collide.ludic (circles in a cell grid that could not be removed) and its Render3dState fields are deleted, and the reload example stops asserting colliders. A game still calling col_* must move to ludic.physics first (Maroon Lake's src/solid). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
84 lines
4.5 KiB
Text
84 lines
4.5 KiB
Text
# reload.ludic — the world replaced at run time.
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#
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# Generate a 2 km map, scatter onto it, give it colliders and water; release all of it and
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# generate a 3 km map in its place with two water planes; then go back. Prints RELOAD OK when
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# nothing of the previous map survived and the new one is whole.
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#
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# bin/ludic build examples/rendering/reload.ludic --headless && ./build/reload_headless
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program Reload {
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import "ludic.render3d/r3d.ludic"
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property Marker { on: int = 1 }
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model Anchor { Marker }
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# A program only links the GL runtime render3d stands on when it names Gl.* itself
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# (the parser's g_uses_gl), so even a check that draws nothing presents its frame.
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# render3d calls back into the program for what stands on the terrain
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function scene_draw(render3d_st: mut Render3dState) -> void { scatter_draw(render3d_st) }
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function scene_draw_casters(render3d_st: mut Render3dState, light_vp: floats) -> void { scatter_draw_casters(render3d_st, light_vp) }
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# no streamed cover here, but stream.ludic names the generator, so every program supplies one
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function stream_fill(s: Stream, cx: int, cz: int, band: int) -> void { }
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handler Present phase Render {
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Gl.swap()
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}
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function check(what: string, cond: bool) -> bool {
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if not cond { print(`reload: FAILED - {what}`) }
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return cond
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}
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function populate(render3d_st: mut Render3dState) -> void {
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let l = layer_cards(render3d_st, model_cross_card(render3d_st), 1000, F_ZERO, fi(400))
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for i in 0 .. 400 {
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let x = fi(i * 2 - 400)
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layer_add(l, x, terrain_height(render3d_st, x, fi(30)), fi(30), F_ONE, F_ZERO, F_ZERO, F_ZERO)
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}
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}
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handler Boot(render3d_st: mut Render3dState) phase Start {
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spawn Anchor {}
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r3d_on_draw(render3d_st, fn scene_draw)
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r3d_on_casters(render3d_st, fn scene_draw_casters)
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r3d_on_stream_fill(render3d_st, fn stream_fill)
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render3d_st.TERRAIN_HALF = 1000
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render3d_st.ter_smooth = true
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if not r3d_init(render3d_st, 640, 360, "Reload") {
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quit()
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return
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}
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cam_set(render3d_st, F_ZERO, fi(80), fi(300), fi(180), f_neg(fi(10)))
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water_init(render3d_st, fl(4.0), F_ZERO, F_ZERO, fi(200), fi(200))
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populate(render3d_st)
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var ok = true
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ok = check("the first map has layers", len(render3d_st.sc_layers) == 1) and ok
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# --- swap to a 3 km map with a sea and a lake above it
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scatter_clear_all(render3d_st)
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actor_clear_all(render3d_st)
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water_bodies_clear(render3d_st)
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terrain_lake(render3d_st, F_ZERO, F_ZERO, F_ZERO, F_ZERO, F_ZERO)
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terrain_reload(render3d_st, "", F_ZERO, F_ZERO, F_ZERO, F_ZERO, F_ZERO, "", 1500)
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ok = check("everything of the first map released", len(render3d_st.sc_layers) == 0 and render3d_st.wb_n == 0 and not render3d_st.water_on) and ok
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ok = check("the new half", render3d_st.TERRAIN_HALF == 1500 and render3d_st.ter_heights != null and render3d_st.ter_height_tex != 0) and ok
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ok = check("patch bounds rebuilt", render3d_st.cd_min != null and len(render3d_st.cd_min) == CD_LEVELS) and ok
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ok = check("patches scale with the map", cd_size(render3d_st, 0) == f_mul(fi(32), fr(3000, 8192))) and ok
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terrain_height(render3d_st, F_ZERO, F_ZERO)
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ok = check("the cached height scale is the new map's", render3d_st.ter_h_scale == fr(TERRAIN_RES, 3000)) and ok
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let sea = water_body_add(render3d_st, F_ZERO, F_ZERO, F_ZERO, fi(20000), fi(20000), true)
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let lake = water_body_add(render3d_st, fl(12.0), fi(600), fi(-400), fi(150), fi(100), false)
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ok = check("two water bodies, the sea mirrored", sea == 0 and lake == 1 and render3d_st.wb_n == 2 and render3d_st.wb_primary == 0 and render3d_st.water_level == F_ZERO and render3d_st.water_on) and ok
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populate(render3d_st)
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ok = check("the new map takes layers", len(render3d_st.sc_layers) == 1) and ok
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# a sea below the carved lake: set once, and not undone by a reload
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terrain_sea(render3d_st, fl(-2.0))
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terrain_lake(render3d_st, fl(12.0), fi(600), fi(-400), fi(150), fi(100))
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ok = check("the sea is its own level", render3d_st.ter_sea_set and ter_sea_gen(render3d_st) == fl(-2.0) and render3d_st.ter_lake_level == fl(12.0)) and ok
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# --- and back: the swap is repeatable
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scatter_clear_all(render3d_st)
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water_init(render3d_st, fl(4.0), F_ZERO, F_ZERO, fi(200), fi(200))
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terrain_reload(render3d_st, "", F_ZERO, F_ZERO, F_ZERO, F_ZERO, F_ZERO, "", 1000)
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populate(render3d_st)
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ok = check("back to 2 km", render3d_st.TERRAIN_HALF == 1000 and len(render3d_st.cd_min) == CD_LEVELS and render3d_st.wb_n == 1) and ok
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if ok { print("RELOAD OK") } else { print("RELOAD FAILED") }
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quit()
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}
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}
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