`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>
66 lines
3.2 KiB
GLSL
66 lines
3.2 KiB
GLSL
in vec2 v_uv;
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in vec3 v_wpos;
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in float v_seed;
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in float v_tile;
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in float v_yaw;
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out vec4 o_color;
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uniform sampler2D u_atlas_albedo;
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uniform sampler2D u_atlas_normal;
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uniform mat4 u_view;
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uniform float u_tiles;
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uniform vec3 u_tint;
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uniform float u_radius;
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void main() {
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if (v_wpos.y < u_clip_y) discard;
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vec2 uv = vec2((v_tile + v_uv.x) / u_tiles, v_uv.y);
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#ifdef SHADOW_PASS
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// the map's texels are coarse: read a finer mip so the crown's coverage is not averaged away
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vec4 a = texture(u_atlas_albedo, uv, -3.0);
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if (a.a < 0.22) discard;
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#else
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vec4 a = texture(u_atlas_albedo, uv);
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float rawA = a.a;
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a.rgb /= max(a.a, 1e-3); // the atlas mips are premultiplied by coverage
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// alpha-to-coverage, sharpened per mip so the silhouette stays crisp at any distance
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float cov = (a.a - 0.3) / max(fwidth(a.a), 1e-4) + 0.5;
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if (cov < 0.02) discard;
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a.a = clamp(cov, 0.0, 1.0);
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#endif
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#ifdef SHADOW_PASS
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return;
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#else
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// The normal atlas is cleared to black where nothing was drawn, and its mips average
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// that black into every silhouette texel — decoded, a half-covered texel pointed away
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// from everything and shaded near black, so each tree wore a dark outline. Dividing by
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// the same coverage restores the normal (and the AO in .a) of the covered part.
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vec4 nn = texture(u_atlas_normal, uv) / max(rawA, 1e-3);
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vec3 n = clamp(nn.rgb, 0.0, 1.0) * 2.0 - 1.0;
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// the tile was baked from angle tile*2pi/tiles around the canonical tree; rotate by the instance yaw
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float s = sin(v_yaw), c = cos(v_yaw);
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n = vec3(c * n.x + s * n.z, n.y, -s * n.x + c * n.z);
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n = normalize(n);
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// canopy hull normal: a rounded shell over the card, blended with the baked detail
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float far = smoothstep(200.0, 1200.0, length(v_wpos - u_cam_pos));
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vec2 q = vec2(v_uv.x * 2.0 - 1.0, v_uv.y * 2.0 - 1.0);
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vec3 toCam = normalize(u_cam_pos - v_wpos); toCam.y = 0.0; toCam = normalize(toCam);
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vec3 right = vec3(-toCam.z, 0.0, toCam.x);
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vec3 hull = normalize(right * q.x * 0.8 + vec3(0.0, 1.0, 0.0) * (q.y * 0.6 + 0.35) + toCam * 0.7);
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n = normalize(mix(hull, n, mix(0.65, 0.35, far)));
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float dist = length(v_wpos - u_cam_pos);
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float viewDepth = -(u_view * vec4(v_wpos, 1.0)).z;
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vec3 alb = a.rgb * u_tint * (0.85 + 0.3 * fract(v_seed * 7.13)) * regionTint(v_wpos, 0.4);
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// a distant stand reads as a dark mass, not as bright separate sprites
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alb = mix(alb, alb * vec3(0.72, 0.78, 0.72), far);
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// the card itself is the caster: look up the shadow a little toward the sun so it does not self-shadow
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float shadow = sunShadow(v_wpos + u_sun_dir * u_radius * 0.7, vec3(0, 1, 0), viewDepth);
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// crowns are dense: darken toward the centre of the card as a cheap interior occlusion
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float interior = 1.0 - 0.45 * smoothstep(0.9, 0.3, abs(q.x)) * smoothstep(1.0, 0.2, v_uv.y);
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// ground contact: the lowest part of anything sitting on the ground is occluded by it
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// (a boulder's underside, a trunk's base); without it a far boulder is a sticker on the grass
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interior *= mix(0.55, 1.0, smoothstep(0.0, 0.3, v_uv.y));
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vec3 col = shade(v_wpos, n, alb, 0.85, 0.0, clamp(nn.a, 0.0, 1.0) * 0.8 * interior, shadow * interior, viewDepth);
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col += alb * skyIrradiance(vec3(0, 1, 0)) * 0.06;
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col = applyFog(col, v_wpos, dist);
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o_color = vec4(sane(col), a.a);
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#endif
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}
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