# r3d_root.ludic - where the renderer's own files are: the package checked out beside the project, # else the copy in the toolchain ($LUDIC_HOME, else ~/.ludic). Not finding them is a fault # (gpu_fault.ludic), never a quiet start on nothing. # The install root, as the compiler computes it: $LUDIC_HOME, else ~/.ludic. A leading "~" is # the home directory: `env LUDIC_HOME=~/x` hands one over unexpanded, and nothing was found there. @alloc_ok("once a run: the install root, asked only when the shaders are not beside the program") function r3d_home() -> string { let env = Os.env("LUDIC_HOME") if env != null and env != "" { return r3d_tilde(env, Os.env("HOME")) } return `{Os.env("HOME")}/.ludic` } # a path with a leading "~" or "~/" put under `home`; any other path as it is @alloc_ok("once a run: the install root, asked only when the shaders are not beside the program") function r3d_tilde(path: string, home: string) -> string { if home == null or len(path) == 0 or path[0] != '~' { return path } if len(path) == 1 { return home } if path[1] != '/' { return path } # ~user is another user's, not ours to guess return home + path[1 .. len(path)] } # Settle r3d_root on first use: the package as checked out beside the project, else the # copy that ships with the toolchain. @alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play") function r3d_find_root(render3d_st: mut Render3dState) -> void { if render3d_st.r3d_root_found { return } render3d_st.r3d_root_found = true if Fs.exists(`{render3d_st.r3d_root}/shaders/lighting.glsl`) { return } let home = r3d_home() let alt = `{home}/packages/ludic.render3d` if Fs.exists(`{alt}/shaders/lighting.glsl`) { render3d_st.r3d_root = alt; return } gpu_fault_set(render3d_st, `cannot find the renderer's shaders (looked in {render3d_st.r3d_root}/shaders and {alt}/shaders)`) }