ludic/packages/ludic.render3d/render.ludic
Orkuncakilkaya 54eeef5f8d feat(render3d): gpu.ludic - the seam for a second graphics API, and what the GPU can do
Render state (depth, blending, culling, colour writes, alpha-to-coverage, depth bias,
scissor) and uniforms go through gpu_* / u_* and nowhere else; OpenGL state is cached and
only changes reach the driver. Frames are bit-identical to before at the fixed viewpoints.
R3D_GFX=gl|vk or gpu_request chooses a backend, falling back to OpenGL with a reason.

gpu_caps_probe() asks Vulkan, on Windows, for the 1.3 floor, ray tracing, mesh shaders, the
NVIDIA RTX generation, Reflex and HDR colour spaces, for a game's settings to grey out what
a machine cannot use; R3D_CAPS pretends to be a given card for tests.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 09:52:12 +03:00

230 lines
8.4 KiB
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# ============================================================================
# render.ludic — the frame. Shadow cascades, the HDR scene pass (terrain, the
# scene's objects, the sky), bloom, and the tonemapped composite to the screen.
# The scene (what the game places in the world) hooks in through scene_draw /
# scene_draw_casters, which the demo defines.
# ============================================================================
var r3d_sky_prog: int = 0
var r3d_fog_density: int = 0
var r3d_fog_falloff: int = 0
var r3d_fog_base: int = 0 # the height fog is measured from (float bits); 0 = y = 0
var r3d_time: int = 0
var r3d_ready: bool = false
# set before r3d_init to build the landscape from a real height map
var r3d_dem_path: string = null
var r3d_dem_min: int = 0
var r3d_dem_max: int = 0
var r3d_dem_base: int = 0
var r3d_dem_ox: int = 0
var r3d_dem_oz: int = 0
var r3d_ortho_path: string = null
var r3d_debug: bool = false
var r3d_debug_shadow: bool = false
var r3d_debug_max: bool = false
var r3d_cloud_shadow: int = 0x3F000000 # 0.5
var r3d_clip_y: int = 0xCF000000 # -2^31: no clipping
# R3D_NOPREPASS=1: light the foliage the old way, every card behind the front one included
var r3d_prepass_env: int = -1
function r3d_prepass_off() -> bool {
if r3d_prepass_env < 0 { r3d_prepass_env = 0; if Os.has_env("R3D_NOPREPASS") { r3d_prepass_env = 1 } }
return r3d_prepass_env == 1
}
function fog_bind(prog: int) -> void {
u_f(gpu_uniform(prog, "u_clip_y"), r3d_clip_y)
u_f(gpu_uniform(prog, "u_spec_scale"), F_ONE)
u_f(gpu_uniform(prog, "u_fog_density"), r3d_fog_density)
u_f(gpu_uniform(prog, "u_fog_height_falloff"), r3d_fog_falloff)
u_f(gpu_uniform(prog, "u_fog_base"), r3d_fog_base)
var cs = r3d_cloud_shadow
if Os.has_env("R3D_NOCLOUD") { cs = F_ZERO }
u_f(gpu_uniform(prog, "u_cloud_shadow"), cs)
u_f(gpu_uniform(prog, "u_time"), r3d_time)
}
# profiling switches (environment): R3D_NOSHADOW R3D_NOGI R3D_MSAA=n R3D_NOBLADES R3D_NOCARDS R3D_NOTREES R3D_NEAR=m
var r3d_test_frame: int = 0
var r3d_test_resize: int = 0
var r3d_no_shadow: bool = false
var r3d_no_trees: bool = false
var r3d_no_refl: bool = false
function r3d_env_flags() -> void {
r3d_no_shadow = Os.has_env("R3D_NOSHADOW")
r3d_no_trees = Os.has_env("R3D_NOTREES")
r3d_no_refl = Os.has_env("R3D_NOREFL")
if Os.has_env("R3D_DEBUG") { r3d_debug = true }
if Os.has_env("R3D_DBGSHADOW") { r3d_debug_shadow = true }
if Os.has_env("R3D_NOGI") { post_gi_strength = F_ZERO; post_ao_strength = F_ZERO; post_no_gi = true }
if Os.has_env("R3D_MSAA") { post_ms_samples = Text.to_int(Os.env("R3D_MSAA")) }
sc_skip_blade = Os.has_env("R3D_NOBLADES")
sc_skip_card = Os.has_env("R3D_NOCARDS")
sc_dbg_lod = Os.has_env("R3D_LODDBG")
if Os.has_env("R3D_ANISO") {
let a = Text.to_int(Os.env("R3D_ANISO"))
tex_anisotropy = 1.0
if a >= 2 { tex_anisotropy = 2.0 }
if a >= 4 { tex_anisotropy = 4.0 }
if a >= 8 { tex_anisotropy = 8.0 }
if a >= 16 { tex_anisotropy = 16.0 }
}
}
function r3d_init(w: int, h: int, title: string) -> bool {
r3d_env_flags()
gpu_select()
if not gl_open(w, h, title) { print("r3d: no OpenGL context"); return false }
if Os.has_env("R3D_NOVSYNC") { gl_vsync(0) }
var renderer: string = gl_get_string(GL_RENDERER)
print(`r3d: {gl_w}x{gl_h} on {renderer}`)
prof_init()
cam_init(fr(gl_w, gl_h))
if not sky_load(r3d_assets + "/hdri/kloofendal_48d_partly_cloudy_puresky_4k.hdr") { return false }
daylight_init()
if r3d_dem_path != null { terrain_use_dem(r3d_dem_path, r3d_dem_min, r3d_dem_max, r3d_dem_base, r3d_dem_ox, r3d_dem_oz) }
if r3d_ortho_path != null { terrain_use_ortho(r3d_ortho_path) }
terrain_init()
shadow_init()
post_init(gl_w, gl_h)
scatter_init()
actor_init()
grass_init()
r3d_sky_prog = r3d_program("fullscreen.vert", "sky.frag", "")
r3d_fog_density = fl(0.00014)
r3d_fog_falloff = fl(0.002)
r3d_ready = true
gl_check("r3d init")
return true
}
function r3d_draw_sky() -> void {
gpu_depth_func(GL_LEQUAL)
gpu_depth_write(false)
gpu_cull(false)
let p = r3d_sky_prog
gl_use_program(p)
r3d_bind_2d(p, "u_sky", 0, sky_tex)
sky_bind_rot(p)
sky_bind_lighting(p)
u_mat4(gpu_uniform(p, "u_inv_vp"), cam_inv_vp)
u_f(gpu_uniform(p, "u_sky_gain"), fl(0.95))
u_f(gpu_uniform(p, "u_sky_sat"), fl(1.35))
u_f(gpu_uniform(p, "u_time"), r3d_time)
mesh_draw(sky_fullscreen)
gpu_depth_write(true)
gpu_depth_func(GL_LESS)
}
# the drawable changed size: the camera's aspect and every screen-sized target follow
function r3d_resize() -> void {
cam_aspect = fr(gl_w, gl_h)
cam_update()
post_free()
post_init(gl_w, gl_h)
if water_refl != null { target_free(water_refl); water_refl = null }
print(`r3d: resized to {gl_w}x{gl_h}`)
}
function r3d_frame(time: int) -> void {
outline_frame()
if not r3d_ready { return }
if gl_resize_check() { r3d_resize() }
# R3D_RESIZE_AT=<frame>: rebuild every screen-sized buffer mid-run, as a window resize
# or a fullscreen change does. Headless has no window to resize, and this path is where
# a stale attachment or a texture freed twice shows up.
r3d_test_frame += 1
if r3d_test_resize == 0 and Os.has_env("R3D_RESIZE_AT") { r3d_test_resize = Text.to_int(Os.env("R3D_RESIZE_AT")) }
# R3D_RESIZE_AT=<n>: from frame n on, rebuild every screen-sized buffer every few
# frames at a different size, as dragging a window edge or entering fullscreen does.
if r3d_test_resize > 0 and r3d_test_frame >= r3d_test_resize and r3d_test_frame % 4 == 0 {
let step = (r3d_test_frame / 4) % 4
var w = 1920; var h = 1080
if step == 1 { w = 1440; h = 810 }
if step == 2 { w = 2560; h = 1440 }
if step == 3 { w = 1281; h = 721 }
gl_w = w; gl_h = h
r3d_resize()
}
r3d_time = time
# the frame's counters close here, before any of its own work: the window each of them
# covers is exactly one frame, from this point to the same point next time
prof_gen_frame()
prof_mark_start()
cam_begin_frame(post_frame, gl_w, gl_h)
# the height-field shadow rebakes as the light moves in steps (daylight), or with the sky yaw when there is no clock
if (not day_on and ter_shadow_yaw != sky_yaw) or ter_shadow_gen != day_gen {
ter_shadow_gen = day_gen
let t_bk = gl_now_us()
terrain_bake_shadow()
prof_bake_add(gl_now_us() - t_bk)
}
scatter_begin_frame()
prof_cpu_mark("shadow rebake")
stream_update_all()
prof_cpu_mark("streaming")
if not r3d_no_shadow { prof_begin("shadow"); shadow_pass(); prof_end() }
prof_cpu_mark("shadow pass")
if water_on and not r3d_no_refl { prof_begin("water reflection"); water_reflection_pass(); prof_end() }
prof_cpu_mark("reflection")
post_begin_scene()
# the near tree foliage lays its depth down before anything is shaded, so the terrain
# under the stands and the cards behind the front ones are rejected before lighting.
# It has to come straight after post_begin_scene: terrain_sun_prepare binds its own
# target, and depth drawn after it lands in the sun buffer, not the scene's.
if not r3d_prepass_off() {
prof_begin("foliage prepass")
gpu_color_write(false)
scatter_draw_depth()
gpu_color_write(true)
prof_end()
sc_prepass = true
}
prof_cpu_mark("foliage prepass")
prof_begin("terrain sun")
terrain_sun_prepare()
prof_end()
prof_begin("terrain")
terrain_draw()
prof_end()
prof_cpu_mark("terrain")
prof_begin("scene (vegetation)")
scene_draw()
prof_end()
sc_prepass = false
prof_cpu_mark("vegetation")
prof_begin("grass")
grass_draw()
prof_end()
prof_cpu_mark("grass")
prof_begin("sky")
r3d_draw_sky()
prof_end()
prof_begin("resolve MSAA")
post_resolve()
prof_end()
# transparent water over the resolved frame: it tests against the frame's own
# depth and reads a copy of it for the depth tint and soft shores
if water_on {
prof_begin("water surface")
post_capture_scene()
target_bind(post_hdr)
gpu_depth_test(true)
gpu_depth_func(GL_LESS)
water_draw(post_depth_copy.depth)
prof_end()
}
post_color = post_hdr.color
if not post_no_gi { prof_begin("SSAO/GI"); post_ssao_pass(); prof_end() }
if r3d_debug_max { tex_max(post_hdr.color, post_hdr.w, post_hdr.h, "hdr") }
prof_begin("bloom")
post_bloom_pass()
prof_end()
prof_begin("tonemap+exposure")
post_tonemap(post_color)
prof_end()
prof_cpu_mark("post")
prof_begin("prev-colour copy")
post_capture_prev()
prof_end()
prof_collect()
gl_check("frame")
}