ludic/packages/ludic.render3d/water.ludic
Orkuncakilkaya ce3986bb02 refactor(render3d): programs, GPU timers and the context behind gpu.ludic
The last of milestone 1: no OpenGL call is left in render3d outside gpu.ludic but the clock
and the CPU-side buffer helpers.

- gpu_program builds a program and remembers the variant it came from (vertex, fragment and
  defines as one line - the SPIR-V manifest's key), so a backend that cannot compile at run
  time finds the pipeline for the same handle. gpu_use_program and gpu_program_free replace
  32 uses and 2 frees; the overlay's program is recorded under overlay.vert|overlay.frag.
- gpu_query_new / _begin / _end / _result carry R3D_PROF's timers.
- gpu_open, gpu_vsync, gpu_renderer_name and gpu_resize_check carry the context.
- r3d_program_tess is gone: nothing called it and no tessellation shader exists.
- R3D_GLCHECK also checks after framebuffer and renderbuffer changes, viewport, draw buffers,
  program use, texture parameters, the resize check and between frames.

OpenGL frames are byte-identical at the five viewpoints; 59 self-tests pass with and without
R3D_GLCHECK, with no GL error; ludic-dev test 140 passed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 11:33:01 +03:00

187 lines
8.3 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: int = 0
var water_cx: int = 0
var water_cz: int = 0
var water_ex: int = 0
var water_ez: int = 0
var water_on: bool = false
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: words = null # the real camera's matrices, restored after the pass
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: words = null
var wb_cx: words = null
var wb_cz: words = null
var wb_ex: words = null
var wb_ez: words = 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 Os.has_env("R3D_REFLDIV") { water_refl_div = Text.to_int(Os.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 = words(16 * 4 + 3)
}
# save the camera
m4_copy(water_saved, cam_view)
m4_copy(mem_off(water_saved, 64), cam_vp)
m4_copy(mem_off(water_saved, 128), 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, f_sub(f_mul(F_TWO, water_level), sy), sz)
let refl = m4_new()
refl[5] = f_neg1()
refl[13] = f_mul(F_TWO, water_level)
let mv = words(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 = f_sub(water_level, fl(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
terrain_draw()
scene_draw()
r3d_draw_sky()
ter_reflect = false
sc_skip_blade = sb
sc_freeze = false
gpu_cull_face(GL_BACK)
if Os.has_env("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 = 0xCF000000
m4_copy(cam_view, water_saved)
m4_copy(cam_vp, mem_off(water_saved, 64))
m4_copy(cam_inv_vp, mem_off(water_saved, 128))
v3_set(cam_pos, sx, sy, sz)
free(eye); free(fwd); free(up); free(at)
gpu_fb_bind(0)
}
# 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, F_HALF)
water_prog = r3d_program("water.vert", "water.frag", "")
wb_level = words(WATER_MAX); wb_cx = words(WATER_MAX); wb_cz = words(WATER_MAX)
wb_ex = words(WATER_MAX); wb_ez = words(WATER_MAX); wb_reflect = words(WATER_MAX)
}
function water_bodies_clear() -> void {
wb_n = 0
wb_primary = -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: int, cx: int, cz: int, ex: int, ez: int, 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
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: int, cx: int, cz: int, ex: int, ez: int) -> 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"), fi(post_w), fi(post_h))
var ron = F_ZERO
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 = F_ONE
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 = F_ZERO
if i == wb_primary { r = ron }
u_f(gpu_uniform(p, "u_refl_on"), r)
# every body but the mirrored sea is clipped to the ellipse inside its bounds
var clip = F_ONE
if i == wb_primary { clip = F_ZERO }
u_f(gpu_uniform(p, "u_clip_ellipse"), clip)
mesh_draw(water_mesh)
}
gpu_blend(false)
}