Merge branch 'lang/foundations' into lang/nav
This commit is contained in:
commit
74006849b5
12 changed files with 213 additions and 15 deletions
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@ -99,6 +99,7 @@ export state Render3dState {
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gltf_comps: int = 0
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gltf_tex_paths: []pointer = null
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gltf_tex_ids: words = null
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gltf_tex_refs: words = null # how many primitives use each cached texture (model_release)
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gltf_tex_n: int = 0
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gltf_white: int = 0
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gltf_flat: int = 0
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@ -50,17 +50,17 @@ function gltf_mat_remember(render3d_st: mut Render3dState, name: string, diff: i
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}
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function gltf_texture(render3d_st: mut Render3dState, uri: string, srgb: bool) -> int {
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if render3d_st.gltf_tex_paths == null { render3d_st.gltf_tex_paths = new []pointer; render3d_st.gltf_tex_ids = words(256) }
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if render3d_st.gltf_tex_paths == null { render3d_st.gltf_tex_paths = new []pointer; render3d_st.gltf_tex_ids = words(256); render3d_st.gltf_tex_refs = words(256) }
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var png: string = uri
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let n = len(uri)
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if n > 4 and uri[n - 4] == '.' and uri[n - 3] == 'j' { png = uri[0 .. n - 4] + ".png" }
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let path = render3d_st.gltf_dir + "/" + png
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var i = 0
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while i < render3d_st.gltf_tex_n { if render3d_st.gltf_tex_paths[i] == path { return render3d_st.gltf_tex_ids[i] }; i += 1 }
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while i < render3d_st.gltf_tex_n { if render3d_st.gltf_tex_paths[i] == path { render3d_st.gltf_tex_refs[i] += 1; return render3d_st.gltf_tex_ids[i] }; i += 1 }
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var dil = 0
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if render3d_st.gltf_cutout { dil = 24 }
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let id = tex_load_ex(render3d_st, path, srgb, dil)
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if render3d_st.gltf_tex_n < 256 { push(render3d_st.gltf_tex_paths, path); render3d_st.gltf_tex_ids[render3d_st.gltf_tex_n] = id; render3d_st.gltf_tex_n += 1 }
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if render3d_st.gltf_tex_n < 256 { push(render3d_st.gltf_tex_paths, path); render3d_st.gltf_tex_ids[render3d_st.gltf_tex_n] = id; render3d_st.gltf_tex_refs[render3d_st.gltf_tex_n] = 1; render3d_st.gltf_tex_n += 1 }
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return id
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}
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@ -150,7 +150,10 @@ function gltf_prim(render3d_st: mut Render3dState, p: Val) -> Prim {
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if ud != null { gltf_mat_remember(render3d_st, mname, pr.diff, pr.nrm, pr.arm) }
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else {
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let k = gltf_mat_find(render3d_st, mname)
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if k >= 0 { pr.diff = render3d_st.gltf_mat_diff[k]; pr.nrm = render3d_st.gltf_mat_nrm[k]; pr.arm = render3d_st.gltf_mat_arm[k] }
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if k >= 0 {
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pr.diff = render3d_st.gltf_mat_diff[k]; pr.nrm = render3d_st.gltf_mat_nrm[k]; pr.arm = render3d_st.gltf_mat_arm[k]
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gltf_tex_ref(render3d_st, pr.diff); gltf_tex_ref(render3d_st, pr.nrm); gltf_tex_ref(render3d_st, pr.arm)
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}
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else { print(`gltf: material {mname} has no textures and none were loaded before it`) }
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}
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}
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70
packages/ludic.render3d/gltf_release.ludic
Normal file
70
packages/ludic.render3d/gltf_release.ludic
Normal file
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@ -0,0 +1,70 @@
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# gltf_release.ludic - a loaded model let go of: its meshes, and each texture once nothing else uses
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# it. The glTF loader shares textures between models (a path loaded once, a LOD chain borrowing its
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# LOD0's material), so each cached texture carries a count of the primitives using it.
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# one more primitive uses the cached texture `id` (0, or a texture the cache did not load: nothing)
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function gltf_tex_ref(render3d_st: mut Render3dState, id: int) -> void {
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if id == 0 or render3d_st.gltf_tex_refs == null { return }
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for i in 0 .. render3d_st.gltf_tex_n { if render3d_st.gltf_tex_ids[i] == id { render3d_st.gltf_tex_refs[i] += 1; return } }
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}
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# one primitive fewer: the last one frees the texture and forgets it, with every material naming it
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function gltf_tex_unref(render3d_st: mut Render3dState, id: int) -> void {
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if id == 0 or render3d_st.gltf_tex_refs == null { return }
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for i in 0 .. render3d_st.gltf_tex_n {
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if render3d_st.gltf_tex_ids[i] == id {
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render3d_st.gltf_tex_refs[i] -= 1
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if render3d_st.gltf_tex_refs[i] > 0 { return }
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gpu_tex_free(render3d_st, id)
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gltf_tex_forget(render3d_st, i)
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gltf_mats_forget(render3d_st, id)
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return
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}
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}
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}
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# the cache entry i goes; the last entry takes its place
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function gltf_tex_forget(render3d_st: mut Render3dState, i: int) -> void {
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let last = render3d_st.gltf_tex_n - 1
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let paths = render3d_st.gltf_tex_paths
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paths[i] = paths[last]
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render3d_st.gltf_tex_ids[i] = render3d_st.gltf_tex_ids[last]
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render3d_st.gltf_tex_refs[i] = render3d_st.gltf_tex_refs[last]
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List.pop(paths)
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render3d_st.gltf_tex_n = last
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}
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# a remembered material whose texture was freed is forgotten, so no later load borrows it
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function gltf_mats_forget(render3d_st: mut Render3dState, id: int) -> void {
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if render3d_st.gltf_mat_names == null { return }
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var k = 0
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while k < render3d_st.gltf_mat_n {
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if render3d_st.gltf_mat_diff[k] == id or render3d_st.gltf_mat_nrm[k] == id or render3d_st.gltf_mat_arm[k] == id {
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let last = render3d_st.gltf_mat_n - 1
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let names = render3d_st.gltf_mat_names
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names[k] = names[last]
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render3d_st.gltf_mat_diff[k] = render3d_st.gltf_mat_diff[last]
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render3d_st.gltf_mat_nrm[k] = render3d_st.gltf_mat_nrm[last]
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render3d_st.gltf_mat_arm[k] = render3d_st.gltf_mat_arm[last]
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List.pop(names)
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render3d_st.gltf_mat_n = last
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} else {
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k += 1
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}
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}
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}
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# Let a model go: every primitive's mesh, and its textures once no other model uses them. The
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# caller says when - no actor may draw the model afterwards (a released model's prims are emptied,
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# so a stale draw of it draws nothing).
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function model_release(render3d_st: mut Render3dState, m: Model) -> void {
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if m == null or m.prims == null { return }
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for i in 0 .. len(m.prims) {
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let pr = m.prims[i]
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if pr.mesh != null { gpu_mesh_free(render3d_st, pr.mesh); pr.mesh = null }
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gltf_tex_unref(render3d_st, pr.diff); gltf_tex_unref(render3d_st, pr.nrm); gltf_tex_unref(render3d_st, pr.arm)
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pr.diff = 0; pr.nrm = 0; pr.arm = 0
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}
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let prims = m.prims
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while len(prims) > 0 { List.pop(prims) }
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}
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@ -1903,8 +1903,9 @@ function gvk_pipeline_fast(render3d_st: mut Render3dState, p: int, m: Mesh, st:
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return render3d_st.gvk_pc_pipe[k]
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}
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}
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# a pipeline the driver refused is remembered as 0 too: retried on every draw, each try built its
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# key and its create structs again and gave none of them back
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let pipe = gvk_pipeline(render3d_st, p, m, st, n_color, color_fmt, depth_fmt, samples)
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if pipe == 0 { return pipe }
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push(render3d_st.gvk_pc_prog, p); push(render3d_st.gvk_pc_layout, layout); push(render3d_st.gvk_pc_state, state)
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push(render3d_st.gvk_pc_bias, bias); push(render3d_st.gvk_pc_pass, pass); push(render3d_st.gvk_pc_pipe, pipe)
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if p < 4096 { render3d_st.gvk_pc_last[p] = len(render3d_st.gvk_pc_prog) - 1 }
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@ -409,7 +409,7 @@ function gvk_tex_read(render3d_st: mut Render3dState, tex: int, ifmt: int, w: in
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let depth = gvk_is_depth(ifmt)
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let cb = gvk_once_begin(render3d_st)
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gvk_barrier(render3d_st, cb, image, depth, 0, 1, 1, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL)
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let bic = bytes(VkBufferImageCopy_sizeof)
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let bic = gvk_tmp(render3d_st, VkBufferImageCopy_sizeof)
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Vk.zero(bic, VkBufferImageCopy_sizeof)
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if depth { Vk.put_i32(bic, VkBufferImageCopy_imageSubresource + VkImageSubresourceLayers_aspectMask, VK_IMAGE_ASPECT_DEPTH_BIT) }
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else { Vk.put_i32(bic, VkBufferImageCopy_imageSubresource + VkImageSubresourceLayers_aspectMask, VK_IMAGE_ASPECT_COLOR_BIT) }
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@ -26,6 +26,7 @@ import "shadow.ludic"
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import "post.ludic"
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import "quat.ludic"
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import "gltf.ludic"
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import "gltf_release.ludic"
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import "skin.ludic"
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import "scatter.ludic"
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import "actor.ludic"
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@ -24,6 +24,7 @@ property Layer {
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inst: floats, # INST_FLOATS per instance
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count: int = 0,
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cap: int = 0,
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have: int = 0, # instances inst and scratch have room for now: grown toward cap as filled
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near: float = 0.0, # float bits; instances beyond it draw as impostors (or not at all)
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cull: float = 0.0, # float bits; instances beyond it are skipped (0 = never)
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buf: int = 0,
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@ -386,8 +387,11 @@ function layer_new(render3d_st: mut Render3dState, model: Model, cap: int, folia
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l.near = near
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l.cull = cull
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l.tint = v3_new(1.0, 1.0, 1.0)
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l.inst = floats(cap * INST_FLOATS)
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l.scratch = floats(cap * INST_FLOATS)
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# room for what the layer holds, not for what it might: 45 layers at full capacity up front were
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# 0.4 GB, most of it never filled (plan 23 of maroon-lake)
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l.have = min(cap, 256)
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l.inst = floats(l.have * INST_FLOATS)
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l.scratch = floats(l.have * INST_FLOATS)
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l.last_cam = v3_new(100000.0, 0.0, 0.0)
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l.buf = gpu_buffer_new(render3d_st)
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l.imp_buf = gpu_buffer_new(render3d_st)
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@ -398,8 +402,23 @@ function layer_new(render3d_st: mut Render3dState, model: Model, cap: int, folia
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return l
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}
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# room for n instances (at most the layer's cap), doubling what there is so a fill costs a few copies
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function layer_room(l: Layer, n: int) -> void {
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if n <= l.have { return }
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var want = max(l.have * 2, n)
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if want > l.cap { want = l.cap }
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let inst = floats(want * INST_FLOATS)
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if l.count > 0 { mem_copy(data_of(inst), data_of(l.inst), l.count * INST_FLOATS * 4) }
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free(l.inst)
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free(l.scratch)
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l.inst = inst
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l.scratch = floats(want * INST_FLOATS)
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l.have = want
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}
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function layer_add(l: Layer, x: float, y: float, z: float, scale: float, yaw: float, seed: float, wind: float) -> void {
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if l.count >= l.cap { return }
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layer_room(l, l.count + 1)
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let o = l.count * INST_FLOATS
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l.inst[o] = x; l.inst[o + 1] = y; l.inst[o + 2] = z; l.inst[o + 3] = scale
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l.inst[o + 4] = Math.sin(yaw); l.inst[o + 5] = Math.cos(yaw); l.inst[o + 6] = seed; l.inst[o + 7] = wind
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@ -162,16 +162,24 @@ function stream_evict(render3d_st: mut Render3dState, s: Stream) -> void {
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}
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t = lo
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# everything wanted by the walk in progress stays whatever the threshold says
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let kept = new []Chunk
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# compacted in place, and an evicted chunk goes whole: a new list per eviction and the chunks'
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# own records were never given back
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var w = 0
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var i = 0
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while i < s.n {
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let c = s.chunks[i]
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if c.used >= t or c.used == render3d_st.stream_walk_no { push(kept, c) }
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else { if c.data != null { free(c.data) } }
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if c.used >= t or c.used == render3d_st.stream_walk_no {
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s.chunks[w] = c
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w += 1
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} else {
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if c.data != null { free(c.data) }
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free(c)
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}
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i += 1
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}
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s.chunks = kept
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s.n = len(kept)
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let ch = s.chunks
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while len(ch) > w { List.pop(ch) }
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s.n = w
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for h in 0 .. STREAM_HASH { s.htab[h] = 0 }
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i = 0
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while i < s.n { s.keys[i] = s.chunks[i].key; stream_remember(s, s.chunks[i].key, i); i += 1 }
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@ -246,6 +254,7 @@ function stream_update(render3d_st: mut Render3dState, s: Stream, cam_x: float,
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}
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if c != null and c.count > 0 and l.count + c.count <= l.cap and stream_chunk_visible(render3d_st, s, cx, cz, c) {
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let tg = gl_now_us()
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layer_room(l, l.count + c.count)
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mem_copy(mem_off(l.inst, l.count * INST_FLOATS * 4), data_of(c.data), c.count * INST_FLOATS * 4)
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l.count += c.count
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render3d_st.stream_us_gather = render3d_st.stream_us_gather + (gl_now_us() - tg)
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@ -145,6 +145,9 @@ function terrain_ortho_forest(render3d_st: mut Render3dState, x: float, z: float
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function terrain_use_ortho(render3d_st: mut Render3dState, path: string) -> void {
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let px = png_decode(render3d_st, path)
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if px == null { return }
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# a map set up over another lets go of the last one's photograph first
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if render3d_st.ter_ortho_px != null { free(render3d_st.ter_ortho_px) }
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if render3d_st.ter_ortho_tex != 0 { gpu_tex_free(render3d_st, render3d_st.ter_ortho_tex) }
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render3d_st.ter_ortho_px = px
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render3d_st.ter_ortho_w = render3d_st.tex_w
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render3d_st.ter_ortho_c = render3d_st.tex_channels
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@ -154,6 +157,7 @@ function terrain_use_ortho(render3d_st: mut Render3dState, path: string) -> void
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gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
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}
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function terrain_use_dem(render3d_st: mut Render3dState, path: string, emin: float, emax: float, base: float, ox: float, oz: float) -> void {
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if render3d_st.ter_dem_tex != 0 { gpu_tex_free(render3d_st, render3d_st.ter_dem_tex) }
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render3d_st.ter_dem_tex = tex_load(render3d_st, path, false)
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render3d_st.ter_dem_min = emin; render3d_st.ter_dem_max = emax; render3d_st.ter_dem_base = base
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render3d_st.ter_ox = ox; render3d_st.ter_oz = oz
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@ -167,6 +171,8 @@ function terrain_generate(render3d_st: mut Render3dState) -> void {
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if render3d_st.ter_dem_tex != 0 { defs = "#define DEM\n" }
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if render3d_st.ter_smooth { defs = "#define SMOOTH\n" }
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let p = r3d_program(render3d_st, "fullscreen.vert", "heightgen.frag", defs)
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# a map generated over another: its 256 MB height texture goes first
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if render3d_st.ter_height_tex != 0 { gpu_tex_free(render3d_st, render3d_st.ter_height_tex); render3d_st.ter_height_tex = 0 }
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render3d_st.ter_height_tex = tex_target(render3d_st, TERRAIN_RES, TERRAIN_RES, GL_R32F, GL_RED, GL_FLOAT, GL_LINEAR)
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let fbo = gpu_fb_new(render3d_st)
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gpu_fb_bind(render3d_st, fbo)
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@ -203,8 +209,9 @@ function terrain_generate(render3d_st: mut Render3dState) -> void {
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mesh_draw(render3d_st, render3d_st.sky_fullscreen)
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gpu_program_free(render3d_st, pn)
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gpu_tex_free(render3d_st, raw)
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# read the heights back for placement
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render3d_st.ter_heights = floats(TERRAIN_RES * TERRAIN_RES)
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# read the heights back for placement, into the array a previous map had: always the same size,
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# and made anew on every build it was 64 MB lost per world swap
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if render3d_st.ter_heights == null { render3d_st.ter_heights = floats(TERRAIN_RES * TERRAIN_RES) }
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gpu_tex_bind(render3d_st, GPU_TEX2D, render3d_st.ter_height_tex)
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gpu_pixel_store(render3d_st, GL_PACK_ALIGNMENT, 4)
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gpu_tex_read(render3d_st, GPU_TEX2D, GL_RED, GL_FLOAT, data_of(render3d_st.ter_heights))
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