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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-29 17:19:13 +03:00
parent 7ffa0ecf6d
commit 883ea8d48a
4 changed files with 211 additions and 12 deletions

View file

@ -92,20 +92,31 @@ function sky_set_quality(render3d_st: mut Render3dState, w: int) -> void {
function sky_precompute(render3d_st: mut Render3dState) -> void {
gpu_depth_test(render3d_st, false)
sky_ibl_make(render3d_st)
if render3d_st.sky_p_irr == 0 { render3d_st.sky_p_irr = r3d_program(render3d_st, "fullscreen.vert", "ibl_irradiance.frag", ""); render3d_st.sky_p_pre = r3d_program(render3d_st, "fullscreen.vert", "ibl_prefilter.frag", ""); render3d_st.sky_p_brdf = r3d_program(render3d_st, "fullscreen.vert", "ibl_brdf.frag", "") }
sky_convolve(render3d_st, render3d_st.sky_p_irr, render3d_st.sky_irradiance, -1, 128, 64, 0.0)
for l in 0 .. SKY_PREFILTER_LEVELS {
sky_convolve(render3d_st, render3d_st.sky_p_pre, render3d_st.sky_prefilter, l, render3d_st.sky_prefilter_w, render3d_st.sky_prefilter_w / 2, float(l) / float(SKY_PREFILTER_LEVELS - 1))
}
sky_convolve(render3d_st, render3d_st.sky_p_brdf, render3d_st.sky_brdf, -1, 256, 256, 0.0)
render3d_st.sky_baked = true
render3d_st.sky_baked_yaw = render3d_st.sky_yaw
gpu_check(render3d_st, "sky precompute")
}
# the IBL set's textures, made empty (the last ones let go): what sky_precompute convolves into, and
# what sky_ibl_from_bytes fills from a bake
function sky_ibl_make(render3d_st: mut Render3dState) -> void {
if render3d_st.sky_irradiance != 0 {
gpu_tex_free(render3d_st, render3d_st.sky_irradiance)
gpu_tex_free(render3d_st, render3d_st.sky_prefilter)
gpu_tex_free(render3d_st, render3d_st.sky_brdf)
}
# irradiance: 128 x 64 equirect
if render3d_st.sky_p_irr == 0 { render3d_st.sky_p_irr = r3d_program(render3d_st, "fullscreen.vert", "ibl_irradiance.frag", ""); render3d_st.sky_p_pre = r3d_program(render3d_st, "fullscreen.vert", "ibl_prefilter.frag", ""); render3d_st.sky_p_brdf = r3d_program(render3d_st, "fullscreen.vert", "ibl_brdf.frag", "") }
let p_irr = render3d_st.sky_p_irr
render3d_st.sky_irradiance = tex_target(render3d_st, 128, 64, GL_RGB16F, GL_RGB, GL_FLOAT, GL_LINEAR)
gpu_tex_bind(render3d_st, GPU_TEX2D, render3d_st.sky_irradiance)
gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
sky_convolve(render3d_st, p_irr, render3d_st.sky_irradiance, -1, 128, 64, 0.0)
# prefiltered specular: 6 roughness levels, sky_prefilter_w x half each, as a 2D array
let p_pre = render3d_st.sky_p_pre
render3d_st.sky_prefilter = gpu_tex_new(render3d_st)
gpu_tex_bind(render3d_st, GPU_TEX2D_ARRAY, render3d_st.sky_prefilter)
gpu_tex_image3d(render3d_st, GL_RGB16F, render3d_st.sky_prefilter_w, render3d_st.sky_prefilter_w / 2, SKY_PREFILTER_LEVELS, GL_RGB, GL_FLOAT, null)
@ -113,16 +124,8 @@ function sky_precompute(render3d_st: mut Render3dState) -> void {
gpu_tex_param(render3d_st, GPU_TEX2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
gpu_tex_param(render3d_st, GPU_TEX2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
gpu_tex_param(render3d_st, GPU_TEX2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
for l in 0 .. SKY_PREFILTER_LEVELS {
sky_convolve(render3d_st, p_pre, render3d_st.sky_prefilter, l, render3d_st.sky_prefilter_w, render3d_st.sky_prefilter_w / 2, float(l) / float(SKY_PREFILTER_LEVELS - 1))
}
# BRDF LUT
let p_brdf = render3d_st.sky_p_brdf
render3d_st.sky_brdf = tex_target(render3d_st, 256, 256, GL_RG16F, GL_RG, GL_FLOAT, GL_LINEAR)
sky_convolve(render3d_st, p_brdf, render3d_st.sky_brdf, -1, 256, 256, 0.0)
render3d_st.sky_baked = true
render3d_st.sky_baked_yaw = render3d_st.sky_yaw
gpu_check(render3d_st, "sky precompute")
}
# bind the IBL set + sun for a lit program (units 12..14)