wip(0.S3): the runtime migrated - ludic migrate state --runtime <every program>: 331 vars into 25 states (RtInputState, RtGlState, ...), 2 lets; its states are made before it boots; no module-level var is let through outside --globals

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-25 16:02:12 +03:00
parent 7b17b4a1b9
commit 02448e176c
38 changed files with 53877 additions and 53251 deletions

View file

@ -34,26 +34,34 @@
# Up to 64 rectangular occluders, stored flat as (x, y, w, h) i32 quads. A game
# clears them each frame (Light.clear_occluders) and re-registers the geometry
# that should cast shadows this frame.
var rt_light_occ: words = null # occluder rects: 4 i32 each — x, y, w, h
var rt_light_occ_n: int = 0 # number of occluders currently stored
export state RtLightState {
rt_light_occ: words = null # occluder rects: 4 i32 each — x, y, w, h
rt_light_occ_n: int = 0 # number of occluders currently stored
rt_light_falloff: int = 1 # brightness ramp exponent: 1 linear, 2 quadratic, 3 cubic…
rt_light_soft: int = 0 # penumbra radius in px (0 = hard single-sample shadow)
rt_light_gel: int = 0 # outer gel colour 0x00RRGGBB (used only when rt_light_gel_on)
rt_light_gel_on: bool = false # gel active? off = a flat single-colour light
rt_light_h: int = 64 # virtual light height above the surface, for normal-map N·L
rt_light_nrm: words = null
}
function light_occ_init() -> void {
if rt_light_occ == null { rt_light_occ = words(64 * 4) }
function light_occ_init(rt_light_st: mut RtLightState) -> void {
if rt_light_st.rt_light_occ == null { rt_light_st.rt_light_occ = words(64 * 4) }
}
# forget every occluder — call once per frame before re-registering geometry.
function light_clear_occluders() -> void { rt_light_occ_n = 0 }
function light_clear_occluders(rt_light_st: mut RtLightState) -> void { rt_light_st.rt_light_occ_n = 0 }
# register a rectangular shadow caster (screen space). Silently ignored past 64.
function light_occlude(x: int, y: int, w: int, h: int) -> void {
light_occ_init()
if rt_light_occ_n >= 64 { return }
let i = rt_light_occ_n * 4
rt_light_occ[i] = x
rt_light_occ[i + 1] = y
rt_light_occ[i + 2] = w
rt_light_occ[i + 3] = h
rt_light_occ_n += 1
function light_occlude(rt_light_st: mut RtLightState, x: int, y: int, w: int, h: int) -> void {
light_occ_init(rt_light_st)
if rt_light_st.rt_light_occ_n >= 64 { return }
let i = rt_light_st.rt_light_occ_n * 4
rt_light_st.rt_light_occ[i] = x
rt_light_st.rt_light_occ[i + 1] = y
rt_light_st.rt_light_occ[i + 2] = w
rt_light_st.rt_light_occ[i + 3] = h
rt_light_st.rt_light_occ_n += 1
}
# ---- shadow geometry ------------------------------------------------------
@ -85,14 +93,14 @@ function light_pt_in_rect(px: int, py: int, rx: int, ry: int, rw: int, rh: int)
# is the segment from light (lx,ly) to pixel (px,py) blocked by any occluder?
# A pixel inside an occluder is in shadow; otherwise the ray is blocked if it
# crosses any of the rectangle's four edges.
function light_blocked(lx: int, ly: int, px: int, py: int) -> bool {
function light_blocked(rt_light_st: RtLightState, lx: int, ly: int, px: int, py: int) -> bool {
var k = 0
while k < rt_light_occ_n {
while k < rt_light_st.rt_light_occ_n {
let i = k * 4
let rx = rt_light_occ[i]
let ry = rt_light_occ[i + 1]
let rw = rt_light_occ[i + 2]
let rh = rt_light_occ[i + 3]
let rx = rt_light_st.rt_light_occ[i]
let ry = rt_light_st.rt_light_occ[i + 1]
let rw = rt_light_st.rt_light_occ[i + 2]
let rh = rt_light_st.rt_light_occ[i + 3]
if light_pt_in_rect(px, py, rx, ry, rw, rh) { return true }
let x0 = rx
let y0 = ry
@ -132,19 +140,14 @@ function light_fsqrt(v: fixed) -> fixed {
# occluder store — a game (or the engine ECS system) sets them before emitting a
# light and they stay until changed, so the simple Light.point call keeps its
# short signature while spot/soft/falloff/gel ride on this side-band state.
var rt_light_falloff: int = 1 # brightness ramp exponent: 1 linear, 2 quadratic, 3 cubic…
var rt_light_soft: int = 0 # penumbra radius in px (0 = hard single-sample shadow)
var rt_light_gel: int = 0 # outer gel colour 0x00RRGGBB (used only when rt_light_gel_on)
var rt_light_gel_on: bool = false # gel active? off = a flat single-colour light
var rt_light_h: int = 64 # virtual light height above the surface, for normal-map N·L
function light_set_falloff(exp: int) -> void {
if exp < 1 { rt_light_falloff = 1 } else { rt_light_falloff = exp }
function light_set_falloff(rt_light_st: mut RtLightState, exp: int) -> void {
if exp < 1 { rt_light_st.rt_light_falloff = 1 } else { rt_light_st.rt_light_falloff = exp }
}
function light_set_soft(radius: int) -> void { rt_light_soft = radius }
function light_set_gel(outer: int) -> void { rt_light_gel = outer; rt_light_gel_on = true }
function light_clear_gel() -> void { rt_light_gel_on = false }
function light_set_height(h: int) -> void { if h > 0 { rt_light_h = h } }
function light_set_soft(rt_light_st: mut RtLightState, radius: int) -> void { rt_light_st.rt_light_soft = radius }
function light_set_gel(rt_light_st: mut RtLightState, outer: int) -> void { rt_light_st.rt_light_gel = outer; rt_light_st.rt_light_gel_on = true }
function light_clear_gel(rt_light_st: mut RtLightState) -> void { rt_light_st.rt_light_gel_on = false }
function light_set_height(rt_light_st: mut RtLightState, h: int) -> void { if h > 0 { rt_light_st.rt_light_h = h } }
# ---- normal buffer --------------------------------------------------------
# An optional per-pixel surface-normal G-buffer, parallel to the framebuffer.
@ -152,25 +155,24 @@ function light_set_height(h: int) -> void { if h > 0 { rt_light_h = h } }
# here" so an unstamped scene lights exactly as before (factor 1). nz is recovered
# from the unit constraint, so a Light2D shades a surface by the angle it faces,
# not distance alone (tier 3). Allocated only when a game stamps a normal.
var rt_light_nrm: words = null
function light_nrm_init() -> void {
if rt_light_nrm == null { rt_light_nrm = words(rt_fbw * rt_fbh) }
function light_nrm_init(rt_light_st: mut RtLightState) -> void {
if rt_light_st.rt_light_nrm == null { rt_light_st.rt_light_nrm = words(rt_fbw * rt_fbh) }
}
# forget every stamped normal — call once per frame before re-stamping surfaces.
function light_clear_normals() -> void {
if rt_light_nrm == null { return }
function light_clear_normals(rt_light_st: mut RtLightState) -> void {
if rt_light_st.rt_light_nrm == null { return }
let n = rt_fbw * rt_fbh
var i = 0
while i < n { rt_light_nrm[i] = 0; i += 1 }
while i < n { rt_light_st.rt_light_nrm[i] = 0; i += 1 }
}
# stamp a rectangular region's surface normal. nx, ny are the normal's x/y as a
# Q16.16 fixed in [-1, 1] (a flat surface facing the camera is nx = ny = 0); nz is
# derived. Screen space, clipped to the framebuffer.
function light_normal_rect(x: int, y: int, w: int, h: int, nx: fixed, ny: fixed) -> void {
light_nrm_init()
function light_normal_rect(rt_light_st: mut RtLightState, x: int, y: int, w: int, h: int, nx: fixed, ny: fixed) -> void {
light_nrm_init(rt_light_st)
var nxq = floor(nx * fixed(127)) + 128
var nyq = floor(ny * fixed(127)) + 128
if nxq < 0 { nxq = 0 }; if nxq > 255 { nxq = 255 }
@ -181,7 +183,7 @@ function light_normal_rect(x: int, y: int, w: int, h: int, nx: fixed, ny: fixed)
if (py >= 0) and (py < rt_fbh) {
var px = x
while px < x + w {
if (px >= 0) and (px < rt_fbw) { rt_light_nrm[py * rt_fbw + px] = packed }
if (px >= 0) and (px < rt_fbw) { rt_light_st.rt_light_nrm[py * rt_fbw + px] = packed }
px += 1
}
}
@ -239,33 +241,33 @@ function light_pow_t(t: fixed, exp: int) -> fixed {
# only its centre (0 or 1); a soft light (rt_light_soft > 0) samples a small cross
# on the light disk and averages, so an occluder edge fades through a penumbra
# instead of cutting sharply (tier 4).
function light_vis(cx: int, cy: int, px: int, py: int) -> fixed {
if rt_light_soft <= 0 {
if light_blocked(cx, cy, px, py) { return fixed(0) }
function light_vis(rt_light_st: RtLightState, cx: int, cy: int, px: int, py: int) -> fixed {
if rt_light_st.rt_light_soft <= 0 {
if light_blocked(rt_light_st, cx, cy, px, py) { return fixed(0) }
return fixed(1)
}
let s = rt_light_soft
let s = rt_light_st.rt_light_soft
var hit = 0
if not light_blocked(cx, cy, px, py) { hit += 1 }
if not light_blocked(cx + s, cy, px, py) { hit += 1 }
if not light_blocked(cx - s, cy, px, py) { hit += 1 }
if not light_blocked(cx, cy + s, px, py) { hit += 1 }
if not light_blocked(cx, cy - s, px, py) { hit += 1 }
if not light_blocked(rt_light_st, cx, cy, px, py) { hit += 1 }
if not light_blocked(rt_light_st, cx + s, cy, px, py) { hit += 1 }
if not light_blocked(rt_light_st, cx - s, cy, px, py) { hit += 1 }
if not light_blocked(rt_light_st, cx, cy + s, px, py) { hit += 1 }
if not light_blocked(rt_light_st, cx, cy - s, px, py) { hit += 1 }
return fixed(hit) / fixed(5)
}
# Lambert factor at a pixel from the normal G-buffer, 0..1 (Q16.16). Flat / no
# normal -> 1 (unchanged). Otherwise N·L with L the (normalized) direction from
# the surface to the light in 3D, the light lifted rt_light_h above the plane.
function light_normal_factor(cx: int, cy: int, px: int, py: int) -> fixed {
if rt_light_nrm == null { return fixed(1) }
let packed = rt_light_nrm[py * rt_fbw + px]
function light_normal_factor(rt_light_st: RtLightState, cx: int, cy: int, px: int, py: int) -> fixed {
if rt_light_st.rt_light_nrm == null { return fixed(1) }
let packed = rt_light_st.rt_light_nrm[py * rt_fbw + px]
if packed == 0 { return fixed(1) }
let nxq = (packed & 255) - 128
let nyq = ((packed >> 8) & 255) - 128
let lx = cx - px
let ly = cy - py
let lz = rt_light_h
let lz = rt_light_st.rt_light_h
let lm = light_isqrt(lx * lx + ly * ly + lz * lz)
if lm <= 0 { return fixed(1) }
let lxf = fixed(lx) / fixed(lm)
@ -285,18 +287,18 @@ function light_normal_factor(cx: int, cy: int, px: int, py: int) -> fixed {
# Multiply the whole scene by an ambient tint (0x00RRGGBB): the CanvasModulate
# that gives a night/cave mood before any light adds brightness back. Ambient
# 0xFFFFFF is a no-op; darker/colored tints dim and gel the scene.
function light_ambient(color: int) -> void {
function light_ambient(rt_core_st: mut RtCoreState, color: int) -> void {
let ar = (color >> 16) & 255
let ag = (color >> 8) & 255
let ab = color & 255
let n = rt_fbw * rt_fbh
var i = 0
while i < n {
let cur = rt_fb[i]
let cur = rt_core_st.rt_fb[i]
let nr = (((cur >> 16) & 255) * ar) / 255
let ng = (((cur >> 8) & 255) * ag) / 255
let nb = ((cur & 255) * ab) / 255
rt_fb[i] = (nr << 16) | (ng << 8) | nb
rt_core_st.rt_fb[i] = (nr << 16) | (ng << 8) | nb
i += 1
}
}
@ -315,14 +317,14 @@ function light_ambient(color: int) -> void {
# Brightness is clamped per channel at 255; only the bounding box is touched.
const LIGHT_FEATHER: int = 6 # cone-edge softening, in degrees
function light_emit(cx: int, cy: int, radius: int, color: int, energy: fixed, dir_deg: int, spread_deg: int) -> void {
function light_emit(rt_core_st: mut RtCoreState, rt_light_st: RtLightState, cx: int, cy: int, radius: int, color: int, energy: fixed, dir_deg: int, spread_deg: int) -> void {
if radius <= 0 { return }
let lr = (color >> 16) & 255
let lg = (color >> 8) & 255
let lb = color & 255
let gr = (rt_light_gel >> 16) & 255
let gg = (rt_light_gel >> 8) & 255
let gb = rt_light_gel & 255
let gr = (rt_light_st.rt_light_gel >> 16) & 255
let gg = (rt_light_st.rt_light_gel >> 8) & 255
let gb = rt_light_st.rt_light_gel & 255
var py = cy - radius
while py <= cy + radius {
if (py >= 0) and (py < rt_fbh) {
@ -344,26 +346,26 @@ function light_emit(cx: int, cy: int, radius: int, color: int, energy: fixed, di
}
}
if cone > 0 {
let vis = light_vis(cx, cy, px, py)
let vis = light_vis(rt_light_st, cx, cy, px, py)
if vis > 0 {
let t_lin = fixed(radius - d) / fixed(radius) # 1 at centre, 0 at rim
let atten = light_pow_t(t_lin, rt_light_falloff)
let nf = light_normal_factor(cx, cy, px, py)
let atten = light_pow_t(t_lin, rt_light_st.rt_light_falloff)
let nf = light_normal_factor(rt_light_st, cx, cy, px, py)
let k = atten * energy * vis * cone * nf
# gel: mix the light colour toward the rim colour by (1 - t_lin).
var cr = lr; var cg = lg; var cb = lb
if rt_light_gel_on {
if rt_light_st.rt_light_gel_on {
let mix = fixed(1) - t_lin
cr = lr + floor(fixed(gr - lr) * mix)
cg = lg + floor(fixed(gg - lg) * mix)
cb = lb + floor(fixed(gb - lb) * mix)
}
let idx = py * rt_fbw + px
let cur = rt_fb[idx]
let cur = rt_core_st.rt_fb[idx]
let nr = min(255, ((cur >> 16) & 255) + floor(fixed(cr) * k))
let ng = min(255, ((cur >> 8) & 255) + floor(fixed(cg) * k))
let nb = min(255, (cur & 255) + floor(fixed(cb) * k))
rt_fb[idx] = (nr << 16) | (ng << 8) | nb
rt_core_st.rt_fb[idx] = (nr << 16) | (ng << 8) | nb
}
}
}
@ -377,15 +379,15 @@ function light_emit(cx: int, cy: int, radius: int, color: int, energy: fixed, di
# a radial (omnidirectional) point light — the original short-signature call,
# now a thin wrapper over light_emit with the cone disabled.
function light_point(cx: int, cy: int, radius: int, color: int, energy: fixed) -> void {
light_emit(cx, cy, radius, color, energy, 0, -1)
function light_point(rt_core_st: mut RtCoreState, rt_light_st: RtLightState, cx: int, cy: int, radius: int, color: int, energy: fixed) -> void {
light_emit(rt_core_st, rt_light_st, cx, cy, radius, color, energy, 0, -1)
}
# a cone / spot light aimed at `direction` degrees (0 = +x, CCW) with a half-angle
# `spread` in degrees — a flashlight, a lamp cone. Shares every tier control (soft
# shadows, falloff, gel, normals) with the radial form.
function light_spot(cx: int, cy: int, radius: int, color: int, energy: fixed, direction: int, spread: int) -> void {
light_emit(cx, cy, radius, color, energy, direction, spread)
function light_spot(rt_core_st: mut RtCoreState, rt_light_st: RtLightState, cx: int, cy: int, radius: int, color: int, energy: fixed, direction: int, spread: int) -> void {
light_emit(rt_core_st, rt_light_st, cx, cy, radius, color, energy, direction, spread)
}
# ---- day / night ----------------------------------------------------------
@ -393,7 +395,7 @@ function light_spot(cx: int, cy: int, radius: int, color: int, energy: fixed, di
# 0.25 dawn, 0.5 noon, 0.75 dusk). A cosine-free triangle ramps a deep-blue night
# up to full daylight and back, so a game animates one value and the world's mood
# follows. Deterministic; drives the same light_ambient modulate.
function light_time_of_day(t: fixed) -> void {
function light_time_of_day(rt_core_st: mut RtCoreState, t: fixed) -> void {
# day factor 0..1: 0 at midnight, 1 at noon (triangle over the day).
var day = t * fixed(2) # 0..2 across the day
if day > fixed(1) { day = fixed(2) - day } # fold 0.5..1 back down: peak at noon
@ -404,5 +406,5 @@ function light_time_of_day(t: fixed) -> void {
let r = nr + floor(fixed(dr - nr) * day)
let g = ng + floor(fixed(dg - ng) * day)
let b = nb + floor(fixed(db - nb) * day)
light_ambient((r << 16) | (g << 8) | b)
light_ambient(rt_core_st, (r << 16) | (g << 8) | b)
}