Commit Graph
9 Commits
Author SHA1 Message Date
Emil 357db17c2f 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.
2026-06-21 16:09:45 +03:00
Emil 5cd1a5e197 feat: Noita-style humanoid entities with per-part colors
Redesigned entity from solid 5x5 block to humanoid silhouette:

Shape (23 bodies, was 27):
     H H H        (head, 3 wide)
     H H H
   A T T T A      (shoulders + arms, 5 wide)
   A T T T A
     T T T        (torso, 3 wide)
     L   R        (legs, split with gap)
     L   R

Per-part colors (Noita-inspired):
- Player: head=bright yellow, torso=golden, arms=amber, legs=dark gold
- Goblin: head=bright green, torso=green, arms=olive, legs=dark green
- Corpse: desaturated browns

SubBody now has color: [u8; 4] field, set by build_humanoid.
All renderers (terminal, ascii, graphics) use b.color directly.
Fire effect: flickering orange overlay on burning entities.

half_w adjusted from 3.5 to 3.0, half_h from 2.5 to 3.5
(taller shape, narrower than old block).

109 tests, 0 failures
2026-06-21 10:13:22 +03:00
Emil 285688bcad feat: smaller cells (10x10px) for higher detail
Cells reduced from 16x16 to 10x10 pixels. Same window size now
shows more of the world — finer detail, more cells visible.
Adaptive viewport recalculates grid_w/grid_h from new cell size.

109 tests, 0 failures
2026-06-21 10:04:21 +03:00
Emil 68fe0b87dd refactor: code cleanup — dead code, warnings, duplication
Dead code removed (21 methods, 4 fields, 3 constants):
- Cell: MaterialId::ALL, MaterialId::from_u8 (unsafe transmute)
- Grid: get_mut, clear, fill_rect, swap, dump_region, next buffer field
- Entity: move_center, EntityManager::iter_mut
- Player: move_dir field, entity_mut
- VerletSolver: step, SubBody::add_vel, SubBody::apply_force
- CellularAutomaton: tick_count
- InputHandler: release_all, poll, Action::None
- WindowInput: clear
- GameSession: perform_action_and_step, is_recording, grid_mut
- ReplayPlayer: from_recording
- Material: empty()
- VulkanRenderer: tick_count field
- MaterialBrush: name()

Warnings fixed:
- Remove unused MaterialRegistry imports from renderers
- Remove unused reg variables in terminal/vulkan/graphics
- Remove unused water_surface in game.rs
- Remove unused p/y_death in tests
- Remove unused qf_slice in graphics.rs

Duplication eliminated:
- main.rs: run_ascii_mode + run_graphics_mode → generic run_gpu_mode<R: GpuRenderer>
  ~140 lines of duplicated event loop code removed
- GpuRenderer trait unifies VulkanRenderer and GraphicsRenderer API

Unsafe code fixed:
- rand_u8: static mut + unsafe → AtomicU8 + fetch_add (thread-safe)

Module cleanup:
- world/mod.rs: removed all unused re-exports
- physics/mod.rs: removed all unused re-exports
- entity/mod.rs: removed unused Entity/EntityId re-exports

Result: ~6500 → ~5964 lines, 0 non-deprecation warnings, 109 tests pass
2026-06-21 01:36:25 +03:00
Emil d889e24cf6 feat: store color directly in Cell (reality layer)
Each cell now stores its own fg/bg color inline, instead of looking
up from MaterialRegistry every frame.

Cell struct:
- fg: [u8; 3] — foreground color (for rendering)
- bg: [u8; 3] — background color (for rendering)
- temp: f32 — temperature (already there)
- material: MaterialId — for physics property lookup
- variant: u8 — visual/behavioral variant
- updated_this_tick: bool — CA flag

Colors are copied from MaterialRegistry at Cell::new() time.
This allows per-cell color variation in the future (water depth
shading, lava gradient, damaged materials, etc.) without registry
changes.

MaterialRegistry still stores physics properties (density, solid,
liquid, flammable, etc.) — looked up only during CA/physics steps,
not during rendering.

Renderers (terminal, ascii, graphics) updated to use cell.fg/cell.bg
directly — no more registry lookup in render path.

Cell size: ~16 bytes (was ~12). 250x250 grid = 1MB (was 750KB).
126 tests, 0 failures
2026-06-21 01:21:38 +03:00
Emil 2eb9de6502 fix: use window inner_size() for resize on Wayland
Wayland surface always reports current_extent as 0xFFFFFFFF (undefined),
meaning the swapchain size is determined by the application, not the
surface. Previous code returned early when this happened, so resize
never worked — cells stretched to fill the window.

Fix: when current_extent is 0xFFFFFFFF, use winit's window.inner_size()
to get the actual pixel dimensions. This works on both X11 and Wayland.

Both renderers (ascii + graphics) updated.
109 tests, 0 failures
2026-06-21 01:17:32 +03:00
Emil 57a88fd41e feat: adaptive viewport — window resize expands camera, no stretching
Both renderers (ascii + graphics) now support dynamic window resize:

- check_resize() called at start of every render() frame
- Compares surface capabilities with current swapchain extent
- If changed: recreates swapchain, image views, framebuffers, command buffers
- Recalculates grid_w/grid_h from new extent / cell_size (16x16)
- Reallocates instance buffer if grid cell count changed
- Old swapchain properly destroyed after new one created
- Handles window minimize (skip if extent = 0)
- physical_device field added back to both renderers (needed for surface caps query)

main.rs: vw/vh queried every frame from renderer.grid_w()/grid_h()
instead of cached once at startup. Camera center uses dynamic dimensions.

Result: resize window → more/fewer cells visible, cells stay 16x16 pixels.
109 tests, 0 failures
2026-06-21 01:13:34 +03:00
Emil 3235957a26 feat: square cells (16x16), slope stepping collision
Square cells:
- CHAR_W and CHAR_H both 16 (was 8x16, non-square)
- Window size updated to 160*16 x 50*16 = 2560x800
- Applies to both ascii and graphics renderers

Slope stepping collision:
- Before resolving X, check if new position overlaps solid
- If overlap, try stepping up 1 cell — if clear, snap up (walk up slope)
- If can't step up, resolve X normally (wall block)
- aabb_overlaps_solid() helper for fast overlap check
- Player can now walk up 1-cell-high steps and slopes

109 tests, 0 failures
2026-06-21 01:06:37 +03:00
Emil 019ae8f090 feat: three render modes — terminal, ascii, graphics
Three render modes:
- --mode terminal: pure ANSI ASCII in terminal
- --mode ascii: Vulkan window with ASCII characters (glyph atlas)
- --mode graphics: Vulkan window with colored cells (no glyphs, each
  material = unique base color, no lighting yet)

Graphics renderer:
- Same Vulkan pipeline as ASCII but without glyph atlas
- Simpler shaders: graphics.vert/frag just output instance color
- No descriptor set, no texture sampling
- Each cell = colored quad, material color fills entire cell
- Entities rendered as colored shapes (player=yellow, goblin=green)

Default mode changed to --mode ascii
109 tests, 0 failures
2026-06-21 00:59:19 +03:00