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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@ -24,6 +24,7 @@ program Ludic {
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import "build.ludic"
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import "project.ludic"
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import "pkg.ludic"
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import "assets.ludic"
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function usage() -> void {
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print("ludic — the toolchain for the Ludic language")
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@ -44,6 +45,7 @@ program Ludic {
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print(" update [module] bump a dependency (or all) to its latest published version")
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print(" verify check every locked package against the store by content hash")
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print(" vendor copy the resolved packages into ./vendor for offline builds")
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print(" assets [--force] fetch the CC0 materials the renderer needs into assets/polyhaven/")
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print(" build-lib <module.ludic> compile a package's module to a prebuilt dylib in lib/<target>/")
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print(" link-flags print the clang flags to link this project's prebuilt module dylibs")
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print("")
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@ -85,6 +87,7 @@ program Ludic {
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if (cmd == "update") { return cmd_pkg_update() }
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if (cmd == "verify") { return cmd_pkg_verify() }
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if (cmd == "vendor") { return cmd_pkg_vendor() }
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if (cmd == "assets") { return cmd_fetch_assets() }
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if (cmd == "build-lib") { return cmd_pkg_build_lib() }
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if (cmd == "link-flags") { return cmd_pkg_link_flags() }
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