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>
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90 changed files with 35316 additions and 19853 deletions
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@ -875,6 +875,20 @@ function emit_ns_call(ns: pointer, meth: pointer, e: Node) -> Val {
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# #62: a package-provided namespace (declared with @Namespace(Foo)) that none
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# of the hardcoded core blocks matched — alias Foo.method to the bare function
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# foo_method (positional args), the same generic path the core aliases use.
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# Gl.* — OpenGL (runtime/native/gl.ludic + the generated gl_api.ludic): the
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# 478 gl3.h entry points bound as externs gl_<snake_name>, plus the Ludic
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# helpers (gl_open / gl_swap / gl_screenshot / gl_program / …). Labels are the
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# declaration's parameter names, so `Gl.clear_color(red: 0.1, …)` works.
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if (ns == "Gl") and (bare == null) {
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bare = "gl_" + meth
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var gdecl = find_fn(bare)
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if (gdecl == null) { gdecl = find_extern(bare) }
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if (gdecl != null) {
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let gnames = param_labels(gdecl)
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var gi = 0
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while gi < len(gnames) { push(labels, gnames[gi]); gi += 1 }
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}
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}
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if (bare == null) and is_registered_namespace(ns) {
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bare = ns_lower(ns) + ("_") + meth
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# #76: a namespace declared with a block controls its public surface — an
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@ -249,6 +249,8 @@ function p_postfix() -> Node {
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if e.a.kind == E_ID and e.a.s == "Audio" { g_uses_audio = true }
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# Http.* (#6) — any Http method splices the HTTP client runtime.
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if e.a.kind == E_ID and e.a.s == "Http" { g_uses_http = true }
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# Gl.* — any Gl method splices the OpenGL runtime (and links the GL backend).
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if e.a.kind == E_ID and e.a.s == "Gl" { g_uses_gl = true }
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# Tween.to/chain/delay/value/stop/parallel (#48): the fluent stateful handles
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# live in tween.ludic, advanced by an engine-owned system each Update tick.
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if e.a.kind == E_ID and e.a.s == "Tween" and (e.s == "to" or e.s == "chain" or e.s == "delay" or e.s == "value" or e.s == "stop" or e.s == "parallel") { g_uses_tween_rt = true }
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@ -636,6 +638,7 @@ var g_uses_tween_rt: bool = false # Tween.to/chain/delay/… (#48) -> splice tw
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var g_uses_fx: bool = false # Fx.sparks/number/clear -> splice fx.ludic; fx_tick each Update, fx_draw each Render
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var g_uses_audio: bool = false # Audio.* (#22) -> splice audio.ludic; a windowed build also links audio.ll + AVFoundation
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var g_uses_http: bool = false # Http.* (#6) -> splice http.ludic; links http.ll + Foundation (macOS)
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var g_uses_gl: bool = false # Gl.* -> splice gl.ludic (+ generated gl_api.ludic); links gl.ll + gl_thunks.ll + OpenGL
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# issue #64: functions marked @System(Phase) in a prebuilt binary module — the
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# compiler registers each with the host at load (it supplies the fn address,
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# which Ludic source cannot take). Parallel arrays: fn name -> phase name.
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@ -1123,6 +1126,14 @@ function maybe_splice_runtime() -> void {
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do_import("runtime/native/http.ludic")
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cur_dir = saved
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}
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# Gl.*: splice the OpenGL surface (gl.ludic + the generated gl_api.ludic). The
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# native calls are the linked GL entry points themselves; the window attach is
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# is_windowed()-guarded, so a headless build renders into an offscreen context.
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if g_uses_gl {
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cur_dir = ""
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do_import("runtime/native/gl.ludic")
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cur_dir = saved
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}
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# Anim.play/Motion.to sugar (#48): the writes live in systems.ludic and use the
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# reflection ABI, so splice it and force the world table even when the game does
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# not otherwise trip uses_engine_systems.
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@ -1193,6 +1204,7 @@ function parse_program() -> void {
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g_onlisten = new []Node
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g_toggled_layers = new []pointer
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g_uses_regex = false
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g_uses_gl = false
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g_uses_bignum = false
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g_uses_dict = false
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g_uses_numeric = false
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39827
selfhost/ludicc.seed.ll
39827
selfhost/ludicc.seed.ll
File diff suppressed because it is too large
Load diff
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@ -180,6 +180,13 @@ entry {
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let http = join_path(home, "runtime/native/http.ll")
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cmd = `{cmd} {http} -Wl,-needed_framework,Foundation`
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}
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# Gl.* links the OpenGL backend: gl.ll (offscreen contexts, float helpers), the
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# generated per-entry-point ABI thunks, and OpenGL.framework. Windowed or not.
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if g_uses_gl {
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let gl = join_path(home, "runtime/native/gl.ll")
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let glt = join_path(home, "runtime/native/gl_thunks.ll")
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cmd = `{cmd} {gl} {glt} -framework OpenGL`
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}
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cmd = `{cmd} -o {out}`
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let rc = run(cmd)
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