Shaders, profiling and the rest of the issues: GTAO and HD GPU pass timing in the fork (patch 15; #9), explosion effects culled early per pixel (#11), a native sim runner with scenario tests run in CI (#8), named scenarios (#17), /airdef why and failure counters in raid reports (#18), IRIS-T and AMRAAM models and launch sounds by kind (#28)
build / mod (push) Successful in 3m24s

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-29 16:43:48 +03:00
parent 67a2a523b4
commit ed2db8523b
38 changed files with 3912 additions and 87 deletions
+7
View File
@@ -28,6 +28,13 @@ jobs:
# падало по таймауту, а сохранение вешало «Complete job» на пару минут. Инструмент собирается заново. # падало по таймауту, а сохранение вешало «Complete job» на пару минут. Инструмент собирается заново.
- name: Форк Horizon - name: Форк Horizon
run: nice -n 19 python3 tools/airdef.py fork run: nice -n 19 python3 tools/airdef.py fork
# Чистая симуляция тестируется нативно (хост-таргет раннера, без WASM): регрессии из sim/regress.rs
# и сценарии tests/scenarios.rs (NaN, налёт кончается, ТЗМ не зависают). Нужен форк: SDK подключён путём.
- name: Тесты мода
working-directory: airdef-mod
run: |
HOST=$(rustc -vV | sed -n 's/^host: //p')
nice -n 19 cargo test --target "$HOST"
- name: Мод - name: Мод
run: nice -n 19 python3 tools/airdef.py mod run: nice -n 19 python3 tools/airdef.py mod
- name: Релиз - name: Релиз
@@ -0,0 +1,7 @@
{
"variants": {
"": {
"model": "airdef:block/amraam_missile"
}
}
}
@@ -0,0 +1,7 @@
{
"variants": {
"": {
"model": "airdef:block/irist_missile"
}
}
}
+2
View File
@@ -4,6 +4,8 @@
"block.airdef.geran3": "Герань-3", "block.airdef.geran3": "Герань-3",
"block.airdef.geran3_flame": "Факел", "block.airdef.geran3_flame": "Факел",
"block.airdef.pac3": "PAC-3 MSE", "block.airdef.pac3": "PAC-3 MSE",
"block.airdef.irist_missile": "IRIS-T SLM",
"block.airdef.amraam_missile": "AMRAAM",
"block.airdef.flame": "Факел", "block.airdef.flame": "Факел",
"block.airdef.patriot_launcher": "ПУ M903", "block.airdef.patriot_launcher": "ПУ M903",
"block.airdef.patriot_truck": "Тягач", "block.airdef.patriot_truck": "Тягач",
+2
View File
@@ -4,6 +4,8 @@
"block.airdef.geran3": "Герань-3", "block.airdef.geran3": "Герань-3",
"block.airdef.geran3_flame": "Факел", "block.airdef.geran3_flame": "Факел",
"block.airdef.pac3": "PAC-3 MSE", "block.airdef.pac3": "PAC-3 MSE",
"block.airdef.irist_missile": "IRIS-T SLM",
"block.airdef.amraam_missile": "AMRAAM",
"block.airdef.flame": "Факел", "block.airdef.flame": "Факел",
"block.airdef.patriot_launcher": "ПУ M903", "block.airdef.patriot_launcher": "ПУ M903",
"block.airdef.patriot_truck": "Тягач", "block.airdef.patriot_truck": "Тягач",
@@ -0,0 +1,895 @@
{
"ambientocclusion": false,
"textures": {
"nose_dark": "airdef:block/nose_dark",
"white": "airdef:block/white",
"nozzle": "airdef:block/nozzle",
"particle": "airdef:block/nose_dark"
},
"elements": [
{
"from": [
7.333333333333333,
7.333333333333333,
-16.0
],
"to": [
8.666666666666666,
8.666666666666666,
-13.666666666666666
],
"faces": {
"north": {
"uv": [
0,
0,
1.333333333333333,
1.333333333333333
],
"texture": "#nose_dark"
},
"south": {
"uv": [
0,
0,
1.333333333333333,
1.333333333333333
],
"texture": "#nose_dark"
},
"east": {
"uv": [
0,
0,
2.333333333333334,
1.333333333333333
],
"texture": "#nose_dark"
},
"west": {
"uv": [
0,
0,
2.333333333333334,
1.333333333333333
],
"texture": "#nose_dark"
},
"up": {
"uv": [
0,
0,
1.333333333333333,
2.333333333333334
],
"texture": "#nose_dark"
},
"down": {
"uv": [
0,
0,
1.333333333333333,
2.333333333333334
],
"texture": "#nose_dark"
}
}
},
{
"from": [
7.0,
7.0,
-13.666666666666666
],
"to": [
9.0,
9.0,
-11.333333333333332
],
"faces": {
"north": {
"uv": [
0,
0,
2.0,
2.0
],
"texture": "#nose_dark"
},
"south": {
"uv": [
0,
0,
2.0,
2.0
],
"texture": "#nose_dark"
},
"east": {
"uv": [
0,
0,
2.333333333333334,
2.0
],
"texture": "#nose_dark"
},
"west": {
"uv": [
0,
0,
2.333333333333334,
2.0
],
"texture": "#nose_dark"
},
"up": {
"uv": [
0,
0,
2.0,
2.333333333333334
],
"texture": "#nose_dark"
},
"down": {
"uv": [
0,
0,
2.0,
2.333333333333334
],
"texture": "#nose_dark"
}
}
},
{
"from": [
6.666666666666666,
6.666666666666666,
-11.333333333333332
],
"to": [
9.333333333333334,
9.333333333333334,
-9.0
],
"faces": {
"north": {
"uv": [
0,
0,
2.666666666666668,
2.666666666666668
],
"texture": "#nose_dark"
},
"south": {
"uv": [
0,
0,
2.666666666666668,
2.666666666666668
],
"texture": "#nose_dark"
},
"east": {
"uv": [
0,
0,
2.333333333333332,
2.666666666666668
],
"texture": "#nose_dark"
},
"west": {
"uv": [
0,
0,
2.333333333333332,
2.666666666666668
],
"texture": "#nose_dark"
},
"up": {
"uv": [
0,
0,
2.666666666666668,
2.333333333333332
],
"texture": "#nose_dark"
},
"down": {
"uv": [
0,
0,
2.666666666666668,
2.333333333333332
],
"texture": "#nose_dark"
}
}
},
{
"from": [
6.5,
6.5,
-9.0
],
"to": [
9.5,
9.5,
26.0
],
"faces": {
"north": {
"uv": [
0,
0,
3.0,
3.0
],
"texture": "#white"
},
"south": {
"uv": [
0,
0,
3.0,
3.0
],
"texture": "#white"
},
"east": {
"uv": [
0,
0,
16,
3.0
],
"texture": "#white"
},
"west": {
"uv": [
0,
0,
16,
3.0
],
"texture": "#white"
},
"up": {
"uv": [
0,
0,
3.0,
16
],
"texture": "#white"
},
"down": {
"uv": [
0,
0,
3.0,
16
],
"texture": "#white"
}
}
},
{
"from": [
1.0,
7.6,
2.0
],
"to": [
6.5,
8.4,
9.0
],
"faces": {
"north": {
"uv": [
0,
0,
5.5,
0.8000000000000007
],
"texture": "#white"
},
"south": {
"uv": [
0,
0,
5.5,
0.8000000000000007
],
"texture": "#white"
},
"east": {
"uv": [
0,
0,
7.0,
0.8000000000000007
],
"texture": "#white"
},
"west": {
"uv": [
0,
0,
7.0,
0.8000000000000007
],
"texture": "#white"
},
"up": {
"uv": [
0,
0,
5.5,
7.0
],
"texture": "#white"
},
"down": {
"uv": [
0,
0,
5.5,
7.0
],
"texture": "#white"
}
}
},
{
"from": [
9.5,
7.6,
2.0
],
"to": [
15.0,
8.4,
9.0
],
"faces": {
"north": {
"uv": [
0,
0,
5.5,
0.8000000000000007
],
"texture": "#white"
},
"south": {
"uv": [
0,
0,
5.5,
0.8000000000000007
],
"texture": "#white"
},
"east": {
"uv": [
0,
0,
7.0,
0.8000000000000007
],
"texture": "#white"
},
"west": {
"uv": [
0,
0,
7.0,
0.8000000000000007
],
"texture": "#white"
},
"up": {
"uv": [
0,
0,
5.5,
7.0
],
"texture": "#white"
},
"down": {
"uv": [
0,
0,
5.5,
7.0
],
"texture": "#white"
}
}
},
{
"from": [
7.6,
1.0,
2.0
],
"to": [
8.4,
6.5,
9.0
],
"faces": {
"north": {
"uv": [
0,
0,
0.8000000000000007,
5.5
],
"texture": "#white"
},
"south": {
"uv": [
0,
0,
0.8000000000000007,
5.5
],
"texture": "#white"
},
"east": {
"uv": [
0,
0,
7.0,
5.5
],
"texture": "#white"
},
"west": {
"uv": [
0,
0,
7.0,
5.5
],
"texture": "#white"
},
"up": {
"uv": [
0,
0,
0.8000000000000007,
7.0
],
"texture": "#white"
},
"down": {
"uv": [
0,
0,
0.8000000000000007,
7.0
],
"texture": "#white"
}
}
},
{
"from": [
7.6,
9.5,
2.0
],
"to": [
8.4,
15.0,
9.0
],
"faces": {
"north": {
"uv": [
0,
0,
0.8000000000000007,
5.5
],
"texture": "#white"
},
"south": {
"uv": [
0,
0,
0.8000000000000007,
5.5
],
"texture": "#white"
},
"east": {
"uv": [
0,
0,
7.0,
5.5
],
"texture": "#white"
},
"west": {
"uv": [
0,
0,
7.0,
5.5
],
"texture": "#white"
},
"up": {
"uv": [
0,
0,
0.8000000000000007,
7.0
],
"texture": "#white"
},
"down": {
"uv": [
0,
0,
0.8000000000000007,
7.0
],
"texture": "#white"
}
}
},
{
"from": [
4.0,
7.6,
19.0
],
"to": [
6.5,
8.4,
25.0
],
"faces": {
"north": {
"uv": [
0,
0,
2.5,
0.8000000000000007
],
"texture": "#white"
},
"south": {
"uv": [
0,
0,
2.5,
0.8000000000000007
],
"texture": "#white"
},
"east": {
"uv": [
0,
0,
6.0,
0.8000000000000007
],
"texture": "#white"
},
"west": {
"uv": [
0,
0,
6.0,
0.8000000000000007
],
"texture": "#white"
},
"up": {
"uv": [
0,
0,
2.5,
6.0
],
"texture": "#white"
},
"down": {
"uv": [
0,
0,
2.5,
6.0
],
"texture": "#white"
}
}
},
{
"from": [
9.5,
7.6,
19.0
],
"to": [
12.0,
8.4,
25.0
],
"faces": {
"north": {
"uv": [
0,
0,
2.5,
0.8000000000000007
],
"texture": "#white"
},
"south": {
"uv": [
0,
0,
2.5,
0.8000000000000007
],
"texture": "#white"
},
"east": {
"uv": [
0,
0,
6.0,
0.8000000000000007
],
"texture": "#white"
},
"west": {
"uv": [
0,
0,
6.0,
0.8000000000000007
],
"texture": "#white"
},
"up": {
"uv": [
0,
0,
2.5,
6.0
],
"texture": "#white"
},
"down": {
"uv": [
0,
0,
2.5,
6.0
],
"texture": "#white"
}
}
},
{
"from": [
7.6,
4.0,
19.0
],
"to": [
8.4,
6.5,
25.0
],
"faces": {
"north": {
"uv": [
0,
0,
0.8000000000000007,
2.5
],
"texture": "#white"
},
"south": {
"uv": [
0,
0,
0.8000000000000007,
2.5
],
"texture": "#white"
},
"east": {
"uv": [
0,
0,
6.0,
2.5
],
"texture": "#white"
},
"west": {
"uv": [
0,
0,
6.0,
2.5
],
"texture": "#white"
},
"up": {
"uv": [
0,
0,
0.8000000000000007,
6.0
],
"texture": "#white"
},
"down": {
"uv": [
0,
0,
0.8000000000000007,
6.0
],
"texture": "#white"
}
}
},
{
"from": [
7.6,
9.5,
19.0
],
"to": [
8.4,
12.0,
25.0
],
"faces": {
"north": {
"uv": [
0,
0,
0.8000000000000007,
2.5
],
"texture": "#white"
},
"south": {
"uv": [
0,
0,
0.8000000000000007,
2.5
],
"texture": "#white"
},
"east": {
"uv": [
0,
0,
6.0,
2.5
],
"texture": "#white"
},
"west": {
"uv": [
0,
0,
6.0,
2.5
],
"texture": "#white"
},
"up": {
"uv": [
0,
0,
0.8000000000000007,
6.0
],
"texture": "#white"
},
"down": {
"uv": [
0,
0,
0.8000000000000007,
6.0
],
"texture": "#white"
}
}
},
{
"from": [
7.0,
7.0,
26.0
],
"to": [
9.0,
9.0,
28.0
],
"faces": {
"north": {
"uv": [
0,
0,
2.0,
2.0
],
"texture": "#nozzle"
},
"south": {
"uv": [
0,
0,
2.0,
2.0
],
"texture": "#nozzle"
},
"east": {
"uv": [
0,
0,
2.0,
2.0
],
"texture": "#nozzle"
},
"west": {
"uv": [
0,
0,
2.0,
2.0
],
"texture": "#nozzle"
},
"up": {
"uv": [
0,
0,
2.0,
2.0
],
"texture": "#nozzle"
},
"down": {
"uv": [
0,
0,
2.0,
2.0
],
"texture": "#nozzle"
}
}
}
]
}
@@ -0,0 +1,895 @@
{
"ambientocclusion": false,
"textures": {
"white": "airdef:block/white",
"missile_grey": "airdef:block/missile_grey",
"nozzle": "airdef:block/nozzle",
"particle": "airdef:block/white"
},
"elements": [
{
"from": [
7.333333333333333,
7.333333333333333,
-16.0
],
"to": [
8.666666666666666,
8.666666666666666,
-14.0
],
"faces": {
"north": {
"uv": [
0,
0,
1.333333333333333,
1.333333333333333
],
"texture": "#white"
},
"south": {
"uv": [
0,
0,
1.333333333333333,
1.333333333333333
],
"texture": "#white"
},
"east": {
"uv": [
0,
0,
2.0,
1.333333333333333
],
"texture": "#white"
},
"west": {
"uv": [
0,
0,
2.0,
1.333333333333333
],
"texture": "#white"
},
"up": {
"uv": [
0,
0,
1.333333333333333,
2.0
],
"texture": "#white"
},
"down": {
"uv": [
0,
0,
1.333333333333333,
2.0
],
"texture": "#white"
}
}
},
{
"from": [
7.0,
7.0,
-14.0
],
"to": [
9.0,
9.0,
-12.0
],
"faces": {
"north": {
"uv": [
0,
0,
2.0,
2.0
],
"texture": "#white"
},
"south": {
"uv": [
0,
0,
2.0,
2.0
],
"texture": "#white"
},
"east": {
"uv": [
0,
0,
2.0,
2.0
],
"texture": "#white"
},
"west": {
"uv": [
0,
0,
2.0,
2.0
],
"texture": "#white"
},
"up": {
"uv": [
0,
0,
2.0,
2.0
],
"texture": "#white"
},
"down": {
"uv": [
0,
0,
2.0,
2.0
],
"texture": "#white"
}
}
},
{
"from": [
6.666666666666666,
6.666666666666666,
-12.0
],
"to": [
9.333333333333334,
9.333333333333334,
-10.0
],
"faces": {
"north": {
"uv": [
0,
0,
2.666666666666668,
2.666666666666668
],
"texture": "#white"
},
"south": {
"uv": [
0,
0,
2.666666666666668,
2.666666666666668
],
"texture": "#white"
},
"east": {
"uv": [
0,
0,
2.0,
2.666666666666668
],
"texture": "#white"
},
"west": {
"uv": [
0,
0,
2.0,
2.666666666666668
],
"texture": "#white"
},
"up": {
"uv": [
0,
0,
2.666666666666668,
2.0
],
"texture": "#white"
},
"down": {
"uv": [
0,
0,
2.666666666666668,
2.0
],
"texture": "#white"
}
}
},
{
"from": [
6.5,
6.5,
-10.0
],
"to": [
9.5,
9.5,
24.0
],
"faces": {
"north": {
"uv": [
0,
0,
3.0,
3.0
],
"texture": "#white"
},
"south": {
"uv": [
0,
0,
3.0,
3.0
],
"texture": "#white"
},
"east": {
"uv": [
0,
0,
16,
3.0
],
"texture": "#white"
},
"west": {
"uv": [
0,
0,
16,
3.0
],
"texture": "#white"
},
"up": {
"uv": [
0,
0,
3.0,
16
],
"texture": "#white"
},
"down": {
"uv": [
0,
0,
3.0,
16
],
"texture": "#white"
}
}
},
{
"from": [
3.0,
7.6,
-9.0
],
"to": [
6.5,
8.4,
-5.0
],
"faces": {
"north": {
"uv": [
0,
0,
3.5,
0.8000000000000007
],
"texture": "#missile_grey"
},
"south": {
"uv": [
0,
0,
3.5,
0.8000000000000007
],
"texture": "#missile_grey"
},
"east": {
"uv": [
0,
0,
4.0,
0.8000000000000007
],
"texture": "#missile_grey"
},
"west": {
"uv": [
0,
0,
4.0,
0.8000000000000007
],
"texture": "#missile_grey"
},
"up": {
"uv": [
0,
0,
3.5,
4.0
],
"texture": "#missile_grey"
},
"down": {
"uv": [
0,
0,
3.5,
4.0
],
"texture": "#missile_grey"
}
}
},
{
"from": [
9.5,
7.6,
-9.0
],
"to": [
13.0,
8.4,
-5.0
],
"faces": {
"north": {
"uv": [
0,
0,
3.5,
0.8000000000000007
],
"texture": "#missile_grey"
},
"south": {
"uv": [
0,
0,
3.5,
0.8000000000000007
],
"texture": "#missile_grey"
},
"east": {
"uv": [
0,
0,
4.0,
0.8000000000000007
],
"texture": "#missile_grey"
},
"west": {
"uv": [
0,
0,
4.0,
0.8000000000000007
],
"texture": "#missile_grey"
},
"up": {
"uv": [
0,
0,
3.5,
4.0
],
"texture": "#missile_grey"
},
"down": {
"uv": [
0,
0,
3.5,
4.0
],
"texture": "#missile_grey"
}
}
},
{
"from": [
7.6,
3.0,
-9.0
],
"to": [
8.4,
6.5,
-5.0
],
"faces": {
"north": {
"uv": [
0,
0,
0.8000000000000007,
3.5
],
"texture": "#missile_grey"
},
"south": {
"uv": [
0,
0,
0.8000000000000007,
3.5
],
"texture": "#missile_grey"
},
"east": {
"uv": [
0,
0,
4.0,
3.5
],
"texture": "#missile_grey"
},
"west": {
"uv": [
0,
0,
4.0,
3.5
],
"texture": "#missile_grey"
},
"up": {
"uv": [
0,
0,
0.8000000000000007,
4.0
],
"texture": "#missile_grey"
},
"down": {
"uv": [
0,
0,
0.8000000000000007,
4.0
],
"texture": "#missile_grey"
}
}
},
{
"from": [
7.6,
9.5,
-9.0
],
"to": [
8.4,
13.0,
-5.0
],
"faces": {
"north": {
"uv": [
0,
0,
0.8000000000000007,
3.5
],
"texture": "#missile_grey"
},
"south": {
"uv": [
0,
0,
0.8000000000000007,
3.5
],
"texture": "#missile_grey"
},
"east": {
"uv": [
0,
0,
4.0,
3.5
],
"texture": "#missile_grey"
},
"west": {
"uv": [
0,
0,
4.0,
3.5
],
"texture": "#missile_grey"
},
"up": {
"uv": [
0,
0,
0.8000000000000007,
4.0
],
"texture": "#missile_grey"
},
"down": {
"uv": [
0,
0,
0.8000000000000007,
4.0
],
"texture": "#missile_grey"
}
}
},
{
"from": [
2.0,
7.6,
18.0
],
"to": [
6.5,
8.4,
26.0
],
"faces": {
"north": {
"uv": [
0,
0,
4.5,
0.8000000000000007
],
"texture": "#white"
},
"south": {
"uv": [
0,
0,
4.5,
0.8000000000000007
],
"texture": "#white"
},
"east": {
"uv": [
0,
0,
8.0,
0.8000000000000007
],
"texture": "#white"
},
"west": {
"uv": [
0,
0,
8.0,
0.8000000000000007
],
"texture": "#white"
},
"up": {
"uv": [
0,
0,
4.5,
8.0
],
"texture": "#white"
},
"down": {
"uv": [
0,
0,
4.5,
8.0
],
"texture": "#white"
}
}
},
{
"from": [
9.5,
7.6,
18.0
],
"to": [
14.0,
8.4,
26.0
],
"faces": {
"north": {
"uv": [
0,
0,
4.5,
0.8000000000000007
],
"texture": "#white"
},
"south": {
"uv": [
0,
0,
4.5,
0.8000000000000007
],
"texture": "#white"
},
"east": {
"uv": [
0,
0,
8.0,
0.8000000000000007
],
"texture": "#white"
},
"west": {
"uv": [
0,
0,
8.0,
0.8000000000000007
],
"texture": "#white"
},
"up": {
"uv": [
0,
0,
4.5,
8.0
],
"texture": "#white"
},
"down": {
"uv": [
0,
0,
4.5,
8.0
],
"texture": "#white"
}
}
},
{
"from": [
7.6,
2.0,
18.0
],
"to": [
8.4,
6.5,
26.0
],
"faces": {
"north": {
"uv": [
0,
0,
0.8000000000000007,
4.5
],
"texture": "#white"
},
"south": {
"uv": [
0,
0,
0.8000000000000007,
4.5
],
"texture": "#white"
},
"east": {
"uv": [
0,
0,
8.0,
4.5
],
"texture": "#white"
},
"west": {
"uv": [
0,
0,
8.0,
4.5
],
"texture": "#white"
},
"up": {
"uv": [
0,
0,
0.8000000000000007,
8.0
],
"texture": "#white"
},
"down": {
"uv": [
0,
0,
0.8000000000000007,
8.0
],
"texture": "#white"
}
}
},
{
"from": [
7.6,
9.5,
18.0
],
"to": [
8.4,
14.0,
26.0
],
"faces": {
"north": {
"uv": [
0,
0,
0.8000000000000007,
4.5
],
"texture": "#white"
},
"south": {
"uv": [
0,
0,
0.8000000000000007,
4.5
],
"texture": "#white"
},
"east": {
"uv": [
0,
0,
8.0,
4.5
],
"texture": "#white"
},
"west": {
"uv": [
0,
0,
8.0,
4.5
],
"texture": "#white"
},
"up": {
"uv": [
0,
0,
0.8000000000000007,
8.0
],
"texture": "#white"
},
"down": {
"uv": [
0,
0,
0.8000000000000007,
8.0
],
"texture": "#white"
}
}
},
{
"from": [
7.0,
7.0,
24.0
],
"to": [
9.0,
9.0,
28.0
],
"faces": {
"north": {
"uv": [
0,
0,
2.0,
2.0
],
"texture": "#nozzle"
},
"south": {
"uv": [
0,
0,
2.0,
2.0
],
"texture": "#nozzle"
},
"east": {
"uv": [
0,
0,
4.0,
2.0
],
"texture": "#nozzle"
},
"west": {
"uv": [
0,
0,
4.0,
2.0
],
"texture": "#nozzle"
},
"up": {
"uv": [
0,
0,
2.0,
4.0
],
"texture": "#nozzle"
},
"down": {
"uv": [
0,
0,
2.0,
4.0
],
"texture": "#nozzle"
}
}
}
]
}
Binary file not shown.

After

Width:  |  Height:  |  Size: 346 B

+413
View File
@@ -0,0 +1,413 @@
//! Headless driver for the pure simulation (`airdef::sim`): builds a scenario, steps the
//! simulation like the mod's tick does (answering ground queries from a height function),
//! and measures. Shared by the `sim_run` example and `tests/scenarios.rs`.
//!
//! Native timings say nothing about the WASM build or the GPU; use them to compare runs of the
//! same machine.
#![allow(dead_code)]
use airdef::sim::{Aim, Approach, DroneKind, Ground, Out, RaidOrder, Sam, SamKind, Sim};
use glam::DVec3;
use std::collections::HashMap;
use std::time::{Duration, Instant};
/// Height of the land under a column (what `render.ground` would answer).
#[derive(Clone, Copy, Debug)]
pub enum Terrain {
Flat(i32),
/// Smooth hills: `base + amp * (sin(x/period) + cos(z/period)) / 2`.
Hills { base: i32, amp: f64, period: f64 },
}
impl Terrain {
pub fn height(self, x: i32, z: i32) -> i32 {
match self {
Terrain::Flat(h) => h,
Terrain::Hills { base, amp, period } => {
base + (amp * ((f64::from(x) / period).sin() + (f64::from(z) / period).cos()) / 2.0).round() as i32
}
}
}
}
#[derive(Clone, Debug)]
pub struct RaidSpec {
pub kinds: Vec<(DroneKind, u32)>,
pub approach: Approach,
pub aim: Aim,
pub dist: f64,
/// The tick the raid is ordered at (a raid waits for the previous one to be sent).
pub at: u64,
}
#[derive(Clone, Debug)]
pub struct Unit {
pub kind: SamKind,
pub pos: DVec3,
pub heading: f64,
/// Starts with an empty magazine, waiting for a reload (logistics).
pub empty: bool,
}
#[derive(Clone, Debug)]
pub struct Scenario {
pub name: String,
pub seed: u64,
pub units: Vec<Unit>,
pub objects: Vec<DVec3>,
pub raids: Vec<RaidSpec>,
pub terrain: Terrain,
/// Hard limit of ticks (20 a second).
pub ticks: u64,
/// Stop as soon as every raid has ended.
pub stop_at_end: bool,
pub ew: bool,
/// Ticks a truck on a job may stand still before it counts as stuck.
pub stuck_after: u64,
}
impl Scenario {
pub fn new(name: &str) -> Self {
Scenario {
name: name.into(),
seed: 1,
units: Vec::new(),
objects: vec![DVec3::new(0.0, 70.0, 0.0)],
raids: Vec::new(),
terrain: Terrain::Flat(70),
ticks: 20 * 60 * 10,
stop_at_end: true,
ew: false,
stuck_after: 600,
}
}
pub fn unit(&mut self, kind: SamKind, x: f64, z: f64) -> &mut Unit {
self.units.push(Unit { kind, pos: DVec3::new(x, 70.0, z), heading: 0.0, empty: false });
self.units.last_mut().unwrap()
}
}
#[derive(Clone, Debug, Default)]
pub struct Report {
pub name: String,
pub seed: u64,
pub ticks_run: u64,
pub units: usize,
pub launched: u32,
pub kills: u32,
pub hits: u32,
/// Missiles fired by air defence (sum of the systems' `fired`).
pub fired: u32,
pub ground_queries: u64,
pub ground_batches: u64,
pub tick_p50: Duration,
pub tick_p95: Duration,
pub tick_max: Duration,
pub tick_total: Duration,
/// Time spent in ticks that began with a raid being planned.
pub planning: Duration,
pub planning_ticks: u64,
pub nan_positions: u64,
/// Ids of trucks that stood on a job without progress for too long.
pub stuck_trucks: Vec<u32>,
/// Truck-ticks spent on a job or driving (shows the logistics actually ran).
pub truck_busy_ticks: u64,
pub raids_ordered: usize,
pub raids_ended: usize,
pub all_ended: bool,
}
fn finite(v: DVec3) -> bool {
v.x.is_finite() && v.y.is_finite() && v.z.is_finite()
}
pub fn run(sc: &Scenario) -> Report {
let mut sim = Sim::new(sc.seed);
sim.damage = false; // explosions would change the land the height function describes
for u in &sc.units {
let id = sim.id();
let mut s = Sam::new(id, u.kind, u.pos, u.heading);
if u.empty {
s.empty = true;
s.missiles = 0;
}
sim.sams.push(s);
}
sim.targets = sc.objects.clone();
sim.target_health = vec![100.0; sc.objects.len()];
if sc.ew {
sim.set_ew(true);
}
let mut ground = Ground::default();
let mut pending: Vec<(i32, i32, i32)> = Vec::new();
let mut r = Report { name: sc.name.clone(), seed: sc.seed, units: sc.units.len(), ..Default::default() };
let mut times: Vec<Duration> = Vec::with_capacity(sc.ticks as usize);
let mut ordered = vec![false; sc.raids.len()];
let mut launched_before = vec![0u32; sc.raids.len()];
let mut ended = vec![false; sc.raids.len()];
// truck id -> (last position, ticks standing while busy)
let mut standing: HashMap<u32, (DVec3, u64)> = HashMap::new();
let mut out = Out::default();
for now in 1..=sc.ticks {
// Raids come in order: one is ordered once the previous one has been sent.
for (i, spec) in sc.raids.iter().enumerate() {
if !ordered[i] && now >= spec.at && !sim.planning() && (i == 0 || ended[i - 1]) {
let order = RaidOrder { kinds: spec.kinds.clone(), approach: spec.approach, dist: spec.dist, aim: spec.aim };
launched_before[i] = sim.launched;
sim.order_raid(&order, &sc.objects, &mut out);
ordered[i] = true;
}
}
ground.answer(std::mem::take(&mut pending), now);
let planning = sim.planning();
out = Out::default();
let t = Instant::now();
sim.step(&mut ground, None, &mut out);
let wanted = ground.take_wanted();
let dt = t.elapsed();
times.push(dt);
if planning {
r.planning += dt;
r.planning_ticks += 1;
}
if !wanted.is_empty() {
r.ground_batches += 1;
r.ground_queries += wanted.len() as u64;
pending = wanted.into_iter().map(|(x, z)| (x, z, sc.terrain.height(x, z))).collect();
}
r.ticks_run = now;
// NaN check on everything with a position.
let bad = sim.drones.iter().filter(|d| !finite(d.pos) || !finite(d.vel)).count()
+ sim.missiles.iter().filter(|m| !finite(m.pos)).count()
+ sim.sams.iter().filter(|s| !finite(s.pos)).count()
+ sim.blasts.iter().filter(|b| !finite(b.at)).count()
+ out.models.iter().filter(|m| !finite(m.at)).count();
r.nan_positions += bad as u64;
// Trucks with a job or on the move, standing still.
for s in sim.sams.iter().filter(|s| s.kind == SamKind::Tzm && s.alive()) {
let busy = s.moving() || s.job().is_some();
r.truck_busy_ticks += u64::from(busy);
let e = standing.entry(s.id).or_insert((s.pos, 0));
if !busy || e.0.distance(s.pos) > 0.05 {
*e = (s.pos, 0);
} else {
e.1 += 1;
if e.1 == sc.stuck_after && !r.stuck_trucks.contains(&s.id) {
r.stuck_trucks.push(s.id);
}
}
}
// A raid has ended when it was ordered, planned, flown and nothing is left in the air.
let quiet = !sim.planning() && sim.queue.is_empty() && !sim.drones.iter().any(|d| d.alive()) && sim.missiles.is_empty();
for i in 0..sc.raids.len() {
if ordered[i] && !ended[i] && quiet && sim.launched > launched_before[i] {
ended[i] = true;
}
}
if sc.stop_at_end && ended.iter().all(|e| *e) && !sc.raids.is_empty() {
break;
}
}
r.launched = sim.launched;
r.kills = sim.kills;
r.hits = sim.hits;
r.fired = sim.sams.iter().map(|s| s.fired).sum();
r.raids_ordered = ordered.iter().filter(|o| **o).count();
r.raids_ended = ended.iter().filter(|o| **o).count();
r.all_ended = r.raids_ended == sc.raids.len();
r.tick_total = times.iter().sum();
times.sort();
if !times.is_empty() {
let at = |q: f64| times[((times.len() - 1) as f64 * q).round() as usize];
r.tick_p50 = at(0.5);
r.tick_p95 = at(0.95);
r.tick_max = *times.last().unwrap();
}
r
}
fn ms(d: Duration) -> f64 {
d.as_secs_f64() * 1000.0
}
impl Report {
/// Problems that fail a scenario: empty when it is healthy.
pub fn problems(&self) -> Vec<String> {
let mut p = Vec::new();
if self.nan_positions > 0 {
p.push(format!("{} non-finite positions", self.nan_positions));
}
if !self.stuck_trucks.is_empty() {
p.push(format!("stuck trucks: {:?}", self.stuck_trucks));
}
if !self.all_ended {
p.push(format!("{} of {} raids ended in {} ticks", self.raids_ended, self.raids_ended.max(self.raids_ordered), self.ticks_run));
}
p
}
pub fn text(&self) -> String {
format!(
"scenario {name} (seed {seed}): {units} units, {ticks} ticks ({secs:.0} s of game time)\n\
raids: {ro} ordered, {re} ended\n\
launched {l}, shot down {k}, got through {h}, air-defence missiles fired {f}\n\
tick time ms: p50 {p50:.3} p95 {p95:.3} max {max:.3} total {tot:.0}\n\
planning: {pl:.1} ms over {pt} ticks\n\
ground queries: {gq} in {gb} batches\n\
non-finite positions: {nan}\n\
stuck trucks: {stuck:?} (busy truck-ticks {busy})\n",
name = self.name,
seed = self.seed,
units = self.units,
ticks = self.ticks_run,
secs = self.ticks_run as f64 / 20.0,
ro = self.raids_ordered,
re = self.raids_ended,
l = self.launched,
k = self.kills,
h = self.hits,
f = self.fired,
p50 = ms(self.tick_p50),
p95 = ms(self.tick_p95),
max = ms(self.tick_max),
tot = ms(self.tick_total),
pl = ms(self.planning),
pt = self.planning_ticks,
gq = self.ground_queries,
gb = self.ground_batches,
nan = self.nan_positions,
stuck = self.stuck_trucks,
busy = self.truck_busy_ticks,
)
}
pub fn json(&self) -> String {
format!(
"{{\"scenario\":{:?},\"seed\":{},\"units\":{},\"ticks\":{},\"raids_ordered\":{},\"raids_ended\":{},\
\"launched\":{},\"kills\":{},\"hits\":{},\"fired\":{},\
\"tick_ms\":{{\"p50\":{:.4},\"p95\":{:.4},\"max\":{:.4},\"total\":{:.2}}},\
\"planning_ms\":{:.2},\"planning_ticks\":{},\"ground_queries\":{},\"ground_batches\":{},\
\"nan_positions\":{},\"stuck_trucks\":{:?},\"truck_busy_ticks\":{}}}",
self.name,
self.seed,
self.units,
self.ticks_run,
self.raids_ordered,
self.raids_ended,
self.launched,
self.kills,
self.hits,
self.fired,
ms(self.tick_p50),
ms(self.tick_p95),
ms(self.tick_max),
ms(self.tick_total),
ms(self.planning),
self.planning_ticks,
self.ground_queries,
self.ground_batches,
self.nan_positions,
self.stuck_trucks,
self.truck_busy_ticks,
)
}
}
// ------------------------------------------------------------ ready-made scenarios
fn ring(sc: &mut Scenario, kinds: &[SamKind], count: usize, r0: f64, r1: f64) {
for i in 0..count {
let a = i as f64 * 2.399_963; // golden angle: an even spread without randomness
let r = r0 + (r1 - r0) * (i as f64 / count.max(1) as f64);
let kind = kinds[i % kinds.len()];
sc.unit(kind, a.sin() * r, a.cos() * r).heading = a;
}
}
/// A big smart raid on 61 systems.
pub fn big_smart() -> Scenario {
let mut sc = Scenario::new("big-smart");
sc.terrain = Terrain::Hills { base: 70, amp: 14.0, period: 90.0 };
for (x, z) in [(0.0, 0.0), (120.0, 80.0), (-150.0, -60.0)] {
sc.objects.push(DVec3::new(x, 70.0, z));
}
ring(&mut sc, &[SamKind::Radar], 6, 150.0, 500.0);
ring(&mut sc, &[SamKind::Ew], 2, 100.0, 300.0);
ring(&mut sc, &SamKind::ARMED, 53, 60.0, 450.0);
assert_eq!(sc.units.len(), 61);
sc.raids.push(RaidSpec {
kinds: vec![
(DroneKind::Gerbera, 8),
(DroneKind::Shahed, 12),
(DroneKind::Geran3, 4),
(DroneKind::Lancet, 4),
(DroneKind::Kh101, 4),
(DroneKind::Kalibr, 4),
(DroneKind::Iskander, 2),
],
approach: Approach::AllSides,
aim: Aim::Smart,
dist: 500.0,
at: 1,
});
sc.ticks = 20 * 60 * 8;
sc
}
/// Trucks and a depot supplying systems that start with empty magazines, under a raid.
pub fn logistics() -> Scenario {
let mut sc = Scenario::new("logistics");
sc.unit(SamKind::Radar, 0.0, -40.0);
sc.unit(SamKind::Depot, 300.0, 300.0);
for (x, z) in [(310.0, 320.0), (290.0, 330.0)] {
sc.unit(SamKind::Tzm, x, z);
}
sc.unit(SamKind::Tzm, 280.0, 280.0);
for (i, kind) in [SamKind::Patriot, SamKind::Tor, SamKind::Buk, SamKind::Nasams, SamKind::Pantsir, SamKind::S400].into_iter().enumerate() {
let a = i as f64 * 1.05;
let u = sc.unit(kind, a.sin() * 120.0, a.cos() * 120.0);
// Every other system starts out of missiles: the trucks have work from the first second.
u.empty = i % 2 == 0;
}
sc.raids.push(RaidSpec {
kinds: vec![(DroneKind::Shahed, 16), (DroneKind::Gerbera, 8), (DroneKind::Kh101, 3)],
approach: Approach::TwoSectors,
aim: Aim::Objects,
dist: 400.0,
at: 1,
});
sc.ticks = 20 * 60 * 6;
sc
}
/// EW stations on and a smart enemy that adapts over three raids.
pub fn ew_adaptive() -> Scenario {
let mut sc = Scenario::new("ew-adaptive");
sc.ew = true;
sc.unit(SamKind::Radar, 0.0, 0.0);
sc.unit(SamKind::Radar, 200.0, -200.0);
sc.unit(SamKind::Ew, 80.0, 0.0);
sc.unit(SamKind::Ew, -80.0, 60.0);
for (i, kind) in [SamKind::Pantsir, SamKind::Gepard, SamKind::Tor, SamKind::Patriot, SamKind::Buk, SamKind::Gepard].into_iter().enumerate() {
let a = i as f64 * 1.05;
sc.unit(kind, a.sin() * 150.0, a.cos() * 150.0);
}
for at in [1, 1, 1] {
sc.raids.push(RaidSpec {
kinds: vec![(DroneKind::Gerbera, 6), (DroneKind::Shahed, 10), (DroneKind::Kh101, 4), (DroneKind::Kalibr, 3)],
approach: Approach::AllSides,
aim: Aim::Smart,
dist: 450.0,
at,
});
}
sc.ticks = 20 * 60 * 12;
sc
}
pub fn preset(name: &str) -> Option<Scenario> {
match name {
"big-smart" => Some(big_smart()),
"logistics" => Some(logistics()),
"ew-adaptive" => Some(ew_adaptive()),
_ => None,
}
}
pub const PRESETS: [&str; 3] = ["big-smart", "logistics", "ew-adaptive"];
+156
View File
@@ -0,0 +1,156 @@
//! Native headless runner for the simulation.
//!
//! cargo run --release --example sim_run -- [options]
//!
//! Options (all optional; a preset gives the defaults, the others override it):
//! --scenario NAME big-smart | logistics | ew-adaptive (default big-smart)
//! --seed N random seed
//! --layout FILE systems from a text file, replacing the preset's; one per line:
//! `KIND X Z [HEADING_RAD] [empty]` (`#` starts a comment)
//! KIND is a system key (patriot, tor, radar, depot, tzm, ew, ...)
//! --raid SPEC replaces the preset's raids; repeatable. SPEC is
//! `kind=count,kind=count[;dist=500][;aim=smart|objects|sams][;approach=sector|two|all|waves][;at=TICK]`
//! --terrain T flat[:HEIGHT] | hills[:BASE:AMP:PERIOD]
//! --ticks N tick limit (20 a second)
//! --run-on do not stop when the raids have ended
//! --ew / --no-ew EW stations on or off
//! --json one JSON object instead of text
//! --list list scenarios, system and drone kinds
//! Exit code 1 when the run has problems (NaN positions, stuck trucks, a raid that never ended).
//! Native timings are for comparing runs on one machine, not an estimate of WASM/GPU cost.
mod harness;
use airdef::sim::{Aim, Approach, DroneKind, SamKind};
use glam::DVec3;
use harness::*;
fn die(msg: &str) -> ! {
eprintln!("sim_run: {msg}");
std::process::exit(2);
}
fn parse_raid(spec: &str) -> RaidSpec {
let mut r = RaidSpec { kinds: Vec::new(), approach: Approach::Sector, aim: Aim::Smart, dist: 400.0, at: 1 };
for (i, part) in spec.split(';').enumerate() {
if i == 0 {
for kc in part.split(',').filter(|s| !s.is_empty()) {
let (k, c) = kc.split_once('=').unwrap_or_else(|| die(&format!("raid kind `{kc}` needs =count")));
let kind = DroneKind::from_key(k).unwrap_or_else(|| die(&format!("unknown drone kind `{k}` (see --list)")));
r.kinds.push((kind, c.parse().unwrap_or_else(|_| die(&format!("bad count `{c}`")))));
}
continue;
}
let (k, v) = part.split_once('=').unwrap_or_else(|| die(&format!("bad raid option `{part}`")));
match k {
"dist" => r.dist = v.parse().unwrap_or_else(|_| die("bad dist")),
"at" => r.at = v.parse().unwrap_or_else(|_| die("bad at")),
"aim" => {
r.aim = match v {
"smart" => Aim::Smart,
"objects" => Aim::Objects,
"sams" => Aim::ObjectsAndSams,
_ => die("aim: smart | objects | sams"),
}
}
"approach" => {
r.approach = match v {
"sector" => Approach::Sector,
"two" => Approach::TwoSectors,
"all" => Approach::AllSides,
"waves" => Approach::Waves,
_ => die("approach: sector | two | all | waves"),
}
}
_ => die(&format!("unknown raid option `{k}`")),
}
}
r
}
fn parse_terrain(t: &str) -> Terrain {
let n: Vec<&str> = t.split(':').collect();
let num = |i: usize, d: f64| n.get(i).map_or(d, |s| s.parse().unwrap_or_else(|_| die("bad terrain number")));
match n[0] {
"flat" => Terrain::Flat(num(1, 70.0) as i32),
"hills" => Terrain::Hills { base: num(1, 70.0) as i32, amp: num(2, 14.0), period: num(3, 90.0) },
_ => die("terrain: flat[:H] | hills[:BASE:AMP:PERIOD]"),
}
}
fn parse_layout(path: &str) -> Vec<Unit> {
let text = std::fs::read_to_string(path).unwrap_or_else(|e| die(&format!("{path}: {e}")));
let mut units = Vec::new();
for (n, line) in text.lines().enumerate() {
let line = line.split('#').next().unwrap_or("").trim();
if line.is_empty() {
continue;
}
let w: Vec<&str> = line.split_whitespace().collect();
let bad = || die(&format!("{path}:{}: expected `KIND X Z [HEADING] [empty]`", n + 1));
if w.len() < 3 {
bad();
}
let kind = SamKind::from_key(w[0]).unwrap_or_else(|| die(&format!("{path}:{}: unknown system `{}`", n + 1, w[0])));
let f = |s: &str| s.parse::<f64>().unwrap_or_else(|_| bad());
let heading = w.get(3).filter(|s| **s != "empty").map_or(0.0, |s| f(s));
units.push(Unit { kind, pos: DVec3::new(f(w[1]), 70.0, f(w[2])), heading, empty: w.contains(&"empty") });
}
units
}
fn main() {
let args: Vec<String> = std::env::args().skip(1).collect();
let mut name = "big-smart".to_string();
let mut i = 0;
// The scenario first, so the other options override it whatever their order.
while i < args.len() {
if args[i] == "--scenario" {
name = args.get(i + 1).cloned().unwrap_or_else(|| die("--scenario needs a name"));
}
i += 1;
}
let mut sc = preset(&name).unwrap_or_else(|| die(&format!("unknown scenario `{name}`; one of {PRESETS:?}")));
let (mut json, mut raids) = (false, Vec::new());
let mut it = args.iter();
while let Some(arg) = it.next() {
let mut value = || it.next().cloned().unwrap_or_else(|| die(&format!("{arg} needs a value")));
match arg.as_str() {
"--scenario" => {
value();
}
"--seed" => sc.seed = value().parse().unwrap_or_else(|_| die("bad seed")),
"--ticks" => sc.ticks = value().parse().unwrap_or_else(|_| die("bad ticks")),
"--layout" => sc.units = parse_layout(&value()),
"--raid" => raids.push(parse_raid(&value())),
"--terrain" => sc.terrain = parse_terrain(&value()),
"--run-on" => sc.stop_at_end = false,
"--ew" => sc.ew = true,
"--no-ew" => sc.ew = false,
"--json" => json = true,
"--list" => {
println!("scenarios: {PRESETS:?}");
println!("systems: {:?}", SamKind::ALL.iter().map(|k| k.key()).collect::<Vec<_>>());
println!("drones: {:?}", DroneKind::ALL.iter().map(|k| k.spec().key).collect::<Vec<_>>());
return;
}
"-h" | "--help" => {
println!("{}", include_str!("main.rs").lines().take_while(|l| l.starts_with("//")).map(|l| l.trim_start_matches("//!").trim_start_matches("//").to_string() + "\n").collect::<String>());
return;
}
other => die(&format!("unknown option `{other}` (try --help)")),
}
}
if !raids.is_empty() {
sc.raids = raids;
}
let r = run(&sc);
if json {
println!("{}", r.json());
} else {
print!("{}", r.text());
}
let problems = r.problems();
if !problems.is_empty() {
eprintln!("PROBLEMS: {}", problems.join("; "));
std::process::exit(1);
}
}
+65 -17
View File
@@ -59,6 +59,26 @@ fn screen_radius(world: vec3<f32>, radius: f32) -> f32 {
return length((b.xy - a.xy) * frame.resolution.xy); return length((b.xy - a.xy) * frame.resolution.xy);
} }
// The clip-space position of a world point (what `project` starts from).
fn clip_of(world: vec3<f32>) -> vec4<f32> {
return frame.view_proj * vec4<f32>(world - frame.camera.xyz, 1.0);
}
// A clip position on the screen in uv.
fn clip_uv(c: vec4<f32>) -> vec2<f32> {
let ndc = c.xy / max(abs(c.w), 1e-5);
return vec2<f32>(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
}
// `screen_radius` for a point whose clip position is known (the projection is linear,
// so the offset to the right is added in clip space): saves two projections and a matrix
// product for every effect at every pixel.
fn screen_radius_clip(c0: vec4<f32>, radius: f32) -> f32 {
let right = frame.view_inverse[0].xyz;
let cb = c0 + frame.view_proj * vec4<f32>(right * radius, 0.0);
return length((clip_uv(cb) - clip_uv(c0)) * frame.resolution.xy);
}
fn now() -> f32 { fn now() -> f32 {
return frame.params[0].x + frame.time.y; return frame.params[0].x + frame.time.y;
} }
@@ -86,22 +106,27 @@ fn post(uv: vec2<f32>, pixel: vec2<f32>) -> vec4<f32> {
let b = frame.params[BLAST_BASE + 2 * i + 1]; let b = frame.params[BLAST_BASE + 2 * i + 1];
let age = t_now - b.x; let age = t_now - b.x;
if age < 0.0 { continue; } if age < 0.0 { continue; }
// Past both windows (the ring's second, the haze over a hot ball) it bends nothing.
let heat = 1.0 - smoothstep(0.0, 0.5, age / b.y);
if age >= 24.0 && heat <= 0.0 { continue; }
let centre = a.xyz; let centre = a.xyz;
let p = project(centre); let c0 = clip_of(centre);
if p.z <= 0.5 { continue; } if c0.w <= 0.5 { continue; }
let to = px - p.xy * frame.resolution.xy; let to = px - clip_uv(c0) * frame.resolution.xy;
let dist = length(to); let dist = length(to);
// The shock: a ring racing out, fading in a second. // The shock: a ring racing out, fading in a second.
if age < 24.0 { if age < 24.0 {
let ring = screen_radius(centre, age * 3.2 * (0.6 + a.w * 0.1)); let ring = screen_radius_clip(c0, age * 3.2 * (0.6 + a.w * 0.1));
let width = 6.0 + ring * 0.08; let width = 6.0 + ring * 0.08;
let x = (dist - ring) / width; let x = (dist - ring) / width;
let strength = (1.0 - age / 24.0) * min(a.w / 4.0, 2.0) * 10.0; // exp(-x * x) * x is below 1e-8 past six widths.
offset += normalize(to + vec2<f32>(1e-4)) * exp(-x * x) * x * strength * frame.resolution.zw; if abs(x) < 6.0 {
let strength = (1.0 - age / 24.0) * min(a.w / 4.0, 2.0) * 10.0;
offset += normalize(to + vec2<f32>(1e-4)) * exp(-x * x) * x * strength * frame.resolution.zw;
}
} }
// Heat haze over a hot fireball. // Heat haze over a hot fireball.
let heat = 1.0 - smoothstep(0.0, 0.5, age / b.y); let r = screen_radius_clip(c0, a.w * 2.0);
let r = screen_radius(centre, a.w * 2.0);
if heat > 0.0 && dist < r { if heat > 0.0 && dist < r {
let n = noise3(vec3<f32>(px * 0.04, t_now * 0.35)) - 0.5; let n = noise3(vec3<f32>(px * 0.04, t_now * 0.35)) - 0.5;
offset += vec2<f32>(n, -abs(n)) * heat * (1.0 - dist / r) * 6.0 * frame.resolution.zw; offset += vec2<f32>(n, -abs(n)) * heat * (1.0 - dist / r) * 6.0 * frame.resolution.zw;
@@ -149,8 +174,23 @@ fn post(uv: vec2<f32>, pixel: vec2<f32>) -> vec4<f32> {
let age = t_now - b.x; let age = t_now - b.x;
if age < 0.0 { continue; } if age < 0.0 { continue; }
let life = b.y; let life = b.y;
// Burnt out: no density and no fire light.
if age >= life { continue; }
let k = clamp(age / life, 0.0, 1.0); let k = clamp(age / life, 0.0, 1.0);
let size = a.w; let size = a.w;
// The ball and its smoke stay inside 4.5 sizes of the blast (radius 2.28 sizes, risen
// 2.2 sizes): rays that miss that sphere cannot reach the volume. Only the
// pixels' own direction is needed, no volume maths.
let rel = a.xyz - frame.camera.xyz;
let reach = size * 4.5 + 0.1;
let cc = dot(rel, rel);
let along = dot(rel, dir);
if cc > reach * reach && (along < 0.0 || cc - along * along > reach * reach) {
// Out of reach of the volume; the fire's glow still counts.
let h0 = 1.0 - smoothstep(0.05, 0.55, k);
glow += vec3<f32>(1.0, 0.5, 0.15) * h0 * h0 * size * 0.05 / (1.0 + length(rel + vec3<f32>(0.0, k * k * size * 2.2, 0.0)) * 0.03);
continue;
}
let seed = vec3<f32>(a.x * 0.37, a.y * 0.11, a.z * 0.53); let seed = vec3<f32>(a.x * 0.37, a.y * 0.11, a.z * 0.53);
// The ball swells fast, then rises and spreads as smoke. // The ball swells fast, then rises and spreads as smoke.
let radius = size * (0.3 + 0.9 * (1.0 - exp(-age / 3.0))) * (1.0 + k * 0.9); let radius = size * (0.3 + 0.9 * (1.0 - exp(-age / 3.0))) * (1.0 + k * 0.9);
@@ -195,16 +235,20 @@ fn post(uv: vec2<f32>, pixel: vec2<f32>) -> vec4<f32> {
let b = frame.params[BLAST_BASE + 2 * i + 1]; let b = frame.params[BLAST_BASE + 2 * i + 1];
let age = t_now - b.x; let age = t_now - b.x;
if age < 0.0 || age > 10.0 { continue; } if age < 0.0 || age > 10.0 { continue; }
let p = project(a.xyz); let c0 = clip_of(a.xyz);
if p.z <= 0.5 { continue; } if c0.w <= 0.5 { continue; }
let p = vec3<f32>(clip_uv(c0), c0.w);
// Ray distance on both sides: `p.z` is the depth along the view axis, which is shorter // Ray distance on both sides: `p.z` is the depth along the view axis, which is shorter
// than the distance along the ray towards the screen edge. // than the distance along the ray towards the screen edge.
let dist = length(a.xyz - frame.camera.xyz); let dist = length(a.xyz - frame.camera.xyz);
let visible = select(0.25, 1.0, scene_distance(p.xy) > dist - a.w); let visible = select(0.25, 1.0, scene_distance(p.xy) > dist - a.w);
let f = exp(-age * 0.7) * min(a.w / 4.0, 2.5) * visible; let f = exp(-age * 0.7) * min(a.w / 4.0, 2.5) * visible;
let r = screen_radius(a.xyz, a.w * 2.5) + 20.0; let r = screen_radius_clip(c0, a.w * 2.5) + 20.0;
let dd = length(px - p.xy * frame.resolution.xy) / r; let dd = length(px - p.xy * frame.resolution.xy) / r;
color += vec3<f32>(1.0, 0.85, 0.6) * f * (exp(-dd * dd * 3.0) * 2.5 + exp(-dd * 0.8) * 0.25); // The bloom's tail is below 5e-4 (under 8 bits) past nine radii.
if dd < 9.0 {
color += vec3<f32>(1.0, 0.85, 0.6) * f * (exp(-dd * dd * 3.0) * 2.5 + exp(-dd * 0.8) * 0.25);
}
color += vec3<f32>(1.0, 0.8, 0.55) * f * 0.12 / (1.0 + p.z * 0.01); color += vec3<f32>(1.0, 0.8, 0.55) * f * 0.12 / (1.0 + p.z * 0.01);
} }
@@ -212,11 +256,15 @@ fn post(uv: vec2<f32>, pixel: vec2<f32>) -> vec4<f32> {
for (var j = 0; j < lights; j++) { for (var j = 0; j < lights; j++) {
let a = frame.params[LIGHT_BASE + 2 * j]; let a = frame.params[LIGHT_BASE + 2 * j];
let b = frame.params[LIGHT_BASE + 2 * j + 1]; let b = frame.params[LIGHT_BASE + 2 * j + 1];
let p = project(a.xyz); let c0 = clip_of(a.xyz);
if p.z <= 0.3 { continue; } if c0.w <= 0.3 { continue; }
if scene_distance(p.xy) < length(a.xyz - frame.camera.xyz) - a.w * 1.5 { continue; } let p = clip_uv(c0);
let r = screen_radius(a.xyz, a.w) + 3.0; let r = screen_radius_clip(c0, a.w) + 3.0;
let dd = length(px - p.xy * frame.resolution.xy) / r; let dd = length(px - p * frame.resolution.xy) / r;
// Far from the glow (intensity at most 2): its tail is below 5e-4, under 8 bits.
// This is checked before the depth lookup, which most pixels then never make.
if dd > 6.0 { continue; }
if scene_distance(p) < length(a.xyz - frame.camera.xyz) - a.w * 1.5 { continue; }
let flicker = 0.85 + 0.15 * noise3(vec3<f32>(a.xyz * 0.7 + vec3<f32>(t_now * 1.3))); let flicker = 0.85 + 0.15 * noise3(vec3<f32>(a.xyz * 0.7 + vec3<f32>(t_now * 1.3)));
color += b.rgb * b.w * flicker * (exp(-dd * dd * 4.0) * 1.2 + exp(-dd * 1.2) * 0.18); color += b.rgb * b.w * flicker * (exp(-dd * dd * 4.0) * 1.2 + exp(-dd * 1.2) * 0.18);
} }
+57 -14
View File
@@ -16,7 +16,8 @@ mod monitor;
mod panel; mod panel;
mod radar; mod radar;
mod replay; mod replay;
mod sim; pub mod sim;
mod scenario;
mod wave; mod wave;
use sim::{Class, DroneKind, Ground, Out, Sam, SamKind, Sim}; use sim::{Class, DroneKind, Ground, Out, Sam, SamKind, Sim};
@@ -505,12 +506,20 @@ impl AirDef {
// ------------------------------------------------ saving // ------------------------------------------------ saving
fn save(&mut self) { /// The state as text, lines of words: the autosave's format, and the body of a scenario.
/// `fresh`: every system and object whole, magazines full (a scenario to replay from the start).
fn state_text(&self, fresh: bool, view: bool) -> String {
let mut text = String::new(); let mut text = String::new();
for s in &self.sim.sams { for s in &self.sim.sams {
// Then its ammunition (missiles, bursts, out and waiting for a truck, reload ticks // Then its ammunition (missiles, bursts, out and waiting for a truck, reload ticks
// left) and where it was driving, if anywhere. // left) and where it was driving, if anywhere.
let dest = s.dest.map_or("- - -".to_string(), |d| format!("{} {} {}", d.x, d.y, d.z)); let dest = s.dest.filter(|_| !fresh).map_or("- - -".to_string(), |d| format!("{} {} {}", d.x, d.y, d.z));
let new = Sam::new(0, s.kind, s.pos, s.heading);
let (health, cargo, missiles, bursts, empty, reloading) = if fresh {
(new.health, new.cargo, new.missiles, new.bursts, false, 0)
} else {
(s.health, s.cargo, s.missiles, s.bursts, s.empty, s.reloading)
};
text += &format!( text += &format!(
"sam {} {} {} {} {} {} {} {} {} {} {} {} {dest}\n", "sam {} {} {} {} {} {} {} {} {} {} {} {} {dest}\n",
s.kind.key(), s.kind.key(),
@@ -519,24 +528,31 @@ impl AirDef {
s.pos.z, s.pos.z,
s.heading, s.heading,
s.roles, s.roles,
s.health, health,
s.cargo, cargo,
s.missiles, missiles,
s.bursts, bursts,
u8::from(s.empty), u8::from(empty),
s.reloading, reloading,
); );
} }
for (i, t) in self.sim.targets.iter().enumerate() { for (i, t) in self.sim.targets.iter().enumerate() {
let h = self.sim.target_health.get(i).copied().unwrap_or(100.0); let h = if fresh { 100.0 } else { self.sim.target_health.get(i).copied().unwrap_or(100.0) };
text += &format!("target {} {} {} {h}\n", t.x, t.y, t.z); text += &format!("target {} {} {} {h}\n", t.x, t.y, t.z);
} }
text += &format!("damage {}\n", self.sim.damage); text += &format!("damage {}\n", self.sim.damage);
text += &format!("far {}\n", self.far); if view {
text += &format!("effects {} {}\n", self.sim.shader, self.hd); text += &format!("far {}\n", self.far);
text += &format!("effects {} {}\n", self.sim.shader, self.hd);
}
for (kind, roles) in &self.sim.roles { for (kind, roles) in &self.sim.roles {
text += &format!("roles {} {}\n", kind.key(), roles); text += &format!("roles {} {}\n", kind.key(), roles);
} }
text
}
fn save(&mut self) {
let text = self.state_text(false, true);
// Clean only once written: a failed write is tried again after a pause. // Clean only once written: a failed write is tried again after a pause.
match storage::set(&self.state_key(), text.as_bytes()) { match storage::set(&self.state_key(), text.as_bytes()) {
Ok(()) => { Ok(()) => {
@@ -556,7 +572,12 @@ impl AirDef {
fn load_from(&mut self, key: &str) { fn load_from(&mut self, key: &str) {
let Some(bytes) = storage::get(key) else { return }; let Some(bytes) = storage::get(key) else { return };
let text = String::from_utf8_lossy(&bytes); self.apply_state(&String::from_utf8_lossy(&bytes));
}
/// Adds the state in `text` (`state_text`'s lines; unknown lines are skipped, so older and
/// newer files read alike).
fn apply_state(&mut self, text: &str) {
for line in text.lines() { for line in text.lines() {
let w: Vec<&str> = line.split_whitespace().collect(); let w: Vec<&str> = line.split_whitespace().collect();
let num = |i: usize| w.get(i).and_then(|v| v.parse::<f64>().ok()); let num = |i: usize| w.get(i).and_then(|v| v.parse::<f64>().ok());
@@ -601,6 +622,13 @@ impl AirDef {
} }
} }
Some(&"damage") => self.sim.damage = w.get(1) != Some(&"false"), Some(&"damage") => self.sim.damage = w.get(1) != Some(&"false"),
// A scenario's: the random generator's state, and the wave menu's raid.
Some(&"seed") => {
if let Some(v) = w.get(1).and_then(|v| v.parse::<u64>().ok()) {
self.sim.rng = sim::Rng::new(v);
}
}
Some(&"wave") => self.wave.parse(&w[1..]),
Some(&"far") => self.far = w.get(1) != Some(&"false"), Some(&"far") => self.far = w.get(1) != Some(&"false"),
Some(&"effects") => { Some(&"effects") => {
let shader = w.get(1) != Some(&"false"); let shader = w.get(1) != Some(&"false");
@@ -910,7 +938,7 @@ impl AirDef {
} }
} }
const HELP: &str = "/airdef menu | monitor | grid | replay [map|full|reel|stop] | raid | repair | import | ew on|off | flare | move <номер> | target here | give | deploy <комплекс> | wave <тип|mix> [кол-во] [дальность] | clear | targets clear | damage on|off | shader on|off|hd | hold on|off | roles [комплекс классы] | stats"; const HELP: &str = "/airdef menu | monitor | grid | replay [map|full|reel|stop] | scenario save|load|list|delete | why [номер] | raid | repair | import | ew on|off | flare | move <номер> | target here | give | deploy <комплекс> | wave <тип|mix> [кол-во] [дальность] | clear | targets clear | damage on|off | shader on|off|hd | hold on|off | roles [комплекс классы] | stats";
impl Mod for AirDef { impl Mod for AirDef {
fn init() -> Result<(Self, Registration), String> { fn init() -> Result<(Self, Registration), String> {
@@ -1286,6 +1314,21 @@ impl Mod for AirDef {
} }
None None
} }
["scenario", rest @ ..] => Some(self.scenario_command(rest)?),
["why", rest @ ..] => {
// The system n of the summary, else the monitored one.
let i = match rest.first() {
Some(n) => n.parse::<usize>().ok().and_then(|n| n.checked_sub(1)).ok_or("/airdef why <номер>")?,
None => self.monitor.ok_or("/airdef why <номер> (или откройте монитор K)")?,
};
if i >= self.sim.sams.len() {
return Err("Нет такой техники".into());
}
for c in self.sim.why(i) {
say(&format!("{} {}", if c.ok { "+" } else { "-" }, c.text));
}
None
}
["raid"] => { ["raid"] => {
self.launch_wave(&mut out)?; self.launch_wave(&mut out)?;
None None
+7
View File
@@ -230,6 +230,13 @@ fn cell(sim: &Sim, index: usize, x: f32, y: f32, w: f32, h: f32, s: &mut Vec<Sha
pub fn draw(sim: &Sim, index: usize) -> Vec<Shape> { pub fn draw(sim: &Sim, index: usize) -> Vec<Shape> {
let mut s = Vec::new(); let mut s = Vec::new();
cell(sim, index, 4.0, 4.0, 300.0, 150.0, &mut s); cell(sim, index, 4.0, 4.0, 300.0, 150.0, &mut s);
// Why it fires or doesn't: the conditions the simulation decides by, worked out now for this one.
let checks = sim.why(index);
s.push(fill(4.0, 156.0, 300.0, 4.0 + 10.0 * checks.len() as f32, 0xA0080C0A));
for (k, c) in checks.iter().enumerate() {
let color = if c.ok { 0xFF80FF90 } else { 0xFFFF9060 };
s.push(text(fit(format!("{} {}", if c.ok { "+" } else { "-" }, c.text), 294.0), 7.0, 158.0 + 10.0 * k as f32, color));
}
s s
} }
+5
View File
@@ -692,6 +692,11 @@ impl Player {
} }
let keys = format!("{KEYS_HELP} · колесо: время"); let keys = format!("{KEYS_HELP} · колесо: время");
s.push(text(keys, gw / 2.0, gh - 12.0, 0xC0FFFFFF, true)); s.push(text(keys, gw / 2.0, gh - 12.0, 0xC0FFFFFF, true));
// What went wrong for the air defence, as counted during the raid.
let tally = rec.tally.text();
if !tally.is_empty() && horizon_mod_sdk::render::text_width(&tally) < gw - 24.0 - lw {
s.push(text(tally, 8.0, 6.0 + 11.0, 0xB0FFC080, false));
}
let (tx, ty, tw) = (8.0, gh - bottom + 6.0, gw - 16.0); let (tx, ty, tw) = (8.0, gh - bottom + 6.0, gw - 16.0);
s.push(fill(tx, ty, tw, 3.0, 0x60FFFFFF)); s.push(fill(tx, ty, tw, 3.0, 0x60FFFFFF));
let len = rec.len.max(1) as f32; let len = rec.len.max(1) as f32;
+122
View File
@@ -0,0 +1,122 @@
//! Named scenarios: a snapshot of the layout (systems, objects), the wave menu's raid and the
//! random generator, kept under a name and loaded back later. The body is the autosave's text
//! (`state_text`); a header names the format's version and the world it was made in.
use super::*;
/// The format this build writes and reads.
const VERSION: u32 = 1;
/// Names of the saved scenarios, one a line.
const INDEX: &str = "scenarios";
fn key(name: &str) -> String {
format!("scn-{name}")
}
fn valid(name: &str) -> Result<String, String> {
let n = name.to_lowercase();
if n.is_empty() || n.len() > 32 || !n.chars().all(|c| c.is_ascii_alphanumeric() || c == '-' || c == '_') {
return Err("Имя сценария: до 32 символов, латиница, цифры, - и _".into());
}
Ok(n)
}
fn names() -> Vec<String> {
storage::get(INDEX).map(|b| String::from_utf8_lossy(&b).lines().map(str::to_string).filter(|l| !l.is_empty()).collect()).unwrap_or_default()
}
impl AirDef {
/// The scenario as text.
fn scenario_text(&self, name: &str, fresh: bool) -> String {
let mut text = format!("scenario {VERSION}\nname {name}\nworld {}\n", self.state_key());
text += &self.state_text(fresh, false);
text += &format!("seed {}\nwave {}\n", self.sim.rng.state(), self.wave.text());
text
}
/// Replaces the world's layout with the scenario `text`; nothing changes if it is refused.
fn apply_scenario(&mut self, text: &str, force: bool) -> Result<(), String> {
let mut lines = text.lines();
let version = lines
.next()
.and_then(|l| l.strip_prefix("scenario "))
.ok_or("Это не сценарий (нет строки версии)")?
.trim();
match version.parse::<u32>() {
Ok(VERSION) => {}
_ => return Err(format!("Сценарий формата {version}: эта версия мода понимает только формат {VERSION}")),
}
let world = text.lines().find_map(|l| l.strip_prefix("world ")).unwrap_or("").trim();
if !force && world != self.state_key() {
return Err("Сценарий сделан в другом мире: координаты могут не подойти (загрузить всё равно: добавьте force)".into());
}
if self.replay.is_some() {
self.stop_replay();
}
// Everything of the last layout goes: its systems with their jobs and targets, the sky,
// the cook-offs to come; ids are made anew with the new systems.
self.sim.clear();
self.sim.sams.clear();
self.sim.targets.clear();
self.sim.target_health.clear();
self.sim.roles.clear();
self.sim.kills = 0;
self.sim.hits = 0;
self.sim.launched = 0;
self.monitor = None;
self.grid_ids.clear();
self.moving = None;
self.pending.clear();
render::set_models(&[]);
self.apply_state(text);
self.dirty = true;
Ok(())
}
/// `/airdef scenario save|load|list|delete`.
pub(crate) fn scenario_command(&mut self, args: &[&str]) -> Result<String, String> {
match args {
["save", name, flags @ ..] => {
let name = valid(name)?;
let fresh = flags.contains(&"fresh");
let text = self.scenario_text(&name, fresh);
storage::set(&key(&name), text.as_bytes()).map_err(|e| format!("Не удалось сохранить: {e}"))?;
let mut all = names();
if !all.contains(&name) {
all.push(name.clone());
storage::set(INDEX, all.join("\n").as_bytes()).map_err(|e| format!("Не удалось записать список: {e}"))?;
}
Ok(format!(
"Сценарий «{name}» сохранён: комплексов {}, объектов {}{}",
self.sim.sams.len(),
self.sim.targets.len(),
if fresh { " (целые, с полным боезапасом)" } else { "" }
))
}
["load", name, flags @ ..] => {
let name = valid(name)?;
let bytes = storage::get(&key(&name)).ok_or(format!("Нет сценария «{name}» (/airdef scenario list)"))?;
self.apply_scenario(&String::from_utf8_lossy(&bytes), flags.contains(&"force"))?;
Ok(format!("Сценарий «{name}» загружен: комплексов {}, объектов {}", self.sim.sams.len(), self.sim.targets.len()))
}
["list"] => {
let all = names();
if all.is_empty() {
return Ok("Сценариев нет: /airdef scenario save <имя>".into());
}
Ok(format!("Сценарии: {}", all.join(", ")))
}
["delete", name] => {
let name = valid(name)?;
let mut all = names();
if !all.contains(&name) {
return Err(format!("Нет сценария «{name}»"));
}
all.retain(|n| *n != name);
storage::delete(&key(&name));
storage::set(INDEX, all.join("\n").as_bytes()).map_err(|e| format!("Не удалось записать список: {e}"))?;
Ok(format!("Сценарий «{name}» удалён"))
}
_ => Err("/airdef scenario save <имя> [fresh] | load <имя> [force] | list | delete <имя>".into()),
}
}
}
+80 -42
View File
@@ -18,6 +18,7 @@ mod lights;
mod logistics; mod logistics;
mod orders; mod orders;
mod units; mod units;
mod why;
#[cfg(test)] #[cfg(test)]
mod regress; mod regress;
pub use ew::EW_RADIUS; pub use ew::EW_RADIUS;
@@ -112,6 +113,10 @@ impl Rng {
pub fn new(seed: u64) -> Self { pub fn new(seed: u64) -> Self {
Self(seed | 1) Self(seed | 1)
} }
/// The generator's state: `new(state())` continues the same sequence.
pub fn state(&self) -> u64 {
self.0
}
pub fn next(&mut self) -> u64 { pub fn next(&mut self) -> u64 {
self.0 ^= self.0 << 13; self.0 ^= self.0 << 13;
self.0 ^= self.0 >> 7; self.0 ^= self.0 >> 7;
@@ -400,6 +405,17 @@ impl DroneKind {
DroneKind::OreshnikBlock, DroneKind::OreshnikBlock,
DroneKind::OreshnikSub, DroneKind::OreshnikSub,
]; ];
/// The sound of a launch from the ground: a light catapult shot, a rocket booster, a heavy ballistic launch.
pub fn launch_sound(self) -> &'static str {
match self {
DroneKind::Shahed | DroneKind::Geran3 | DroneKind::Lancet | DroneKind::Gerbera => "airdef:launch.s400_eject",
DroneKind::Kh101 | DroneKind::Kalibr | DroneKind::Kh22 => "airdef:launch.patriot",
DroneKind::Zircon => "airdef:launch.s400",
DroneKind::Iskander | DroneKind::Kinzhal | DroneKind::Oreshnik | DroneKind::OreshnikBlock | DroneKind::OreshnikSub => {
"airdef:launch.s500"
}
}
}
pub fn spec(self) -> &'static DroneSpec { pub fn spec(self) -> &'static DroneSpec {
match self { match self {
DroneKind::Shahed => &DroneSpec { DroneKind::Shahed => &DroneSpec {
@@ -818,7 +834,7 @@ impl MissileKind {
rear: 32.0, rear: 32.0,
}, },
MissileKind::IrisT => &MissileSpec { MissileKind::IrisT => &MissileSpec {
model: "airdef:pac3", model: "airdef:irist_missile",
speed: 7.0, speed: 7.0,
accel: 0.5, accel: 0.5,
turn: 0.35, turn: 0.35,
@@ -832,7 +848,7 @@ impl MissileKind {
rear: 28.0, rear: 28.0,
}, },
MissileKind::Amraam => &MissileSpec { MissileKind::Amraam => &MissileSpec {
model: "airdef:pac3", model: "airdef:amraam_missile",
speed: 6.0, speed: 6.0,
accel: 0.45, accel: 0.45,
turn: 0.3, turn: 0.3,
@@ -1179,6 +1195,8 @@ pub struct Sim {
rec: Option<record::Recording>, rec: Option<record::Recording>,
pub replays: Vec<record::Recording>, pub replays: Vec<record::Recording>,
recordings: u32, recordings: u32,
/// What went wrong for the air defence, counted for the raid report and the recordings.
pub tally: record::Tally,
/// What the enemy has learned. /// What the enemy has learned.
intel: ew::Intel, intel: ew::Intel,
/// Night: guns need light (the mod sets it from the game's clock). /// Night: guns need light (the mod sets it from the game's clock).
@@ -1220,6 +1238,7 @@ impl Sim {
rec: None, rec: None,
replays: Vec::new(), replays: Vec::new(),
recordings: 0, recordings: 0,
tally: record::Tally::default(),
intel: ew::Intel::default(), intel: ew::Intel::default(),
night: false, night: false,
flares: Vec::new(), flares: Vec::new(),
@@ -1304,7 +1323,7 @@ impl Sim {
let dir = DVec3::new(dir.x, dir.y.max(0.35), dir.z).normalize_or(DVec3::Y); let dir = DVec3::new(dir.x, dir.y.max(0.35), dir.z).normalize_or(DVec3::Y);
let from = if kind.spec().ballistic.is_some() { from + DVec3::Y * 2.0 } else { from }; let from = if kind.spec().ballistic.is_some() { from + DVec3::Y * 2.0 } else { from };
self.add_drone(kind, from, dir, target); self.add_drone(kind, from, dir, target);
out.sound("airdef:launch.patriot", from, 1.0, 1.3); out.sound(kind.launch_sound(), from, 1.0, 1.3);
out.particles("minecraft:large_smoke", from, 0.6, DVec3::ZERO, 0.05, 30); out.particles("minecraft:large_smoke", from, 0.6, DVec3::ZERO, 0.05, 30);
out.particles("minecraft:flame", from, 0.3, -dir * 0.2, 0.05, 12); out.particles("minecraft:flame", from, 0.3, -dir * 0.2, 0.05, 12);
} }
@@ -1763,12 +1782,9 @@ impl Sim {
// Drones by id (none come or go while the systems act), and how many systems have each as their // Drones by id (none come or go while the systems act), and how many systems have each as their
// missile target and as their gun target: counted once, then kept up to date as targets change. // missile target and as their gun target: counted once, then kept up to date as targets change.
let drone_at: HashMap<u32, usize> = self.drones.iter().enumerate().map(|(k, d)| (d.id, k)).collect(); let drone_at: HashMap<u32, usize> = self.drones.iter().enumerate().map(|(k, d)| (d.id, k)).collect();
let mut missile_on: HashMap<u32, u32> = HashMap::new(); let (mut missile_on, mut guns_on) = why::engagement_counts(&self.sams);
let mut guns_on: HashMap<u32, u32> = HashMap::new(); // For the raid's report: tracks dropped and systems that ran dry and wait for a truck.
for s in &self.sams { let (mut tracks_lost, mut ammo_waits) = (0u32, 0u32);
retarget(&mut missile_on, None, s.target);
retarget(&mut guns_on, None, s.gun_target);
}
let mut launches: Vec<(MissileKind, DVec3, DVec3, u32, u32)> = Vec::new(); let mut launches: Vec<(MissileKind, DVec3, DVec3, u32, u32)> = Vec::new();
let mut gun_hits: Vec<(u32, u32)> = Vec::new(); let mut gun_hits: Vec<(u32, u32)> = Vec::new();
let mut tracers: Vec<(u32, DVec3, DVec3, u32)> = Vec::new(); let mut tracers: Vec<(u32, DVec3, DVec3, u32)> = Vec::new();
@@ -1816,16 +1832,12 @@ impl Sim {
let (had_target, had_gun) = (self.sams[i].target, self.sams[i].gun_target); let (had_target, had_gun) = (self.sams[i].target, self.sams[i].gun_target);
let (target, gun_target) = { let (target, gun_target) = {
let (seen, own) = (&self.sams[i].seen, &self.sams[i].own); let (seen, own) = (&self.sams[i].seen, &self.sams[i].own);
let allowed = |d: &Drone| d.alive() && roles & d.kind.spec().class.bit() != 0 && seen.contains(&d.id); // The conditions are `why`'s, shared with the diagnostic.
// Interceptors a target has or will have: in flight, and other systems' launchers on it. let allowed = |d: &Drone| why::allowed(roles, seen, d);
let claimed = |d: &Drone| { let claimed = |d: &Drone| why::claimed(d, &missile_on, had_target);
let on = missile_on.get(&d.id).copied().unwrap_or(0) - u32::from(had_target == Some(d.id)); let needed = why::needed;
d.engaged + on
};
// Ballistic missiles get a pair; anything else one.
let needed = |d: &Drone| if d.kind.spec().class == Class::Ballistic { 2 } else { 1 };
let target = spec.missile.as_ref().map(|load| { let target = spec.missile.as_ref().map(|load| {
let in_reach = |d: &Drone, k: f64| (load.min..load.max * k).contains(&d.pos.distance(pos)); let in_reach = |d: &Drone, k: f64| why::in_reach(load.min, load.max, k, pos, d);
let keep = had_target.filter(|t| { let keep = had_target.filter(|t| {
drone_at.get(t).is_some_and(|&k| allowed(&self.drones[k]) && in_reach(&self.drones[k], 1.1)) drone_at.get(t).is_some_and(|&k| allowed(&self.drones[k]) && in_reach(&self.drones[k], 1.1))
}); });
@@ -1844,7 +1856,7 @@ impl Sim {
}; };
self.drones self.drones
.iter() .iter()
.filter(|d| allowed(d) && own.contains(&d.id) && d.pos.distance(pos) < gun.track) .filter(|d| why::gun_candidate(roles, seen, own, gun.track, pos, d))
.map(|d| { .map(|d| {
let busy = 1.0 + 2.0 * on_it(d) + if d.engaged > 0 { 1.5 } else { 0.0 }; let busy = 1.0 + 2.0 * on_it(d) + if d.engaged > 0 { 1.5 } else { 0.0 };
(d.pos.distance(pos) * busy, d.id) (d.pos.distance(pos) * busy, d.id)
@@ -1855,6 +1867,13 @@ impl Sim {
(target, gun_target) (target, gun_target)
}; };
if let Some(target) = target { if let Some(target) = target {
// A target still in the sky that the system had and now doesn't: its track was lost.
if let Some(h) = had_target
&& target != Some(h)
&& drone_at.get(&h).is_some_and(|&k| self.drones[k].alive())
{
tracks_lost += 1;
}
retarget(&mut missile_on, had_target, target); retarget(&mut missile_on, had_target, target);
self.sams[i].target = target; self.sams[i].target = target;
} }
@@ -1871,7 +1890,12 @@ impl Sim {
// combined system's crew would), not only once both are spent. // combined system's crew would), not only once both are spent.
let spent = (spec.missile.is_some() && sam.missiles == 0) || (spec.gun.is_some() && sam.bursts == 0); let spent = (spec.missile.is_some() && sam.missiles == 0) || (spec.gun.is_some() && sam.bursts == 0);
if spent && sam.reloading == 0 && !sam.empty { if spent && sam.reloading == 0 && !sam.empty {
if logistics { sam.empty = true } else { sam.reloading = spec.reload } if logistics {
sam.empty = true;
ammo_waits += 1;
} else {
sam.reloading = spec.reload
}
} }
sam.state = if sam.reloading > 0 { sam.state = if sam.reloading > 0 {
SamState::Reload SamState::Reload
@@ -1886,10 +1910,7 @@ impl Sim {
}; };
let (mount, _) = sam.mount(); let (mount, _) = sam.mount();
let lead_speed = spec.gun.as_ref().map_or(5.0, |g| g.shell); let lead_speed = spec.gun.as_ref().map_or(5.0, |g| g.shell);
let lead = aim.pos + aim.vel * (aim.pos.distance(mount) / lead_speed); let (lead, want_yaw, want_pitch) = why::aim_wants(mount, aim, lead_speed);
let to = lead - mount;
let want_yaw = heading_of(to);
let want_pitch = (to.y / to.length().max(0.01)).asin().clamp(-0.1, 1.45);
let cells = matches!(spec.muzzle, Muzzle::Cells); let cells = matches!(spec.muzzle, Muzzle::Cells);
match spec.family { match spec.family {
// Vertical launch: no aiming (the Tor's turret turns its radar to the target). // Vertical launch: no aiming (the Tor's turret turns its radar to the target).
@@ -1900,11 +1921,7 @@ impl Sim {
_ => sam.aim_towards(want_yaw, Some(want_pitch)), _ => sam.aim_towards(want_yaw, Some(want_pitch)),
} }
// How far the mount still is from the aim, over the axes this family aims. // How far the mount still is from the aim, over the axes this family aims.
let yaw_error = angle_diff(sam.yaw, want_yaw).abs(); let aim_error = why::aim_error(spec.family, sam.yaw, sam.pitch, want_yaw, want_pitch);
let aim_error = match spec.family {
Family::Trainable | Family::Vertical => yaw_error,
_ => yaw_error + (want_pitch - sam.pitch).abs(),
};
let vertical = spec.family == Family::Vertical; let vertical = spec.family == Family::Vertical;
sam.state = if sam.reloading > 0 { sam.state = if sam.reloading > 0 {
SamState::Reload SamState::Reload
@@ -1925,13 +1942,18 @@ impl Sim {
if let (Some(gun), Some(gt)) = (&spec.gun, sam.gun_target) { if let (Some(gun), Some(gt)) = (&spec.gun, sam.gun_target) {
if let Some(t) = drone_at.get(&gt).map(|&k| &self.drones[k]) { if let Some(t) = drone_at.get(&gt).map(|&k| &self.drones[k]) {
let dist = t.pos.distance(mount); let dist = t.pos.distance(mount);
if aim.id == gt && aim_error < 0.1 && dist < gun.range && sam.gun_cooldown == 0 && sam.reloading == 0 && sam.bursts > 0 { if why::gun_blocks(sam, aim.id, gt, aim_error, dist, gun.range) == 0 {
sam.gun_cooldown = 2; sam.gun_cooldown = 2;
sam.bursts -= 1; sam.bursts -= 1;
sam.flash = 2; sam.flash = 2;
sam.recoil = 1.0; sam.recoil = 1.0;
if sam.bursts == 0 && sam.missiles == 0 { if sam.bursts == 0 && sam.missiles == 0 {
if logistics { sam.empty = true } else { sam.reloading = spec.reload } if logistics {
sam.empty = true;
ammo_waits += 1;
} else {
sam.reloading = spec.reload
}
} }
let (_, rot) = sam.mount(); let (_, rot) = sam.mount();
let s = spec.scale; let s = spec.scale;
@@ -1968,16 +1990,10 @@ impl Sim {
} }
// Missiles. // Missiles.
if let (Some(load), Some(mt)) = (&spec.missile, sam.target) { if let (Some(load), Some(mt)) = (&spec.missile, sam.target) {
let ready = sam.cooldown == 0 && sam.reloading == 0 && sam.missiles > 0; let ready = why::missile_blocks(sam) == 0;
let aligned = match spec.family { // The missile turns after its boost, but the launcher must point near the target.
Family::Trainable => { let t = drone_at.get(&mt).map(|&k| &self.drones[k]);
let t = drone_at.get(&mt).map(|&k| &self.drones[k]); let aligned = why::missile_aligned(spec.family, sam.yaw, mount, t, aim.id, mt, aim_error);
// The missile turns after its boost, but the launcher must point near the target.
t.is_some_and(|t| angle_diff(sam.yaw, heading_of(t.pos - mount)).abs() < 0.15)
}
Family::Turret => aim.id == mt && aim_error < 0.15,
_ => true,
};
if ready && aligned { if ready && aligned {
let n = load.magazine - sam.missiles; let n = load.magazine - sam.missiles;
let (muzzle, dir) = sam.muzzle(n); let (muzzle, dir) = sam.muzzle(n);
@@ -1994,11 +2010,20 @@ impl Sim {
sam.fired += 1; sam.fired += 1;
sam.cooldown = load.interval; sam.cooldown = load.interval;
if sam.missiles == 0 && (spec.gun.is_none() || sam.bursts == 0) { if sam.missiles == 0 && (spec.gun.is_none() || sam.bursts == 0) {
if logistics { sam.empty = true } else { sam.reloading = spec.reload } if logistics {
sam.empty = true;
ammo_waits += 1;
} else {
sam.reloading = spec.reload
}
} }
} }
} }
} }
self.note(|t| {
t.tracks_lost += tracks_lost;
t.ammo_waits += ammo_waits;
});
for (kind, muzzle, dir, target, sam) in launches { for (kind, muzzle, dir, target, sam) in launches {
// A launch gives the system away. // A launch gives the system away.
if let Some(s) = self.sams.iter().find(|s| s.id == sam) { if let Some(s) = self.sams.iter().find(|s| s.id == sam) {
@@ -2038,6 +2063,7 @@ impl Sim {
fn step_missiles(&mut self, out: &mut Out) { fn step_missiles(&mut self, out: &mut Out) {
let mut done: Vec<(u32, Option<u32>, bool, u32)> = Vec::new(); // (missile, target, kill, sam) let mut done: Vec<(u32, Option<u32>, bool, u32)> = Vec::new(); // (missile, target, kill, sam)
let (mut missed, mut expired, mut orphaned) = (0u32, 0u32, 0u32);
let sams_fit: HashMap<u32, f64> = self.sams.iter().map(|s| (s.id, s.fitness())).collect(); let sams_fit: HashMap<u32, f64> = self.sams.iter().map(|s| (s.id, s.fitness())).collect();
for m in &mut self.missiles { for m in &mut self.missiles {
m.age += 1; m.age += 1;
@@ -2076,11 +2102,18 @@ impl Sim {
let ratio = (spec.speed / t.vel.length().max(0.1)).min(1.0).powf(1.5); let ratio = (spec.speed / t.vel.length().max(0.1)).min(1.0).powf(1.5);
let fit = sams_fit.get(&m.sam).copied().unwrap_or(1.0); let fit = sams_fit.get(&m.sam).copied().unwrap_or(1.0);
let kill = self.rng.chance(spec.pk * fit * ratio / t.kind.spec().stealth.sqrt()); let kill = self.rng.chance(spec.pk * fit * ratio / t.kind.spec().stealth.sqrt());
missed += u32::from(!kill);
done.push((m.id, Some(t.id), kill, m.sam)); done.push((m.id, Some(t.id), kill, m.sam));
continue; continue;
} }
} }
if m.age > spec.life || (target.is_none() && m.age > 30) { if m.age > spec.life || (target.is_none() && m.age > 30) {
// Its target gone (shot down by another, or lost), or its life spent chasing one.
if target.is_none() {
orphaned += 1;
} else {
expired += 1;
}
done.push((m.id, None, false, m.sam)); done.push((m.id, None, false, m.sam));
continue; continue;
} }
@@ -2114,6 +2147,11 @@ impl Sim {
} }
} }
} }
self.note(|t| {
t.missed += missed;
t.expired += expired;
t.orphaned += orphaned;
});
for (mid, target, kill, sam) in done { for (mid, target, kill, sam) in done {
if let Some(i) = self.missiles.iter().position(|m| m.id == mid) { if let Some(i) = self.missiles.iter().position(|m| m.id == mid) {
let m = self.missiles.swap_remove(i); let m = self.missiles.swap_remove(i);
+4
View File
@@ -25,6 +25,10 @@ impl SamKind {
} }
impl Sam { impl Sam {
/// A reload truck's job: the system or depot it is going to.
pub fn job(&self) -> Option<u32> {
self.job
}
/// Packing up, driving or deploying: not fighting. /// Packing up, driving or deploying: not fighting.
pub fn moving(&self) -> bool { pub fn moving(&self) -> bool {
matches!(self.state, SamState::Packing | SamState::Moving | SamState::Deploying) matches!(self.state, SamState::Packing | SamState::Moving | SamState::Deploying)
+7
View File
@@ -95,6 +95,7 @@ pub(super) struct WaveStats {
sams: usize, sams: usize,
objects: f64, objects: f64,
size: u32, size: u32,
tally: record::Tally,
} }
/// The planner's grid: cells this big, at most this many a side. /// The planner's grid: cells this big, at most this many a side.
@@ -316,6 +317,7 @@ impl Sim {
sams: self.sams.iter().filter(|s| s.alive()).count(), sams: self.sams.iter().filter(|s| s.alive()).count(),
objects: self.target_health.iter().sum(), objects: self.target_health.iter().sum(),
size: plan.total, size: plan.total,
tally: self.tally,
}); });
let what = if plan.smart { "умный противник" } else { plan.approach.name() }; let what = if plan.smart { "умный противник" } else { plan.approach.name() };
out.messages.push(format!("ВОЗДУШНАЯ ТРЕВОГА: налёт, {} целей ({what})", plan.total)); out.messages.push(format!("ВОЗДУШНАЯ ТРЕВОГА: налёт, {} целей ({what})", plan.total));
@@ -499,6 +501,11 @@ impl Sim {
"Налёт окончен: сбито {kills} из {launched} (заявлено {}), прорвалось {through}; ракет ПВО {fired}; потеряно комплексов {lost}{objects}", "Налёт окончен: сбито {kills} из {launched} (заявлено {}), прорвалось {through}; ракет ПВО {fired}; потеряно комплексов {lost}{objects}",
w.size w.size
)); ));
// Only what was counted; nothing is guessed for the rest.
let why = self.tally.since(w.tally).text();
if !why.is_empty() {
out.messages.push(format!("Неудачи ПВО: {why}"));
}
self.wave = None; self.wave = None;
} }
} }
+53
View File
@@ -48,6 +48,48 @@ pub struct Event {
pub kind: EventKind, pub kind: EventKind,
} }
/// Why interceptors and systems failed, as far as it was counted: only these are known.
#[derive(Clone, Copy, Default, PartialEq, Debug)]
pub struct Tally {
/// Interceptors that reached their fuse and did not kill (the hit chance failed).
pub missed: u32,
/// Interceptors whose life ran out with the target still flying.
pub expired: u32,
/// Interceptors whose target was gone (shot down by another, or lost) before they arrived.
pub orphaned: u32,
/// Times a system lost the track of the target it held, which was still in the sky.
pub tracks_lost: u32,
/// Times a system ran dry and began waiting for a reload truck.
pub ammo_waits: u32,
}
impl Tally {
pub fn since(self, start: Tally) -> Tally {
Tally {
missed: self.missed.saturating_sub(start.missed),
expired: self.expired.saturating_sub(start.expired),
orphaned: self.orphaned.saturating_sub(start.orphaned),
tracks_lost: self.tracks_lost.saturating_sub(start.tracks_lost),
ammo_waits: self.ammo_waits.saturating_sub(start.ammo_waits),
}
}
/// The non-zero counts as a line, or nothing.
pub fn text(&self) -> String {
let parts: Vec<String> = [
(self.missed, "промахов по взрывателю"),
(self.expired, "ракет выработали ресурс"),
(self.orphaned, "ракет остались без цели"),
(self.tracks_lost, "потерь трека"),
(self.ammo_waits, "ожиданий БК"),
]
.into_iter()
.filter(|p| p.0 > 0)
.map(|p| format!("{} {}", p.0, p.1))
.collect();
parts.join(", ")
}
}
pub struct Recording { pub struct Recording {
/// Which raid of the session (1, 2, …). /// Which raid of the session (1, 2, …).
pub number: u32, pub number: u32,
@@ -57,6 +99,8 @@ pub struct Recording {
pub tracks: Vec<Track>, pub tracks: Vec<Track>,
index: HashMap<u32, usize>, index: HashMap<u32, usize>,
pub events: Vec<Event>, pub events: Vec<Event>,
/// The failures counted during the raid.
pub tally: Tally,
/// The systems and objects as they stood: (id, kind, where). /// The systems and objects as they stood: (id, kind, where).
pub sams: Vec<(u32, SamKind, DVec3)>, pub sams: Vec<(u32, SamKind, DVec3)>,
pub objects: Vec<DVec3>, pub objects: Vec<DVec3>,
@@ -116,6 +160,7 @@ impl Recording {
tracks: Vec::new(), tracks: Vec::new(),
index: HashMap::new(), index: HashMap::new(),
events: Vec::new(), events: Vec::new(),
tally: Tally::default(),
sams: sim.sams.iter().map(|s| (s.id, s.kind, s.pos)).collect(), sams: sim.sams.iter().map(|s| (s.id, s.kind, s.pos)).collect(),
objects: sim.targets.clone(), objects: sim.targets.clone(),
quiet: 0, quiet: 0,
@@ -150,6 +195,14 @@ impl Sim {
} }
impl Sim { impl Sim {
/// Counts something in the session's tally and in the recording going on.
pub(super) fn note(&mut self, f: impl Fn(&mut Tally)) {
f(&mut self.tally);
if let Some(r) = &mut self.rec {
f(&mut r.tally);
}
}
/// Something worth a replay happened. /// Something worth a replay happened.
pub(super) fn log(&mut self, pos: DVec3, kind: EventKind) { pub(super) fn log(&mut self, pos: DVec3, kind: EventKind) {
if let Some(r) = &mut self.rec { if let Some(r) = &mut self.rec {
+305
View File
@@ -0,0 +1,305 @@
//! The conditions that decide whether a system fires, as predicates: `step_sams` decides with
//! them, and `Sim::why` lists them for a chosen system (`/airdef why`, the monitor), so the
//! explanation can't drift from the behaviour. Each predicate returns the set of reasons it
//! fails (bits; 0 is a pass), so the diagnostic names the reasons and the simulation only asks
//! whether there are none.
use super::*;
// ---------------------------------------------------------------- choosing a target
/// Why a drone is not a candidate for a system at all.
pub(super) const DEAD: u8 = 1;
pub(super) const ROLE: u8 = 2;
pub(super) const UNSEEN: u8 = 4;
pub(super) fn target_blocks(roles: u8, seen: &[u32], d: &Drone) -> u8 {
(if d.alive() { 0 } else { DEAD })
| (if roles & d.kind.spec().class.bit() != 0 { 0 } else { ROLE })
| (if seen.contains(&d.id) { 0 } else { UNSEEN })
}
/// Alive, of a class the system engages, and on its picture (own radar or the network's).
pub(super) fn allowed(roles: u8, seen: &[u32], d: &Drone) -> bool {
target_blocks(roles, seen, d) == 0
}
pub(super) const TOO_CLOSE: u8 = 1;
pub(super) const TOO_FAR: u8 = 2;
/// Missile range: `min` to `max * k` (a target already held may stray to 1.1 × max).
pub(super) fn reach_blocks(min: f64, max: f64, k: f64, pos: DVec3, d: &Drone) -> u8 {
let dist = d.pos.distance(pos);
(if dist >= min { 0 } else { TOO_CLOSE }) | (if dist < max * k { 0 } else { TOO_FAR })
}
pub(super) fn in_reach(min: f64, max: f64, k: f64, pos: DVec3, d: &Drone) -> bool {
reach_blocks(min, max, k, pos, d) == 0
}
/// Interceptors a target has or will have: in flight, and other systems' launchers on it.
pub(super) fn claimed(d: &Drone, missile_on: &HashMap<u32, u32>, had_target: Option<u32>) -> u32 {
let on = missile_on.get(&d.id).copied().unwrap_or(0) - u32::from(had_target == Some(d.id));
d.engaged + on
}
/// Ballistic missiles get a pair; anything else one.
pub(super) fn needed(d: &Drone) -> u32 {
if d.kind.spec().class == Class::Ballistic { 2 } else { 1 }
}
/// A gun's candidates: held by the system's own radar and within the gun's tracking range.
pub(super) fn gun_candidate(roles: u8, seen: &[u32], own: &[u32], track: f64, pos: DVec3, d: &Drone) -> bool {
allowed(roles, seen, d) && own.contains(&d.id) && d.pos.distance(pos) < track
}
/// How many systems have each drone as their missile target and as their gun target.
pub(super) fn engagement_counts(sams: &[Sam]) -> (HashMap<u32, u32>, HashMap<u32, u32>) {
let mut missile_on = HashMap::new();
let mut guns_on = HashMap::new();
for s in sams {
retarget(&mut missile_on, None, s.target);
retarget(&mut guns_on, None, s.gun_target);
}
(missile_on, guns_on)
}
// ---------------------------------------------------------------- aiming
/// Where the lead point is and the yaw and pitch that point the mount at it.
pub(super) fn aim_wants(mount: DVec3, aim: &Drone, lead_speed: f64) -> (DVec3, f64, f64) {
let lead = aim.pos + aim.vel * (aim.pos.distance(mount) / lead_speed);
let to = lead - mount;
let want_yaw = heading_of(to);
let want_pitch = (to.y / to.length().max(0.01)).asin().clamp(-0.1, 1.45);
(lead, want_yaw, want_pitch)
}
/// How far the mount still is from the aim, over the axes this family aims.
pub(super) fn aim_error(family: Family, yaw: f64, pitch: f64, want_yaw: f64, want_pitch: f64) -> f64 {
let yaw_error = angle_diff(yaw, want_yaw).abs();
match family {
Family::Trainable | Family::Vertical => yaw_error,
_ => yaw_error + (want_pitch - pitch).abs(),
}
}
// ---------------------------------------------------------------- firing
pub(super) const COOLDOWN: u8 = 1;
pub(super) const RELOADING: u8 = 2;
pub(super) const NO_ROUNDS: u8 = 4;
/// What keeps a loaded launcher from firing now (aim aside).
pub(super) fn missile_blocks(s: &Sam) -> u8 {
(if s.cooldown == 0 { 0 } else { COOLDOWN })
| (if s.reloading == 0 { 0 } else { RELOADING })
| (if s.missiles > 0 { 0 } else { NO_ROUNDS })
}
/// The launcher points near enough: a trainable one only by its training, a turret by its
/// whole aim at this target, the vertical ones need nothing.
pub(super) fn missile_aligned(family: Family, yaw: f64, mount: DVec3, t: Option<&Drone>, aim_id: u32, mt: u32, aim_error: f64) -> bool {
match family {
Family::Trainable => t.is_some_and(|t| angle_diff(yaw, heading_of(t.pos - mount)).abs() < 0.15),
Family::Turret => aim_id == mt && aim_error < 0.15,
_ => true,
}
}
pub(super) const NOT_AIMED: u8 = 8;
pub(super) const AIM_ERROR: u8 = 16;
pub(super) const OUT_OF_RANGE: u8 = 32;
/// What keeps a gun from firing now: the turret on another target, not yet laid, out of range,
/// and the gun's own cooldown, reload and shells (`COOLDOWN`, `RELOADING`, `NO_ROUNDS` bits).
pub(super) fn gun_blocks(s: &Sam, aim_id: u32, gt: u32, aim_error: f64, dist: f64, range: f64) -> u8 {
(if aim_id == gt { 0 } else { NOT_AIMED })
| (if aim_error < 0.1 { 0 } else { AIM_ERROR })
| (if dist < range { 0 } else { OUT_OF_RANGE })
| (if s.gun_cooldown == 0 { 0 } else { COOLDOWN })
| (if s.reloading == 0 { 0 } else { RELOADING })
| (if s.bursts > 0 { 0 } else { NO_ROUNDS })
}
// ---------------------------------------------------------------- the diagnostic
/// One condition and whether it holds.
pub struct Check {
pub ok: bool,
pub text: String,
}
fn check(ok: bool, text: impl Into<String>) -> Check {
Check { ok, text: text.into() }
}
impl Sim {
/// Why system `index` fires or doesn't, at its current target or at the most threatening
/// drone of a class it engages; computed on demand from the very predicates `step_sams`
/// uses. The last line is the verdict.
pub fn why(&self, index: usize) -> Vec<Check> {
let Some(sam) = self.sams.get(index) else { return vec![check(false, "Нет такой техники")] };
let spec = sam.kind.spec();
let mut v = vec![check(true, format!("№{} {}: {}", index + 1, spec.name, sam.state.name()))];
if !sam.alive() {
v.push(check(false, "уничтожен"));
return v;
}
if self.hold {
v.push(check(false, "огонь запрещён (/airdef hold off)"));
return v;
}
if sam.moving() {
v.push(check(false, format!("{}: не стреляет", sam.state.name().to_lowercase())));
return v;
}
if !sam.kind.armed() {
v.push(check(false, "нет оружия (РЛС, склад, РЭБ, прожектор)"));
return v;
}
let logistics = self.logistics();
let (missile_on, guns_on) = engagement_counts(&self.sams);
let alive = self.drones.iter().filter(|d| d.alive()).count();
let seen = self.drones.iter().filter(|d| d.alive() && sam.seen.contains(&d.id)).count();
let own = self.drones.iter().filter(|d| d.alive() && sam.own.contains(&d.id)).count();
v.push(check(alive > 0, format!("в небе {alive}, на картине {seen} (своя РЛС {own}, остальные по сети)")));
let drone_at = |id: u32| self.drones.iter().find(|d| d.id == id);
let subject = sam.target.or(sam.gun_target).and_then(drone_at).or_else(|| {
self.drones
.iter()
.filter(|d| d.alive() && sam.roles & d.kind.spec().class.bit() != 0)
.max_by(|a, b| a.threat(sam.pos).total_cmp(&b.threat(sam.pos)))
});
let Some(t) = subject else {
v.push(check(false, format!("нет целей классов [{}]", roles_text(sam.roles))));
return v;
};
let held = sam.target == Some(t.id) || sam.gun_target == Some(t.id);
let dist = t.pos.distance(sam.pos);
v.push(check(
true,
format!("цель: {} {}, {}", t.kind.spec().name, if held { "(сопровождается)" } else { "(самая опасная)" }, crate::panel::distance(dist)),
));
let blocks = target_blocks(sam.roles, &sam.seen, t);
v.push(check(
blocks & ROLE == 0,
format!("роль: {} {} [{}]", t.kind.spec().class.name(), if blocks & ROLE == 0 { "в ролях" } else { "не в ролях" }, roles_text(sam.roles)),
));
let detect = match (sam.own.contains(&t.id), sam.seen.contains(&t.id)) {
(true, _) => "обнаружена своей РЛС",
(false, true) => "видна только по сети (стволы не стреляют)",
_ => "не обнаружена ни своей РЛС, ни сетью",
};
v.push(check(blocks & UNSEEN == 0, detect));
let fit = sam.fitness();
v.push(check(fit >= 0.9, format!("состояние {:.0}%: поворот и точность {:.0}%", sam.health * 100.0, fit * 100.0)));
// Ammunition and its supply.
let mut rounds = String::new();
if let Some(load) = &spec.missile {
rounds += &format!("ракет {}/{} ", sam.missiles, load.magazine);
}
if let Some(gun) = &spec.gun {
rounds += &format!("очередей {}/{} ", sam.bursts, gun.bursts);
}
let supply = if sam.reloading > 0 {
format!("перезарядка, ещё {:.1} с", sam.reloading as f64 / 20.0)
} else if sam.empty {
if logistics { "пуст, ждёт машину-заряжающую (ТЗМ) со склада".into() } else { "пуст".into() }
} else {
"боезапас есть".into()
};
v.push(check(sam.reloading == 0 && !sam.empty && (sam.missiles > 0 || sam.bursts > 0), format!("{rounds}— {supply}")));
let mount = sam.mount().0;
let lead_speed = spec.gun.as_ref().map_or(5.0, |g| g.shell);
let (_, want_yaw, want_pitch) = aim_wants(mount, t, lead_speed);
let err = aim_error(spec.family, sam.yaw, sam.pitch, want_yaw, want_pitch);
let vertical = spec.family == Family::Vertical;
let mut fires = false;
if let Some(load) = &spec.missile {
let reach = reach_blocks(load.min, load.max, 1.0, sam.pos, t);
v.push(check(
reach == 0,
format!(
"ракеты: дальность {}–{}, цель на {}{}",
crate::panel::distance(load.min),
crate::panel::distance(load.max),
crate::panel::distance(dist),
if reach & TOO_CLOSE != 0 { " — слишком близко" } else if reach & TOO_FAR != 0 { " — слишком далеко" } else { "" }
),
));
let free = claimed(t, &missile_on, sam.target);
let need = needed(t);
v.push(check(free < need, format!("цель занята перехватчиками: {free} из {need}{}", if free < need { "" } else { " — другие уже на ней" })));
let mb = missile_blocks(sam);
let mut why = Vec::new();
if mb & COOLDOWN != 0 {
why.push(format!("интервал пусков ({:.1} с)", sam.cooldown as f64 / 20.0));
}
if mb & RELOADING != 0 {
why.push("перезарядка".to_string());
}
if mb & NO_ROUNDS != 0 {
why.push("нет ракет".to_string());
}
v.push(check(mb == 0, if mb == 0 { "пусковая готова".to_string() } else { format!("пусковая не готова: {}", why.join(", ")) }));
let aligned = missile_aligned(spec.family, sam.yaw, mount, Some(t), t.id, t.id, err);
let turn = if vertical { "вертикальный старт" } else { "доворот" };
v.push(check(aligned, format!("{turn}: ошибка наведения {:.0}°{}", err.to_degrees(), if aligned { "" } else { " — ещё доворачивается" })));
fires |= reach == 0 && free < need && mb == 0 && aligned && blocks == 0;
}
if let Some(gun) = &spec.gun {
let on_it = guns_on.get(&t.id).copied().unwrap_or(0) - u32::from(sam.gun_target == Some(t.id));
let cand = gun_candidate(sam.roles, &sam.seen, &sam.own, gun.track, sam.pos, t);
v.push(check(
cand,
format!(
"орудие: сопровождение до {}, цель на {}, других орудий на ней {on_it}{}",
crate::panel::distance(gun.track),
crate::panel::distance(dist),
if cand { "" } else { " — вне сопровождения (нужна своя РЛС)" }
),
));
let gb = gun_blocks(sam, t.id, t.id, err, mount.distance(t.pos), gun.range);
let mut why = Vec::new();
for (bit, name) in [
(AIM_ERROR, format!("орудие ещё наводится ({:.0}°)", err.to_degrees())),
(OUT_OF_RANGE, format!("дальше {}", crate::panel::distance(gun.range))),
(COOLDOWN, "пауза между очередями".to_string()),
(RELOADING, "перезарядка".to_string()),
(NO_ROUNDS, "нет снарядов".to_string()),
] {
if gb & bit != 0 {
why.push(name);
}
}
v.push(check(gb == 0, if gb == 0 { "орудие готово".to_string() } else { format!("орудие не стреляет: {}", why.join(", ")) }));
fires |= gb == 0 && cand;
}
v.push(check(fires, if fires { "итог: готова стрелять" } else { "итог: стрелять сейчас не может" }));
v
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn why_names_the_reason_a_system_does_not_fire() {
let mut sim = Sim::new(3);
let id = sim.id();
sim.sams.push(Sam::new(id, SamKind::Patriot, DVec3::new(0.0, 70.0, 0.0), 0.0));
let mut ground = Ground::default();
let mut out = Out::default();
sim.sams[0].roles = 0;
sim.raid(DroneKind::Shahed, DVec3::new(0.0, 70.0, 0.0), 1, 200.0, &mut out);
for _ in 0..60 {
sim.step(&mut ground, None, &mut out);
}
let w = sim.why(0);
assert!(w.last().is_some_and(|c| !c.ok), "{:?}", w.iter().map(|c| &c.text).collect::<Vec<_>>());
assert!(w.iter().any(|c| c.text.contains("нет целей классов")));
sim.sams[0].roles = 0xFF;
assert!(sim.why(0).iter().any(|c| c.text.starts_with("роль")));
}
}
+29
View File
@@ -106,6 +106,35 @@ impl WaveConfig {
self.approach = p.approach; self.approach = p.approach;
self.aim = p.aim; self.aim = p.aim;
} }
/// The words of a scenario's `wave` line: counts, approach, distance, aim, preset.
pub fn text(&self) -> String {
let counts: Vec<String> = self.counts.iter().map(u32::to_string).collect();
let approach = Approach::ALL.iter().position(|a| *a == self.approach).unwrap_or(0);
let aim = Aim::ALL.iter().position(|a| *a == self.aim).unwrap_or(0);
format!("{} {approach} {} {aim} {}", counts.join(","), self.dist, self.preset)
}
/// Reads `text`'s words; what does not parse keeps its value.
pub fn parse(&mut self, w: &[&str]) {
if let Some(c) = w.first() {
for (i, v) in c.split(',').take(KINDS.len()).enumerate() {
if let Ok(n) = v.parse::<u32>() {
self.counts[i] = n.min(80);
}
}
}
if let Some(a) = w.get(1).and_then(|v| v.parse::<usize>().ok()).and_then(|i| Approach::ALL.get(i)) {
self.approach = *a;
}
if let Some(d) = w.get(2).and_then(|v| v.parse::<f64>().ok()) {
self.dist = d.clamp(60.0, 800.0);
}
if let Some(a) = w.get(3).and_then(|v| v.parse::<usize>().ok()).and_then(|i| Aim::ALL.get(i)) {
self.aim = *a;
}
if let Some(p) = w.get(4).and_then(|v| v.parse::<usize>().ok()) {
self.preset = p % PRESETS.len();
}
}
/// The next number for kind `i`, back to 0 after the last. /// The next number for kind `i`, back to 0 after the last.
pub fn step(&mut self, i: usize) { pub fn step(&mut self, i: usize) {
let n = self.counts[i]; let n = self.counts[i];
+41
View File
@@ -0,0 +1,41 @@
//! Fixed headless scenarios on the native simulation: no NaN, the raid ends, no stuck jobs.
//! Run: `cargo test --test scenarios` (also `cargo run --release --example sim_run -- --help`).
#[path = "../examples/sim_run/harness.rs"]
mod harness;
fn check(sc: harness::Scenario) -> harness::Report {
let r = harness::run(&sc);
eprintln!("{}", r.text());
let problems = r.problems();
assert!(problems.is_empty(), "scenario {} failed: {problems:?}\n{}", r.name, r.text());
assert!(r.launched > 0, "nothing was launched");
r
}
#[test]
fn big_smart_raid_on_61_systems() {
let r = check(harness::big_smart());
assert_eq!(r.units, 61);
assert!(r.fired > 0, "air defence never fired");
assert!(r.ground_queries > 0);
}
#[test]
fn logistics_trucks_depot_and_raid() {
let r = check(harness::logistics());
assert!(r.truck_busy_ticks > 0, "the trucks never had a job");
assert!(r.fired > 0, "air defence never fired");
}
#[test]
fn ew_and_adaptive_enemy_over_three_raids() {
let r = check(harness::ew_adaptive());
assert_eq!(r.raids_ended, 3);
}
#[test]
fn same_seed_same_result() {
let a = harness::run(&harness::logistics());
let b = harness::run(&harness::logistics());
assert_eq!((a.ticks_run, a.launched, a.kills, a.hits, a.fired, a.ground_queries), (b.ticks_run, b.launched, b.kills, b.hits, b.fired, b.ground_queries));
}
@@ -1,7 +1,7 @@
From 3de7a6875140a107e28563cc44489b55f5794517 Mon Sep 17 00:00:00 2001 From 3de7a6875140a107e28563cc44489b55f5794517 Mon Sep 17 00:00:00 2001
From: chexit <chexit@duck.com> From: chexit <chexit@duck.com>
Date: Wed, 28 Oct 2026 12:37:45 +0300 Date: Wed, 28 Oct 2026 12:37:45 +0300
Subject: [PATCH 01/14] Mod API (AirDef fork): world models, client particles, Subject: [PATCH 01/15] Mod API (AirDef fork): world models, client particles,
sounds, ground heights sounds, ground heights
render.set-models draws block models with an interpolated pose per id; render.set-models draws block models with an interpolated pose per id;
@@ -1,7 +1,7 @@
From a6d64e6415bf618539af464e521091e72b72d72f Mon Sep 17 00:00:00 2001 From a6d64e6415bf618539af464e521091e72b72d72f Mon Sep 17 00:00:00 2001
From: chexit <chexit@duck.com> From: chexit <chexit@duck.com>
Date: Wed, 28 Oct 2026 12:39:45 +0300 Date: Wed, 28 Oct 2026 12:39:45 +0300
Subject: [PATCH 02/14] cargo-horizon-mod: report particles and sounds Subject: [PATCH 02/15] cargo-horizon-mod: report particles and sounds
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
--- ---
@@ -1,7 +1,7 @@
From ee79b3562feebe51959a01f1585a9e85bd53ccb5 Mon Sep 17 00:00:00 2001 From ee79b3562feebe51959a01f1585a9e85bd53ccb5 Mon Sep 17 00:00:00 2001
From: chexit <chexit@duck.com> From: chexit <chexit@duck.com>
Date: Wed, 28 Oct 2026 13:33:10 +0300 Date: Wed, 28 Oct 2026 13:33:10 +0300
Subject: [PATCH 03/14] Mod API (AirDef fork): full-screen post pass for mods Subject: [PATCH 03/15] Mod API (AirDef fork): full-screen post pass for mods
render.set-post compiles a mod's WGSL after a prelude (camera matrices, render.set-post compiles a mod's WGSL after a prelude (camera matrices,
time, 256 vec4 of params, the world's colour and depth) and runs it after time, 256 vec4 of params, the world's colour and depth) and runs it after
@@ -1,7 +1,7 @@
From 2b137dbbedd540daeebc7f5e387847aeb56a1355 Mon Sep 17 00:00:00 2001 From 2b137dbbedd540daeebc7f5e387847aeb56a1355 Mon Sep 17 00:00:00 2001
From: chexit <chexit@duck.com> From: chexit <chexit@duck.com>
Date: Wed, 28 Oct 2026 22:09:30 +0300 Date: Wed, 28 Oct 2026 22:09:30 +0300
Subject: [PATCH 04/14] Mod models: draw far models as scaled impostors past Subject: [PATCH 04/15] Mod models: draw far models as scaled impostors past
the far plane, cull at 4096 the far plane, cull at 4096
--- ---
@@ -1,7 +1,7 @@
From c8ebca6e0af68630e65211844b34d25c5b985c03 Mon Sep 17 00:00:00 2001 From c8ebca6e0af68630e65211844b34d25c5b985c03 Mon Sep 17 00:00:00 2001
From: chexit <chexit@duck.com> From: chexit <chexit@duck.com>
Date: Wed, 28 Oct 2026 22:31:00 +0300 Date: Wed, 28 Oct 2026 22:31:00 +0300
Subject: [PATCH 05/14] Mod cameras: render.set-views draws the world from Subject: [PATCH 05/15] Mod cameras: render.set-views draws the world from
other points into pictures that HUD view shapes show (API level 9) other points into pictures that HUD view shapes show (API level 9)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@@ -1,7 +1,7 @@
From 8d2261fc4f8072c32e454139cfea7a8c0cd9d664 Mon Sep 17 00:00:00 2001 From 8d2261fc4f8072c32e454139cfea7a8c0cd9d664 Mon Sep 17 00:00:00 2001
From: chexit <chexit@duck.com> From: chexit <chexit@duck.com>
Date: Wed, 28 Oct 2026 23:08:21 +0300 Date: Wed, 28 Oct 2026 23:08:21 +0300
Subject: [PATCH 06/14] Mods: more fuel per tick and per event (AirDef plans Subject: [PATCH 06/15] Mods: more fuel per tick and per event (AirDef plans
raids) raids)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@@ -1,7 +1,7 @@
From 6c548de34def8e4a624d734243418090798bd16a Mon Sep 17 00:00:00 2001 From 6c548de34def8e4a624d734243418090798bd16a Mon Sep 17 00:00:00 2001
From: chexit <chexit@duck.com> From: chexit <chexit@duck.com>
Date: Wed, 28 Oct 2026 23:25:29 +0300 Date: Wed, 28 Oct 2026 23:25:29 +0300
Subject: [PATCH 07/14] Mod cameras up to 1920x1080 (full-screen replays) Subject: [PATCH 07/15] Mod cameras up to 1920x1080 (full-screen replays)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
--- ---
@@ -1,7 +1,7 @@
From 9b9e93269d67401cc620567a884d5ce97f68d76e Mon Sep 17 00:00:00 2001 From 9b9e93269d67401cc620567a884d5ce97f68d76e Mon Sep 17 00:00:00 2001
From: chexit <chexit@duck.com> From: chexit <chexit@duck.com>
Date: Thu, 29 Oct 2026 11:15:11 +0300 Date: Thu, 29 Oct 2026 11:15:11 +0300
Subject: [PATCH 08/14] Mod cameras: distant terrain tiles, fog measured from Subject: [PATCH 08/15] Mod cameras: distant terrain tiles, fog measured from
the camera, no impostors while one is shown the camera, no impostors while one is shown
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@@ -1,7 +1,7 @@
From 065d9fa02966238a5bd9ff460392a1a809db0b11 Mon Sep 17 00:00:00 2001 From 065d9fa02966238a5bd9ff460392a1a809db0b11 Mon Sep 17 00:00:00 2001
From: chexit <chexit@duck.com> From: chexit <chexit@duck.com>
Date: Thu, 29 Oct 2026 11:25:45 +0300 Date: Thu, 29 Oct 2026 11:25:45 +0300
Subject: [PATCH 09/14] Mods: game.world-id, so mods keep state per world (API Subject: [PATCH 09/15] Mods: game.world-id, so mods keep state per world (API
level 9) level 9)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@@ -1,7 +1,7 @@
From 1bf28135fd9a31f837323dc3a8d81ed73343d816 Mon Sep 17 00:00:00 2001 From 1bf28135fd9a31f837323dc3a8d81ed73343d816 Mon Sep 17 00:00:00 2001
From: chexit <chexit@duck.com> From: chexit <chexit@duck.com>
Date: Thu, 29 Oct 2026 12:01:08 +0300 Date: Thu, 29 Oct 2026 12:01:08 +0300
Subject: [PATCH 10/14] cargo-horizon-mod: trial runs behind feature full, so a Subject: [PATCH 10/15] cargo-horizon-mod: trial runs behind feature full, so a
packing-only tool skips wasmtime packing-only tool skips wasmtime
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@@ -1,7 +1,7 @@
From 0a56f5616df4699588cbcc529d4720661baa810f Mon Sep 17 00:00:00 2001 From 0a56f5616df4699588cbcc529d4720661baa810f Mon Sep 17 00:00:00 2001
From: chexit <chexit@duck.com> From: chexit <chexit@duck.com>
Date: Thu, 29 Oct 2026 13:18:43 +0300 Date: Thu, 29 Oct 2026 13:18:43 +0300
Subject: [PATCH 11/14] HD lighting: G-buffer pass, per-pixel mod point lights Subject: [PATCH 11/15] HD lighting: G-buffer pass, per-pixel mod point lights
in HDR, bloom and tone curve; render.set-lights and render.set-lighting (API in HDR, bloom and tone curve; render.set-lights and render.set-lighting (API
level 10) level 10)
@@ -1,7 +1,7 @@
From 9ebf0031fe9ba6b7f02afb26e4fd3a1ba4ddb0d0 Mon Sep 17 00:00:00 2001 From 9ebf0031fe9ba6b7f02afb26e4fd3a1ba4ddb0d0 Mon Sep 17 00:00:00 2001
From: chexit <chexit@duck.com> From: chexit <chexit@duck.com>
Date: Thu, 29 Oct 2026 13:59:43 +0300 Date: Thu, 29 Oct 2026 13:59:43 +0300
Subject: [PATCH 12/14] HD lighting stage 2: sun and moon shadow cascades, the Subject: [PATCH 12/15] HD lighting stage 2: sun and moon shadow cascades, the
world relit (sun by face angle and shadow, sky and block light through the world relit (sun by face angle and shadow, sky and block light through the
lightmap), light shafts and halos, fog over it again, a light colour grade lightmap), light shafts and halos, fog over it again, a light colour grade
@@ -1,7 +1,7 @@
From 7a5a38f68923aec62f10bfa0df50b436474ed612 Mon Sep 17 00:00:00 2001 From 7a5a38f68923aec62f10bfa0df50b436474ed612 Mon Sep 17 00:00:00 2001
From: chexit <chexit@duck.com> From: chexit <chexit@duck.com>
Date: Thu, 29 Oct 2026 16:19:53 +0300 Date: Thu, 29 Oct 2026 16:19:53 +0300
Subject: [PATCH 13/14] HD: bind groups cached until a resize or a new source, Subject: [PATCH 13/15] HD: bind groups cached until a resize or a new source,
shadow passes draw only the entities that cast shadows shadow passes draw only the entities that cast shadows
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@@ -1,7 +1,7 @@
From 8020811e57d4b5a9ea1cd72d30ce859dc5095d35 Mon Sep 17 00:00:00 2001 From 8020811e57d4b5a9ea1cd72d30ce859dc5095d35 Mon Sep 17 00:00:00 2001
From: chexit <chexit@duck.com> From: chexit <chexit@duck.com>
Date: Thu, 29 Oct 2026 16:25:44 +0300 Date: Thu, 29 Oct 2026 16:25:44 +0300
Subject: [PATCH 14/14] HD: lights culled per 16x16 tile (surface and halo Subject: [PATCH 14/15] HD: lights culled per 16x16 tile (surface and halo
lists built on the CPU), a naga test for the lighting shaders lists built on the CPU), a naga test for the lighting shaders
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@@ -0,0 +1,712 @@
From 72d3fddfea329e578162656151350f0aa2efd323 Mon Sep 17 00:00:00 2001
From: chexit <chexit@duck.com>
Date: Thu, 29 Oct 2026 16:43:36 +0300
Subject: [PATCH 15/15] HD: GPU time per pass in the F3 timing list,
half-resolution GTAO with a depth-aware blur
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
---
crates/horizon-client/src/gfx.rs | 23 +-
crates/horizon-client/src/gfx/hd.rs | 430 +++++++++++++++++++++++++++-
2 files changed, 443 insertions(+), 10 deletions(-)
diff --git a/crates/horizon-client/src/gfx.rs b/crates/horizon-client/src/gfx.rs
index f6bbe038c..e14429b03 100644
--- a/crates/horizon-client/src/gfx.rs
+++ b/crates/horizon-client/src/gfx.rs
@@ -3725,9 +3725,20 @@ impl Renderer {
(_, Some(native)) => native.timing.as_ref(),
_ => None,
};
- timer
+ let mut times = timer
.map(pack_timing::PassTiming::medians)
- .unwrap_or_default()
+ .unwrap_or_default();
+ // AirDef fork: the HD lighting's passes (shadows, G-buffer, occlusion, lighting, bloom,
+ // tone curve) while it is on.
+ if let Some(hd) = &self.hd {
+ times.extend(hd.pass_times());
+ }
+ times
+ }
+
+ /// AirDef fork: bind groups the HD lighting made in the last frame (0 in a steady state).
+ pub fn hd_bind_groups_last_frame(&self) -> Option<u64> {
+ self.hd.as_ref().map(|hd| hd.groups_last_frame)
}
/// The dimension the shader pack was last set for.
pub fn shader_pack_dimension(&self) -> Option<i32> {
@@ -4981,6 +4992,8 @@ impl Renderer {
if let Some(settings) = frame.hd {
hd.write(&self.queue, &hd_scene, frame.hd_lights, settings);
}
+ hd.set_timing(device, &self.queue, self.pass_timing);
+ hd.timing_begin(device, &self.queue);
// The sun's (or moon's) shadow cascades: the world's globals swapped for the light's.
if shadow_strength > 0.0 {
// The quads the shadow shader would not discard (overlays 4, 9, 10 and 40:
@@ -5090,6 +5103,9 @@ impl Renderer {
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
pass.draw_indexed(0..entity_quads * 6, 0, 0..1);
}
+ drop(pass);
+ // Contact shadows from the G-buffer's depth and normals, for the lighting.
+ hd.ao(&mut encoder);
} else if !hd_on {
self.hd = None;
}
@@ -5831,6 +5847,9 @@ impl Renderer {
if let Some(Some(timer)) = Self::pass_timer(&mut self.pack_post, &mut self.native) {
timer.submitted(&self.queue);
}
+ if hd_on && let Some(hd) = &mut self.hd {
+ hd.timing_submitted(&self.queue);
+ }
if let Some((path, buffer)) = readback {
self.screenshot_result = Some(
self.write_screenshot(&path, &buffer)
diff --git a/crates/horizon-client/src/gfx/hd.rs b/crates/horizon-client/src/gfx/hd.rs
index 2776219fc..d3944e97b 100644
--- a/crates/horizon-client/src/gfx/hd.rs
+++ b/crates/horizon-client/src/gfx/hd.rs
@@ -5,7 +5,9 @@
//! into a high-dynamic-range target; the mod's post pass runs on that; then
//! bright parts bloom and a tone curve brings it to the screen — vanilla's
//! range (up to about 0.8) left as it is, only what is brighter rolled off.
+use super::pack_timing::PassTiming;
use glam::Mat4;
+use std::sync::atomic::{AtomicU64, Ordering};
/// The G-buffer's formats.
pub const ALBEDO: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
@@ -24,6 +26,25 @@ const TILE_INDICES: usize = 1 << 19;
const EVERY_LIGHT: u32 = u32::MAX;
/// Bloom's mip levels.
const BLOOM_LEVELS: usize = 6;
+/// The ambient occlusion's targets (half resolution): occlusion and the distance it was taken at.
+pub const AO_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rg16Float;
+/// The occlusion's default strength (`Hd::ao_strength`; 0 turns it off).
+pub const AO_STRENGTH: f32 = 1.0;
+/// The timed passes of bloom, by level (each is timed on its own; the report sums them).
+const BLOOM_NAMES: [&str; 2 * BLOOM_LEVELS] = [
+ "hd bloom#0",
+ "hd bloom#1",
+ "hd bloom#2",
+ "hd bloom#3",
+ "hd bloom#4",
+ "hd bloom#5",
+ "hd bloom#6",
+ "hd bloom#7",
+ "hd bloom#8",
+ "hd bloom#9",
+ "hd bloom#10",
+ "hd bloom#11",
+];
/// A light for this frame, relative to the camera.
#[repr(C)]
@@ -59,7 +80,8 @@ struct HdFrame {
fog_color: [f32; 4],
/// Environmental start, end; render-distance start, end.
fog: [f32; 4],
- /// x: sky light kept in the shade; y: blocks' light; z: the air's density (rays, halos).
+ /// x: sky light kept in the shade; y: blocks' light; z: the air's density (rays, halos);
+ /// w: the ambient occlusion's strength (0 off).
ambient: [f32; 4],
/// x: shadows on; y, z: the cascades' half sizes; w: the light tiles per row.
shadow: [f32; 4],
@@ -133,6 +155,34 @@ struct Light {
// how long they are (4 words), then the lists of light indices. A length of 0xffffffff means
// every light.
@group(0) @binding(12) var<storage, read> tiles: array<u32>;
+// Ambient occlusion at half resolution: x the occlusion (1 open), y the distance it was taken at.
+@group(0) @binding(13) var ao_tex: texture_2d<f32>;
+
+// The occlusion at a full-resolution pixel `dist` away: the four nearest half-resolution texels
+// weighted by closeness and by how near their distance is, so it doesn't bleed across edges.
+fn ao_at(px: vec2<i32>, dist: f32) -> f32 {
+ let size = vec2<i32>(textureDimensions(ao_tex));
+ let f = vec2<f32>(px) * 0.5;
+ let base = vec2<i32>(floor(f));
+ let t = f - floor(f);
+ var sum = 0.0;
+ var total = 0.0;
+ for (var j = 0; j < 2; j++) {
+ for (var i = 0; i < 2; i++) {
+ let q = clamp(base + vec2<i32>(i, j), vec2<i32>(0), size - 1);
+ let s = textureLoad(ao_tex, q, 0).xy;
+ let bw = select(1.0 - t.x, t.x, i == 1) * select(1.0 - t.y, t.y, j == 1);
+ let dz = (s.y - dist) / (0.03 * dist + 0.1);
+ let w = select(0.0, bw / (1.0 + dz * dz * dz * dz), s.y > 0.0);
+ sum += s.x * w;
+ total += w;
+ }
+ }
+ if total < 0.0001 {
+ return textureLoad(ao_tex, clamp(px / 2, vec2<i32>(0), size - 1), 0).x;
+ }
+ return sum / total;
+}
// Interleaved gradient noise: a different offset each pixel and frame, for the ray march.
fn ign(px: vec2<f32>) -> f32 {
@@ -214,7 +264,13 @@ fn fs_light(in: FullOut) -> @location(0) vec4<f32> {
// Shadowed sky light (ambient) keeps vanilla's look, blocks' light stays as is; the sun adds
// direct light by the face's angle.
let direct = frame.sun_color.rgb * sun_on * max(ndl, 0.0) * s * sky_reach;
- var light = max(base * frame.ambient.x, block * frame.ambient.y) + direct;
+ // Contact shadows from the ambient occlusion: on the ambient and blocks' light fully, on
+ // the mods' lights by half, not on the sun or on emission.
+ var occlusion = 1.0;
+ if frame.ambient.w > 0.0 { occlusion = ao_at(px, length(p)); }
+ let ao_ambient = mix(1.0, occlusion, frame.ambient.w);
+ let ao_lights = mix(1.0, occlusion, frame.ambient.w * 0.5);
+ var light = max(base * frame.ambient.x, block * frame.ambient.y) * ao_ambient + direct;
// The mods' lights.
for (var k = 0u; k < surface_count; k++) {
let l = lights[select(tiles[surface_start + k], k, surface_all)];
@@ -224,7 +280,7 @@ fn fs_light(in: FullOut) -> @location(0) vec4<f32> {
let window = pow(clamp(1.0 - pow(dist / l.pos.w, 4.0), 0.0, 1.0), 2.0);
let falloff = l.color.w / (dist * dist + 1.0) * window;
let k = max(dot(n, to / max(dist, 0.001)) * 0.85 + 0.15, 0.0);
- light += l.color.rgb * falloff * k;
+ light += l.color.rgb * falloff * k * ao_lights;
}
c = albedo.rgb * light + albedo.rgb * albedo.a * 1.5;
// Vanilla's fog over it again.
@@ -264,6 +320,131 @@ fn fs_light(in: FullOut) -> @location(0) vec4<f32> {
}
"#;
+const AO: &str = r#"
+const AO_RADIUS: f32 = 1.8;
+const AO_SLICES: i32 = 3;
+const AO_STEPS: i32 = 5;
+const PI: f32 = 3.14159265;
+@group(0) @binding(0) var<uniform> frame: HdFrame;
+@group(0) @binding(1) var depth_tex: texture_depth_2d;
+@group(0) @binding(2) var normal_tex: texture_2d<f32>;
+
+// Interleaved gradient noise, shifted per frame (params.w) and per use.
+fn noise(px: vec2<f32>, shift: vec2<f32>) -> f32 {
+ let p = px + shift + vec2<f32>(5.588238 * frame.params.w);
+ return fract(52.9829189 * fract(dot(p, vec2<f32>(0.06711056, 0.00583715))));
+}
+
+// The camera-relative position of a (continuous) full-resolution pixel at depth z.
+fn position_at(px: vec2<f32>, z: f32) -> vec3<f32> {
+ let uv = px * frame.resolution.zw;
+ let h = frame.inverse_view_proj * vec4<f32>(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0, z, 1.0);
+ return h.xyz / h.w;
+}
+
+// Ground-truth ambient occlusion (horizon based): per slice through the view ray, the highest
+// horizon on either side, integrated against the normal's cosine lobe. Half resolution: one
+// pixel of each 2x2.
+@fragment
+fn fs_ao(in: FullOut) -> @location(0) vec2<f32> {
+ let size = vec2<i32>(textureDimensions(depth_tex));
+ let ic = min(vec2<i32>(in.position.xy) * 2, size - 1);
+ let z = textureLoad(depth_tex, ic, 0);
+ if z <= 0.0 { return vec2<f32>(1.0, 0.0); }
+ let nrm = textureLoad(normal_tex, ic, 0).xyz;
+ let c = vec2<f32>(ic) + 0.5;
+ let p = position_at(c, z);
+ let dist = length(p);
+ if dot(nrm, nrm) < 0.01 { return vec2<f32>(1.0, dist); }
+ let n = normalize(nrm);
+ let v = -p / dist;
+ // Blocks per pixel here (the plane of equal depth is square to the view), so how far in
+ // pixels the radius reaches.
+ let per_px = max(length(position_at(c + vec2<f32>(4.0, 0.0), z) - p) / 4.0, 0.00001);
+ let reach = min(AO_RADIUS / per_px, 56.0);
+ if reach < 2.0 { return vec2<f32>(1.0, dist); }
+ let radius = reach * per_px;
+ let rot = noise(in.position.xy, vec2<f32>(0.0));
+ let jitter = noise(in.position.xy, vec2<f32>(37.0, 17.0));
+ var visibility = 0.0;
+ for (var s = 0; s < AO_SLICES; s++) {
+ let phi = (f32(s) + rot) / f32(AO_SLICES) * PI;
+ let d2 = vec2<f32>(cos(phi), sin(phi));
+ // The slice's direction in space, square to the view ray, and its plane's axis.
+ let q = position_at(c + d2 * 4.0, z) - p;
+ let dir = normalize(q - v * dot(q, v));
+ let axis = cross(dir, v);
+ let projected = n - axis * dot(n, axis);
+ let plen = length(projected);
+ if plen < 0.0001 { visibility += 1.0; continue; }
+ let cos_n = clamp(dot(projected, v) / plen, -1.0, 1.0);
+ let nang = select(-1.0, 1.0, dot(projected, dir) >= 0.0) * acos(cos_n);
+ var c_neg = -1.0;
+ var c_pos = -1.0;
+ for (var i = 0; i < AO_STEPS; i++) {
+ let t = (f32(i) + jitter) / f32(AO_STEPS);
+ let r = 1.5 + (reach - 1.5) * t * t;
+ for (var side = 0; side < 2; side++) {
+ let sg = select(-1.0, 1.0, side == 1);
+ let ip = vec2<i32>(floor(c + d2 * (r * sg)));
+ if any(ip < vec2<i32>(0)) || any(ip >= size) { continue; }
+ let sz = textureLoad(depth_tex, ip, 0);
+ if sz <= 0.0 { continue; }
+ let to = position_at(vec2<f32>(ip) + 0.5, sz) - p;
+ let len = length(to);
+ // Points on (or under) the surface's own plane don't occlude it.
+ if dot(to, n) < 0.1 * len { continue; }
+ // Far points count less, to nothing at the radius.
+ let fall = clamp((len - radius * 0.6) / (radius * 0.4), 0.0, 1.0);
+ let ch = mix(dot(to / len, v), -1.0, fall);
+ if side == 1 { c_pos = max(c_pos, ch); } else { c_neg = max(c_neg, ch); }
+ }
+ }
+ var h_neg = -acos(clamp(c_neg, -1.0, 1.0));
+ var h_pos = acos(clamp(c_pos, -1.0, 1.0));
+ h_neg = nang + max(h_neg - nang, -0.5 * PI);
+ h_pos = nang + min(h_pos - nang, 0.5 * PI);
+ let sn = sin(nang);
+ let arc_neg = cos_n + 2.0 * h_neg * sn - cos(2.0 * h_neg - nang);
+ let arc_pos = cos_n + 2.0 * h_pos * sn - cos(2.0 * h_pos - nang);
+ visibility += plen * 0.25 * (arc_neg + arc_pos);
+ }
+ let ao = clamp(visibility / f32(AO_SLICES), 0.0, 1.0);
+ // Far away it is too coarse to show: fade out.
+ return vec2<f32>(mix(1.0, ao, 1.0 - smoothstep(40.0, 96.0, dist)), dist);
+}
+"#;
+
+const AO_BLUR: &str = r#"
+@group(0) @binding(0) var<uniform> frame: HdFrame;
+@group(0) @binding(1) var raw_ao: texture_2d<f32>;
+
+// A 5x5 blur that only takes texels at about the same distance (so not across an edge).
+@fragment
+fn fs_ao_blur(in: FullOut) -> @location(0) vec2<f32> {
+ let size = vec2<i32>(textureDimensions(raw_ao));
+ let ip = vec2<i32>(in.position.xy);
+ let centre = textureLoad(raw_ao, ip, 0).xy;
+ if centre.y <= 0.0 { return centre; }
+ let tolerance = 0.03 * centre.y + 0.1;
+ var sum = 0.0;
+ var total = 0.0;
+ for (var y = -2; y <= 2; y++) {
+ for (var x = -2; x <= 2; x++) {
+ let q = ip + vec2<i32>(x, y);
+ if any(q < vec2<i32>(0)) || any(q >= size) { continue; }
+ let s = textureLoad(raw_ao, q, 0).xy;
+ if s.y <= 0.0 { continue; }
+ let dz = (s.y - centre.y) / tolerance;
+ let w = 1.0 / (1.0 + dz * dz * dz * dz);
+ sum += s.x * w;
+ total += w;
+ }
+ }
+ return vec2<f32>(sum / max(total, 0.0001), centre.y);
+}
+"#;
+
const BLOOM: &str = r#"
@group(0) @binding(0) var<uniform> frame: HdFrame;
@group(0) @binding(1) var source: texture_2d<f32>;
@@ -434,6 +615,23 @@ pub struct Hd {
up: wgpu::RenderPipeline,
tone_layout: wgpu::BindGroupLayout,
tone: wgpu::RenderPipeline,
+ /// The ambient occlusion: its strength in the lighting, the half-resolution targets (raw, then
+ /// blurred), their passes and bind groups (made at `resize`).
+ pub ao_strength: f32,
+ ao_raw: wgpu::TextureView,
+ ao_blurred: wgpu::TextureView,
+ ao_layout: wgpu::BindGroupLayout,
+ ao_blur_layout: wgpu::BindGroupLayout,
+ ao_pipeline: wgpu::RenderPipeline,
+ ao_blur_pipeline: wgpu::RenderPipeline,
+ ao_group: Option<wgpu::BindGroup>,
+ ao_blur_group: Option<wgpu::BindGroup>,
+ /// GPU time of the HD passes while diagnostics ask for it (`set_timing`).
+ timing: Option<PassTiming>,
+ /// Bind groups made so far, and in the last frame (a steady state makes none).
+ groups_made: AtomicU64,
+ groups_seen: u64,
+ pub groups_last_frame: u64,
}
/// The tiles' header (4 words each) and index lists for a screen of `size`.
@@ -567,6 +765,22 @@ fn tile_lists(
}
}
+/// The timestamps of the pass `name` while HD passes are timed.
+fn stamp<'a>(
+ timing: &'a mut Option<PassTiming>,
+ name: &str,
+) -> Option<wgpu::RenderPassTimestampWrites<'a>> {
+ timing.as_mut()?.writes(name)
+}
+
+/// `HORIZON_HD_AO=0` turns the ambient occlusion off, another number sets its strength.
+fn ao_strength_default() -> f32 {
+ std::env::var("HORIZON_HD_AO")
+ .ok()
+ .and_then(|v| v.parse().ok())
+ .unwrap_or(AO_STRENGTH)
+}
+
fn module(device: &wgpu::Device, label: &str, body: &str) -> wgpu::ShaderModule {
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some(label),
@@ -685,8 +899,17 @@ impl Hd {
has_dynamic_offset: false,
min_binding_size: None,
},
+ UNFILTERED,
]),
});
+ let ao_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
+ label: Some("HD ambient occlusion"),
+ entries: &entries(&[UNIFORM, DEPTH, UNFILTERED]),
+ });
+ let ao_blur_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
+ label: Some("HD ambient occlusion blur"),
+ entries: &entries(&[UNIFORM, UNFILTERED]),
+ });
let bloom_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("HD bloom"),
entries: &entries(&[UNIFORM, FLOAT, SAMPLER]),
@@ -698,6 +921,26 @@ impl Hd {
let light = module(device, "HD lighting", LIGHT);
let bloom = module(device, "HD bloom", BLOOM);
let tone = module(device, "HD tone mapping", TONEMAP);
+ let ao = module(device, "HD ambient occlusion", AO);
+ let ao_blur = module(device, "HD ambient occlusion blur", AO_BLUR);
+ let ao_pipeline = fullscreen(
+ device,
+ "HD ambient occlusion",
+ &ao_layout,
+ &ao,
+ "fs_ao",
+ AO_FORMAT,
+ None,
+ );
+ let ao_blur_pipeline = fullscreen(
+ device,
+ "HD ambient occlusion blur",
+ &ao_blur_layout,
+ &ao_blur,
+ "fs_ao_blur",
+ AO_FORMAT,
+ None,
+ );
let add = wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
@@ -858,6 +1101,19 @@ impl Hd {
up,
tone_layout,
tone,
+ ao_strength: ao_strength_default(),
+ ao_raw: target(device, "HD AO", [1, 1], AO_FORMAT).view,
+ ao_blurred: target(device, "HD AO blurred", [1, 1], AO_FORMAT).view,
+ ao_layout,
+ ao_blur_layout,
+ ao_pipeline,
+ ao_blur_pipeline,
+ ao_group: None,
+ ao_blur_group: None,
+ timing: None,
+ groups_made: AtomicU64::new(0),
+ groups_seen: 0,
+ groups_last_frame: 0,
};
hd.resize(device, size);
hd
@@ -875,6 +1131,28 @@ impl Hd {
self.depth = target(device, "HD depth", size, wgpu::TextureFormat::Depth32Float).view;
self.lit = target(device, "HD lit", size, HDR).view;
self.fx = target(device, "HD post", size, HDR).view;
+ let half = [size[0].div_ceil(2), size[1].div_ceil(2)];
+ self.ao_raw = target(device, "HD AO", half, AO_FORMAT).view;
+ self.ao_blurred = target(device, "HD AO blurred", half, AO_FORMAT).view;
+ self.ao_group = Some(self.make_group(
+ device,
+ "HD ambient occlusion",
+ &self.ao_layout,
+ &[
+ wgpu::BindingResource::Buffer(self.frame.as_entire_buffer_binding()),
+ wgpu::BindingResource::TextureView(&self.depth),
+ wgpu::BindingResource::TextureView(&self.normal),
+ ],
+ ));
+ self.ao_blur_group = Some(self.make_group(
+ device,
+ "HD ambient occlusion blur",
+ &self.ao_blur_layout,
+ &[
+ wgpu::BindingResource::Buffer(self.frame.as_entire_buffer_binding()),
+ wgpu::BindingResource::TextureView(&self.ao_raw),
+ ],
+ ));
self.tiles = tiles_buffer(device, size);
self.tiles_x = size[0].div_ceil(TILE).max(1);
self.bloom = (0..BLOOM_LEVELS)
@@ -917,6 +1195,15 @@ impl Hd {
);
queue.write_buffer(&self.tiles, 0, bytemuck::cast_slice(&self.tile_words));
self.frames = self.frames.wrapping_add(1);
+ let made = self.groups_made.load(Ordering::Relaxed);
+ self.groups_last_frame = made - self.groups_seen;
+ self.groups_seen = made;
+ if PassTiming::logging() && self.frames.is_multiple_of(240) {
+ log::info!(
+ "HD bind groups made in the last frame: {} ({made} in all)",
+ self.groups_last_frame
+ );
+ }
// The sun by day, the moon (opposite) by night, faded out round the horizon.
let (dir, strength, color) = light_of(scene);
let cascades = cascades(scene.camera, dir);
@@ -941,7 +1228,12 @@ impl Hd {
fog_color: scene.fog_color,
fog: scene.fog,
// In the shade by day a surface keeps half its sky light; at night almost all.
- ambient: [0.5 + 0.45 * night, 1.0, 0.0018 + scene.rain * 0.006, 0.0],
+ ambient: [
+ 0.5 + 0.45 * night,
+ 1.0,
+ 0.0018 + scene.rain * 0.006,
+ self.ao_strength.max(0.0),
+ ],
shadow: [
if strength > 0.0 { 1.0 } else { 0.0 },
CASCADES[0],
@@ -954,13 +1246,14 @@ impl Hd {
/// The shadow pass of cascade `c`: its depth layer cleared, nothing else.
pub fn shadow_pass<'e>(
- &self,
+ &mut self,
encoder: &'e mut wgpu::CommandEncoder,
c: usize,
) -> wgpu::RenderPass<'e> {
encoder
.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("HD shadow cascade"),
+ timestamp_writes: stamp(&mut self.timing, ["hd shadow 0", "hd shadow 1"][c.min(1)]),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.shadow_layers[c],
@@ -976,7 +1269,10 @@ impl Hd {
}
/// The G-buffer pass's attachments: albedo and normal cleared, its own depth.
- pub fn gbuffer_pass<'e>(&self, encoder: &'e mut wgpu::CommandEncoder) -> wgpu::RenderPass<'e> {
+ pub fn gbuffer_pass<'e>(
+ &mut self,
+ encoder: &'e mut wgpu::CommandEncoder,
+ ) -> wgpu::RenderPass<'e> {
let clear = |view| {
Some(wgpu::RenderPassColorAttachment {
view,
@@ -991,6 +1287,7 @@ impl Hd {
encoder
.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("HD G-buffer"),
+ timestamp_writes: stamp(&mut self.timing, "hd g-buffer"),
color_attachments: &[
clear(&self.albedo),
clear(&self.normal),
@@ -1016,9 +1313,11 @@ impl Hd {
load: bool,
pipeline: &wgpu::RenderPipeline,
group: &wgpu::BindGroup,
+ timestamp_writes: Option<wgpu::RenderPassTimestampWrites<'_>>,
) {
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some(label),
+ timestamp_writes,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: to,
resolve_target: None,
@@ -1054,6 +1353,7 @@ impl Hd {
lightmap.1.clone(),
);
if self.light_group.as_ref().is_none_or(|(k, _)| *k != key) {
+ self.groups_made.fetch_add(1, Ordering::Relaxed);
let group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("HD lighting"),
layout: &self.light_layout,
@@ -1110,6 +1410,10 @@ impl Hd {
binding: 12,
resource: self.tiles.as_entire_binding(),
},
+ wgpu::BindGroupEntry {
+ binding: 13,
+ resource: wgpu::BindingResource::TextureView(&self.ao_blurred),
+ },
],
});
self.light_group = Some((key, group));
@@ -1124,10 +1428,36 @@ impl Hd {
false,
&self.light_pipeline,
group,
+ stamp(&mut self.timing, "hd lighting"),
);
}
+ /// A bind group of consecutive bindings 0.., counted (`groups_last_frame`).
+ fn make_group(
+ &self,
+ device: &wgpu::Device,
+ label: &str,
+ layout: &wgpu::BindGroupLayout,
+ resources: &[wgpu::BindingResource<'_>],
+ ) -> wgpu::BindGroup {
+ self.groups_made.fetch_add(1, Ordering::Relaxed);
+ let entries: Vec<_> = resources
+ .iter()
+ .enumerate()
+ .map(|(i, r)| wgpu::BindGroupEntry {
+ binding: i as u32,
+ resource: r.clone(),
+ })
+ .collect();
+ device.create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some(label),
+ layout,
+ entries: &entries,
+ })
+ }
+
fn bloom_group(&self, device: &wgpu::Device, source: &wgpu::TextureView) -> wgpu::BindGroup {
+ self.groups_made.fetch_add(1, Ordering::Relaxed);
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("HD bloom"),
layout: &self.bloom_layout,
@@ -1169,6 +1499,7 @@ impl Hd {
self.prefilter_group = Some((source.clone(), group));
}
if self.tone_group.as_ref().is_none_or(|(v, _)| *v != source) {
+ self.groups_made.fetch_add(1, Ordering::Relaxed);
let group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("HD tone mapping"),
layout: &self.tone_layout,
@@ -1205,6 +1536,7 @@ impl Hd {
false,
&self.prefilter,
prefilter,
+ stamp(&mut self.timing, BLOOM_NAMES[0]),
);
for k in 1..self.bloom.len() {
Self::draw(
@@ -1214,6 +1546,7 @@ impl Hd {
false,
&self.down,
&self.down_groups[k - 1],
+ stamp(&mut self.timing, BLOOM_NAMES[k]),
);
}
// Up: each level added onto the bigger one.
@@ -1225,9 +1558,84 @@ impl Hd {
true,
&self.up,
&self.up_groups[k - 1],
+ stamp(&mut self.timing, BLOOM_NAMES[BLOOM_LEVELS + k - 1]),
);
}
- Self::draw(encoder, "HD tone mapping", screen, false, &self.tone, tone);
+ Self::draw(
+ encoder,
+ "HD tone mapping",
+ screen,
+ false,
+ &self.tone,
+ tone,
+ stamp(&mut self.timing, "hd tonemap"),
+ );
+ }
+
+ /// The ambient occlusion from the G-buffer's depth and normals: the half-resolution pass, then
+ /// its blur. Run after the G-buffer pass; nothing when the strength is 0.
+ pub fn ao(&mut self, encoder: &mut wgpu::CommandEncoder) {
+ if self.ao_strength <= 0.0 {
+ return;
+ }
+ let (Some(raw), Some(blur)) = (&self.ao_group, &self.ao_blur_group) else {
+ return;
+ };
+ Self::draw(
+ encoder,
+ "HD ambient occlusion",
+ &self.ao_raw,
+ false,
+ &self.ao_pipeline,
+ raw,
+ stamp(&mut self.timing, "hd ao"),
+ );
+ Self::draw(
+ encoder,
+ "HD ambient occlusion blur",
+ &self.ao_blurred,
+ false,
+ &self.ao_blur_pipeline,
+ blur,
+ stamp(&mut self.timing, "hd ao blur"),
+ );
+ }
+
+ /// Times the HD passes on the GPU while `on` (and the device can), else not.
+ pub fn set_timing(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, on: bool) {
+ if on != self.timing.is_some() {
+ self.timing = on.then(|| PassTiming::new(device, queue)).flatten();
+ }
+ }
+
+ /// At the start of the frame's passes, before the first of them.
+ pub fn timing_begin(&mut self, device: &wgpu::Device, queue: &wgpu::Queue) {
+ if let Some(t) = &mut self.timing {
+ t.begin(device, queue);
+ }
+ }
+
+ /// After the frame is submitted.
+ pub fn timing_submitted(&mut self, queue: &wgpu::Queue) {
+ if let Some(t) = &mut self.timing {
+ t.submitted(queue);
+ }
+ }
+
+ /// Each HD pass's median GPU time in milliseconds (bloom's passes summed into one).
+ pub fn pass_times(&self) -> Vec<(String, f32)> {
+ let Some(t) = &self.timing else {
+ return Vec::new();
+ };
+ let mut out: Vec<(String, f32)> = Vec::new();
+ for (name, ms) in t.medians() {
+ let name = name.split('#').next().unwrap_or(&name).to_owned();
+ match out.iter_mut().find(|o| o.0 == name) {
+ Some(o) => o.1 += ms,
+ None => out.push((name, ms)),
+ }
+ }
+ out
}
}
@@ -1286,7 +1694,13 @@ mod tests {
#[test]
fn lighting_shader_parses() {
- for (name, body) in [("light", LIGHT), ("bloom", BLOOM)] {
+ for (name, body) in [
+ ("light", LIGHT),
+ ("bloom", BLOOM),
+ ("tonemap", TONEMAP),
+ ("ao", AO),
+ ("ao blur", AO_BLUR),
+ ] {
let source = format!("{COMMON}{body}");
let module = naga::front::wgsl::parse_str(&source).unwrap_or_else(|e| {
panic!("{name}: {}", e.emit_to_string(&source));
--
2.54.0 (Apple Git-157)
+27
View File
@@ -227,6 +227,7 @@ TEXTURES = {
"lamp": lambda: gradient((255, 255, 240), (255, 230, 170)), "lamp": lambda: gradient((255, 255, 240), (255, 230, 170)),
"beam": lambda: gradient((255, 250, 225), (255, 240, 200)), "beam": lambda: gradient((255, 250, 225), (255, 240, 200)),
"antenna": lambda: noise((70, 72, 70), 3, 65), "antenna": lambda: noise((70, 72, 70), 3, 65),
"nose_dark": lambda: noise((58, 60, 62), 3, 66),
} }
@@ -341,6 +342,30 @@ def pac3():
return p return p
def irist_missile():
"""IRIS-T SLM: тонкая белая ракета, две пары малых канардов у носа и четыре хвостовых киля."""
p = taper("white", -16, -10, 1, 3, 1, 3, 3)
p += [el((6.5, 6.5, -10), (9.5, 9.5, 24), "white")]
p += both(el((3, 7.6, -9), (6.5, 8.4, -5), "missile_grey")) # канарды у носа
p += [el((7.6, 3, -9), (8.4, 6.5, -5), "missile_grey"), el((7.6, 9.5, -9), (8.4, 13, -5), "missile_grey")]
p += both(el((2, 7.6, 18), (6.5, 8.4, 26), "white")) # хвостовые киля
p += [el((7.6, 2, 18), (8.4, 6.5, 26), "white"), el((7.6, 9.5, 18), (8.4, 14, 26), "white")]
p += [el((7, 7, 24), (9, 9, 28), "nozzle")]
return p
def amraam_missile():
"""AMRAAM: белое тело с тёмным носом, четыре крыла на середине корпуса и четыре хвостовых киля."""
p = taper("nose_dark", -16, -9, 1, 3, 1, 3, 3)
p += [el((6.5, 6.5, -9), (9.5, 9.5, 26), "white")]
p += both(el((1, 7.6, 2), (6.5, 8.4, 9), "white")) # среднекорпусные крылья
p += [el((7.6, 1, 2), (8.4, 6.5, 9), "white"), el((7.6, 9.5, 2), (8.4, 15, 9), "white")]
p += both(el((4, 7.6, 19), (6.5, 8.4, 25), "white")) # хвостовые киля
p += [el((7.6, 4, 19), (8.4, 6.5, 25), "white"), el((7.6, 9.5, 19), (8.4, 12, 25), "white")]
p += [el((7, 7, 26), (9, 9, 28), "nozzle")]
return p
def flame(): def flame():
"""Факел двигателя: светящаяся «капля», хвост — на юг (+z).""" """Факел двигателя: светящаяся «капля», хвост — на юг (+z)."""
return taper("flame", -8, 26, 5, 1, 5, 1, 8) return taper("flame", -8, 26, 5, 1, 5, 1, 8)
@@ -750,6 +775,8 @@ MODELS = {
"geran3": (geran3, "Герань-3"), "geran3": (geran3, "Герань-3"),
"geran3_flame": (geran3_flame, "Факел"), "geran3_flame": (geran3_flame, "Факел"),
"pac3": (pac3, "PAC-3 MSE"), "pac3": (pac3, "PAC-3 MSE"),
"irist_missile": (irist_missile, "IRIS-T SLM"),
"amraam_missile": (amraam_missile, "AMRAAM"),
"flame": (flame, "Факел"), "flame": (flame, "Факел"),
"patriot_launcher": (patriot_launcher, "ПУ M903"), "patriot_launcher": (patriot_launcher, "ПУ M903"),
"patriot_truck": (patriot_truck, "Тягач"), "patriot_truck": (patriot_truck, "Тягач"),