`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>
101 lines
3.9 KiB
Text
101 lines
3.9 KiB
Text
# ============================================================================
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# camera.ludic — a first-person fly camera (yaw / pitch, metres) and its view /
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# projection matrices. Float bits throughout; see fmath.ludic.
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# ============================================================================
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var cam_pos: words = null # x, y, z
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var cam_yaw: int = 0 # radians, 0 = looking down -z
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var cam_pitch: int = 0
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var cam_fov: int = 0 # vertical, radians
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var cam_near: int = 0
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var cam_far: int = 0
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var cam_aspect: int = 0
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var cam_view: words = null
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var cam_proj: words = null
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var cam_vp: words = null
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var cam_inv_vp: words = null
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var cam_inv_proj: words = null
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var cam_vp_clean: words = null # view-projection, kept for depth reconstruction
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var cam_inv_vp_clean: words = null
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var cam_fwd: words = null
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var cam_right: words = null
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# the view frustum's four side planes (a, b, c, d), float bits: left, right, bottom, top;
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# from the clean (unjittered) view-projection, column-major m[col * 4 + row]
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var cam_planes: words = null
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function cam_init(aspect: int) -> void {
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cam_pos = v3_new(F_ZERO, fi(2), F_ZERO)
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cam_view = m4_new(); cam_proj = m4_new(); cam_vp = m4_new(); cam_inv_vp = m4_new(); cam_inv_proj = m4_new()
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cam_vp_clean = m4_new(); cam_inv_vp_clean = m4_new()
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cam_fwd = v3_new(F_ZERO, F_ZERO, f_neg1())
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cam_right = v3_new(F_ONE, F_ZERO, F_ZERO)
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cam_fov = f_rad(fi(42))
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cam_near = fl(0.3)
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cam_far = fi(14000)
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cam_aspect = aspect
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cam_update()
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}
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function cam_begin_frame(n: int, w: int, h: int) -> void {
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cam_update()
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}
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function cam_set(x: int, y: int, z: int, yaw_deg: int, pitch_deg: int) -> void {
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v3_set(cam_pos, x, y, z)
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cam_yaw = f_rad(yaw_deg)
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cam_pitch = f_rad(pitch_deg)
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cam_update()
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}
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function cam_update() -> void {
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let cy = f_cos(cam_yaw); let sy = f_sin(cam_yaw)
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let cp = f_cos(cam_pitch); let sp = f_sin(cam_pitch)
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v3_set(cam_fwd, f_neg(f_mul(sy, cp)), sp, f_neg(f_mul(cy, cp)))
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v3_set(cam_right, cy, F_ZERO, f_neg(sy))
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let at = words(3)
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v3_add(at, cam_pos, cam_fwd)
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let up = v3_new(F_ZERO, F_ONE, F_ZERO)
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m4_look_at(cam_view, cam_pos, at, up)
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m4_perspective(cam_proj, cam_fov, cam_aspect, cam_near, cam_far)
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m4_mul(cam_vp_clean, cam_proj, cam_view)
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m4_inverse(cam_inv_vp_clean, cam_vp_clean)
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m4_mul(cam_vp, cam_proj, cam_view)
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m4_inverse(cam_inv_vp, cam_vp)
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m4_inverse(cam_inv_proj, cam_proj)
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free(at); free(up)
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cam_planes_update()
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}
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function cam_planes_update() -> void {
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if cam_planes == null { cam_planes = words(16) }
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let m = cam_vp_clean
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for p in 0 .. 4 {
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var r = 0
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if p >= 2 { r = 1 }
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var sg = F_ONE
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if p == 1 or p == 3 { sg = f_neg(F_ONE) }
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var a = f_add(m[3], f_mul(sg, m[r]))
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var b = f_add(m[7], f_mul(sg, m[4 + r]))
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var c = f_add(m[11], f_mul(sg, m[8 + r]))
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var d = f_add(m[15], f_mul(sg, m[12 + r]))
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let inv = f_div(F_ONE, f_sqrt(f_add(f_add(f_mul(a, a), f_mul(b, b)), f_mul(c, c))))
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cam_planes[p * 4] = f_mul(a, inv); cam_planes[p * 4 + 1] = f_mul(b, inv)
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cam_planes[p * 4 + 2] = f_mul(c, inv); cam_planes[p * 4 + 3] = f_mul(d, inv)
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}
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}
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# is a sphere (float bits) at least partly inside the side planes of the view?
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function cam_sphere_visible(x: int, y: int, z: int, r: int) -> bool {
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if cam_planes == null { return true }
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let nr = f_neg(r)
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for p in 0 .. 4 {
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let o = p * 4
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let dist = f_add(f_add(f_add(f_mul(cam_planes[o], x), f_mul(cam_planes[o + 1], y)), f_mul(cam_planes[o + 2], z)), cam_planes[o + 3])
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if f_ls(dist, nr) { return false }
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}
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return true
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}
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# fly: forward/strafe in metres, turn in radians
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function cam_move(fwd: int, strafe: int, up: int, dyaw: int, dpitch: int) -> void {
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cam_yaw = f_add(cam_yaw, dyaw)
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cam_pitch = f_clamp(f_add(cam_pitch, dpitch), f_neg(fl(1.5)), fl(1.5))
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v3_madd(cam_pos, cam_pos, cam_fwd, fwd)
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v3_madd(cam_pos, cam_pos, cam_right, strafe)
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cam_pos[1] = f_add(cam_pos[1], up)
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cam_update()
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}
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