@alloc_ok with its reason on what is made once per resource and kept (textures, programs, samplers, views, layouts, memory blocks, the pipeline cache in gvk_pipe_build), on resize and swapchain remakes, on screenshots and dumps, on a world being set up (streams, layers, water, post, bakes), on loads (gltf_load, skin_load, tex_load*, png_decode, fonts) and on R3D_PROF / drawstats. gltf_cached's hit path is its own and makes nothing; the miss (gltf_cached_load) is declared. m4_look_at (now over m4_look_at_xyz) and m4_inverse work on scalars, and cam_update makes no scratch. Left: lazy first-use starts, error and debug prints, and scratch made and freed each call (churn, plan 25.3). Compiled (steady, and ludic deps over the game). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
369 lines
22 KiB
Text
369 lines
22 KiB
Text
# ============================================================================
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# water.ludic — still water for the valley floor: a level plane over a region,
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# drawn after the opaque scene, showing only where the ground lies below it.
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# Sky reflection with fresnel, sun glitter, scrolling ripple normals, a depth
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# tinted body read from the scene depth, and soft shores.
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# ============================================================================
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# Where a body is standing in the water and how hard it is disturbing it. The game sets it;
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# strength 0 means nobody is in the water and the whole term is skipped.
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# Several still-water planes, each at its own level over its own bounds: the sea round an
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# island and a lake a hundred metres above it cannot be one surface. Each draws the same way;
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# only one - the first added with `reflect` - gets the planar reflection pass, because every
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# mirrored plane is another full scene pass. water_level / water_cx ... mirror that one, so
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# code written against a single plane still reads the surface that reflects.
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const WATER_MAX: int = 8
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# Render the scene through a camera mirrored in the water plane into water_refl,
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# clipping everything below the surface; terrain, scattered layers and sky.
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function water_reflection_pass(render3d_st: mut Render3dState) -> void {
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if render3d_st.wb_primary < 0 { return } # no body reflects: nothing to mirror
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if render3d_st.water_refl == null {
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if r3d_env_has(render3d_st, "R3D_REFLDIV") { render3d_st.water_refl_div = Text.to_int(r3d_env(render3d_st, "R3D_REFLDIV")) }
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if render3d_st.water_refl != null { target_free(render3d_st, render3d_st.water_refl) }
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# sized from the scene target, not the window: with a render scale below 1 the frame
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# this reflection is composited into is smaller than the drawable, and a reflection
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# rendered at the window's size would be paying for pixels the water never samples
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render3d_st.water_refl = target_new(render3d_st, render3d_st.post_w / render3d_st.water_refl_div, render3d_st.post_h / render3d_st.water_refl_div, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, true, GL_LINEAR)
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render3d_st.water_saved = floats(16 * 4 + 3)
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render3d_st.water_saved_vp = view(render3d_st.water_saved, 16, 16)
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render3d_st.water_saved_ivp = view(render3d_st.water_saved, 32, 16)
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}
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# save the camera
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m4_copy(render3d_st.water_saved, render3d_st.cam_view)
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m4_copy(render3d_st.water_saved_vp, render3d_st.cam_vp)
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m4_copy(render3d_st.water_saved_ivp, render3d_st.cam_inv_vp)
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let sx = render3d_st.cam_pos[0]; let sy = render3d_st.cam_pos[1]; let sz = render3d_st.cam_pos[2]
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# the mirrored camera: view' = view * R, R reflecting y about the surface (y' = 2L - y).
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# R has determinant -1, so the winding flips (front faces culled below) and the image
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# lands exactly where the main camera's pixels expect the reflection.
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let eye = v3_new(sx, 2.0 * render3d_st.water_level - sy, sz)
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let refl = m4_new()
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refl[5] = -1.0
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refl[13] = 2.0 * render3d_st.water_level
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let mv = floats(16)
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m4_mul(mv, render3d_st.water_saved, refl)
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m4_copy(render3d_st.cam_view, mv)
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free(mv); free(refl)
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let fwd = words(3); let up = words(3); let at = words(3)
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m4_mul(render3d_st.cam_vp, render3d_st.cam_proj, render3d_st.cam_view)
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m4_inverse(render3d_st.cam_inv_vp, render3d_st.cam_vp)
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v3_copy(render3d_st.cam_pos, eye)
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render3d_st.r3d_clip_y = render3d_st.water_level - 0.05
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target_bind(render3d_st, render3d_st.water_refl)
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gpu_depth_test(render3d_st, true)
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gpu_depth_func(render3d_st, GL_LESS)
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gpu_depth_write(render3d_st, true)
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gpu_cull(render3d_st, true)
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gpu_cull_face(render3d_st, GL_FRONT) # the mirror flips the winding
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gpu_clear_color(render3d_st, 0.0, 0.0, 0.0, 1.0)
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gpu_clear(render3d_st, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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render3d_st.sc_freeze = true
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let sb = render3d_st.sc_skip_blade
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render3d_st.sc_skip_blade = true # blades are invisible at this scale in a reflection
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render3d_st.ter_reflect = true
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prof_cpu_mark(render3d_st, "reflection setup")
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terrain_draw(render3d_st)
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prof_cpu_mark(render3d_st, "reflection terrain")
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r3d_scene_draw(render3d_st)
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prof_cpu_mark(render3d_st, "reflection scene")
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r3d_draw_sky(render3d_st)
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prof_cpu_mark(render3d_st, "reflection sky")
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render3d_st.ter_reflect = false
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render3d_st.sc_skip_blade = sb
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render3d_st.sc_freeze = false
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gpu_cull_face(render3d_st, GL_BACK)
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if r3d_env_has(render3d_st, "R3D_DUMP_REFL") and not render3d_st.water_dumped { render3d_st.water_dumped = true; tex_dump(render3d_st, render3d_st.water_refl.color, render3d_st.water_refl.w, render3d_st.water_refl.h, "build/dbg_refl.ppm") }
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# restore
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render3d_st.r3d_clip_y = -2147483600.0
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m4_copy(render3d_st.cam_view, render3d_st.water_saved)
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m4_copy(render3d_st.cam_vp, render3d_st.water_saved_vp)
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m4_copy(render3d_st.cam_inv_vp, render3d_st.water_saved_ivp)
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v3_set(render3d_st.cam_pos, sx, sy, sz)
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free(eye); free(fwd); free(up); free(at)
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gpu_fb_bind(render3d_st, 0)
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}
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# Is any of the mirrored water in view? The reflection pass is a second copy of the terrain, the
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# vegetation and the actors - 170-260 draws - and it ran on every frame of a map with a lake, looking
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# straight down at a meadow included, where no pixel samples it. The mirrored body's bounds are cut
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# into rectangles (water_cells_build) that count where the ground lies below the water, and the pass
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# runs when one of those rectangles meets the view frustum and its water is not all dry where it shows,
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# outside the frame or behind the ground (wb_cell_occluded). Past 16 rectangles in view it runs without
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# asking, so it errs on the side of running. R3D_REFL_ALWAYS=1 runs it on every frame, for comparing.
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# Mac, the five shot viewpoints: looking down at the meadow (c) 225 reflection draws -> none; every view
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# with the lake in it unchanged, byte-identical frames.
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function water_reflect_visible(render3d_st: mut Render3dState) -> bool {
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if render3d_st.wb_primary < 0 { return false }
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if render3d_st.wb_refl_always < 0 { render3d_st.wb_refl_always = 0; if r3d_env_has(render3d_st, "R3D_REFL_ALWAYS") { render3d_st.wb_refl_always = 1 } }
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if render3d_st.wb_refl_always == 1 or render3d_st.ter_heights == null { return true }
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if render3d_st.wb_ncells < 0 { let t0 = gl_now_us(); water_cells_build(render3d_st); render3d_st.wb_build_us = gl_now_us() - t0 }
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if render3d_st.wb_dbg < 0 { render3d_st.wb_dbg = 0; if r3d_env_has(render3d_st, "R3D_REFL_DBG") { render3d_st.wb_dbg = 1 } }
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if render3d_st.wb_dbg == 1 {
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# R3D_REFL_DBG: once, what the test is made of and how much of it is in view
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render3d_st.wb_dbg = 2
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var seen = 0
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var hidden = 0
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for i in 0 .. render3d_st.wb_ncells { if wb_cell_visible(render3d_st, i) { seen += 1; if wb_cell_occluded(render3d_st, i) { hidden += 1 } } }
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print(`water reflection test: {render3d_st.wb_ncells} wet rectangles in {render3d_st.wb_nblocks} blocks (built in {render3d_st.wb_build_us} us), {seen} in view, {hidden} of them behind the ground`)
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}
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# A rectangle in the frustum can still be behind the ground or dry where it shows: standing on a shore
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# above the lake and looking down at your feet puts water inside the view and none of it on screen.
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# The first 16 in view are checked against the height field; past that the pass simply runs.
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var checked = 0
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for b in 0 .. render3d_st.wb_nblocks {
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let o = b * 6
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if not wb_rect_visible(render3d_st, float_from_bits(render3d_st.wb_blocks[o]), float_from_bits(render3d_st.wb_blocks[o + 1]), float_from_bits(render3d_st.wb_blocks[o + 2]), float_from_bits(render3d_st.wb_blocks[o + 3])) { continue }
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for i in render3d_st.wb_blocks[o + 4] .. render3d_st.wb_blocks[o + 5] {
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if not wb_cell_visible(render3d_st, i) { continue }
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if checked >= 16 { return true }
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checked += 1
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if not wb_cell_occluded(render3d_st, i) { return true }
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}
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}
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return false
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}
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# A flat rectangle at the water's level against the view's side planes: hidden when all four corners
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# lie outside one plane. (A bounding sphere was the first version: a 156 m cell's sphere reached into
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# the view from a lake the camera had its back to, and the pass never skipped.)
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function wb_rect_visible(render3d_st: Render3dState, x0: float, z0: float, x1: float, z1: float) -> bool {
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if render3d_st.cam_planes == null { return true }
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for p in 0 .. 4 {
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let q = p * 4
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let a = render3d_st.cam_planes[q]; let c = render3d_st.cam_planes[q + 2]
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let by = render3d_st.cam_planes[q + 1] * render3d_st.water_level + render3d_st.cam_planes[q + 3]
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let ax0 = a * x0; let ax1 = a * x1; let cz0 = c * z0; let cz1 = c * z1
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if ax0 + cz0 + by < 0.0 and ax1 + cz0 + by < 0.0 and ax0 + cz1 + by < 0.0 and ax1 + cz1 + by < 0.0 { return false }
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}
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return true
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}
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function wb_cell_visible(render3d_st: Render3dState, i: int) -> bool {
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let o = i * 4
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return wb_rect_visible(render3d_st, render3d_st.wb_cells[o], render3d_st.wb_cells[o + 1], render3d_st.wb_cells[o + 2], render3d_st.wb_cells[o + 3])
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}
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# Is the water at (x, z) out of sight - dry ground there, outside the frame, or behind the ground? The
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# sight line is sampled at seven points short of both ends, with half a metre (and a little more with
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# distance) of margin, so a far ridge the drawn terrain rounds off never hides real water. A camera at
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# or under the surface hides nothing behind the ground.
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function wb_point_hidden(render3d_st: mut Render3dState, x: float, z: float) -> bool {
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if terrain_height(render3d_st, x, z) > render3d_st.water_level + 0.05 { return true }
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if not cam_sphere_visible(render3d_st, x, render3d_st.water_level, z, 0.5) { return true }
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let ey = render3d_st.cam_pos[1]
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if not (ey > render3d_st.water_level) { return false }
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let dx = x - render3d_st.cam_pos[0]; let dz = z - render3d_st.cam_pos[2]
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let margin = 0.5 + Math.sqrt(dx * dx + dz * dz) * 0.004
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for k in 1 .. 8 {
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let t = float(k) / 8.0
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let sy = ey + (render3d_st.water_level - ey) * t
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if terrain_height(render3d_st, render3d_st.cam_pos[0] + dx * t, render3d_st.cam_pos[2] + dz * t) > sy + margin { return true }
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}
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return false
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}
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# every point the wet test sampled (the centre and four near the corners) is out of sight
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function wb_cell_occluded(render3d_st: mut Render3dState, i: int) -> bool {
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let o = i * 4
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let x0 = render3d_st.wb_cells[o]; let z0 = render3d_st.wb_cells[o + 1]; let x1 = render3d_st.wb_cells[o + 2]; let z1 = render3d_st.wb_cells[o + 3]
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let cx = (x0 + x1) * 0.5; let cz = (z0 + z1) * 0.5
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let ox = (x1 - x0) * 0.45; let oz = (z1 - z0) * 0.45
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if not wb_point_hidden(render3d_st, cx, cz) { return false }
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if not wb_point_hidden(render3d_st, cx - ox, cz - oz) { return false }
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if not wb_point_hidden(render3d_st, cx + ox, cz - oz) { return false }
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if not wb_point_hidden(render3d_st, cx - ox, cz + oz) { return false }
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return wb_point_hidden(render3d_st, cx + ox, cz + oz)
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}
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function wb_cell_add(render3d_st: mut Render3dState, x0: float, z0: float, x1: float, z1: float) -> void {
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let o = render3d_st.wb_ncells * 4
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render3d_st.wb_cells[o] = x0; render3d_st.wb_cells[o + 1] = z0; render3d_st.wb_cells[o + 2] = x1; render3d_st.wb_cells[o + 3] = z1
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render3d_st.wb_ncells += 1
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}
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function wb_block_add(render3d_st: mut Render3dState, x0: float, z0: float, x1: float, z1: float, first: int) -> void {
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if render3d_st.wb_ncells <= first { return }
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let o = render3d_st.wb_nblocks * 6
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render3d_st.wb_blocks[o] = float_bits(x0); render3d_st.wb_blocks[o + 1] = float_bits(z0); render3d_st.wb_blocks[o + 2] = float_bits(x1); render3d_st.wb_blocks[o + 3] = float_bits(z1)
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render3d_st.wb_blocks[o + 4] = first; render3d_st.wb_blocks[o + 5] = render3d_st.wb_ncells
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render3d_st.wb_nblocks += 1
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}
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function wb_wet(render3d_st: mut Render3dState, x: float, z: float, off: float) -> bool {
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if terrain_height(render3d_st, x, z) < render3d_st.water_level { return true }
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if off == 0.0 { return false }
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if terrain_height(render3d_st, x - off, z - off) < render3d_st.water_level { return true }
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if terrain_height(render3d_st, x + off, z - off) < render3d_st.water_level { return true }
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if terrain_height(render3d_st, x - off, z + off) < render3d_st.water_level { return true }
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return terrain_height(render3d_st, x + off, z + off) < render3d_st.water_level
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}
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# Over the height map, 32 m rectangles (at most 512 a side) tested at five points and kept in blocks of
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# 8 x 8, so a block out of view skips its rectangles in one test - looking away from the water was a
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# walk of every rectangle, every frame. The body beyond the map (a sea runs far past it) is 64 x 64
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# coarse rectangles tested at their centre, in one last block, which only ever matter kilometres away.
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const WB_BLOCK: int = 8
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@alloc_ok("a world being set up (a stream, a layer, water, post, a bake): the map loading or swapping, not a frame")
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function water_cells_build(render3d_st: mut Render3dState) -> void {
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let bx0 = render3d_st.water_cx - render3d_st.water_ex; let bx1 = render3d_st.water_cx + render3d_st.water_ex
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let bz0 = render3d_st.water_cz - render3d_st.water_ez; let bz1 = render3d_st.water_cz + render3d_st.water_ez
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let th = float(render3d_st.TERRAIN_HALF)
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let tx0 = Math.max(bx0, render3d_st.ter_ox - th); let tx1 = Math.min(bx1, render3d_st.ter_ox + th)
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let tz0 = Math.max(bz0, render3d_st.ter_oz - th); let tz1 = Math.min(bz1, render3d_st.ter_oz + th)
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let inside = tx1 > tx0 and tz1 > tz0
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var cell = 32.0
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var nx = 0
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var nz = 0
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if inside {
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let span = Math.max(tx1 - tx0, tz1 - tz0)
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if span / cell > 512.0 { cell = span / 512.0 }
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nx = int((tx1 - tx0) / cell) + 1
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nz = int((tz1 - tz0) / cell) + 1
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}
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if render3d_st.wb_cells != null { free(render3d_st.wb_cells) }
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if render3d_st.wb_blocks != null { free(render3d_st.wb_blocks) }
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render3d_st.wb_cells = floats((nx * nz + 64 * 64) * 4)
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let nbx = (nx + WB_BLOCK - 1) / WB_BLOCK
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let nbz = (nz + WB_BLOCK - 1) / WB_BLOCK
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render3d_st.wb_blocks = words((nbx * nbz + 1) * 6)
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render3d_st.wb_ncells = 0
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render3d_st.wb_nblocks = 0
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let off = cell * 0.45
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let half = cell * 0.5
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for bz in 0 .. nbz {
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for bx in 0 .. nbx {
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let first = render3d_st.wb_ncells
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var iz = bz * WB_BLOCK
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while iz < (bz + 1) * WB_BLOCK and iz < nz {
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let z0 = tz0 + float(iz) * cell
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var ix = bx * WB_BLOCK
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while ix < (bx + 1) * WB_BLOCK and ix < nx {
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let x0 = tx0 + float(ix) * cell
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if wb_wet(render3d_st, x0 + half, z0 + half, off) { wb_cell_add(render3d_st, x0, z0, x0 + cell, z0 + cell) }
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ix += 1
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}
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iz += 1
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}
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let x0 = tx0 + float(bx * WB_BLOCK) * cell; let z0 = tz0 + float(bz * WB_BLOCK) * cell
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wb_block_add(render3d_st, x0, z0, x0 + float(WB_BLOCK) * cell, z0 + float(WB_BLOCK) * cell, first)
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}
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}
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let first = render3d_st.wb_ncells
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let cw = (bx1 - bx0) / 64.0
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let ch = (bz1 - bz0) / 64.0
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for iz in 0 .. 64 {
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let z0 = bz0 + float(iz) * ch; let z1 = z0 + ch
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for ix in 0 .. 64 {
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let x0 = bx0 + float(ix) * cw; let x1 = x0 + cw
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# inside the height map's rectangle: the fine cells above cover it
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if inside and not (x0 < tx0) and not (x1 > tx1) and not (z0 < tz0) and not (z1 > tz1) { continue }
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if wb_wet(render3d_st, x0 + cw * 0.5, z0 + ch * 0.5, 0.0) { wb_cell_add(render3d_st, x0, z0, x1, z1) }
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}
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}
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wb_block_add(render3d_st, bx0, bz0, bx1, bz1, first)
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}
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# the program and the plane are the process's, built once; the bodies are the map's
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@alloc_ok("a world being set up (a stream, a layer, water, post, a bake): the map loading or swapping, not a frame")
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function water_setup(render3d_st: mut Render3dState) -> void {
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if render3d_st.water_prog != 0 { return }
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render3d_st.water_mesh = mesh_grid(render3d_st, 2, 0.5)
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render3d_st.water_prog = r3d_program(render3d_st, "water.vert", "water.frag", "")
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render3d_st.wb_level = floats(WATER_MAX); render3d_st.wb_cx = floats(WATER_MAX); render3d_st.wb_cz = floats(WATER_MAX)
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render3d_st.wb_ex = floats(WATER_MAX); render3d_st.wb_ez = floats(WATER_MAX); render3d_st.wb_reflect = words(WATER_MAX)
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}
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function water_bodies_clear(render3d_st: mut Render3dState) -> void {
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render3d_st.wb_n = 0
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render3d_st.wb_primary = -1
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render3d_st.wb_ncells = -1
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render3d_st.water_on = false
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|
}
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|
# Add a plane at `level` over (cx, cz) +- (ex, ez); true `reflect` makes it the mirrored one
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# if none is yet. Returns its index, or -1 once WATER_MAX are in use.
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function water_body_add(render3d_st: mut Render3dState, level: float, cx: float, cz: float, ex: float, ez: float, reflect: bool) -> int {
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water_setup(render3d_st)
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if render3d_st.wb_n >= WATER_MAX { return -1 }
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let i = render3d_st.wb_n
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render3d_st.wb_level[i] = level; render3d_st.wb_cx[i] = cx; render3d_st.wb_cz[i] = cz; render3d_st.wb_ex[i] = ex; render3d_st.wb_ez[i] = ez
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render3d_st.wb_reflect[i] = 0
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if reflect { render3d_st.wb_reflect[i] = 1 }
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render3d_st.wb_n += 1
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render3d_st.water_on = true
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if reflect and render3d_st.wb_primary < 0 {
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render3d_st.wb_primary = i
|
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render3d_st.wb_ncells = -1
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|
render3d_st.water_level = level; render3d_st.water_cx = cx; render3d_st.water_cz = cz; render3d_st.water_ex = ex; render3d_st.water_ez = ez
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}
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|
return i
|
|
}
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|
# one reflecting plane: what this function always meant, without a new mesh and program
|
|
# every time it is called
|
|
function water_init(render3d_st: mut Render3dState, level: float, cx: float, cz: float, ex: float, ez: float) -> void {
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water_bodies_clear(render3d_st)
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|
water_body_add(render3d_st, level, cx, cz, ex, ez, true)
|
|
}
|
|
|
|
# call after the opaque pass, before the sky: blends over the resolved depth
|
|
function water_draw(render3d_st: mut Render3dState, depth_tex: int) -> void {
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if not render3d_st.water_on or render3d_st.wb_n == 0 { return }
|
|
let p = render3d_st.water_prog
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|
gpu_use_program(render3d_st, p)
|
|
u_mat4(render3d_st, gpu_uniform(render3d_st, p, "u_view"), render3d_st.cam_view)
|
|
u_mat4(render3d_st, gpu_uniform(render3d_st, p, "u_proj"), render3d_st.cam_proj)
|
|
u_mat4(render3d_st, gpu_uniform(render3d_st, p, "u_inv_vp"), render3d_st.cam_inv_vp)
|
|
# gl_FragCoord here runs over the scene target, which is post_w x post_h — not the
|
|
# window. They are the same size only at a render scale of 1; at anything less, taking
|
|
# the window's size sent the refraction and depth reads into the wrong corner of the
|
|
# frame, and the lake showed a squashed copy of it instead of its own bed.
|
|
u_f2(render3d_st, gpu_uniform(render3d_st, p, "u_screen"), float(render3d_st.post_w), float(render3d_st.post_h))
|
|
# Read into locals first. Passing these three globals straight into the call gives the
|
|
# shader wrong values - the whole lake churns instead of a patch of it - and a single dead
|
|
# `let junk = wt_wade_x` above the same unchanged call is enough to make it correct again.
|
|
# It is a codegen fault, not a fact about this shader: the values print identically either
|
|
# way at the line above, and it is not the position in the function (it does the same bound
|
|
# right after gpu_use_program) nor the nested gpu_uniform call (hoisting that changes
|
|
# nothing). Verified by picture, both backends. Read a global into a local before handing it
|
|
# to a uniform call.
|
|
let wx = render3d_st.wt_wade_x
|
|
let wz = render3d_st.wt_wade_z
|
|
let ws = render3d_st.wt_wade_s
|
|
u_f3(render3d_st, gpu_uniform(render3d_st, p, "u_wade"), wx, wz, ws)
|
|
var ron = 0.0
|
|
if render3d_st.water_refl != null and render3d_st.wb_primary >= 0 {
|
|
# bind on its own unit first: generating the mip chain re-binds the texture on the active unit,
|
|
# and it must not displace the depth texture the shader reads for the shore
|
|
r3d_bind_2d(render3d_st, p, "u_refl", 1, render3d_st.water_refl.color); ron = 1.0
|
|
# the parameter and the chain are the BOUND texture's, and binding a sampler by name does not
|
|
# bind it: without this they went to whatever was bound last - a BC7 kit texture since 23.3,
|
|
# which the mip blits then drew into (Metal: "BC7 is not color renderable")
|
|
gpu_tex_bind(render3d_st, GPU_TEX2D, render3d_st.water_refl.color)
|
|
gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
|
|
gpu_tex_mips(render3d_st, GPU_TEX2D)
|
|
}
|
|
r3d_bind_2d(render3d_st, p, "u_depth", 0, depth_tex)
|
|
r3d_bind_2d(render3d_st, p, "u_scene", 2, render3d_st.post_scene.color)
|
|
sky_bind_lighting(render3d_st, p)
|
|
shadow_bind(render3d_st, p)
|
|
fog_bind(render3d_st, p)
|
|
# Opaque. The surface composites the refracted bed itself, so there is nothing for
|
|
# hardware blending to do — and an alpha was what left see-through gaps in the foam
|
|
# and a clear band at the shore wide enough to give the plane away.
|
|
gpu_blend(render3d_st, false)
|
|
gpu_blend_func(render3d_st, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
|
|
# the surface writes depth: the ambient-occlusion and temporal passes read the frame's depth,
|
|
# and the bed 9 m below the shore would otherwise darken a band along the water line
|
|
gpu_depth_write(render3d_st, true)
|
|
gpu_cull(render3d_st, false)
|
|
# every body is the same plane at its own level and bounds; only the mirrored one samples
|
|
# the reflection - another body reading it would show the wrong world upside down
|
|
for i in 0 .. render3d_st.wb_n {
|
|
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_level"), render3d_st.wb_level[i])
|
|
u_f2(render3d_st, gpu_uniform(render3d_st, p, "u_center"), render3d_st.wb_cx[i], render3d_st.wb_cz[i])
|
|
u_f2(render3d_st, gpu_uniform(render3d_st, p, "u_extent"), render3d_st.wb_ex[i], render3d_st.wb_ez[i])
|
|
var r = 0.0
|
|
if i == render3d_st.wb_primary { r = ron }
|
|
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_refl_on"), r)
|
|
# Every body is clipped to the ellipse inside its bounds but an unbounded mirrored sea,
|
|
# whose rectangle is the point. A mirrored LAKE is clipped like any other: a map whose
|
|
# reflection belongs to its lake (the Bells in Maroon Lake) would otherwise draw that
|
|
# lake's level over every hollow in the survey.
|
|
var clip = 1.0
|
|
if i == render3d_st.wb_primary and Math.max(render3d_st.wb_ex[i], render3d_st.wb_ez[i]) > 10000.0 { clip = 0.0 }
|
|
u_f(render3d_st, gpu_uniform(render3d_st, p, "u_clip_ellipse"), clip)
|
|
mesh_draw(render3d_st, render3d_st.water_mesh)
|
|
}
|
|
gpu_blend(render3d_st, false)
|
|
}
|