# gltf_release.ludic - a loaded model let go of: its meshes, and each texture once nothing else uses # it. The glTF loader shares textures between models (a path loaded once, a LOD chain borrowing its # LOD0's material), so each cached texture carries a count of the primitives using it. # one more primitive uses the cached texture `id` (0, or a texture the cache did not load: nothing) function gltf_tex_ref(render3d_st: mut Render3dState, id: int) -> void { if id == 0 or render3d_st.gltf_tex_refs == null { return } 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 } } } # one primitive fewer: the last one frees the texture and forgets it, with every material naming it function gltf_tex_unref(render3d_st: mut Render3dState, id: int) -> void { if id == 0 or render3d_st.gltf_tex_refs == null { return } for i in 0 .. render3d_st.gltf_tex_n { if render3d_st.gltf_tex_ids[i] == id { render3d_st.gltf_tex_refs[i] -= 1 if render3d_st.gltf_tex_refs[i] > 0 { return } gpu_tex_free(render3d_st, id) gltf_tex_forget(render3d_st, i) gltf_mats_forget(render3d_st, id) return } } } # the cache entry i goes; the last entry takes its place function gltf_tex_forget(render3d_st: mut Render3dState, i: int) -> void { let last = render3d_st.gltf_tex_n - 1 let paths = render3d_st.gltf_tex_paths paths[i] = paths[last] render3d_st.gltf_tex_ids[i] = render3d_st.gltf_tex_ids[last] render3d_st.gltf_tex_refs[i] = render3d_st.gltf_tex_refs[last] List.pop(paths) render3d_st.gltf_tex_n = last } # a remembered material whose texture was freed is forgotten, so no later load borrows it function gltf_mats_forget(render3d_st: mut Render3dState, id: int) -> void { if render3d_st.gltf_mat_names == null { return } var k = 0 while k < render3d_st.gltf_mat_n { if render3d_st.gltf_mat_diff[k] == id or render3d_st.gltf_mat_nrm[k] == id or render3d_st.gltf_mat_arm[k] == id { let last = render3d_st.gltf_mat_n - 1 let names = render3d_st.gltf_mat_names names[k] = names[last] render3d_st.gltf_mat_diff[k] = render3d_st.gltf_mat_diff[last] render3d_st.gltf_mat_nrm[k] = render3d_st.gltf_mat_nrm[last] render3d_st.gltf_mat_arm[k] = render3d_st.gltf_mat_arm[last] List.pop(names) render3d_st.gltf_mat_n = last } else { k += 1 } } } # Let a model go: every primitive's mesh, and its textures once no other model uses them. The # caller says when - no actor may draw the model afterwards (a released model's prims are emptied, # so a stale draw of it draws nothing). function model_release(render3d_st: mut Render3dState, m: Model) -> void { if m == null or m.prims == null { return } for i in 0 .. len(m.prims) { let pr = m.prims[i] if pr.mesh != null { gpu_mesh_free(render3d_st, pr.mesh); pr.mesh = null } gltf_tex_unref(render3d_st, pr.diff); gltf_tex_unref(render3d_st, pr.nrm); gltf_tex_unref(render3d_st, pr.arm) pr.diff = 0; pr.nrm = 0; pr.arm = 0 } let prims = m.prims while len(prims) > 0 { List.pop(prims) } }