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>
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packages/ludic.render3d/hooks.ludic
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packages/ludic.render3d/hooks.ludic
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@ -0,0 +1,17 @@
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# hooks.ludic - the scene a frame draws, as callbacks the program registers. They used to be
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# functions every program had to define by name (scene_draw, scene_draw_casters, stream_fill),
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# a contract only the linker enforced and that allowed one scene per program.
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var r3d_draw_cb: fn() = null
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var r3d_casters_cb: fn(floats) = null
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var r3d_fill_cb: fn(Stream, int, int, int) = null
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# what a frame draws, for every pass that draws the scene (the view, the reflection)
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function r3d_on_draw(f: fn()) -> void { r3d_draw_cb = f }
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# what casts a shadow, drawn into the light's view `light_vp`
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function r3d_on_casters(f: fn(floats)) -> void { r3d_casters_cb = f }
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# a streamed layer's chunk (cx, cz) at detail `band`, filled with its instances
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function r3d_on_stream_fill(f: fn(Stream, int, int, int)) -> void { r3d_fill_cb = f }
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function r3d_scene_draw() -> void { if r3d_draw_cb != null { r3d_draw_cb() } }
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function r3d_scene_casters(light_vp: floats) -> void { if r3d_casters_cb != null { r3d_casters_cb(light_vp) } }
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function r3d_stream_fill(s: Stream, cx: int, cz: int, band: int) -> void { if r3d_fill_cb != null { r3d_fill_cb(s, cx, cz, band) } }
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@ -1,8 +1,11 @@
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# ============================================================================
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# ludic.render3d — a physically based 3D renderer on Gl.* (OpenGL 4.1 core).
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# Import this one file; the game supplies scene_draw() / scene_draw_casters().
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# Import this one file, and register what a frame draws: r3d_on_draw, r3d_on_casters and, for a
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# streamed layer, r3d_on_stream_fill (hooks.ludic).
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# ============================================================================
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numbers float # the renderer's numbers are floats whoever imports it
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import "env.ludic"
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import "hooks.ludic"
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import "fmath.ludic"
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import "gpu.ludic"
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import "gpu_manifest.ludic"
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@ -257,7 +257,7 @@ function r3d_frame(time: float) -> void {
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prof_end()
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prof_cpu_mark("terrain")
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prof_begin("scene (vegetation)")
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scene_draw()
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r3d_scene_draw()
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prof_end()
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sc_prepass = false
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prof_cpu_mark("vegetation")
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@ -165,7 +165,7 @@ function shadow_pass() -> void {
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# shadows off (a video setting): the cascades stay cleared, so everything reads lit
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if sh_enabled {
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if not sh_skip_terrain { terrain_draw_shadow(vp) }
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scene_draw_casters(vp)
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r3d_scene_casters(vp)
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}
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}
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gpu_depth_bias(0.0, 0.0)
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@ -233,7 +233,7 @@ function stream_update(s: Stream, cam_x: float, cam_z: float) -> void {
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c.key = key
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s.cur = c
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let t0 = gl_now_us()
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stream_fill(s, cx, cz, band)
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r3d_stream_fill(s, cx, cz, band)
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let dt = gl_now_us() - t0
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stream_us_gen = stream_us_gen + dt
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prof_chunk(s.kind, band, c.count, dt)
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@ -86,7 +86,7 @@ function water_reflection_pass() -> void {
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prof_cpu_mark("reflection setup")
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terrain_draw()
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prof_cpu_mark("reflection terrain")
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scene_draw()
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r3d_scene_draw()
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prof_cpu_mark("reflection scene")
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r3d_draw_sky()
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prof_cpu_mark("reflection sky")
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