The renderer's projections are OpenGL's, whose clip-space depth runs from -w to w; Vulkan clips
everything below 0. `ludic-dev shaders` now wraps each vertex stage - its own main runs, then
gl_Position.z = (z + w) / 2 - so every variant's depth lands in [0, w]. The GLSL the OpenGL
renderer compiles is untouched. No y flip is needed: a Vulkan target's row 0 is where OpenGL's is
(NDC y = -1), so render to texture, sampling and gl_FragCoord agree between the two, and only the
present and the screenshot flip.
45 vertex modules regenerated (spirv-val clean, manifest unchanged); ludic-dev test 140 passed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Vulkan cannot compile GLSL when the game starts, so the programs render3d builds are listed
(shaders/variants.list, 45 of them, collected with R3D_PROGRAMS_LOG across the self-tests, the
screens, the viewpoints and the debug switches) and `ludic-dev shaders` compiles each into
shaders/spv/<id>.vert.spv and .frag.spv with a manifest of what the backend needs: each
stage's uniform block and member offsets, the samplers' bindings, the vertex inputs.
The GLSL is the renderer's own, assembled as programs.ludic assembles it, through glslang's
relaxed Vulkan mode, so gpu_uniform / u_* can write the same uniforms into a block on Vulkan.
Bindings are assigned by the tool (glslang's own numbering put several samplers of one stage
on binding 0): the vertex block is 0, the fragment block 1, samplers from 2 in name order,
shared across both stages. Every stage passes spirv-val; `ludic-dev test` rebuilds and compares
wherever the Vulkan SDK is installed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Needle-card crowns are many cut-out quads deep and a discarding shader turns early depth
rejection off, so every card behind the front one ran the full lighting shader. The near
tree LODs now write depth first (depth.frag, the same alpha coverage test), terrain under
them is rejected before shading, and the lit pass draws them with no discard and an equal
depth test (invariant gl_Position). R3D_NOPREPASS=1 restores the old path.
Dense forest on a Windows PC: 61 -> 78 fps at 3840x2160, 116 -> 164 fps at 1920x1080.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A water body other than the reflecting one drew its whole bounding rectangle,
so the corners outside the lake's carved ellipse showed water over dry ground;
those bodies now discard outside the ellipse. r3d_fog_base (default 0) is the
height the height fog is measured from, so maps sharing one datum at different
heights get the same air.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
terrain_reload/terrain_unload release one map's height field, survey, photograph
and patch bounds and generate another at any TERRAIN_HALF; scatter_clear_all
(with streams), actor_clear_all, col_reset and mesh_free empty the scene;
water_body_add/water_bodies_clear draw several still-water planes with one
reflecting; terrain_sea separates the coast's sea level from the carved lake's,
and grass keeps off both. Fixes CDLOD patch bounds for TERRAIN_HALF != 4096 and
water_init leaking a mesh and program per call. examples/rendering/reload.ludic.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Three things a game could not say, each of which had been worked around.
Audio.play_at(id, gain:, pitch:, pan:) fires a one-shot with its own gain,
pitch and stereo position. Audio.volume and Audio.pitch are global - they are
the options screen - so a game placing a sound in the world was fighting them,
and distance attenuation was simply not expressible. The backend already took
volume and rate per call; this adds setPan: alongside them and stops routing
through the master state.
ludic.render3d gains outline_model(model, mat, width, r, g, b): a rim around
something that is not an Actor. The outline pass walked the actor list and
stopped, so instanced scatter - a forest - could not be highlighted at all. It
is a queue flushed by the same pass, which is what gets the depth test right
when the caller does not control pass order.
And terrain_coast(cx, cz, margin, fall), the other way to make an island:
the sea around the survey's own edge rather than cut out of the middle of it.
terrain_island measures a radius from a centre, which drowns two thirds of a
real survey to make an island of the rest; this measures inward from the
boundary, so everything the data covers stays land and the coast is where the
data runs out. Both modes gained a strand - the last few metres of height
either side of the water line compressed, which stretches a cliff plunge out
into beach and shallows.
132 regression tests and the self-host fixpoints pass.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`terrain_island(cx, cz, r, fall)` keeps land out to `r` and then scales the
terrain down into the water over `fall` metres and on to a shelf. Scaling rather
than blending to a fixed bed is what makes the coastline come out of the terrain
that is already there: low ground turns into beach and shallows, high ground
into cliff. `r = 0` leaves the survey alone, so nothing that does not ask for an
island is touched.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The moon was fixed opposite the sun and worth a constant trickle of light. It
now carries a phase, 0 new .. 0.5 full .. 1 new again, and that one number
decides three things at once: the disc's terminator, the fraction of its light
that reaches the ground, and where in the sky it rides.
The moon is where the sun was `lag` of a day ago, so a full moon rises as the
sun sets and a new moon travels with the sun and is never seen. A new moon is
now a properly dark night, which is what makes a carried light worth having.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
An actor gains `outline` (metres of rim) and `ocol` (its colour). The pass draws
the model a second time with its vertices pushed out along their normals and its
front faces culled, so only the far side of the swollen shell survives - a
silhouette exactly `outline` metres wide. It is depth-tested against the scene,
so anything standing in front of the actor hides the rim too.
skin.vert grows an OUTLINE path for the push; outline.frag is the flat-colour
fragment shader it pairs with.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`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>