# reload.ludic — the world replaced at run time. # # Generate a 2 km map, scatter onto it, give it colliders and water; release all of it and # generate a 3 km map in its place with two water planes; then go back. Prints RELOAD OK when # nothing of the previous map survived and the new one is whole. # # bin/ludic build examples/rendering/reload.ludic --headless && ./build/reload_headless program Reload { import "ludic.render3d/r3d.ludic" property Marker { on: int = 1 } model Anchor { Marker } # A program only links the GL runtime render3d stands on when it names Gl.* itself # (the parser's g_uses_gl), so even a check that draws nothing presents its frame. # render3d calls back into the program for what stands on the terrain function scene_draw() -> void { scatter_draw() } function scene_draw_casters() -> void { scatter_draw_casters(shadow_cascade_vp(sh_cascade)) } # no streamed cover here, but stream.ludic names the generator, so every program supplies one function stream_fill(s: Stream, cx: int, cz: int, band: int) -> void { } handler Present phase Render { Gl.swap() } function check(what: string, cond: bool) -> bool { if not cond { print(`reload: FAILED - {what}`) } return cond } function populate() -> void { let l = layer_cards(model_cross_card(), 1000, F_ZERO, fi(400)) for i in 0 .. 400 { let x = fi(i * 2 - 400) layer_add(l, x, terrain_height(x, fi(30)), fi(30), F_ONE, F_ZERO, F_ZERO, F_ZERO) col_add(x, fi(30), F_ONE) } col_build() } handler Boot phase Start { spawn Anchor {} TERRAIN_HALF = 1000 ter_smooth = true if not r3d_init(640, 360, "Reload") { quit() } cam_set(F_ZERO, fi(80), fi(300), fi(180), f_neg(fi(10))) water_init(fl(4.0), F_ZERO, F_ZERO, fi(200), fi(200)) populate() var ok = true ok = check("the first map has layers and colliders", len(sc_layers) == 1 and col_n == 400) and ok # --- swap to a 3 km map with a sea and a lake above it scatter_clear_all() actor_clear_all() col_reset() water_bodies_clear() terrain_lake(F_ZERO, F_ZERO, F_ZERO, F_ZERO, F_ZERO) terrain_reload("", F_ZERO, F_ZERO, F_ZERO, F_ZERO, F_ZERO, "", 1500) ok = check("everything of the first map released", len(sc_layers) == 0 and col_n == 0 and wb_n == 0 and not water_on) and ok ok = check("the new half", TERRAIN_HALF == 1500 and ter_heights != null and ter_height_tex != 0) and ok ok = check("patch bounds rebuilt", cd_min != null and len(cd_min) == CD_LEVELS) and ok ok = check("patches scale with the map", cd_size(0) == f_mul(fi(32), fr(3000, 8192))) and ok terrain_height(F_ZERO, F_ZERO) ok = check("the cached height scale is the new map's", ter_h_scale == fr(TERRAIN_RES, 3000)) and ok let sea = water_body_add(F_ZERO, F_ZERO, F_ZERO, fi(20000), fi(20000), true) let lake = water_body_add(fl(12.0), fi(600), fi(-400), fi(150), fi(100), false) ok = check("two water bodies, the sea mirrored", sea == 0 and lake == 1 and wb_n == 2 and wb_primary == 0 and water_level == F_ZERO and water_on) and ok populate() ok = check("the new map takes layers and colliders", len(sc_layers) == 1 and col_n == 400 and col_side == 3000 / COL_CELL) and ok # a sea below the carved lake: set once, and not undone by a reload terrain_sea(fl(-2.0)) terrain_lake(fl(12.0), fi(600), fi(-400), fi(150), fi(100)) ok = check("the sea is its own level", ter_sea_set and ter_sea_gen() == fl(-2.0) and ter_lake_level == fl(12.0)) and ok # --- and back: the swap is repeatable scatter_clear_all() col_reset() water_init(fl(4.0), F_ZERO, F_ZERO, fi(200), fi(200)) terrain_reload("", F_ZERO, F_ZERO, F_ZERO, F_ZERO, F_ZERO, "", 1000) populate() ok = check("back to 2 km", TERRAIN_HALF == 1000 and len(cd_min) == CD_LEVELS and wb_n == 1 and col_side == 2000 / COL_CELL) and ok if ok { print("RELOAD OK") } else { print("RELOAD FAILED") } quit() } }