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

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