ludic/packages/ludic.render3d/stream.ludic
Orkuncakilkaya 0c73287e35 feat(lang): functions are values (L2), and render3d takes its scene as callbacks
fn(int, float) -> bool is a type, fn name is any top-level function's value, and a call through
a local, a global, a record field, a slice element, a parameter or a result of a function type
is an indirect call; two function types mix only when equal, a call checks its argument count,
and a value may be null (examples/functions/values.ludic). Job.parallel_for keeps its worker
check.

render3d's scene is registered rather than required by name: r3d_on_draw, r3d_on_casters and
r3d_on_stream_fill (hooks.ludic). The two rendering examples register theirs - and had defined
scene_draw_casters with no parameter while the renderer passed one, which nothing checked.
render3d declares numbers float itself; smooth.ludic is converted to floats and returns when
r3d_init fails instead of running on into a segfault. Noise.* check their argument count (a call
one short crashed the compiler). selfhost-build says why it failed. The migration tool reads a
declared float as evidence. Seed regenerated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 00:27:26 +03:00

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# ============================================================================
# stream.ludic — ground cover that follows the camera anywhere on the map.
#
# The world is cut into square chunks. A chunk's instances are generated once
# per distance band (a deterministic function of the chunk and the band, so the
# same ground always grows the same grass) and cached; each frame the chunks
# within reach are gathered into the layer's instance list. Bands thin the cover
# with distance and grow the cards so the carpet stays continuous on screen;
# beyond the last band nothing is placed (the terrain material carries it).
#
# The scene supplies the generator: stream_fill(chunk_x, chunk_z, band) calls
# stream_emit(...) per instance. One Stream drives one Layer.
# ============================================================================
var STREAM_MAX_CHUNKS: int = 4096
property Chunk {
key: int = 0, # packed (cx, cz, band)
used: int = 0, # the walk that last wanted it (for eviction)
data: words, # INST_FLOATS per instance
count: int = 0,
ymin: float = 0.0, # height range of its instances (float bits), for the frustum test
ymax: float = 0.0
}
property Stream {
layer: Layer,
size: float = 0.0, # chunk size (metres, float bits)
reach: float = 0.0, # radius (metres, float bits)
bands: floats, # band outer radii (float bits), ascending; 4 of them
chunks: []Chunk,
keys: words, # parallel to chunks for lookup
n: int = 0,
last_cx: int = 999999,
last_cz: int = 999999,
pending: bool = false, # chunks still to generate after the camera crossed a cell
cur: Chunk, # the chunk being filled
kind: int = 0, # the scene's generator selector for this stream
min_band: int = 0, # bands below this belong to another (nearer) stream
view_gen: int = -1, # sc_view_gen the layer was last gathered for (the view turned -> regather)
htab: words # open-addressed key -> chunk index + 1 (0 = empty)
}
var stream_all: []Stream = null
var stream_cap_read: bool = false
var stream_no_evict: bool = false # R3D_NOEVICT: the old behaviour, for comparison
var stream_walk_no: int = 0 # counts ring walks; a chunk's age is measured in these
var stream_evictions: int = 0
# microseconds spent per frame, split so the hitch can be attributed (R3D_PROF=1)
var stream_us_gen: long = 0 # generating new chunks (stream_fill)
var stream_us_gather: long = 0 # copying cached chunks into the layer buffer
var stream_us_walk: long = 0 # the ring walk itself
var stream_walks: int = 0 # streams that walked their whole ring this frame
function stream_new(layer: Layer, size: float, reach: float, b0: float, b1: float, b2: float, b3: float) -> Stream {
if not stream_cap_read {
stream_cap_read = true
if r3d_env_has("R3D_STREAM_CAP") { STREAM_MAX_CHUNKS = Text.to_int(r3d_env("R3D_STREAM_CAP")) }
stream_no_evict = r3d_env_has("R3D_NOEVICT")
}
let s = new Stream
s.layer = layer; s.size = size; s.reach = reach
layer.streamed = true
layer.grounded = true
s.bands = floats(4)
s.bands[0] = b0; s.bands[1] = b1; s.bands[2] = b2; s.bands[3] = b3
s.chunks = new []Chunk
s.keys = words(STREAM_MAX_CHUNKS)
s.htab = words(STREAM_HASH)
for i in 0 .. STREAM_HASH { s.htab[i] = 0 }
if stream_all == null { stream_all = new []Stream }
push(stream_all, s)
return s
}
function stream_key(cx: int, cz: int, band: int) -> int { return ((cx + 4096) * 8192 + (cz + 4096)) * 4 + band }
# Chunk lookup is an open-addressed hash, not a scan. A cell crossing tests every cell
# within reach — for the 800 m streams that is ~2000 cells each — and a scan over the
# cached chunks made that O(cells x chunks), tens of millions of comparisons in the one
# frame that crosses a 32 m boundary, growing as more ground is explored. That is the
# stutter you feel when walking, and it never shows in a stationary profile because
# stream_update returns immediately while the camera stays in its cell.
const STREAM_HASH: int = 8192 # power of two, >= 2 * STREAM_MAX_CHUNKS
function stream_slot(key: int) -> int {
var h = key * -1640531527 # Knuth's golden-ratio multiplier, as a signed i32
h = h ^ (h >> 15)
return h & (STREAM_HASH - 1)
}
function stream_find(s: Stream, key: int) -> Chunk {
var i = stream_slot(key)
while s.htab[i] != 0 {
let idx = s.htab[i] - 1
if s.keys[idx] == key { return s.chunks[idx] }
i = (i + 1) & (STREAM_HASH - 1)
}
return null
}
function stream_remember(s: Stream, key: int, idx: int) -> void {
var i = stream_slot(key)
while s.htab[i] != 0 { i = (i + 1) & (STREAM_HASH - 1) }
s.htab[i] = idx + 1
}
# the generator adds instances to the chunk being filled (into a shared scratch; the
# chunk gets an exactly-sized copy when the fill ends)
const STREAM_CHUNK_MAX: int = 262144
var stream_debug_n: int = 0
var stream_scratch: floats = null
function stream_emit(s: Stream, x: float, y: float, z: float, scale: float, yaw: float, seed: float, wind: float) -> void {
let c = s.cur
if c.count >= STREAM_CHUNK_MAX { return }
if stream_scratch == null { stream_scratch = floats(STREAM_CHUNK_MAX * INST_FLOATS) }
if c.count == 0 { c.ymin = y; c.ymax = y } else { c.ymin = Math.min(c.ymin, y); c.ymax = Math.max(c.ymax, y) }
let o = c.count * INST_FLOATS
stream_scratch[o] = x; stream_scratch[o + 1] = y; stream_scratch[o + 2] = z; stream_scratch[o + 3] = scale
stream_scratch[o + 4] = Math.sin(yaw); stream_scratch[o + 5] = Math.cos(yaw); stream_scratch[o + 6] = seed; stream_scratch[o + 7] = wind
c.count += 1
}
function stream_band(s: Stream, d: float) -> int {
if d < s.bands[0] { return 0 }
if d < s.bands[1] { return 1 }
if d < s.bands[2] { return 2 }
if d < s.bands[3] { return 3 }
return 4
}
# gather the chunks around the camera into the layer, generating missing ones nearest
# first within a per-frame budget so a cell crossing spreads over a few frames instead of
# one hitch (the very first update, before anything is on screen, generates everything)
# The budget is global, not per stream. It used to be 60000 per stream, and with the
# thirteen streams a scene like the valley runs that let a single frame generate over
# 700k instances — so crossing a 32 m cell put one frame's worth of cover generation
# (height samples, ortho lookups, slope and path tests, per candidate) into one frame
# while its neighbours did none. That one frame is the stutter you feel while walking;
# spreading the same work over several frames costs nothing but a little pop-in at the
# far edge of the reach, where new chunks appear.
# A time budget, not an instance count. Instances are a poor proxy: a candidate that
# is rejected costs nearly as much as one that is kept, and cost per instance varies
# by band and kind. With a real microsecond clock the budget can just be the thing we
# actually care about — how long this frame is allowed to spend growing ground cover.
# Overshoot is bounded by one chunk, so keep chunks small on the dense near streams.
var STREAM_BUDGET_US: int = 2500 # microseconds of generation per frame; a setting may move it
var stream_deadline: long = 0
const STREAM_BUDGET: int = 8000 # kept for the work counter only
# The worst frame is now bounded by one chunk, not by the budget: stream_fill emits a
# whole chunk in one call, and the densest band-0 chunk is ~114k instances. Splitting a
# chunk's generation across frames would need a resumable generator contract; that is
# the next step if the residual hitch ever matters.
var stream_budget_left: int = 0
# Drop the half of the cache nobody has asked for in the longest time, and rebuild the
# index over what is left.
#
# Before this, a full cache simply stopped remembering: the chunk was generated, used for
# that frame and thrown away, so every walk regenerated it. That is not a slow degradation
# — it is a cliff. Past it every frame pays the whole generation budget and the ground
# visibly re-grows as you turn, and it arrives after enough of the map has been walked,
# which is exactly when a player is least likely to connect it to anything.
function stream_evict(s: Stream) -> void {
# the age threshold that keeps about half, found by bisection on the count (no sort)
var lo = 0
var hi = stream_walk_no
var keep = s.n / 2
var t = 0
var it = 0
while it < 24 and lo < hi {
t = (lo + hi + 1) / 2
var c = 0
var i = 0
while i < s.n { if s.chunks[i].used >= t { c += 1 }; i += 1 }
if c >= keep { lo = t } else { hi = t - 1 }
it += 1
}
t = lo
# everything wanted by the walk in progress stays whatever the threshold says
let kept = new []Chunk
var i = 0
while i < s.n {
let c = s.chunks[i]
if c.used >= t or c.used == stream_walk_no { push(kept, c) }
else { if c.data != null { free(c.data) } }
i += 1
}
s.chunks = kept
s.n = len(kept)
for h in 0 .. STREAM_HASH { s.htab[h] = 0 }
i = 0
while i < s.n { s.keys[i] = s.chunks[i].key; stream_remember(s, s.chunks[i].key, i); i += 1 }
stream_evictions += 1
}
function stream_update(s: Stream, cam_x: float, cam_z: float) -> void {
let ccx = int(Math.floor(cam_x / s.size))
let ccz = int(Math.floor(cam_z / s.size))
if ccx == s.last_cx and ccz == s.last_cz and not s.pending and s.view_gen == sc_view_gen { return }
let first = s.last_cx == 999999
s.view_gen = sc_view_gen
s.last_cx = ccx; s.last_cz = ccz
let l = s.layer
l.count = 0
var missing = false
stream_walks += 1
stream_walk_no += 1
let tw = gl_now_us()
let r = int(s.reach / s.size) + 1
# rings outward from the camera's cell: the nearest chunks are generated first
var ring = 0
while ring <= r {
var cz = ccz - ring
while cz <= ccz + ring {
var cx = ccx - ring
while cx <= ccx + ring {
let edge = (cz == ccz - ring) or (cz == ccz + ring) or (cx == ccx - ring) or (cx == ccx + ring)
if edge {
let wx = (float(cx) + 0.5) * s.size
let wz = (float(cz) + 0.5) * s.size
let dx = wx - cam_x; let dz = wz - cam_z
let d = Math.sqrt(dx * dx + dz * dz)
let band = stream_band(s, d)
if band < 4 and band >= s.min_band and d < s.reach + s.size {
let key = stream_key(cx, cz, band)
var c = stream_find(s, key)
if c != null { c.used = stream_walk_no }
# The cell underfoot and its neighbours are never deferred: they are what you
# are looking at, and a hole there is the grass vanishing as you walk into it.
let urgent = band == 0 and ring <= 1
if c == null and (first or urgent or gl_now_us() < stream_deadline) {
c = new Chunk
c.key = key
s.cur = c
let t0 = gl_now_us()
r3d_stream_fill(s, cx, cz, band)
let dt = gl_now_us() - t0
stream_us_gen = stream_us_gen + dt
prof_chunk(s.kind, band, c.count, dt)
if r3d_debug and band == 0 and stream_debug_n < 40 { stream_debug_n += 1; print(`stream kind {s.kind} band {band} chunk {cx},{cz}: {c.count} instances`) }
if c.count > 0 { c.data = words(c.count * INST_FLOATS); mem_copy(c.data, stream_scratch, c.count * INST_FLOATS * 4) }
if s.n >= STREAM_MAX_CHUNKS and not stream_no_evict { stream_evict(s) }
# If the walk in progress wants more chunks than the cache can hold, there
# is nothing to evict and this one is used and dropped, as every chunk used
# to be. The cap has to exceed one walk's ring for the cache to work at all.
if s.n < STREAM_MAX_CHUNKS {
push(s.chunks, c); s.keys[s.n] = key; stream_remember(s, key, s.n); s.n += 1
c.used = stream_walk_no
}
prof_gen_add(c.count + 512)
}
if c == null {
missing = true
# Until the finer band is generated, show the coarser one this ground had
# a moment ago (same cell, next band out): approaching grass thins for a
# few frames instead of disappearing.
var b2 = band + 1
while c == null and b2 < 4 { c = stream_find(s, stream_key(cx, cz, b2)); b2 += 1 }
if c != null { c.used = stream_walk_no }
}
if c != null and c.count > 0 and l.count + c.count <= l.cap and stream_chunk_visible(s, cx, cz, c) {
let tg = gl_now_us()
mem_copy(mem_off(l.inst, l.count * INST_FLOATS * 4), c.data, c.count * INST_FLOATS * 4)
l.count += c.count
stream_us_gather = stream_us_gather + (gl_now_us() - tg)
}
}
}
cx += 1
}
cz += 1
}
ring += 1
}
s.pending = missing
stream_us_walk = stream_us_walk + (gl_now_us() - tw)
# force the layer to re-partition its (new) instances
l.view_gen = -1
}
# Only chunks that can be seen are gathered: a sphere around the chunk's footprint and
# height range, padded for the tallest cover and for casters just outside the frame
# whose short shadows still fall inside it.
function stream_chunk_visible(s: Stream, cx: int, cz: int, c: Chunk) -> bool {
let half = s.size * 0.5
let wx = float(cx) * s.size + half
let wz = float(cz) * s.size + half
let hy = (c.ymax - c.ymin) * 0.5
let cy = c.ymin + hy
let r = Math.sqrt(half * half * 2.0 + hy * hy) + 8.0
return cam_sphere_visible(wx, cy, wz, r)
}
# what the caches hold, and whether they are being churned (R3D_PROF)
function stream_census() -> void {
if stream_all == null { return }
print("")
print(`ground-cover chunk caches (cap {string(STREAM_MAX_CHUNKS)} each, {string(stream_evictions)} evictions over the run):`)
var inst = 0
for i in 0 .. len(stream_all) {
let s = stream_all[i]
var n = 0
for k in 0 .. s.n { n += s.chunks[k].count }
inst += n
print(` stream kind {string(s.kind)}: {string(s.n)} chunks, {string(n)} instances`)
}
print(` {string(inst)} instances held, {string(inst * INST_FLOATS * 4 / 1024)} KB`)
}
function stream_update_all() -> void {
if stream_all == null { return }
stream_deadline = gl_now_us() + STREAM_BUDGET_US
for i in 0 .. len(stream_all) { stream_update(stream_all[i], cam_pos[0], cam_pos[2]) }
}
# every stream and its cached chunks, for a world being replaced (scatter_clear_all)
function stream_clear_all() -> void {
if stream_all == null { return }
for i in 0 .. len(stream_all) {
let s = stream_all[i]
if s.chunks != null { for c in 0 .. len(s.chunks) { if s.chunks[c].data != null { free(s.chunks[c].data) } } }
if s.keys != null { free(s.keys) }
if s.htab != null { free(s.htab) }
if s.bands != null { free(s.bands) }
}
stream_all = null
}