# ground_density.ludic — a map's painted ground densities read a 64 m tile at a time (a seek into the bake's # file, or a dev build's own copy of it) into a small clock cache: nothing of a layer is held whole. A texel # is 2 m (GD_SIDE texels a 64 m tile side); a layer has R (the chance a cell keeps one) and maybe G (scale). const GD_SIDE: int = 32 const GD_SLOTS: int = 256 # tiles held at once, 2 KB each at most # the densities of the bake at `path` (key, version), or of a dev build's copy written from the PNGs to # `dev_path` when the bake is missing or stale; false when neither is there @alloc_ok("a map being loaded: the densities' index and cache, once") export function ground_density_open(render3d_st: mut Render3dState, path: string, key: string, version: int, pngs: []string, dev_path: string) -> bool { ground_density_close(render3d_st) var base = ltt2_bake_base(path, key, version) var file = path if base < 0 and len(pngs) > 0 and len(dev_path) > 0 { gd_say_dev(path) Fs.mkdir(Path.dir(dev_path)) let f = file_open(dev_path, "wb") if f == null { return false } let n = gd_write_payload(render3d_st, f, 0, pngs, TERRAIN_RES / TT_TEX, GD_SIDE) file_close(f) if n < 0 { return false } base = 0 file = dev_path } if base < 0 { return false } return gd_open_at(render3d_st, file, base) } @alloc_ok("a map being loaded: the densities' index and cache, once") function gd_open_at(render3d_st: mut Render3dState, path: string, base: int) -> bool { let f = file_open(path, "rb") if f == null { return false } let head = words(GD_HEADW) file_seek(f, base, 0) let got = file_read(f, data_of(head), GD_HEADW * 4) if got != GD_HEADW * 4 or head[0] != GD_MAGIC or head[1] != GD_VERSION or head[3] != GD_SIDE or head[4] > GD_LAYERS { free(head) file_close(f) return false } let n = head[2] let layers = head[4] render3d_st.gd_file = f; render3d_st.gd_base = base; render3d_st.gd_n = n; render3d_st.gd_layers = layers if render3d_st.gd_ch == null { render3d_st.gd_ch = words(GD_LAYERS); render3d_st.gd_off = words(GD_LAYERS) } for l in 0 .. GD_LAYERS { render3d_st.gd_ch[l] = 0; render3d_st.gd_off[l] = 0 } for l in 0 .. layers { render3d_st.gd_ch[l] = head[8 + l * 2]; render3d_st.gd_off[l] = head[9 + l * 2] } free(head) gd_index_read(render3d_st, layers * n * n) gd_cache_reset(render3d_st, layers * n * n) return true } # every layer's tile index read whole (8 bytes a tile: 1.8 MB for fourteen layers on an 8 km map) @alloc_ok("a map being loaded: the densities' index, made once and reused") function gd_index_read(render3d_st: mut Render3dState, tiles: int) -> void { if render3d_st.gd_idx == null or len(render3d_st.gd_idx) < tiles * 2 { if render3d_st.gd_idx != null { free(render3d_st.gd_idx) } render3d_st.gd_idx = words(max(tiles * 2, 2)) } let per = render3d_st.gd_n * render3d_st.gd_n for l in 0 .. render3d_st.gd_layers { file_seek(render3d_st.gd_file, render3d_st.gd_base + render3d_st.gd_off[l], 0) file_read(render3d_st.gd_file, mem_off(data_of(render3d_st.gd_idx), l * per * 8), per * 8) } } # the cache made (once) and emptied, and the index of where each layer's tile is: -1 where it is not in @alloc_ok("a map being loaded: the densities' cache and index, once") function gd_cache_reset(render3d_st: mut Render3dState, tiles: int) -> void { if render3d_st.gd_pool == null { render3d_st.gd_pool = buffer(GD_SLOTS * GD_SIDE * GD_SIDE * 2) render3d_st.gd_zbuf = buffer(GD_SIDE * GD_SIDE * 2) render3d_st.gd_key = words(GD_SLOTS); render3d_st.gd_ref = words(GD_SLOTS) } if render3d_st.gd_slot_of == null or len(render3d_st.gd_slot_of) < tiles { if render3d_st.gd_slot_of != null { free(render3d_st.gd_slot_of) } render3d_st.gd_slot_of = words(max(tiles, 1)) } for t in 0 .. len(render3d_st.gd_slot_of) { render3d_st.gd_slot_of[t] = -1 } for s in 0 .. GD_SLOTS { render3d_st.gd_key[s] = -1; render3d_st.gd_ref[s] = 0 } render3d_st.gd_hand = 0 } export function ground_density_close(render3d_st: mut Render3dState) -> void { if render3d_st.gd_file != null { file_close(render3d_st.gd_file); render3d_st.gd_file = null } render3d_st.gb_layer = -1 # a layer index means nothing in the next map's file (grass_density_layer) } # the slot holding layer l's tile t, read in when it is not (a clock, as the terrain's tiles) function gd_slot(render3d_st: mut Render3dState, l: int, t: int) -> int { let key = l * render3d_st.gd_n * render3d_st.gd_n + t let have = render3d_st.gd_slot_of[key] if have >= 0 { render3d_st.gd_ref[have] = 1 return have } var s = render3d_st.gd_hand while render3d_st.gd_ref[s] != 0 { render3d_st.gd_ref[s] = 0 s = (s + 1) % GD_SLOTS } render3d_st.gd_hand = (s + 1) % GD_SLOTS if render3d_st.gd_key[s] >= 0 { render3d_st.gd_slot_of[render3d_st.gd_key[s]] = -1 } gd_fill(render3d_st, l, key, s) render3d_st.gd_key[s] = key render3d_st.gd_slot_of[key] = s render3d_st.gd_ref[s] = 1 return s } # layer l's tile `key` (its place in the index) into slot s: nothing (zeros), one value, or its bytes read # and - when the bake deflated them - inflated function gd_fill(render3d_st: mut Render3dState, l: int, key: int, s: int) -> void { let ch = render3d_st.gd_ch[l] let tb = GD_SIDE * GD_SIDE * ch let o = s * GD_SIDE * GD_SIDE * 2 let pool = render3d_st.gd_pool let a = render3d_st.gd_idx[key * 2] let b = render3d_st.gd_idx[key * 2 + 1] if a == 0 or a == 1 { var v = 0 var g = 0 if a == 1 { v = b & 255; g = (b >> 8) & 255 } for p in 0 .. GD_SIDE * GD_SIDE { pool[o + p * ch] = v if ch == 2 { pool[o + p * 2 + 1] = g } } return } let n = b & 0x7FFFFFFF file_seek(render3d_st.gd_file, render3d_st.gd_base + a, 0) if (b & 0x80000000) != 0 { # the top bit: the tile is deflated file_read(render3d_st.gd_file, data_of(render3d_st.gd_zbuf), min(n, len(render3d_st.gd_zbuf))) z_inflate(data_of(render3d_st.gd_zbuf), n, mem_off(data_of(pool), o), tb) } else { file_read(render3d_st.gd_file, mem_off(data_of(pool), o), min(n, tb)) } } # layer l's texel (tx, tz) (clamped to the map), channel c (0 density, 1 scale), 0..255 function gd_texel(render3d_st: mut Render3dState, l: int, tx: int, tz: int, c: int) -> int { let w = render3d_st.gd_n * GD_SIDE let x = min(max(tx, 0), w - 1) let z = min(max(tz, 0), w - 1) let ch = render3d_st.gd_ch[l] if c >= ch { return 128 } let s = gd_slot(render3d_st, l, (z / GD_SIDE) * render3d_st.gd_n + x / GD_SIDE) return render3d_st.gd_pool[s * GD_SIDE * GD_SIDE * 2 + ((z % GD_SIDE) * GD_SIDE + x % GD_SIDE) * ch + c] } # layer l's channel c at world (x, z), bilinear over texel centres, 0..1 export function ground_density_at(render3d_st: mut Render3dState, l: int, x: float, z: float, c: int) -> float { if render3d_st.gd_file == null or l < 0 or l >= render3d_st.gd_layers or render3d_st.gd_ch[l] == 0 { return 0.0 } let texel = 2.0 * float(render3d_st.TERRAIN_HALF) / float(render3d_st.gd_n * GD_SIDE) let fx = (x - render3d_st.ter_ox + float(render3d_st.TERRAIN_HALF)) / texel - 0.5 let fz = (z - render3d_st.ter_oz + float(render3d_st.TERRAIN_HALF)) / texel - 0.5 let ix = int(Math.floor(fx)); let iz = int(Math.floor(fz)) let ax = fx - float(ix); let az = fz - float(iz) let a = Math.lerp(float(gd_texel(render3d_st, l, ix, iz, c)), float(gd_texel(render3d_st, l, ix + 1, iz, c)), ax) let b = Math.lerp(float(gd_texel(render3d_st, l, ix, iz + 1, c)), float(gd_texel(render3d_st, l, ix + 1, iz + 1, c)), ax) return Math.lerp(a, b, az) / 255.0 } function gd_say_dev(path: string) -> void { print(`bake: {path} missing or stale - the ground densities cut from their PNGs at run time (ludic bake)`) }