- 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.
87 lines
2.2 KiB
GLSL
87 lines
2.2 KiB
GLSL
#version 450
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layout(push_constant) uniform PC {
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vec2 screen_size;
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vec2 cell_size;
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ivec2 world_size;
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ivec2 cam_pos;
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vec3 ambient;
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uint is_ui;
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uint light_count;
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} pc;
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layout(location = 0) in vec2 in_pos;
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layout(location = 1) in vec2 in_grid;
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layout(location = 2) in vec4 in_color;
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layout(location = 0) out vec4 out_color;
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layout(location = 1) out vec3 out_light;
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layout(std430, binding = 0) readonly buffer GridBuffer {
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uint cells[];
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} grid;
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struct LightSrc {
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vec2 pos;
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float radius;
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float pad0;
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vec3 color;
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float pad1;
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};
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layout(std430, binding = 1) readonly buffer LightBuffer {
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LightSrc sources[];
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} lights;
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bool is_solid(uint m) {
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return m == 3u || m == 5u || m == 6u || m == 7u || m == 12u || m == 13u || m == 14u;
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}
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bool line_of_sight(ivec2 a, ivec2 b) {
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ivec2 p = a;
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ivec2 d = abs(b - a);
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ivec2 s = ivec2(a.x < b.x ? 1 : -1, a.y < b.y ? 1 : -1);
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int err = d.x - d.y;
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while (true) {
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if (p == b) return true;
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if (p.x < 0 || p.x >= pc.world_size.x || p.y < 0 || p.y >= pc.world_size.y) return false;
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uint m = grid.cells[p.y * pc.world_size.x + p.x];
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if (is_solid(m)) return false;
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int e2 = 2 * err;
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if (e2 > -d.y) { err -= d.y; p.x += s.x; }
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if (e2 < d.x) { err += d.x; p.y += s.y; }
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}
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}
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vec3 compute_light(ivec2 world_pos) {
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vec3 light = pc.ambient;
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for (uint i = 0u; i < pc.light_count; i++) {
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LightSrc src = lights.sources[i];
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ivec2 src_pos = ivec2(src.pos);
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float dist = length(vec2(world_pos - src_pos));
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float rad = src.radius;
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if (dist >= rad) continue;
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if (!line_of_sight(src_pos, world_pos)) continue;
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float t = 1.0 - dist / rad;
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float att = t * t;
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light += src.color * att;
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}
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return min(light, vec3(1.0));
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}
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void main() {
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vec2 pixel = (in_grid + in_pos) * pc.cell_size;
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gl_Position = vec4(
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2.0 * pixel.x / pc.screen_size.x - 1.0,
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2.0 * pixel.y / pc.screen_size.y - 1.0,
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0.0, 1.0
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);
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out_color = in_color;
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if (pc.is_ui != 0u) {
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out_light = vec3(1.0);
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} else {
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ivec2 world_pos = ivec2(in_grid + vec2(pc.cam_pos));
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out_light = compute_light(world_pos);
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}
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}
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