The renderer starts itself from the first frame (gpu_select), so the device, its tables, the manifest and programs, grass, shadows, sky, terrain textures and the actor pool read as frame allocations: each is @alloc_ok as start-up, with gvk_fail (a failure) and the actor census and texture dump (debug switches). ov_nine's four corner/uv arrays are one floats(16) made in gvk_startup_state; ac_in_light's four points are made there too. Compiled (steady, and ludic deps over main 4316ff97). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
265 lines
15 KiB
Text
265 lines
15 KiB
Text
# ============================================================================
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# shadow.ludic — cascaded shadow maps for the sun: four 2048^2 depth layers,
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# each an orthographic light frustum fitted to the bounding sphere of a slice
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# of the camera frustum and snapped to its own texel grid (no swimming).
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# ============================================================================
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# the size of each cascade's depth layer; shadow_set_res changes it at run time
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const SHADOW_CASCADES: int = 5
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@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play")
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function shadow_init(render3d_st: mut Render3dState) -> void {
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shadow_make_tex(render3d_st)
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render3d_st.sh_fbo = gpu_fb_new(render3d_st)
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gpu_fb_bind(render3d_st, render3d_st.sh_fbo)
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gpu_fb_no_color(render3d_st)
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gpu_fb_bind(render3d_st, 0)
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render3d_st.sh_vp = floats(16 * SHADOW_CASCADES)
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render3d_st.sh_vp_v = m4_views(render3d_st.sh_vp, SHADOW_CASCADES)
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render3d_st.sh_split = floats(SHADOW_CASCADES)
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render3d_st.sh_range = floats(SHADOW_CASCADES)
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render3d_st.sh_texel = floats(SHADOW_CASCADES)
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# the fourth slice keeps a tree-sized texel out to a kilometre; only the massif uses the last
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render3d_st.sh_split[0] = 16.0; render3d_st.sh_split[1] = 60.0; render3d_st.sh_split[2] = 250.0; render3d_st.sh_split[3] = 1100.0; render3d_st.sh_split[4] = 6000.0
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render3d_st.sh_tmp_proj = m4_new(); render3d_st.sh_tmp_vp = m4_new(); render3d_st.sh_tmp_inv = m4_new(); render3d_st.sh_tmp_view = m4_new()
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render3d_st.sh_corner = floats(3)
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}
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# A shadow resolution setting: 1024, 2048 or 4096 per cascade. The depth layers are made again at
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# the new size; the pass attaches a layer per cascade every frame, and the lighting reads the
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# texel size from the map itself, so nothing else has to follow.
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function shadow_set_res(render3d_st: mut Render3dState, r: int) -> void {
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if r < 256 or r == render3d_st.shadow_res { return }
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let was = render3d_st.shadow_res
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render3d_st.shadow_res = r
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if render3d_st.sh_tex == 0 { return }
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gpu_tex_free(render3d_st, render3d_st.sh_tex)
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shadow_make_tex(render3d_st)
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# not enough video memory for that size: go back to the one that worked, and smaller again if even
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# that is refused now, rather than ending with no shadow map at all
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if not gpu_tex_ok(render3d_st, render3d_st.sh_tex) {
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render3d_st.shadow_refused = r
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print(`r3d: shadows: no memory for {r} x {r} cascades; keeping {was}`)
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var size = was
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render3d_st.shadow_res = size
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gpu_tex_free(render3d_st, render3d_st.sh_tex)
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shadow_make_tex(render3d_st)
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while not gpu_tex_ok(render3d_st, render3d_st.sh_tex) and size > 512 {
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size = size / 2
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render3d_st.shadow_res = size
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gpu_tex_free(render3d_st, render3d_st.sh_tex)
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shadow_make_tex(render3d_st)
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}
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}
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}
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function shadow_make_tex(render3d_st: mut Render3dState) -> void {
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render3d_st.sh_tex = gpu_tex_new(render3d_st)
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gpu_tex_bind(render3d_st, GPU_TEX2D_ARRAY, render3d_st.sh_tex)
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gpu_tex_image3d(render3d_st, GL_DEPTH_COMPONENT32F, render3d_st.shadow_res, render3d_st.shadow_res, SHADOW_CASCADES, GL_DEPTH_COMPONENT, GL_FLOAT, null)
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gpu_tex_param(render3d_st, GPU_TEX2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
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gpu_tex_param(render3d_st, GPU_TEX2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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gpu_tex_param(render3d_st, GPU_TEX2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
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gpu_tex_param(render3d_st, GPU_TEX2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
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gpu_tex_param(render3d_st, GPU_TEX2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE)
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gpu_tex_param(render3d_st, GPU_TEX2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL)
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let border = gl_floats(4)
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gl_put(border, 0, 1.0); gl_put(border, 1, 1.0); gl_put(border, 2, 1.0); gl_put(border, 3, 1.0)
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gpu_tex_border(render3d_st, GPU_TEX2D_ARRAY, border)
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free(border)
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}
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# light view-projection for the camera-frustum slice [near, far]
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function shadow_fit(render3d_st: mut Render3dState, c: int, near: float, far: float) -> void {
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# Fit the slice in VIEW space, not world space. The bounding sphere of a frustum
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# slice depends only on near/far/fov/aspect — never on where the camera is pointing —
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# so computing it here makes the radius a constant per cascade. Doing it in world
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# space (as this did) let the radius wobble as the camera turned, which changed the
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# texel size, which moved the grid the projection is snapped to, so the whole shadow
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# map resampled every frame: that is the crawl and flicker seen while moving.
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m4_perspective(render3d_st.sh_tmp_proj, render3d_st.cam_fov, render3d_st.cam_aspect, near, far)
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m4_inverse(render3d_st.sh_tmp_inv, render3d_st.sh_tmp_proj) # NDC -> view space
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let cview = v3_new(0.0, 0.0, 0.0)
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let corners = floats(24)
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for i in 0 .. 8 {
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var x = -1.0; var y = -1.0; var z = -1.0
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if (i & 1) != 0 { x = 1.0 }
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if (i & 2) != 0 { y = 1.0 }
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if (i & 4) != 0 { z = 1.0 }
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let w = m4_xform_point(render3d_st.sh_corner, render3d_st.sh_tmp_inv, x, y, z)
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let iw = 1.0 / w
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corners[i * 3] = render3d_st.sh_corner[0] * iw; corners[i * 3 + 1] = render3d_st.sh_corner[1] * iw; corners[i * 3 + 2] = render3d_st.sh_corner[2] * iw
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cview[0] = cview[0] + corners[i * 3]; cview[1] = cview[1] + corners[i * 3 + 1]; cview[2] = cview[2] + corners[i * 3 + 2]
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}
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v3_scale(cview, cview, 1.0 / 8.0)
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var radius = 0.0
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for i in 0 .. 8 {
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v3_set(render3d_st.sh_corner, corners[i * 3], corners[i * 3 + 1], corners[i * 3 + 2])
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let d = v3_dist(render3d_st.sh_corner, cview)
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if d > radius { radius = d }
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}
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radius = radius * 1.05
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# the slice centre back into world space
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m4_inverse(render3d_st.sh_tmp_vp, render3d_st.cam_view)
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let center = floats(3)
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m4_xform_point(center, render3d_st.sh_tmp_vp, cview[0], cview[1], cview[2])
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free(cview)
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# light view: from far along the sun direction, looking at the centre
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let eye = floats(3)
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# casters up to ~900 m toward the sun (a mountain across the valley), and the
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# slice itself behind the centre: a tight depth range keeps the bias small
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let back = radius + 900.0
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v3_madd(eye, center, render3d_st.sun_dir, back)
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let up = v3_new(0.0, 1.0, 0.0)
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m4_look_at(render3d_st.sh_tmp_view, eye, center, up)
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# snap the ortho window to the shadow texel grid
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let texel = radius * 2.0 / float(render3d_st.shadow_res)
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m4_xform_point(render3d_st.sh_corner, render3d_st.sh_tmp_view, center[0], center[1], center[2])
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let ox = Math.floor(render3d_st.sh_corner[0] / texel) * texel - render3d_st.sh_corner[0]
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let oy = Math.floor(render3d_st.sh_corner[1] / texel) * texel - render3d_st.sh_corner[1]
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let nr = -radius
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let zfar = back + radius + 100.0
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m4_ortho(render3d_st.sh_tmp_proj, nr + ox, radius + ox, nr + oy, radius + oy, 1.0, zfar)
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render3d_st.sh_range[c] = zfar - 1.0
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render3d_st.sh_texel[c] = texel
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let out = floats(16)
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m4_mul(out, render3d_st.sh_tmp_proj, render3d_st.sh_tmp_view)
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for i in 0 .. 16 { render3d_st.sh_vp[c * 16 + i] = out[i] }
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free(out); free(eye); free(up); free(center); free(corners)
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}
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function shadow_cascade_vp(render3d_st: Render3dState, c: int) -> floats { return render3d_st.sh_vp_v[c] }
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# render every cascade; `draw` happens through terrain_draw_shadow + the scene's casters
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function shadow_pass(render3d_st: mut Render3dState) -> void {
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var near = render3d_st.cam_near
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gpu_fb_bind(render3d_st, render3d_st.sh_fbo)
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gpu_viewport(render3d_st, 0, 0, render3d_st.shadow_res, render3d_st.shadow_res)
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gpu_depth_test(render3d_st, true)
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gpu_depth_func(render3d_st, GL_LESS)
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gpu_depth_bias(render3d_st, 2.0, 4.0)
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gpu_cull(render3d_st, false)
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for c in 0 .. SHADOW_CASCADES {
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render3d_st.sh_cascade = c
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shadow_fit(render3d_st, c, near, render3d_st.sh_split[c])
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prof_cpu_mark(render3d_st, "shadow fit")
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near = render3d_st.sh_split[c]
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gpu_fb_depth_layer(render3d_st, render3d_st.sh_tex, c)
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if render3d_st.r3d_debug and c == 0 { let st = gpu_fb_status(render3d_st); print(`shadow fbo status {st}`) }
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gpu_clear(render3d_st, GL_DEPTH_BUFFER_BIT)
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let vp = shadow_cascade_vp(render3d_st, c)
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# shadows off (a video setting): the cascades stay cleared, so everything reads lit
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if render3d_st.sh_enabled {
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if not render3d_st.sh_skip_terrain { terrain_draw_shadow(vp) }
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r3d_scene_casters(render3d_st, vp)
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}
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}
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gpu_depth_bias(render3d_st, 0.0, 0.0)
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gpu_fb_bind(render3d_st, 0)
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if render3d_st.r3d_debug_shadow { shadow_dump(render3d_st) }
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if render3d_st.r3d_debug_shadow and not render3d_st.sh_printed2 {
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render3d_st.sh_printed2 = true
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let q = floats(3)
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if render3d_st.sh_probe_x != 0.0 {
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let vp = shadow_cascade_vp(render3d_st, 2)
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m4_xform_point(q, vp, render3d_st.sh_probe_x, render3d_st.sh_probe_y, render3d_st.sh_probe_z)
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print(`probe base ndc {fixed(q[0])} {fixed(q[1])} {fixed(q[2])}`)
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m4_xform_point(q, vp, render3d_st.sh_probe_x, render3d_st.sh_probe_y + 15.0, render3d_st.sh_probe_z)
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print(`probe top ndc {fixed(q[0])} {fixed(q[1])} {fixed(q[2])} -> map texel {int((q[0] * 0.5 + 0.5) * float(render3d_st.shadow_res))} {int((q[1] * 0.5 + 0.5) * float(render3d_st.shadow_res))}`)
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# where the top's shadow lands on the ground: walk down the sun ray
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let gx = render3d_st.sh_probe_x + 0.0 - render3d_st.sun_dir[0] * (15.0 / render3d_st.sun_dir[1])
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let gz = render3d_st.sh_probe_z - render3d_st.sun_dir[2] * (15.0 / render3d_st.sun_dir[1])
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m4_xform_point(q, vp, gx, terrain_height(render3d_st, gx, gz), gz)
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print(`shadow-of-top ground ndc {fixed(q[0])} {fixed(q[1])} {fixed(q[2])} at {fixed(gx)} {fixed(gz)}`)
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}
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for c in 0 .. SHADOW_CASCADES {
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let vp = shadow_cascade_vp(render3d_st, c)
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# a point 5 m ahead of the camera on the ground
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let px = render3d_st.cam_pos[0] + render3d_st.cam_fwd[0] * 5.0; let pz = render3d_st.cam_pos[2] + render3d_st.cam_fwd[2] * 5.0
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let w = m4_xform_point(q, vp, px, terrain_height(render3d_st, px, pz), pz)
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print(`cascade {c}: ndc {fixed(q[0])} {fixed(q[1])} {fixed(q[2])} w {fixed(w)} m0 {fixed(vp[0])} m5 {fixed(vp[5])} m14 {fixed(vp[14])}`)
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}
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free(q)
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}
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}
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# Debug: cascade depths as grey PPMs (build/dbg_shadow_<c>.ppm)
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@alloc_ok("asked for by the player or a tool, not by the frame")
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function shadow_dump(render3d_st: mut Render3dState) -> void {
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let n = render3d_st.shadow_res * render3d_st.shadow_res
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let buf = floats(n * SHADOW_CASCADES)
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gpu_tex_bind(render3d_st, GPU_TEX2D_ARRAY, render3d_st.sh_tex)
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gpu_tex_param(render3d_st, GPU_TEX2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE)
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gpu_tex_read(render3d_st, GPU_TEX2D_ARRAY, GL_DEPTH_COMPONENT, GL_FLOAT, data_of(buf))
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gpu_tex_param(render3d_st, GPU_TEX2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE)
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if render3d_st.sh_probe_x != 0.0 {
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let vp = shadow_cascade_vp(render3d_st, 2)
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let q = floats(3)
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m4_xform_point(q, vp, render3d_st.sh_probe_x, render3d_st.sh_probe_y + 12.0, render3d_st.sh_probe_z)
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let tx = int((q[0] * 0.5 + 0.5) * float(render3d_st.shadow_res))
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let ty = int((q[1] * 0.5 + 0.5) * float(render3d_st.shadow_res))
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let want = q[2] * 0.5 + 0.5
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print(`probe (12 m up) texel {tx} {ty} card depth {fixed(want * 1000.0)}/1000`)
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for dy in 0 .. 5 {
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let yy = ty - 40 + dy * 20
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print(` row {yy}: {fixed(buf[2 * n + yy * render3d_st.shadow_res + tx - 20] * 1000.0)} {fixed(buf[2 * n + yy * render3d_st.shadow_res + tx] * 1000.0)} {fixed(buf[2 * n + yy * render3d_st.shadow_res + tx + 20] * 1000.0)} /1000`)
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}
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free(q)
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}
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let sm = 512
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let row = bytes(sm * 3)
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for c in 0 .. SHADOW_CASCADES {
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# stretch between the map's own min and max (ignoring the far plane)
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var lo = 1.0; var hi = 0.0
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var i = 0
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while i < n { let d = buf[c * n + i]; if d < 0.999 { if d < lo { lo = d }; if d > hi { hi = d } }; i += 97 }
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print(`cascade {c} depth range {fixed(lo)} .. {fixed(hi)}`)
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let f = file_open(`build/dbg_shadow_{c}.ppm`, "wb")
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let hdr = `P6\n{sm} {sm}\n255\n`
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file_write(f, hdr, len(hdr))
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let st = render3d_st.shadow_res / sm
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for y in 0 .. sm {
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for x in 0 .. sm {
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let d = buf[c * n + (y * st) * render3d_st.shadow_res + x * st]
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let g = int(Math.clamp((d - lo) / Math.max(hi - lo, 0.0001), 0.0, 1.0) * 255.0)
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row[x * 3] = g; row[x * 3 + 1] = g; row[x * 3 + 2] = g
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}
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file_write(f, row, sm * 3)
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}
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file_close(f)
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}
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free(buf); free(row)
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}
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# a uniform array's location: some drivers only answer to the "[0]" spelling
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# an array uniform by its first element's name, else its bare one; both names are literals, because
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# building `name + "[0]"` here made a string per program per pass per frame that was never freed
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function sh_loc(render3d_st: Render3dState, prog: int, first: string, name: string) -> int {
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var loc = gpu_uniform(render3d_st, prog, first)
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if loc < 0 { loc = gpu_uniform(render3d_st, prog, name) }
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return loc
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}
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function shadow_bind(render3d_st: mut Render3dState, prog: int) -> void {
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r3d_bind_tex(render3d_st, prog, "u_shadow", 15, GPU_TEX2D_ARRAY, render3d_st.sh_tex)
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# the height-field shadow (terrain.ludic); a stand-in texture keeps the unit valid before the bake
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var ts = render3d_st.ter_shadow_tex
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var ts_on = 1.0
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if ts == 0 { ts = render3d_st.ter_height_tex; ts_on = 0.0 }
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r3d_bind_2d(render3d_st, prog, "u_tershadow", 6, ts)
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terrain_bind_height(render3d_st, prog)
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u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_ts_on"), ts_on)
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u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_ts_half"), float(render3d_st.TERRAIN_HALF))
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u_f2(render3d_st, gpu_uniform(render3d_st, prog, "u_ts_origin"), render3d_st.ter_ox, render3d_st.ter_oz)
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var loc = gpu_uniform(render3d_st, prog, "u_cascade_vp[0]")
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if loc < 0 { loc = gpu_uniform(render3d_st, prog, "u_cascade_vp") }
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if render3d_st.r3d_debug_shadow and not render3d_st.sh_printed { render3d_st.sh_printed = true; print(`cascade vp loc {loc} / {gpu_uniform(render3d_st, prog, "u_cascade_vp")} split loc {gpu_uniform(render3d_st, prog, "u_cascade_split")} shadow loc {gpu_uniform(render3d_st, prog, "u_shadow")}`) }
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u_mat4n(render3d_st, loc, SHADOW_CASCADES, render3d_st.sh_vp)
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u_fv(render3d_st, sh_loc(render3d_st, prog, "u_cascade_split[0]", "u_cascade_split"), SHADOW_CASCADES, render3d_st.sh_split)
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if render3d_st.r3d_debug_shadow and not render3d_st.sh_printed3 { render3d_st.sh_printed3 = true; print(`range {fixed(render3d_st.sh_range[0])} {fixed(render3d_st.sh_range[1])} {fixed(render3d_st.sh_range[2])} {fixed(render3d_st.sh_range[3])} texel*1000 {fixed(render3d_st.sh_texel[0] * 1000.0)} {fixed(render3d_st.sh_texel[1] * 1000.0)} {fixed(render3d_st.sh_texel[2] * 1000.0)} {fixed(render3d_st.sh_texel[3] * 1000.0)} locs {gpu_uniform(render3d_st, prog, "u_cascade_range")} {gpu_uniform(render3d_st, prog, "u_cascade_texel")}`) }
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u_fv(render3d_st, sh_loc(render3d_st, prog, "u_cascade_range[0]", "u_cascade_range"), SHADOW_CASCADES, render3d_st.sh_range)
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if r3d_env_has(render3d_st, "R3D_FORCE") { render3d_st.sh_force = Text.to_int(r3d_env(render3d_st, "R3D_FORCE")) }
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u_i(render3d_st, gpu_uniform(render3d_st, prog, "u_force_cascade"), render3d_st.sh_force)
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u_fv(render3d_st, sh_loc(render3d_st, prog, "u_cascade_texel[0]", "u_cascade_texel"), SHADOW_CASCADES, render3d_st.sh_texel)
|
|
}
|