ludic/packages/ludic.lab/boot.ludic
Orkuncakilkaya 19fcf60599 wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run
ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
  1804 vars into 126 states, 64 into lets; 23498 edits in 460 files

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 15:31:34 +03:00

56 lines
2 KiB
Text

# boot.ludic - the window, the renderer on a plate (no terrain, no grass, no water), the plate and
# its sky, then the scene named by R3D_SCENE (else the first one added)
function lab_draw(lab_st: LabState, render3d_st: mut Render3dState) -> void {
actor_draw(render3d_st)
scatter_draw(render3d_st)
if lab_st.lb_draw != null { lab_st.lb_draw() }
}
function lab_casters(render3d_st: mut Render3dState, light_vp: floats) -> void {
actor_draw_casters(render3d_st, light_vp)
scatter_draw_casters(render3d_st, light_vp)
}
function lab_pick_scene(lab_st: mut LabState) -> int {
if LAB_COUNT == 0 { return -1 }
lab_st.lb_scene = LabScenes[0].key
if Os.has_env("R3D_SCENE") { lab_st.lb_scene = Os.env("R3D_SCENE") }
return labscenes_find(lab_st.lb_scene)
}
# once, from the program's Start handler
export function lab_boot(lab_st: mut LabState, render3d_st: mut Render3dState) -> void {
lab_st.lb_windowed = is_windowed()
let k = lab_pick_scene(lab_st)
if k < 0 {
print(`lab: no scene called '{lab_st.lb_scene}' - {lab_scene_names()}`)
quit()
return
}
var ww = 1920
var wh = 1080
if lab_st.lb_windowed {
ww = 960
wh = 540
}
r3d_plate_mode(render3d_st, true)
render3d_st.r3d_sky_path = `{lab_plate_dir(lab_st)}/sky.hdr`
if not r3d_init(render3d_st, ww, wh, lab_st.lb_title) {
quit()
return
}
if lab_st.lb_font != "" { overlay_init(render3d_st, lab_st.lb_font) }
r3d_on_draw(render3d_st, fn lab_draw)
r3d_on_casters(render3d_st, fn lab_casters)
lab_plate_load(lab_st, render3d_st)
lab_shots_reset(lab_st)
lab_st.lb_out = `build/lab/{lab_st.lb_scene}`
let sc = LabScenes[k]
lab_st.lb_draw = sc.draw
if sc.setup != null { sc.setup() }
if lab_shot_count(lab_st) == 0 { lab_shot_at(lab_st, "plate", 0.0, 1.0, 0.0, 8.0, 0.0, 15.0) }
lab_shot_apply(lab_st, render3d_st, 0)
if not lab_st.lb_windowed {
Fs.mkdir("build")
Fs.mkdir("build/lab")
Fs.mkdir(lab_st.lb_out)
}
print(`lab: scene {lab_st.lb_scene}, {lab_shot_count(lab_st)} shots`)
}