ludic/packages/ludic.render3d/sky.ludic
Orkuncakilkaya 78c1f4f9ca refactor(render3d): render targets and passes behind gpu.ludic
Framebuffers and their attachments, renderbuffers (multisampled too), draw and read buffers,
completeness checks, blits, viewports, clears, the screen framebuffer, the multisample enable,
the wireframe switch and GL error checks now go through gpu_fb_* / gpu_rb_* / gpu_viewport /
gpu_clear / gpu_blit / gpu_check, and no other file names them. Each call is the one GL call it
replaces, in the same order: the fixed viewpoints render bit-identically and the game's
self-tests report exactly what they did.

What is attached to each framebuffer - colour slots, a depth texture or one layer of an array,
renderbuffers and their samples - is recorded as it is attached, for a backend that builds
render passes and image views. gpu_read_screen is the frame read-back a photograph takes.

R3D_GLCHECK=1 checks, around every draw, clear and blit, that the bound framebuffer is complete
and that no error is left behind, naming the framebuffer. It has already narrowed the old
"gl error 1286 at terrain shadow bake": the error is pending before a draw after the map self-
test, so it comes from a call that is not a draw, clear or blit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 10:41:43 +03:00

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5.7 KiB
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# ============================================================================
# sky.ludic — the HDRI sky and its image-based lighting: the equirect radiance
# map (RGB16F, mipped), the sun found in it, a diffuse-convolved irradiance map,
# a GGX-prefiltered map per roughness level (a 2D array), and the split-sum
# BRDF lookup. All convolved on the GPU at load.
# ============================================================================
const SKY_PREFILTER_LEVELS: int = 6
var sky_tex: int = 0
var sky_w: int = 0
var sky_h: int = 0
var sky_irradiance: int = 0
var sky_prefilter: int = 0 # GL_TEXTURE_2D_ARRAY
var sky_brdf: int = 0
var sun_dir: words = null # toward the sun (float bits)
var sun_color: words = null # radiance (float bits)
var sky_fullscreen: Mesh = null
var sky_yaw: int = 0 # radians: the HDRI is turned by this about y
var sky_sun_boost: int = 0x40133333 # 2.3: the photograph's thin cloud dims its sun; a crisper day wants more
var sky_rot_s: int = 0
var sky_rot_c: int = 0
var sun_hdri: words = null # the sun direction as found in the file
var sky_p_irr: int = 0
var sky_p_pre: int = 0
var sky_p_brdf: int = 0
# turn the HDRI so its sun sits at world azimuth `yaw` (radians, 0 = toward -z)
function sky_set_yaw(yaw: int) -> void {
sky_set_rot(yaw)
# world sun = rotY(sun_hdri, -yaw): the lookup rotates a world direction by +yaw
let s = sun_hdri
v3_set(sun_dir, f_sub(f_mul(sky_rot_c, s[0]), f_mul(sky_rot_s, s[2])), s[1], f_add(f_mul(sky_rot_s, s[0]), f_mul(sky_rot_c, s[2])))
sky_precompute()
}
# turn only the visible sky image (cheap, per frame): the light and the convolved
# maps stay where they are — daylight.ludic moves those on its own terms
function sky_set_rot(yaw: int) -> void {
sky_yaw = yaw
sky_rot_s = f_sin(yaw); sky_rot_c = f_cos(yaw)
}
function sky_bind_rot(prog: int) -> void { u_f2(gpu_uniform(prog, "u_sky_rot"), sky_rot_s, sky_rot_c) }
# direction for an equirect uv (matches equirectUV in lighting.glsl)
function sky_dir_from_uv(o: words, u: int, v: int) -> void {
let phi = f_mul(f_sub(u, F_HALF), f_mul(F_TWO, F_PI))
let theta = f_mul(v, F_PI)
let st = f_sin(theta)
v3_set(o, f_mul(st, f_sin(phi)), f_cos(theta), f_neg(f_mul(st, f_cos(phi))))
}
function sky_load(path: string) -> bool {
sky_tex = tex_load_hdr(path)
if sky_tex == 0 { return false }
sky_w = tex_w; sky_h = tex_h
sun_dir = words(3)
sun_hdri = words(3)
sky_dir_from_uv(sun_hdri, fr(hdr_max_x * 2 + 1, sky_w * 2), fr(hdr_max_y * 2 + 1, sky_h * 2))
v3_copy(sun_dir, sun_hdri)
sky_rot_c = F_ONE
# the sun's irradiance is what the IBL clip leaves out of the map; lighting it
# directly with that keeps sun and sky in the photograph's own proportion
sun_color = v3_new(f_mul(hdr_sun_r, sky_sun_boost), f_mul(hdr_sun_g, sky_sun_boost), f_mul(hdr_sun_b, sky_sun_boost))
print(`sun irradiance: {f_fx(hdr_sun_r)} {f_fx(hdr_sun_g)} {f_fx(hdr_sun_b)} (Q16.16), clip {f_fx(hdr_clip)}`)
print(`sky: {sky_w}x{sky_h}, sun at texel {hdr_max_x},{hdr_max_y}`)
sky_fullscreen = mesh_fullscreen()
sky_precompute()
return true
}
function sky_convolve(prog: int, target_tex: int, layer: int, w: int, h: int, rough: int) -> void {
let fbo = gpu_fb_new()
gpu_fb_bind(fbo)
if layer < 0 { gpu_fb_color(0, target_tex) }
else { gpu_fb_color_layer(0, target_tex, layer) }
gpu_viewport(0, 0, w, h)
gl_use_program(prog)
r3d_bind_2d(prog, "u_sky", 0, sky_tex)
sky_bind_rot(prog)
u_f(gpu_uniform(prog, "u_sun_clip"), hdr_clip)
u_f(gpu_uniform(prog, "u_rough"), rough)
u_f(gpu_uniform(prog, "u_sky_w"), fi(sky_w))
mesh_draw(sky_fullscreen)
gpu_fb_bind(0)
gpu_fb_free(fbo)
}
function sky_precompute() -> void {
gpu_depth_test(false)
if sky_irradiance != 0 {
gpu_tex_free(sky_irradiance)
gpu_tex_free(sky_prefilter)
gpu_tex_free(sky_brdf)
}
# irradiance: 128 x 64 equirect
if sky_p_irr == 0 { sky_p_irr = r3d_program("fullscreen.vert", "ibl_irradiance.frag", ""); sky_p_pre = r3d_program("fullscreen.vert", "ibl_prefilter.frag", ""); sky_p_brdf = r3d_program("fullscreen.vert", "ibl_brdf.frag", "") }
let p_irr = sky_p_irr
sky_irradiance = tex_target(128, 64, GL_RGB16F, GL_RGB, GL_FLOAT, GL_LINEAR)
gpu_tex_bind(GPU_TEX2D, sky_irradiance)
gpu_tex_param(GPU_TEX2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
sky_convolve(p_irr, sky_irradiance, -1, 128, 64, F_ZERO)
# prefiltered specular: 6 roughness levels, 512 x 256 each, as a 2D array
let p_pre = sky_p_pre
sky_prefilter = gpu_tex_new()
gpu_tex_bind(GPU_TEX2D_ARRAY, sky_prefilter)
gpu_tex_image3d(GL_RGB16F, 512, 256, SKY_PREFILTER_LEVELS, GL_RGB, GL_FLOAT, null)
gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT)
gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
for l in 0 .. SKY_PREFILTER_LEVELS {
sky_convolve(p_pre, sky_prefilter, l, 512, 256, fr(l, SKY_PREFILTER_LEVELS - 1))
}
# BRDF LUT
let p_brdf = sky_p_brdf
sky_brdf = tex_target(256, 256, GL_RG16F, GL_RG, GL_FLOAT, GL_LINEAR)
sky_convolve(p_brdf, sky_brdf, -1, 256, 256, F_ZERO)
gpu_check("sky precompute")
}
# bind the IBL set + sun for a lit program (units 12..14)
function sky_bind_lighting(prog: int) -> void {
r3d_bind_2d(prog, "u_irradiance", 12, sky_irradiance)
r3d_bind_tex(prog, "u_prefilter", 13, GPU_TEX2D_ARRAY, sky_prefilter)
r3d_bind_2d(prog, "u_brdf", 14, sky_brdf)
u_v3(gpu_uniform(prog, "u_sun_dir"), sun_dir)
u_v3(gpu_uniform(prog, "u_sun_color"), sun_color)
u_v3(gpu_uniform(prog, "u_cam_pos"), cam_pos)
u_f(gpu_uniform(prog, "u_prefilter_levels"), fi(SKY_PREFILTER_LEVELS))
daylight_bind(prog)
}