feat(ludic.lab): the visual lab as a package - a scene on a plate, never a world
A scene is an entry in the open registry LabScenes, shown on a plate: a flat lit disc, the package's own small sky with the sun at one hour, and a frame clock. Headless each camera (lab_shot, lab_shot_at) settles and is written as build/lab/<scene>/<shot>.png (a stored PNG, written here); in a window N and P step through them. tools/lab/run.sh and sheet.py make the contact sheet; tools/lab/plate_build.py makes plate/. ludic.render3d gains r3d_plate_mode (no terrain, grass or water is made) and r3d_sky_path. quit() in a program with no frame loop links. The example takes ~120 MB resident, 417 MiB peak footprint. Reseed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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35 changed files with 4184 additions and 2986 deletions
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@ -37,6 +37,13 @@ var r3d_dem_base: float = 0.0
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var r3d_dem_ox: float = 0.0
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var r3d_dem_oz: float = 0.0
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var r3d_ortho_path: string = null
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# A plate: no terrain, no grass, no water - the sky, the sun, the shadows and whatever the scene
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# draws (a lab's stage, ludic.lab). Set before the load; nothing of the landscape is made, so
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# its hundreds of megabytes of height field, materials and grass never exist.
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var r3d_plate: bool = false
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function r3d_plate_mode(on: bool) -> void { r3d_plate = on }
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# the sky's HDR image, when it is not the default photograph under r3d_assets
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var r3d_sky_path: string = null
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var r3d_debug: bool = false
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var r3d_debug_shadow: bool = false
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var r3d_debug_max: bool = false
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@ -123,9 +130,12 @@ function r3d_load_count() -> int { return 4 + TERRAIN_INIT_STEPS }
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function r3d_load_step(i: int) -> bool {
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let t = i - 1
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if i == 0 {
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if not sky_load(r3d_assets + "/hdri/kloofendal_48d_partly_cloudy_puresky_4k.hdr") { return false }
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var sky = r3d_assets + "/hdri/kloofendal_48d_partly_cloudy_puresky_4k.hdr"
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if r3d_sky_path != null { sky = r3d_sky_path }
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if not sky_load(sky) { return false }
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daylight_init()
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} else if t >= 0 and t < TERRAIN_INIT_STEPS {
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if r3d_plate { return true }
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if t == 0 {
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if r3d_dem_path != null { terrain_use_dem(r3d_dem_path, r3d_dem_min, r3d_dem_max, r3d_dem_base, r3d_dem_ox, r3d_dem_oz) }
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if r3d_ortho_path != null { terrain_use_ortho(r3d_ortho_path) }
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@ -138,7 +148,7 @@ function r3d_load_step(i: int) -> bool {
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scatter_init()
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actor_init()
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} else if i == 3 + TERRAIN_INIT_STEPS {
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grass_init()
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if not r3d_plate { grass_init() }
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r3d_sky_prog = r3d_program("fullscreen.vert", "sky.frag", "")
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# The base is NOON's air, and it was tuned when nothing desaturated with distance - so it
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# was doing its whole job through colour and could not be raised without the valley going
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@ -221,7 +231,7 @@ function r3d_frame(time: float) -> void {
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print(`cam {r3d_test_frame} pos {int(cam_pos[0] * 1000.0)} {int(cam_pos[1] * 1000.0)} {int(cam_pos[2] * 1000.0)} yaw {int(cam_yaw * 1000.0)} pitch {int(cam_pitch * 1000.0)} jitter {int(gsl_jitter_x * 1000000.0)} {int(gsl_jitter_y * 1000000.0)} render {post_w}x{post_h} reset {gsl_reset} evalok {gsl_eval_ok} fresh {gsl_fresh}`)
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}
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# the height-field shadow rebakes as the light moves in steps (daylight), or with the sky yaw when there is no clock
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if (not day_on and ter_shadow_yaw != sky_yaw) or ter_shadow_gen != day_gen {
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if not r3d_plate and ((not day_on and ter_shadow_yaw != sky_yaw) or ter_shadow_gen != day_gen) {
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ter_shadow_gen = day_gen
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let t_bk = gl_now_us()
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terrain_bake_shadow()
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@ -249,12 +259,14 @@ function r3d_frame(time: float) -> void {
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sc_prepass = true
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}
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prof_cpu_mark("foliage prepass")
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prof_begin("terrain sun")
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terrain_sun_prepare()
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prof_end()
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prof_begin("terrain")
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terrain_draw()
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prof_end()
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if not r3d_plate {
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prof_begin("terrain sun")
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terrain_sun_prepare()
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prof_end()
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prof_begin("terrain")
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terrain_draw()
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prof_end()
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}
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prof_cpu_mark("terrain")
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prof_begin("scene (vegetation)")
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r3d_scene_draw()
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