ludic/packages/ludic.render3d/water.ludic
Orkuncakilkaya b0b0b62bce feat(lang): L7 memory is safe unless it says unsafe
The typed buffers are slices: words/floats/fixeds/doubles/pointers(n) make
zeroed, bounds-checked []int/[]float/... and the type names mean them. buffer(n)
is a []byte, with text_of, Fs.read_bytes/write_bytes and view(xs, start, n).
bytes(), indexing a raw pointer or bytes, free, resize, Memory.*, raw file calls,
data_of and C externs are refused outside unsafe { } / unsafe function, and a
project's own files may write unsafe only with --unsafe; the runtime and packages
are the platform. A slice passed to an extern goes as its data.

What the change found: Sync's atomics on a slice header, words(n) uninitialised,
input's fixed axes in ints, truetype's fixed outlines as ints, skin matrices
typed int, gl_shader's source table made from raw bytes. render3d gets safe
entry points (safe_api.ludic). Rendering is byte-identical; a frame costs the same.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 12:53:27 +03:00

395 lines
19 KiB
Text

# ============================================================================
# water.ludic — still water for the valley floor: a level plane over a region,
# drawn after the opaque scene, showing only where the ground lies below it.
# Sky reflection with fresnel, sun glitter, scrolling ripple normals, a depth
# tinted body read from the scene depth, and soft shores.
# ============================================================================
var water_mesh: Mesh = null
var water_prog: int = 0
var water_level: float = 0.0
var water_cx: float = 0.0
var water_cz: float = 0.0
var water_ex: float = 0.0
var water_ez: float = 0.0
var water_on: bool = false
# Where a body is standing in the water and how hard it is disturbing it. The game sets it;
# strength 0 means nobody is in the water and the whole term is skipped.
var wt_wade_x: float = 0.0
var wt_wade_z: float = 0.0
var wt_wade_s: float = 0.0
var water_refl: Target = null # the world mirrored in the surface, half resolution
var water_refl_div: int = 2 # R3D_REFLDIV overrides: 2 = half res, 4 = quarter
var water_saved: floats = null # the real camera's matrices, restored after the pass
var water_saved_vp: floats = null # views of its second and third matrices
var water_saved_ivp: floats = null
var water_dumped: bool = false
# Several still-water planes, each at its own level over its own bounds: the sea round an
# island and a lake a hundred metres above it cannot be one surface. Each draws the same way;
# only one - the first added with `reflect` - gets the planar reflection pass, because every
# mirrored plane is another full scene pass. water_level / water_cx ... mirror that one, so
# code written against a single plane still reads the surface that reflects.
const WATER_MAX: int = 8
var wb_n: int = 0
var wb_level: floats = null
var wb_cx: floats = null
var wb_cz: floats = null
var wb_ex: floats = null
var wb_ez: floats = null
var wb_reflect: words = null
var wb_primary: int = -1 # the body the reflection pass mirrors, or -1
# Render the scene through a camera mirrored in the water plane into water_refl,
# clipping everything below the surface; terrain, scattered layers and sky.
function water_reflection_pass() -> void {
if wb_primary < 0 { return } # no body reflects: nothing to mirror
if water_refl == null {
if r3d_env_has("R3D_REFLDIV") { water_refl_div = Text.to_int(r3d_env("R3D_REFLDIV")) }
if water_refl != null { target_free(water_refl) }
# sized from the scene target, not the window: with a render scale below 1 the frame
# this reflection is composited into is smaller than the drawable, and a reflection
# rendered at the window's size would be paying for pixels the water never samples
water_refl = target_new(post_w / water_refl_div, post_h / water_refl_div, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, true, GL_LINEAR)
water_saved = floats(16 * 4 + 3)
water_saved_vp = view(water_saved, 16, 16)
water_saved_ivp = view(water_saved, 32, 16)
}
# save the camera
m4_copy(water_saved, cam_view)
m4_copy(water_saved_vp, cam_vp)
m4_copy(water_saved_ivp, cam_inv_vp)
let sx = cam_pos[0]; let sy = cam_pos[1]; let sz = cam_pos[2]
# the mirrored camera: view' = view * R, R reflecting y about the surface (y' = 2L - y).
# R has determinant -1, so the winding flips (front faces culled below) and the image
# lands exactly where the main camera's pixels expect the reflection.
let eye = v3_new(sx, 2.0 * water_level - sy, sz)
let refl = m4_new()
refl[5] = -1.0
refl[13] = 2.0 * water_level
let mv = floats(16)
m4_mul(mv, water_saved, refl)
m4_copy(cam_view, mv)
free(mv); free(refl)
let fwd = words(3); let up = words(3); let at = words(3)
m4_mul(cam_vp, cam_proj, cam_view)
m4_inverse(cam_inv_vp, cam_vp)
v3_copy(cam_pos, eye)
r3d_clip_y = water_level - 0.05
target_bind(water_refl)
gpu_depth_test(true)
gpu_depth_func(GL_LESS)
gpu_depth_write(true)
gpu_cull(true)
gpu_cull_face(GL_FRONT) # the mirror flips the winding
gpu_clear_color(0.0, 0.0, 0.0, 1.0)
gpu_clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
sc_freeze = true
let sb = sc_skip_blade
sc_skip_blade = true # blades are invisible at this scale in a reflection
ter_reflect = true
prof_cpu_mark("reflection setup")
terrain_draw()
prof_cpu_mark("reflection terrain")
r3d_scene_draw()
prof_cpu_mark("reflection scene")
r3d_draw_sky()
prof_cpu_mark("reflection sky")
ter_reflect = false
sc_skip_blade = sb
sc_freeze = false
gpu_cull_face(GL_BACK)
if r3d_env_has("R3D_DUMP_REFL") and not water_dumped { water_dumped = true; tex_dump(water_refl.color, water_refl.w, water_refl.h, "build/dbg_refl.ppm") }
# restore
r3d_clip_y = -2147483600.0
m4_copy(cam_view, water_saved)
m4_copy(cam_vp, water_saved_vp)
m4_copy(cam_inv_vp, water_saved_ivp)
v3_set(cam_pos, sx, sy, sz)
free(eye); free(fwd); free(up); free(at)
gpu_fb_bind(0)
}
# Is any of the mirrored water in view? The reflection pass is a second copy of the terrain, the
# vegetation and the actors - 170-260 draws - and it ran on every frame of a map with a lake, looking
# straight down at a meadow included, where no pixel samples it. The mirrored body's bounds are cut
# into rectangles (water_cells_build) that count where the ground lies below the water, and the pass
# runs when one of those rectangles meets the view frustum and its water is not all dry where it shows,
# outside the frame or behind the ground (wb_cell_occluded). Past 16 rectangles in view it runs without
# asking, so it errs on the side of running. R3D_REFL_ALWAYS=1 runs it on every frame, for comparing.
# Mac, the five shot viewpoints: looking down at the meadow (c) 225 reflection draws -> none; every view
# with the lake in it unchanged, byte-identical frames.
var wb_cells: floats = null # x0, z0, x1, z1 of each rectangle with water showing
var wb_ncells: int = -1 # -1: not built for the current mirrored body
var wb_blocks: words = null # x0, z0, x1, z1, first cell, cells past the last - of each block
var wb_nblocks: int = 0
var wb_refl_always: int = -1
var wb_dbg: int = -1
var wb_build_us: long = 0 # how long the last water_cells_build took (R3D_REFL_DBG prints it)
function water_reflect_visible() -> bool {
if wb_primary < 0 { return false }
if wb_refl_always < 0 { wb_refl_always = 0; if r3d_env_has("R3D_REFL_ALWAYS") { wb_refl_always = 1 } }
if wb_refl_always == 1 or ter_heights == null { return true }
if wb_ncells < 0 { let t0 = gl_now_us(); water_cells_build(); wb_build_us = gl_now_us() - t0 }
if wb_dbg < 0 { wb_dbg = 0; if r3d_env_has("R3D_REFL_DBG") { wb_dbg = 1 } }
if wb_dbg == 1 {
# R3D_REFL_DBG: once, what the test is made of and how much of it is in view
wb_dbg = 2
var seen = 0
var hidden = 0
for i in 0 .. wb_ncells { if wb_cell_visible(i) { seen += 1; if wb_cell_occluded(i) { hidden += 1 } } }
print(`water reflection test: {wb_ncells} wet rectangles in {wb_nblocks} blocks (built in {wb_build_us} us), {seen} in view, {hidden} of them behind the ground`)
}
# A rectangle in the frustum can still be behind the ground or dry where it shows: standing on a shore
# above the lake and looking down at your feet puts water inside the view and none of it on screen.
# The first 16 in view are checked against the height field; past that the pass simply runs.
var checked = 0
for b in 0 .. wb_nblocks {
let o = b * 6
if not wb_rect_visible(float_from_bits(wb_blocks[o]), float_from_bits(wb_blocks[o + 1]), float_from_bits(wb_blocks[o + 2]), float_from_bits(wb_blocks[o + 3])) { continue }
for i in wb_blocks[o + 4] .. wb_blocks[o + 5] {
if not wb_cell_visible(i) { continue }
if checked >= 16 { return true }
checked += 1
if not wb_cell_occluded(i) { return true }
}
}
return false
}
# A flat rectangle at the water's level against the view's side planes: hidden when all four corners
# lie outside one plane. (A bounding sphere was the first version: a 156 m cell's sphere reached into
# the view from a lake the camera had its back to, and the pass never skipped.)
function wb_rect_visible(x0: float, z0: float, x1: float, z1: float) -> bool {
if cam_planes == null { return true }
for p in 0 .. 4 {
let q = p * 4
let a = cam_planes[q]; let c = cam_planes[q + 2]
let by = cam_planes[q + 1] * water_level + cam_planes[q + 3]
let ax0 = a * x0; let ax1 = a * x1; let cz0 = c * z0; let cz1 = c * z1
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 }
}
return true
}
function wb_cell_visible(i: int) -> bool {
let o = i * 4
return wb_rect_visible(wb_cells[o], wb_cells[o + 1], wb_cells[o + 2], wb_cells[o + 3])
}
# Is the water at (x, z) out of sight - dry ground there, outside the frame, or behind the ground? The
# sight line is sampled at seven points short of both ends, with half a metre (and a little more with
# distance) of margin, so a far ridge the drawn terrain rounds off never hides real water. A camera at
# or under the surface hides nothing behind the ground.
function wb_point_hidden(x: float, z: float) -> bool {
if terrain_height(x, z) > water_level + 0.05 { return true }
if not cam_sphere_visible(x, water_level, z, 0.5) { return true }
let ey = cam_pos[1]
if not (ey > water_level) { return false }
let dx = x - cam_pos[0]; let dz = z - cam_pos[2]
let margin = 0.5 + Math.sqrt(dx * dx + dz * dz) * 0.004
for k in 1 .. 8 {
let t = float(k) / 8.0
let sy = ey + (water_level - ey) * t
if terrain_height(cam_pos[0] + dx * t, cam_pos[2] + dz * t) > sy + margin { return true }
}
return false
}
# every point the wet test sampled (the centre and four near the corners) is out of sight
function wb_cell_occluded(i: int) -> bool {
let o = i * 4
let x0 = wb_cells[o]; let z0 = wb_cells[o + 1]; let x1 = wb_cells[o + 2]; let z1 = wb_cells[o + 3]
let cx = (x0 + x1) * 0.5; let cz = (z0 + z1) * 0.5
let ox = (x1 - x0) * 0.45; let oz = (z1 - z0) * 0.45
if not wb_point_hidden(cx, cz) { return false }
if not wb_point_hidden(cx - ox, cz - oz) { return false }
if not wb_point_hidden(cx + ox, cz - oz) { return false }
if not wb_point_hidden(cx - ox, cz + oz) { return false }
return wb_point_hidden(cx + ox, cz + oz)
}
function wb_cell_add(x0: float, z0: float, x1: float, z1: float) -> void {
let o = wb_ncells * 4
wb_cells[o] = x0; wb_cells[o + 1] = z0; wb_cells[o + 2] = x1; wb_cells[o + 3] = z1
wb_ncells += 1
}
function wb_block_add(x0: float, z0: float, x1: float, z1: float, first: int) -> void {
if wb_ncells <= first { return }
let o = wb_nblocks * 6
wb_blocks[o] = float_bits(x0); wb_blocks[o + 1] = float_bits(z0); wb_blocks[o + 2] = float_bits(x1); wb_blocks[o + 3] = float_bits(z1)
wb_blocks[o + 4] = first; wb_blocks[o + 5] = wb_ncells
wb_nblocks += 1
}
function wb_wet(x: float, z: float, off: float) -> bool {
if terrain_height(x, z) < water_level { return true }
if off == 0.0 { return false }
if terrain_height(x - off, z - off) < water_level { return true }
if terrain_height(x + off, z - off) < water_level { return true }
if terrain_height(x - off, z + off) < water_level { return true }
return terrain_height(x + off, z + off) < water_level
}
# Over the height map, 32 m rectangles (at most 512 a side) tested at five points and kept in blocks of
# 8 x 8, so a block out of view skips its rectangles in one test - looking away from the water was a
# walk of every rectangle, every frame. The body beyond the map (a sea runs far past it) is 64 x 64
# coarse rectangles tested at their centre, in one last block, which only ever matter kilometres away.
const WB_BLOCK: int = 8
function water_cells_build() -> void {
let bx0 = water_cx - water_ex; let bx1 = water_cx + water_ex
let bz0 = water_cz - water_ez; let bz1 = water_cz + water_ez
let th = float(TERRAIN_HALF)
let tx0 = Math.max(bx0, ter_ox - th); let tx1 = Math.min(bx1, ter_ox + th)
let tz0 = Math.max(bz0, ter_oz - th); let tz1 = Math.min(bz1, ter_oz + th)
let inside = tx1 > tx0 and tz1 > tz0
var cell = 32.0
var nx = 0
var nz = 0
if inside {
let span = Math.max(tx1 - tx0, tz1 - tz0)
if span / cell > 512.0 { cell = span / 512.0 }
nx = int((tx1 - tx0) / cell) + 1
nz = int((tz1 - tz0) / cell) + 1
}
if wb_cells != null { free(wb_cells) }
if wb_blocks != null { free(wb_blocks) }
wb_cells = floats((nx * nz + 64 * 64) * 4)
let nbx = (nx + WB_BLOCK - 1) / WB_BLOCK
let nbz = (nz + WB_BLOCK - 1) / WB_BLOCK
wb_blocks = words((nbx * nbz + 1) * 6)
wb_ncells = 0
wb_nblocks = 0
let off = cell * 0.45
let half = cell * 0.5
for bz in 0 .. nbz {
for bx in 0 .. nbx {
let first = wb_ncells
var iz = bz * WB_BLOCK
while iz < (bz + 1) * WB_BLOCK and iz < nz {
let z0 = tz0 + float(iz) * cell
var ix = bx * WB_BLOCK
while ix < (bx + 1) * WB_BLOCK and ix < nx {
let x0 = tx0 + float(ix) * cell
if wb_wet(x0 + half, z0 + half, off) { wb_cell_add(x0, z0, x0 + cell, z0 + cell) }
ix += 1
}
iz += 1
}
let x0 = tx0 + float(bx * WB_BLOCK) * cell; let z0 = tz0 + float(bz * WB_BLOCK) * cell
wb_block_add(x0, z0, x0 + float(WB_BLOCK) * cell, z0 + float(WB_BLOCK) * cell, first)
}
}
let first = wb_ncells
let cw = (bx1 - bx0) / 64.0
let ch = (bz1 - bz0) / 64.0
for iz in 0 .. 64 {
let z0 = bz0 + float(iz) * ch; let z1 = z0 + ch
for ix in 0 .. 64 {
let x0 = bx0 + float(ix) * cw; let x1 = x0 + cw
# inside the height map's rectangle: the fine cells above cover it
if inside and not (x0 < tx0) and not (x1 > tx1) and not (z0 < tz0) and not (z1 > tz1) { continue }
if wb_wet(x0 + cw * 0.5, z0 + ch * 0.5, 0.0) { wb_cell_add(x0, z0, x1, z1) }
}
}
wb_block_add(bx0, bz0, bx1, bz1, first)
}
# the program and the plane are the process's, built once; the bodies are the map's
function water_setup() -> void {
if water_prog != 0 { return }
water_mesh = mesh_grid(2, 0.5)
water_prog = r3d_program("water.vert", "water.frag", "")
wb_level = floats(WATER_MAX); wb_cx = floats(WATER_MAX); wb_cz = floats(WATER_MAX)
wb_ex = floats(WATER_MAX); wb_ez = floats(WATER_MAX); wb_reflect = words(WATER_MAX)
}
function water_bodies_clear() -> void {
wb_n = 0
wb_primary = -1
wb_ncells = -1
water_on = false
}
# Add a plane at `level` over (cx, cz) +- (ex, ez); true `reflect` makes it the mirrored one
# if none is yet. Returns its index, or -1 once WATER_MAX are in use.
function water_body_add(level: float, cx: float, cz: float, ex: float, ez: float, reflect: bool) -> int {
water_setup()
if wb_n >= WATER_MAX { return -1 }
let i = wb_n
wb_level[i] = level; wb_cx[i] = cx; wb_cz[i] = cz; wb_ex[i] = ex; wb_ez[i] = ez
wb_reflect[i] = 0
if reflect { wb_reflect[i] = 1 }
wb_n += 1
water_on = true
if reflect and wb_primary < 0 {
wb_primary = i
wb_ncells = -1
water_level = level; water_cx = cx; water_cz = cz; water_ex = ex; water_ez = ez
}
return i
}
# one reflecting plane: what this function always meant, without a new mesh and program
# every time it is called
function water_init(level: float, cx: float, cz: float, ex: float, ez: float) -> void {
water_bodies_clear()
water_body_add(level, cx, cz, ex, ez, true)
}
# call after the opaque pass, before the sky: blends over the resolved depth
function water_draw(depth_tex: int) -> void {
if not water_on or wb_n == 0 { return }
let p = water_prog
gpu_use_program(p)
u_mat4(gpu_uniform(p, "u_view"), cam_view)
u_mat4(gpu_uniform(p, "u_proj"), cam_proj)
u_mat4(gpu_uniform(p, "u_inv_vp"), 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(gpu_uniform(p, "u_screen"), float(post_w), float(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 = wt_wade_x
let wz = wt_wade_z
let ws = wt_wade_s
u_f3(gpu_uniform(p, "u_wade"), wx, wz, ws)
var ron = 0.0
if water_refl != null and 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(p, "u_refl", 1, water_refl.color); ron = 1.0
gpu_tex_param(GPU_TEX2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
gpu_tex_mips(GPU_TEX2D)
}
r3d_bind_2d(p, "u_depth", 0, depth_tex)
r3d_bind_2d(p, "u_scene", 2, post_scene.color)
sky_bind_lighting(p)
shadow_bind(p)
fog_bind(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(false)
gpu_blend_func(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(true)
gpu_cull(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 .. wb_n {
u_f(gpu_uniform(p, "u_level"), wb_level[i])
u_f2(gpu_uniform(p, "u_center"), wb_cx[i], wb_cz[i])
u_f2(gpu_uniform(p, "u_extent"), wb_ex[i], wb_ez[i])
var r = 0.0
if i == wb_primary { r = ron }
u_f(gpu_uniform(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 == wb_primary and Math.max(wb_ex[i], wb_ez[i]) > 10000.0 { clip = 0.0 }
u_f(gpu_uniform(p, "u_clip_ellipse"), clip)
mesh_draw(water_mesh)
}
gpu_blend(false)
}