ludic/packages/ludic.render3d/shadow.ludic
Orkuncakilkaya 0c73287e35 feat(lang): functions are values (L2), and render3d takes its scene as callbacks
fn(int, float) -> bool is a type, fn name is any top-level function's value, and a call through
a local, a global, a record field, a slice element, a parameter or a result of a function type
is an indirect call; two function types mix only when equal, a call checks its argument count,
and a value may be null (examples/functions/values.ludic). Job.parallel_for keeps its worker
check.

render3d's scene is registered rather than required by name: r3d_on_draw, r3d_on_casters and
r3d_on_stream_fill (hooks.ludic). The two rendering examples register theirs - and had defined
scene_draw_casters with no parameter while the renderer passed one, which nothing checked.
render3d declares numbers float itself; smooth.ludic is converted to floats and returns when
r3d_init fails instead of running on into a segfault. Noise.* check their argument count (a call
one short crashed the compiler). selfhost-build says why it failed. The migration tool reads a
declared float as evidence. Seed regenerated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 00:27:26 +03:00

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# ============================================================================
# shadow.ludic — cascaded shadow maps for the sun: four 2048^2 depth layers,
# each an orthographic light frustum fitted to the bounding sphere of a slice
# of the camera frustum and snapped to its own texel grid (no swimming).
# ============================================================================
# the size of each cascade's depth layer; shadow_set_res changes it at run time
var shadow_res: int = 2048
var shadow_refused: int = 0 # the last size the graphics card had no memory for (0: none)
const SHADOW_CASCADES: int = 5
var sh_tex: int = 0
var sh_fbo: int = 0
var sh_vp: floats = null # 4 x 16 float bits
var sh_split: floats = null # view-space far distance of each cascade
var sh_range: floats = null # 4 light-frustum depth extents (metres)
var sh_texel: floats = null # 4 shadow texel sizes (metres)
var sh_tmp_proj: floats = null
var sh_tmp_vp: floats = null
var sh_tmp_inv: floats = null
var sh_tmp_view: floats = null
var sh_corner: floats = null
var sh_cascade: int = 0 # the cascade being rendered (for casters that skip far ones)
function shadow_init() -> void {
shadow_make_tex()
sh_fbo = gpu_fb_new()
gpu_fb_bind(sh_fbo)
gpu_fb_no_color()
gpu_fb_bind(0)
sh_vp = floats(16 * SHADOW_CASCADES)
sh_split = floats(SHADOW_CASCADES)
sh_range = floats(SHADOW_CASCADES)
sh_texel = floats(SHADOW_CASCADES)
# the fourth slice keeps a tree-sized texel out to a kilometre; only the massif uses the last
sh_split[0] = 16.0; sh_split[1] = 60.0; sh_split[2] = 250.0; sh_split[3] = 1100.0; sh_split[4] = 6000.0
sh_tmp_proj = m4_new(); sh_tmp_vp = m4_new(); sh_tmp_inv = m4_new(); sh_tmp_view = m4_new()
sh_corner = floats(3)
}
# A shadow resolution setting: 1024, 2048 or 4096 per cascade. The depth layers are made again at
# the new size; the pass attaches a layer per cascade every frame, and the lighting reads the
# texel size from the map itself, so nothing else has to follow.
function shadow_set_res(r: int) -> void {
if r < 256 or r == shadow_res { return }
let was = shadow_res
shadow_res = r
if sh_tex == 0 { return }
gpu_tex_free(sh_tex)
shadow_make_tex()
# not enough video memory for that size: go back to the one that worked, and smaller again if even
# that is refused now, rather than ending with no shadow map at all
if not gpu_tex_ok(sh_tex) {
shadow_refused = r
print(`r3d: shadows: no memory for {r} x {r} cascades; keeping {was}`)
var size = was
shadow_res = size
gpu_tex_free(sh_tex)
shadow_make_tex()
while not gpu_tex_ok(sh_tex) and size > 512 {
size = size / 2
shadow_res = size
gpu_tex_free(sh_tex)
shadow_make_tex()
}
}
}
function shadow_make_tex() -> void {
sh_tex = gpu_tex_new()
gpu_tex_bind(GPU_TEX2D_ARRAY, sh_tex)
gpu_tex_image3d(GL_DEPTH_COMPONENT32F, shadow_res, shadow_res, SHADOW_CASCADES, GL_DEPTH_COMPONENT, GL_FLOAT, null)
gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE)
gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL)
let border = gl_floats(4)
gl_put(border, 0, 1.0); gl_put(border, 1, 1.0); gl_put(border, 2, 1.0); gl_put(border, 3, 1.0)
gpu_tex_border(GPU_TEX2D_ARRAY, border)
free(border)
}
# light view-projection for the camera-frustum slice [near, far]
function shadow_fit(c: int, near: float, far: float) -> void {
# Fit the slice in VIEW space, not world space. The bounding sphere of a frustum
# slice depends only on near/far/fov/aspect — never on where the camera is pointing —
# so computing it here makes the radius a constant per cascade. Doing it in world
# space (as this did) let the radius wobble as the camera turned, which changed the
# texel size, which moved the grid the projection is snapped to, so the whole shadow
# map resampled every frame: that is the crawl and flicker seen while moving.
m4_perspective(sh_tmp_proj, cam_fov, cam_aspect, near, far)
m4_inverse(sh_tmp_inv, sh_tmp_proj) # NDC -> view space
let cview = v3_new(0.0, 0.0, 0.0)
let corners = floats(24)
for i in 0 .. 8 {
var x = -1.0; var y = -1.0; var z = -1.0
if (i & 1) != 0 { x = 1.0 }
if (i & 2) != 0 { y = 1.0 }
if (i & 4) != 0 { z = 1.0 }
let w = m4_xform_point(sh_corner, sh_tmp_inv, x, y, z)
let iw = 1.0 / w
corners[i * 3] = sh_corner[0] * iw; corners[i * 3 + 1] = sh_corner[1] * iw; corners[i * 3 + 2] = sh_corner[2] * iw
cview[0] = cview[0] + corners[i * 3]; cview[1] = cview[1] + corners[i * 3 + 1]; cview[2] = cview[2] + corners[i * 3 + 2]
}
v3_scale(cview, cview, 1.0 / 8.0)
var radius = 0.0
for i in 0 .. 8 {
v3_set(sh_corner, corners[i * 3], corners[i * 3 + 1], corners[i * 3 + 2])
let d = v3_dist(sh_corner, cview)
if d > radius { radius = d }
}
radius = radius * 1.05
# the slice centre back into world space
m4_inverse(sh_tmp_vp, cam_view)
let center = floats(3)
m4_xform_point(center, sh_tmp_vp, cview[0], cview[1], cview[2])
free(cview)
# light view: from far along the sun direction, looking at the centre
let eye = floats(3)
# casters up to ~900 m toward the sun (a mountain across the valley), and the
# slice itself behind the centre: a tight depth range keeps the bias small
let back = radius + 900.0
v3_madd(eye, center, sun_dir, back)
let up = v3_new(0.0, 1.0, 0.0)
m4_look_at(sh_tmp_view, eye, center, up)
# snap the ortho window to the shadow texel grid
let texel = radius * 2.0 / float(shadow_res)
m4_xform_point(sh_corner, sh_tmp_view, center[0], center[1], center[2])
let ox = Math.floor(sh_corner[0] / texel) * texel - sh_corner[0]
let oy = Math.floor(sh_corner[1] / texel) * texel - sh_corner[1]
let nr = -radius
let zfar = back + radius + 100.0
m4_ortho(sh_tmp_proj, nr + ox, radius + ox, nr + oy, radius + oy, 1.0, zfar)
sh_range[c] = zfar - 1.0
sh_texel[c] = texel
let out = floats(16)
m4_mul(out, sh_tmp_proj, sh_tmp_view)
for i in 0 .. 16 { sh_vp[c * 16 + i] = out[i] }
free(out); free(eye); free(up); free(center); free(corners)
}
function shadow_cascade_vp(c: int) -> floats { return mem_off(sh_vp, c * 64) }
# render every cascade; `draw` happens through terrain_draw_shadow + the scene's casters
function shadow_pass() -> void {
var near = cam_near
gpu_fb_bind(sh_fbo)
gpu_viewport(0, 0, shadow_res, shadow_res)
gpu_depth_test(true)
gpu_depth_func(GL_LESS)
gpu_depth_bias(2.0, 4.0)
gpu_cull(false)
for c in 0 .. SHADOW_CASCADES {
sh_cascade = c
shadow_fit(c, near, sh_split[c])
prof_cpu_mark("shadow fit")
near = sh_split[c]
gpu_fb_depth_layer(sh_tex, c)
if r3d_debug and c == 0 { let st = gpu_fb_status(); print(`shadow fbo status {st}`) }
gpu_clear(GL_DEPTH_BUFFER_BIT)
let vp = shadow_cascade_vp(c)
# shadows off (a video setting): the cascades stay cleared, so everything reads lit
if sh_enabled {
if not sh_skip_terrain { terrain_draw_shadow(vp) }
r3d_scene_casters(vp)
}
}
gpu_depth_bias(0.0, 0.0)
gpu_fb_bind(0)
if r3d_debug_shadow { shadow_dump() }
if r3d_debug_shadow and not sh_printed2 {
sh_printed2 = true
let q = floats(3)
if sh_probe_x != 0.0 {
let vp = shadow_cascade_vp(2)
m4_xform_point(q, vp, sh_probe_x, sh_probe_y, sh_probe_z)
print(`probe base ndc {fixed(q[0])} {fixed(q[1])} {fixed(q[2])}`)
m4_xform_point(q, vp, sh_probe_x, sh_probe_y + 15.0, sh_probe_z)
print(`probe top ndc {fixed(q[0])} {fixed(q[1])} {fixed(q[2])} -> map texel {int((q[0] * 0.5 + 0.5) * float(shadow_res))} {int((q[1] * 0.5 + 0.5) * float(shadow_res))}`)
# where the top's shadow lands on the ground: walk down the sun ray
let gx = sh_probe_x + 0.0 - sun_dir[0] * (15.0 / sun_dir[1])
let gz = sh_probe_z - sun_dir[2] * (15.0 / sun_dir[1])
m4_xform_point(q, vp, gx, terrain_height(gx, gz), gz)
print(`shadow-of-top ground ndc {fixed(q[0])} {fixed(q[1])} {fixed(q[2])} at {fixed(gx)} {fixed(gz)}`)
}
for c in 0 .. SHADOW_CASCADES {
let vp = shadow_cascade_vp(c)
# a point 5 m ahead of the camera on the ground
let px = cam_pos[0] + cam_fwd[0] * 5.0; let pz = cam_pos[2] + cam_fwd[2] * 5.0
let w = m4_xform_point(q, vp, px, terrain_height(px, pz), pz)
print(`cascade {c}: ndc {fixed(q[0])} {fixed(q[1])} {fixed(q[2])} w {fixed(w)} m0 {fixed(vp[0])} m5 {fixed(vp[5])} m14 {fixed(vp[14])}`)
}
free(q)
}
}
var sh_printed2: bool = false
var sh_printed3: bool = false
var sh_enabled: bool = true
var sh_force: int = -1 # R3D_FORCE=<c> pins every pixel to cascade c (debug)
var sh_skip_terrain: bool = false
var sh_probe_x: float = 0.0
var sh_probe_y: float = 0.0
var sh_probe_z: float = 0.0
# Debug: cascade depths as grey PPMs (build/dbg_shadow_<c>.ppm)
function shadow_dump() -> void {
let n = shadow_res * shadow_res
let buf = floats(n * SHADOW_CASCADES)
gpu_tex_bind(GPU_TEX2D_ARRAY, sh_tex)
gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE)
gpu_tex_read(GPU_TEX2D_ARRAY, GL_DEPTH_COMPONENT, GL_FLOAT, buf)
gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE)
if sh_probe_x != 0.0 {
let vp = shadow_cascade_vp(2)
let q = floats(3)
m4_xform_point(q, vp, sh_probe_x, sh_probe_y + 12.0, sh_probe_z)
let tx = int((q[0] * 0.5 + 0.5) * float(shadow_res))
let ty = int((q[1] * 0.5 + 0.5) * float(shadow_res))
let want = q[2] * 0.5 + 0.5
print(`probe (12 m up) texel {tx} {ty} card depth {fixed(want * 1000.0)}/1000`)
for dy in 0 .. 5 {
let yy = ty - 40 + dy * 20
print(` row {yy}: {fixed(buf[2 * n + yy * shadow_res + tx - 20] * 1000.0)} {fixed(buf[2 * n + yy * shadow_res + tx] * 1000.0)} {fixed(buf[2 * n + yy * shadow_res + tx + 20] * 1000.0)} /1000`)
}
free(q)
}
let sm = 512
let row = bytes(sm * 3)
for c in 0 .. SHADOW_CASCADES {
# stretch between the map's own min and max (ignoring the far plane)
var lo = 1.0; var hi = 0.0
var i = 0
while i < n { let d = buf[c * n + i]; if d < 0.999 { if d < lo { lo = d }; if d > hi { hi = d } }; i += 97 }
print(`cascade {c} depth range {fixed(lo)} .. {fixed(hi)}`)
let f = file_open(`build/dbg_shadow_{c}.ppm`, "wb")
let hdr = `P6\n{sm} {sm}\n255\n`
file_write(f, hdr, len(hdr))
let st = shadow_res / sm
for y in 0 .. sm {
for x in 0 .. sm {
let d = buf[c * n + (y * st) * shadow_res + x * st]
let g = int(Math.clamp((d - lo) / Math.max(hi - lo, 0.0001), 0.0, 1.0) * 255.0)
row[x * 3] = g; row[x * 3 + 1] = g; row[x * 3 + 2] = g
}
file_write(f, row, sm * 3)
}
file_close(f)
}
free(buf); free(row)
}
var sh_printed: bool = false
# a uniform array's location: some drivers only answer to the "[0]" spelling
function sh_loc(prog: int, name: string) -> int {
var loc = gpu_uniform(prog, name + "[0]")
if loc < 0 { loc = gpu_uniform(prog, name) }
return loc
}
function shadow_bind(prog: int) -> void {
r3d_bind_tex(prog, "u_shadow", 15, GPU_TEX2D_ARRAY, sh_tex)
# the height-field shadow (terrain.ludic); a stand-in texture keeps the unit valid before the bake
var ts = ter_shadow_tex
var ts_on = 1.0
if ts == 0 { ts = ter_height_tex; ts_on = 0.0 }
r3d_bind_2d(prog, "u_tershadow", 6, ts)
terrain_bind_height(prog)
u_f(gpu_uniform(prog, "u_ts_on"), ts_on)
u_f(gpu_uniform(prog, "u_ts_half"), float(TERRAIN_HALF))
u_f2(gpu_uniform(prog, "u_ts_origin"), ter_ox, ter_oz)
var loc = gpu_uniform(prog, "u_cascade_vp[0]")
if loc < 0 { loc = gpu_uniform(prog, "u_cascade_vp") }
if r3d_debug_shadow and not sh_printed { sh_printed = true; print(`cascade vp loc {loc} / {gpu_uniform(prog, "u_cascade_vp")} split loc {gpu_uniform(prog, "u_cascade_split")} shadow loc {gpu_uniform(prog, "u_shadow")}`) }
u_mat4n(loc, SHADOW_CASCADES, sh_vp)
u_fv(sh_loc(prog, "u_cascade_split"), SHADOW_CASCADES, sh_split)
if r3d_debug_shadow and not sh_printed3 { sh_printed3 = true; print(`range {fixed(sh_range[0])} {fixed(sh_range[1])} {fixed(sh_range[2])} {fixed(sh_range[3])} texel*1000 {fixed(sh_texel[0] * 1000.0)} {fixed(sh_texel[1] * 1000.0)} {fixed(sh_texel[2] * 1000.0)} {fixed(sh_texel[3] * 1000.0)} locs {gpu_uniform(prog, "u_cascade_range")} {gpu_uniform(prog, "u_cascade_texel")}`) }
u_fv(sh_loc(prog, "u_cascade_range"), SHADOW_CASCADES, sh_range)
if r3d_env_has("R3D_FORCE") { sh_force = Text.to_int(r3d_env("R3D_FORCE")) }
u_i(gpu_uniform(prog, "u_force_cascade"), sh_force)
u_fv(sh_loc(prog, "u_cascade_texel"), SHADOW_CASCADES, sh_texel)
}