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
36
packages/ludic.render3d/shaders/ibl_brdf.frag
Normal file
36
packages/ludic.render3d/shaders/ibl_brdf.frag
Normal file
|
|
@ -0,0 +1,36 @@
|
|||
in vec2 v_uv;
|
||||
out vec4 o_color;
|
||||
vec2 hammersley(uint i, uint n) {
|
||||
uint b = i;
|
||||
b = (b << 16u) | (b >> 16u);
|
||||
b = ((b & 0x55555555u) << 1u) | ((b & 0xAAAAAAAAu) >> 1u);
|
||||
b = ((b & 0x33333333u) << 2u) | ((b & 0xCCCCCCCCu) >> 2u);
|
||||
b = ((b & 0x0F0F0F0Fu) << 4u) | ((b & 0xF0F0F0F0u) >> 4u);
|
||||
b = ((b & 0x00FF00FFu) << 8u) | ((b & 0xFF00FF00u) >> 8u);
|
||||
return vec2(float(i) / float(n), float(b) * 2.3283064365386963e-10);
|
||||
}
|
||||
void main() {
|
||||
float NoV = max(v_uv.x, 1e-3);
|
||||
float rough = max(v_uv.y, 0.02);
|
||||
vec3 v = vec3(sqrt(1.0 - NoV * NoV), 0.0, NoV);
|
||||
float a = rough * rough;
|
||||
float A = 0.0, B = 0.0;
|
||||
const uint N = 512u;
|
||||
for (uint i = 0u; i < N; i++) {
|
||||
vec2 x = hammersley(i, N);
|
||||
float phi = 2.0 * PI * x.x;
|
||||
float ct = sqrt((1.0 - x.y) / (1.0 + (a * a - 1.0) * x.y));
|
||||
float st = sqrt(1.0 - ct * ct);
|
||||
vec3 h = vec3(cos(phi) * st, sin(phi) * st, ct);
|
||||
vec3 l = 2.0 * dot(v, h) * h - v;
|
||||
float NoL = max(l.z, 0.0), NoH = max(h.z, 0.0), VoH = max(dot(v, h), 0.0);
|
||||
if (NoL > 0.0) {
|
||||
float G = V_Smith(NoV, NoL, a) * 4.0 * NoL * NoV; // Smith G from the visibility term
|
||||
float Gv = G * VoH / max(NoH * NoV, 1e-4);
|
||||
float Fc = pow(1.0 - VoH, 5.0);
|
||||
A += (1.0 - Fc) * Gv;
|
||||
B += Fc * Gv;
|
||||
}
|
||||
}
|
||||
o_color = vec4(clamp(A / float(N), 0.0, 1.0), clamp(B / float(N), 0.0, 1.0), 0.0, 1.0);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue