render3d + lab: bakes as PNGs, and impostors, the sky's light and the carpet read from their bakes

ludic.lab: lab_png_write / lab_png_write_from (raw 8-bit, 1-4 channels, stored deflate) in png_write.ludic,
importable alone with its own LabPngState; png_convert.ludic's previews of float textures (R32F min..max,
RG16F x255, HDR x/(1+x) + sRGB); lab_ppm_to_png on the same encoder.
render3d: bake_load.ludic - impostor_from_baked / impostor_source / impostor_refill (a fog re-open reads
the bake), sky_baked_in and sky_precompute trying the bake at the start yaw (sky_compute is the
convolution, and sky_ibl_bytes always uses it), carpet_from_baked / carpet_bytes / carpet_finish,
bake_part_count / _len / _off. Compile-only: nothing run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-29 19:10:06 +03:00
parent f79390838a
commit 6c690c5db6
15 changed files with 396 additions and 107 deletions

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bump: minor
type: feature
**Bakes you can look at, and three more of the renderer's textures read from one.** `ludic.lab` writes
raw 8-bit pixels (1 to 4 channels) as a PNG (`lab_png_write`, `png_write.ludic`, importable alone with its
own `LabPngState`) and turns float textures into honest previews (`png_convert.ludic`: R32F min..max as
grey, RG16F as red and green x255, HDR RGBA16F as x/(1+x) then sRGB). `ludic.render3d` takes three bakes
the game names (`bake_load.ludic`) and makes each as before when one is missing or stale: an impostor's
atlases (`impostor_from_baked`, and a fog opening past its cards reads the bake again instead of
painting), the sky's image-based light at the start yaw per prefilter width (`sky_baked_in`; any other
turn of the sky is convolved), and the grass carpet (`carpet_from_baked`, `carpet_bytes`).
`impostor_from_bytes` returns null, keeping nothing, when the bytes are not the impostor's shape.