ludic/packages/ludic.render3d/programs.ludic
Orkuncakilkaya 2980f050ed feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds
Every R3D_* read goes through r3d_env_has / r3d_env (env.ludic): a headless
build honours them as before, a windowed build only when R3D_DEV is set to
anything but "0", so a shipped game never reaches a debug view, feature kill,
file writer or hardware fake. Documented in docs/SHIPPING.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 13:21:51 +03:00

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# ============================================================================
# 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
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") }
var s = "#version 410 core\n" + r3d_global_defs + defines
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=<file>: 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)
}