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

@ -447,6 +447,7 @@ function cmd_dev_test() -> int {
smoke("events/events")
smoke("networking/net_rt")
smoke("library/cursor_capture") # #89 Input.cursor_mode compiles (no-op headless; windowed links cocoa.ll)
smoke("rendering/gl_triangle") # Gl.* (OpenGL 4.1 core) compiles headless; the run needs a GPU context
print("== the compiler and the CLI (ludicc / ludic) ==")
# ludicc comes out of the IR seed with clang alone; the CLI is then compiled
@ -525,5 +526,14 @@ function cmd_dev_test() -> int {
ok("ludic-dev docs-palette regenerates emit_color.ludic + palette.json byte-identically")
} else { bad2("ludic-dev docs-palette --check", capture_line(`tail -1 {tmp_dir()}/pal.out`)) }
# the OpenGL binding generator is the same shape: gl_api.ludic + gl_thunks.ll are
# tracked, and --check regenerates them from the platform gl3.h and compares. The
# header is macOS-only, so this guard cannot run off Darwin.
if is_darwin() {
if shq(`bin/ludic-dev glgen --check > {tmp_dir()}/glgen.out 2>&1`) {
ok("ludic-dev glgen regenerates gl_api.ludic + gl_thunks.ll byte-identically")
} else { bad2("ludic-dev glgen --check", capture_line(`tail -1 {tmp_dir()}/glgen.out`)) }
} else { skip("ludic-dev glgen --check (needs the macOS OpenGL headers)") }
return report()
}