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6 commits

Author SHA1 Message Date
b22f65f598 fix(render3d): the Bells are maroon - saturation was the knob, not brightness
Correcting the previous commit, which said this was unfixed. It is fixed, and I had the
wrong knob: raising the mudstone tint's magnitude from 0.14 to 0.38 made the face LIGHTER
rather than REDDER and it came out pale tan. The shader's own DEBUG_ALB view measured
red:blue at 1.56 on the peak where maroon mudstone wants nearer 4, which says plainly that
what needed moving was green and blue DOWN, not red up.

The built-in DEBUG_MAT view is what settled it, and I should have reached for it an hour
earlier instead of inventing my own: it shows the Bells as pure red, rockW = 1, so the
face is rock and always was. That also explains why painting the snow albedo bright red
changed nothing and I wrongly read that as "this surface is not drawn by this shader" -
there is no snow on those faces to paint.

The far tier's fallback moves with it, so the cheap tier keeps the near tier's mean.

Backends agree to 0.60/255.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 16:36:39 +03:00
b5d13180a6 fix(render3d): the ground keeps more of its own colour, and the rock keeps all of it
55% of every ground pixel was the orthophotograph, at every distance and on every
material. A survey image records WHERE the forest and the scree are well and what a
steep rock face is coloured badly - it is shot through kilometres of air at an angle no
player stands at. The photograph keeps the meadow and the forest and gives the rock back
to the rock, by material and by elevation and never by distance: a distance fade used to
live here and was removed because the photograph has the day's own shadows baked in, so
grass grew dark patches as you backed away and they slid as you walked.

The far tier's rock fallback is the maroon mean, not a neutral grey - TFAST_3 skips the
rock sample and leaves that constant standing in for a whole mountain.

Ortho-classified snow needs altitude now. Bright and unsaturated is what snow looks like
from a satellite and also what a sunlit rock face looks like. Gully snow is gated on the
snow line rather than two absolute heights.

Distance desaturation eased 1.9 -> 1.15: tuned on a valley whose rock was grey anyway.

NOT FIXED, and I want it recorded rather than implied: the Bells themselves are still
not maroon. The near and middle rock is warmer and measurably so, but the distant peak
does not respond to ANY of this - not the rock tint, not the ortho weight, not the snow
line, not the gully gate. Painting sA bright red left it unchanged, so whatever surface
that is, it is not this shader's snow and not this shader's material blend. Somebody
should find out what draws it before tuning any of these numbers further.

400 frames: GL 7.0 s, VK 7.2 s. Backends agree to 0.62/255.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 16:29:17 +03:00
6dfdee75e2 fix(render3d): a lake can be the mirrored water, with its own wet shore
A reflecting body is clipped to its ellipse like every other unless it is an
unbounded sea, so a map whose reflection belongs to its lake (Maroon Lake, once
its sea sits below it) does not draw that lake's level over every hollow in the
survey. The terrain's wet shore and its forest and scree gates read the carved
lake's line inside its outline (u_lake), the rule grass already used. SPIR-V
regenerated.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 15:15:28 +03:00
44ecd55a86 render3d(vulkan): the ground reads the sun cascades itself - no separate terrain sun pass
tersun.frag rasterised every terrain patch a second time into a screen buffer, because on OpenGL the
cascade read inside terrain.frag fell off a driver cliff (about 6 ms a frame). Vulkan has no such
cliff: its terrain programs are the SUN_INLINE variant, which evaluates the same two tiers with the
same normal and cross-fade in the ground's own shader, and terrain_draw skips the pass - in the frame
and in the water reflection. OpenGL keeps the pass. R3D_SUN_PASS=1 keeps it on Vulkan, for comparing.

Mac Vulkan town 1759 -> 1692 draws; frames within 2/255 of the pass (15331 px, float rounding). PC camp
1984 -> 1882 draws, 3.9 s for 400 frames either way, self-tests 59/59, validation 0. OpenGL frames
byte-identical.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 17:26:39 +03:00
a4a3d75cd9 feat(render3d): replace the world at run time, water bodies, terrain_sea
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>
2026-09-13 00:03:40 +03:00
f25289db20 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>
2026-09-10 03:31:12 +03:00