`Gl.*` binds the whole OpenGL 4.1 core API — every entry point of the platform gl3.h with every GL_* constant, generated by `ludic-dev glgen` with per-call ABI thunks. Windowed builds get an NSOpenGLContext on the existing window at Retina resolution; headless builds render into an offscreen CGL context, so a program that uses Gl.* renders and screenshots identically under the test harness. It links gl.ll, the thunks and OpenGL.framework only when used; every other build stays byte-identical. packages/ludic.render3d is a physically based renderer written on that surface: HDRI image-based lighting, GPU-generated terrain with scanned PBR materials, CDLOD, cascaded shadows, glTF with skinning, instanced vegetation with impostors, procedural grass, water, SSAO, and an HDR pipeline with bloom, auto-exposure and ACES. It also carries this session's work on it: the terrain at half its cost (10.3 -> 5.4 ms of frame), the streaming hitch that got worse the longer you played, a resize that emptied the world, and the packaging that lets a game use the renderer from its own repository — `ludic assets`, the material manifest shipping with the package, and shader lookup falling back to the install root. See changes/ for each, with its numbers. The camping game that drove all of it has moved out to its own repository, Maroon Lake; examples/rendering/smooth.ludic stays as the renderer's example here. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
50 lines
2.2 KiB
GLSL
50 lines
2.2 KiB
GLSL
// CDLOD terrain (Strugar 2009): every draw is one 32x32 patch of the quadtree, placed
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// and scaled by u_node. Toward the outer edge of its level's range each vertex morphs
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// onto the parent level's grid (odd vertices slide to their even neighbours), so a patch
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// meets its coarser neighbour edge-for-edge with no cracks and no popping. Height comes
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// from one B-spline sample of the height field at the morphed position, so every level
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// sits on the same continuous surface.
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layout(location = 0) in vec2 a_xz; // 0..1 across the patch
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uniform sampler2D u_height;
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uniform float u_half;
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uniform mat4 u_view;
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uniform mat4 u_proj;
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uniform vec2 u_origin;
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uniform vec3 u_cam_pos;
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uniform vec3 u_node; // x0, z0, size (m)
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uniform vec2 u_morph; // distance where the morph starts, and where it is complete
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uniform float u_grid; // cells per patch side
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float heightSmooth(sampler2D tex, vec2 uv) {
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vec2 res = vec2(textureSize(tex, 0));
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vec2 t = uv * res - 0.5;
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vec2 f = fract(t);
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vec2 i = floor(t);
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vec2 w0 = (1.0 - f) * (1.0 - f) * (1.0 - f) / 6.0;
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vec2 w1 = (4.0 - 6.0 * f * f + 3.0 * f * f * f) / 6.0;
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vec2 w3 = f * f * f / 6.0;
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vec2 w2 = 1.0 - w0 - w1 - w3;
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vec2 s0 = w0 + w1, s1 = w2 + w3;
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vec2 o0 = (i - 1.0 + w1 / s0 + 0.5) / res;
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vec2 o1 = (i + 1.0 + w3 / s1 + 0.5) / res;
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return (texture(tex, vec2(o0.x, o0.y)).r * s0.x + texture(tex, vec2(o1.x, o0.y)).r * s1.x) * s0.y
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+ (texture(tex, vec2(o0.x, o1.y)).r * s0.x + texture(tex, vec2(o1.x, o1.y)).r * s1.x) * s1.y;
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}
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out vec3 v_wpos;
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out vec2 v_huv;
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void main() {
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vec2 grid = a_xz * u_grid;
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vec2 xz = u_node.xy + a_xz * u_node.z;
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vec2 huv = (xz - u_origin) / (2.0 * u_half) + 0.5;
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float h0 = texture(u_height, huv).r;
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float d = distance(vec3(xz.x, h0, xz.y), u_cam_pos);
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float k = clamp((d - u_morph.x) / max(u_morph.y - u_morph.x, 1.0), 0.0, 1.0);
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vec2 frac2 = fract(grid * 0.5) * 2.0; // 1 on odd vertices
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grid -= frac2 * k;
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xz = u_node.xy + grid / u_grid * u_node.z;
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huv = (xz - u_origin) / (2.0 * u_half) + 0.5;
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float h = heightSmooth(u_height, huv);
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vec3 p = vec3(xz.x, h, xz.y);
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v_wpos = p;
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v_huv = huv;
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gl_Position = u_proj * u_view * vec4(p, 1.0);
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}
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