feat: GPU optimization — lighting, viewport CA, benchmark mode, 531 FPS

- Resolution: 8x8 world cells, 2x2 UI cells (UI_SCALE=4)
- GPU lighting: vertex-shader computed, light source list buffer (max 64)
  instead of O(N×R²) grid scan, O(N×S) per cell
- Viewport-aware CA: iterate only active chunks, not all 250×250
- Flat array entity/item/shadow maps instead of HashMaps
- Flat 128-entry ASCII atlas array instead of HashMap lookup
- Partial grid upload: viewport + 30-cell margin only
- Pre-allocated viewport arrays in renderer structs (zero alloc/frame)
- Skip CPU lighting for GPU modes (pass None)
- Benchmark mode: --mode benchmark with per-subsystem timing
- GpuLightSource struct, light_count in push constants
- gather_sources_in_range() for viewport-scoped source gathering

Benchmark (600 ticks, release):
  Graphics: 531 FPS (was 386, +38%), render 1013us (was 1699us, -40%)
  ASCII:    402 FPS (was 313, +28%), render 1502us (was 2346us, -36%)

All 171 tests + 14 scenarios pass.
This commit is contained in:
Emil
2026-06-21 16:09:45 +03:00
parent c25cae9a32
commit 357db17c2f
53 changed files with 6362 additions and 651 deletions
+76 -15
View File
@@ -1,11 +1,17 @@
use verbatim::ai::GameSession;
use verbatim::ai::AiAction;
use verbatim::ai::GameSession;
fn setup() -> GameSession {
let mut s = GameSession::new_seeded(42);
s.init_empty();
s.clear_area(90, 90, 50, 50);
s.perform_action(&AiAction::FillRect { x: 80, y: 130, w: 80, h: 15, material: "stone".into() });
s.perform_action(&AiAction::FillRect {
x: 80,
y: 130,
w: 80,
h: 15,
material: "stone".into(),
});
s
}
@@ -18,7 +24,12 @@ fn move_left_changes_x_position() {
s.perform_action(&AiAction::MoveLeft);
s.step(5);
let p1 = s.get_player().unwrap();
assert!(p1.pos[0] < x0, "player should move left: {} -> {}", x0, p1.pos[0]);
assert!(
p1.pos[0] < x0,
"player should move left: {} -> {}",
x0,
p1.pos[0]
);
}
#[test]
@@ -30,7 +41,12 @@ fn move_right_changes_x_position() {
s.perform_action(&AiAction::MoveRight);
s.step(5);
let p1 = s.get_player().unwrap();
assert!(p1.pos[0] > x0, "player should move right: {} -> {}", x0, p1.pos[0]);
assert!(
p1.pos[0] > x0,
"player should move right: {} -> {}",
x0,
p1.pos[0]
);
}
#[test]
@@ -44,7 +60,12 @@ fn move_left_then_right_cancels() {
s.perform_action(&AiAction::MoveRight);
s.step(5);
let p1 = s.get_player().unwrap();
assert!((p1.pos[0] - x0).abs() < 3.0, "left+right should roughly cancel: {} -> {}", x0, p1.pos[0]);
assert!(
(p1.pos[0] - x0).abs() < 3.0,
"left+right should roughly cancel: {} -> {}",
x0,
p1.pos[0]
);
}
#[test]
@@ -56,10 +77,20 @@ fn jump_goes_up_then_falls_back() {
s.perform_action(&AiAction::Jump);
s.step(5);
let p1 = s.get_player().unwrap();
assert!(p1.pos[1] < y0, "player should go up after jump: {} -> {}", y0, p1.pos[1]);
assert!(
p1.pos[1] < y0,
"player should go up after jump: {} -> {}",
y0,
p1.pos[1]
);
s.step(60);
let p2 = s.get_player().unwrap();
assert!((p2.pos[1] - y0).abs() < 5.0, "player should fall back after jump: {} -> {}", y0, p2.pos[1]);
assert!(
(p2.pos[1] - y0).abs() < 5.0,
"player should fall back after jump: {} -> {}",
y0,
p2.pos[1]
);
}
#[test]
@@ -77,7 +108,12 @@ fn jump_while_airborne_does_nothing() {
s2.step(3);
let p1 = s1.get_player().unwrap();
let p2 = s2.get_player().unwrap();
assert!((p1.pos[1] - p2.pos[1]).abs() < 2.0, "double jump should not add height: single={} double={}", p1.pos[1], p2.pos[1]);
assert!(
(p1.pos[1] - p2.pos[1]).abs() < 2.0,
"double jump should not add height: single={} double={}",
p1.pos[1],
p2.pos[1]
);
}
#[test]
@@ -100,7 +136,12 @@ fn rapid_move_right_accumulates_velocity() {
};
let single_dx = single - x0;
let multi_dx = p1.pos[0] - x0;
assert!(multi_dx > single_dx, "rapid moves should accumulate: 1x={} 5x={}", single_dx, multi_dx);
assert!(
multi_dx > single_dx,
"rapid moves should accumulate: 1x={} 5x={}",
single_dx,
multi_dx
);
}
#[test]
@@ -112,8 +153,14 @@ fn wait_does_not_move() {
s.perform_action(&AiAction::Wait);
s.step(10);
let p1 = s.get_player().unwrap();
assert!((p1.pos[0] - pos0.0).abs() < 1.0 && (p1.pos[1] - pos0.1).abs() < 1.0,
"wait should not move player: ({},{}) -> ({},{})", pos0.0, pos0.1, p1.pos[0], p1.pos[1]);
assert!(
(p1.pos[0] - pos0.0).abs() < 1.0 && (p1.pos[1] - pos0.1).abs() < 1.0,
"wait should not move player: ({},{}) -> ({},{})",
pos0.0,
pos0.1,
p1.pos[0],
p1.pos[1]
);
}
#[test]
@@ -128,14 +175,22 @@ fn continuous_movement_does_not_fall_through_floor() {
}
let p1 = s.get_player().unwrap();
assert!(p1.alive, "player should survive extended movement");
assert!((p1.pos[1] - y0).abs() < 5.0, "player should not fall through floor during movement: y0={} y1={}", y0, p1.pos[1]);
assert!(
(p1.pos[1] - y0).abs() < 5.0,
"player should not fall through floor during movement: y0={} y1={}",
y0,
p1.pos[1]
);
}
#[test]
fn player_on_ground_check() {
let mut s = setup();
s.step(40);
assert!(s.game.check_on_ground(), "player should be on ground after settling");
assert!(
s.game.check_on_ground(),
"player should be on ground after settling"
);
}
#[test]
@@ -145,7 +200,10 @@ fn player_not_on_ground_while_jumping() {
assert!(s.game.check_on_ground(), "player should start on ground");
s.perform_action(&AiAction::Jump);
s.step(3);
assert!(!s.game.check_on_ground(), "player should not be on ground mid-jump");
assert!(
!s.game.check_on_ground(),
"player should not be on ground mid-jump"
);
}
#[test]
@@ -153,7 +211,10 @@ fn player_health_stays_full_without_damage() {
let mut s = setup();
s.step(60);
let p = s.get_player().unwrap();
assert_eq!(p.health, 100.0, "player should have full health without damage");
assert_eq!(
p.health, p.max_health,
"player should have full health without damage"
);
}
#[test]