render3d: the deterministic work as bytes a bake keeps, and the textures made from them
Each pair runs the work as the renderer always has and reads the result back, or makes the same textures and fills them from bytes instead: impostor_bytes / impostor_from_bytes (and impostor_fill, for a fog that opens past a layer's cards), terrain_shadow_bytes / terrain_shadow_from_bytes, sky_ibl_bytes / sky_ibl_from_bytes (sky_precompute split into sky_ibl_make and the convolutions). A bundle is a word count, a word length per part and the parts (bake_pack / bake_unpack), checked against the textures' shapes before any byte is used. gpu_vk_readback.ludic reads a texture's level 0, every layer, as stored; r3d_baked_read reads a bake's file (ludic.base's LBAK header: key and version must match) since render3d cannot import ludic.base. Nothing calls them yet: behaviour unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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133
packages/ludic.render3d/bake_parts.ludic
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packages/ludic.render3d/bake_parts.ludic
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# bake_parts.ludic — the renderer's deterministic work as bytes a build-time bake can keep, and the same
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# textures made from those bytes at run time instead of being computed again. Each pair is: *_bytes
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# (run the work as the renderer always has, read the result back) and *_from_bytes (make the textures
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# as the work would have, then fill them). A bundle is a word count of parts, each a word length and
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# its bytes, so a reader can check it before using it.
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# the parts of a bundle packed after a header of their lengths
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@alloc_ok("a bake: made once at build time, or read once at load")
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function bake_pack(render3d_st: mut Render3dState, texs: words) -> []byte {
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var total = 4 + len(texs) * 4
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for i in 0 .. len(texs) { total += gpu_tex_byte_size(render3d_st, texs[i]) }
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let out = buffer(total)
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let p = data_of(out)
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Vk.put_i32(p, 0, len(texs))
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var at = 4 + len(texs) * 4
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for i in 0 .. len(texs) {
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let n = gpu_tex_byte_size(render3d_st, texs[i])
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Vk.put_i32(p, 4 + i * 4, n)
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gpu_tex_read_all(render3d_st, texs[i], mem_off(p, at))
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at += n
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}
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return out
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}
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# the textures filled from a bundle bake_pack made of textures of the same shapes; false when it does not fit
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function bake_unpack(render3d_st: mut Render3dState, data: []byte, texs: words) -> bool {
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let p = data_of(data)
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if len(data) < 4 or Vk.get_i32(p, 0) != len(texs) { return false }
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var at = 4 + len(texs) * 4
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for i in 0 .. len(texs) {
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let n = Vk.get_i32(p, 4 + i * 4)
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if n != gpu_tex_byte_size(render3d_st, texs[i]) or at + n > len(data) { return false }
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if not gpu_tex_write_all(render3d_st, texs[i], mem_off(p, at)) { return false }
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at += n
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}
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return true
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}
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@alloc_ok("a bake's list of textures, once")
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function bake_list2(a: int, b: int) -> words {
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let w = words(2)
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w[0] = a; w[1] = b
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return w
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}
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@alloc_ok("a bake's list of textures, once")
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function bake_list3(a: int, b: int, c: int) -> words {
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let w = words(3)
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w[0] = a; w[1] = b; w[2] = c
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return w
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}
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# ---- an impostor: its albedo and normal atlases (level 0; mips are made after) ----
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function impostor_bytes(render3d_st: mut Render3dState, im: Impostor) -> []byte { return bake_pack(render3d_st, bake_list2(im.albedo, im.normal)) }
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# an impostor with the bake's shape (model, tiles and tile size as impostor_bake takes them) from bytes
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function impostor_from_bytes(render3d_st: mut Render3dState, model: Model, tiles: int, tw: int, th: int, data: []byte) -> Impostor {
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let im = new Impostor
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im.tiles = tiles; im.radius = model.radius * 1.02; im.height = model.height
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im.model = model; im.tw = tw; im.th = th; im.flower = render3d_st.sc_bake_flower
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impostor_fill(render3d_st, im, data)
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return im
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}
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# an impostor's atlases made and filled from bytes (at a load, or when a fog opens past its cards)
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function impostor_fill(render3d_st: mut Render3dState, im: Impostor, data: []byte) -> bool {
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let was = render3d_st.gvk_tag
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render3d_st.gvk_tag = VKM_IMPOSTOR
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let aw = im.tiles * im.tw
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im.albedo = tex_target(render3d_st, aw, im.th, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR)
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im.normal = tex_target(render3d_st, aw, im.th, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR)
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let ok = bake_unpack(render3d_st, data, bake_list2(im.albedo, im.normal))
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for t in 0 .. 2 {
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var tex = im.albedo
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if t == 1 { tex = im.normal }
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gpu_tex_bind(render3d_st, GPU_TEX2D, tex)
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gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
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gpu_tex_mips(render3d_st, GPU_TEX2D)
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}
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render3d_st.gvk_tag = was
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return ok
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}
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# ---- the terrain's height-field sun shadow: R32F lit height, RG16F distance and cloud mask ----
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function terrain_shadow_bytes(render3d_st: mut Render3dState) -> []byte {
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terrain_bake_shadow(render3d_st)
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return bake_pack(render3d_st, bake_list2(render3d_st.ter_shadow_tex, render3d_st.ter_shadow_aux))
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}
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function terrain_shadow_from_bytes(render3d_st: mut Render3dState, data: []byte) -> bool {
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if render3d_st.ter_shadow_tex == 0 { render3d_st.ter_shadow_tex = tex_target(render3d_st, TERRAIN_SHADOW_RES, TERRAIN_SHADOW_RES, GL_R32F, GL_RED, GL_FLOAT, GL_LINEAR) }
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if render3d_st.ter_shadow_aux == 0 { render3d_st.ter_shadow_aux = tex_target(render3d_st, TERRAIN_SHADOW_RES, TERRAIN_SHADOW_RES, GL_RG16F, GL_RG, GL_FLOAT, GL_LINEAR) }
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let ok = bake_unpack(render3d_st, data, bake_list2(render3d_st.ter_shadow_tex, render3d_st.ter_shadow_aux))
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if ok { render3d_st.ter_shadow_yaw = render3d_st.sky_yaw }
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return ok
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}
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# ---- the sky's image-based lighting: irradiance, the prefiltered levels, the BRDF table ----
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# for the HDRI already loaded and the yaw already set (the yaw is part of what a bake is keyed on)
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function sky_ibl_bytes(render3d_st: mut Render3dState) -> []byte {
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sky_precompute(render3d_st)
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return bake_pack(render3d_st, bake_list3(render3d_st.sky_irradiance, render3d_st.sky_prefilter, render3d_st.sky_brdf))
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}
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# the IBL set made from a bake of the same HDRI, yaw and prefilter width; false (and nothing kept) when
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# it does not fit, and the caller computes it
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function sky_ibl_from_bytes(render3d_st: mut Render3dState, data: []byte) -> bool {
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sky_ibl_make(render3d_st)
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if not bake_unpack(render3d_st, data, bake_list3(render3d_st.sky_irradiance, render3d_st.sky_prefilter, render3d_st.sky_brdf)) { return false }
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render3d_st.sky_baked = true
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render3d_st.sky_baked_yaw = render3d_st.sky_yaw
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return true
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}
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# ---- reading a bake's file (ludic.base's format; render3d cannot import ludic.base) ----
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# "LBAK" | u32 format 1 | u32 version | u32 payload offset | u64 inputs hash | u64 payload length | key
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const BAKE_MAGIC: int = 1262567756 # "LBAK", little-endian
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# the payload of the bake at `path` when its key and version are these, else null (missing, stale, torn)
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@alloc_ok("a bake read once at load")
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function r3d_baked_read(path: string, key: string, version: int) -> []byte {
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if not Fs.exists(path) { return null }
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let all = Fs.read_bytes(path)
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if all == null or len(all) < 32 { return null }
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let p = data_of(all)
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if Vk.get_i32(p, 0) != BAKE_MAGIC or Vk.get_i32(p, 4) != 1 or Vk.get_i32(p, 8) != version { return null }
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let off = Vk.get_i32(p, 12)
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let n = Vk.get_i32(p, 24)
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if off < 32 or off + n > len(all) { return null }
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for i in 0 .. len(key) { if off <= 32 + i or all[32 + i] != key[i] { return null } }
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let out = buffer(n)
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mem_copy(data_of(out), mem_off(p, off), n)
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free(all)
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return out
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}
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