- grass_cull.comp decides each candidate blade once a frame (place, ground, density, water, slope, frustum, colour field) and writes survivors into three bands by distance, one indirect draw each; grass_inst.vert only bends and places the vertices. OpenGL keeps grass.vert's per-vertex path; R3D_GRASS_GPU=0 compares - compute programs take sampled textures after their buffers (gpu_compute_tex / gpu_dispatch_tex), and every dispatch now records a compute-to-draw memory barrier - the blades as a sward: 4 m cells, bands with five, three and one-quad blades, spacing doubling every 18 m to 70 m, never narrower than a pixel; lit facing the sun and leaning to the sky, shadow looked up above the ground (it read the terrain as its caster), a colour ramp that leaves only the sheath dark, clumps, dry patches and a tussock shade worked out per blade - scatter layers flagged grass are skipped while the blades draw (and under R3D_NOGRASS); R3D_BLADES, R3D_NOBLADES win over the game's setting; R3D_GRASS_S0/D0 for measuring Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
117 lines
6.3 KiB
Text
117 lines
6.3 KiB
Text
# ============================================================================
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# programs.ludic — GLSL from files. A shader file carries no #version line; the
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# loader prepends "#version 410 core", any per-variant defines, and the shared
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# noise.glsl + lighting.glsl chunks for fragment stages, then compiles it.
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# ============================================================================
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# Where the renderer's own files are. The shaders belong to this package and ship with
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# it — in the Ludic checkout they are under packages/, and in an installed toolchain
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# under $LUDIC_HOME/packages/ — so a game built outside the Ludic tree does not have to
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# copy them in. The scanned CC0 materials are the other half: too large to ship with a
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# toolchain and redistributable from their origin, so they are fetched into the project
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# (`ludic assets`) and read from there.
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# defines prepended to EVERY program (set before any is built): renderer-wide switches
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function r3d_set_paths(render3d_st: mut Render3dState, root: string, assets: string) -> void { render3d_st.r3d_root = root; render3d_st.r3d_assets = assets }
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# The install root, as the compiler computes it: $LUDIC_HOME, else the directory of the
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# `ludic` on PATH. A game running from its own tree finds this package there.
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function r3d_home() -> string {
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let env = Os.env("LUDIC_HOME")
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if env != null and env != "" { return env }
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return `{Os.env("HOME")}/.ludic`
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}
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# Settle r3d_root on first use: the package as checked out beside the project, else the
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# copy that ships with the toolchain.
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function r3d_find_root(render3d_st: mut Render3dState) -> void {
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if render3d_st.r3d_root_found { return }
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render3d_st.r3d_root_found = true
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if Fs.exists(`{render3d_st.r3d_root}/shaders/lighting.glsl`) { return }
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let home = r3d_home()
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let alt = `{home}/packages/ludic.render3d`
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if Fs.exists(`{alt}/shaders/lighting.glsl`) { render3d_st.r3d_root = alt; return }
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print(`r3d: cannot find the renderer's shaders (looked in {render3d_st.r3d_root}/shaders and {alt}/shaders)`)
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}
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function r3d_shader_file(render3d_st: mut Render3dState, name: string) -> string {
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r3d_find_root(render3d_st)
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let path = `{render3d_st.r3d_root}/shaders/{name}`
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let s = Fs.read_text(path)
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if s == null { print(`r3d: missing shader {path}`); return "" }
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return s
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}
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function r3d_shader_src(render3d_st: mut Render3dState, name: string, defines: string, is_frag: bool) -> string {
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if render3d_st.r3d_noise_src == null { render3d_st.r3d_noise_src = r3d_shader_file(render3d_st, "noise.glsl") }
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if render3d_st.r3d_lighting_src == null { render3d_st.r3d_lighting_src = r3d_shader_file(render3d_st, "lighting.glsl") }
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# the wind goes to BOTH stages: the grass and the crowns move in the vertex shader, the water
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# ripples in the fragment one, and they have to be reading the same field or the meadow and
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# the lake disagree about the weather
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if render3d_st.r3d_wind_src == null { render3d_st.r3d_wind_src = r3d_shader_file(render3d_st, "wind.glsl") }
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var s = "#version 410 core\n" + render3d_st.r3d_global_defs + defines + render3d_st.r3d_wind_src
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if is_frag { s = s + render3d_st.r3d_noise_src + render3d_st.r3d_lighting_src }
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# a blade's colour field is worked out once per vertex, not once per pixel (grass.vert)
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else if Text.contains(defines, "#define GBLADE") { s = s + render3d_st.r3d_noise_src }
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return s + r3d_shader_file(render3d_st, name)
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}
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# Build a program from a vertex + fragment file pair (defines apply to both).
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# R3D_PROGRAMS_LOG=<file>: append every program built (vertex, fragment, defines) - the list a
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# backend that cannot compile shaders at run time (Vulkan: SPIR-V is built ahead) must cover
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function r3d_program_log(render3d_st: mut Render3dState, vs: string, fs: string, defines: string) -> void {
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if render3d_st.r3d_prog_log < 0 { render3d_st.r3d_prog_log = 0; if r3d_env_has(render3d_st, "R3D_PROGRAMS_LOG") { render3d_st.r3d_prog_log = 1 } }
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if render3d_st.r3d_prog_log == 0 { return }
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let f = file_open(r3d_env(render3d_st, "R3D_PROGRAMS_LOG"), "ab")
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if f == null { return }
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# one line per program: the defines' newlines become ';' so a variant is one line
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let defs = Text.replace(`{render3d_st.r3d_global_defs}{defines}`, "\n", ";")
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let line = `{vs}|{fs}|{defs}\n`
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file_write(f, line, len(line))
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file_close(f)
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}
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function r3d_program(render3d_st: mut Render3dState, vs: string, fs: string, defines: string) -> int {
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r3d_program_log(render3d_st, vs, fs, defines)
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let p = gpu_program(render3d_st, r3d_shader_src(render3d_st, vs, defines, false), r3d_shader_src(render3d_st, fs, defines, true), vs, fs, `{render3d_st.r3d_global_defs}{defines}`)
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if p == 0 { print(`r3d: program failed: {vs} + {fs}`) }
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return p
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}
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# Bind a texture to a unit and point a sampler uniform at it.
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function r3d_bind_tex(render3d_st: mut Render3dState, prog: int, name: string, unit: int, kind: int, tex: int) -> void { gpu_bind_sampler(render3d_st, prog, name, unit, kind, tex) }
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function r3d_bind_2d(render3d_st: mut Render3dState, prog: int, name: string, unit: int, tex: int) -> void { gpu_bind_sampler(render3d_st, prog, name, unit, GPU_TEX2D, tex) }
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# A framebuffer with one colour texture (and optionally a depth texture).
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property Target {
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fbo: int = 0,
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color: int = 0,
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depth: int = 0,
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w: int = 0,
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h: int = 0
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}
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function target_new(render3d_st: mut Render3dState, w: int, h: int, ifmt: int, fmt: int, ty: int, with_depth: bool, filter: int) -> Target {
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let t = new Target
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t.w = w; t.h = h
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t.fbo = gpu_fb_new(render3d_st)
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gpu_fb_bind(render3d_st, t.fbo)
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t.color = tex_target(render3d_st, w, h, ifmt, fmt, ty, filter)
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gpu_fb_color(render3d_st, 0, t.color)
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if with_depth {
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t.depth = tex_target(render3d_st, w, h, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, GL_NEAREST)
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gpu_fb_depth(render3d_st, t.depth)
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}
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let st = gpu_fb_status(render3d_st)
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if st != GL_FRAMEBUFFER_COMPLETE { print(`r3d: framebuffer incomplete {st} ({w}x{h})`) }
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gpu_fb_bind(render3d_st, 0)
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return t
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}
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function target_free(render3d_st: mut Render3dState, t: Target) -> void {
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if t == null { return }
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gpu_fb_free(render3d_st, t.fbo)
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gpu_tex_free(render3d_st, t.color)
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if t.depth != 0 { gpu_tex_free(render3d_st, t.depth) }
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}
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function target_bind(render3d_st: mut Render3dState, t: Target) -> void {
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gpu_fb_bind(render3d_st, t.fbo)
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gpu_viewport(render3d_st, 0, 0, t.w, t.h)
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}
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