meat/app/main.ts

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import { RenderConfig } from "engine/render/RenderConfig"
import { RenderScene, type RenderInstance } from "engine/render/RenderScene"
import { Camera } from "engine/scene/Camera"
import {
CharacterController,
type CharacterInput,
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} from "engine/world/CharacterController"
import { Level } from "engine/world/Level"
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import { loadTextures } from "./assets"
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import { buildLevel } from "game/level"
import { Player, type Player as PlayerState } from "game/player"
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import { createRenderer } from "./renderer"
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const FOV_DEGREES = 75
const FOV = (FOV_DEGREES * Math.PI) / 180
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const screen = document.querySelector<HTMLCanvasElement>("#screen")!
const ctx = screen.getContext("2d")!
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const fpsEl = document.querySelector<HTMLDivElement>("#fps")!
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/** Deterministic flythrough (virtual time from frame index), so the st and mt
* bench runs render the exact same work. Deliberately stands *inside* the dense
* tree ring (radius ~40100) and sweeps a full 360° yaw so the frame is filled
* with forest -- the heavy case that quantizes to 30fps, not the empty clearing. */
function benchCamera(tv: number): Camera {
const drift = tv * 0.12
const radius = 65 + 30 * Math.sin(tv * 0.25)
return {
position: {
x: Math.cos(drift) * radius,
y: 3,
z: Math.sin(drift) * radius,
},
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yaw: tv * 0.7,
pitch: 0.05 * Math.sin(tv * 0.5),
fov: FOV,
}
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}
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function round2(n: number): number {
return Math.round(n * 100) / 100
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}
function benchStats(a: number[]): {
median: number
p95: number
max: number
mean: number
} {
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const s = a.toSorted((x, y) => x - y)
const q = (p: number): number =>
s[Math.min(s.length - 1, Math.floor(p * s.length))]
return {
median: round2(q(0.5)),
p95: round2(q(0.95)),
max: round2(s[s.length - 1]),
mean: round2(a.reduce((x, y) => x + y, 0) / a.length),
}
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}
async function main(): Promise<void> {
const textures = await loadTextures()
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const level = buildLevel(textures)
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// `?bench=st` / `?bench=mt` runs a scripted flythrough and reports timings.
const benchMode = new URLSearchParams(globalThis.location.search).get("bench")
const forceWorkers =
benchMode === "mt" ? true : benchMode === "st" ? false : undefined
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let config: RenderConfig = RenderConfig.standard
const renderer = createRenderer(level.render, config, forceWorkers)
let inFlight = false
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let image = new ImageData(renderer.fb.width, renderer.fb.height)
let colorBytes = new Uint8ClampedArray(renderer.fb.color.buffer)
// The canvas backing store IS the internal resolution; the browser/compositor
// scales the element up (see `layout`). So `present` is one internal-res
// putImageData with no per-frame window-sized blit on the main thread.
function retarget(): void {
const fb = renderer.fb
screen.width = fb.width
screen.height = fb.height
image = new ImageData(fb.width, fb.height)
colorBytes = new Uint8ClampedArray(fb.color.buffer)
layout()
}
// Size + center the canvas to an integer multiple of the internal res (crisp
// letterboxed upscale, done by the GPU). Recomputed only on resize/config.
function layout(): void {
const fb = renderer.fb
const scale = Math.max(
1,
Math.floor(
Math.min(
globalThis.innerWidth / fb.width,
globalThis.innerHeight / fb.height,
),
),
)
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const w = fb.width * scale
const h = fb.height * scale
screen.style.width = `${w}px`
screen.style.height = `${h}px`
screen.style.left = `${(globalThis.innerWidth - w) >> 1}px`
screen.style.top = `${(globalThis.innerHeight - h) >> 1}px`
screen.style.imageRendering =
config.upscaleFilter === "linear" ? "auto" : "pixelated"
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}
retarget()
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function useConfig(next: RenderConfig): void {
config = next
renderer.reconfigure(next)
inFlight = false
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retarget()
}
function present(): void {
image.data.set(colorBytes)
ctx.putImageData(image, 0, 0)
}
globalThis.addEventListener("resize", layout)
if (benchMode) {
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runBench(renderer, level, present, benchMode)
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return
}
const player: PlayerState = Player.create()
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const keys = new Set<string>()
globalThis.addEventListener("keydown", (e) => {
keys.add(e.code)
if (e.code === "Digit1") {
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useConfig(RenderConfig.standard)
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}
if (e.code === "Digit2") {
useConfig(RenderConfig.soft)
}
if (e.code === "Digit3") {
useConfig(RenderConfig.clean)
}
})
globalThis.addEventListener("keyup", (e) => {
keys.delete(e.code)
})
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// Losing focus (alt-tab, pointer-lock exit) drops keyup events, so clear held
// keys or movement sticks on.
globalThis.addEventListener("blur", () => {
keys.clear()
})
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screen.addEventListener("click", () => {
screen.requestPointerLock()
})
globalThis.addEventListener("mousemove", (e) => {
if (document.pointerLockElement !== screen) {
return
}
player.yaw += e.movementX * 0.0025
player.pitch = Math.max(
-1.4,
Math.min(1.4, player.pitch - e.movementY * 0.0025),
)
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})
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// Triangles drawn this frame (room + each visible chunk, LOD-aware) for the HUD.
function frameTris(
visible: number[],
instances: RenderInstance[],
camera: Camera,
): number {
return RenderScene.triangleCount(
level.render,
visible,
instances,
camera.position,
config.lodDistance,
)
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}
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// Poll-based pump: present the finished frame, dispatch the next; if workers
// aren't done we skip this vsync (no async/rAF desync). The HUD reports the
// critical-path budget (work + present) so the real bottleneck is visible.
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let last = performance.now()
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let fpsLast = last
let fpsFrames = 0
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let workMax = 0
let presentMax = 0
let vsyncMax = 0
let lastPresent = performance.now()
let lastVisible: number[] = []
let lastInstances: RenderInstance[] = []
let lastCamera: Camera = {
position: { x: 0, y: 0, z: 0 },
yaw: 0,
pitch: 0,
fov: FOV,
}
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function show(): void {
const p0 = performance.now()
present()
const p1 = performance.now()
presentMax = Math.max(presentMax, p1 - p0)
vsyncMax = Math.max(vsyncMax, p1 - lastPresent)
lastPresent = p1
workMax = Math.max(workMax, renderer.workMs())
fpsFrames++
}
function tick(): void {
requestAnimationFrame(tick)
if (inFlight) {
if (!renderer.done()) {
return
}
show()
inFlight = false
}
const now = performance.now()
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const dt = Math.min(0.05, (now - last) / 1000)
last = now
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if (now - fpsLast >= 250) {
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const fps = Math.round((fpsFrames * 1000) / (now - fpsLast))
const tag = renderer.parallel ? "" : " 1core"
fpsEl.textContent =
`${fps} fps${tag}\n` +
`work ${round2(workMax)} + present ${round2(presentMax)} = ${round2(workMax + presentMax)}ms\n` +
`vsync ${round2(vsyncMax)}ms · ${lastVisible.length} ch · ${frameTris(lastVisible, lastInstances, lastCamera)} tris`
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fpsLast = now
fpsFrames = 0
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workMax = 0
presentMax = 0
vsyncMax = 0
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}
Level.update(level, dt)
Level.refreshActorColliders(level, player.position, Player.actorCollisionRange)
CharacterController.update(
player,
readPlayerInput(keys),
dt,
level.collision,
Player.config,
)
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const camera: Camera = {
position: {
x: player.position.x,
y: player.position.y + Player.config.eyeHeight,
z: player.position.z,
},
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yaw: player.yaw,
pitch: player.pitch,
fov: FOV,
}
const viewProj = Camera.viewProjection(
camera,
renderer.fb.width / renderer.fb.height,
)
const visible = RenderScene.visibleChunks(level.render, viewProj)
const instances = Level.visibleInstances(level, viewProj)
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lastVisible = visible
lastInstances = instances
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lastCamera = camera
renderer.dispatch(camera, viewProj, visible, now / 1000, instances)
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inFlight = true
if (renderer.done()) {
show()
inFlight = false
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}
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}
requestAnimationFrame(tick)
}
/** Scripted flythrough that records critical-path work time and present-to-present
* interval, then reports the distributions (exposed on `window.__BENCH__`). */
function runBench(
renderer: ReturnType<typeof createRenderer>,
level: ReturnType<typeof buildLevel>,
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present: () => void,
mode: string,
): void {
const WARM = 60
const MEASURE = 300
const work: number[] = []
const frame: number[] = []
let i = 0
let inFlight = false
let prev = performance.now()
let finished = false
function record(): boolean {
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present()
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const now = performance.now()
if (i >= WARM) {
work.push(renderer.workMs())
frame.push(now - prev)
}
prev = now
inFlight = false
i++
return i >= WARM + MEASURE
}
function report(): void {
finished = true
const result = {
mode,
parallel: renderer.parallel,
cores: (globalThis.navigator as Navigator).hardwareConcurrency,
coi:
(globalThis as { crossOriginIsolated?: boolean })
.crossOriginIsolated === true,
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res: `${renderer.fb.width}x${renderer.fb.height}`,
workMs: benchStats(work),
frameMs: benchStats(frame),
}
;(globalThis as { __BENCH__?: unknown }).__BENCH__ = result
console.log(`BENCH ${JSON.stringify(result)}`)
fpsEl.textContent = `bench ${mode}: work ${result.workMs.median}ms (p95 ${result.workMs.p95})`
}
function tick(): void {
if (finished) {
return
}
requestAnimationFrame(tick)
if (inFlight) {
if (!renderer.done()) {
return
}
if (record()) {
report()
return
}
}
Level.update(level, 1 / 60)
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const camera = benchCamera(i / 60)
const viewProj = Camera.viewProjection(
camera,
renderer.fb.width / renderer.fb.height,
)
const visible = RenderScene.visibleChunks(level.render, viewProj)
const instances = Level.visibleInstances(level, viewProj)
renderer.dispatch(camera, viewProj, visible, i / 60, instances)
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inFlight = true
if (renderer.done() && record()) {
report()
}
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}
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requestAnimationFrame(tick)
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}
function readPlayerInput(keys: Set<string>): CharacterInput {
return {
forward: (keys.has("KeyW") ? 1 : 0) - (keys.has("KeyS") ? 1 : 0),
right: (keys.has("KeyD") ? 1 : 0) - (keys.has("KeyA") ? 1 : 0),
jump: keys.has("Space"),
run: keys.has("ShiftLeft") || keys.has("ShiftRight"),
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}
}
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main().catch((error) => {
console.error(error)
})