ludic/examples/rendering/smooth.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

189 lines
8.9 KiB
Text

# smooth.ludic — a synthetic 2 km test ground for the terrain renderer.
#
# The valley scene stands on a real survey (Copernicus GLO-30 resampled to a 4 m grid),
# which carries its own resampling lattice and quantisation. This scene carries none:
# the height field is an analytic function (see SMOOTH in heightgen.frag), so anything
# that still looks like a grid here belongs to the renderer, not the data.
#
# bin/ludic build examples/rendering/smooth.ludic && ./build/smooth
program Smooth {
import "ludic.render3d/r3d.ludic"
property Marker { on: int = 1 }
model Anchor { Marker }
var frame: int = 0
var shot_at: int = 40
var walk: bool = false
var spin: bool = false
var l_blades: Layer = null
var l_grass_a: Layer = null
var l_grass_b: Layer = null
var s_blades: Stream = null
var s_cards_a: Stream = null
var s_cards_b: Stream = null
var l_trees: Layer = null
function rnd() -> int { return fr(rng_range(0, 9999), 10000) }
function rnd_range(a: int, b: int) -> int { return f_lerp(a, b, rnd()) }
function smooth(a: int, b: int, x: int) -> int {
let t = f_clamp(f_div(f_sub(x, a), f_sub(b, a)), F_ZERO, F_ONE)
return f_mul(f_mul(t, t), f_sub(fi(3), f_mul(F_TWO, t)))
}
function slope_at(x: int, z: int) -> int {
let e = F_TWO
let dx = f_sub(terrain_height(f_add(x, e), z), terrain_height(f_sub(x, e), z))
let dz = f_sub(terrain_height(x, f_add(z, e)), terrain_height(x, f_sub(z, e)))
let ny = f_div(fi(4), f_sqrt(f_add(f_add(f_mul(dx, dx), f_mul(dz, dz)), fi(16))))
return f_sub(F_ONE, ny)
}
function noise01(x: int, z: int, scale: fixed) -> int {
let n = Noise.fbm2(f_fx(x) * scale, f_fx(z) * scale, 4)
return fl(n * 0.5 + 0.5)
}
# grass only where the ground is grassy: gentle, above the water, below the mountain
function stream_fill(s: Stream, cx: int, cz: int, band: int) -> void {
seed((cx * 73856093) ^ (cz * 19349663) ^ (band * 83492791) ^ (s.kind * 2654435761))
let size = s.size
let x0 = f_mul(fi(cx), size); let z0 = f_mul(fi(cz), size)
# Candidate spacing. These are metres between attempts, so halving one quadruples the
# work and the instance count: the first pass here was dense enough to bury the scene
# and cost most of the frame. Blades are only placed close to the eye, where they read
# as individual grass; past that the cards carry the cover.
var step = fl(1.0)
if s.kind == 0 { if band == 0 { step = fl(0.22) } else if band == 1 { step = fl(0.45) } else { step = fl(1.1) } }
else { if band == 0 { step = fl(0.9) } else if band == 1 { step = fl(1.8) } else { step = fl(4.0) } }
var z = z0
while f_ls(z, f_add(z0, size)) {
var x = x0
while f_ls(x, f_add(x0, size)) {
let px = f_add(x, f_mul(rnd(), step))
let pz = f_add(z, f_mul(rnd(), step))
let h = terrain_height(px, pz)
# Grassy ground only: above the water, off the steep parts, below the rim. Every
# test is a smooth ramp — a hard height cut carves the cover into contour rings,
# because the cut lands on a line of constant elevation.
var keep = smooth(fl(0.2), fl(1.6), h) # out of the water
keep = f_mul(keep, smooth(fi(90), fi(45), h)) # below the mountain
keep = f_mul(keep, smooth(fl(0.42), fl(0.16), slope_at(px, pz)))
keep = f_mul(keep, f_add(fl(0.25), f_mul(fl(0.9), noise01(px, pz, 0.02))))
keep = f_mul(keep, fl(0.75))
var sc = rnd_range(fl(0.16), fl(0.4))
if s.kind != 0 { sc = f_mul(rnd_range(fl(1.5), fl(2.5)), f_add(F_ONE, f_mul(fl(0.5), fi(band)))) }
if f_ls(rnd(), keep) {
stream_emit(s, px, f_sub(h, fl(0.03)), pz, sc, f_mul(rnd(), f_mul(F_TWO, F_PI)), rnd(), rnd_range(fl(0.6), F_ONE))
}
x = f_add(x, step)
}
z = f_add(z, step)
}
}
function scene_draw() -> void { scatter_draw() }
function scene_draw_casters() -> void { scatter_draw_casters(shadow_cascade_vp(sh_cascade)) }
handler Boot phase Start {
spawn Anchor {}
# 2 km square, generated analytically
TERRAIN_HALF = 1000
ter_smooth = true
if not r3d_init(1920, 1080, "Smooth") { quit() }
walk = Os.has_env("R3D_WALK")
spin = Os.has_env("R3D_SPIN")
if Os.has_env("R3D_SHOT") { shot_at = Text.to_int(Os.env("R3D_SHOT")) }
var cx = fi(0); var cz = fi(260)
if Os.has_env("R3D_CAM_X") { cx = fi(Text.to_int(Os.env("R3D_CAM_X"))) }
if Os.has_env("R3D_CAM_Z") { cz = fi(Text.to_int(Os.env("R3D_CAM_Z"))) }
var ch = fl(1.8); var cp = f_neg(fi(3)); var cy = fi(180)
if Os.has_env("R3D_CAM_H") { ch = fi(Text.to_int(Os.env("R3D_CAM_H"))) }
if Os.has_env("R3D_CAM_PITCH") { cp = fi(Text.to_int(Os.env("R3D_CAM_PITCH"))) }
if Os.has_env("R3D_CAM_YAW") { cy = fi(Text.to_int(Os.env("R3D_CAM_YAW"))) }
cam_set(cx, f_add(terrain_height(cx, cz), ch), cz, cy, cp)
# a small pond in the middle of the meadow — the plane self-clips to the basin, so
# its extent only has to cover the hollow, not the map
water_init(fl(4.0), F_ZERO, F_ZERO, fi(200), fi(200))
sky_set_yaw(f_rad(fi(120)))
# grass: blades underfoot, cards beyond
let dir = r3d_assets + "/models/grass_medium_01"
let ga = gltf_load(dir, "grass_medium_01_1k.gltf", "grass_medium_01_tall_a_LOD0")
let gb = gltf_load(dir, "grass_medium_01_1k.gltf", "grass_medium_01_mid_a_LOD0")
if ga == null or gb == null { print("smooth: no grass models"); return }
# blades are the expensive layer: keep them near, and cap them low
l_blades = layer_new(model_blade(), 400000, true, fl(3.0), F_ZERO, fi(70))
l_blades.blade = true
l_grass_a = layer_cards(ga, 200000, fl(0.3), fi(260))
l_grass_b = layer_cards(gb, 200000, fl(0.3), fi(260))
v3_set(l_grass_a.tint, fl(0.95), F_ONE, fl(0.85))
v3_set(l_grass_b.tint, fl(0.9), fl(0.98), fl(0.8))
l_grass_a.rough = fl(1.6); l_grass_b.rough = fl(1.6)
s_blades = stream_new(l_blades, fi(8), fi(60), fi(12), fi(28), fi(60), fi(60))
s_cards_a = stream_new(l_grass_a, fi(32), fi(240), fi(45), fi(110), fi(240), fi(240))
s_cards_b = stream_new(l_grass_b, fi(32), fi(240), fi(45), fi(110), fi(240), fi(240))
s_blades.kind = 0; s_cards_a.kind = 1; s_cards_b.kind = 2
place_trees()
}
# scattered firs on the gentle ground, thinning toward the pond and the rim
function place_trees() -> void {
let model = gltf_load(r3d_assets + "/models/fir_tree_01", "fir_tree_01_1k.gltf", "fir_tree_01_c_LOD0")
if model == null { print("smooth: no fir model"); return }
l_trees = layer_new(model, 20000, false, F_ZERO, fi(90), F_ZERO)
layer_set_impostor(l_trees, impostor_bake(model, 12, 512, 1024))
v3_set(l_trees.tint, fl(0.9), F_ONE, fl(0.85))
seed(4242)
var z = f_neg(fi(900))
while f_ls(z, fi(900)) {
var x = f_neg(fi(900))
while f_ls(x, fi(900)) {
let px = f_add(x, f_mul(rnd(), fi(14))); let pz = f_add(z, f_mul(rnd(), fi(14)))
let h = terrain_height(px, pz)
var keep = smooth(fi(7), fi(14), h) # above the pond shore
keep = f_mul(keep, smooth(fi(120), fi(60), h)) # below the rim
keep = f_mul(keep, smooth(fl(0.45), fl(0.2), slope_at(px, pz)))
keep = f_mul(keep, smooth(fl(0.45), fl(0.75), noise01(px, pz, 0.004)))
if f_ls(rnd(), f_mul(keep, fl(0.5))) {
let sc = rnd_range(fl(0.7), fl(1.35))
layer_add(l_trees, px, f_sub(h, fl(0.2)), pz, sc, f_mul(rnd(), f_mul(F_TWO, F_PI)), rnd(), F_ZERO)
}
x = f_add(x, fi(14))
}
z = f_add(z, fi(14))
}
}
handler Fly phase Input {
if walk { cam_move(fl(1.0), F_ZERO, F_ZERO, fl(0.003), F_ZERO); return }
if spin { cam_move(F_ZERO, F_ZERO, F_ZERO, fl(0.02), F_ZERO); return }
if not is_windowed() { return }
Input.poll()
var fwd = F_ZERO; var side = F_ZERO; var up = F_ZERO
let speed = fl(0.6)
if Input.key_down(key: 'w') { fwd = speed }
if Input.key_down(key: 's') { fwd = f_neg(speed) }
if Input.key_down(key: 'd') { side = speed }
if Input.key_down(key: 'a') { side = f_neg(speed) }
if Input.key_down(key: 'e') { up = speed }
if Input.key_down(key: 'q') { up = f_neg(speed) }
var dyaw = F_ZERO; var dpitch = F_ZERO
if Input.mouse_down(button: 0) {
dyaw = f_mul(fi(Input.mouse_dx()), fl(-0.004))
dpitch = f_mul(fi(Input.mouse_dy()), fl(-0.004))
}
if fwd != 0 or side != 0 or up != 0 or dyaw != 0 or dpitch != 0 { cam_move(fwd, side, up, dyaw, dpitch) }
if Input.key_pressed(key: 'p') {
let gy = terrain_height(cam_pos[0], cam_pos[2])
print(`R3D_CAM_X={string(f_to_int(cam_pos[0]))} R3D_CAM_Z={string(f_to_int(cam_pos[2]))} R3D_CAM_H={string(f_to_int(f_sub(cam_pos[1], gy)))} R3D_CAM_YAW={string(f_to_int(f_mul(cam_yaw, f_div(fi(180), F_PI))))} R3D_CAM_PITCH={string(f_to_int(f_mul(cam_pitch, f_div(fi(180), F_PI))))}`)
}
}
handler Draw phase Render {
r3d_frame(fl(Time.elapsed()))
frame += 1
if frame == shot_at { Gl.screenshot(path: "build/smooth.ppm") }
Gl.swap()
}
}