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5 commits

Author SHA1 Message Date
9ba093bf07 fix(render3d): water read the window's size, not the frame it drew into
The water shader's `u_screen`, and the reflection target's size, were both taken
from gl_w/gl_h - the drawable. But gl_FragCoord in that shader runs over the
scene target, which is post_w x post_h. They match only at a render scale of 1;
at anything less the refraction and depth reads landed in the wrong corner of
the frame and the lake showed a squashed copy of it instead of its own bed.

Both now come from the scene target. The reflection is sized from it too, which
also stops it paying for pixels the water never samples. R3D_DUMP_REFL reads the
target's own w/h rather than recomputing them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 16:15:34 +03:00
9c00cd3e44 feat(render3d): terrain_island, a coastline out of the survey
`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>
2026-09-10 16:15:26 +03:00
6043a67631 feat(render3d): give the moon a phase
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>
2026-09-10 16:15:19 +03:00
2542cb591d feat(render3d): a rim outline around a highlighted actor
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>
2026-09-10 16:15:12 +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