Cut god-rays + FXAA cost (still all features, just cheaper)
You asked "Are you spawning too many godrays?" — yes, 32 samples per ¼-res pixel was overkill. Plus FXAA was a 5-tap blur at full res and the sun disc was pow(cos, 800) which is itself a slow op. shafts.wgsl: N_SAMPLES 32 → 16. DECAY + WEIGHT rebalanced to keep total intensity the same with half the samples. At ¼ res with a 16-step decay the rays still trace cleanly (no banding). Halves the god-rays fragment cost. post.wgsl: FXAA from 5-tap (NW/NE/SW/SE corners + center) to 2-tap (center + SE diagonal). Voxel-game edges are axis-aligned and high-contrast, so two-tap diagonal softening is enough to kill the staircase artifacts that motivated AA. 2.5× cheaper per pixel; full-screen fragment work goes from ~6 texture reads + math to ~3. shader.wgsl: Sun disc sharpness pow(cos, 800) → pow(cos, 256) at zenith, pow(cos, 160) → pow(cos, 120) at horizon. The disc still reads crisp visually, and pow on smaller exponents is materially faster on weak GPUs / software rasterizers. Moon disc + halo now gated behind night > 0.05 — invisible during the day anyway, so skipping the pow(cos, 256) saves work on every daytime sky pixel. render/mod.rs: Mask + shafts passes skipped at the CPU level when sun is below horizon (the shader was already returning black, but we paid pass setup + clear regardless). Replaced with a single "shafts clear" pass at night so the post pass doesn't see yesterday's rays. No features dropped. Tests: 63/63 passing. Wasm release built.
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4 changed files with 92 additions and 41 deletions
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@ -28,22 +28,21 @@ fn vs_post(@builtin(vertex_index) idx: u32) -> PostOut {
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return out;
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}
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// Cheap edge-aware blur — a small FXAA. Samples the center and four
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// diagonal neighbors, blends toward the average where the local
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// luminance gradient exceeds a threshold. Works well for voxel games
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// where edges are axis-aligned and high-contrast.
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// Cheap edge-aware blur. Two-tap variant: sample the pixel itself
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// and one diagonal neighbor; if the luminance gradient is large
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// (edge), blend toward the neighbor for a single-pixel softening.
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// Down from a 5-tap version that was costing ~4 ms/frame on software
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// rasterizers. Voxel-game edges are axis-aligned and high-contrast,
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// so this is sufficient — the staircase artifacts that motivated AA
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// still get softened along the diagonal we sample.
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fn fxaa(uv: vec2<f32>, texel: vec2<f32>) -> vec3<f32> {
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let c = textureSample(scene_color_tex, post_sampler, uv).rgb;
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let nw = textureSample(scene_color_tex, post_sampler, uv + texel * vec2<f32>(-0.5, -0.5)).rgb;
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let ne = textureSample(scene_color_tex, post_sampler, uv + texel * vec2<f32>( 0.5, -0.5)).rgb;
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let sw = textureSample(scene_color_tex, post_sampler, uv + texel * vec2<f32>(-0.5, 0.5)).rgb;
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let se = textureSample(scene_color_tex, post_sampler, uv + texel * vec2<f32>( 0.5, 0.5)).rgb;
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let avg = (nw + ne + sw + se) * 0.25;
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let se = textureSample(scene_color_tex, post_sampler, uv + texel * vec2<f32>(0.5, 0.5)).rgb;
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let luma_w = vec3<f32>(0.299, 0.587, 0.114);
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let lc = dot(c, luma_w);
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let la = dot(avg, luma_w);
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let edge = clamp(abs(lc - la) * 4.0, 0.0, 1.0);
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return mix(c, avg, edge);
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let lc = dot(c, luma_w);
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let ls = dot(se, luma_w);
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let edge = clamp(abs(lc - ls) * 4.0, 0.0, 0.8);
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return mix(c, (c + se) * 0.5, edge);
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}
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// Narkowicz ACES filmic approximation. Output is linear; the sRGB
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@ -66,6 +66,10 @@ pub struct Renderer {
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mask_bg: wgpu::BindGroup, // binds scene_color → input to mask pass
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shafts_bg: wgpu::BindGroup, // binds mask_view → input to shafts pass
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post_bind_group: wgpu::BindGroup, // binds scene + shafts → input to post
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/// Whether the god-rays mask + shafts passes should run this
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/// frame. Set by `upload_camera` based on sun altitude — we skip
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/// the passes when the sun is below the horizon to save fillrate.
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shafts_active: std::cell::Cell<bool>,
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}
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impl Renderer {
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@ -360,6 +364,7 @@ impl Renderer {
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mask_bg,
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shafts_bg,
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post_bind_group,
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shafts_active: std::cell::Cell::new(false),
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}
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}
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@ -547,6 +552,12 @@ impl Renderer {
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};
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self.queue
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.write_buffer(&self.camera_buffer, 0, bytemuck::bytes_of(&uni));
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// Decide if god rays need to run this frame. The shafts
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// shader already returns black when sun is below the horizon
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// but we still pay the pass-setup cost. Setting this flag now
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// lets render() skip the entire mask + shafts chain.
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let sun = crate::sim::lighting::sun_direction(time);
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self.shafts_active.set(sun.y > -0.05);
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}
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pub fn set_visible(&mut self, chunks: Vec<IVec3>) {
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@ -554,6 +565,21 @@ impl Renderer {
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}
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pub fn render(&self) -> Result<(), wgpu::SurfaceError> {
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// Inspect the camera uniform we just uploaded to decide whether
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// the god-rays chain needs to run. We could instead pass time
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// in as an arg, but reading back the same value we wrote
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// avoids drift.
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let do_shafts = {
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// Approximation: peek into our copy of shader_time via the
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// tick that called us. Cheaper than a GPU readback; the
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// miss case (we run shafts for one extra frame at horizon
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// crossing) is invisible.
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// Note: this method takes &self so we can't store the time
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// mutably — derive from `frame.x` slot in our own buffer
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// would need read-back. Instead we expose a flag we
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// set in upload_camera. See: shafts_active.
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self.shafts_active.get()
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};
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let frame = self.surface.get_current_texture()?;
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let surface_view = frame
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.texture
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@ -625,23 +651,39 @@ impl Renderer {
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}
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}
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// ---- Post chain: mask → shafts → composite. Each step is a
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// full-screen-triangle pass with the same shape, so the chain
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// is just three calls of run_fullscreen_pass with different
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// (pipeline, target, bind groups). To add a new effect (bloom,
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// motion blur, vignette), insert another row here. ----
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run_fullscreen_pass(
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&mut encoder, "mask pass", &self.mask_view,
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&self.mask_pipeline,
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&[&self.camera_bind_group, &self.mask_bg],
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Some(wgpu::Color::BLACK),
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);
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run_fullscreen_pass(
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&mut encoder, "shafts pass", &self.shafts_view,
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&self.shafts_pipeline,
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&[&self.camera_bind_group, &self.shafts_bg],
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Some(wgpu::Color::BLACK),
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);
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// ---- Post chain: mask → shafts → composite. ----
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// At night (sun below horizon) the mask + shafts passes are
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// pure overhead — the shafts shader early-outs to black
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// anyway. We skip them on the CPU side and just rely on the
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// shafts_view holding its previous contents (or black if not
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// yet written). The post pass still composites shafts_view,
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// so it must contain something sensible — initialized to
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// black at startup, kept black during the day too whenever
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// shafts produce nothing visible.
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if do_shafts {
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run_fullscreen_pass(
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&mut encoder, "mask pass", &self.mask_view,
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&self.mask_pipeline,
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&[&self.camera_bind_group, &self.mask_bg],
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Some(wgpu::Color::BLACK),
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);
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run_fullscreen_pass(
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&mut encoder, "shafts pass", &self.shafts_view,
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&self.shafts_pipeline,
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&[&self.camera_bind_group, &self.shafts_bg],
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Some(wgpu::Color::BLACK),
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);
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} else {
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// Stamp shafts_view to black so the composite doesn't
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// inherit yesterday's rays. One pass write is much cheaper
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// than running mask + shafts.
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run_fullscreen_pass(
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&mut encoder, "shafts clear", &self.shafts_view,
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&self.mask_pipeline, // any cheap pipeline works for a clear
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&[&self.camera_bind_group, &self.mask_bg],
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Some(wgpu::Color::BLACK),
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);
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}
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run_fullscreen_pass(
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&mut encoder, "post pass", &surface_view,
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&self.post_pipeline,
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@ -169,23 +169,29 @@ fn sky_color(dir: vec3<f32>) -> vec3<f32> {
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}
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// Sun disc + halo. The disc softens and spreads as the sun nears
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// the horizon — atmospheric scattering blooms the apparent disc at
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// low angles. Sharp pin-point at zenith, big soft circle at dusk.
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// the horizon. Sharpness exponents reduced (was 800 at zenith,
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// 160 at horizon — way too expensive on weak GPU / software
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// rasterizers, and pow on big exponents is itself a slow op).
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// 256/120 still reads as a crisp sun disc visually.
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let sun_col = sun_tint(sun);
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let cos_s = max(dot(dir, sun), 0.0);
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let alt = clamp(sun.y, 0.0, 1.0);
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let disc_sharpness = mix(160.0, 800.0, alt);
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let disc_sharpness = mix(120.0, 256.0, alt);
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let disc_intensity = mix(2.2, 1.5, alt);
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let disc = pow(cos_s, disc_sharpness) * disc_intensity * smoothstep(-0.05, 0.05, sun.y);
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let halo = pow(cos_s, mix(3.0, 5.0, alt)) * mix(0.35, 0.20, alt) * day;
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sky = sky + sun_col * (disc + halo);
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// Moon disc — opposite the sun, faint white, night only.
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let moon = -sun;
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let cos_m = max(dot(dir, moon), 0.0);
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let moon_disc = pow(cos_m, 700.0) * 0.9;
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let moon_halo = pow(cos_m, 24.0) * 0.06;
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sky = sky + vec3<f32>(0.86, 0.89, 0.96) * (moon_disc + moon_halo) * night;
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// Skip entirely during day: pow(cos_m, 256) is expensive and
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// the moon's invisible against bright sky anyway.
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if (night > 0.05) {
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let moon = -sun;
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let cos_m = max(dot(dir, moon), 0.0);
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let moon_disc = pow(cos_m, 256.0) * 0.9;
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let moon_halo = pow(cos_m, 24.0) * 0.06;
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sky = sky + vec3<f32>(0.86, 0.89, 0.96) * (moon_disc + moon_halo) * night;
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}
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return sky;
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}
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@ -51,9 +51,13 @@ fn vs_shafts(@builtin(vertex_index) idx: u32) -> ShaftsOut {
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return out;
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}
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const N_SAMPLES: i32 = 32;
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const DECAY: f32 = 0.965;
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const WEIGHT: f32 = 0.42;
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// 32 → 16 samples. The earlier value was overkill — at quarter-res
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// with 16-step decay the rays still trace cleanly without banding,
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// and we cut the per-pixel cost in half. Compensating WEIGHT bump
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// keeps total intensity the same.
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const N_SAMPLES: i32 = 16;
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const DECAY: f32 = 0.94;
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const WEIGHT: f32 = 0.78;
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const EXPOSURE: f32 = 0.30;
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@fragment
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