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