ludic.lab: lab_png_write / lab_png_write_from (raw 8-bit, 1-4 channels, stored deflate) in png_write.ludic, importable alone with its own LabPngState; png_convert.ludic's previews of float textures (R32F min..max, RG16F x255, HDR x/(1+x) + sRGB); lab_ppm_to_png on the same encoder. render3d: bake_load.ludic - impostor_from_baked / impostor_source / impostor_refill (a fog re-open reads the bake), sky_baked_in and sky_precompute trying the bake at the start yaw (sky_compute is the convolution, and sky_ibl_bytes always uses it), carpet_from_baked / carpet_bytes / carpet_finish, bake_part_count / _len / _off. Compile-only: nothing run. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
938 B
bump: minor
type: feature
Bakes you can look at, and three more of the renderer's textures read from one. ludic.lab writes
raw 8-bit pixels (1 to 4 channels) as a PNG (lab_png_write, png_write.ludic, importable alone with its
own LabPngState) and turns float textures into honest previews (png_convert.ludic: R32F min..max as
grey, RG16F as red and green x255, HDR RGBA16F as x/(1+x) then sRGB). ludic.render3d takes three bakes
the game names (bake_load.ludic) and makes each as before when one is missing or stale: an impostor's
atlases (impostor_from_baked, and a fog opening past its cards reads the bake again instead of
painting), the sky's image-based light at the start yaw per prefilter width (sky_baked_in; any other
turn of the sky is convolved), and the grass carpet (carpet_from_baked, carpet_bytes).
impostor_from_bytes returns null, keeping nothing, when the bytes are not the impostor's shape.