Skip to content

feat(render): clouds, foliage wind, additive fog, immediate-mode shadows, Windows fixes#69

Open
proggeramlug wants to merge 4 commits into
mainfrom
feat/render-clouds-foliage-windows
Open

feat(render): clouds, foliage wind, additive fog, immediate-mode shadows, Windows fixes#69
proggeramlug wants to merge 4 commits into
mainfrom
feat/render-clouds-foliage-windows

Conversation

@proggeramlug

Copy link
Copy Markdown
Contributor

Rendering features added while building the Bloom Shooter's visual pass on Windows.

Sky

  • Analytic, drifting cloud layer in the procedural-sky fragment shader (env.rs). Per-pixel view ray projected onto a virtual cloud plane (perspective convergence at the horizon), value-noise fBm coverage, faded near horizon + thinned around the sun. Time is fed through the previously-unused SkyUniforms.intensity.y (no struct-layout change) so the clouds drift.

Fog

  • The manual height-fog march now runs additively with the procedural sky (post.rs) instead of only as the else of the aerial-perspective branch. The procedural aerial LUT is km-scaled and negligible over a small (tens-of-metres) scene, so this restores controllable haze at scene scale. Guarded to skip sky pixels.

Foliage

  • Wind sway + backlit translucency for alpha-cutout materials in the scene shader (core.rs), gated on the cutout flag so opaque geometry is untouched. wind: vec4 appended to LightingUniforms (types.rs); UBO visibility widened to VERTEX_FRAGMENT (lighting.rs, mod.rs).

Shadows

  • The shadow pass now renders the immediate-mode batch and cached-model draws, not just scene-graph nodes (shadow_pass.rs). Immediate-mode games (drawCube/drawModel) created no scene nodes and so cast no shadows before.

Materials / device

  • Raise max_sampled_textures_per_shader_stage + max_samplers_per_shader_stage to the adapter maximum (windows device request). The refractive material profile binds 19 sampled textures in the fragment stage; the default limit of 16 made it fail to compile.

FFI

  • bloom_set_bloom_intensity / tonemap / auto_exposure_key / auto_exposure_rate; mesh scratch-buffer upload path (works around the createMesh i64 ABI break on Perry 0.5.1171); drawModelRotated re-export from the main index (visual.rs, models.rs, src/*).

Windows build

  • jolt in default features, panic = abort, Jolt libDirs, and LTCG off so lld-link can read the Jolt objects (build.rs, Cargo.toml, package.json).

Paired with Bloom-Engine/shooter PR (the visual overhaul that consumes these).

…te-mode, Windows fixes

Rendering features behind the shooter's visual pass:
- Sky: analytic drifting cloud layer in the procedural-sky shader
  (env.rs); time fed via the unused SkyUniforms.intensity.y.
- Fog: manual height-fog march now runs additively with procedural sky
  (post.rs) instead of only as the aerial-LUT else-branch, so haze works
  at sub-km scene scale.
- Foliage: wind sway + backlit translucency for alpha-cutout materials
  in the scene shader (core.rs); wind appended to LightingUniforms
  (types.rs) with widened UBO visibility (lighting.rs, mod.rs).
- Shadows: shadow pass renders immediate-mode + cached-model draws, not
  just scene nodes (shadow_pass.rs), so immediate-mode games cast shadows.
- Device: raise max_sampled_textures/samplers per stage to the adapter
  max so refractive materials (19 sampled textures) compile (windows).
- FFI: bloom_set_bloom_intensity/tonemap/auto_exposure_*, mesh
  scratch-buffer upload (createMesh i64 ABI fix), drawModelRotated
  re-export (visual.rs, models.rs, src/*).
- Windows build: jolt default features, panic=abort, Jolt libDirs, LTCG
  off for lld-link (build.rs, Cargo.toml, package.json).
Ralph Kuepper added 3 commits June 16, 2026 20:53
Trees/grass/leaves cast opaque rest-pose blobs because the shadow pass is
depth-only. Added a SECOND shadow pipeline (pipeline_cutout, SHADOW_SHADER_CUTOUT)
that samples the caster's base-colour alpha and discards below the material
cutoff, so cutout cards drop their real (dappled) shape. The opaque shadow
pipeline is byte-identical/untouched — only cutout cached models use the new
path. GpuMesh gains a per-mesh cutout shadow bind group (base colour + sampler +
cutoff), built in cache_model_if_static for alpha_cutoff>0; shadow_pass.rs
selects the pipeline per caster and binds group 1 for cutout entries.
The planar reflection probe only rendered material-system draws, so immediate-mode
games (which draw the world via drawModel) got a black/empty probe. Added a
single-target reflection pipeline (REFLECT_SCENE_WGSL: base-colour x sun N.L +
ambient, alpha-cutout discard) that renders every cached model (trees, house,
foliage) into the probe with a mirrored, oblique-clipped VP. Owned bind-group
layouts (dynamic per-draw model uniform + sun/ambient); reuses scene_material_bg
for base colour. Probe clears to transparent so geometry writes alpha 1 and the
water shader blends the probe over its analytic sky dome by alpha. Lazily built
on first dispatch; no change to the opaque/main pass.
The planar-reflection scene shader negated the sun dir for N.L, which only
matched when the caller passed a below-horizon (travel-direction) sun. Engine
convention is direction-TO-sun everywhere (scene diffuse, shadow fit, sky LUT
mu_s=sun.y), so use +sun_dir.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant