ludic/packages/ludic.render3d/ground_density_write.ludic
Orkuncakilkaya c672be101e render3d: ground layers placed from painted densities - the density tiles (LGD1), their reader and the fill
ground_density_bake(path, key, version, hash, pngs) cuts each layer's PNG (R the chance a cell keeps one,
G an optional scale) into the terrain's 64 m tiles, one layer decoded and let go at a time, as a bake's
file; ground_density_open(...) reads it - or, when it is missing or stale, a dev build's own copy cut from
the PNGs - a tile at a time into a 256-tile clock, never a layer whole. ground_fill(s, cx, cz, band, g)
places a GroundFill row's instances in a stream chunk: a candidate per cell of the band's step, jittered,
kept when a hash of (layer, chunk, band, cell) falls under the density (times the game's trample,
r3d_on_ground_trample, where the row asks); scale, yaw, seed and wind from the same hash. Nothing calls
it yet: behaviour unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 20:33:51 +03:00

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# ground_density_write.ludic — a map's painted ground densities (one PNG per ground layer: R the chance a cell
# keeps one, G an optional scale) cut into the terrain's 64 m tiles and written as one file (LGD1), the
# build-time bake's payload or a dev build's own copy. One layer is decoded, cut and let go at a time.
const GD_MAGIC: int = 826557260 # "LGD1" read as a little-endian u32: 0x3144474C
const GD_VERSION: int = 1
const GD_HEADW: int = 136 # words: magic, version, n, side, layers, 3 spare, then (channels, offset) x 64
const GD_LAYERS: int = 64
# the layers' PNGs (paths, in the rows' order) written to f from `base`; the payload's length, or -1.
# n tiles a side of `side` texels each (the PNGs must be n * side square)
@alloc_ok("a bake, or a dev build's map load: the densities cut once")
function gd_write_payload(render3d_st: mut Render3dState, f: pointer, base: int, pngs: []string, n: int, side: int) -> int {
let layers = min(len(pngs), GD_LAYERS)
let head = words(GD_HEADW)
for k in 0 .. GD_HEADW { head[k] = 0 }
let hbytes = GD_HEADW * 4
file_write(f, data_of(head), hbytes)
var at = hbytes
let tile = buffer(side * side * 2)
for l in 0 .. layers {
let px = png_decode_bytes(render3d_st, pngs[l], null)
if px == null or render3d_st.tex_w != n * side or render3d_st.tex_h != n * side { gd_say_bad(pngs[l], n * side); return -1 }
let c = render3d_st.tex_channels
var ch = 1
if c >= 2 { ch = 2 }
head[8 + l * 2] = ch; head[9 + l * 2] = at
at += gd_write_layer(f, px, c, ch, n, side, tile)
free(px)
}
free(tile)
head[0] = GD_MAGIC; head[1] = GD_VERSION; head[2] = n; head[3] = side; head[4] = layers
file_seek(f, base, 0)
file_write(f, data_of(head), hbytes)
file_seek(f, base + at, 0)
free(head)
return at
}
# one layer's tiles, tile after tile; its bytes
function gd_write_layer(f: pointer, px: []byte, c: int, ch: int, n: int, side: int, tile: []byte) -> int {
let w = n * side
for j in 0 .. n {
for i in 0 .. n {
for r in 0 .. side {
for k in 0 .. side {
let o = ((j * side + r) * w + i * side + k) * c
tile[(r * side + k) * ch] = px[o]
if ch == 2 { tile[(r * side + k) * 2 + 1] = px[o + 1] }
}
}
file_write(f, data_of(tile), side * side * ch)
}
}
return n * n * side * side * ch
}
# The bake: the densities as a bake's file (ludic.base's LBAK header, as terrain_tiles_bake writes it)
@alloc_ok("a bake: once, at build time")
export function ground_density_bake(render3d_st: mut Render3dState, path: string, key: string, version: int, inputs_hash: long, pngs: []string) -> bool {
Fs.mkdir(Path.dir(path))
let f = file_open(path, "wb")
if f == null { return false }
let base = 32 + (len(key) + 1 + 7) / 8 * 8
let head = buffer(base)
for i in 0 .. base { head[i] = 0 }
file_write(f, data_of(head), base)
let n = gd_write_payload(render3d_st, f, base, pngs, TERRAIN_RES / TT_TEX, GD_SIDE)
let p = data_of(head)
Vk.put_i32(p, 0, BAKE_MAGIC); Vk.put_i32(p, 4, 1); Vk.put_i32(p, 8, version); Vk.put_i32(p, 12, base)
Vk.put_i64(p, 16, inputs_hash)
let nl: long = max(n, 0)
Vk.put_i64(p, 24, nl)
for i in 0 .. len(key) { head[32 + i] = key[i] }
file_seek(f, 0, 0)
file_write(f, data_of(head), base)
file_close(f)
free(head)
return n >= 0
}
function gd_say_bad(path: string, want: int) -> void { print(`r3d: ground: {path} is missing or not {want} x {want}; the densities are not written`) }