# stream_baked.ludic — a stream filled from baked chunks instead of generated ones (plan 26 of # maroon-lake). The bake stores every instance of a kind once per 64 m chunk, at full density and in a # shuffled order, so a distance band draws a PREFIX of it: a nearer band holds everything a farther one # does. A record's layout is place_rec.ludic's. # the stream's cells laid on the baked chunks' grid: `size` metres from the corner (ox, oz) export function stream_set_grid(s: Stream, ox: float, oz: float) -> void { s.ox = ox s.oz = oz } # the first `keep` of a chunk's `count` records (format fmt, place_rec.ludic) at byte `at` of recs # emitted into the chunk being filled export function stream_emit_baked(render3d_st: mut Render3dState, s: Stream, recs: []byte, at: int, fmt: int, count: int, keep: int, x0: float, z0: float, y_base: float, lo: float, hi: float) -> void { let v = render3d_st.sb_rec for i in 0 .. min(keep, count) { prec_get(fmt, recs, at, i, x0, z0, s.size, y_base, lo, hi, v) stream_emit(render3d_st, s, v[0], v[1], v[2], v[3], Math.atan2(v[4], v[5]), v[6], v[7]) } } # how many of a chunk's records a band keeps: all at band 0, then the share each band out had of the # generated density (the caller's table), rounded so a band is never empty where the chunk is not export function stream_band_keep(count: int, share: float) -> int { if count == 0 { return 0 } return max(1, min(count, int(float(count) * share + 0.5))) } # ---- the bake's capture ----------------------------------------------------------------------- # The game's own fill for chunk (cx, cz) at a band, run outside any frame into a chunk of its own: what # the bake records. The instances are left in stream_scratch (INST_FLOATS each: x, y, z, scale, sin yaw, # cos yaw, seed, wind; stream_captured reads them) and their count is returned. Build-time only. @alloc_ok("a bake's capture chunk, made on the first capture") export function stream_capture(render3d_st: mut Render3dState, s: Stream, cx: int, cz: int, band: int) -> int { if render3d_st.stream_scratch == null { render3d_st.stream_scratch = floats(STREAM_CHUNK_MAX * INST_FLOATS) } if render3d_st.stream_capture_c == null { render3d_st.stream_capture_c = new Chunk } let c = render3d_st.stream_capture_c c.key = stream_key(cx, cz, band); c.count = 0; c.off = -1; c.used = 0 s.cur = c r3d_stream_fill(render3d_st, s, cx, cz, band) s.cur = null return c.count } # field k (0 .. INST_FLOATS - 1) of captured instance i export function stream_captured(render3d_st: Render3dState, i: int, k: int) -> float { return render3d_st.stream_scratch[i * INST_FLOATS + k] }