Inside the wall every instance is a mesh whose LOD2 casts its shadow, so a card is neither drawn nor cast there: fog_impostors.ludic frees a layer's atlases while wall + margin < its near (trees 420-480 m, rocks 320 m) and paints them again from the model when it opens past it (impostor_paint, split out of the bake). Impostor atlases get memory of their own, so a release goes back to the driver instead of leaving a hole in a shared block. R3D_FOG_AT=<frame> with R3D_FOG_TO=<m> changes the wall mid-run. At the overlook: 2102 MB off, 1824 MB at 30 m (249 -> 67 MB of atlases; the rest is the ground cover's card atlases, drawn inside the wall); opening re-bakes 16 layers in 42-46 ms, back to 2102 MB. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
343 lines
20 KiB
Text
343 lines
20 KiB
Text
# ============================================================================
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# render.ludic — the frame. Shadow cascades, the HDR scene pass (terrain, the
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# scene's objects, the sky), bloom, and the tonemapped composite to the screen.
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# The scene (what the game places in the world) hooks in through scene_draw /
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# scene_draw_casters, which the demo defines.
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# ============================================================================
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# Both of these are the DAY's, set by daylight_set from the sun's own elevation. The inscatter
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# is how hard the air scatters the sun forward - nearly nothing at noon, and the glow a ridge
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# is silhouetted against at dusk. The desaturation is how fast distance takes a surface's own
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# colour away, which is the term that was missing entirely and is most of why a midday frame
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# had no depth in it at all.
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# How much of the visible sky's colour comes from the analytic model rather than from the
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# photograph (sky.frag). The day fades it in: at night the sky has its own tint, a star field
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# and a moon, and relighting on top of those would only wash them out.
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# What the ground reflects back up, low and high, and the height they cross at. The defaults
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# are Maroon Lake's - a green basin under a grey-rock treeline at about 480 m over the datum.
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# set before r3d_init to build the landscape from a real height map
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# A plate: no terrain, no grass, no water - the sky, the sun, the shadows and whatever the scene
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# draws (a lab's stage, ludic.lab). Set before the load; nothing of the landscape is made, so
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# its hundreds of megabytes of height field, materials and grass never exist.
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function r3d_plate_mode(render3d_st: mut Render3dState, on: bool) -> void { render3d_st.r3d_plate = on }
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# the sky's HDR image, when it is not the default photograph under r3d_assets
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# R3D_NOPREPASS=1: light the foliage the old way, every card behind the front one included
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function r3d_prepass_off(render3d_st: mut Render3dState) -> bool {
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if render3d_st.r3d_prepass_env < 0 { render3d_st.r3d_prepass_env = 0; if r3d_env_has(render3d_st, "R3D_NOPREPASS") { render3d_st.r3d_prepass_env = 1 } }
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return render3d_st.r3d_prepass_env == 1
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}
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function fog_bind(render3d_st: mut Render3dState, prog: int) -> void {
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u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_clip_y"), render3d_st.r3d_clip_y)
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u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_spec_scale"), 1.0)
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u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_fog_density"), render3d_st.r3d_fog_density)
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u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_fog_height_falloff"), render3d_st.r3d_fog_falloff)
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u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_fog_base"), render3d_st.r3d_fog_base)
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u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_fog_inscatter"), render3d_st.r3d_fog_inscatter)
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u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_fog_desat"), render3d_st.r3d_fog_desat)
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u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_fog_wall"), render3d_st.r3d_fog_wall)
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u_f3(render3d_st, gpu_uniform(render3d_st, prog, "u_ground_alb"), render3d_st.r3d_ground_alb_r, render3d_st.r3d_ground_alb_g, render3d_st.r3d_ground_alb_b)
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u_f3(render3d_st, gpu_uniform(render3d_st, prog, "u_ground_alb_hi"), render3d_st.r3d_ground_hi_r, render3d_st.r3d_ground_hi_g, render3d_st.r3d_ground_hi_b)
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u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_ground_hi_y"), render3d_st.r3d_ground_hi_y)
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u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_ground_hi_w"), render3d_st.r3d_ground_hi_w)
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var cs = render3d_st.r3d_cloud_shadow
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if r3d_env_has(render3d_st, "R3D_NOCLOUD") { cs = 0.0 }
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u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_cloud_shadow"), cs)
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u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_time"), render3d_st.r3d_time)
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}
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# The fog wall (a game's fog setting): dist > 0 hides everything past dist in the sky's colour - from
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# three tenths of it to all of it - and draws nothing past it in any pass: the far plane, every scatter
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# layer's reach, the shadow cascades. dist <= 0 leaves everything as it was.
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const R3D_FOG_MARGIN: float = 8.0
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export function r3d_fog_wall(render3d_st: mut Render3dState, dist: float) -> void {
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var d = dist
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if d < 0.0 { d = 0.0 }
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if d == render3d_st.r3d_fog_wall { return }
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render3d_st.r3d_fog_wall = d
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# every layer and stream re-gathers for the new reach
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render3d_st.sc_view_gen += 1
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cam_update(render3d_st)
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fog_impostors(render3d_st)
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}
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# how far anything is drawn: the fog wall and a margin, or `far` (0: no limit of its own) without one
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function r3d_reach(render3d_st: Render3dState, far: float) -> float {
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if render3d_st.r3d_fog_wall <= 0.0 { return far }
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let w = render3d_st.r3d_fog_wall + R3D_FOG_MARGIN
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if far <= 0.0 or far > w { return w }
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return far
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}
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# profiling switches (environment): R3D_NOSHADOW R3D_NOGI R3D_MSAA=n R3D_NOBLADES R3D_NOCARDS R3D_NOTREES R3D_NEAR=m
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function r3d_env_flags(render3d_st: mut Render3dState) -> void {
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render3d_st.r3d_no_shadow = r3d_env_has(render3d_st, "R3D_NOSHADOW")
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render3d_st.r3d_no_trees = r3d_env_has(render3d_st, "R3D_NOTREES")
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render3d_st.r3d_no_refl = r3d_env_has(render3d_st, "R3D_NOREFL")
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# R3D_FOG_WALL=<m>: the fog wall at that distance, for a shot (a game sets it with r3d_fog_wall)
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if r3d_env_has(render3d_st, "R3D_FOG_WALL") { render3d_st.r3d_fog_wall = float(Text.to_int(r3d_env(render3d_st, "R3D_FOG_WALL"))) }
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if r3d_env_has(render3d_st, "R3D_DEBUG") { render3d_st.r3d_debug = true }
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if r3d_env_has(render3d_st, "R3D_DBGSHADOW") { render3d_st.r3d_debug_shadow = true }
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if r3d_env_has(render3d_st, "R3D_NOGI") { render3d_st.post_gi_strength = 0.0; render3d_st.post_ao_strength = 0.0; render3d_st.post_no_gi = true }
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if r3d_env_has(render3d_st, "R3D_MSAA") { render3d_st.post_ms_samples = Text.to_int(r3d_env(render3d_st, "R3D_MSAA")) }
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render3d_st.sc_skip_blade = r3d_env_has(render3d_st, "R3D_NOBLADES")
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render3d_st.sc_skip_grass = r3d_env_has(render3d_st, "R3D_NOGRASS")
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render3d_st.grass_force = r3d_env_has(render3d_st, "R3D_BLADES")
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render3d_st.grass_env_off = r3d_env_has(render3d_st, "R3D_NOBLADES")
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render3d_st.sc_skip_card = r3d_env_has(render3d_st, "R3D_NOCARDS")
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render3d_st.sc_dbg_lod = r3d_env_has(render3d_st, "R3D_LODDBG")
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if r3d_env_has(render3d_st, "R3D_ANISO") {
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let a = Text.to_int(r3d_env(render3d_st, "R3D_ANISO"))
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render3d_st.tex_anisotropy = 1.0
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if a >= 2 { render3d_st.tex_anisotropy = 2.0 }
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if a >= 4 { render3d_st.tex_anisotropy = 4.0 }
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if a >= 8 { render3d_st.tex_anisotropy = 8.0 }
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if a >= 16 { render3d_st.tex_anisotropy = 16.0 }
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}
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}
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# Start the renderer in one call: the window, then every load step in order. A game that shows
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# a loading screen calls r3d_open, draws its screen, and runs r3d_load_step itself between frames.
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function r3d_init(render3d_st: mut Render3dState, w: int, h: int, title: string) -> bool {
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if not r3d_open(render3d_st, w, h, title) { return false }
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for i in 0 .. r3d_load_count() { if not r3d_load_step(render3d_st, i) { return false } }
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return true
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}
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# the window and the graphics backend; nothing is baked yet, but a frame can be presented
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function r3d_open(render3d_st: mut Render3dState, w: int, h: int, title: string) -> bool {
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r3d_env_flags(render3d_st)
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# Vulkan or nothing: a machine it cannot start on stops here, with the reason already printed
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if gpu_select(render3d_st) != GPU_VK { return false }
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if not gpu_open(render3d_st, w, h, title) { print("r3d: the Vulkan window or device could not be made"); return false }
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if r3d_env_has(render3d_st, "R3D_NOVSYNC") { gpu_vsync(render3d_st, 0) }
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var renderer: string = gpu_renderer_name(render3d_st)
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print(`r3d: {gl_width()}x{gl_height()} on {renderer}`)
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prof_init(render3d_st)
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cam_init(render3d_st, float(gl_width()) / float(gl_height()))
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return true
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}
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# The load, as steps a loading screen can show between: 0 the sky and its image-based light,
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# 1 - 4 the terrain (the height field and normals, its sun shadow, its materials, its patches and
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# programs), 5 the shadow maps and the screen targets, 6 the scattered cover and the actors, 7 the
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# grass and the sky pass. The order is r3d_init's.
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function r3d_load_count() -> int { return 4 + TERRAIN_INIT_STEPS }
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function r3d_load_step(render3d_st: mut Render3dState, i: int) -> bool {
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let t = i - 1
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if i == 0 {
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# the default sky's path is made only when no path was given, and goes once the sky is read
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var sky = render3d_st.r3d_sky_path
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var made: string = null
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if sky == null {
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made = render3d_st.r3d_assets + "/hdri/kloofendal_48d_partly_cloudy_puresky_4k.hdr"
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sky = made
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}
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let got = sky_load(render3d_st, sky)
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if made != null { free(made) }
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if not got { return false }
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daylight_init(render3d_st)
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} else if t >= 0 and t < TERRAIN_INIT_STEPS {
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if render3d_st.r3d_plate { return true }
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if t == 0 {
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if render3d_st.r3d_dem_path != null { terrain_use_dem(render3d_st, render3d_st.r3d_dem_path, render3d_st.r3d_dem_min, render3d_st.r3d_dem_max, render3d_st.r3d_dem_base, render3d_st.r3d_dem_ox, render3d_st.r3d_dem_oz) }
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if render3d_st.r3d_ortho_path != null { terrain_use_ortho(render3d_st, render3d_st.r3d_ortho_path) }
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}
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terrain_init_step(render3d_st, t)
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} else if i == 1 + TERRAIN_INIT_STEPS {
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shadow_init(render3d_st)
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post_init(render3d_st, gl_width(), gl_height())
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} else if i == 2 + TERRAIN_INIT_STEPS {
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scatter_init(render3d_st)
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actor_init(render3d_st)
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} else if i == 3 + TERRAIN_INIT_STEPS {
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if not render3d_st.r3d_plate { grass_init(render3d_st) }
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render3d_st.r3d_sky_prog = r3d_program(render3d_st, "fullscreen.vert", "sky.frag", "")
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# The base is NOON's air, and it was tuned when nothing desaturated with distance - so it
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# was doing its whole job through colour and could not be raised without the valley going
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# blue. With the desaturation term carrying the depth, the air can be as thick as real air
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# at 2900 m and the far ridge recedes instead of tinting.
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render3d_st.r3d_fog_density = 0.00024
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render3d_st.r3d_fog_falloff = 0.002
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render3d_st.r3d_ready = true
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gpu_check(render3d_st, "r3d init")
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}
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return true
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}
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function r3d_draw_sky(render3d_st: mut Render3dState) -> void {
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gpu_depth_func(render3d_st, GL_LEQUAL)
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gpu_depth_write(render3d_st, false)
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gpu_cull(render3d_st, false)
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let p = render3d_st.r3d_sky_prog
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gpu_use_program(render3d_st, p)
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r3d_bind_2d(render3d_st, p, "u_sky", 0, render3d_st.sky_tex)
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sky_bind_rot(render3d_st, p)
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sky_bind_lighting(render3d_st, p)
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u_mat4(render3d_st, gpu_uniform(render3d_st, p, "u_inv_vp"), render3d_st.cam_inv_vp)
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u_f(render3d_st, gpu_uniform(render3d_st, p, "u_sky_gain"), 0.95)
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u_f(render3d_st, gpu_uniform(render3d_st, p, "u_sky_relight"), render3d_st.r3d_sky_relight)
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u_f(render3d_st, gpu_uniform(render3d_st, p, "u_sky_sat"), 1.35)
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u_f(render3d_st, gpu_uniform(render3d_st, p, "u_fog_wall"), render3d_st.r3d_fog_wall)
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u_f(render3d_st, gpu_uniform(render3d_st, p, "u_fog_inscatter"), render3d_st.r3d_fog_inscatter)
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u_f(render3d_st, gpu_uniform(render3d_st, p, "u_time"), render3d_st.r3d_time)
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mesh_draw(render3d_st, render3d_st.sky_fullscreen)
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gpu_depth_write(render3d_st, true)
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gpu_depth_func(render3d_st, GL_LESS)
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}
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# The end of the game's frame, whichever backend draws it: a screenshot first if one is wanted,
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# then the present. A game calls these rather than Gl.swap / Gl.screenshot.
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function r3d_screenshot(render3d_st: mut Render3dState, path: string) -> bool { return gpu_screenshot(render3d_st, path) }
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function r3d_present(render3d_st: mut Render3dState) -> void { gpu_present(render3d_st) }
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# the drawable changed size: the camera's aspect and every screen-sized target follow
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# the GPU memory it makes is counted as VKM_TARGET (R3D_VKMEM)
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function r3d_resize(render3d_st: mut Render3dState) -> void {
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let was = render3d_st.gvk_tag
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render3d_st.gvk_tag = VKM_TARGET
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r3d_resize__t(render3d_st)
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render3d_st.gvk_tag = was
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}
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function r3d_resize__t(render3d_st: mut Render3dState) -> void {
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render3d_st.cam_aspect = float(gl_width()) / float(gl_height())
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cam_update(render3d_st)
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post_free(render3d_st)
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post_init(render3d_st, gl_width(), gl_height())
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if render3d_st.water_refl != null { target_free(render3d_st, render3d_st.water_refl); render3d_st.water_refl = null }
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r3d_say_resized()
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}
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# the GPU memory it makes is counted as VKM_FRAME (R3D_VKMEM)
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function r3d_frame(render3d_st: mut Render3dState, time: float) -> void {
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let was = render3d_st.gvk_tag
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render3d_st.gvk_tag = VKM_FRAME
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r3d_frame__t(render3d_st, time)
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render3d_st.gvk_tag = was
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}
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function r3d_frame__t(render3d_st: mut Render3dState, time: float) -> void {
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outline_frame(render3d_st)
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if not render3d_st.r3d_ready { return }
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if gpu_resize_check(render3d_st) { r3d_resize(render3d_st) }
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# R3D_RESIZE_AT=<frame>: rebuild every screen-sized buffer mid-run, as a window resize
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# or a fullscreen change does. Headless has no window to resize, and this path is where
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# a stale attachment or a texture freed twice shows up.
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render3d_st.r3d_test_frame += 1
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vkmem_tick(render3d_st)
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fog_at_tick(render3d_st)
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if render3d_st.r3d_test_resize == 0 and r3d_env_has(render3d_st, "R3D_RESIZE_AT") { render3d_st.r3d_test_resize = Text.to_int(r3d_env(render3d_st, "R3D_RESIZE_AT")) }
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# R3D_RESIZE_AT=<n>: from frame n on, rebuild every screen-sized buffer every few
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# frames at a different size, as dragging a window edge or entering fullscreen does.
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if render3d_st.r3d_test_resize > 0 and render3d_st.r3d_test_frame >= render3d_st.r3d_test_resize and render3d_st.r3d_test_frame % 4 == 0 {
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let step = (render3d_st.r3d_test_frame / 4) % 4
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var w = 1920; var h = 1080
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if step == 1 { w = 1440; h = 810 }
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if step == 2 { w = 2560; h = 1440 }
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if step == 3 { w = 1281; h = 721 }
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gl_set_drawable(w, h)
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r3d_resize(render3d_st)
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}
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render3d_st.r3d_time = time
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gsl_frame_start(render3d_st)
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# the frame's counters close here, before any of its own work: the window each of them
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# covers is exactly one frame, from this point to the same point next time
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prof_gen_frame(render3d_st)
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prof_mark_start(render3d_st)
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cam_begin_frame(render3d_st, render3d_st.post_frame, gl_width(), gl_height())
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# R3D_CAM_LOG=1: the camera each frame, in millimetres and thousandths of a radian - to tell a
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# camera that moves while the hiker stands still from a picture that shakes on its own
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if render3d_st.r3d_cam_log < 0 { render3d_st.r3d_cam_log = 0; if r3d_env_has(render3d_st, "R3D_CAM_LOG") { render3d_st.r3d_cam_log = 1 } }
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if render3d_st.r3d_cam_log == 1 {
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r3d_say_test_frame(render3d_st)
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}
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# the height-field shadow rebakes as the light moves in steps (daylight), or with the sky yaw when there is no clock
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if not render3d_st.r3d_plate and ((not render3d_st.day_on and render3d_st.ter_shadow_yaw != render3d_st.sky_yaw) or render3d_st.ter_shadow_gen != render3d_st.day_gen) {
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render3d_st.ter_shadow_gen = render3d_st.day_gen
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let t_bk = gl_now_us()
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terrain_bake_shadow(render3d_st)
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prof_bake_add(render3d_st, gl_now_us() - t_bk)
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}
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scatter_begin_frame(render3d_st)
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prof_cpu_mark(render3d_st, "shadow rebake")
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stream_update_all(render3d_st)
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prof_cpu_mark(render3d_st, "streaming")
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gg_cull_frame(render3d_st) # before any pass: a dispatch inside one would split it
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if not render3d_st.r3d_no_shadow { prof_begin(render3d_st, "shadow"); shadow_pass(render3d_st); prof_end(render3d_st) }
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prof_cpu_mark(render3d_st, "shadow pass")
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if render3d_st.water_on and not render3d_st.r3d_no_refl and water_reflect_visible(render3d_st) { prof_begin(render3d_st, "water reflection"); water_reflection_pass(render3d_st); prof_end(render3d_st) }
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prof_cpu_mark(render3d_st, "reflection")
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post_begin_scene(render3d_st)
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# the near tree foliage lays its depth down before anything is shaded, so the terrain
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# under the stands and the cards behind the front ones are rejected before lighting.
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# It has to come straight after post_begin_scene: terrain_sun_prepare binds its own
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# target, and depth drawn after it lands in the sun buffer, not the scene's.
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if not r3d_prepass_off(render3d_st) {
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prof_begin(render3d_st, "foliage prepass")
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gpu_color_write(render3d_st, false)
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scatter_draw_depth(render3d_st)
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gpu_color_write(render3d_st, true)
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prof_end(render3d_st)
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render3d_st.sc_prepass = true
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}
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prof_cpu_mark(render3d_st, "foliage prepass")
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if not render3d_st.r3d_plate {
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prof_begin(render3d_st, "terrain sun")
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terrain_sun_prepare(render3d_st)
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prof_end(render3d_st)
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prof_begin(render3d_st, "terrain")
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terrain_draw(render3d_st)
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prof_end(render3d_st)
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}
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prof_cpu_mark(render3d_st, "terrain")
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prof_begin(render3d_st, "scene (vegetation)")
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r3d_scene_draw(render3d_st)
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prof_end(render3d_st)
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render3d_st.sc_prepass = false
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prof_cpu_mark(render3d_st, "vegetation")
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prof_begin(render3d_st, "grass")
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|
grass_draw(render3d_st)
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|
prof_end(render3d_st)
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prof_cpu_mark(render3d_st, "grass")
|
|
prof_begin(render3d_st, "sky")
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|
r3d_draw_sky(render3d_st)
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|
prof_end(render3d_st)
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prof_begin(render3d_st, "resolve MSAA")
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post_resolve(render3d_st)
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|
prof_end(render3d_st)
|
|
# transparent water over the resolved frame: it tests against the frame's own
|
|
# depth and reads a copy of it for the depth tint and soft shores
|
|
if render3d_st.water_on {
|
|
prof_begin(render3d_st, "water surface")
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|
post_capture_scene(render3d_st)
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|
target_bind(render3d_st, render3d_st.post_hdr)
|
|
gpu_depth_test(render3d_st, true)
|
|
gpu_depth_func(render3d_st, GL_LESS)
|
|
water_draw(render3d_st, render3d_st.post_depth_copy.depth)
|
|
prof_end(render3d_st)
|
|
}
|
|
render3d_st.post_color = render3d_st.post_hdr.color; render3d_st.post_color_w = render3d_st.post_w; render3d_st.post_color_h = render3d_st.post_h
|
|
# DLSS super resolution: the lit frame up to the display's size, before anything reads it
|
|
if gsl_dlss_live(render3d_st) { prof_begin(render3d_st, "DLSS"); render3d_st.post_color = gsl_dlss_eval(render3d_st); prof_end(render3d_st) }
|
|
# Before bloom and before the tonemap: a shaft of light is a bright thing in the air and
|
|
# should bloom like one.
|
|
prof_begin(render3d_st, "volumetric"); post_volumetric_pass(render3d_st); prof_end(render3d_st)
|
|
prof_begin(render3d_st, "dof"); post_dof_pass(render3d_st); prof_end(render3d_st)
|
|
if not render3d_st.post_no_gi { prof_begin(render3d_st, "SSAO/GI"); post_ssao_pass(render3d_st); prof_end(render3d_st) }
|
|
if render3d_st.r3d_debug_max { tex_max(render3d_st, render3d_st.post_hdr.color, render3d_st.post_hdr.w, render3d_st.post_hdr.h, "hdr") }
|
|
prof_begin(render3d_st, "bloom")
|
|
post_bloom_pass(render3d_st)
|
|
prof_end(render3d_st)
|
|
prof_begin(render3d_st, "tonemap+exposure")
|
|
post_tonemap(render3d_st, render3d_st.post_color)
|
|
prof_end(render3d_st)
|
|
prof_cpu_mark(render3d_st, "post")
|
|
prof_begin(render3d_st, "prev-colour copy")
|
|
post_capture_prev(render3d_st)
|
|
prof_end(render3d_st)
|
|
prof_collect(render3d_st)
|
|
gpu_check(render3d_st, "frame")
|
|
}
|
|
|
|
# messages, each built in a function of its own so the path that says it holds no allocation
|
|
@alloc_ok("a message, built only when it is said: a failure, a warning or a debug switch")
|
|
function r3d_say_resized() -> void { print(`r3d: resized to {gl_width()}x{gl_height()}`) }
|
|
@alloc_ok("a message, built only when it is said: a failure, a warning or a debug switch")
|
|
function r3d_say_test_frame(render3d_st: Render3dState) -> void { print(`cam {render3d_st.r3d_test_frame} pos {int(render3d_st.cam_pos[0] * 1000.0)} {int(render3d_st.cam_pos[1] * 1000.0)} {int(render3d_st.cam_pos[2] * 1000.0)} yaw {int(render3d_st.cam_yaw * 1000.0)} pitch {int(render3d_st.cam_pitch * 1000.0)} jitter {int(render3d_st.gsl_jitter_x * 1000000.0)} {int(render3d_st.gsl_jitter_y * 1000000.0)} render {render3d_st.post_w}x{render3d_st.post_h} reset {render3d_st.gsl_reset} evalok {render3d_st.gsl_eval_ok} fresh {render3d_st.gsl_fresh}`) }
|