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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@ -22,14 +22,27 @@ function manifest_name() -> pointer {
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# the name to give the built binary: the manifest's module (its last dotted
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# segment, so ludic.snake builds `snake`), else the entry file's base name.
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# The built binary's name, from the manifest's module path when there is one.
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#
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# A module path is a URL — `git.host/user/maroon-lake` — so the last path segment comes
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# first: taking the last DOT of that would have cut inside the host and produced
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# `io/user/maroon-lake`, which git-hosted names all share and which `build/{name}` then
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# turned into directories. Within the segment a dot still separates a namespace from the
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# package (`ludic.render3d` builds as `render3d`).
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function project_name(entry: pointer) -> pointer {
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let mod = manifest_name()
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var mod = manifest_name()
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if mod != "" {
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var last = -1
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var n = 0
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while mod[n] != 0 { n += 1 }
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var slash = -1
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var i = 0
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while mod[i] != 0 { if mod[i] == '.' { last = i }; i += 1 }
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if last >= 0 { return mod[last + 1..i] }
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return mod
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while i < n { if mod[i] == '/' { slash = i }; i += 1 }
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if slash >= 0 { mod = mod[slash + 1..n]; n = n - slash - 1 }
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var last = -1
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i = 0
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while i < n { if mod[i] == '.' { last = i }; i += 1 }
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if last >= 0 { return mod[last + 1..n] }
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if n > 0 { return mod }
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}
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return capture_line(`basename {entry} .ludic`)
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}
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