ludic/examples/rendering/smooth.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

196 lines
8.4 KiB
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# smooth.ludic — a synthetic 2 km test ground for the terrain renderer.
#
# The valley scene stands on a real survey (Copernicus GLO-30 resampled to a 4 m grid),
# which carries its own resampling lattice and quantisation. This scene carries none:
# the height field is an analytic function (see SMOOTH in heightgen.frag), so anything
# that still looks like a grid here belongs to the renderer, not the data.
#
# bin/ludic build examples/rendering/smooth.ludic && ./build/smooth
program Smooth {
numbers float
import "ludic.render3d/r3d.ludic"
property Marker { on: int = 1 }
model Anchor { Marker }
var frame: int = 0
var shot_at: int = 40
var walk: bool = false
var spin: bool = false
var l_blades: Layer = null
var l_grass_a: Layer = null
var l_grass_b: Layer = null
var s_blades: Stream = null
var s_cards_a: Stream = null
var s_cards_b: Stream = null
var l_trees: Layer = null
function rnd() -> float { return float(rng_range(0, 9999)) / 10000.0 }
function rnd_range(a: float, b: float) -> float { return Math.lerp(a, b, rnd()) }
function smooth(a: float, b: float, x: float) -> float {
let t = Math.clamp((x - a) / (b - a), 0.0, 1.0)
return t * t * (3.0 - 2.0 * t)
}
function slope_at(x: float, z: float) -> float {
let e = 2.0
let dx = terrain_height(x + e, z) - terrain_height(x - e, z)
let dz = terrain_height(x, z + e) - terrain_height(x, z - e)
let ny = 4.0 / Math.sqrt(dx * dx + dz * dz + 16.0)
return 1.0 - ny
}
function noise01(x: float, z: float, scale: fixed) -> float {
let n = Noise.fbm2(fixed(x) * scale, fixed(z) * scale, 0, 4)
return float(n * 0.5 + 0.5)
}
# grass only where the ground is grassy: gentle, above the water, below the mountain
function stream_fill(s: Stream, cx: int, cz: int, band: int) -> void {
seed((cx * 73856093) ^ (cz * 19349663) ^ (band * 83492791) ^ (s.kind * 2654435761))
let size = s.size
let x0 = float(cx) * size; let z0 = float(cz) * size
# Candidate spacing. These are metres between attempts, so halving one quadruples the
# work and the instance count: the first pass here was dense enough to bury the scene
# and cost most of the frame. Blades are only placed close to the eye, where they read
# as individual grass; past that the cards carry the cover.
var step = 1.0
if s.kind == 0 { if band == 0 { step = 0.22 } else if band == 1 { step = 0.45 } else { step = 1.1 } }
else { if band == 0 { step = 0.9 } else if band == 1 { step = 1.8 } else { step = 4.0 } }
var z = z0
while z < z0 + size {
var x = x0
while x < x0 + size {
let px = x + rnd() * step
let pz = z + rnd() * step
let h = terrain_height(px, pz)
# Grassy ground only: above the water, off the steep parts, below the rim. Every
# test is a smooth ramp — a hard height cut carves the cover into contour rings,
# because the cut lands on a line of constant elevation.
var keep = smooth(0.2, 1.6, h) # out of the water
keep = keep * smooth(90.0, 45.0, h) # below the mountain
keep = keep * smooth(0.42, 0.16, slope_at(px, pz))
keep = keep * (0.25 + 0.9 * noise01(px, pz, 0.02))
keep = keep * 0.75
var sc = rnd_range(0.16, 0.4)
if s.kind != 0 { sc = rnd_range(1.5, 2.5) * (1.0 + 0.5 * float(band)) }
if rnd() < keep {
stream_emit(s, px, h - 0.03, pz, sc, rnd() * (2.0 * PI), rnd(), rnd_range(0.6, 1.0))
}
x = x + step
}
z = z + step
}
}
function scene_draw() -> void { scatter_draw() }
function scene_draw_casters(light_vp: floats) -> void { scatter_draw_casters(light_vp) }
handler Boot phase Start {
spawn Anchor {}
r3d_on_draw(fn scene_draw)
r3d_on_casters(fn scene_draw_casters)
r3d_on_stream_fill(fn stream_fill)
# 2 km square, generated analytically
TERRAIN_HALF = 1000
ter_smooth = true
if not r3d_init(1920, 1080, "Smooth") {
quit()
return
}
walk = Os.has_env("R3D_WALK")
spin = Os.has_env("R3D_SPIN")
if Os.has_env("R3D_SHOT") { shot_at = Text.to_int(Os.env("R3D_SHOT")) }
var cx = 0.0; var cz = 260.0
if Os.has_env("R3D_CAM_X") { cx = float(Text.to_int(Os.env("R3D_CAM_X"))) }
if Os.has_env("R3D_CAM_Z") { cz = float(Text.to_int(Os.env("R3D_CAM_Z"))) }
var ch = 1.8; var cp = -3.0; var cy = 180.0
if Os.has_env("R3D_CAM_H") { ch = float(Text.to_int(Os.env("R3D_CAM_H"))) }
if Os.has_env("R3D_CAM_PITCH") { cp = float(Text.to_int(Os.env("R3D_CAM_PITCH"))) }
if Os.has_env("R3D_CAM_YAW") { cy = float(Text.to_int(Os.env("R3D_CAM_YAW"))) }
cam_set(cx, terrain_height(cx, cz) + ch, cz, cy, cp)
# a small pond in the middle of the meadow — the plane self-clips to the basin, so
# its extent only has to cover the hollow, not the map
water_init(4.0, 0.0, 0.0, 200.0, 200.0)
sky_set_yaw(Math.deg_to_rad(120.0))
# grass: blades underfoot, cards beyond
let dir = r3d_assets + "/models/grass_medium_01"
let ga = gltf_load(dir, "grass_medium_01_1k.gltf", "grass_medium_01_tall_a_LOD0")
let gb = gltf_load(dir, "grass_medium_01_1k.gltf", "grass_medium_01_mid_a_LOD0")
if ga == null or gb == null { print("smooth: no grass models"); return }
# blades are the expensive layer: keep them near, and cap them low
l_blades = layer_new(model_blade(), 400000, true, 3.0, 0.0, 70.0)
l_blades.blade = true
l_grass_a = layer_cards(ga, 200000, 0.3, 260.0)
l_grass_b = layer_cards(gb, 200000, 0.3, 260.0)
v3_set(l_grass_a.tint, 0.95, 1.0, 0.85)
v3_set(l_grass_b.tint, 0.9, 0.98, 0.8)
l_grass_a.rough = 1.6; l_grass_b.rough = 1.6
s_blades = stream_new(l_blades, 8.0, 60.0, 12.0, 28.0, 60.0, 60.0)
s_cards_a = stream_new(l_grass_a, 32.0, 240.0, 45.0, 110.0, 240.0, 240.0)
s_cards_b = stream_new(l_grass_b, 32.0, 240.0, 45.0, 110.0, 240.0, 240.0)
s_blades.kind = 0; s_cards_a.kind = 1; s_cards_b.kind = 2
place_trees()
}
# scattered firs on the gentle ground, thinning toward the pond and the rim
function place_trees() -> void {
let model = gltf_load(r3d_assets + "/models/fir_tree_01", "fir_tree_01_1k.gltf", "fir_tree_01_c_LOD0")
if model == null { print("smooth: no fir model"); return }
l_trees = layer_new(model, 20000, false, 0.0, 90.0, 0.0)
layer_set_impostor(l_trees, impostor_bake(model, 12, 512, 1024))
v3_set(l_trees.tint, 0.9, 1.0, 0.85)
seed(4242)
var z = -900.0
while z < 900.0 {
var x = -900.0
while x < 900.0 {
let px = x + rnd() * 14.0; let pz = z + rnd() * 14.0
let h = terrain_height(px, pz)
var keep = smooth(7.0, 14.0, h) # above the pond shore
keep = keep * smooth(120.0, 60.0, h) # below the rim
keep = keep * smooth(0.45, 0.2, slope_at(px, pz))
keep = keep * smooth(0.45, 0.75, noise01(px, pz, 0.004))
if rnd() < keep * 0.5 {
let sc = rnd_range(0.7, 1.35)
layer_add(l_trees, px, h - 0.2, pz, sc, rnd() * (2.0 * PI), rnd(), 0.0)
}
x = x + 14.0
}
z = z + 14.0
}
}
handler Fly phase Input {
if walk { cam_move(1.0, 0.0, 0.0, 0.003, 0.0); return }
if spin { cam_move(0.0, 0.0, 0.0, 0.02, 0.0); return }
if not is_windowed() { return }
Input.poll()
var fwd = 0.0; var side = 0.0; var up = 0.0
let speed = 0.6
if Input.key_down(key: 'w') { fwd = speed }
if Input.key_down(key: 's') { fwd = -speed }
if Input.key_down(key: 'd') { side = speed }
if Input.key_down(key: 'a') { side = -speed }
if Input.key_down(key: 'e') { up = speed }
if Input.key_down(key: 'q') { up = -speed }
var dyaw = 0.0; var dpitch = 0.0
if Input.mouse_down(button: 0) {
dyaw = float(Input.mouse_dx()) * -0.004
dpitch = float(Input.mouse_dy()) * -0.004
}
if fwd != 0 or side != 0 or up != 0 or dyaw != 0 or dpitch != 0 { cam_move(fwd, side, up, dyaw, dpitch) }
if Input.key_pressed(key: 'p') {
let gy = terrain_height(cam_pos[0], cam_pos[2])
print(`R3D_CAM_X={string(int(cam_pos[0]))} R3D_CAM_Z={string(int(cam_pos[2]))} R3D_CAM_H={string(int(cam_pos[1] - gy))} R3D_CAM_YAW={string(int(cam_yaw * (180.0 / PI)))} R3D_CAM_PITCH={string(int(cam_pitch * (180.0 / PI)))}`)
}
}
handler Draw phase Render {
r3d_frame(float(Time.elapsed()))
frame += 1
if frame == shot_at { Gl.screenshot(path: "build/smooth.ppm") }
Gl.swap()
}
}