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
14
packages/ludic.render3d/shaders/overlay.frag
Normal file
14
packages/ludic.render3d/shaders/overlay.frag
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
// 2D overlay: a texture times a colour; the font atlas is white glyphs on alpha
|
||||
in vec2 v_uv;
|
||||
in vec4 v_col;
|
||||
uniform sampler2D u_tex;
|
||||
uniform float u_is_font;
|
||||
out vec4 o_color;
|
||||
void main() {
|
||||
vec4 t = texture(u_tex, v_uv);
|
||||
if (u_is_font > 0.5) {
|
||||
o_color = vec4(v_col.rgb, v_col.a * t.a);
|
||||
} else {
|
||||
o_color = vec4(v_col.rgb * t.rgb, v_col.a * t.a);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue