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14 commits

Author SHA1 Message Date
eee6a0906e render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders)
terpage.glsl is the reference block (tpSlot, tpUV, terHeight, terHeightSmooth, terNormalXZ,
terOrtho, tpOrthoRes, tpOrthoLod), pasted by section into terrain.vert, terrain.frag,
tersun.frag, model.vert, grass.vert and grass.mesh. u_tp_on = 0 reads the old samplers with the
old coordinates and filtering; on, a resident tile is read at level 0 from u_tp_h / u_tp_nrm /
u_tp_ortho, anything else from the coarse map now bound under the old names. The B-splines use
the FULL map's texel and take every tap through the page, so a tile edge stays one surface;
blurred photograph reads (lod 1-2.5) stay on u_ortho with the level moved down by the coarse
map's ratio. The fragment stages drop their unused u_height. SPIR-V rebuilt: terrain programs
carry 23 samplers (21 in the fragment stage), up from 19.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 17:10:49 +03:00
329439cf61 render3d: under a fog wall the volumetric air is marched only to it, SSGI stops where it is solid, and card casters that fill the wall stop rebuilding
The volumetric pass marched 800 m in a fixed number of steps whatever the wall: it now stops at the
wall with steps in proportion (at least 8) - 0.57 -> 0.33 ms at 30 m by the pass timers. SSGI skipped
only past 900 m; it now also skips past 0.85 of a wall, where the fog is solid (u_ao_far). applyFog
samples the fog's colour only where its weight is above zero. A card layer whose casters inside the
wall are 80% or more of it (a kilometre's wall) casts from its static list and is not refiltered and
re-uploaded every 4 m of camera motion. Fog off: the frame unchanged (0 pixels over 8).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 17:00:27 +03:00
c5e58d14ea render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F
The DEM (R16 with mips, 44 MB) was read only by terrain_generate and kept for the map's life; a
world swap loads its own again. The height-field sun shadow was one RGBA32F for three values and an
unused fourth: the lowest lit height stays 32-bit (a receiver 3000 m up compares against it to a
quarter metre), the occluder distance and the cloud mask go beside it in RG16F (64 -> 32 MB), baked
in a pass of their own (TS_AUX): a pipeline takes one colour format for all its targets, and drawn
together into R32F + RG16F the writes went nowhere and nothing was lit.

-75 MB at every fog level, off included (2008 -> 1933 MB at the overlook); the fog-off frame is
unchanged (0 pixels over 8).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:48:26 +03:00
f65bd1aca1 render3d: the fog wall is solid by 0.85 of it and the blades end at 0.75
Whatever is cut at the wall is now cut inside full fog: at 0.3-1.0 the last metres before the cut
were 80-95% fogged against fully fogged ground behind, which drew a line of tufts at 70 m and a
dark band of blade tips at 30 m. The blades thin out while the fog is still coming in.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 15:41:25 +03:00
b9f9cb8495 render3d: r3d_fog_wall(dist) - fog that closes to the sky's horizon colour from 0.3 dist to dist, and nothing drawn past dist + 8 m
Every lit program blends toward the horizon colour (the prefiltered sky with the sun's inscatter,
so it carries the day's grade); the sky's horizon band is pulled to the same colour, wider the
closer the wall. The far plane, scatter and stream cull reach and the shadow cascades are clamped
to the wall; the reflection pass shares the shaders and the cull. 0 is off: every branch is gated
on u_fog_wall > 0 and r3d_reach hands back the far it was given. R3D_FOG_WALL=<m> for a shot.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 15:07:40 +03:00
6a82b4928b render3d/foliage: a small plant is occluded by the sward it stands in, so it no longer glows at night
The user saw kit grass, ferns and flowers lit up at night. Nothing was
emissive and every layer draw binds the scene's lighting; what differed was
occlusion. At night the sky's light is nearly all the light, and it is
scaled by ambient occlusion: the meadow's blades are heavily occluded near
the ground, while a kit plant's own AO map knows nothing of the grass around
it, so it took the full sky. By day the sun hides the difference.

model.vert hands on each vertex's height above the model's base (v_lh), and
a non-blade FOLIAGE plant under 2 m scales its AO from 0.35 at the ground to
1 at 0.9 m. Crowns and the blades are untouched.

Measured in the lab (R3D_AT=tree, same binary, old and new SPIR-V): the fern
against the meadow beside it was 2.05x at 23:00 and 1.66x at 13:00; now 1.58x
and 1.60x - the same relation by night as by day. The flowers' brightest
tenth at night 78 -> 52. The noon frame moves 8.4% of pixels past 8 (the fern
and flower bases a little darker; run-to-run noise is part of that).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:19:10 +03:00
0998cb5a18 feat(compiler): a slice index is checked against its length
A slice has carried { ptr, len, cap } since it existed and nothing ever read
the len: every index emitted a bare getelementptr. Running off the end of one
wrote into whatever the allocator had put next, and the program died somewhere
else entirely - a maroon-lake crash took a day to find because the stack named
a texture upload and the write was in a telemetry buffer five frames earlier.

Now each index loads the length and compares unsigned, which rejects a negative
index in the same instruction, and a failure aborts with the location the other
located errors use:

    oob.ludic:9: index out of range: 7, len 3

`words` and the other raw buffers are unchanged - they are a bare malloc with no
length to check, which is the argument for moving off them.

The SPIR-V variants are regenerated in the same commit: shaders --check was
failing against the edited GLSL.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 20:54:12 +03:00
ab6f310013 feat(render3d): an aspen quakes, and a tree is no longer bent like a bow
layer_flutter(l, v) gives a scatter layer a per-leaf tremble. The vertex stage offsets
each leaf by a phase taken from its own place on the card, so neighbouring leaves are
never in step, and writes the result out as a varying the fragment stage uses to flash
the leaf's pale underside as it turns - which is the part that reads, since a still
frame of a tremble is a still frame of nothing. One uniform, one varying, no extra pass.

And the sway itself was measured in METRES: hgt * hgt * 0.35 is right for a 40 cm
flower and puts ten metres of sideways into a 14 m trunk, so every tall tree in the
valley stood bent over like a fishing rod. It is a fraction of the model's own height
now - the tip moves a few per cent of the tree whatever the tree is, and the base does
not move at all.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 21:13:42 +03:00
9dff8f21bd feat(render3d): one wind, and everything in the valley is moved by it
The grass had a gust built from two sines; the trees had no gust term AT ALL, only a
per-instance wobble. So the meadow rippled and the canopy above it swayed to an unrelated
rhythm, and nothing ever crossed the valley.

wind.glsl is prepended to every stage (programs.ludic, and shaders.ludic for the SPIR-V
build) so grass, crowns and water read the same field at the same world position. It
declares no uniforms on purpose: u_time and u_wind already exist in several of those
files and redeclaring them is a compile error in whichever stage includes both.

The wavelength is what made it work. At 0.030 the front was 209 m crest to crest -
longer than the meadow you can see - so the whole frame sat in one phase and the gust
read as everything breathing together. At 0.085 it is 74 m and a front crosses a view in
a couple of seconds.

R3D_DEBUG_WIND=1 paints the field on the ground. It is the only honest way to show a gust
in a still image, and two shots 0.3 s apart move by 39/255.

400 frames: GL 6.9 s, VK 7.2 s. Backends agree to 0.68/255.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 18:24:43 +03:00
182cbf3cc3 fix(render3d): a leaf is not matte
Foliage roughness was pinned to 1.0 and grazing Fresnel switched off, so nothing green
in the game had a highlight anywhere. The glint off waxy leaves and wet needles is most
of what makes a stand look alive rather than painted.

The reason it was off is real: a crown is card quads, and at a grazing angle the card's
normal is a lie, so a specular lobe frosted whole crowns white against the sky. The sheen
returns as its own term gated on exactly that - it fades as the card turns edge-on, which
is where its normal stops meaning anything. A tight lobe for the glint, a weak wide one
for the waxy rim, nothing at the angles that frosted.

Translucency reaches 260 m rather than 140, and a dense crown passes 0.45 of it rather
than 0.3, so a backlit stand glows for as far as you can see it.

400 frames: GL 7.1 s, VK 7.4 s. Backends agree to 0.14/255.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 16:41:33 +03:00
b12228c662 feat(render3d): light you can see - sun shafts and valley mist
Everything before this made the air a COLOUR APPLIED TO A SURFACE. Nothing put light
in the space between surfaces, so the basin had no shafts, no pooled mist and no rays
off a ridge at any hour, whatever was done to the fog.

A half-resolution march from the camera to the depth buffer, asking the same shadow
the rest of the frame asks - the cascades, the baked height-field shadow and the cloud
mask - so a shaft is cast by the actual trees and the actual ridge and a passing cloud
dims its own rays. Henyey-Greenstein scattering, because real air throws light forward.
Density and a separate ground-hugging mist layer ride the sun's elevation, so mist
forms in the cold at either end of the day and burns off by mid-morning.

Composited with the bloom pyramid's own tent upsample under ONE/ONE - what was wanted
and already there - and before bloom, so a shaft blooms. Into post_hdr, not post_scene:
post_scene is what the water refracts and shafts added there would sit under the lake.

The tuning that mattered was the sky term, which is added at every step: at 0.06 it
accumulated into a flat grey wash lifting lit and shadowed air equally, which is the
contrast a shaft is made of, and the valley came out one pale sheet. At 0.012 the sun
dominates and there is light rather than fog. I cut the density and mist three times
before the frame looked like air instead of paint.

R3D_NOVOL=1 for an A/B; Off in Settings skips the pass whole.

400 frames at 07:00: GL 7.1 -> 7.3 s, VK 7.2 -> 7.4 s. Backends agree to 0.08/255.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 16:06:16 +03:00
d34fb5bc63 feat(render3d): the air and the light are the hour's, not one constant apiece
Aerial perspective is a curve now. A low sun shines through far more air than a
high one and shines ALONG the ground rather than down onto it, so density, height
falloff and forward scatter all ride the sun's elevation; overcast thickens the air
and flattens the scatter, because a grey sky has no disc to scatter from. `lowsun`
falls away BELOW the horizon as well as above it, or the middle of the night gets a
dawn's haze with no dawn to justify it.

The term that was missing entirely is distance DESATURATION. Blending a saturated
green ridge toward a saturated blue noon sky leaves a saturated ridge - which is why
the same valley read as a photograph at dusk, where the fog colour happened to be a
warm grey, and as a toy at one o'clock. A surface is now pulled toward its own
luminance faster than the fog itself arrives. Measured far/near saturation at the
camp: 07:00 1.11 -> 0.89, 09:00 1.04 -> 0.93, 13:00 0.98 -> 0.89.

The grade is the hour's too - nine literals bound at the draw, written by
daylight_set now. Noon is the case worth naming: direct sun is warm-white and the
only thing filling a midday shadow is a blue sky, so noon gets a cool balance over a
blue-lifted shadow with hard contrast, and dawn and dusk the reverse. Ground R-B,
lit vs shadowed: 07:00 +42.8/+14.2 -> +48.9/+15.1, 13:00 +32.2/+14.8 -> +25.2/+2.9.
Gain is left alone deliberately: the grade is `c * gain + lift * (1 - c)`, so warming
it warms the whole frame, and warming it at noon made one o'clock yellower than seven
in the morning - the opposite of the point.

The visible sky is relit. Turning a photograph on its axis does not change what
colour it was taken at, so every sunset had a mid-morning blue overhead. An analytic
sky supplies the chroma and the photograph keeps the luminance: the cloud stays where
it is and goes orange at dusk, the zenith goes deep blue at noon, and no second sky
is shipped. It fades out under the horizon and eases off under cloud.

The ground bounce follows the ground, crossing meadow to rock at the map's treeline
instead of being one green constant everywhere including above the scree.

R3D_NOAIR=1 restores all of it, so a before-and-after comes from one binary at one
hour; it joins R3D_NOCLOUD / R3D_NOSHADOW / R3D_NOGI.

Verified on macOS OpenGL, macOS Vulkan (MoltenVK) and Windows Vulkan (RTX 3070 Ti).
Backends agree: mean difference 0.15-0.88/255 within a machine. Across machines the
ORIGINAL renderer already differed by 5.02/255 at 19:12 and this build differs by
2.80, so cross-platform variance is pre-existing and did not grow. 400 frames: GL
7.4 s before and after, VK 7.0 s before and after.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 14:42:30 +03:00
5b28063b52 feat(render3d): texture filtering and shadow resolution a game can change while it runs
- r3d_set_anisotropy(level) updates every mipmapped texture already loaded (OpenGL parameter,
  Vulkan sampler record), not only later uploads; the game's setting never reached the scanned
  materials, which load before the settings are read.
- shadow_set_res(size) remakes the cascades at 1024 / 2048 / 4096 (shadow_res replaces the
  SHADOW_RES constant); lighting.glsl reads the texel size from the map, so OpenGL frames at
  2048 are unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 14:25:55 +03:00
3fb1b7cd87 feat(render3d): every shader variant as Vulkan SPIR-V, built ahead of time
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>
2026-09-15 10:11:31 +03:00