ludic/changes/gl-render3d.md
Orkuncakilkaya f25289db20
Some checks failed
ci / build-and-test (push) Waiting to run
commit-lint / conventional-commits (push) Waiting to run
bootstrap / cfree-fixpoint (push) Has been cancelled
docs / build-and-deploy (push) Successful in 34s
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
`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>
2026-09-10 03:31:12 +03:00

1.9 KiB

bump: minor type: feat OpenGL for Ludic, and a 3D renderer on it. Gl.* binds the whole OpenGL 4.1 core API — every gl* entry point of the platform gl3.h as Gl.<snake_name>(…) with every GL_* constant, generated by ludic-dev glgen with per-call ABI thunks (runtime/native/gl_thunks.ll; float/double parameters take fixed). Windowed builds get an NSOpenGLContext on the existing window at Retina resolution (cocoa.ll); headless builds render into an offscreen CGL context, so a program that uses Gl.* renders and screenshots identically under the test harness. Gl.open / swap / screenshot / program / vao / floats … cover the glue, and the IEEE-float helpers (f_add, mem_put_f32, …) let Q16.16 programs fill real float vertex and uniform data. Gl.* links gl.ll + gl_thunks.ll + OpenGL.framework only when used; every other build is byte-identical.

The ludic.render3d package (packages/ludic.render3d) is a physically based renderer written on Gl.*: HDRI sky with image-based lighting (irradiance, GGX prefiltered, split-sum BRDF, sun extracted from the map), GPU-generated terrain with scanned PBR materials (stochastic anti-tiling, triplanar rock, slope/altitude splatting), cascaded shadow maps with PCF and world-unit biasing, a glTF loader for scanned models, instanced vegetation with baked impostors, procedural grass and lupines with wind and translucency, 4x MSAA with alpha-to-coverage, SSAO, still water, cloud shadows, aerial perspective, an HDR pipeline with bloom, auto-exposure, ACES tonemapping, grading, sharpening and grain. See examples/rendering/smooth.ludic, and the Maroon Lake game (git.workshopsoft.io/workshopsoft/maroon-lake) for a game built on it. The renderer's CC0 materials are fetched with ludic assets.

16-bit PNGs: the renderer's texture loader keeps 16-bit samples (normal / displacement maps) and uploads them as RGB16 / R16.