`Gl.*` binds the whole OpenGL 4.1 core API — every entry point of the platform gl3.h with every GL_* constant, generated by `ludic-dev glgen` with per-call ABI thunks. Windowed builds get an NSOpenGLContext on the existing window at Retina resolution; headless builds render into an offscreen CGL context, so a program that uses Gl.* renders and screenshots identically under the test harness. It links gl.ll, the thunks and OpenGL.framework only when used; every other build stays byte-identical. packages/ludic.render3d is a physically based renderer written on that surface: HDRI image-based lighting, GPU-generated terrain with scanned PBR materials, CDLOD, cascaded shadows, glTF with skinning, instanced vegetation with impostors, procedural grass, water, SSAO, and an HDR pipeline with bloom, auto-exposure and ACES. It also carries this session's work on it: the terrain at half its cost (10.3 -> 5.4 ms of frame), the streaming hitch that got worse the longer you played, a resize that emptied the world, and the packaging that lets a game use the renderer from its own repository — `ludic assets`, the material manifest shipping with the package, and shader lookup falling back to the install root. See changes/ for each, with its numbers. The camping game that drove all of it has moved out to its own repository, Maroon Lake; examples/rendering/smooth.ludic stays as the renderer's example here. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
1050 lines
44 KiB
Text
1050 lines
44 KiB
Text
# ============================================================================
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# scatter.ludic — instanced vegetation and props. A Layer is one model placed
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# many times (position, scale, yaw, seed, wind weight per instance). Each frame
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# the instances are split by distance: the near ones draw as the full scanned
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# mesh, the far ones as impostor cards baked from that mesh at load.
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# ============================================================================
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const INST_FLOATS: int = 8
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property Impostor {
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albedo: int = 0,
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normal: int = 0,
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tiles: int = 16,
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radius: int = 0,
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height: int = 0
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}
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property Layer {
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model: Model,
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imp: Impostor,
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foliage: bool = false,
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wind: int = 0, # float bits
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tint: words,
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inst: words, # INST_FLOATS per instance
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count: int = 0,
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cap: int = 0,
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near: int = 0, # float bits; instances beyond it draw as impostors (or not at all)
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cull: int = 0, # float bits; instances beyond it are skipped (0 = never)
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buf: int = 0,
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n_near: int = 0,
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imp_buf: int = 0,
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sh_buf: int = 0, # every instance, for shadow casting (no cull, no LOD split)
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n_sh: int = 0,
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n_far: int = 0,
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scratch: words,
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last_cam: words,
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rough: int = 0,
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blade: bool = false,
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flower: bool = false,
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card: bool = false,
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cheap: bool = false, # distant cover: no shadows, no wind, flat lighting
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atlas: Impostor,
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streamed: bool = false, # fed by a Stream: already frustum-culled per chunk, no split needed
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grounded: bool = false, # the vertex shader stands each instance on the drawn terrain
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view_gen: int = -1, # sc_view_gen this layer's partition was built for
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# static layers with many instances are sorted into a cell grid once, and only the
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# cells inside the view frustum (and within cull) are partitioned each frame
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gcell: int = 0, # cell size (float bits); 0 = no grid
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gx0: int = 0,
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gz0: int = 0,
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gnx: int = 0,
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gnz: int = 0,
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gstart: words, # per cell: first index into gsorted (ncell + 1 entries)
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gsorted: words, # the instances, grouped by cell
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gymin: words, # per cell height range (float bits)
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gymax: words,
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vis: words, # the instances gathered from visible cells this frame
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n_vis: int = 0,
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# A LOD chain: lods[k] is drawn for instances within lod_dist[k] (and beyond lod_dist[k-1]);
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# past the last level the impostor takes over (or, if the last distance is 0, the last
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# level runs out to the cull distance). lod_card[k] = 1 marks a level that is the layer's
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# crossed card carrying its atlas (cover keeps its baked card as the far level).
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lods: []Model,
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n_lods: int = 0,
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lod_dist: words,
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lod_card: words,
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lod_buf: words,
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n_lod: words,
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lvl: words # scratch: the level chosen per gathered instance
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}
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# Two crossed unit quads (x in [-0.5, 0.5], y in [0, 1]), attribute 0 = pos,
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# 1 = the quad's facing normal, 2 = uv. Scaled per layer to the atlas card size.
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function model_cross_card() -> Model {
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let model = new Model
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model.prims = new []Prim
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let pr = new Prim
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let m = new Mesh
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m.vao = gl_vao()
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let v = gl_floats(8 * 8)
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var k = 0
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for q in 0 .. 2 {
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for c in 0 .. 4 {
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var sx = f_neg(F_HALF); var sy = F_ZERO; var u = F_ZERO; var vv = F_ZERO
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if c == 1 or c == 2 { sx = F_HALF; u = F_ONE }
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if c == 2 or c == 3 { sy = F_ONE; vv = F_ONE }
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if q == 0 { gl_put_bits(v, k, sx); gl_put_bits(v, k + 1, sy); gl_put_bits(v, k + 2, F_ZERO); gl_put_bits(v, k + 3, F_ZERO); gl_put_bits(v, k + 4, F_ZERO); gl_put_bits(v, k + 5, f_neg1()) }
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else { gl_put_bits(v, k, F_ZERO); gl_put_bits(v, k + 1, sy); gl_put_bits(v, k + 2, sx); gl_put_bits(v, k + 3, f_neg1()); gl_put_bits(v, k + 4, F_ZERO); gl_put_bits(v, k + 5, F_ZERO) }
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gl_put_bits(v, k + 6, u); gl_put_bits(v, k + 7, vv)
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k += 8
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}
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}
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m.vbo = gl_buffer()
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gl_bind_buffer(GL_ARRAY_BUFFER, m.vbo)
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gl_buffer_data(GL_ARRAY_BUFFER, gl_bytes_of(64), v, GL_STATIC_DRAW)
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gl_enable_vertex_attrib_array(0); gl_vertex_attrib_pointer(0, 3, GL_FLOAT, 0, 32, null)
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gl_enable_vertex_attrib_array(1); gl_vertex_attrib_pointer(1, 3, GL_FLOAT, 0, 32, gl_ptr(null, 12))
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gl_enable_vertex_attrib_array(2); gl_vertex_attrib_pointer(2, 2, GL_FLOAT, 0, 32, gl_ptr(null, 24))
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free(v)
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let idx = words(12)
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idx[0] = 0; idx[1] = 1; idx[2] = 2; idx[3] = 0; idx[4] = 2; idx[5] = 3
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idx[6] = 4; idx[7] = 5; idx[8] = 6; idx[9] = 4; idx[10] = 6; idx[11] = 7
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m.ebo = gl_buffer()
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gl_bind_buffer(GL_ELEMENT_ARRAY_BUFFER, m.ebo)
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gl_buffer_data(GL_ELEMENT_ARRAY_BUFFER, 48, idx, GL_STATIC_DRAW)
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free(idx)
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m.count = 12
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gl_bind_vertex_array(0)
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pr.mesh = m
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if gltf_white == 0 { gltf_white = tex_solid(200, 200, 200, 255); gltf_flat = tex_solid(128, 128, 255, 255) }
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pr.diff = gltf_white; pr.nrm = gltf_flat; pr.arm = gltf_white
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push(model.prims, pr)
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model.radius = F_HALF; model.height = F_ONE; model.tris = 4
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return model
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}
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# A card layer: crossed cards carrying a single-tile atlas baked from `scan`.
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function layer_cards(scan: Model, cap: int, wind: int, cull: int) -> Layer {
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let l = layer_new(model_cross_card(), cap, true, wind, F_ZERO, cull)
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l.card = true
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l.atlas = impostor_bake(scan, 1, 512, 512)
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return l
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}
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# A lupine spike (1 m tall): a stem of two crossed quads (uv.x in [0,1]) and
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# seven tiers of crossed floret quads (uv.x in [1,2]), coloured in the shader.
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function model_lupine() -> Model {
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let model = new Model
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model.prims = new []Prim
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let pr = new Prim
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let m = new Mesh
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m.vao = gl_vao()
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# quads: stem x2 + tiers 12 x 2 + 3 leaves = 29 quads
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let nq = 29
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let v = gl_floats(nq * 4 * 8)
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let idx = words(nq * 6)
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var k = 0
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var qi = 0
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for q in 0 .. nq {
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var w = fl(0.012); var y0 = F_ZERO; var y1 = fl(0.62); var ukind = F_ZERO
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var ang = F_ZERO
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if q >= 2 and q < 26 {
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let tier = (q - 2) / 2
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let t = fr(tier, 12)
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w = f_mul(fl(0.05), f_sub(fl(1.1), t))
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y0 = f_add(fl(0.27), f_mul(t, fl(0.36)))
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y1 = f_add(y0, fl(0.045))
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ukind = F_ONE
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ang = f_mul(fr(tier, 12), fl(2.1))
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if (q & 1) == 1 { ang = f_add(ang, f_mul(F_PI, F_HALF)) }
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} else if q >= 26 {
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# a rosette of three leaves near the ground
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w = fl(0.09); y0 = fl(0.02); y1 = fl(0.2); ukind = F_TWO
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ang = f_mul(fr(q - 26, 3), f_mul(F_TWO, F_PI))
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} else {
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if (q & 1) == 1 { ang = f_add(ang, f_mul(F_PI, F_HALF)) }
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}
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let cx = f_mul(f_cos(ang), w); let cz = f_mul(f_sin(ang), w)
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for c in 0 .. 4 {
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var sx = f_neg1(); var sy = y0; var u = F_ZERO
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if c == 1 or c == 2 { sx = F_ONE; u = F_ONE }
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if c == 2 or c == 3 { sy = y1 }
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gl_put_bits(v, k, f_mul(cx, sx)); gl_put_bits(v, k + 1, sy); gl_put_bits(v, k + 2, f_mul(cz, sx))
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gl_put_bits(v, k + 3, f_neg(cz)); gl_put_bits(v, k + 4, fl(0.2)); gl_put_bits(v, k + 5, cx)
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gl_put_bits(v, k + 6, f_add(ukind, u))
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var vv = sy
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if ukind == F_ONE { vv = f_div(f_sub(sy, fl(0.27)), fl(0.4)) }
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if ukind == F_TWO { vv = f_div(f_sub(sy, fl(0.02)), fl(0.18)) }
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gl_put_bits(v, k + 7, vv)
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k += 8
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}
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let b = q * 4
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idx[qi] = b; idx[qi + 1] = b + 1; idx[qi + 2] = b + 2; idx[qi + 3] = b; idx[qi + 4] = b + 2; idx[qi + 5] = b + 3
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qi += 6
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}
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m.vbo = gl_buffer()
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gl_bind_buffer(GL_ARRAY_BUFFER, m.vbo)
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gl_buffer_data(GL_ARRAY_BUFFER, gl_bytes_of(nq * 4 * 8), v, GL_STATIC_DRAW)
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gl_enable_vertex_attrib_array(0); gl_vertex_attrib_pointer(0, 3, GL_FLOAT, 0, 32, null)
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gl_enable_vertex_attrib_array(1); gl_vertex_attrib_pointer(1, 3, GL_FLOAT, 0, 32, gl_ptr(null, 12))
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gl_enable_vertex_attrib_array(2); gl_vertex_attrib_pointer(2, 2, GL_FLOAT, 0, 32, gl_ptr(null, 24))
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free(v)
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m.ebo = gl_buffer()
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gl_bind_buffer(GL_ELEMENT_ARRAY_BUFFER, m.ebo)
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gl_buffer_data(GL_ELEMENT_ARRAY_BUFFER, nq * 6 * 4, idx, GL_STATIC_DRAW)
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free(idx)
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m.count = nq * 6
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gl_bind_vertex_array(0)
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pr.mesh = m
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if gltf_white == 0 { gltf_white = tex_solid(200, 200, 200, 255); gltf_flat = tex_solid(128, 128, 255, 255) }
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pr.diff = gltf_white; pr.nrm = gltf_flat; pr.arm = gltf_white
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push(model.prims, pr)
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model.radius = fl(0.08); model.height = fl(0.65); model.tris = nq * 2
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return model
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}
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# A dense lupine for baking into a card: a stem, ~220 small floret quads in a
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# tapering spiral (uv.x in [1,2]) and five leaves (uv.x in [2,3]).
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function model_lupine_dense() -> Model {
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let model = new Model
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model.prims = new []Prim
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let pr = new Prim
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let m = new Mesh
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m.vao = gl_vao()
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let nfl = 220
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let nq = 2 + nfl + 5
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let v = gl_floats(nq * 4 * 8)
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let idx = words(nq * 6)
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var k = 0
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var qi = 0
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seed(5)
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for q in 0 .. nq {
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var w = fl(0.008); var y0 = F_ZERO; var y1 = fl(0.66); var ukind = F_ZERO
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var ang = F_ZERO; var ox = F_ZERO; var oz = F_ZERO; var tilt = F_ZERO
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if q >= 2 and q < 2 + nfl {
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let t = fr(q - 2, nfl)
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let yy = f_add(fl(0.28), f_mul(t, fl(0.4)))
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ang = f_mul(fi(q), fl(2.39996)) # golden angle spiral
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let rad = f_mul(fl(0.055), f_sub(fl(1.05), t))
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ox = f_mul(f_cos(ang), rad); oz = f_mul(f_sin(ang), rad)
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w = f_mul(fl(0.028), f_sub(fl(1.1), f_mul(t, fl(0.5))))
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y0 = f_sub(yy, fl(0.016)); y1 = f_add(yy, fl(0.016))
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ukind = F_ONE
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tilt = fl(0.6)
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} else if q >= 2 + nfl {
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w = fl(0.05); y0 = fl(0.03); y1 = fl(0.16); ukind = F_TWO
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ang = f_mul(fr(q - 2 - nfl, 5), f_mul(F_TWO, F_PI))
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ox = f_mul(f_cos(ang), fl(0.05)); oz = f_mul(f_sin(ang), fl(0.05))
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} else {
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if (q & 1) == 1 { ang = f_mul(F_PI, F_HALF) }
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}
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# the quad faces outward (its normal along the spiral radius), leaning out by `tilt`
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let nx = f_cos(ang); let nz = f_sin(ang)
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let tx = f_neg(nz); let tz = nx # tangent (quad width direction)
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for c in 0 .. 4 {
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var sx = f_neg1(); var sy = y0; var u = F_ZERO
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if c == 1 or c == 2 { sx = F_ONE; u = F_ONE }
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if c == 2 or c == 3 { sy = y1 }
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var lean = F_ZERO
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if c == 2 or c == 3 { lean = f_mul(tilt, w) }
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gl_put_bits(v, k, f_add(f_add(ox, f_mul(tx, f_mul(sx, w))), f_mul(nx, lean)))
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gl_put_bits(v, k + 1, sy)
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gl_put_bits(v, k + 2, f_add(f_add(oz, f_mul(tz, f_mul(sx, w))), f_mul(nz, lean)))
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gl_put_bits(v, k + 3, nx); gl_put_bits(v, k + 4, fl(0.35)); gl_put_bits(v, k + 5, nz)
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gl_put_bits(v, k + 6, f_add(ukind, u))
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var vv = sy
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if ukind == F_ONE { vv = f_div(f_sub(sy, fl(0.27)), fl(0.42)) }
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if ukind == F_TWO { vv = f_div(f_sub(sy, fl(0.03)), fl(0.19)) }
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gl_put_bits(v, k + 7, vv)
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k += 8
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}
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let b = q * 4
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idx[qi] = b; idx[qi + 1] = b + 1; idx[qi + 2] = b + 2; idx[qi + 3] = b; idx[qi + 4] = b + 2; idx[qi + 5] = b + 3
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qi += 6
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}
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m.vbo = gl_buffer()
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gl_bind_buffer(GL_ARRAY_BUFFER, m.vbo)
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gl_buffer_data(GL_ARRAY_BUFFER, gl_bytes_of(nq * 4 * 8), v, GL_STATIC_DRAW)
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gl_enable_vertex_attrib_array(0); gl_vertex_attrib_pointer(0, 3, GL_FLOAT, 0, 32, null)
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gl_enable_vertex_attrib_array(1); gl_vertex_attrib_pointer(1, 3, GL_FLOAT, 0, 32, gl_ptr(null, 12))
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gl_enable_vertex_attrib_array(2); gl_vertex_attrib_pointer(2, 2, GL_FLOAT, 0, 32, gl_ptr(null, 24))
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free(v)
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m.ebo = gl_buffer()
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gl_bind_buffer(GL_ELEMENT_ARRAY_BUFFER, m.ebo)
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gl_buffer_data(GL_ELEMENT_ARRAY_BUFFER, nq * 6 * 4, idx, GL_STATIC_DRAW)
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free(idx)
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m.count = nq * 6
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gl_bind_vertex_array(0)
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pr.mesh = m
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if gltf_white == 0 { gltf_white = tex_solid(200, 200, 200, 255); gltf_flat = tex_solid(128, 128, 255, 255) }
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pr.diff = gltf_white; pr.nrm = gltf_flat; pr.arm = gltf_white
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push(model.prims, pr)
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model.radius = fl(0.11); model.height = fl(0.68); model.tris = nq * 2
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return model
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}
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# A procedural grass blade (1 m tall, 5 cm wide, curved): 5 rows of 2 vertices.
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function model_blade() -> Model {
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let model = new Model
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model.prims = new []Prim
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let pr = new Prim
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let m = new Mesh
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m.vao = gl_vao()
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let rows = 5
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let v = gl_floats(rows * 2 * 8)
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var k = 0
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for r in 0 .. rows {
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let t = fr(r, rows - 1)
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# never a zero-width tip: a sliver triangle extrapolates its attributes wildly
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let taper = f_max(f_sub(F_ONE, f_mul(t, f_mul(t, f_sqrt(t)))), fl(0.12))
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let hw = f_mul(fl(0.05), taper)
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let bend = f_mul(f_mul(t, t), fl(0.28))
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for sd in 0 .. 2 {
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var x = f_neg(hw)
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if sd == 1 { x = hw }
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gl_put_bits(v, k, x); gl_put_bits(v, k + 1, t); gl_put_bits(v, k + 2, bend)
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gl_put_bits(v, k + 3, F_ZERO); gl_put_bits(v, k + 4, fl(0.3)); gl_put_bits(v, k + 5, F_ONE)
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gl_put_bits(v, k + 6, fi(sd)); gl_put_bits(v, k + 7, t)
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k += 8
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}
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}
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m.vbo = gl_buffer()
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gl_bind_buffer(GL_ARRAY_BUFFER, m.vbo)
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gl_buffer_data(GL_ARRAY_BUFFER, gl_bytes_of(rows * 2 * 8), v, GL_STATIC_DRAW)
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gl_enable_vertex_attrib_array(0); gl_vertex_attrib_pointer(0, 3, GL_FLOAT, 0, 32, null)
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gl_enable_vertex_attrib_array(1); gl_vertex_attrib_pointer(1, 3, GL_FLOAT, 0, 32, gl_ptr(null, 12))
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gl_enable_vertex_attrib_array(2); gl_vertex_attrib_pointer(2, 2, GL_FLOAT, 0, 32, gl_ptr(null, 24))
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free(v)
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let ni = (rows - 1) * 6
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let idx = words(ni)
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k = 0
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for r in 0 .. rows - 1 {
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let a = r * 2
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idx[k] = a; idx[k + 1] = a + 1; idx[k + 2] = a + 2
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idx[k + 3] = a + 1; idx[k + 4] = a + 3; idx[k + 5] = a + 2
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k += 6
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}
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m.ebo = gl_buffer()
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gl_bind_buffer(GL_ELEMENT_ARRAY_BUFFER, m.ebo)
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gl_buffer_data(GL_ELEMENT_ARRAY_BUFFER, ni * 4, idx, GL_STATIC_DRAW)
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free(idx)
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m.count = ni
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gl_bind_vertex_array(0)
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pr.mesh = m
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if gltf_white == 0 { gltf_white = tex_solid(200, 200, 200, 255); gltf_flat = tex_solid(128, 128, 255, 255) }
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pr.diff = gltf_white; pr.nrm = gltf_flat; pr.arm = gltf_white
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push(model.prims, pr)
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model.radius = fl(0.05); model.height = F_ONE; model.tris = ni / 3
|
|
return model
|
|
}
|
|
|
|
var sc_prog: int = 0
|
|
var sc_prog_fol: int = 0
|
|
var sc_prog_wind: int = 0
|
|
var sc_prog_blade: int = 0
|
|
var sc_prog_flower: int = 0
|
|
var sc_prog_card: int = 0
|
|
var sc_prog_card_shadow: int = 0
|
|
var sc_prog_card_cheap: int = 0
|
|
var sc_blade_base: words = null
|
|
var sc_blade_tip: words = null
|
|
var sc_blade_tint: words = null
|
|
var sc_prog_shadow: int = 0
|
|
var sc_prog_shadow_wind: int = 0
|
|
var sc_prog_shadow_fol: int = 0 # foliage meshes: alpha-tested casters
|
|
var sc_imp_prog: int = 0
|
|
var sc_imp_prog_shadow: int = 0
|
|
var sc_bake_prog: int = 0
|
|
var sc_bake_card_prog: int = 0
|
|
var sc_bake_flower_prog: int = 0
|
|
var sc_card: Mesh = null
|
|
var sc_ident_buf: int = 0
|
|
var sc_layers: []Layer = null
|
|
var sc_debug_dump: bool = false
|
|
var sc_printed: bool = false
|
|
var sc_a2c: bool = true
|
|
|
|
function scatter_init() -> void {
|
|
sc_prog = r3d_program("model.vert", "model.frag", "")
|
|
sc_prog_fol = r3d_program("model.vert", "model.frag", "#define FOLIAGE\n#define WIND\n#define ALPHA_TEST\n")
|
|
sc_prog_wind = r3d_program("model.vert", "model.frag", "#define WIND\n")
|
|
sc_prog_blade = r3d_program("model.vert", "model.frag", "#define FOLIAGE\n#define WIND\n#define BLADE\n")
|
|
sc_prog_flower = r3d_program("model.vert", "model.frag", "#define FOLIAGE\n#define WIND\n#define FLOWER\n")
|
|
sc_prog_card = r3d_program("model.vert", "model.frag", "#define FOLIAGE\n#define WIND\n#define CARD\n")
|
|
sc_prog_card_shadow = r3d_program("model.vert", "model.frag", "#define SHADOW_PASS\n#define WIND\n#define CARD\n")
|
|
sc_prog_card_cheap = r3d_program("model.vert", "model.frag", "#define CARD\n#define CHEAP\n")
|
|
# a dry alpine meadow: brown-olive roots, straw with a little green at the tips
|
|
sc_blade_base = v3_new(fl(0.045), fl(0.06), fl(0.025))
|
|
sc_blade_tip = v3_new(fl(0.22), fl(0.27), fl(0.13))
|
|
sc_blade_tint = v3_new(F_ONE, F_ONE, F_ONE)
|
|
sc_prog_shadow = r3d_program("model.vert", "shadow.frag", "#define SHADOW_PASS\n")
|
|
sc_prog_shadow_wind = r3d_program("model.vert", "shadow.frag", "#define SHADOW_PASS\n#define WIND\n")
|
|
sc_prog_shadow_fol = r3d_program("model.vert", "shadow.frag", "#define SHADOW_PASS\n#define WIND\n#define ALPHA_TEST\n")
|
|
sc_imp_prog = r3d_program("impostor.vert", "impostor.frag", "")
|
|
sc_imp_prog_shadow = r3d_program("impostor.vert", "impostor.frag", "#define SHADOW_PASS\n")
|
|
sc_bake_prog = r3d_program("model.vert", "bake.frag", "")
|
|
sc_bake_flower_prog = r3d_program("model.vert", "bake.frag", "#define FLOWER\n")
|
|
sc_bake_card_prog = r3d_program("model.vert", "bake.frag", "#define CARD\n")
|
|
sc_card = mesh_card()
|
|
# a single identity instance, for baking
|
|
let one = gl_floats(INST_FLOATS)
|
|
for i in 0 .. INST_FLOATS { gl_put_bits(one, i, F_ZERO) }
|
|
gl_put_bits(one, 3, F_ONE); gl_put_bits(one, 5, F_ONE)
|
|
sc_ident_buf = gl_buffer()
|
|
gl_bind_buffer(GL_ARRAY_BUFFER, sc_ident_buf)
|
|
gl_buffer_data(GL_ARRAY_BUFFER, INST_FLOATS * 4, one, GL_STATIC_DRAW)
|
|
free(one)
|
|
sc_layers = new []Layer
|
|
}
|
|
|
|
# attach a GL instance buffer to a VAO at attributes 3, 4
|
|
function scatter_attach(vao: int, buf: int) -> void {
|
|
gl_bind_vertex_array(vao)
|
|
gl_bind_buffer(GL_ARRAY_BUFFER, buf)
|
|
gl_enable_vertex_attrib_array(3)
|
|
gl_vertex_attrib_pointer(3, 4, GL_FLOAT, 0, INST_FLOATS * 4, null)
|
|
gl_vertex_attrib_divisor(3, 1)
|
|
gl_enable_vertex_attrib_array(4)
|
|
gl_vertex_attrib_pointer(4, 4, GL_FLOAT, 0, INST_FLOATS * 4, gl_ptr(null, 16))
|
|
gl_vertex_attrib_divisor(4, 1)
|
|
gl_bind_vertex_array(0)
|
|
}
|
|
|
|
function layer_new(model: Model, cap: int, foliage: bool, wind: int, near: int, cull: int) -> Layer {
|
|
let l = new Layer
|
|
l.model = model
|
|
l.cap = cap
|
|
l.foliage = foliage
|
|
l.wind = wind
|
|
l.near = near
|
|
l.cull = cull
|
|
l.tint = v3_new(F_ONE, F_ONE, F_ONE)
|
|
l.inst = words(cap * INST_FLOATS)
|
|
l.scratch = words(cap * INST_FLOATS)
|
|
l.last_cam = v3_new(fi(100000), F_ZERO, F_ZERO)
|
|
l.buf = gl_buffer()
|
|
l.imp_buf = gl_buffer()
|
|
l.sh_buf = gl_buffer()
|
|
l.rough = F_ONE
|
|
for i in 0 .. len(model.prims) { scatter_attach(model.prims[i].mesh.vao, l.buf) }
|
|
push(sc_layers, l)
|
|
return l
|
|
}
|
|
|
|
function layer_add(l: Layer, x: int, y: int, z: int, scale: int, yaw: int, seed: int, wind: int) -> void {
|
|
if l.count >= l.cap { return }
|
|
let o = l.count * INST_FLOATS
|
|
l.inst[o] = x; l.inst[o + 1] = y; l.inst[o + 2] = z; l.inst[o + 3] = scale
|
|
l.inst[o + 4] = f_sin(yaw); l.inst[o + 5] = f_cos(yaw); l.inst[o + 6] = seed; l.inst[o + 7] = wind
|
|
l.count += 1
|
|
}
|
|
|
|
# ---- impostors ---------------------------------------------------------------------
|
|
var sc_bake_flower: bool = false
|
|
function impostor_bake(model: Model, tiles: int, tw: int, th: int) -> Impostor {
|
|
let im = new Impostor
|
|
im.tiles = tiles
|
|
im.radius = f_mul(model.radius, fl(1.02))
|
|
im.height = model.height
|
|
let aw = tiles * tw
|
|
im.albedo = tex_target(aw, th, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR)
|
|
im.normal = tex_target(aw, th, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR)
|
|
let fbo = gl_framebuffer()
|
|
gl_bind_framebuffer(GL_FRAMEBUFFER, fbo)
|
|
gl_framebuffer_texture2d(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, im.albedo, 0)
|
|
gl_framebuffer_texture2d(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, im.normal, 0)
|
|
let ids = gl_scratch()
|
|
gl_gen_renderbuffers(1, ids)
|
|
let rb = ids[0]
|
|
gl_bind_renderbuffer(GL_RENDERBUFFER, rb)
|
|
gl_renderbuffer_storage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, aw, th)
|
|
gl_framebuffer_renderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb)
|
|
let bufs = words(2)
|
|
bufs[0] = GL_COLOR_ATTACHMENT0; bufs[1] = GL_COLOR_ATTACHMENT1
|
|
gl_draw_buffers(2, bufs)
|
|
gl_viewport(0, 0, aw, th)
|
|
gl_clear_color(0.0, 0.0, 0.0, 0.0)
|
|
gl_clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
|
gl_enable(GL_DEPTH_TEST)
|
|
gl_depth_func(GL_LESS)
|
|
gl_disable(GL_CULL_FACE)
|
|
gl_disable(GL_BLEND)
|
|
# the model's prims temporarily take the identity instance
|
|
for i in 0 .. len(model.prims) { scatter_attach(model.prims[i].mesh.vao, sc_ident_buf) }
|
|
let view = m4_new(); let proj = m4_new()
|
|
let eye = words(3); let at = words(3); let up = v3_new(F_ZERO, F_ONE, F_ZERO)
|
|
let cy = f_add(model.ymin, f_mul(model.height, F_HALF))
|
|
let r = im.radius
|
|
let hh = f_mul(model.height, F_HALF)
|
|
var bake = sc_bake_prog
|
|
if sc_bake_flower { bake = sc_bake_flower_prog }
|
|
gl_use_program(bake)
|
|
for t in 0 .. tiles {
|
|
let a = f_mul(f_mul(F_TWO, F_PI), fr(t, tiles))
|
|
v3_set(at, F_ZERO, cy, F_ZERO)
|
|
# a touch of elevation (the viewer usually looks slightly down at a tree)
|
|
v3_set(eye, f_mul(f_sin(a), f_mul(r, fi(4))), f_add(cy, f_mul(r, fl(0.5))), f_neg(f_mul(f_cos(a), f_mul(r, fi(4)))))
|
|
m4_look_at(view, eye, at, up)
|
|
m4_ortho(proj, f_neg(r), r, f_neg(hh), hh, fl(0.1), f_mul(r, fi(9)))
|
|
u_mat4(gl_uniform(bake, "u_view"), view)
|
|
u_mat4(gl_uniform(bake, "u_proj"), proj)
|
|
u_f(gl_uniform(bake, "u_wind"), F_ZERO)
|
|
gl_viewport(t * tw, 0, tw, th)
|
|
for i in 0 .. len(model.prims) {
|
|
let pr = model.prims[i]
|
|
r3d_bind_2d(bake, "u_diff", 0, pr.diff)
|
|
r3d_bind_2d(bake, "u_arm", 2, pr.arm)
|
|
mesh_draw_instanced(pr.mesh, 1)
|
|
}
|
|
}
|
|
free(view); free(proj); free(eye); free(at); free(up); free(bufs)
|
|
gl_bind_framebuffer(GL_FRAMEBUFFER, 0)
|
|
ids[0] = fbo
|
|
gl_delete_framebuffers(1, ids)
|
|
ids[0] = rb
|
|
gl_delete_renderbuffers(1, ids)
|
|
gl_bind_texture(GL_TEXTURE_2D, im.albedo)
|
|
gl_tex_parameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
|
|
gl_generate_mipmap(GL_TEXTURE_2D)
|
|
gl_bind_texture(GL_TEXTURE_2D, im.normal)
|
|
gl_tex_parameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
|
|
gl_generate_mipmap(GL_TEXTURE_2D)
|
|
gl_check("impostor bake")
|
|
if sc_debug_dump { tex_dump_alpha = true; tex_dump(im.albedo, aw, th, "build/atlas_alpha.ppm"); tex_dump_alpha = false }
|
|
return im
|
|
}
|
|
|
|
# Give a layer a LOD chain. `dists` (float bits) are the outer distances of each level;
|
|
# the last one becomes the layer's `near` so the impostor (if any) starts there.
|
|
function layer_set_lods(l: Layer, models: []Model, dists: words) -> void {
|
|
l.lods = models
|
|
l.n_lods = len(models)
|
|
l.lod_dist = words(l.n_lods); l.lod_card = words(l.n_lods); l.lod_buf = words(l.n_lods); l.n_lod = words(l.n_lods)
|
|
for k in 0 .. l.n_lods {
|
|
l.lod_dist[k] = dists[k]; l.lod_card[k] = 0; l.n_lod[k] = 0
|
|
l.lod_buf[k] = gl_buffer()
|
|
let m = models[k]
|
|
for i in 0 .. len(m.prims) { scatter_attach(m.prims[i].mesh.vao, l.lod_buf[k]) }
|
|
}
|
|
l.model = models[0]
|
|
l.near = dists[l.n_lods - 1]
|
|
if l.lvl == null { l.lvl = words(l.cap) }
|
|
}
|
|
# mark level k as the layer's crossed card (drawn with the card program and its atlas)
|
|
function layer_lod_card(l: Layer, k: int) -> void { l.lod_card[k] = 1 }
|
|
|
|
function layer_set_impostor(l: Layer, im: Impostor) -> void {
|
|
l.imp = im
|
|
scatter_attach(sc_card.vao, l.imp_buf)
|
|
}
|
|
|
|
# ---- per frame -----------------------------------------------------------------------
|
|
# Partitions and gathers are redone only when the view changed enough to matter: the
|
|
# camera moved 1.5 m or turned about 2.5 degrees. Everything culled by the frustum keys
|
|
# off this one counter, so a turn re-gathers the streams and the grids together.
|
|
var sc_view_gen: int = 1
|
|
var sc_view_pos: words = null
|
|
var sc_view_fwd: words = null
|
|
function scatter_begin_frame() -> void {
|
|
if sc_view_pos == null { sc_view_pos = v3_new(fi(100000), F_ZERO, F_ZERO); sc_view_fwd = v3_new(F_ZERO, F_ZERO, f_neg(F_ONE)) }
|
|
if f_gt(v3_dist(sc_view_pos, cam_pos), fl(1.5)) or f_ls(v3_dot(sc_view_fwd, cam_fwd), fl(0.999)) {
|
|
sc_view_gen += 1
|
|
v3_copy(sc_view_pos, cam_pos)
|
|
v3_copy(sc_view_fwd, cam_fwd)
|
|
}
|
|
}
|
|
|
|
# Sort a static layer's instances into square cells (call once, after placement; a
|
|
# large layer that was never gridded gets a 96 m grid on its first update). The
|
|
# shadow buffer is uploaded here once — casters are never culled by the view.
|
|
function layer_grid_build(l: Layer, cell: int) -> void {
|
|
if l.count == 0 { return }
|
|
var minx = l.inst[0]; var maxx = minx; var minz = l.inst[2]; var maxz = minz
|
|
for i in 0 .. l.count {
|
|
let o = i * INST_FLOATS
|
|
minx = f_min(minx, l.inst[o]); maxx = f_max(maxx, l.inst[o])
|
|
minz = f_min(minz, l.inst[o + 2]); maxz = f_max(maxz, l.inst[o + 2])
|
|
}
|
|
l.gcell = cell; l.gx0 = minx; l.gz0 = minz
|
|
l.gnx = f_to_int(f_div(f_sub(maxx, minx), cell)) + 1
|
|
l.gnz = f_to_int(f_div(f_sub(maxz, minz), cell)) + 1
|
|
let ncell = l.gnx * l.gnz
|
|
l.gstart = words(ncell + 1)
|
|
l.gymin = words(ncell); l.gymax = words(ncell)
|
|
let cellof = words(l.count)
|
|
for c in 0 .. ncell + 1 { l.gstart[c] = 0 }
|
|
for i in 0 .. l.count {
|
|
let o = i * INST_FLOATS
|
|
let ix = f_to_int(f_div(f_sub(l.inst[o], minx), cell))
|
|
let iz = f_to_int(f_div(f_sub(l.inst[o + 2], minz), cell))
|
|
let c = iz * l.gnx + ix
|
|
cellof[i] = c
|
|
if l.gstart[c + 1] == 0 { l.gymin[c] = l.inst[o + 1]; l.gymax[c] = l.inst[o + 1] }
|
|
else { l.gymin[c] = f_min(l.gymin[c], l.inst[o + 1]); l.gymax[c] = f_max(l.gymax[c], l.inst[o + 1]) }
|
|
l.gstart[c + 1] += 1
|
|
}
|
|
for c in 0 .. ncell { l.gstart[c + 1] += l.gstart[c] }
|
|
let fill = words(ncell)
|
|
for c in 0 .. ncell { fill[c] = l.gstart[c] }
|
|
l.gsorted = words(l.count * INST_FLOATS)
|
|
for i in 0 .. l.count {
|
|
let c = cellof[i]
|
|
let q = fill[c] * INST_FLOATS
|
|
fill[c] += 1
|
|
let o = i * INST_FLOATS
|
|
for k in 0 .. INST_FLOATS { l.gsorted[q + k] = l.inst[o + k] }
|
|
}
|
|
free(cellof); free(fill)
|
|
if l.vis == null { l.vis = words(l.cap * INST_FLOATS) }
|
|
l.n_sh = l.count
|
|
gl_bind_buffer(GL_ARRAY_BUFFER, l.sh_buf)
|
|
gl_buffer_data(GL_ARRAY_BUFFER, l.count * INST_FLOATS * 4, l.inst, GL_STATIC_DRAW)
|
|
}
|
|
|
|
# gather the instances of the cells the camera can see (and that are within cull)
|
|
function layer_grid_gather(l: Layer) -> void {
|
|
let cell = l.gcell
|
|
let half = f_mul(cell, F_HALF)
|
|
let reach = f_add(l.cull, f_mul(cell, fl(0.71)))
|
|
var n = 0
|
|
for iz in 0 .. l.gnz {
|
|
let wz = f_add(f_add(l.gz0, f_mul(fi(iz), cell)), half)
|
|
for ix in 0 .. l.gnx {
|
|
let c = iz * l.gnx + ix
|
|
let cnt = l.gstart[c + 1] - l.gstart[c]
|
|
if cnt == 0 { continue }
|
|
let wx = f_add(f_add(l.gx0, f_mul(fi(ix), cell)), half)
|
|
if l.cull != 0 {
|
|
let dx = f_sub(wx, cam_pos[0]); let dz = f_sub(wz, cam_pos[2])
|
|
if f_gt(f_sqrt(f_add(f_mul(dx, dx), f_mul(dz, dz))), reach) { continue }
|
|
}
|
|
let hy = f_mul(f_sub(l.gymax[c], l.gymin[c]), F_HALF)
|
|
let cy = f_add(l.gymin[c], hy)
|
|
# pad by the tallest instance (scale 2 of the model's height) so crowns at the frame's edge stay
|
|
let r = f_add(f_sqrt(f_add(f_mul(f_mul(half, half), F_TWO), f_mul(hy, hy))), f_add(f_mul(l.model.height, F_TWO), fi(4)))
|
|
if not cam_sphere_visible(wx, cy, wz, r) { continue }
|
|
mem_copy(mem_off(l.vis, n * INST_FLOATS * 4), mem_off(l.gsorted, l.gstart[c] * INST_FLOATS * 4), cnt * INST_FLOATS * 4)
|
|
n += cnt
|
|
}
|
|
}
|
|
l.n_vis = n
|
|
}
|
|
|
|
# Sort the gathered instances into their LOD levels (counting sort into the scratch),
|
|
# the impostor bucket last, and upload one buffer per level.
|
|
function layer_partition_lods(l: Layer, src: words, total: int) -> void {
|
|
let n = l.n_lods
|
|
let counts = words(n + 2)
|
|
for k in 0 .. n + 2 { counts[k] = 0 }
|
|
let cull2 = f_mul(l.cull, l.cull)
|
|
let open = l.lod_dist[n - 1] == 0 # the last level runs out to the cull distance
|
|
for i in 0 .. total {
|
|
let o = i * INST_FLOATS
|
|
let dx = f_sub(src[o], cam_pos[0]); let dz = f_sub(src[o + 2], cam_pos[2])
|
|
let d2 = f_add(f_mul(dx, dx), f_mul(dz, dz))
|
|
var lv = n + 1 # n + 1 = dropped
|
|
if l.cull == 0 or not f_gt(d2, cull2) {
|
|
let d = f_sqrt(d2)
|
|
lv = n # n = the impostor bucket
|
|
var k = 0
|
|
while k < n { if l.lod_dist[k] != 0 and f_ls(d, l.lod_dist[k]) { lv = k; k = n } else { k += 1 } }
|
|
if lv == n and open { lv = n - 1 }
|
|
if lv == n and l.imp == null { lv = n + 1 }
|
|
}
|
|
l.lvl[i] = lv
|
|
counts[lv] += 1
|
|
}
|
|
# prefix offsets (in instances) per bucket
|
|
let start = words(n + 2)
|
|
var acc = 0
|
|
for k in 0 .. n + 2 { start[k] = acc; acc += counts[k] }
|
|
let fill = words(n + 2)
|
|
for k in 0 .. n + 2 { fill[k] = start[k] }
|
|
let tmp = l.scratch
|
|
for i in 0 .. total {
|
|
let lv = l.lvl[i]
|
|
if lv > n { continue }
|
|
let q = fill[lv] * INST_FLOATS
|
|
fill[lv] += 1
|
|
let o = i * INST_FLOATS
|
|
for k in 0 .. INST_FLOATS { tmp[q + k] = src[o + k] }
|
|
}
|
|
for k in 0 .. n {
|
|
l.n_lod[k] = counts[k]
|
|
if counts[k] > 0 {
|
|
gl_bind_buffer(GL_ARRAY_BUFFER, l.lod_buf[k])
|
|
gl_buffer_data(GL_ARRAY_BUFFER, counts[k] * INST_FLOATS * 4, mem_off(tmp, start[k] * INST_FLOATS * 4), GL_DYNAMIC_DRAW)
|
|
}
|
|
}
|
|
l.n_near = counts[0]
|
|
l.n_far = counts[n]
|
|
if sc_dbg_lod and total > 1000 { print(`lod partition: total {total} dropped {counts[n + 1]} far {counts[n]} l0 {counts[0]} l1 {counts[1]} l2 {counts[2]} l3 {counts[3]} dist0 {f_fx(l.lod_dist[0])} dist3 {f_fx(l.lod_dist[n - 1])} cull {f_fx(l.cull)} cam {f_fx(cam_pos[0])} {f_fx(cam_pos[2])} first {f_fx(src[0])} {f_fx(src[2])}`) }
|
|
if l.n_far > 0 {
|
|
gl_bind_buffer(GL_ARRAY_BUFFER, l.imp_buf)
|
|
gl_buffer_data(GL_ARRAY_BUFFER, l.n_far * INST_FLOATS * 4, mem_off(tmp, start[n] * INST_FLOATS * 4), GL_DYNAMIC_DRAW)
|
|
}
|
|
# casters: the whole (gathered) set from the shadow buffer, unless the impostor casts
|
|
if l.gcell == 0 {
|
|
l.n_sh = total
|
|
if total > 0 { gl_bind_buffer(GL_ARRAY_BUFFER, l.sh_buf); gl_buffer_data(GL_ARRAY_BUFFER, total * INST_FLOATS * 4, src, GL_DYNAMIC_DRAW) }
|
|
}
|
|
free(counts); free(start); free(fill)
|
|
}
|
|
|
|
# split the instances by distance to the camera (only when the view changed)
|
|
var sc_freeze: bool = false # a secondary pass (reflection) reuses the partition
|
|
function layer_update(l: Layer) -> void {
|
|
if sc_freeze { return }
|
|
if l.view_gen == sc_view_gen { return }
|
|
l.view_gen = sc_view_gen
|
|
let t_lu = gl_now_us()
|
|
let n_lu = l.count
|
|
# A streamed layer's instances were already gathered per visible chunk: no split, no
|
|
# per-instance loop — one upload, and the same buffer casts its shadows.
|
|
if l.streamed and l.imp == null and l.near == 0 and l.n_lods <= 1 {
|
|
l.n_near = l.count; l.n_far = 0; l.n_sh = l.count
|
|
gl_bind_buffer(GL_ARRAY_BUFFER, l.buf)
|
|
gl_buffer_data(GL_ARRAY_BUFFER, l.count * INST_FLOATS * 4, l.inst, GL_DYNAMIC_DRAW)
|
|
prof_layer_add(gl_now_us() - t_lu, l.count * INST_FLOATS * 4)
|
|
return
|
|
}
|
|
if l.gcell == 0 and not l.streamed and l.count > 2000 { layer_grid_build(l, fi(96)) }
|
|
var src = l.inst
|
|
var total = l.count
|
|
if l.gcell != 0 { layer_grid_gather(l); src = l.vis; total = l.n_vis }
|
|
let near2 = f_mul(l.near, l.near)
|
|
let cull2 = f_mul(l.cull, l.cull)
|
|
var nn = 0
|
|
var nf = 0
|
|
let far_off = l.cap * INST_FLOATS # far instances fill the scratch from its end backwards
|
|
let tmp = l.scratch
|
|
if l.n_lods > 1 {
|
|
layer_partition_lods(l, src, total)
|
|
prof_layer_add(gl_now_us() - t_lu, total * INST_FLOATS * 4)
|
|
return
|
|
}
|
|
var i = 0
|
|
while i < total {
|
|
let o = i * INST_FLOATS
|
|
let dx = f_sub(src[o], cam_pos[0])
|
|
let dz = f_sub(src[o + 2], cam_pos[2])
|
|
let d2 = f_add(f_mul(dx, dx), f_mul(dz, dz))
|
|
if l.cull != 0 and f_gt(d2, cull2) { i += 1; continue }
|
|
if l.near == 0 or f_ls(d2, near2) {
|
|
let q = nn * INST_FLOATS
|
|
for k in 0 .. INST_FLOATS { tmp[q + k] = src[o + k] }
|
|
nn += 1
|
|
} else if l.imp != null {
|
|
nf += 1
|
|
let q = far_off - nf * INST_FLOATS
|
|
for k in 0 .. INST_FLOATS { tmp[q + k] = src[o + k] }
|
|
}
|
|
i += 1
|
|
}
|
|
l.n_near = nn
|
|
l.n_far = nf
|
|
if l.imp != null and nn > 0 and sc_debug_dump { print(`near full-mesh instances: {nn} (first at {f_fx(tmp[0])} {f_fx(tmp[1])} {f_fx(tmp[2])})`) }
|
|
if sc_debug_dump and l.imp != null {
|
|
print(`layer: near {nn} far {nf}`)
|
|
for k in 0 .. nn { let q = k * INST_FLOATS; print(` near {f_fx(tmp[q])} {f_fx(tmp[q + 1])} {f_fx(tmp[q + 2])} s {f_fx(tmp[q + 3])}`) }
|
|
}
|
|
# Every instance, unculled and unsplit, for the shadow pass. What the camera draws is
|
|
# allowed to change with distance; what casts must not, or shadows blink in and out as
|
|
# you walk. This is the whole set, drawn one way, into every cascade.
|
|
if l.gcell == 0 {
|
|
l.n_sh = l.count
|
|
if l.count > 0 {
|
|
gl_bind_buffer(GL_ARRAY_BUFFER, l.sh_buf)
|
|
gl_buffer_data(GL_ARRAY_BUFFER, l.count * INST_FLOATS * 4, l.inst, GL_DYNAMIC_DRAW)
|
|
}
|
|
}
|
|
gl_bind_buffer(GL_ARRAY_BUFFER, l.buf)
|
|
gl_buffer_data(GL_ARRAY_BUFFER, nn * INST_FLOATS * 4, tmp, GL_DYNAMIC_DRAW)
|
|
if nf > 0 {
|
|
gl_bind_buffer(GL_ARRAY_BUFFER, l.imp_buf)
|
|
gl_buffer_data(GL_ARRAY_BUFFER, nf * INST_FLOATS * 4, mem_off(tmp, (far_off - nf * INST_FLOATS) * 4), GL_DYNAMIC_DRAW)
|
|
}
|
|
prof_layer_add(gl_now_us() - t_lu, (nn + nf + l.n_sh) * INST_FLOATS * 4)
|
|
}
|
|
|
|
function layer_program(l: Layer, shadow: bool, card: bool) -> int {
|
|
if card {
|
|
if shadow { return sc_prog_card_shadow }
|
|
if l.cheap { return sc_prog_card_cheap }
|
|
return sc_prog_card
|
|
}
|
|
if shadow {
|
|
if l.foliage and not l.blade and not l.flower { return sc_prog_shadow_fol }
|
|
if l.wind != 0 { return sc_prog_shadow_wind }
|
|
return sc_prog_shadow
|
|
}
|
|
if l.blade { return sc_prog_blade }
|
|
if l.flower { return sc_prog_flower }
|
|
if l.foliage { return sc_prog_fol }
|
|
if l.wind != 0 { return sc_prog_wind }
|
|
return sc_prog
|
|
}
|
|
|
|
var sc_dbg_blade: int = 0
|
|
# R3D_LODDBG=1 tints each LOD level (red, green, blue, yellow) and impostors magenta
|
|
var sc_dbg_level: int = -1
|
|
var sc_dbg_lod: bool = false
|
|
var sc_dbg_tint: words = null
|
|
# `full` casts the layer's entire instance list out of sh_buf instead of the near
|
|
# partition out of l.buf. A layer with no impostor (the tree crowns' branch cards) has
|
|
# no cheap stand-in to cast from, so without this its shadow simply began at the near
|
|
# distance — which is the crown shadow that appeared as you walked up to a tree.
|
|
function layer_draw_near(l: Layer, shadow: bool, light_vp: words, full: bool) -> void {
|
|
if l.n_lods > 1 {
|
|
# a LOD chain: every level from its own bucket (casters are what is drawn)
|
|
for k in 0 .. l.n_lods { sc_dbg_level = k; layer_draw_model(l, l.lods[k], l.lod_buf[k], l.n_lod[k], l.lod_card[k] == 1, shadow, light_vp) }
|
|
sc_dbg_level = -1
|
|
return
|
|
}
|
|
var vb = l.buf
|
|
var cnt = l.n_near
|
|
if full and not l.streamed { vb = l.sh_buf; cnt = l.n_sh }
|
|
layer_draw_model(l, l.model, vb, cnt, l.card, shadow, light_vp)
|
|
}
|
|
|
|
# draw `cnt` instances of `model` out of instance buffer `vb`, as a mesh or as the layer's card
|
|
function layer_draw_model(l: Layer, model: Model, vb: int, cnt: int, card: bool, shadow: bool, light_vp: words) -> void {
|
|
if cnt == 0 { return }
|
|
let p = layer_program(l, shadow, card)
|
|
gl_use_program(p)
|
|
var ground = F_ZERO
|
|
if l.grounded { ground = F_ONE }
|
|
u_f(gl_uniform(p, "u_ground"), ground)
|
|
if l.grounded { terrain_bind_height(p) }
|
|
u_f(gl_uniform(p, "u_time"), r3d_time)
|
|
u_f(gl_uniform(p, "u_wind"), l.wind)
|
|
var mh = F_ZERO
|
|
if not card and l.foliage { mh = model.height }
|
|
u_f(gl_uniform(p, "u_model_h"), mh)
|
|
if not card and l.foliage and not shadow and sc_a2c { gl_enable(GL_SAMPLE_ALPHA_TO_COVERAGE) }
|
|
if card {
|
|
u_f(gl_uniform(p, "u_card_w"), f_mul(l.atlas.radius, F_TWO)); u_f(gl_uniform(p, "u_card_h"), l.atlas.height)
|
|
r3d_bind_2d(p, "u_diff", 0, l.atlas.albedo)
|
|
r3d_bind_2d(p, "u_nrm", 1, l.atlas.normal)
|
|
gl_enable(GL_SAMPLE_ALPHA_TO_COVERAGE)
|
|
}
|
|
if shadow { u_mat4(gl_uniform(p, "u_light_vp"), light_vp) }
|
|
else {
|
|
u_mat4(gl_uniform(p, "u_view"), cam_view)
|
|
u_mat4(gl_uniform(p, "u_proj"), cam_proj)
|
|
u_v3(gl_uniform(p, "u_tint"), l.tint)
|
|
if sc_dbg_lod and sc_dbg_level >= 0 {
|
|
if sc_dbg_tint == null { sc_dbg_tint = v3_new(F_ONE, F_ONE, F_ONE) }
|
|
let k = sc_dbg_level
|
|
var r = F_ZERO; var g = F_ZERO; var b = F_ZERO
|
|
if k == 0 { r = fi(3) } else if k == 1 { g = fi(3) } else if k == 2 { b = fi(3) } else { r = fi(3); g = fi(3) }
|
|
v3_set(sc_dbg_tint, r, g, b)
|
|
u_v3(gl_uniform(p, "u_tint"), sc_dbg_tint)
|
|
}
|
|
u_f(gl_uniform(p, "u_rough_scale"), l.rough)
|
|
if l.blade { u_v3(gl_uniform(p, "u_blade_base"), sc_blade_base); u_v3(gl_uniform(p, "u_blade_tip"), sc_blade_tip) }
|
|
u_f(gl_uniform(p, "u_cull"), l.cull)
|
|
sky_bind_lighting(p)
|
|
shadow_bind(p)
|
|
fog_bind(p)
|
|
if l.foliage { u_f(gl_uniform(p, "u_spec_scale"), fl(0.05)) }
|
|
}
|
|
gl_disable(GL_CULL_FACE)
|
|
for i in 0 .. len(model.prims) {
|
|
let pr = model.prims[i]
|
|
scatter_attach(pr.mesh.vao, vb)
|
|
if not card {
|
|
r3d_bind_2d(p, "u_diff", 0, pr.diff)
|
|
if not shadow { r3d_bind_2d(p, "u_nrm", 1, pr.nrm); r3d_bind_2d(p, "u_arm", 2, pr.arm) }
|
|
}
|
|
mesh_draw_instanced(pr.mesh, cnt)
|
|
}
|
|
gl_disable(GL_SAMPLE_ALPHA_TO_COVERAGE)
|
|
}
|
|
|
|
function layer_draw_far(l: Layer, shadow: bool, light_vp: words) -> void {
|
|
if l.n_far == 0 or l.imp == null { return }
|
|
var p = sc_imp_prog
|
|
if shadow { p = sc_imp_prog_shadow }
|
|
gl_use_program(p)
|
|
let im = l.imp
|
|
u_f(gl_uniform(p, "u_radius"), im.radius)
|
|
u_f(gl_uniform(p, "u_height"), im.height)
|
|
u_f(gl_uniform(p, "u_tiles"), fi(im.tiles))
|
|
r3d_bind_2d(p, "u_atlas_albedo", 0, im.albedo)
|
|
if shadow {
|
|
u_mat4(gl_uniform(p, "u_light_vp"), light_vp)
|
|
u_v3(gl_uniform(p, "u_face_dir"), sun_dir)
|
|
if r3d_debug_shadow and not sc_printed { sc_printed = true; print(`imp shadow prog {p} face_dir loc {gl_uniform(p, "u_face_dir")} sun {f_fx(sun_dir[0])} {f_fx(sun_dir[1])} {f_fx(sun_dir[2])} cam {f_fx(cam_pos[0])} {f_fx(cam_pos[1])} {f_fx(cam_pos[2])} n_far {l.n_far}`) }
|
|
u_v3(gl_uniform(p, "u_cam_pos"), cam_pos)
|
|
} else {
|
|
u_mat4(gl_uniform(p, "u_view"), cam_view)
|
|
u_mat4(gl_uniform(p, "u_proj"), cam_proj)
|
|
u_v3(gl_uniform(p, "u_tint"), l.tint)
|
|
if sc_dbg_lod { if sc_dbg_tint == null { sc_dbg_tint = v3_new(F_ONE, F_ONE, F_ONE) }; v3_set(sc_dbg_tint, fi(3), F_ZERO, fi(3)); u_v3(gl_uniform(p, "u_tint"), sc_dbg_tint) }
|
|
r3d_bind_2d(p, "u_atlas_normal", 1, im.normal)
|
|
sky_bind_lighting(p)
|
|
shadow_bind(p)
|
|
fog_bind(p)
|
|
if l.foliage { u_f(gl_uniform(p, "u_spec_scale"), fl(0.05)) }
|
|
}
|
|
gl_disable(GL_CULL_FACE)
|
|
if not shadow and sc_a2c { gl_enable(GL_SAMPLE_ALPHA_TO_COVERAGE) }
|
|
scatter_attach(sc_card.vao, l.imp_buf)
|
|
mesh_draw_instanced(sc_card, l.n_far)
|
|
gl_disable(GL_SAMPLE_ALPHA_TO_COVERAGE)
|
|
}
|
|
|
|
# Cast from the impostor card, always, for every instance in the layer. The lit pass may
|
|
# swap a scanned mesh in up close; the shadow must not, or a tree's shadow changes shape
|
|
# as you approach it. The card is also far the cheaper of the two, which is what pays for
|
|
# casting the whole set into all five cascades.
|
|
function layer_draw_shadow(l: Layer, light_vp: words) -> void {
|
|
if l.n_sh == 0 or l.imp == null { return }
|
|
let p = sc_imp_prog_shadow
|
|
gl_use_program(p)
|
|
let im = l.imp
|
|
u_f(gl_uniform(p, "u_radius"), im.radius)
|
|
u_f(gl_uniform(p, "u_height"), im.height)
|
|
u_f(gl_uniform(p, "u_tiles"), fi(im.tiles))
|
|
r3d_bind_2d(p, "u_atlas_albedo", 0, im.albedo)
|
|
u_mat4(gl_uniform(p, "u_light_vp"), light_vp)
|
|
u_v3(gl_uniform(p, "u_face_dir"), sun_dir)
|
|
u_v3(gl_uniform(p, "u_cam_pos"), cam_pos)
|
|
gl_disable(GL_CULL_FACE)
|
|
scatter_attach(sc_card.vao, l.sh_buf)
|
|
mesh_draw_instanced(sc_card, l.n_sh)
|
|
}
|
|
|
|
var sc_skip_blade: bool = false
|
|
var sc_skip_flower: bool = false
|
|
var sc_skip_card: bool = false
|
|
function scatter_draw() -> void {
|
|
for i in 0 .. len(sc_layers) {
|
|
let l = sc_layers[i]
|
|
if sc_skip_blade and l.blade { continue }
|
|
if sc_skip_flower and l.flower { continue }
|
|
if sc_skip_card and l.card { continue }
|
|
if r3d_no_trees and l.imp != null and not l.card { continue }
|
|
layer_update(l)
|
|
layer_draw_near(l, false, null, false)
|
|
layer_draw_far(l, false, null)
|
|
}
|
|
gl_enable(GL_CULL_FACE)
|
|
}
|
|
# Nothing here is keyed off the cascade. Every skip that used to be — ground cover past
|
|
# the 250 m cascade, blades past the nearest, the scanned mesh past the second — made a
|
|
# whole class of caster vanish at a fixed distance, which is exactly the popping. A layer
|
|
# with an impostor now casts its entire instance list from the card in every cascade;
|
|
# only layers that have no impostor at all fall back to the mesh.
|
|
function scatter_draw_casters(light_vp: words) -> void {
|
|
for i in 0 .. len(sc_layers) {
|
|
let l = sc_layers[i]
|
|
if sc_skip_blade and l.blade { continue }
|
|
if sc_skip_card and l.card { continue }
|
|
if r3d_no_trees and l.imp != null and not l.card { continue }
|
|
layer_update(l)
|
|
if l.imp != null {
|
|
layer_draw_shadow(l, light_vp)
|
|
# Shadow LOD (the practice in every production engine: a caster uses a low mesh LOD,
|
|
# the billboard only far away). The card alone is a side-view silhouette and a
|
|
# crown of drooping needle cards is mostly slivers from the side, so the sun, which
|
|
# sees the crown from above, cast a trunk line with a few blobs. The near levels
|
|
# now also cast their LOD2 mesh, alpha-tested, on top of the card.
|
|
if l.n_lods > 2 {
|
|
for k in 0 .. 3 { layer_draw_model(l, l.lods[2], l.lod_buf[k], l.n_lod[k], false, true, light_vp) }
|
|
}
|
|
}
|
|
else { layer_draw_near(l, true, light_vp, true) }
|
|
}
|
|
}
|
|
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# The distant-grass carpet: the clump cards rendered straight down into one tiling
|
|
# tile, so the ground beyond the blade rings carries the same clumps, colours and
|
|
# gaps as the near cover instead of a lawn scan (the far-field trick the big open
|
|
# worlds use: geometry up close, an authored ground texture that matches it beyond).
|
|
# Returns an RGBA8 texture (alpha = coverage), repeat-wrapped and mipmapped.
|
|
var cb_state: int = 12345
|
|
function cb_rnd() -> int {
|
|
cb_state = (cb_state * 1103515245 + 12345) & 0x7FFFFFFF
|
|
return fr((cb_state >> 8) & 0xFFFF, 65536)
|
|
}
|
|
function carpet_bake(layers: []Layer, count: int, tile: int, res: int) -> int {
|
|
let tex = tex_target(res, res, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR)
|
|
let fbo = gl_framebuffer()
|
|
gl_bind_framebuffer(GL_FRAMEBUFFER, fbo)
|
|
gl_framebuffer_texture2d(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0)
|
|
let ids = gl_scratch()
|
|
gl_gen_renderbuffers(1, ids)
|
|
let rb = ids[0]
|
|
gl_bind_renderbuffer(GL_RENDERBUFFER, rb)
|
|
gl_renderbuffer_storage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, res, res)
|
|
gl_framebuffer_renderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb)
|
|
let bufs = words(1)
|
|
bufs[0] = GL_COLOR_ATTACHMENT0
|
|
gl_draw_buffers(1, bufs)
|
|
gl_viewport(0, 0, res, res)
|
|
gl_clear_color(0.0, 0.0, 0.0, 0.0)
|
|
gl_clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
|
gl_enable(GL_DEPTH_TEST)
|
|
gl_depth_func(GL_LESS)
|
|
gl_disable(GL_CULL_FACE)
|
|
gl_disable(GL_BLEND)
|
|
# the clumps, and eight wrapped copies so the tile's edges continue
|
|
let half = f_mul(tile, F_HALF)
|
|
let n9 = count * 9
|
|
let inst = gl_floats(n9 * INST_FLOATS)
|
|
cb_state = 977
|
|
var k = 0
|
|
for i in 0 .. count {
|
|
let x = f_sub(f_mul(cb_rnd(), tile), half)
|
|
let z = f_sub(f_mul(cb_rnd(), tile), half)
|
|
let sc = f_add(fl(1.5), cb_rnd())
|
|
let yaw = f_mul(cb_rnd(), f_mul(F_TWO, F_PI))
|
|
let sd = cb_rnd()
|
|
for oz in 0 .. 3 {
|
|
for ox in 0 .. 3 {
|
|
let px = f_add(x, f_mul(fi(ox - 1), tile))
|
|
let pz = f_add(z, f_mul(fi(oz - 1), tile))
|
|
gl_put_bits(inst, k, px); gl_put_bits(inst, k + 1, F_ZERO); gl_put_bits(inst, k + 2, pz); gl_put_bits(inst, k + 3, sc)
|
|
gl_put_bits(inst, k + 4, f_sin(yaw)); gl_put_bits(inst, k + 5, f_cos(yaw)); gl_put_bits(inst, k + 6, sd); gl_put_bits(inst, k + 7, F_ZERO)
|
|
k += INST_FLOATS
|
|
}
|
|
}
|
|
}
|
|
let buf = gl_buffer()
|
|
gl_bind_buffer(GL_ARRAY_BUFFER, buf)
|
|
gl_buffer_data(GL_ARRAY_BUFFER, gl_bytes_of(n9 * INST_FLOATS), inst, GL_STATIC_DRAW)
|
|
free(inst)
|
|
# straight down: the window is exactly one tile
|
|
let view = m4_new(); let proj = m4_new()
|
|
let eye = v3_new(F_ZERO, fi(6), F_ZERO); let at = v3_new(F_ZERO, F_ZERO, F_ZERO); let up = v3_new(F_ZERO, F_ZERO, f_neg1())
|
|
m4_look_at(view, eye, at, up)
|
|
m4_ortho(proj, f_neg(half), half, f_neg(half), half, fl(0.1), fi(12))
|
|
let bake = sc_bake_card_prog
|
|
gl_use_program(bake)
|
|
u_mat4(gl_uniform(bake, "u_view"), view)
|
|
u_mat4(gl_uniform(bake, "u_proj"), proj)
|
|
u_f(gl_uniform(bake, "u_wind"), F_ZERO)
|
|
u_f(gl_uniform(bake, "u_time"), F_ZERO)
|
|
for li in 0 .. len(layers) {
|
|
let l = layers[li]
|
|
if l.atlas == null { continue }
|
|
u_f(gl_uniform(bake, "u_card_w"), f_mul(l.atlas.radius, F_TWO)); u_f(gl_uniform(bake, "u_card_h"), l.atlas.height)
|
|
r3d_bind_2d(bake, "u_diff", 0, l.atlas.albedo)
|
|
r3d_bind_2d(bake, "u_arm", 2, l.atlas.normal)
|
|
for i in 0 .. len(l.model.prims) {
|
|
let pr = l.model.prims[i]
|
|
scatter_attach(pr.mesh.vao, buf)
|
|
mesh_draw_instanced(pr.mesh, n9)
|
|
}
|
|
}
|
|
free(view); free(proj); free(eye); free(at); free(up); free(bufs)
|
|
gl_bind_framebuffer(GL_FRAMEBUFFER, 0)
|
|
ids[0] = fbo
|
|
gl_delete_framebuffers(1, ids)
|
|
ids[0] = rb
|
|
gl_delete_renderbuffers(1, ids)
|
|
ids[0] = buf
|
|
gl_delete_buffers(1, ids)
|
|
gl_bind_texture(GL_TEXTURE_2D, tex)
|
|
gl_tex_parameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
|
|
gl_tex_parameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
|
|
gl_tex_parameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
|
|
gl_tex_parameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, tex_anisotropy)
|
|
gl_generate_mipmap(GL_TEXTURE_2D)
|
|
gl_check("carpet bake")
|
|
return tex
|
|
}
|