# ============================================================================ # programs.ludic — GLSL from files. A shader file carries no #version line; the # loader prepends "#version 410 core", any per-variant defines, and the shared # noise.glsl + lighting.glsl chunks for fragment stages, then compiles it. # ============================================================================ # Where the renderer's own files are. The shaders belong to this package and ship with # it — in the Ludic checkout they are under packages/, and in an installed toolchain # under $LUDIC_HOME/packages/ — so a game built outside the Ludic tree does not have to # copy them in. The scanned CC0 materials are the other half: too large to ship with a # toolchain and redistributable from their origin, so they are fetched into the project # (`ludic assets`) and read from there. var r3d_root: string = "packages/ludic.render3d" # where shaders/ lives var r3d_assets: string = "assets/polyhaven" # where the CC0 assets live var r3d_root_found: bool = false # defines prepended to EVERY program (set before any is built): renderer-wide switches var r3d_global_defs: string = "" var r3d_noise_src: string = null var r3d_lighting_src: string = null var r3d_wind_src: string = null function r3d_set_paths(root: string, assets: string) -> void { r3d_root = root; r3d_assets = assets } # The install root, as the compiler computes it: $LUDIC_HOME, else the directory of the # `ludic` on PATH. A game running from its own tree finds this package there. function r3d_home() -> string { let env = Os.env("LUDIC_HOME") if env != null and env != "" { return env } return `{Os.env("HOME")}/.ludic` } # Settle r3d_root on first use: the package as checked out beside the project, else the # copy that ships with the toolchain. function r3d_find_root() -> void { if r3d_root_found { return } r3d_root_found = true if Fs.exists(`{r3d_root}/shaders/lighting.glsl`) { return } let home = r3d_home() let alt = `{home}/packages/ludic.render3d` if Fs.exists(`{alt}/shaders/lighting.glsl`) { r3d_root = alt; return } print(`r3d: cannot find the renderer's shaders (looked in {r3d_root}/shaders and {alt}/shaders)`) } function r3d_shader_file(name: string) -> string { r3d_find_root() let path = `{r3d_root}/shaders/{name}` let s = Fs.read_text(path) if s == null { print(`r3d: missing shader {path}`); return "" } return s } function r3d_shader_src(name: string, defines: string, is_frag: bool) -> string { if r3d_noise_src == null { r3d_noise_src = r3d_shader_file("noise.glsl") } if r3d_lighting_src == null { r3d_lighting_src = r3d_shader_file("lighting.glsl") } # the wind goes to BOTH stages: the grass and the crowns move in the vertex shader, the water # ripples in the fragment one, and they have to be reading the same field or the meadow and # the lake disagree about the weather if r3d_wind_src == null { r3d_wind_src = r3d_shader_file("wind.glsl") } var s = "#version 410 core\n" + r3d_global_defs + defines + r3d_wind_src if is_frag { s = s + r3d_noise_src + r3d_lighting_src } return s + r3d_shader_file(name) } # Build a program from a vertex + fragment file pair (defines apply to both). # R3D_PROGRAMS_LOG=: append every program built (vertex, fragment, defines) - the list a # backend that cannot compile shaders at run time (Vulkan: SPIR-V is built ahead) must cover var r3d_prog_log: int = -1 function r3d_program_log(vs: string, fs: string, defines: string) -> void { if r3d_prog_log < 0 { r3d_prog_log = 0; if r3d_env_has("R3D_PROGRAMS_LOG") { r3d_prog_log = 1 } } if r3d_prog_log == 0 { return } let f = file_open(r3d_env("R3D_PROGRAMS_LOG"), "ab") if f == null { return } # one line per program: the defines' newlines become ';' so a variant is one line let defs = Text.replace(`{r3d_global_defs}{defines}`, "\n", ";") let line = `{vs}|{fs}|{defs}\n` file_write(f, line, len(line)) file_close(f) } function r3d_program(vs: string, fs: string, defines: string) -> int { r3d_program_log(vs, fs, defines) let p = gpu_program(r3d_shader_src(vs, defines, false), r3d_shader_src(fs, defines, true), vs, fs, `{r3d_global_defs}{defines}`) if p == 0 { print(`r3d: program failed: {vs} + {fs}`) } return p } # Bind a texture to a unit and point a sampler uniform at it. function r3d_bind_tex(prog: int, name: string, unit: int, kind: int, tex: int) -> void { gpu_bind_sampler(prog, name, unit, kind, tex) } function r3d_bind_2d(prog: int, name: string, unit: int, tex: int) -> void { gpu_bind_sampler(prog, name, unit, GPU_TEX2D, tex) } # A framebuffer with one colour texture (and optionally a depth texture). property Target { fbo: int = 0, color: int = 0, depth: int = 0, w: int = 0, h: int = 0 } function target_new(w: int, h: int, ifmt: int, fmt: int, ty: int, with_depth: bool, filter: int) -> Target { let t = new Target t.w = w; t.h = h t.fbo = gpu_fb_new() gpu_fb_bind(t.fbo) t.color = tex_target(w, h, ifmt, fmt, ty, filter) gpu_fb_color(0, t.color) if with_depth { t.depth = tex_target(w, h, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, GL_NEAREST) gpu_fb_depth(t.depth) } let st = gpu_fb_status() if st != GL_FRAMEBUFFER_COMPLETE { print(`r3d: framebuffer incomplete {st} ({w}x{h})`) } gpu_fb_bind(0) return t } function target_free(t: Target) -> void { if t == null { return } gpu_fb_free(t.fbo) gpu_tex_free(t.color) if t.depth != 0 { gpu_tex_free(t.depth) } } function target_bind(t: Target) -> void { gpu_fb_bind(t.fbo) gpu_viewport(0, 0, t.w, t.h) }