fill_uniform_with_engine_data :: (uniform: *$A, enginedata: *$B) { generate_copy_code :: () -> string { builder : String_Builder; ti := type_info(A); for ti.members { if it.name == "_" then continue; // skip padding if it.type == type_info(Vector3) then print_to_builder(*builder, "uniform.% = enginedata.%.component;\n", it.name, it.name); else print_to_builder(*builder, "uniform.% = enginedata.%;\n", it.name, it.name); } return builder_to_string(*builder); } #insert #run,stallable generate_copy_code(); } Gathered_Positions :: struct { name: string; chunk_key: Chunk_Key; positions: [..]Vector4; } Gathered_Rdm_Position :: struct { name: string; position: Vector4; } extract_frustum_planes :: (mvp: Matrix4) -> [6]Vector4 { planes : [6]Vector4; m := mvp; planes[0] = .{m._14+m._11, m._24+m._21, m._34+m._31, m._44+m._41}; // left planes[1] = .{m._14-m._11, m._24-m._21, m._34-m._31, m._44-m._41}; // right planes[2] = .{m._14+m._12, m._24+m._22, m._34+m._32, m._44+m._42}; // bottom planes[3] = .{m._14-m._12, m._24-m._22, m._34-m._32, m._44-m._42}; // top planes[4] = .{m._14+m._13, m._24+m._23, m._34+m._33, m._44+m._43}; // near planes[5] = .{m._14-m._13, m._24-m._23, m._34-m._33, m._44-m._43}; // far return planes; } aabb_in_frustum :: (planes: [6]Vector4, bmin: Vector3, bmax: Vector3) -> bool { for plane: planes { px := ifx plane.x >= 0 then bmax.x else bmin.x; py := ifx plane.y >= 0 then bmax.y else bmin.y; pz := ifx plane.z >= 0 then bmax.z else bmin.z; if plane.x*px + plane.y*py + plane.z*pz + plane.w < 0 return false; } return true; } LOD_NEAR_DIST :: 40.0; LOD_FAR_DIST :: 80.0; // 3-band LOD selection: instances closer than LOD_DISTANCES[i] use LOD level i. // i = 0 → full detail // i = 1 → 4^3 cube grid // i = 2 → 2^3 cube grid // beyond LOD_DISTANCES[2] → culled. LOD_DISTANCES :: float.[50.0, 100.0, 200.0]; FOG_START :: 60.0; FOG_END :: 195.0; create_world_rendering_tasks :: (world: *World, camera: Camera, plane_height: float = 0) { create_sky_rendering_task(*world.conf); create_set_light_rendering_task(*world.conf); cam_mvp := create_viewproj(*camera); shadow_mvp := create_shadow_viewproj(*camera, *world.conf); cam_planes := extract_frustum_planes(cam_mvp); shadow_planes := extract_frustum_planes(shadow_mvp); reflect_cam := camera; reflect_cam.position *= .{1, -1, 1}; reflect_cam.position.y += plane_height * 2; reflect_cam.target *= .{1, -1, 1}; reflect_cam.target.y += plane_height * 2; reflect_mvp := create_viewproj(*reflect_cam); reflect_planes := extract_frustum_planes(reflect_mvp); // Gather positions for camera-visible instances (all passes) and // shadow-only instances (chunks visible from sun but not camera). gathered_per_lod : [3][..]Gathered_Positions; for i: 0..2 gathered_per_lod[i].allocator = temp; shad_gathered : [..]Gathered_Positions; shad_gathered.allocator = temp; rdm_extra : [..]Gathered_Positions; // RDM-flagged instances visible to camera; shadow/gbuffer/reflection use base pipeline rdm_extra.allocator = temp; rdm_main : [..]Gathered_Rdm_Position; // one entry per RDM-flagged instance for the main pass rdm_main.allocator = temp; find_or_create :: (list: *[..]Gathered_Positions, name: string, chunk_key: Chunk_Key) -> *Gathered_Positions { for *g: list.* { if g.name == name && g.chunk_key == chunk_key return g; } array_add(list, .{name = name, chunk_key = chunk_key}); g := *list.*[list.count - 1]; g.positions.allocator = temp; return g; } for chunk: world.chunks { bmin := Vector3.{chunk.coord.x * 32.0, chunk.coord.y * 32.0, chunk.coord.z * 32.0}; bmax := bmin + .{32, 32, 32}; in_cam := aabb_in_frustum(cam_planes, bmin, bmax); in_reflect := aabb_in_frustum(reflect_planes, bmin, bmax); in_shad := aabb_in_frustum(shadow_planes, bmin, bmax); if !in_cam && !in_reflect && !in_shad continue; for group: chunk.groups { for inst, idx: group.instances { if idx < group.is_buried.count && group.is_buried[idx] continue; wx, wy, wz := chunk_local_to_world(chunk.coord, inst.x, inst.y, inst.z); imin := Vector3.{cast(float)wx, cast(float)wy, cast(float)wz}; imax := imin + .{1, 1, 1}; inst_cam := in_cam && aabb_in_frustum(cam_planes, imin, imax); inst_reflect := in_reflect && aabb_in_frustum(reflect_planes, imin, imax); inst_shad := in_shad && aabb_in_frustum(shadow_planes, imin, imax); if !inst_cam && !inst_reflect && !inst_shad continue; dist := length(imin + .{0.5, 0.5, 0.5} - camera.position); lod_idx : s32 = -1; for i: 0..2 { if dist < LOD_DISTANCES[i] { lod_idx = cast(s32) i; break; } } if lod_idx < 0 continue; // beyond cull distance pos := Vector4.{cast(float)wx, cast(float)wy, cast(float)wz, cast(float)inst.orientation}; is_rdm := is_rdm_instance_enabled(world, wx, wy, wz); if inst_cam || inst_reflect { if is_rdm { target := find_or_create(*rdm_extra, group.trile_name, chunk.coord); array_add(*target.positions, pos); if inst_cam { array_add(*rdm_main, .{name = group.trile_name, position = pos}); } } else { target := find_or_create(*gathered_per_lod[lod_idx], group.trile_name, chunk.coord); array_add(*target.positions, pos); } } else { target := find_or_create(*shad_gathered, group.trile_name, chunk.coord); array_add(*target.positions, pos); } } } } for lod_idx: 0..2 { for g: gathered_per_lod[lod_idx] { if g.positions.count < 1 continue; triletask : Rendering_Task_Trile; triletask.trile = g.name; triletask.chunk_key = g.chunk_key; triletask.positions = g.positions; triletask.worldConf = *world.conf; triletask.lod_index = cast(s32) lod_idx; add_rendering_task(triletask); } } for g: shad_gathered { if g.positions.count < 1 continue; triletask : Rendering_Task_Trile; triletask.trile = g.name; triletask.chunk_key = g.chunk_key; triletask.positions = g.positions; triletask.worldConf = *world.conf; triletask.shadow_only = true; add_rendering_task(triletask); } for g: rdm_extra { if g.positions.count < 1 continue; triletask : Rendering_Task_Trile; triletask.trile = g.name; triletask.chunk_key = g.chunk_key; triletask.positions = g.positions; triletask.worldConf = *world.conf; triletask.skip_main = true; add_rendering_task(triletask); } for r: rdm_main { rect, found := rdm_get_atlas_rect(world, cast(s32) r.position.x, cast(s32) r.position.y, cast(s32) r.position.z); if !found then continue; rdmtask : Rendering_Task_Trile_RDM; rdmtask.trile = r.name; rdmtask.position = r.position; rdmtask.atlas_rect = rect; rdmtask.worldConf = *world.conf; add_rendering_task(rdmtask); } create_ground_rendering_task(world); } create_sky_rendering_task :: (conf: *World_Config) { skytask := Rendering_Task_Sky.{type = .SKY, worldConfig = conf}; add_rendering_task(skytask); } create_set_light_rendering_task :: (conf: *World_Config) { lighttask := Rendering_Task_Set_Light.{type = .SET_LIGHT, worldConfig = conf}; add_rendering_task(lighttask); } TRIXEL_IDENTITY : Matrix4 : .{_11=1, _22=1, _33=1, _44=1}; create_trixel_rendering_task :: (trile: *Trile, muls: *[16][16][16]Vector3, world_offset: Vector3 = .{}, brightness: float = 1.0, tile_rotation: Matrix4 = TRIXEL_IDENTITY, is_secondary: bool = false) { trixeltask := Rendering_Task_Trixels.{type = .TRIXELS, trile = trile, colMultipliers = muls, world_offset = world_offset, brightness = brightness, tile_rotation = tile_rotation, is_secondary = is_secondary}; add_rendering_task(trixeltask); } create_ground_rendering_task :: (world: *World) { groundtask := Rendering_Task_Ground.{type = .GROUND, world = world}; add_rendering_task(groundtask); } create_billboard_rendering_task :: (position: Vector3, animation: *Animation, frame: s32, flipX: bool, flipY: bool, faceDir : Vector3 = .{-100, -100, -100}) { billboardtask := Rendering_Task_Billboard.{type = .BILLBOARD, position = position, animation = animation, frame = frame, flipX = flipX, flipY = flipY, faceDir = faceDir }; add_rendering_task(billboardtask); } create_set_cam_rendering_task :: (cam: Camera, planeHeight: float) { camtask := Rendering_Task_Set_Camera.{type = .SET_CAMERA, camera = cam, planeHeight = planeHeight}; add_rendering_task(camtask); } get_low_res :: (width: s32, height: s32, max_dimension: s32 = 720) -> (s32, s32) { if width == 0 || height == 0 { return 0, 0; } aspect_ratio := cast(float)width / cast(float)height; w: s32; h: s32; if width > height { w = max_dimension; h = cast(s32)floor(cast(float)w / aspect_ratio); } else { h = max_dimension; w = cast(s32)floor(cast(float)h * aspect_ratio); } return w, h; } get_render_size :: () -> (s32, s32) { w,h := get_window_size(); // w, h = get_low_res(w,h, 480); return w, h; } flip_y_if_plat :: inline (v: Vector2) -> Vector2 { return .{v.x, flip_if_plat(v.y)}; } // Some platforms draw UVs in weird reverse way // so this function here does the flip on those platforms // so we don't need to do the platform check in many places. flip_if_plat :: inline (n: float) -> float { #if OS == .MACOS { return 1 - n; } else { return n; } }