`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>
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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.