`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>
150 lines
5 KiB
Text
150 lines
5 KiB
Text
# ============================================================================
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# mesh.ludic — vertex data on the GPU: a Mesh record (VAO + buffers + a draw
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# call), and the procedural meshes the renderer needs (a grid for the terrain,
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# a full-screen triangle, a unit quad for instanced cards).
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# ============================================================================
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property Mesh {
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vao: int = 0,
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vbo: int = 0,
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ebo: int = 0,
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count: int = 0, # indices (ebo != 0) or vertices
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mode: int = 4, # GL_TRIANGLES
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itype: int = 0x1405 # GL_UNSIGNED_INT
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}
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function mesh_draw(m: Mesh) -> void {
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gl_bind_vertex_array(m.vao)
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if m.ebo != 0 { gl_draw_elements(m.mode, m.count, m.itype, null) }
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else { gl_draw_arrays(m.mode, 0, m.count) }
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}
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function mesh_draw_instanced(m: Mesh, n: int) -> void {
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gl_bind_vertex_array(m.vao)
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if m.ebo != 0 { gl_draw_elements_instanced(m.mode, m.count, m.itype, null, n) }
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else { gl_draw_arrays_instanced(m.mode, 0, m.count, n) }
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}
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# A flat n x n vertex grid over [-half, half]^2 in x/z, y = 0. Attribute 0 = (x, z).
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# The terrain vertex shader lifts it with the height map.
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function mesh_grid(n: int, half: int) -> Mesh {
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let m = new Mesh
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m.vao = gl_vao()
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let nv = n * n
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let v = gl_floats(nv * 2)
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var k = 0
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for j in 0 .. n {
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for i in 0 .. n {
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let x = f_sub(f_mul(f_mul(fr(i, n - 1), F_TWO), half), half)
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let z = f_sub(f_mul(f_mul(fr(j, n - 1), F_TWO), half), half)
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gl_put_bits(v, k, x); gl_put_bits(v, k + 1, z)
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k += 2
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}
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}
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m.vbo = gl_buffer()
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gl_bind_buffer(GL_ARRAY_BUFFER, m.vbo)
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gl_buffer_data(GL_ARRAY_BUFFER, gl_bytes_of(nv * 2), v, GL_STATIC_DRAW)
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gl_enable_vertex_attrib_array(0)
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gl_vertex_attrib_pointer(0, 2, GL_FLOAT, 0, 8, null)
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free(v)
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let ni = (n - 1) * (n - 1) * 6
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let idx = words(ni)
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k = 0
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for j in 0 .. n - 1 {
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for i in 0 .. n - 1 {
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let a = j * n + i
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idx[k] = a; idx[k + 1] = a + n; idx[k + 2] = a + 1
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idx[k + 3] = a + 1; idx[k + 4] = a + n; idx[k + 5] = a + n + 1
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k += 6
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}
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}
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m.ebo = gl_buffer()
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gl_bind_buffer(GL_ELEMENT_ARRAY_BUFFER, m.ebo)
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gl_buffer_data(GL_ELEMENT_ARRAY_BUFFER, ni * 4, idx, GL_STATIC_DRAW)
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free(idx)
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m.count = ni
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gl_bind_vertex_array(0)
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return m
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}
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# The grid as patches (4 control points per cell) for tessellation shaders.
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function mesh_grid_patches(n: int, half: int) -> Mesh {
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let m = mesh_grid(n, half)
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# rebuild the index buffer as quads
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let nq = (n - 1) * (n - 1) * 4
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let idx = words(nq)
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var k = 0
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for j in 0 .. n - 1 {
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for i in 0 .. n - 1 {
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let a = j * n + i
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idx[k] = a; idx[k + 1] = a + 1; idx[k + 2] = a + n + 1; idx[k + 3] = a + n
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k += 4
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}
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}
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gl_bind_vertex_array(m.vao)
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gl_bind_buffer(GL_ELEMENT_ARRAY_BUFFER, m.ebo)
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gl_buffer_data(GL_ELEMENT_ARRAY_BUFFER, nq * 4, idx, GL_STATIC_DRAW)
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gl_bind_vertex_array(0)
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free(idx)
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m.count = nq
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m.mode = GL_PATCHES
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return m
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}
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# A full-screen triangle with no attributes (the vertex shader uses gl_VertexID).
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function mesh_fullscreen() -> Mesh {
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let m = new Mesh
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m.vao = gl_vao()
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gl_bind_vertex_array(0)
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m.count = 3
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return m
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}
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# A unit quad in x/y ([-0.5, 0.5] x [0, 1]) with uv, attribute 0 = xy, 1 = uv.
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function mesh_card() -> Mesh {
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let m = new Mesh
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m.vao = gl_vao()
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let v = gl_floats(16)
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gl_put(v, 0, -0.5); gl_put(v, 1, 0.0); gl_put(v, 2, 0.0); gl_put(v, 3, 0.0)
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gl_put(v, 4, 0.5); gl_put(v, 5, 0.0); gl_put(v, 6, 1.0); gl_put(v, 7, 0.0)
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gl_put(v, 8, 0.5); gl_put(v, 9, 1.0); gl_put(v, 10, 1.0); gl_put(v, 11, 1.0)
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gl_put(v, 12, -0.5); gl_put(v, 13, 1.0); gl_put(v, 14, 0.0); gl_put(v, 15, 1.0)
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m.vbo = gl_buffer()
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gl_bind_buffer(GL_ARRAY_BUFFER, m.vbo)
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gl_buffer_data(GL_ARRAY_BUFFER, 64, v, GL_STATIC_DRAW)
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gl_enable_vertex_attrib_array(0)
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gl_vertex_attrib_pointer(0, 2, GL_FLOAT, 0, 16, null)
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gl_enable_vertex_attrib_array(1)
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gl_vertex_attrib_pointer(1, 2, GL_FLOAT, 0, 16, gl_ptr(null, 8))
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free(v)
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let idx = words(6)
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idx[0] = 0; idx[1] = 1; idx[2] = 2; idx[3] = 0; idx[4] = 2; idx[5] = 3
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m.ebo = gl_buffer()
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gl_bind_buffer(GL_ELEMENT_ARRAY_BUFFER, m.ebo)
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gl_buffer_data(GL_ELEMENT_ARRAY_BUFFER, 24, idx, GL_STATIC_DRAW)
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free(idx)
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m.count = 6
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gl_bind_vertex_array(0)
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return m
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}
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# Attach a per-instance float buffer (n floats per instance, split into vec4
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# attributes from `first_attr`) to a mesh's VAO. Returns the buffer id.
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function mesh_instance_buffer(m: Mesh, first_attr: int, floats_per: int, data: pointer, count: int) -> int {
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gl_bind_vertex_array(m.vao)
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let b = gl_buffer()
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gl_bind_buffer(GL_ARRAY_BUFFER, b)
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gl_buffer_data(GL_ARRAY_BUFFER, gl_bytes_of(floats_per * count), data, GL_STATIC_DRAW)
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var a = 0
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var off = 0
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while off < floats_per {
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var sz = floats_per - off
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if sz > 4 { sz = 4 }
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gl_enable_vertex_attrib_array(first_attr + a)
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gl_vertex_attrib_pointer(first_attr + a, sz, GL_FLOAT, 0, floats_per * 4, gl_ptr(null, off * 4))
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gl_vertex_attrib_divisor(first_attr + a, 1)
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a += 1
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off += 4
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}
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gl_bind_vertex_array(0)
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return b
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}
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