ludic/packages/ludic.render3d/gltf_cached.ludic
Orkuncakilkaya 9b482d609a render3d: recycle texture and buffer ids, free a released model whole, actor_release
A freed texture or buffer id goes on a spare list the next one takes; tex_note_size keeps sizes by id.
model_release frees prims, meshes, material names, the skin and leaves gltf_cached. actor_release
takes an actor off the stage and actor_new reuses its record (ECS's Things come and go all day).
steady.ludic: an actor round at 0 bytes over 2000.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 12:00:53 +03:00

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# gltf_cached.ludic - a still model loaded once: the same (dir, file, node) asked again hands back the
# model the first load made, found by comparing the names in place, so asking allocates nothing. For
# props a game places while it plays (a fish, a sign an animal leaves); a model whose document is
# read after the load (ludic.anim's clips) still goes through gltf_load. A model loaded here is shared
# by every actor drawing it; model_release takes it out of the cache as it lets it go.
export function gltf_cached(render3d_st: mut Render3dState, dir: string, file: string, node_name: string) -> Model {
if render3d_st.gltf_kept == null {
render3d_st.gltf_kept = new []Model
render3d_st.gltf_kept_dir = new []string
render3d_st.gltf_kept_file = new []string
render3d_st.gltf_kept_node = new []string
}
for i in 0 .. len(render3d_st.gltf_kept) {
if render3d_st.gltf_kept_node[i] == node_name and render3d_st.gltf_kept_file[i] == file and render3d_st.gltf_kept_dir[i] == dir { return render3d_st.gltf_kept[i] }
}
let m = gltf_load(render3d_st, dir, file, node_name)
push(render3d_st.gltf_kept, m)
push(render3d_st.gltf_kept_dir, dir)
push(render3d_st.gltf_kept_file, file)
push(render3d_st.gltf_kept_node, node_name)
return m
}
# a model let go (model_release) leaves the cache, so the next ask loads it afresh
function gltf_cached_forget(render3d_st: mut Render3dState, m: Model) -> void {
if render3d_st.gltf_kept == null { return }
let kept = render3d_st.gltf_kept
let dirs = render3d_st.gltf_kept_dir
let files = render3d_st.gltf_kept_file
let nodes = render3d_st.gltf_kept_node
for i in 0 .. len(kept) {
if kept[i] == m {
let last = len(kept) - 1
kept[i] = kept[last]; dirs[i] = dirs[last]; files[i] = files[last]; nodes[i] = nodes[last]
List.pop(kept); List.pop(dirs); List.pop(files); List.pop(nodes)
return
}
}
}
export function gltf_cached_count(render3d_st: Render3dState) -> int {
if render3d_st.gltf_kept == null { return 0 }
return len(render3d_st.gltf_kept)
}