ludic/examples/rendering/reload.ludic
Orkuncakilkaya e53f3197ac refactor(render3d): phase 16 - the collider store is gone; still things are bodies in ludic.physics
collide.ludic (circles in a cell grid that could not be removed) and its Render3dState fields are
deleted, and the reload example stops asserting colliders. A game still calling col_* must move to
ludic.physics first (Maroon Lake's src/solid).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 00:08:36 +03:00

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# reload.ludic — the world replaced at run time.
#
# Generate a 2 km map, scatter onto it, give it colliders and water; release all of it and
# generate a 3 km map in its place with two water planes; then go back. Prints RELOAD OK when
# nothing of the previous map survived and the new one is whole.
#
# bin/ludic build examples/rendering/reload.ludic --headless && ./build/reload_headless
program Reload {
import "ludic.render3d/r3d.ludic"
property Marker { on: int = 1 }
model Anchor { Marker }
# A program only links the GL runtime render3d stands on when it names Gl.* itself
# (the parser's g_uses_gl), so even a check that draws nothing presents its frame.
# render3d calls back into the program for what stands on the terrain
function scene_draw(render3d_st: mut Render3dState) -> void { scatter_draw(render3d_st) }
function scene_draw_casters(render3d_st: mut Render3dState, light_vp: floats) -> void { scatter_draw_casters(render3d_st, light_vp) }
# no streamed cover here, but stream.ludic names the generator, so every program supplies one
function stream_fill(s: Stream, cx: int, cz: int, band: int) -> void { }
handler Present phase Render {
Gl.swap()
}
function check(what: string, cond: bool) -> bool {
if not cond { print(`reload: FAILED - {what}`) }
return cond
}
function populate(render3d_st: mut Render3dState) -> void {
let l = layer_cards(render3d_st, model_cross_card(render3d_st), 1000, F_ZERO, fi(400))
for i in 0 .. 400 {
let x = fi(i * 2 - 400)
layer_add(l, x, terrain_height(render3d_st, x, fi(30)), fi(30), F_ONE, F_ZERO, F_ZERO, F_ZERO)
}
}
handler Boot(render3d_st: mut Render3dState) phase Start {
spawn Anchor {}
r3d_on_draw(render3d_st, fn scene_draw)
r3d_on_casters(render3d_st, fn scene_draw_casters)
r3d_on_stream_fill(render3d_st, fn stream_fill)
render3d_st.TERRAIN_HALF = 1000
render3d_st.ter_smooth = true
if not r3d_init(render3d_st, 640, 360, "Reload") {
quit()
return
}
cam_set(render3d_st, F_ZERO, fi(80), fi(300), fi(180), f_neg(fi(10)))
water_init(render3d_st, fl(4.0), F_ZERO, F_ZERO, fi(200), fi(200))
populate(render3d_st)
var ok = true
ok = check("the first map has layers", len(render3d_st.sc_layers) == 1) and ok
# --- swap to a 3 km map with a sea and a lake above it
scatter_clear_all(render3d_st)
actor_clear_all(render3d_st)
water_bodies_clear(render3d_st)
terrain_lake(render3d_st, F_ZERO, F_ZERO, F_ZERO, F_ZERO, F_ZERO)
terrain_reload(render3d_st, "", F_ZERO, F_ZERO, F_ZERO, F_ZERO, F_ZERO, "", 1500)
ok = check("everything of the first map released", len(render3d_st.sc_layers) == 0 and render3d_st.wb_n == 0 and not render3d_st.water_on) and ok
ok = check("the new half", render3d_st.TERRAIN_HALF == 1500 and render3d_st.ter_heights != null and render3d_st.ter_height_tex != 0) and ok
ok = check("patch bounds rebuilt", render3d_st.cd_min != null and len(render3d_st.cd_min) == CD_LEVELS) and ok
ok = check("patches scale with the map", cd_size(render3d_st, 0) == f_mul(fi(32), fr(3000, 8192))) and ok
terrain_height(render3d_st, F_ZERO, F_ZERO)
ok = check("the cached height scale is the new map's", render3d_st.ter_h_scale == fr(TERRAIN_RES, 3000)) and ok
let sea = water_body_add(render3d_st, F_ZERO, F_ZERO, F_ZERO, fi(20000), fi(20000), true)
let lake = water_body_add(render3d_st, fl(12.0), fi(600), fi(-400), fi(150), fi(100), false)
ok = check("two water bodies, the sea mirrored", sea == 0 and lake == 1 and render3d_st.wb_n == 2 and render3d_st.wb_primary == 0 and render3d_st.water_level == F_ZERO and render3d_st.water_on) and ok
populate(render3d_st)
ok = check("the new map takes layers", len(render3d_st.sc_layers) == 1) and ok
# a sea below the carved lake: set once, and not undone by a reload
terrain_sea(render3d_st, fl(-2.0))
terrain_lake(render3d_st, fl(12.0), fi(600), fi(-400), fi(150), fi(100))
ok = check("the sea is its own level", render3d_st.ter_sea_set and ter_sea_gen(render3d_st) == fl(-2.0) and render3d_st.ter_lake_level == fl(12.0)) and ok
# --- and back: the swap is repeatable
scatter_clear_all(render3d_st)
water_init(render3d_st, fl(4.0), F_ZERO, F_ZERO, fi(200), fi(200))
terrain_reload(render3d_st, "", F_ZERO, F_ZERO, F_ZERO, F_ZERO, F_ZERO, "", 1000)
populate(render3d_st)
ok = check("back to 2 km", render3d_st.TERRAIN_HALF == 1000 and len(render3d_st.cd_min) == CD_LEVELS and render3d_st.wb_n == 1) and ok
if ok { print("RELOAD OK") } else { print("RELOAD FAILED") }
quit()
}
}