feat(gl): OpenGL 4.1 and the ludic.render3d renderer
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`Gl.*` binds the whole OpenGL 4.1 core API — every entry point of the
platform gl3.h with every GL_* constant, generated by `ludic-dev glgen`
with per-call ABI thunks. Windowed builds get an NSOpenGLContext on the
existing window at Retina resolution; headless builds render into an
offscreen CGL context, so a program that uses Gl.* renders and
screenshots identically under the test harness. It links gl.ll, the
thunks and OpenGL.framework only when used; every other build stays
byte-identical.

packages/ludic.render3d is a physically based renderer written on that
surface: HDRI image-based lighting, GPU-generated terrain with scanned
PBR materials, CDLOD, cascaded shadows, glTF with skinning, instanced
vegetation with impostors, procedural grass, water, SSAO, and an HDR
pipeline with bloom, auto-exposure and ACES.

It also carries this session's work on it: the terrain at half its cost
(10.3 -> 5.4 ms of frame), the streaming hitch that got worse the longer
you played, a resize that emptied the world, and the packaging that lets
a game use the renderer from its own repository — `ludic assets`, the
material manifest shipping with the package, and shader lookup falling
back to the install root. See changes/ for each, with its numbers.

The camping game that drove all of it has moved out to its own
repository, Maroon Lake; examples/rendering/smooth.ludic stays as the
renderer's example here.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-10 03:31:12 +03:00
parent 470971bf70
commit f25289db20
90 changed files with 35316 additions and 19853 deletions

View file

@ -1013,6 +1013,9 @@ literal; test any pointer/record/slice with `x == null` / `x != null` (an unset
# control quit() print(x) (a value + newline)
# convert str(x) -> str (int/bool/fixed -> text)
# length len(x) -> int (elements of a slice, or bytes of a string)
# OpenGL Gl.<snake_name>(…) every OpenGL 4.1 core entry point (glBindBuffer -> Gl.bind_buffer,
# GL_* constants as-is) float/double parameters take fixed; buffers are bytes/words
# Gl.open(width,height,title) Gl.swap() Gl.screenshot(path) Gl.program(vs,fs) Gl.vao() Gl.floats(n) …
# process arg_count()->int arg(i)->str (the command line; argv[0] included)
# exit(code) run(cmd) getenv(name) read_char()->int
# file_stderr()->ptr file_stdout()->ptr (handles for file_write)