Lighting on the GPU in the WebGPU path (t88 phase 2b)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-27 20:01:15 -04:00
co-authored by Claude Opus 5.5
parent fc05146887
commit 31e3005816
11 changed files with 247 additions and 16 deletions
+5 -2
View File
@@ -41,10 +41,13 @@ async function perfRender(lighting, overlays) {
draw += perfLast.drawWorld / n;
for (const [key, value] of Object.entries(perfMarks)) marks[key] = (marks[key] || 0) + value / n;
}
let light = 0;
if (!R.gpuOn) {
for (let k = 0; k < 5; k++) computeLight();
const l0 = performance.now();
for (let k = 0; k < n; k++) computeLight();
const light = (performance.now() - l0) / n;
light = (performance.now() - l0) / n;
}
// Exercise the actual overlay calls and their arguments/conditions in frame().
PERF_MARKS = false;
for (let k = 0; k < 5; k++) frame(lastT + 1000 / 60);
@@ -58,7 +61,7 @@ async function perfRender(lighting, overlays) {
await GPU.timingPromise;
PERF_MARKS = true; drawWorld();
await GPU.timingPromise;
PERF_MARKS = false; gpu_ms = GPU.gpuMs; marks.gpu = gpu_ms;
PERF_MARKS = false; gpu_ms = GPU.gpuMs; marks.gpu = gpu_ms; marks.gpuLight = GPU.lightMs;
}
return { frame_ms, drawWorld_ms: draw, computeLight_ms: light, marks_ms: marks,
overlays: Object.fromEntries(Object.entries(data).map(([key, d]) => [key, { ms_per_frame: d.ms / n, calls: d.calls }])),
+25
View File
@@ -0,0 +1,25 @@
// Frozen light comparisons, also used by the WebGPU browser regression suite.
window.lightScene = kind => {
const cx = (W / 2) & ~3, cy = (H / 2) & ~3;
window.CAM = [cx, cy];
SET.fog = false; SET.shake = false; SET.cameraLead = false;
SET.daylight = kind === 'fire' ? 0 : 1; SET.ambient = 0.12;
bot.lamp = kind === 'lamp'; weather.next = 1e15; R.rain = 0;
const x0 = Math.max(0,cx-550), x1 = Math.min(W,cx+550);
const y0 = Math.max(0,cy-330), y1 = Math.min(H,cy+330);
for(let y=y0;y<y1;y++) for(let x=x0;x<x1;x++) {
const i=y*W+x;
const cave = x>cx-95 && x<cx+95 && y>cy-38 && y<cy+36;
const opening = kind==='opening' && x>=cx+24 && x<cx+40 && y<cy;
setCell(i, cave || opening || y<cy-100 ? EMPTY : STONE,20,F_NAT);
bgm[i]=part[i]=mach[i]=occ[i]=0; blockP[(y>>2)*BW+(x>>2)]=0;
}
for(let x=x0;x<x1;x++) { surfY[x]=cy-100; dirtY[x]=cy-90; graniteY[x]=cy+100; basaltY[x]=cy+200; }
if(kind==='magma' || kind==='fire') {
for(let y=cy+15;y<cy+23;y++) for(let x=cx-25;x<cx-8;x++) setCell(y*W+x,kind==='magma'?MAGMA:FIRE,kind==='magma'?1450:1100,F_NAT);
}
// A ledge makes occlusion/turning light paths visible around each source.
for(let y=cy-5;y<cy+7;y++) for(let x=cx+12;x<cx+45;x++) setCell(y*W+x,STONE,20,F_NAT);
updateRoof(); buildSky();
};
lightScene('lamp');