The water reflection keeps the main camera's frustum planes, and ac_visible tested the actor itself against them: the town's people, far above the lake with their images far below the frame, all drew again. The image (2L - y) is what is tested now - town, 69 skinned reflection draws -> 38, the frame byte-identical; PC camp reflection scene CPU 793 -> about 760 us. R3D_PROF splits the reflection's CPU into setup, terrain, scene and sky. Tried and not kept, with the numbers (PC, camp, Vulkan GPU timestamps): - the ground's cost is its scanned material taps: without them the terrain pass is 555 us of 1568, without the photograph 1029; the sun, the noise fields and the grain are 20-100 us each. Moving the cheap tier in from 200 m to 60 m changes nothing, so it is the far tier's single taps over the mountains. Skipping the normal-map taps past 900 m (where the detail normal is fully faded) saved 22 us and moved a few pixels - reverted. - grass: cutting its radius to 300 m barely moves it, so the cost is the near blades' pixels; moving their three noise fields to the vertices changed nothing (747 us) - reverted. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
415 lines
18 KiB
Text
415 lines
18 KiB
Text
# ============================================================================
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# actor.ludic — a model placed once and moved every frame (a character, a prop
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# that animates): the counterpart of a scatter Layer for the handful of things
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# that are not instanced. Skinned models pose through their Skin (skin.ludic);
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# rigid ones take the same path with u_skinned = 0. The game draws them from
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# scene_draw / scene_draw_casters through actor_draw / actor_draw_casters.
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#
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# Uniform locations are looked up once per program (glGetUniformLocation by
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# name is slow on this driver, and a hundred actors over five cascades made it
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# the frame's biggest CPU cost); the scene's lighting is bound once per program
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# per pass, and actors outside the view or beyond their cull distance are skipped.
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# ============================================================================
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property Actor {
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model: Model,
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x: int = 0, # float bits, metres
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y: int = 0,
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z: int = 0,
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yaw: int = 0, # radians; 0 faces -z like the camera
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scale: int = 0,
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tint: words,
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rough: int = 0,
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mat: words, # the model matrix
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visible: bool = true,
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casts: bool = true,
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id: int = 0,
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cutout: bool = false, # alpha-tested (a flame's cards)
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emissive: int = 0, # float bits: self-lit strength
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skin: Skin, # this instance's own pose (skin_clone); null: the model's
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ptint: words, # 4 per primitive: on flag, r, g, b (a part's own colour)
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hide: words, # 1 per primitive: skip it (a cap taken off)
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radius: int = 0, # float bits: bounding radius for culling (0 = never culled)
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cull: int = 0, # float bits: not drawn beyond this distance (0 = always)
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outline: int = 0, # float bits: metres of rim drawn around it (0 = none)
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ocol: words # the rim's colour (null = white)
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}
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# a program and its uniform locations
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property AcProg {
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prog: int = 0,
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l_model: int = -1,
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l_bones: int = -1,
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l_skin: int = -1,
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l_lvp: int = -1,
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l_tint: int = -1,
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l_rough: int = -1,
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l_emis: int = -1,
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l_view: int = -1,
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l_proj: int = -1,
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l_out: int = -1,
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l_ocol: int = -1,
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l_mh: int = -1,
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scene_frame: int = -1 # the frame its scene uniforms were bound
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}
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var ac_lit: AcProg = null
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var ac_lit_cut: AcProg = null
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var ac_sh: AcProg = null
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var ac_sh_cut: AcProg = null
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var ac_out: AcProg = null
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var ac_out_cut: AcProg = null
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var ac_actors: []Actor = null
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var ac_next_id: int = 0
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var ac_frame: int = 0
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function ac_prog_new(vs: string, fs: string, defs: string) -> AcProg {
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let a = new AcProg
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a.prog = r3d_program(vs, fs, defs)
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let p = a.prog
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a.l_model = gpu_uniform(p, "u_model"); a.l_skin = gpu_uniform(p, "u_skinned"); a.l_lvp = gpu_uniform(p, "u_light_vp")
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a.l_bones = gpu_uniform(p, "u_bones[0]"); if a.l_bones < 0 { a.l_bones = gpu_uniform(p, "u_bones") }
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a.l_tint = gpu_uniform(p, "u_tint"); a.l_rough = gpu_uniform(p, "u_rough_scale"); a.l_emis = gpu_uniform(p, "u_emissive")
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a.l_view = gpu_uniform(p, "u_view"); a.l_proj = gpu_uniform(p, "u_proj"); a.l_mh = gpu_uniform(p, "u_model_h")
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a.l_out = gpu_uniform(p, "u_outline"); a.l_ocol = gpu_uniform(p, "u_outline_col")
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# the samplers never move: units 0, 1, 2
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gpu_use_program(p)
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u_i(gpu_uniform(p, "u_diff"), 0); u_i(gpu_uniform(p, "u_nrm"), 1); u_i(gpu_uniform(p, "u_arm"), 2)
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return a
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}
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function actor_init() -> void {
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ac_lit = ac_prog_new("skin.vert", "model.frag", "")
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ac_lit_cut = ac_prog_new("skin.vert", "model.frag", "#define ALPHA_TEST\n")
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ac_sh = ac_prog_new("skin.vert", "shadow.frag", "#define SHADOW_PASS\n")
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ac_sh_cut = ac_prog_new("skin.vert", "shadow.frag", "#define SHADOW_PASS\n#define ALPHA_TEST\n")
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ac_out = ac_prog_new("skin.vert", "outline.frag", "#define OUTLINE\n")
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ac_out_cut = ac_prog_new("skin.vert", "outline.frag", "#define OUTLINE\n#define ALPHA_TEST\n")
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ac_actors = new []Actor
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}
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function actor_remove(a: Actor) -> void {
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if ac_actors == null { return }
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let keep = new []Actor
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for i in 0 .. len(ac_actors) { if ac_actors[i].id != a.id { push(keep, ac_actors[i]) } }
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ac_actors = keep
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}
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# colour one named part of the model (a material name from the file)
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function actor_tint_part(a: Actor, name: string, r: int, g: int, b: int) -> void {
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if a.model == null { return }
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let n = len(a.model.prims)
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if a.ptint == null { a.ptint = words(n * 4); for i in 0 .. n * 4 { a.ptint[i] = 0 } }
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for i in 0 .. n { if a.model.prims[i].name == name { a.ptint[i * 4] = 1; a.ptint[i * 4 + 1] = r; a.ptint[i * 4 + 2] = g; a.ptint[i * 4 + 3] = b } }
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}
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function actor_hide_part(a: Actor, name: string, hidden: bool) -> void {
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if a.model == null { return }
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let n = len(a.model.prims)
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if a.hide == null { a.hide = words(n); for i in 0 .. n { a.hide[i] = 0 } }
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var v = 0
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if hidden { v = 1 }
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for i in 0 .. n { if a.model.prims[i].name == name { a.hide[i] = v } }
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}
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function actor_new(model: Model) -> Actor {
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let a = new Actor
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a.model = model
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a.scale = F_ONE
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a.tint = v3_new(F_ONE, F_ONE, F_ONE)
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a.rough = F_ONE
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a.mat = m4_new()
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ac_next_id += 1; a.id = ac_next_id
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if model != null { a.radius = f_add(f_max(model.radius, model.height), F_ONE) }
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a.cull = fi(450)
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if ac_actors == null { ac_actors = new []Actor }
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push(ac_actors, a)
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return a
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}
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function actor_place(a: Actor, x: int, y: int, z: int, yaw: int) -> void {
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a.x = x; a.y = y; a.z = z; a.yaw = yaw
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m4_trs(a.mat, x, y, z, yaw, a.scale)
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}
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# the scene's lighting for a lit program, once per frame
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function ac_bind_scene(ap: AcProg) -> void {
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if ap.scene_frame == ac_frame { return }
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ap.scene_frame = ac_frame
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let p = ap.prog
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gpu_use_program(p)
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u_mat4(ap.l_view, cam_view)
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u_mat4(ap.l_proj, cam_proj)
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u_f(ap.l_mh, F_ZERO)
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sky_bind_lighting(p)
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shadow_bind(p)
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fog_bind(p)
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}
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function ac_visible(a: Actor, shadow: bool) -> bool {
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if not a.visible or a.model == null { return false }
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if shadow and not a.casts { return false }
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if a.cull != 0 {
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let dx = f_sub(a.x, cam_pos[0]); let dz = f_sub(a.z, cam_pos[2])
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let d2 = f_add(f_mul(dx, dx), f_mul(dz, dz))
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var c = a.cull
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if shadow { c = f_min(c, fi(300)) }
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if f_gt(d2, f_mul(c, c)) { return false }
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}
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if not shadow and a.radius != 0 {
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let r = f_mul(a.radius, a.scale)
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var cy = f_add(a.y, r)
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# In the water reflection what reaches the picture is the actor's mirror image, 2L - y. The pass
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# keeps the main camera's frustum planes, so the image is what has to be tested against them: the
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# actor itself was, and the town's people - far above the lake, their images far below the frame -
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# all drew again into the reflection.
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if ter_reflect { cy = f_sub(f_mul(F_TWO, water_level), cy) }
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if not cam_sphere_visible(a.x, cy, a.z, f_mul(r, fl(1.5))) { return false }
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}
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return true
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}
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function actor_draw_one(a: Actor, ap: AcProg, shadow: bool) -> void {
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let p = ap.prog
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gpu_use_program(p)
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u_mat4(ap.l_model, a.mat)
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var skinned = F_ZERO
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if a.skin != null { skinned = F_ONE; u_mat4n(ap.l_bones, a.skin.n_joints, a.skin.bones) }
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else if a.model.skin != null { skinned = F_ONE; u_mat4n(ap.l_bones, a.model.skin.n_joints, a.model.skin.bones) }
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u_f(ap.l_skin, skinned)
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if not shadow {
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u_f(ap.l_emis, a.emissive)
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u_f(ap.l_rough, a.rough)
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}
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gpu_cull(false)
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let model = a.model
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for i in 0 .. len(model.prims) {
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let pr = model.prims[i]
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if a.hide != null and a.hide[i] != 0 { continue }
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if not shadow {
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if a.ptint != null and a.ptint[i * 4] != 0 { u_f3(ap.l_tint, a.ptint[i * 4 + 1], a.ptint[i * 4 + 2], a.ptint[i * 4 + 3]) }
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else { u_v3(ap.l_tint, a.tint) }
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}
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gpu_tex_unit(0); gpu_tex_bind(GPU_TEX2D, pr.diff)
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if not shadow {
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gpu_tex_unit(1); gpu_tex_bind(GPU_TEX2D, pr.nrm)
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gpu_tex_unit(2); gpu_tex_bind(GPU_TEX2D, pr.arm)
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}
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mesh_draw(pr.mesh)
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}
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}
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# ---- outlining something that is not an actor ---------------------------------------------
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# An Actor gets its rim from its own `outline` field. Everything else in a scene - a
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# scatter instance, a tile, anything drawn by a system that owns its own transforms - had
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# no way to ask for one, because the outline pass walked the actor list and nothing else.
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# A tree is the case that matters: instanced scatter has no actor to hull, so a game that
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# highlights whatever the crosshair is on could highlight every object in the world except
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# the twenty thousand most common ones.
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#
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# So: a queue. `outline_model` says "put a rim round this model at this transform" from
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# anywhere in the frame, and the outline pass flushes it alongside the actors' - which is
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# what gets the depth test right, since the rim has to be drawn after the scene it is
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# tested against and the caller does not control pass order.
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#
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# The rim is the model's own geometry swollen along its normals. A layer whose vertex
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# shader moves its instances - wind, or standing them on the drawn terrain - will differ
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# from the rim by however much that shader moved them, so pass the transform the shader
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# would have arrived at (for a grounded layer, the terrain height at that instance).
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property OutlineReq {
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model: Model,
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mat: words,
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width: int = 0,
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r: int = 0,
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g: int = 0,
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b: int = 0
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}
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var ac_oq: []OutlineReq = null
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var ac_oq_n: int = 0 # live entries; the array is kept and reused
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# A frame is drawn by more than one pass - a shadow map, a water reflection, the scene -
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# and actor_draw runs in each of them. An Actor survives that because its rim is a field
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# on the actor; a queue does not, if the first pass empties it. So a flush CLOSES the
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# batch rather than clearing it, and the next add opens a new one: every pass in a frame
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# sees the same requests, and the caller needs no frame hook.
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var ac_oq_closed: bool = true
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function outline_model(m: Model, mat: words, width: int, r: int, g: int, b: int) -> void {
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if m == null or mat == null or width == 0 { return }
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if ac_oq_closed { ac_oq_n = 0; ac_oq_closed = false }
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if ac_oq == null { ac_oq = new []OutlineReq }
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var q: OutlineReq = null
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if ac_oq_n < len(ac_oq) { q = ac_oq[ac_oq_n] } else { q = new OutlineReq; q.mat = m4_new(); push(ac_oq, q) }
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q.model = m; q.width = width; q.r = r; q.g = g; q.b = b
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m4_copy(q.mat, mat)
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ac_oq_n += 1
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}
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function outline_clear() -> void { ac_oq_n = 0; ac_oq_closed = true }
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# Called at the top of every frame. A batch the last frame closed and nobody has reopened
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# since is stale: the caller stopped asking. Without this it was drawn for ever - flush
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# closes a batch but only the NEXT outline_model call empties it, so looking away from a
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# highlighted tree left its rim on until something else was highlighted.
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function outline_frame() -> void { if ac_oq_closed { ac_oq_n = 0 } }
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# R3D_ACTOR_CENSUS=<frame>: at that frame, the lit pass's actors grouped by model - skinned or rigid,
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# how many share it, the primitives each draws - so instancing is aimed at what repeats
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function actor_census() -> void {
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let keys = new []Model
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let cnt = new []int
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let prims = new []int
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let rigid = new []int
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for i in 0 .. len(ac_actors) {
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let a = ac_actors[i]
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if not ac_visible(a, false) { continue }
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var k = -1
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for j in 0 .. len(keys) { if keys[j] == a.model { k = j } }
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if k < 0 { push(keys, a.model); push(cnt, 0); push(prims, 0); var r = 1; if a.model.skin != null { r = 0 }; push(rigid, r); k = len(keys) - 1 }
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if a.skin != null { rigid[k] = 0 }
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cnt[k] += 1
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var shown = 0
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for p in 0 .. len(a.model.prims) { if a.hide == null or a.hide[p] == 0 { shown += 1 } }
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prims[k] += shown
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}
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var total = 0
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for j in 0 .. len(keys) {
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var kind = "skinned"
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if rigid[j] == 1 { kind = "rigid" }
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print(`actor census: model {j} ({kind}, {len(keys[j].prims)} prims, {keys[j].tris} tris): {cnt[j]} actors, {prims[j]} draws`)
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total += prims[j]
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}
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print(`actor census: {len(keys)} models, {total} lit draws`)
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}
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var ac_census_at: int = -2
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function actor_draw() -> void {
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if ac_actors == null { return }
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ac_frame += 1
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if ac_census_at == -2 { ac_census_at = -1; if Os.has_env("R3D_ACTOR_CENSUS") { ac_census_at = Text.to_int(Os.env("R3D_ACTOR_CENSUS")) } }
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if ac_census_at > 0 and ac_frame == ac_census_at { actor_census() }
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for i in 0 .. len(ac_actors) {
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let a = ac_actors[i]
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if not ac_visible(a, false) { continue }
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var ap = ac_lit
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if a.cutout { ap = ac_lit_cut }
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ac_bind_scene(ap)
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actor_draw_one(a, ap, false)
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}
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actor_draw_outlines()
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gpu_cull(true)
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}
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# The rim around a highlighted actor: the model again, its vertices pushed out along their
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# normals (skin.vert, OUTLINE) and its front faces culled, so only the far side of the
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# swollen shell survives — a silhouette exactly `outline` metres wide. Depth-tested
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# against the scene, so anything in front of the actor hides its rim too.
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function actor_draw_outlines() -> void {
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var any = ac_oq_n > 0
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for i in 0 .. len(ac_actors) { if ac_actors[i].outline != 0 and ac_visible(ac_actors[i], false) { any = true; break } }
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if not any { return }
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gpu_cull(true)
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gpu_cull_face(GL_FRONT)
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for i in 0 .. len(ac_actors) {
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let a = ac_actors[i]
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if a.outline == 0 or not ac_visible(a, false) { continue }
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var ap = ac_out
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if a.cutout { ap = ac_out_cut }
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gpu_use_program(ap.prog)
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u_mat4(ap.l_view, cam_view); u_mat4(ap.l_proj, cam_proj)
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u_f(ap.l_out, f_mul(a.outline, a.scale))
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if a.ocol != null { u_v3(ap.l_ocol, a.ocol) } else { u_f3(ap.l_ocol, F_ONE, F_ONE, F_ONE) }
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actor_draw_outline_one(a, ap)
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}
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# and whatever asked for a rim without being an actor
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for i in 0 .. ac_oq_n {
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let q = ac_oq[i]
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let ap = ac_out
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gpu_use_program(ap.prog)
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u_mat4(ap.l_view, cam_view); u_mat4(ap.l_proj, cam_proj)
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u_f(ap.l_out, q.width)
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u_f3(ap.l_ocol, q.r, q.g, q.b)
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u_mat4(ap.l_model, q.mat)
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u_f(ap.l_skin, F_ZERO)
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for k in 0 .. len(q.model.prims) { mesh_draw(q.model.prims[k].mesh) }
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}
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ac_oq_closed = true
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gpu_cull_face(GL_BACK)
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}
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function actor_draw_outline_one(a: Actor, ap: AcProg) -> void {
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u_mat4(ap.l_model, a.mat)
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var skinned = F_ZERO
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if a.skin != null { skinned = F_ONE; u_mat4n(ap.l_bones, a.skin.n_joints, a.skin.bones) }
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else if a.model.skin != null { skinned = F_ONE; u_mat4n(ap.l_bones, a.model.skin.n_joints, a.model.skin.bones) }
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u_f(ap.l_skin, skinned)
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let model = a.model
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for i in 0 .. len(model.prims) {
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let pr = model.prims[i]
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if a.hide != null and a.hide[i] != 0 { continue }
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if a.cutout { gpu_tex_unit(0); gpu_tex_bind(GPU_TEX2D, pr.diff) }
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mesh_draw(pr.mesh)
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}
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}
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# Is a sphere inside this cascade's light box? The projection is orthographic, so a point's
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# clip x and y are the matrix applied to it, and the sphere's reach along each is bounded by the
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# three axis offsets. An actor outside the box casts nothing into that layer: skipping it changes no
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# depth, only the draw. (Each actor used to draw into every cascade out to 300 m - in town that was
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# about 1500 skinned shadow draws a frame against 69 in the lit pass.)
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var ac_lp0: words = null
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var ac_lpx: words = null
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var ac_lpy: words = null
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var ac_lpz: words = null
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function ac_in_light(vp: words, x: int, y: int, z: int, r: int) -> bool {
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if ac_lp0 == null { ac_lp0 = words(3); ac_lpx = words(3); ac_lpy = words(3); ac_lpz = words(3) }
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m4_xform_point(ac_lp0, vp, x, y, z)
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m4_xform_point(ac_lpx, vp, f_add(x, r), y, z)
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m4_xform_point(ac_lpy, vp, x, f_add(y, r), z)
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m4_xform_point(ac_lpz, vp, x, y, f_add(z, r))
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for k in 0 .. 2 {
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let c = ac_lp0[k]
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let e = f_add(f_add(ac_abs(f_sub(ac_lpx[k], c)), ac_abs(f_sub(ac_lpy[k], c))), ac_abs(f_sub(ac_lpz[k], c)))
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if f_gt(f_sub(ac_abs(c), e), F_ONE) { return false }
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}
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return true
|
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}
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function ac_abs(v: int) -> int { return f_max(v, f_neg(v)) }
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|
|
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function actor_draw_casters(light_vp: words) -> void {
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if ac_actors == null { return }
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gpu_use_program(ac_sh.prog); u_mat4(ac_sh.l_lvp, light_vp)
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gpu_use_program(ac_sh_cut.prog); u_mat4(ac_sh_cut.l_lvp, light_vp)
|
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for i in 0 .. len(ac_actors) {
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let a = ac_actors[i]
|
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if not ac_visible(a, true) { continue }
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|
if a.radius != 0 {
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|
# the radius is the horizontal extent: a person is far taller than wide, so the sphere is
|
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# centred at half the model's height and reaches the larger of the two, with a margin for
|
|
# the pose (a first version centred it at the radius and dropped a head at a cascade's edge)
|
|
let hh = f_mul(f_mul(a.model.height, F_HALF), a.scale)
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let r = f_max(f_mul(a.radius, a.scale), hh)
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if not ac_in_light(light_vp, a.x, f_add(a.y, hh), a.z, f_mul(r, fl(1.5))) { continue }
|
|
}
|
|
# Inside the light box is not the same as able to shade anything this cascade covers: every actor
|
|
# within 300 m sits inside the far cascades' boxes, whose receivers start 250 and 1100 m out - at
|
|
# the camp 160 actors cast 300 draws into each of those, against 41 into the nearest.
|
|
let dxa = f_sub(a.x, cam_pos[0]); let dza = f_sub(a.z, cam_pos[2])
|
|
let da = f_sqrt(f_add(f_mul(dxa, dxa), f_mul(dza, dza)))
|
|
let ra = f_mul(a.radius, a.scale)
|
|
if not cast_band_reaches(f_max(f_sub(da, ra), F_ZERO), f_add(da, ra), f_mul(a.model.height, a.scale)) { continue }
|
|
var ap = ac_sh
|
|
if a.cutout { ap = ac_sh_cut }
|
|
if ac_census_at > 0 and ac_frame == ac_census_at { ac_caster_count(a) }
|
|
actor_draw_one(a, ap, true)
|
|
}
|
|
if ac_census_at > 0 and ac_frame == ac_census_at {
|
|
print(`actor census, cascade {sh_cascade}: {ac_cc_actors} actors cast {ac_cc_draws} draws ({ac_cc_skinned} of them skinned, {ac_cc_cut} cutout)`)
|
|
ac_cc_actors = 0; ac_cc_draws = 0; ac_cc_skinned = 0; ac_cc_cut = 0
|
|
}
|
|
prof_cpu_mark("shadow actors")
|
|
}
|
|
var ac_cc_actors: int = 0
|
|
var ac_cc_draws: int = 0
|
|
var ac_cc_skinned: int = 0
|
|
var ac_cc_cut: int = 0
|
|
function ac_caster_count(a: Actor) -> void {
|
|
var shown = 0
|
|
for p in 0 .. len(a.model.prims) { if a.hide == null or a.hide[p] == 0 { shown += 1 } }
|
|
ac_cc_actors += 1
|
|
ac_cc_draws += shown
|
|
if a.skin != null or a.model.skin != null { ac_cc_skinned += shown }
|
|
if a.cutout { ac_cc_cut += shown }
|
|
}
|
|
|
|
# every actor off the stage at once, for a world being replaced. Actors own no GL objects;
|
|
# their models belong to whoever loaded them.
|
|
function actor_clear_all() -> void {
|
|
ac_actors = new []Actor
|
|
outline_clear()
|
|
}
|