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

@ -221,12 +221,40 @@ function jp_number(p: JP) -> Val {
di -= 1
}
var raw = ip * 65536 + frac
raw = jp_exponent(p, raw)
if neg != 0 { raw = -raw }
return value_fixed(raw)
}
if p.i < p.n and (p.s[p.i] == 'e' or p.s[p.i] == 'E') { # 1e-05: an exponent makes it a fixed
var raw = jp_exponent(p, ip * 65536)
if neg != 0 { raw = -raw }
return value_fixed(raw)
}
if neg != 0 { ip = -ip }
return value_int(ip)
}
# an optional exponent after a number's digits, applied to a raw Q16.16 value. Exporters
# write noise like 7.49e-09 for a zero; a fixed rounds that to 0, which is what it was.
function jp_exponent(p: JP, raw0: int) -> int {
var raw = raw0
if p.i >= p.n or (p.s[p.i] != 'e' and p.s[p.i] != 'E') { return raw }
p.i += 1
var eneg = 0
if p.i < p.n and p.s[p.i] == '-' { eneg = 1; p.i += 1 }
else if p.i < p.n and p.s[p.i] == '+' { p.i += 1 }
var e = 0
while p.i < p.n and p.s[p.i] >= '0' and p.s[p.i] <= '9' {
e = e * 10 + (p.s[p.i] - 48)
p.i += 1
}
if e > 12 { e = 12 }
var k = 0
while k < e {
if eneg != 0 { raw = raw / 10 } else { raw = raw * 10 }
k += 1
}
return raw
}
function jp_list(p: JP) -> Val {
let out = value_list()