use super::gpu::GpuTexture;
use super::gpu3d::*;
use crate::three::{Frame3D, GpuMaterialDesc, Scene3D, SkinFrame, SkyLight};
use crate::*;
const SIZE: u32 = 128;
struct Rig {
device: wgpu::Device,
queue: wgpu::Queue,
output: wgpu::Texture,
target: wgpu::TextureView,
textures: Vec<GpuTexture>,
renderer: Renderer3D,
ctx: Ctx,
}
impl Rig {
fn new() -> Option<Self> {
Self::sized(SIZE, SIZE)
}
fn sized(width: u32, height: u32) -> Option<Self> {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle());
let Ok(adapter) = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions::default())) else {
eprintln!("no GPU adapter: skipped");
return None;
};
let Ok((device, queue)) = pollster::block_on(adapter.request_device(&wgpu::DeviceDescriptor {
required_features: adapter.features() & wgpu::Features::TIMESTAMP_QUERY,
..Default::default()
})) else {
eprintln!("no GPU device: skipped");
return None;
};
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let white = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[wgpu::TextureFormat::Rgba8Unorm],
});
queue.write_texture(
white.as_image_copy(),
&[255; 4],
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(4),
rows_per_image: None,
},
white.size(),
);
let sampler = device.create_sampler(&Default::default());
let view = white.create_view(&Default::default());
let textures = vec![GpuTexture {
texture: white.clone(),
nearest: false,
mips: None,
bind_group: device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
}),
}];
let output = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let target = output.create_view(&Default::default());
let renderer = Renderer3D::new(&device, &layout, output.format(), 0, &white, 4, true);
let mut ctx = Ctx::new(1.0 / 60.0, Vec2::new(width as f32, height as f32));
ctx.sky.atmosphere = false;
Some(Self {
device,
queue,
output,
target,
textures,
renderer,
ctx,
})
}
fn mesh(&mut self, data: &MeshData, desc: MaterialDesc) -> Mesh {
let material = self.ctx.create_material(desc);
let mesh = self.ctx.create_mesh(data, material);
self.renderer
.create_material(&self.device, &GpuMaterialDesc::new(&desc), &self.textures);
self.renderer
.create_mesh(&self.device, data, &[(0..data.indices.len() as u32, material)], true);
mesh
}
fn draw(&mut self) -> Vec<u8> {
self.draw_timed(None)
}
fn draw_timed(&mut self, mut timer: Option<&mut super::timer::GpuTimer>) -> Vec<u8> {
let width = self.output.width();
let height = self.output.height();
if let Some(t) = &mut timer {
t.collect(&self.device);
t.begin_frame();
}
let ctx = &mut self.ctx;
let mut frame = Frame3D::default();
frame.lod = ctx.lod;
frame.collect(
&mut ctx.world,
&ctx.assets3d,
&SkinFrame::default(),
&ctx.camera3d,
&ctx.lighting,
);
let scene = Scene3D {
frame: &frame,
lighting: &ctx.lighting,
sky: &ctx.sky,
light: SkyLight {
sun: Vec3::splat(ctx.lighting.sun_intensity),
sky: Vec3::ZERO,
ground: Vec3::ZERO,
},
camera: ctx.camera3d.position,
post: &ctx.post,
time: (0.0, 1.0 / 60.0),
occlusion: false,
};
self.renderer.prepare(
&self.device,
&self.queue,
&Prepare3D {
scene: &scene,
lut: None,
size: (width, height),
},
);
let buffers = self.renderer.draw(
&self.device,
&self.target,
wgpu::Color::BLACK,
&self.textures,
timer.as_deref(),
);
self.queue.submit(buffers);
if let Some(t) = &mut timer {
let mut encoder = self.device.create_command_encoder(&Default::default());
t.resolve(&mut encoder);
self.queue.submit([encoder.finish()]);
t.submitted();
}
let row = (width * 4).next_multiple_of(wgpu::COPY_BYTES_PER_ROW_ALIGNMENT);
let readback = self.device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: u64::from(row * height),
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
let mut encoder = self.device.create_command_encoder(&Default::default());
encoder.copy_texture_to_buffer(
self.output.as_image_copy(),
wgpu::TexelCopyBufferInfo {
buffer: &readback,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(row),
rows_per_image: None,
},
},
self.output.size(),
);
self.queue.submit([encoder.finish()]);
readback.map_async(wgpu::MapMode::Read, .., |r| r.unwrap());
self.device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
let data = readback.get_mapped_range(..).unwrap();
if row == width * 4 {
return data.to_vec();
}
data.chunks(row as usize)
.flat_map(|r| &r[..(width * 4) as usize])
.copied()
.collect()
}
}
fn pixel(view_proj: Mat4, p: Vec3) -> (u32, u32) {
let c = view_proj * p.extend(1.0);
let ndc = c.truncate() / c.w;
(
((ndc.x * 0.5 + 0.5) * SIZE as f32) as u32,
((0.5 - ndc.y * 0.5) * SIZE as f32) as u32,
)
}
fn mirror_rig() -> Option<(Rig, Vec3, Vec3)> {
floor_rig(0.0)
}
fn floor_rig(roughness: f32) -> Option<(Rig, Vec3, Vec3)> {
let mut rig = Rig::new()?;
let mirror = MaterialDesc {
color: Color::WHITE,
roughness,
metallic: 1.0,
..Default::default()
};
let glow = MaterialDesc {
color: Color::BLACK,
emissive: Color::rgb(4.0, 0.0, 0.0),
..Default::default()
};
let floor = rig.mesh(&MeshData::cube(1.0), mirror);
let block = rig.mesh(&MeshData::cube(1.0), glow);
rig.ctx.world.spawn((
Transform3D {
position: vec3(0.0, -0.5, 0.0),
scale: vec3(20.0, 1.0, 20.0),
..Default::default()
},
Model::new(floor),
));
rig.ctx.world.spawn((
Transform3D {
position: vec3(0.0, 1.0, 0.0),
..Default::default()
},
Model::new(block),
));
rig.ctx.lighting.shadows = false;
rig.ctx.lighting.sun_intensity = 0.0;
rig.ctx.post.bloom = 0.0;
rig.ctx.camera3d.position = vec3(0.0, 2.0, 6.0);
rig.ctx.camera3d.look_at(vec3(0.0, 0.5, 0.0));
Some((rig, vec3(0.0, 0.0, 2.0), vec3(2.5, 0.0, 2.0)))
}
#[test]
fn a_mirror_floor_reflects_the_box_above_it() {
let Some((mut rig, reflection, aside)) = mirror_rig() else {
return;
};
let view_proj = rig.ctx.camera3d.view_proj();
let at = |pixels: &[u8], p: Vec3| {
let (x, y) = pixel(view_proj, p);
let i = ((y * SIZE + x) * 4) as usize;
(i32::from(pixels[i]), i32::from(pixels[i + 1]))
};
let (red, _) = at(&rig.draw(), reflection);
assert!(red < 40, "without SSR the floor reflects only the dark sky: {red}");
rig.ctx.post.ssr = 1.0;
rig.draw();
let pixels = rig.draw();
let (red, green) = at(&pixels, reflection);
assert!(red > 120 && green < 60, "the box's red, mirrored: ({red}, {green})");
let (side, _) = at(&pixels, aside);
assert!(side < 40, "nothing to reflect beside it: {side}");
rig.ctx.post.ssr = 0.0;
let (red, _) = at(&rig.draw(), reflection);
assert!(red < 40, "off again: {red}");
}
#[test]
fn reflections_work_with_taa_and_fade_with_distance() {
let Some((mut rig, reflection, _)) = mirror_rig() else {
return;
};
let view_proj = rig.ctx.camera3d.view_proj();
let red = |pixels: &[u8]| {
let (x, y) = pixel(view_proj, reflection);
i32::from(pixels[((y * SIZE + x) * 4) as usize])
};
rig.ctx.post.ssr = 1.0;
rig.ctx.post.anti_aliasing = AntiAliasing::Taa;
let mut pixels = Vec::new();
for _ in 0..8 {
pixels = rig.draw();
}
assert!(red(&pixels) > 120, "TAA keeps the reflection: {}", red(&pixels));
rig.ctx.post.ssr_max_distance = 1.0;
rig.ctx.post.anti_aliasing = AntiAliasing::None;
rig.draw();
let pixels = rig.draw();
assert!(red(&pixels) < 40, "too far to reflect: {}", red(&pixels));
}
#[test]
fn reflections_and_ambient_occlusion_share_the_opaque_pass_image() {
let Some((mut rig, reflection, _)) = mirror_rig() else {
return;
};
let view_proj = rig.ctx.camera3d.view_proj();
let red = |pixels: &[u8]| {
let (x, y) = pixel(view_proj, reflection);
i32::from(pixels[((y * SIZE + x) * 4) as usize])
};
rig.ctx.post.ambient_occlusion.enabled = true;
rig.ctx.post.ao_half_resolution = true;
rig.ctx.post.ao_temporal = true;
let pixels = rig.draw();
assert!(red(&pixels) < 40, "GTAO alone reflects nothing: {}", red(&pixels));
rig.ctx.post.ssr = 1.0;
rig.draw();
let pixels = rig.draw();
assert!(red(&pixels) > 120, "GTAO marks the reflections: {}", red(&pixels));
rig.ctx.post.ambient_occlusion.enabled = false;
rig.draw();
let pixels = rig.draw();
assert!(red(&pixels) > 120, "and so does a clear without it: {}", red(&pixels));
}
#[test]
fn a_glossy_floor_has_a_wider_lower_peak_reflection() {
fn profile(roughness: f32) -> Option<(f32, f32)> {
let (mut rig, reflection, _) = floor_rig(roughness)?;
rig.ctx.post.exposure = -4.0;
let (cx, cy) = pixel(rig.ctx.camera3d.view_proj(), reflection);
let off = rig.draw();
rig.ctx.post.ssr = 1.0;
rig.draw();
let on = rig.draw();
let mut energy = 0.0f32;
let mut moment = 0.0f32;
let mut peak = 0.0f32;
for x in cx - 24..=cx + 24 {
let at = ((cy * SIZE + x) * 4) as usize;
assert!(off[at] < 40, "SSR off leaves the glossy floor dark");
let value = (f32::from(on[at]) - f32::from(off[at])).max(0.0);
energy += value;
moment += value * (x as f32 - cx as f32).powi(2);
peak = peak.max(value);
}
assert!(energy > 100.0, "the floor still reflects the box");
rig.ctx.post.ssr = 0.0;
let disabled = rig.draw();
assert!(disabled[((cy * SIZE + cx) * 4) as usize] < 40);
Some((peak, (moment / energy).sqrt()))
}
let Some(mirror) = profile(0.0) else { return };
let Some(glossy) = profile(0.35) else { return };
eprintln!("reflection peak / RMS width: mirror {mirror:?}, roughness 0.35 {glossy:?}");
assert!(
glossy.0 < mirror.0 * 0.95,
"glossy peak falls: {mirror:?} -> {glossy:?}"
);
assert!(
glossy.1 > mirror.1 * 1.1,
"glossy reflection spreads: {mirror:?} -> {glossy:?}"
);
}
#[test]
fn small_and_odd_sizes_filter_reflections() {
for (width, height) in [(1, 1), (3, 2), (5, 3), (37, 19), (130, 67)] {
let Some(mut rig) = Rig::sized(width, height) else {
return;
};
let floor = rig.mesh(
&MeshData::cube(1.0),
MaterialDesc {
roughness: 0.6,
metallic: 1.0,
..Default::default()
},
);
rig.ctx.world.spawn((
Transform3D {
scale: vec3(20.0, 1.0, 20.0),
..Default::default()
},
Model::new(floor),
));
rig.ctx.camera3d.position = vec3(0.0, 2.0, 6.0);
rig.ctx.camera3d.look_at(Vec3::ZERO);
rig.ctx.post.ssr = 1.0;
for _ in 0..3 {
assert_eq!(rig.draw().len(), (width * height * 4) as usize);
}
}
}
#[test]
#[ignore]
fn reflection_filter_gpu_cost() {
let Some(mut rig) = Rig::sized(1920, 1080) else { return };
let Some(mut timer) = super::timer::GpuTimer::new(&rig.device, &rig.queue) else {
eprintln!("timestamp queries unavailable: skipped");
return;
};
let floor = rig.mesh(
&MeshData::cube(1.0),
MaterialDesc {
roughness: 0.35,
metallic: 1.0,
..Default::default()
},
);
rig.ctx.world.spawn((
Transform3D {
position: vec3(0.0, -0.5, 0.0),
scale: vec3(20.0, 1.0, 20.0),
..Default::default()
},
Model::new(floor),
));
let block = rig.mesh(
&MeshData::cube(1.0),
MaterialDesc {
color: Color::BLACK,
emissive: Color::rgb(4.0, 0.0, 0.0),
..Default::default()
},
);
rig.ctx.world.spawn((
Transform3D {
position: vec3(0.0, 1.0, 0.0),
..Default::default()
},
Model::new(block),
));
rig.ctx.camera3d.position = vec3(0.0, 2.0, 6.0);
rig.ctx.camera3d.look_at(Vec3::ZERO);
rig.ctx.post.ssr = 1.0;
rig.ctx.post.bloom = 0.0;
rig.ctx.lighting.shadows = false;
let mut frames = [Vec::new(), Vec::new()];
let mut trace = Vec::new();
for frame in 0..1230 {
let skip = (frame / 20) % 2 == 1;
super::ssr::SKIP_FILTER.store(skip, std::sync::atomic::Ordering::Relaxed);
rig.draw_timed(Some(&mut timer));
if frame < 30 || frame % 20 < 5 {
continue;
}
frames[usize::from(skip)].push(timer.last_frame.iter().map(|s| s.ms).sum::<f32>());
if let Some(pass) = timer.last_frame.iter().find(|p| p.name == "screen reflections") {
trace.push(pass.ms);
}
}
super::ssr::SKIP_FILTER.store(false, std::sync::atomic::Ordering::Relaxed);
assert!(!trace.is_empty(), "GPU timestamps must be collected");
let median = |samples: &mut Vec<f32>| {
samples.sort_by(f32::total_cmp);
samples[samples.len() / 2]
};
let [mut with, mut without] = frames;
let (with, without) = (median(&mut with), median(&mut without));
eprintln!(
"1920x1080: trace median {:.4} ms; frame median {with:.4} ms with the filtered levels, \
{without:.4} ms without (+{:.4} ms)",
median(&mut trace),
with - without
);
}