ground_candidate answers (layer, chunk, band, cell) -> keep, x, z, scale, yaw, seed, wind from pure gf_* steps and the density read between them; ground_fill draws its answers with the same operations in the same order. A solid layer fills at step0 and band 0 whatever the camera, a far band drawing a stable subset (draw 7 under (step0/step_b)^2), each thing an int id from (layer, chunk, cell), listed per chunk into a caller's GroundSolids or answered by id. r3d_ground_clearing hands the trample over as discs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
79 lines
2.3 KiB
Text
79 lines
2.3 KiB
Text
# ============================================================================
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# ludic.render3d — a physically based 3D renderer on Gl.* (OpenGL 4.1 core).
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# Import this one file, and register what a frame draws: r3d_on_draw, r3d_on_casters and, for a
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# streamed layer, r3d_on_stream_fill (hooks.ludic).
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# ============================================================================
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numbers float # the renderer's numbers are floats whoever imports it
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import "env.ludic"
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import "hooks.ludic"
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import "fmath.ludic"
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import "gpu.ludic"
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import "gpu_fault.ludic"
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import "gpu_manifest.ludic"
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import "gpu_vk.ludic"
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import "vkmem_report.ludic"
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import "gpu_vk_res.ludic"
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import "gpu_vk_layers.ludic"
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import "gpu_vk_bc.ludic"
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import "gpu_vk_readback.ludic"
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import "texture_dds.ludic"
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import "prof.ludic"
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import "drawstats.ludic"
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import "r3d_root.ludic"
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import "programs.ludic"
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import "program_defs.ludic"
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import "texture.ludic"
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import "baked_tex.ludic"
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import "mesh.ludic"
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import "gpu_vk_draw.ludic"
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import "camera.ludic"
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import "sky.ludic"
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import "daylight.ludic"
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import "terrain.ludic"
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import "terrain_chunks.ludic"
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import "terrain_tiles.ludic"
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import "terrain_height_file.ludic"
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import "terrain_tiles_cut.ludic"
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import "terrain_ltt2_write.ludic"
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import "terrain_ltt2_read.ludic"
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import "terrain_tiles_open.ludic"
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import "terrain_baked_boot.ludic"
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import "terrain_pages.ludic"
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import "terrain_pages_frame.ludic"
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import "terrain_pages_fill.ludic"
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import "overlay.ludic"
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import "shadow.ludic"
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import "post.ludic"
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import "quat.ludic"
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import "gltf.ludic"
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import "gltf_release.ludic"
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import "gltf_cached.ludic"
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import "skin.ludic"
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import "scatter.ludic"
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import "fog_casters.ludic"
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import "layer_chunks.ludic"
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import "fog_impostors.ludic"
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import "actor.ludic"
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import "stream.ludic"
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import "place_rec.ludic"
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import "stream_baked.ludic"
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import "ground_density_write.ludic"
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import "ground_density.ludic"
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import "ground_fill.ludic"
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import "ground_cand.ludic"
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import "ground_clear.ludic"
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import "ground_solid.ludic"
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import "ground_solid_list.ludic"
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import "fog_streams.ludic"
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import "grass_kind.ludic"
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import "grass_bind.ludic"
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import "grass.ludic"
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import "grass_gpu.ludic"
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import "grass_density.ludic"
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import "grass_rule.ludic"
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import "water.ludic"
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import "streamline.ludic"
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import "render.ludic"
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import "bake_parts.ludic"
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import "bake_load.ludic"
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import "safe_api.ludic"
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