feat(gl): OpenGL 4.1 and the ludic.render3d renderer
`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:
parent
470971bf70
commit
f25289db20
90 changed files with 35316 additions and 19853 deletions
28
changes/gl-render3d.md
Normal file
28
changes/gl-render3d.md
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
bump: minor
|
||||
type: feat
|
||||
**OpenGL for Ludic, and a 3D renderer on it.** `Gl.*` binds the whole OpenGL 4.1
|
||||
core API — every `gl*` entry point of the platform `gl3.h` as `Gl.<snake_name>(…)`
|
||||
with every `GL_*` constant, generated by `ludic-dev glgen` with per-call ABI thunks
|
||||
(`runtime/native/gl_thunks.ll`; float/double parameters take `fixed`). Windowed
|
||||
builds get an `NSOpenGLContext` on the existing window at Retina resolution
|
||||
(`cocoa.ll`); headless builds render into an offscreen CGL context, so a program
|
||||
that uses `Gl.*` renders and screenshots identically under the test harness.
|
||||
`Gl.open / swap / screenshot / program / vao / floats …` cover the glue, and the
|
||||
IEEE-float helpers (`f_add`, `mem_put_f32`, …) let Q16.16 programs fill real
|
||||
float vertex and uniform data. `Gl.*` links `gl.ll + gl_thunks.ll + OpenGL.framework`
|
||||
only when used; every other build is byte-identical.
|
||||
|
||||
The `ludic.render3d` package (`packages/ludic.render3d`) is a physically based
|
||||
renderer written on `Gl.*`: HDRI sky with image-based lighting (irradiance, GGX
|
||||
prefiltered, split-sum BRDF, sun extracted from the map), GPU-generated terrain
|
||||
with scanned PBR materials (stochastic anti-tiling, triplanar rock, slope/altitude
|
||||
splatting), cascaded shadow maps with PCF and world-unit biasing, a glTF loader
|
||||
for scanned models, instanced vegetation with baked impostors, procedural grass
|
||||
and lupines with wind and translucency, 4x MSAA with alpha-to-coverage, SSAO,
|
||||
still water, cloud shadows, aerial perspective, an HDR pipeline with bloom,
|
||||
auto-exposure, ACES tonemapping, grading, sharpening and grain. See
|
||||
`examples/rendering/smooth.ludic`, and the Maroon Lake game (git.workshopsoft.io/workshopsoft/maroon-lake) for a
|
||||
game built on it. The renderer's CC0 materials are fetched with `ludic assets`.
|
||||
|
||||
**16-bit PNGs**: the renderer's texture loader keeps 16-bit samples (normal /
|
||||
displacement maps) and uploads them as `RGB16` / `R16`.
|
||||
Loading…
Add table
Add a link
Reference in a new issue