feat(gl): OpenGL 4.1 and the ludic.render3d renderer
Some checks failed
ci / build-and-test (push) Waiting to run
commit-lint / conventional-commits (push) Waiting to run
bootstrap / cfree-fixpoint (push) Has been cancelled
docs / build-and-deploy (push) Successful in 34s

`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

@ -32,6 +32,8 @@ program LudicDev {
import "docgen.ludic"
import "docgen_gen.ludic"
import "docgen_check.ludic"
import "glgen.ludic"
import "assets.ludic"
import "release.ludic"
import "pkg.ludic"
import "pkg_test.ludic"
@ -47,6 +49,7 @@ program LudicDev {
print(" build-cli build just bin/ludicc from the IR seed")
print(" tools [--install] [--test] build the editor toolchain (ludic-fmt, ludic-lsp)")
print(" clean remove build/")
print(" fetch-assets [--force] fetch the CC0 Poly Haven assets the rendering examples use")
print("")
print("test:")
print(" test the full regression suite")
@ -65,6 +68,7 @@ program LudicDev {
print(" docs-gen [--out DIR] generate the documentation site (default build/pages)")
print(" docs-check [DIR] coverage/integrity guard over a generated docs site")
print(" docs-palette [--check] regenerate emit_color.ludic + palette.json from the palette table")
print(" glgen [--check] regenerate gl_api.ludic + gl_thunks.ll from the platform gl3.h")
print("")
print("release:")
print(" release [major|minor|patch] [--dry-run] [--publish]")
@ -101,6 +105,8 @@ program LudicDev {
if (cmd == "check-vocabulary") { return cmd_check_vocab() }
if (cmd == "lint-asset") { return cmd_lint_asset() }
if (cmd == "docs-palette") { return cmd_docs_palette() }
if (cmd == "glgen") { return cmd_glgen() }
if (cmd == "fetch-assets") { return cmd_fetch_assets() }
if (cmd == "docs-gen") { return cmd_docs_gen() }
if (cmd == "docs-check") { return cmd_docs_check() }
if (cmd == "golden") { return cmd_golden() }