is within r)
|
|
function cd_inside(x0: float, z0: float, size: float, ymin: float, ymax: float, r: float) -> bool {
|
|
let x1 = x0 + size
|
|
let z1 = z0 + size
|
|
let dx = Math.max(Math.abs(cam_pos[0] - x0), Math.abs(cam_pos[0] - x1))
|
|
let dz = Math.max(Math.abs(cam_pos[2] - z0), Math.abs(cam_pos[2] - z1))
|
|
let dy = Math.max(Math.abs(cam_pos[1] - ymin), Math.abs(cam_pos[1] - ymax))
|
|
return dx * dx + dz * dz + dy * dy < r * r
|
|
}
|
|
|
|
function cdlod_draw(level: int, ix: int, iz: int) -> void {
|
|
let size = cd_size(level)
|
|
let x0 = ter_ox - float(TERRAIN_HALF) + float(ix) * size
|
|
let z0 = ter_oz - float(TERRAIN_HALF) + float(iz) * size
|
|
# Which tier can run inside this patch. A patch that never comes within the split takes
|
|
# the cheap tier at every pixel; one that lies wholly inside it takes the detailed tier
|
|
# at every pixel. Only a patch that straddles the band needs the program that holds both
|
|
# and cross-fades between them — and there are few of those, one ring of them.
|
|
if ter_sun_pass {
|
|
let t = ter_scratch()
|
|
t[0] = x0; t[1] = z0; t[2] = size
|
|
u_v3(gpu_uniform(ter_sun_prog, "u_node"), t)
|
|
var st0 = 0.0
|
|
if level > 0 { st0 = cd_range[level - 1] }
|
|
u_f2(gpu_uniform(ter_sun_prog, "u_morph"), Math.lerp(st0, cd_range[level], 0.7), cd_range[level])
|
|
gpu_draw_bound_elements(cd_mesh)
|
|
return
|
|
}
|
|
let n = CD_LEAVES >> level
|
|
let ymin = cd_min[level][iz * n + ix]
|
|
let ymax = cd_max[level][iz * n + ix]
|
|
var p = ter_prog
|
|
if not cd_within(x0, z0, size, ymin, ymax, ter_far_split + ter_far_band) { p = ter_prog_far }
|
|
else if cd_inside(x0, z0, size, ymin, ymax, ter_far_split - ter_far_band) { p = ter_prog_near }
|
|
if ter_force_far { p = ter_prog_far }
|
|
if ter_no_split { p = ter_prog }
|
|
if ter_force_near { p = ter_prog_near }
|
|
if p == ter_prog_far { cd_far_draws += 1 }
|
|
if p == ter_prog_near { cd_near_draws += 1 }
|
|
if p != ter_prog_cur { gpu_use_program(p); ter_prog_cur = p }
|
|
let t = ter_scratch()
|
|
t[0] = x0; t[1] = z0; t[2] = size
|
|
u_v3(gpu_uniform(p, "u_node"), t)
|
|
var start = 0.0
|
|
if level > 0 { start = cd_range[level - 1] }
|
|
start = Math.lerp(start, cd_range[level], 0.7)
|
|
u_f2(gpu_uniform(p, "u_morph"), start, cd_range[level])
|
|
gpu_draw_bound_elements(cd_mesh)
|
|
cd_draws += 1
|
|
}
|
|
|
|
# Strugar's selection: a node is drawn at its own level unless it is close enough to need
|
|
# its children, in which case each child either selects itself or is drawn at this level.
|
|
function cdlod_select(level: int, ix: int, iz: int) -> bool {
|
|
let n = CD_LEAVES >> level
|
|
let size = cd_size(level)
|
|
let x0 = ter_ox - float(TERRAIN_HALF) + float(ix) * size
|
|
let z0 = ter_oz - float(TERRAIN_HALF) + float(iz) * size
|
|
let ymin = cd_min[level][iz * n + ix]
|
|
let ymax = cd_max[level][iz * n + ix]
|
|
if not cd_within(x0, z0, size, ymin, ymax, cd_range[level]) { return false }
|
|
let half = size * 0.5
|
|
let cy = (ymin + ymax) * 0.5
|
|
let rad = Math.sqrt(half * half * 2.0 + (ymax - cy) * (ymax - cy) * 1.0)
|
|
if not cam_sphere_visible(x0 + half, cy, z0 + half, rad + 2.0) { return true }
|
|
if level == 0 { cdlod_draw(0, ix, iz); return true }
|
|
if not cd_within(x0, z0, size, ymin, ymax, cd_range[level - 1]) { cdlod_draw(level, ix, iz); return true }
|
|
for c in 0 .. 4 {
|
|
let cx = ix * 2 + (c & 1); let cz = iz * 2 + (c >> 1)
|
|
if not cdlod_select(level - 1, cx, cz) { cdlod_draw(level - 1, cx, cz) }
|
|
}
|
|
return true
|
|
}
|
|
|
|
# ---- another map at run time ------------------------------------------------------------
|
|
# What belongs to ONE map - the generated height field and its CPU copy, the survey, the
|
|
# photograph, the patch bounds and the scales cached from TERRAIN_HALF - is released here,
|
|
# so a different survey can be generated in its place without restarting the process. What
|
|
# belongs to the process stays: the patch mesh, the material textures, the programs, the
|
|
# frame-sized targets and the shadow texture, whose size does not depend on the map.
|
|
function terrain_unload() -> void {
|
|
if ter_height_tex != 0 { gpu_tex_free(ter_height_tex); ter_height_tex = 0 }
|
|
if ter_dem_tex != 0 { gpu_tex_free(ter_dem_tex); ter_dem_tex = 0 }
|
|
if ter_ortho_tex != 0 { gpu_tex_free(ter_ortho_tex); ter_ortho_tex = 0 }
|
|
if ter_heights != null { free(ter_heights); ter_heights = null }
|
|
if ter_ortho_px != null { free(ter_ortho_px); ter_ortho_px = null }
|
|
ter_ortho_w = 0
|
|
if cd_min != null {
|
|
for i in 0 .. len(cd_min) { free(cd_min[i]); free(cd_max[i]) }
|
|
cd_min = null; cd_max = null
|
|
}
|
|
# derived from TERRAIN_HALF and cached on first use: stale ones would keep the old size
|
|
ter_h_scale = 0.0; ter_o_scale = 0.0
|
|
ter_carpet = 0
|
|
ter_shadow_gen = -1; ter_shadow_yaw = 1000000000.0
|
|
}
|
|
# Generate another map in place. Call terrain_lake / terrain_coast / terrain_island for it
|
|
# first - the generator reads them - then this. `half` is the new TERRAIN_HALF in metres.
|
|
# An empty `dem` generates the analytic ground (with ter_smooth) and an empty `ortho` drapes
|
|
# no photograph. The shadow is rebaked and the patch bounds rebuilt before it returns.
|
|
function terrain_reload(dem: string, emin: float, emax: float, base: float, ox: float, oz: float, ortho: string, half: int) -> void {
|
|
terrain_unload()
|
|
TERRAIN_HALF = half
|
|
ter_ox = ox; ter_oz = oz
|
|
if len(dem) > 0 { terrain_use_dem(dem, emin, emax, base, ox, oz) }
|
|
if len(ortho) > 0 { terrain_use_ortho(ortho) }
|
|
terrain_generate()
|
|
terrain_bake_shadow()
|
|
cdlod_bounds()
|
|
gpu_check("terrain reload")
|
|
}
|
|
|
|
var ter_scr: floats = null
|
|
function ter_scratch() -> floats {
|
|
if ter_scr == null { ter_scr = floats(16) }
|
|
return ter_scr
|
|
}
|