`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>
49 lines
2.4 KiB
Text
49 lines
2.4 KiB
Text
# gl_triangle.ludic — the smallest Gl.* program: one shaded triangle through a
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# real OpenGL 4.1 core context. Windowed it draws to the screen each frame;
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# headless it renders into an offscreen framebuffer and screenshots it, so the
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# test harness can look at the result without a display.
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# bin/ludic build examples/rendering/gl_triangle.ludic --headless && echo q | build/gl_triangle_headless
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program GlTriangle {
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property Marker { on: int = 1 }
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model Anchor { Marker }
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var prog: int = 0
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var vao: int = 0
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var frame: int = 0
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const VS: string = "#version 410 core\nlayout(location=0) in vec2 p; layout(location=1) in vec3 c; out vec3 vc;\nvoid main(){ vc = c; gl_Position = vec4(p, 0.0, 1.0); }\n"
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const FS: string = "#version 410 core\nin vec3 vc; out vec4 o;\nvoid main(){ o = vec4(vc, 1.0); }\n"
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handler Boot phase Start {
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spawn Anchor {}
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if not Gl.open(width: 640, height: 360, title: "Ludic GL") { print("no GL context"); quit() }
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print(Gl.get_string(name: GL_VERSION))
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prog = Gl.program(vs: VS, fs: FS)
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vao = Gl.vao()
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let vbo = Gl.buffer()
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Gl.bind_buffer(target: GL_ARRAY_BUFFER, buffer: vbo)
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let v = Gl.floats(15)
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Gl.put(v, 0, -0.8); Gl.put(v, 1, -0.8); Gl.put(v, 2, 1.0); Gl.put(v, 3, 0.2); Gl.put(v, 4, 0.1)
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Gl.put(v, 5, 0.8); Gl.put(v, 6, -0.8); Gl.put(v, 7, 0.1); Gl.put(v, 8, 1.0); Gl.put(v, 9, 0.2)
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Gl.put(v, 10, 0.0); Gl.put(v, 11, 0.8); Gl.put(v, 12, 0.2); Gl.put(v, 13, 0.3); Gl.put(v, 14, 1.0)
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Gl.buffer_data(target: GL_ARRAY_BUFFER, size: Gl.bytes_of(15), data: v, usage: GL_STATIC_DRAW)
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Gl.enable_vertex_attrib_array(index: 0)
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Gl.vertex_attrib_pointer(index: 0, size: 2, type: GL_FLOAT, normalized: 0, stride: 20, offset: null)
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Gl.enable_vertex_attrib_array(index: 1)
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Gl.vertex_attrib_pointer(index: 1, size: 3, type: GL_FLOAT, normalized: 0, stride: 20, offset: Gl.ptr(null, 8))
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Gl.check(tag: "boot")
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}
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handler Draw phase Render {
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Gl.bind_framebuffer(target: GL_FRAMEBUFFER, framebuffer: Gl.screen_fbo())
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Gl.viewport(x: 0, y: 0, width: Gl.width(), height: Gl.height())
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Gl.clear_color(red: 0.1, green: 0.12, blue: 0.18, alpha: 1.0)
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Gl.clear(mask: GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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Gl.use_program(prog: prog)
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Gl.bind_vertex_array(array: vao)
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Gl.draw_arrays(mode: GL_TRIANGLES, first: 0, count: 3)
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frame += 1
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if frame == 1 { Gl.screenshot(path: "build/gl_triangle.ppm") }
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Gl.swap()
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}
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}
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