ludic/packages/ludic.render3d/overlay.ludic
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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

335 lines
15 KiB
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# ============================================================================
# overlay.ludic — 2D drawing over the finished frame, in screen pixels with the
# origin top-left (the same space Input.mouse_x/y report): filled rectangles,
# textured quads and text from a baked font atlas (tools/blender/font_build.py).
# Quads are batched into one buffer for the whole frame and uploaded ONCE at ov_end;
# a texture change only closes a draw range. (On Apple's GL every glBufferSubData
# flushes the context and waits for the GPU; uploading per texture change made a HUD
# with dozens of changes wait dozens of times a frame: 26 ms -> 40 ms, sampled.)
# ============================================================================
const OV_MAX_QUADS: int = 6000
const OV_FLOATS: int = 8 # x, y, u, v, r, g, b, a
var ov_prog: int = 0
var ov_vao: int = 0
var ov_vbo: int = 0
var ov_buf: pointer = null
var ov_n: int = 0
var ov_tex: int = 0
var ov_white: int = 0
var ov_font: int = 0
var ov_font_adv: words = null # 95 float bits, em units
var ov_font_cols: int = 16
var ov_font_rows: int = 6
var ov_font_cell: int = 128 # px per cell in the atlas
var ov_font_em: int = 100 # px per em in the atlas
var ov_pad_x: int = 0 # float bits, em
var ov_base_y: int = 0
var ov_ready: bool = false
var ov_open: bool = false
var ov_dbg: bool = false
const OV_MAX_RANGES: int = 512
const OV_RANGE_W: int = 7 # texture, first quad, quad count, clip x, y, w, h (w = 0: none)
var ov_ranges: words = null
var ov_nr: int = 0
var ov_range_start: int = 0
var ov_clip_x: int = 0 # the current clip rectangle in screen pixels (top-left origin)
var ov_clip_y: int = 0
var ov_clip_w: int = 0
var ov_clip_h: int = 0
function overlay_init(font_dir: string) -> bool {
ov_prog = gl_program("#version 410 core\n" + r3d_shader_file("overlay.vert"), "#version 410 core\n" + r3d_shader_file("overlay.frag"))
if ov_prog == 0 { print("overlay: program failed"); return false }
ov_vao = gl_vao()
gl_bind_vertex_array(ov_vao)
ov_vbo = gl_buffer()
gl_bind_buffer(GL_ARRAY_BUFFER, ov_vbo)
gl_buffer_data(GL_ARRAY_BUFFER, gl_bytes_of(OV_MAX_QUADS * 6 * OV_FLOATS), null, GL_DYNAMIC_DRAW)
gl_enable_vertex_attrib_array(0); gl_vertex_attrib_pointer(0, 2, GL_FLOAT, 0, OV_FLOATS * 4, null)
gl_enable_vertex_attrib_array(1); gl_vertex_attrib_pointer(1, 2, GL_FLOAT, 0, OV_FLOATS * 4, gl_ptr(null, 8))
gl_enable_vertex_attrib_array(2); gl_vertex_attrib_pointer(2, 4, GL_FLOAT, 0, OV_FLOATS * 4, gl_ptr(null, 16))
gl_bind_vertex_array(0)
ov_buf = gl_floats(OV_MAX_QUADS * 6 * OV_FLOATS)
ov_ranges = words(OV_MAX_RANGES * OV_RANGE_W)
ov_white = tex_solid(255, 255, 255, 255)
# the font
ov_font_adv = words(95)
for i in 0 .. 95 { ov_font_adv[i] = fl(0.6) }
ov_pad_x = fl(0.14); ov_base_y = fl(0.30)
let meta = Fs.read_text(font_dir + "/font.json")
if meta != null {
let j = Json.parse(meta)
ov_font_cols = jint(j, "cols", 16); ov_font_rows = jint(j, "rows", 6)
ov_font_cell = f_to_int(jnum(value_get(j, "cell"))); ov_font_em = f_to_int(jnum(value_get(j, "em")))
ov_pad_x = jnum(value_get(j, "pad_x")); ov_base_y = jnum(value_get(j, "base_y"))
let adv = value_get(j, "adv")
for i in 0 .. 95 { if i < value_count(adv) { ov_font_adv[i] = jnum(value_at(adv, i)) } }
ov_font = tex_load_ex(font_dir + "/font.png", false, 0)
}
if ov_font == 0 { print("overlay: no font atlas, text disabled") }
ov_dbg = Os.has_env("R3D_FONTDBG")
ov_ready = true
return true
}
# start drawing onto the screen: blending on, depth off
function ov_begin() -> void {
if not ov_ready { return }
gl_bind_framebuffer(GL_FRAMEBUFFER, gl_screen_fbo())
gl_viewport(0, 0, gl_w, gl_h)
gl_disable(GL_DEPTH_TEST)
gl_disable(GL_CULL_FACE)
gl_enable(GL_BLEND)
gl_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
gl_use_program(ov_prog)
u_f2(gl_uniform(ov_prog, "u_screen"), fi(gl_w), fi(gl_h))
ov_n = 0; ov_nr = 0; ov_range_start = 0
ov_tex = ov_white
ov_clip_w = 0
ov_open = true
}
# everything drawn until ov_unclip stays inside this rectangle (a scrolling list)
function ov_clip(x: int, y: int, w: int, h: int) -> void {
ov_close_range()
ov_clip_x = x; ov_clip_y = y; ov_clip_w = w; ov_clip_h = h
}
function ov_unclip() -> void { ov_close_range(); ov_clip_w = 0 }
# close the current draw range (quads since its start, with the current texture)
function ov_close_range() -> void {
let n = ov_n - ov_range_start
if n <= 0 { return }
if ov_nr >= OV_MAX_RANGES { ov_flush(); return }
let o = ov_nr * OV_RANGE_W
ov_ranges[o] = ov_tex; ov_ranges[o + 1] = ov_range_start; ov_ranges[o + 2] = n
ov_ranges[o + 3] = ov_clip_x; ov_ranges[o + 4] = ov_clip_y; ov_ranges[o + 5] = ov_clip_w; ov_ranges[o + 6] = ov_clip_h
ov_nr += 1
ov_range_start = ov_n
}
# one upload of everything batched so far, then a draw per range
function ov_flush() -> void {
ov_close_range()
if ov_n == 0 { ov_nr = 0; ov_range_start = 0; return }
gl_use_program(ov_prog)
gl_bind_vertex_array(ov_vao)
gl_bind_buffer(GL_ARRAY_BUFFER, ov_vbo)
gl_buffer_data(GL_ARRAY_BUFFER, gl_bytes_of(ov_n * 6 * OV_FLOATS), ov_buf, GL_STREAM_DRAW)
var last = -1
var clipped = false
for i in 0 .. ov_nr {
let o = i * OV_RANGE_W
let t = ov_ranges[o]
if t != last {
r3d_bind_2d(ov_prog, "u_tex", 0, t)
var is_font = F_ZERO
if t == ov_font { is_font = F_ONE }
u_f(gl_uniform(ov_prog, "u_is_font"), is_font)
last = t
}
if ov_ranges[o + 5] > 0 {
if not clipped { gl_enable(GL_SCISSOR_TEST); clipped = true }
gl_scissor(ov_ranges[o + 3], gl_h - ov_ranges[o + 4] - ov_ranges[o + 6], ov_ranges[o + 5], ov_ranges[o + 6])
} else if clipped { gl_disable(GL_SCISSOR_TEST); clipped = false }
gl_draw_arrays(GL_TRIANGLES, ov_ranges[o + 1] * 6, ov_ranges[o + 2] * 6)
}
if clipped { gl_disable(GL_SCISSOR_TEST) }
gl_bind_vertex_array(0)
ov_n = 0; ov_nr = 0; ov_range_start = 0
}
function ov_end() -> void {
if not ov_open { return }
ov_flush()
gl_disable(GL_BLEND)
gl_enable(GL_DEPTH_TEST)
ov_open = false
}
function ov_use_tex(t: int) -> void {
if t != ov_tex { ov_close_range(); ov_tex = t }
}
# one vertex into the batch
function ov_vert(k: int, x: int, y: int, u: int, v: int, r: int, g: int, b: int, a: int) -> void {
let o = k * OV_FLOATS
gl_put_bits(ov_buf, o, x); gl_put_bits(ov_buf, o + 1, y)
gl_put_bits(ov_buf, o + 2, u); gl_put_bits(ov_buf, o + 3, v)
gl_put_bits(ov_buf, o + 4, r); gl_put_bits(ov_buf, o + 5, g); gl_put_bits(ov_buf, o + 6, b); gl_put_bits(ov_buf, o + 7, a)
}
# a textured quad, float-bit pixel corners and uvs
function ov_quad(x0: int, y0: int, x1: int, y1: int, u0: int, v0: int, u1: int, v1: int, r: int, g: int, b: int, a: int) -> void {
if ov_n >= OV_MAX_QUADS { ov_flush() }
let k = ov_n * 6
ov_vert(k, x0, y0, u0, v0, r, g, b, a)
ov_vert(k + 1, x1, y0, u1, v0, r, g, b, a)
ov_vert(k + 2, x1, y1, u1, v1, r, g, b, a)
ov_vert(k + 3, x0, y0, u0, v0, r, g, b, a)
ov_vert(k + 4, x1, y1, u1, v1, r, g, b, a)
ov_vert(k + 5, x0, y1, u0, v1, r, g, b, a)
ov_n += 1
}
# a filled rectangle at integer pixels; colour as float bits 0..1
function ov_rect(x: int, y: int, w: int, h: int, r: int, g: int, b: int, a: int) -> void {
ov_use_tex(ov_white)
ov_quad(fi(x), fi(y), fi(x + w), fi(y + h), F_ZERO, F_ZERO, F_ONE, F_ONE, r, g, b, a)
}
function ov_frame(x: int, y: int, w: int, h: int, t: int, r: int, g: int, b: int, a: int) -> void {
ov_rect(x, y, w, t, r, g, b, a)
ov_rect(x, y + h - t, w, t, r, g, b, a)
ov_rect(x, y, t, h, r, g, b, a)
ov_rect(x + w - t, y, t, h, r, g, b, a)
}
# a whole texture at integer pixels
function ov_image(tex: int, x: int, y: int, w: int, h: int, a: int) -> void {
ov_use_tex(tex)
ov_quad(fi(x), fi(y), fi(x + w), fi(y + h), F_ZERO, F_ZERO, F_ONE, F_ONE, F_ONE, F_ONE, F_ONE, a)
}
# the width in pixels of `s` at `size` pixels per em
function ov_text_w(size: int, s: string) -> int {
var w = F_ZERO
let sp: pointer = s # bytes, not one-character strings
let n = len(sp)
for i in 0 .. n {
var c = sp[i] - 32
if c < 0 or c > 94 { c = 0 }
w = f_add(w, f_mul(ov_font_adv[c], fi(size)))
}
return f_to_int(w)
}
# text with its top-left at (x, y); returns the pen x after it
function ov_text(x: int, y: int, size: int, s: string, r: int, g: int, b: int, a: int) -> int {
if ov_font == 0 { return x }
ov_use_tex(ov_font)
let k = fr(size, ov_font_em) # atlas px -> screen px
let cell = f_mul(fi(ov_font_cell), k)
var pen = fi(x)
let base = f_add(fi(y), f_mul(fi(size), fl(0.80)))
let px = f_mul(f_mul(ov_pad_x, fi(ov_font_em)), k)
let py = f_mul(f_mul(ov_base_y, fi(ov_font_em)), k)
let sp: pointer = s
let n = len(sp)
for i in 0 .. n {
var c = sp[i] - 32
if c < 0 or c > 94 { c = 0 }
if c != 0 {
let cx = c - (c / ov_font_cols) * ov_font_cols
let cy = c / ov_font_cols
let u0 = fr(cx, ov_font_cols); let u1 = fr(cx + 1, ov_font_cols)
let v0 = fr(cy, ov_font_rows); let v1 = fr(cy + 1, ov_font_rows)
let x0 = f_sub(pen, px); let y1 = f_add(base, py)
ov_quad(x0, f_sub(y1, cell), f_add(x0, cell), y1, u0, v0, u1, v1, r, g, b, a)
}
pen = f_add(pen, f_mul(ov_font_adv[c], fi(size)))
}
return f_to_int(pen)
}
# text with a soft dark shadow under it (HUD over a bright meadow)
function ov_text_sh(x: int, y: int, size: int, s: string, r: int, g: int, b: int, a: int) -> int {
let d = size / 18 + 1
ov_text(x + d, y + d, size, s, F_ZERO, F_ZERO, F_ZERO, f_mul(a, fl(0.7)))
return ov_text(x, y, size, s, r, g, b, a)
}
function ov_text_center(cx: int, y: int, size: int, s: string, r: int, g: int, b: int, a: int) -> void {
ov_text(cx - ov_text_w(size, s) / 2, y, size, s, r, g, b, a)
}
# text wrapped at `maxw` pixels on spaces; returns the y after the last line
function ov_text_wrap(x: int, y: int, size: int, maxw: int, s: string, r: int, g: int, b: int, a: int) -> int {
let sp: pointer = s
let n = len(sp)
var first = 0
var ly = y
while first < n {
var last_space = -1
var i = first
var stop = n
while i < n {
if sp[i] == 10 { stop = i; break }
if sp[i] == 32 { last_space = i }
let piece: string = s[first .. i + 1]
if ov_text_w(size, piece) > maxw and last_space > first { stop = last_space; break }
i += 1
}
let line: string = s[first .. stop]
ov_text(x, ly, size, line, r, g, b, a)
ly += size * 13 / 10
first = stop
while first < n and (sp[first] == 32 or sp[first] == 10) { first += 1 }
}
return ly
}
# ---- more shapes for a game's interface -------------------------------------------------
# a sub-rectangle of a texture (uv corners as float bits) tinted, at integer pixels
function ov_sub(tex: int, x: int, y: int, w: int, h: int, u0: int, v0: int, u1: int, v1: int, r: int, g: int, b: int, a: int) -> void {
ov_use_tex(tex)
ov_quad(fi(x), fi(y), fi(x + w), fi(y + h), u0, v0, u1, v1, r, g, b, a)
}
# a whole texture stretched by nine slices: corners `src` texels wide in a `tw` px square
# texture, drawn `dst` pixels wide, so rounded corners keep their shape at any size
function ov_nine(tex: int, tw: int, src: int, x: int, y: int, w: int, h: int, dst: int, r: int, g: int, b: int, a: int) -> void {
ov_use_tex(tex)
let s = fr(src, tw)
let xs = words(4); let ys = words(4); let us = words(4); let vs = words(4)
xs[0] = fi(x); xs[1] = fi(x + dst); xs[2] = fi(x + w - dst); xs[3] = fi(x + w)
ys[0] = fi(y); ys[1] = fi(y + dst); ys[2] = fi(y + h - dst); ys[3] = fi(y + h)
us[0] = F_ZERO; us[1] = s; us[2] = f_sub(F_ONE, s); us[3] = F_ONE
vs[0] = F_ZERO; vs[1] = s; vs[2] = f_sub(F_ONE, s); vs[3] = F_ONE
for j in 0 .. 3 {
for i in 0 .. 3 { ov_quad(xs[i], ys[j], xs[i + 1], ys[j + 1], us[i], vs[j], us[i + 1], vs[j + 1], r, g, b, a) }
}
free(xs); free(ys); free(us); free(vs)
}
# an arbitrary quad (float-bit pixel corners, clockwise from top-left) of a texture
function ov_quad4(x0: int, y0: int, x1: int, y1: int, x2: int, y2: int, x3: int, y3: int, u0: int, v0: int, u1: int, v1: int, r: int, g: int, b: int, a: int) -> void {
if ov_n >= OV_MAX_QUADS { ov_flush() }
let k = ov_n * 6
ov_vert(k, x0, y0, u0, v0, r, g, b, a)
ov_vert(k + 1, x1, y1, u1, v0, r, g, b, a)
ov_vert(k + 2, x2, y2, u1, v1, r, g, b, a)
ov_vert(k + 3, x0, y0, u0, v0, r, g, b, a)
ov_vert(k + 4, x2, y2, u1, v1, r, g, b, a)
ov_vert(k + 5, x3, y3, u0, v1, r, g, b, a)
ov_n += 1
}
# a line of thickness `t` pixels between two points (float-bit pixels)
function ov_line(x0: int, y0: int, x1: int, y1: int, t: int, r: int, g: int, b: int, a: int) -> void {
ov_use_tex(ov_white)
let dx = f_sub(x1, x0); let dy = f_sub(y1, y0)
let l = f_max(f_sqrt(f_add(f_mul(dx, dx), f_mul(dy, dy))), fl(0.001))
let nx = f_mul(f_div(f_neg(dy), l), f_mul(t, F_HALF)); let ny = f_mul(f_div(dx, l), f_mul(t, F_HALF))
ov_quad4(f_add(x0, nx), f_add(y0, ny), f_add(x1, nx), f_add(y1, ny), f_sub(x1, nx), f_sub(y1, ny), f_sub(x0, nx), f_sub(y0, ny), F_ZERO, F_ZERO, F_ONE, F_ONE, r, g, b, a)
}
# a sub-rectangle of a texture rotated by `ang` radians about its centre (cx, cy), `w` x `h` pixels
function ov_sub_rot(tex: int, cx: int, cy: int, w: int, h: int, ang: int, u0: int, v0: int, u1: int, v1: int, r: int, g: int, b: int, a: int) -> void {
ov_use_tex(tex)
let c = f_cos(ang); let s = f_sin(ang)
let hw = f_mul(fi(w), F_HALF); let hh = f_mul(fi(h), F_HALF)
let fx = fi(cx); let fy = fi(cy)
# corners: (-hw,-hh) (hw,-hh) (hw,hh) (-hw,hh) rotated
let x0 = f_add(fx, f_sub(f_mul(f_neg(hw), c), f_mul(f_neg(hh), s))); let y0 = f_add(fy, f_add(f_mul(f_neg(hw), s), f_mul(f_neg(hh), c)))
let x1 = f_add(fx, f_sub(f_mul(hw, c), f_mul(f_neg(hh), s))); let y1 = f_add(fy, f_add(f_mul(hw, s), f_mul(f_neg(hh), c)))
let x2 = f_add(fx, f_sub(f_mul(hw, c), f_mul(hh, s))); let y2 = f_add(fy, f_add(f_mul(hw, s), f_mul(hh, c)))
let x3 = f_add(fx, f_sub(f_mul(f_neg(hw), c), f_mul(hh, s))); let y3 = f_add(fy, f_add(f_mul(f_neg(hw), s), f_mul(hh, c)))
ov_quad4(x0, y0, x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, r, g, b, a)
}
# a filled circle approximated by `n` wedges (float-bit centre and radius)
function ov_disc(cx: int, cy: int, rad: int, n: int, r: int, g: int, b: int, a: int) -> void {
ov_use_tex(ov_white)
let step = f_div(f_mul(F_TWO, F_PI), fi(n))
for i in 0 .. n {
let a0 = f_mul(fi(i), step); let a1 = f_add(a0, step)
let ax = f_add(cx, f_mul(f_cos(a0), rad)); let ay = f_add(cy, f_mul(f_sin(a0), rad))
let bx = f_add(cx, f_mul(f_cos(a1), rad)); let by = f_add(cy, f_mul(f_sin(a1), rad))
ov_quad4(cx, cy, ax, ay, bx, by, cx, cy, F_ZERO, F_ZERO, F_ONE, F_ONE, r, g, b, a)
}
}
# a ring: `n` segments of thickness `t`, from angle a0 for `span` radians (float bits)
function ov_arc(cx: int, cy: int, rad: int, t: int, a0: int, span: int, n: int, r: int, g: int, b: int, a: int) -> void {
let step = f_div(span, fi(n))
for i in 0 .. n {
let b0 = f_add(a0, f_mul(fi(i), step)); let b1 = f_add(b0, step)
ov_line(f_add(cx, f_mul(f_cos(b0), rad)), f_add(cy, f_mul(f_sin(b0), rad)), f_add(cx, f_mul(f_cos(b1), rad)), f_add(cy, f_mul(f_sin(b1), rad)), t, r, g, b, a)
}
}