diff --git a/packages/ludic.render3d/env.ludic b/packages/ludic.render3d/env.ludic
index be635281..5900e486 100644
--- a/packages/ludic.render3d/env.ludic
+++ b/packages/ludic.render3d/env.ludic
@@ -199,6 +199,11 @@ export state Render3dState {
gvk_al_tag: []int = null # per allocation id: owner * 4 + image * 2 + host (vkmem_report.ludic)
gvk_tag: int = 0 # the owner allocations are made for now (VKM_*)
vkmem_at: int = 0 # R3D_VKMEM=: the report is printed at that frame
+ fog_imp_released: int = 0 # impostor atlases let go under a fog wall (fog_impostors.ludic)
+ fog_imp_rebaked: int = 0
+ fog_imp_rebake_us: int = 0
+ fog_at: int = 0 # R3D_FOG_AT=:, a change of the wall mid-run (a dev switch)
+ fog_at_m: float = 0.0
@max(4096) gvk_al_spare: []int = null # ids to reuse
gvk_pool: long = 0
gvk_fence: bytes = null
diff --git a/packages/ludic.render3d/fog_impostors.ludic b/packages/ludic.render3d/fog_impostors.ludic
new file mode 100644
index 00000000..53b6adfa
--- /dev/null
+++ b/packages/ludic.render3d/fog_impostors.ludic
@@ -0,0 +1,55 @@
+# fog_impostors.ludic — a layer's impostor atlases are let go while the fog wall is nearer than its
+# cards begin (the layer's `near`), and baked again when the fog opens past it. Inside the wall every
+# instance is a mesh, and the meshes' LOD2 cast its shadows, so a card is neither drawn nor cast.
+
+# does the wall let any of this layer's instances be drawn as a card?
+function fog_needs_cards(render3d_st: Render3dState, l: Layer) -> bool {
+ let w = render3d_st.r3d_fog_wall
+ if w <= 0.0 or l.near <= 0.0 { return true }
+ return w + R3D_FOG_MARGIN >= l.near
+}
+
+# one layer brought in line with the wall: its atlases released, or baked again
+function fog_impostor(render3d_st: mut Render3dState, l: Layer) -> void {
+ let im = l.imp
+ if im == null or im.model == null { return }
+ let want = fog_needs_cards(render3d_st, l)
+ if not want and im.albedo != 0 {
+ gpu_tex_free(render3d_st, im.albedo); gpu_tex_free(render3d_st, im.normal)
+ im.albedo = 0; im.normal = 0
+ render3d_st.fog_imp_released += 1
+ } else if want and im.albedo == 0 {
+ let t0 = gl_now_us()
+ let was = render3d_st.gvk_tag
+ render3d_st.gvk_tag = VKM_IMPOSTOR
+ impostor_paint(render3d_st, im)
+ render3d_st.gvk_tag = was
+ render3d_st.fog_imp_rebake_us = render3d_st.fog_imp_rebake_us + (gl_now_us() - t0)
+ render3d_st.fog_imp_rebaked += 1
+ }
+}
+
+# every layer, on a change of the wall
+function fog_impostors(render3d_st: mut Render3dState) -> void {
+ render3d_st.fog_imp_rebake_us = 0
+ for i in 0 .. len(render3d_st.sc_layers) { fog_impostor(render3d_st, render3d_st.sc_layers[i]) }
+ if render3d_st.r3d_debug and render3d_st.fog_imp_rebaked > 0 { fog_say_rebake(render3d_st.fog_imp_rebaked, render3d_st.fog_imp_rebake_us) }
+}
+function fog_say_rebake(n: int, us: int) -> void { print(`r3d: fog: {n} impostor atlases baked again in {us / 1000} ms`) }
+
+# R3D_FOG_AT= with R3D_FOG_TO=: the wall changed mid-run, as the Settings row does
+function fog_at_tick(render3d_st: mut Render3dState) -> void {
+ if render3d_st.fog_at == 0 {
+ render3d_st.fog_at = -1
+ if r3d_env_has(render3d_st, "R3D_FOG_AT") and r3d_env_has(render3d_st, "R3D_FOG_TO") {
+ render3d_st.fog_at = Text.to_int(r3d_env(render3d_st, "R3D_FOG_AT"))
+ render3d_st.fog_at_m = float(Text.to_int(r3d_env(render3d_st, "R3D_FOG_TO")))
+ }
+ }
+ if render3d_st.fog_at > 0 and render3d_st.r3d_test_frame == render3d_st.fog_at {
+ let t0 = gl_now_us()
+ r3d_fog_wall(render3d_st, render3d_st.fog_at_m)
+ fog_say_change(render3d_st.fog_at_m, gl_now_us() - t0, render3d_st.fog_imp_released, render3d_st.fog_imp_rebaked)
+ }
+}
+function fog_say_change(m: float, us: int, rel: int, re: int) -> void { print(`r3d: fog: wall {int(m)} m set in {us / 1000} ms ({rel} atlases let go, {re} baked again so far)`) }
diff --git a/packages/ludic.render3d/gpu_vk.ludic b/packages/ludic.render3d/gpu_vk.ludic
index cd558857..130c456f 100644
--- a/packages/ludic.render3d/gpu_vk.ludic
+++ b/packages/ludic.render3d/gpu_vk.ludic
@@ -429,7 +429,9 @@ function gvk_mem_new(render3d_st: mut Render3dState, req: bytes, want: int, imag
# aligned: carved at the bare size, every small buffer left a sliver before the next one that no
# later one could use - 3,718 of them among 3,968 buffers, and the free list past its bound
let span = (size + align - 1) / align * align
- if size <= gvk_own_over(render3d_st) {
+ # an impostor atlas has memory of its own: a fog wall lets it go (fog_impostors.ludic), and inside a
+ # shared block its room went back to nobody while the block's other tenants stayed
+ if size <= gvk_own_over(render3d_st) and render3d_st.gvk_tag != VKM_IMPOSTOR {
var kind = t * 2
if image { kind += 1 }
var i = 0
diff --git a/packages/ludic.render3d/r3d.ludic b/packages/ludic.render3d/r3d.ludic
index 5b29e05e..87d9f40d 100644
--- a/packages/ludic.render3d/r3d.ludic
+++ b/packages/ludic.render3d/r3d.ludic
@@ -35,6 +35,7 @@ import "gltf_cached.ludic"
import "skin.ludic"
import "scatter.ludic"
import "fog_casters.ludic"
+import "fog_impostors.ludic"
import "actor.ludic"
import "stream.ludic"
import "grass.ludic"
diff --git a/packages/ludic.render3d/render.ludic b/packages/ludic.render3d/render.ludic
index 42959189..cca08c88 100644
--- a/packages/ludic.render3d/render.ludic
+++ b/packages/ludic.render3d/render.ludic
@@ -59,6 +59,7 @@ export function r3d_fog_wall(render3d_st: mut Render3dState, dist: float) -> voi
# every layer and stream re-gathers for the new reach
render3d_st.sc_view_gen += 1
cam_update(render3d_st)
+ fog_impostors(render3d_st)
}
# how far anything is drawn: the fog wall and a margin, or `far` (0: no limit of its own) without one
function r3d_reach(render3d_st: Render3dState, far: float) -> float {
@@ -221,6 +222,7 @@ function r3d_frame__t(render3d_st: mut Render3dState, time: float) -> void {
# a stale attachment or a texture freed twice shows up.
render3d_st.r3d_test_frame += 1
vkmem_tick(render3d_st)
+ fog_at_tick(render3d_st)
if render3d_st.r3d_test_resize == 0 and r3d_env_has(render3d_st, "R3D_RESIZE_AT") { render3d_st.r3d_test_resize = Text.to_int(r3d_env(render3d_st, "R3D_RESIZE_AT")) }
# R3D_RESIZE_AT=: from frame n on, rebuild every screen-sized buffer every few
# frames at a different size, as dragging a window edge or entering fullscreen does.
diff --git a/packages/ludic.render3d/scatter.ludic b/packages/ludic.render3d/scatter.ludic
index 9f489019..b872c317 100644
--- a/packages/ludic.render3d/scatter.ludic
+++ b/packages/ludic.render3d/scatter.ludic
@@ -12,7 +12,11 @@ property Impostor {
normal: int = 0,
tiles: int = 16,
radius: float = 0.0,
- height: float = 0.0
+ height: float = 0.0,
+ model: Model, # what it was baked from, to bake it again (fog_impostors.ludic)
+ tw: int = 0,
+ th: int = 0,
+ flower: bool = false
}
property Layer {
model: Model,
@@ -323,6 +327,18 @@ function impostor_bake__t(render3d_st: mut Render3dState, model: Model, tiles: i
im.tiles = tiles
im.radius = model.radius * 1.02
im.height = model.height
+ im.model = model; im.tw = tw; im.th = th; im.flower = render3d_st.sc_bake_flower
+ impostor_paint(render3d_st, im)
+ return im
+}
+
+# the atlases drawn from the model: at the bake, and again when a fog that let them go opens
+@alloc_ok("a world being set up (a stream, a layer, water, post, a bake): the map loading or swapping, not a frame")
+function impostor_paint(render3d_st: mut Render3dState, im: Impostor) -> void {
+ let model = im.model
+ let tiles = im.tiles
+ let tw = im.tw
+ let th = im.th
let aw = tiles * tw
im.albedo = tex_target(render3d_st, aw, th, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR)
im.normal = tex_target(render3d_st, aw, th, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR)
@@ -349,7 +365,7 @@ function impostor_bake__t(render3d_st: mut Render3dState, model: Model, tiles: i
let r = im.radius
let hh = model.height * 0.5
var bake = render3d_st.sc_bake_prog
- if render3d_st.sc_bake_flower { bake = render3d_st.sc_bake_flower_prog }
+ if im.flower { bake = render3d_st.sc_bake_flower_prog }
gpu_use_program(render3d_st, bake)
for t in 0 .. tiles {
let a = 2.0 * PI * (float(t) / float(tiles))
@@ -387,7 +403,6 @@ function impostor_bake__t(render3d_st: mut Render3dState, model: Model, tiles: i
render3d_st.tex_dump_alpha = true; tex_dump(render3d_st, im.albedo, aw, th, `build/atlas_{render3d_st.sc_dump_n}_alpha.ppm`); render3d_st.tex_dump_alpha = false
tex_dump(render3d_st, im.albedo, aw, th, `build/atlas_{render3d_st.sc_dump_n}_color.ppm`)
}
- return im
}
# Give a layer a LOD chain. `dists` (float bits) are the outer distances of each level;
@@ -410,9 +425,10 @@ function layer_set_lods(render3d_st: mut Render3dState, l: Layer, models: []Mode
# 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(render3d_st: Render3dState, l: Layer, im: Impostor) -> void {
+function layer_set_impostor(render3d_st: mut Render3dState, l: Layer, im: Impostor) -> void {
l.imp = im
scatter_attach(render3d_st, render3d_st.sc_card, l.imp_buf)
+ fog_impostor(render3d_st, l)
}
# ---- per frame -----------------------------------------------------------------------
@@ -952,7 +968,7 @@ function layer_draw_model(render3d_st: mut Render3dState, l: Layer, model: Model
}
function layer_draw_far(render3d_st: mut Render3dState, l: Layer, shadow: bool, light_vp: floats) -> void {
- if l.imp == null or (l.n_far == 0 and not l.g_on) { return }
+ if l.imp == null or l.imp.albedo == 0 or (l.n_far == 0 and not l.g_on) { return }
var p = render3d_st.sc_imp_prog
if shadow { p = render3d_st.sc_imp_prog_shadow }
gpu_use_program(render3d_st, p)
@@ -994,7 +1010,7 @@ function layer_draw_far(render3d_st: mut Render3dState, l: Layer, shadow: bool,
# 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(render3d_st: mut Render3dState, l: Layer, light_vp: floats) -> void {
- if l.n_sh == 0 or l.imp == null { return }
+ if l.n_sh == 0 or l.imp == null or l.imp.albedo == 0 { return }
let p = render3d_st.sc_imp_prog_shadow
gpu_use_program(render3d_st, p)
let im = l.imp