Refactor territory rendering to use WebGPU

Replace Canvas 2D-based territory rendering with a WebGPU implementation
for improved performance and scalability.

Major changes:
- Remove TerrainLayer: territory and terrain now rendered together in WebGPU
- Add TerritoryWebGLRenderer: new WebGPU-based renderer (1162 lines)
  - GPU-authoritative state management with compute shaders
  - Separate uniform buffers for compute and render passes
  - Efficient incremental updates via scatter/gather compute passes
  - Full rebuild compute pass for palette/theme changes
- Add defense post management:
  - Track defended state in GameMap (bit 12 in tile state)
  - Update defended tiles when defense posts are added/removed/moved
  - Update defended state when tiles change ownership
- Extract hover detection into HoverInfo utility:
  - Centralized logic for player/unit/wilderness detection
  - Used by PlayerInfoOverlay for cleaner separation of concerns
- Canvas architecture changes:
  - Main canvas now transparent (alpha: true)
  - WebGPU canvas renders background and territory
  - Overlay canvas renders UI elements on top
- Performance optimizations:
  - Compute shaders run at simulation rate (tick), not frame rate
  - Incremental tile updates via pending tiles set
  - Palette signature tracking to avoid unnecessary rebuilds
  - Defense posts signature tracking for efficient updates

Files changed:
- 10 files changed, 1447 insertions(+), 752 deletions(-)
- New: TerritoryWebGLRenderer.ts, HoverInfo.ts
- Removed: TerrainLayer.ts
- Modified: TerritoryLayer.ts (simplified from 710 to 250 lines)
This commit is contained in:
scamiv
2026-01-16 02:50:00 +01:00
parent 9cd87f8906
commit 202f59a410
10 changed files with 1469 additions and 774 deletions
+4 -10
View File
@@ -37,7 +37,6 @@ import { SpawnTimer } from "./layers/SpawnTimer";
import { StructureIconsLayer } from "./layers/StructureIconsLayer";
import { StructureLayer } from "./layers/StructureLayer";
import { TeamStats } from "./layers/TeamStats";
import { TerrainLayer } from "./layers/TerrainLayer";
import { TerritoryLayer } from "./layers/TerritoryLayer";
import { UILayer } from "./layers/UILayer";
import { UnitDisplay } from "./layers/UnitDisplay";
@@ -248,7 +247,6 @@ export function createRenderer(
// Try to group layers by the return value of shouldTransform.
// Not grouping the layers may cause excessive calls to context.save() and context.restore().
const layers: Layer[] = [
new TerrainLayer(game, transformHandler),
new TerritoryLayer(game, eventBus, transformHandler, userSettings),
new RailroadLayer(game, eventBus, transformHandler),
structureLayer,
@@ -315,7 +313,8 @@ export class GameRenderer {
private layers: Layer[],
private performanceOverlay: PerformanceOverlay,
) {
const context = canvas.getContext("2d", { alpha: false });
// Keep the main canvas transparent; the WebGPU territory canvas renders the background.
const context = canvas.getContext("2d", { alpha: true });
if (context === null) throw new Error("2d context not supported");
this.context = context;
}
@@ -363,13 +362,8 @@ export class GameRenderer {
renderGame() {
FrameProfiler.clear();
const start = performance.now();
// Set background
this.context.fillStyle = this.game
.config()
.theme()
.backgroundColor()
.toHex();
this.context.fillRect(0, 0, this.canvas.width, this.canvas.height);
// Clear overlay canvas to transparent; the territory WebGPU canvas draws the base.
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
const handleTransformState = (
needsTransform: boolean,
+73
View File
@@ -0,0 +1,73 @@
import { UnitType } from "../../core/game/Game";
import { TileRef } from "../../core/game/GameMap";
import { GameView, PlayerView, UnitView } from "../../core/game/GameView";
export type HoverInfo = {
player: PlayerView | null;
unit: UnitView | null;
isWilderness: boolean;
isIrradiatedWilderness: boolean;
};
function euclideanDistWorld(
coord: { x: number; y: number },
tileRef: TileRef,
game: GameView,
): number {
const x = game.x(tileRef);
const y = game.y(tileRef);
const dx = coord.x - x;
const dy = coord.y - y;
return Math.sqrt(dx * dx + dy * dy);
}
function distSortUnitWorld(coord: { x: number; y: number }, game: GameView) {
return (a: UnitView, b: UnitView) => {
const distA = euclideanDistWorld(coord, a.tile(), game);
const distB = euclideanDistWorld(coord, b.tile(), game);
return distA - distB;
};
}
export function getHoverInfo(
game: GameView,
worldCoord: { x: number; y: number },
): HoverInfo {
const info: HoverInfo = {
player: null,
unit: null,
isWilderness: false,
isIrradiatedWilderness: false,
};
if (!game.isValidCoord(worldCoord.x, worldCoord.y)) {
return info;
}
const tile = game.ref(worldCoord.x, worldCoord.y);
const owner = game.owner(tile);
if (owner && owner.isPlayer()) {
info.player = owner as PlayerView;
return info;
}
if (owner && !owner.isPlayer() && game.isLand(tile)) {
info.isIrradiatedWilderness = game.hasFallout(tile);
info.isWilderness = !info.isIrradiatedWilderness;
return info;
}
if (!game.isLand(tile)) {
const units = game
.units(UnitType.Warship, UnitType.TradeShip, UnitType.TransportShip)
.filter((u) => euclideanDistWorld(worldCoord, u.tile(), game) < 50)
.sort(distSortUnitWorld(worldCoord, game));
if (units.length > 0) {
info.unit = units[0];
}
}
return info;
}
+4
View File
@@ -45,6 +45,10 @@ export class TransformHandler {
return this._boundingRect;
}
viewOffset(): { x: number; y: number } {
return { x: this.offsetX, y: this.offsetY };
}
width(): number {
return this.boundingRect().width;
}
+10 -48
View File
@@ -7,10 +7,8 @@ import {
PlayerProfile,
PlayerType,
Relation,
Unit,
UnitType,
} from "../../../core/game/Game";
import { TileRef } from "../../../core/game/GameMap";
import { AllianceView } from "../../../core/game/GameUpdates";
import { GameView, PlayerView, UnitView } from "../../../core/game/GameView";
import { ContextMenuEvent, MouseMoveEvent } from "../../InputHandler";
@@ -20,6 +18,7 @@ import {
renderTroops,
translateText,
} from "../../Utils";
import { getHoverInfo } from "../HoverInfo";
import { getFirstPlacePlayer, getPlayerIcons } from "../PlayerIcons";
import { TransformHandler } from "../TransformHandler";
import { Layer } from "./Layer";
@@ -33,26 +32,6 @@ import missileSiloIcon from "/images/MissileSiloIconWhite.svg?url";
import portIcon from "/images/PortIcon.svg?url";
import samLauncherIcon from "/images/SamLauncherIconWhite.svg?url";
function euclideanDistWorld(
coord: { x: number; y: number },
tileRef: TileRef,
game: GameView,
): number {
const x = game.x(tileRef);
const y = game.y(tileRef);
const dx = coord.x - x;
const dy = coord.y - y;
return Math.sqrt(dx * dx + dy * dy);
}
function distSortUnitWorld(coord: { x: number; y: number }, game: GameView) {
return (a: Unit | UnitView, b: Unit | UnitView) => {
const distA = euclideanDistWorld(coord, a.tile(), game);
const distB = euclideanDistWorld(coord, b.tile(), game);
return distA - distB;
};
}
@customElement("player-info-overlay")
export class PlayerInfoOverlay extends LitElement implements Layer {
@property({ type: Object })
@@ -119,38 +98,21 @@ export class PlayerInfoOverlay extends LitElement implements Layer {
public maybeShow(x: number, y: number) {
this.hide();
const worldCoord = this.transform.screenToWorldCoordinates(x, y);
if (!this.game.isValidCoord(worldCoord.x, worldCoord.y)) {
return;
}
const info = getHoverInfo(this.game, worldCoord);
const tile = this.game.ref(worldCoord.x, worldCoord.y);
if (!tile) return;
const owner = this.game.owner(tile);
if (owner && owner.isPlayer()) {
this.player = owner as PlayerView;
if (info.player) {
this.player = info.player;
this.player.profile().then((p) => {
this.playerProfile = p;
});
this.setVisible(true);
} else if (owner && !owner.isPlayer() && this.game.isLand(tile)) {
if (this.game.hasFallout(tile)) {
this.isIrradiatedWilderness = true;
} else {
this.isWilderness = true;
}
} else if (info.isWilderness || info.isIrradiatedWilderness) {
this.isWilderness = info.isWilderness;
this.isIrradiatedWilderness = info.isIrradiatedWilderness;
this.setVisible(true);
} else if (info.unit) {
this.unit = info.unit;
this.setVisible(true);
} else if (!this.game.isLand(tile)) {
const units = this.game
.units(UnitType.Warship, UnitType.TradeShip, UnitType.TransportShip)
.filter((u) => euclideanDistWorld(worldCoord, u.tile(), this.game) < 50)
.sort(distSortUnitWorld(worldCoord, this.game));
if (units.length > 0) {
this.unit = units[0];
this.setVisible(true);
}
}
}
@@ -1,77 +0,0 @@
import { Theme } from "../../../core/configuration/Config";
import { GameView } from "../../../core/game/GameView";
import { TransformHandler } from "../TransformHandler";
import { Layer } from "./Layer";
export class TerrainLayer implements Layer {
private canvas: HTMLCanvasElement;
private context: CanvasRenderingContext2D;
private imageData: ImageData;
private theme: Theme;
constructor(
private game: GameView,
private transformHandler: TransformHandler,
) {}
shouldTransform(): boolean {
return true;
}
tick() {
if (this.game.config().theme() !== this.theme) {
this.redraw();
}
}
init() {
console.log("redrew terrain layer");
this.redraw();
}
redraw(): void {
this.canvas = document.createElement("canvas");
this.canvas.width = this.game.width();
this.canvas.height = this.game.height();
const context = this.canvas.getContext("2d", { alpha: false });
if (context === null) throw new Error("2d context not supported");
this.context = context;
this.imageData = this.context.createImageData(
this.canvas.width,
this.canvas.height,
);
this.initImageData();
this.context.putImageData(this.imageData, 0, 0);
}
initImageData() {
this.theme = this.game.config().theme();
this.game.forEachTile((tile) => {
const terrainColor = this.theme.terrainColor(this.game, tile);
// TODO: isn't tileref and index the same?
const index = this.game.y(tile) * this.game.width() + this.game.x(tile);
const offset = index * 4;
this.imageData.data[offset] = terrainColor.rgba.r;
this.imageData.data[offset + 1] = terrainColor.rgba.g;
this.imageData.data[offset + 2] = terrainColor.rgba.b;
this.imageData.data[offset + 3] = 255;
});
}
renderLayer(context: CanvasRenderingContext2D) {
if (this.transformHandler.scale < 1) {
context.imageSmoothingEnabled = true;
context.imageSmoothingQuality = "low";
} else {
context.imageSmoothingEnabled = false;
}
context.drawImage(
this.canvas,
-this.game.width() / 2,
-this.game.height() / 2,
this.game.width(),
this.game.height(),
);
}
}
+178 -638
View File
@@ -1,710 +1,250 @@
import { PriorityQueue } from "@datastructures-js/priority-queue";
import { Colord } from "colord";
import { Theme } from "../../../core/configuration/Config";
import { EventBus } from "../../../core/EventBus";
import {
Cell,
ColoredTeams,
PlayerType,
Team,
UnitType,
} from "../../../core/game/Game";
import { euclDistFN, TileRef } from "../../../core/game/GameMap";
import { GameUpdateType } from "../../../core/game/GameUpdates";
import { GameView, PlayerView } from "../../../core/game/GameView";
import { UnitType } from "../../../core/game/Game";
import { TileRef } from "../../../core/game/GameMap";
import { GameView } from "../../../core/game/GameView";
import { UserSettings } from "../../../core/game/UserSettings";
import { PseudoRandom } from "../../../core/PseudoRandom";
import {
AlternateViewEvent,
DragEvent,
MouseOverEvent,
} from "../../InputHandler";
import { AlternateViewEvent, MouseOverEvent } from "../../InputHandler";
import { FrameProfiler } from "../FrameProfiler";
import { TransformHandler } from "../TransformHandler";
import { Layer } from "./Layer";
import { TerritoryWebGLRenderer } from "./TerritoryWebGLRenderer";
export class TerritoryLayer implements Layer {
private userSettings: UserSettings;
private canvas: HTMLCanvasElement;
private context: CanvasRenderingContext2D;
private imageData: ImageData;
private alternativeImageData: ImageData;
private borderAnimTime = 0;
profileName(): string {
return "TerritoryLayer:renderLayer";
}
private cachedTerritoryPatternsEnabled: boolean | undefined;
private attachedTerritoryCanvas: HTMLCanvasElement | null = null;
private tileToRenderQueue: PriorityQueue<{
tile: TileRef;
lastUpdate: number;
}> = new PriorityQueue((a, b) => {
return a.lastUpdate - b.lastUpdate;
});
private random = new PseudoRandom(123);
private theme: Theme;
// Used for spawn highlighting
private highlightCanvas: HTMLCanvasElement;
private highlightContext: CanvasRenderingContext2D;
private highlightedTerritory: PlayerView | null = null;
private territoryRenderer: TerritoryWebGLRenderer | null = null;
private alternativeView = false;
private lastDragTime = 0;
private nodrawDragDuration = 200;
private lastPaletteSignature: string | null = null;
private lastDefensePostsSignature: string | null = null;
private lastMousePosition: { x: number; y: number } | null = null;
private refreshRate = 10; //refresh every 10ms
private lastRefresh = 0;
private lastFocusedPlayer: PlayerView | null = null;
private hoveredOwnerSmallId: number | null = null;
private lastHoverUpdateMs = 0;
constructor(
private game: GameView,
private eventBus: EventBus,
private transformHandler: TransformHandler,
userSettings: UserSettings,
private userSettings: UserSettings,
) {
this.userSettings = userSettings;
this.theme = game.config().theme();
this.cachedTerritoryPatternsEnabled = undefined;
}
shouldTransform(): boolean {
return true;
}
async paintPlayerBorder(player: PlayerView) {
const tiles = await player.borderTiles();
tiles.borderTiles.forEach((tile: TileRef) => {
this.paintTerritory(tile, true); // Immediately paint the tile instead of enqueueing
});
}
tick() {
if (this.game.inSpawnPhase()) {
this.spawnHighlight();
}
this.game.recentlyUpdatedTiles().forEach((t) => this.enqueueTile(t));
const updates = this.game.updatesSinceLastTick();
const unitUpdates = updates !== null ? updates[GameUpdateType.Unit] : [];
unitUpdates.forEach((update) => {
if (update.unitType === UnitType.DefensePost) {
// Only update borders if the defense post is not under construction
if (update.underConstruction) {
return; // Skip barrier creation while under construction
}
const tile = update.pos;
this.game
.bfs(tile, euclDistFN(tile, this.game.config().defensePostRange()))
.forEach((t) => {
if (
this.game.isBorder(t) &&
(this.game.ownerID(t) === update.ownerID ||
this.game.ownerID(t) === update.lastOwnerID)
) {
this.enqueueTile(t);
}
});
}
});
// Detect alliance mutations
const myPlayer = this.game.myPlayer();
if (myPlayer) {
updates?.[GameUpdateType.BrokeAlliance]?.forEach((update) => {
const territory = this.game.playerBySmallID(update.betrayedID);
if (territory && territory instanceof PlayerView) {
this.redrawBorder(territory);
}
});
updates?.[GameUpdateType.AllianceRequestReply]?.forEach((update) => {
if (
update.accepted &&
(update.request.requestorID === myPlayer.smallID() ||
update.request.recipientID === myPlayer.smallID())
) {
const territoryId =
update.request.requestorID === myPlayer.smallID()
? update.request.recipientID
: update.request.requestorID;
const territory = this.game.playerBySmallID(territoryId);
if (territory && territory instanceof PlayerView) {
this.redrawBorder(territory);
}
}
});
updates?.[GameUpdateType.EmbargoEvent]?.forEach((update) => {
const player = this.game.playerBySmallID(update.playerID) as PlayerView;
const embargoed = this.game.playerBySmallID(
update.embargoedID,
) as PlayerView;
if (
player.id() === myPlayer?.id() ||
embargoed.id() === myPlayer?.id()
) {
this.redrawBorder(player, embargoed);
}
});
}
const focusedPlayer = this.game.focusedPlayer();
if (focusedPlayer !== this.lastFocusedPlayer) {
if (this.lastFocusedPlayer) {
this.paintPlayerBorder(this.lastFocusedPlayer);
}
if (focusedPlayer) {
this.paintPlayerBorder(focusedPlayer);
}
this.lastFocusedPlayer = focusedPlayer;
}
}
private spawnHighlight() {
if (this.game.ticks() % 5 === 0) {
return;
}
this.highlightContext.clearRect(
0,
0,
this.game.width(),
this.game.height(),
);
this.drawFocusedPlayerHighlight();
const humans = this.game
.playerViews()
.filter((p) => p.type() === PlayerType.Human);
const focusedPlayer = this.game.focusedPlayer();
const teamColors = Object.values(ColoredTeams);
for (const human of humans) {
if (human === focusedPlayer) {
continue;
}
const center = human.nameLocation();
if (!center) {
continue;
}
const centerTile = this.game.ref(center.x, center.y);
if (!centerTile) {
continue;
}
let color = this.theme.spawnHighlightColor();
const myPlayer = this.game.myPlayer();
if (myPlayer !== null && myPlayer !== human && myPlayer.team() === null) {
// In FFA games (when team === null), use default yellow spawn highlight color
color = this.theme.spawnHighlightColor();
} else if (myPlayer !== null && myPlayer !== human) {
// In Team games, the spawn highlight color becomes that player's team color
// Optionally, this could be broken down to teammate or enemy and simplified to green and red, respectively
const team = human.team();
if (team !== null && teamColors.includes(team)) {
color = this.theme.teamColor(team);
} else {
if (myPlayer.isFriendly(human)) {
color = this.theme.spawnHighlightTeamColor();
} else {
color = this.theme.spawnHighlightColor();
}
}
}
for (const tile of this.game.bfs(
centerTile,
euclDistFN(centerTile, 9, true),
)) {
if (!this.game.hasOwner(tile)) {
this.paintHighlightTile(tile, color, 255);
}
}
}
}
private drawFocusedPlayerHighlight() {
const focusedPlayer = this.game.focusedPlayer();
if (!focusedPlayer) {
return;
}
const center = focusedPlayer.nameLocation();
if (!center) {
return;
}
// Breathing border animation
this.borderAnimTime += 0.5;
const minRad = 8;
const maxRad = 24;
// Range: [minPadding..maxPadding]
const radius =
minRad + (maxRad - minRad) * (0.5 + 0.5 * Math.sin(this.borderAnimTime));
const baseColor = this.theme.spawnHighlightSelfColor(); //white
let teamColor: Colord | null = null;
const team: Team | null = focusedPlayer.team();
if (team !== null && Object.values(ColoredTeams).includes(team)) {
teamColor = this.theme.teamColor(team).alpha(0.5);
} else {
teamColor = baseColor;
}
this.drawBreathingRing(
center.x,
center.y,
minRad,
maxRad,
radius,
baseColor, // Always draw white static semi-transparent ring
teamColor, // Pass the breathing ring color. White for FFA, Duos, Trios, Quads. Transparent team color for TEAM games.
);
// Draw breathing rings for teammates in team games (helps colorblind players identify teammates)
this.drawTeammateHighlights(minRad, maxRad, radius);
}
private drawTeammateHighlights(
minRad: number,
maxRad: number,
radius: number,
) {
const myPlayer = this.game.myPlayer();
if (myPlayer === null || myPlayer.team() === null) {
return;
}
const teammates = this.game
.playerViews()
.filter((p) => p !== myPlayer && myPlayer.isOnSameTeam(p));
// Smaller radius for teammates (more subtle than self highlight)
const teammateMinRad = 5;
const teammateMaxRad = 14;
const teammateRadius =
teammateMinRad +
(teammateMaxRad - teammateMinRad) *
((radius - minRad) / (maxRad - minRad));
const teamColors = Object.values(ColoredTeams);
for (const teammate of teammates) {
const center = teammate.nameLocation();
if (!center) {
continue;
}
const team = teammate.team();
let baseColor: Colord;
let breathingColor: Colord;
if (team !== null && teamColors.includes(team)) {
baseColor = this.theme.teamColor(team).alpha(0.5);
breathingColor = this.theme.teamColor(team).alpha(0.5);
} else {
baseColor = this.theme.spawnHighlightTeamColor();
breathingColor = this.theme.spawnHighlightTeamColor();
}
this.drawBreathingRing(
center.x,
center.y,
teammateMinRad,
teammateMaxRad,
teammateRadius,
baseColor,
breathingColor,
);
}
}
init() {
this.eventBus.on(MouseOverEvent, (e) => this.onMouseOver(e));
this.eventBus.on(AlternateViewEvent, (e) => {
this.alternativeView = e.alternateView;
this.territoryRenderer?.setAlternativeView(this.alternativeView);
});
this.eventBus.on(DragEvent, (e) => {
// TODO: consider re-enabling this on mobile or low end devices for smoother dragging.
// this.lastDragTime = Date.now();
this.eventBus.on(MouseOverEvent, (e) => {
this.lastMousePosition = { x: e.x, y: e.y };
});
this.redraw();
}
onMouseOver(event: MouseOverEvent) {
this.lastMousePosition = { x: event.x, y: event.y };
this.updateHighlightedTerritory();
}
tick() {
const tickProfile = FrameProfiler.start();
private updateHighlightedTerritory() {
if (!this.alternativeView) {
return;
const currentTheme = this.game.config().theme();
if (currentTheme !== this.theme) {
this.theme = currentTheme;
this.redraw();
}
if (!this.lastMousePosition) {
return;
this.refreshPaletteIfNeeded();
this.refreshDefensePostsIfNeeded();
const updatedTiles = this.game.recentlyUpdatedTiles();
for (let i = 0; i < updatedTiles.length; i++) {
this.markTile(updatedTiles[i]);
}
const cell = this.transformHandler.screenToWorldCoordinates(
this.lastMousePosition.x,
this.lastMousePosition.y,
);
if (!this.game.isValidCoord(cell.x, cell.y)) {
return;
}
// After collecting pending updates and handling palette/theme changes,
// invoke the renderer's tick() to process compute passes. This ensures
// compute shaders run at the simulation rate rather than every frame.
this.territoryRenderer?.tick();
const previousTerritory = this.highlightedTerritory;
const territory = this.getTerritoryAtCell(cell);
if (territory) {
this.highlightedTerritory = territory;
} else {
this.highlightedTerritory = null;
}
if (previousTerritory?.id() !== this.highlightedTerritory?.id()) {
const territories: PlayerView[] = [];
if (previousTerritory) {
territories.push(previousTerritory);
}
if (this.highlightedTerritory) {
territories.push(this.highlightedTerritory);
}
this.redrawBorder(...territories);
}
}
private getTerritoryAtCell(cell: { x: number; y: number }) {
const tile = this.game.ref(cell.x, cell.y);
if (!tile) {
return null;
}
// If the tile has no owner, it is either a fallout tile or a terra nullius tile.
if (!this.game.hasOwner(tile)) {
return null;
}
const owner = this.game.owner(tile);
return owner instanceof PlayerView ? owner : null;
FrameProfiler.end("TerritoryLayer:tick", tickProfile);
}
redraw() {
console.log("redrew territory layer");
this.canvas = document.createElement("canvas");
const context = this.canvas.getContext("2d");
if (context === null) throw new Error("2d context not supported");
this.context = context;
this.canvas.width = this.game.width();
this.canvas.height = this.game.height();
this.imageData = this.context.getImageData(
0,
0,
this.canvas.width,
this.canvas.height,
);
this.alternativeImageData = this.context.getImageData(
0,
0,
this.canvas.width,
this.canvas.height,
);
this.initImageData();
this.context.putImageData(
this.alternativeView ? this.alternativeImageData : this.imageData,
0,
0,
);
// Add a second canvas for highlights
this.highlightCanvas = document.createElement("canvas");
const highlightContext = this.highlightCanvas.getContext("2d", {
alpha: true,
});
if (highlightContext === null) throw new Error("2d context not supported");
this.highlightContext = highlightContext;
this.highlightCanvas.width = this.game.width();
this.highlightCanvas.height = this.game.height();
this.game.forEachTile((t) => {
this.paintTerritory(t);
});
this.configureRenderer();
}
redrawBorder(...players: PlayerView[]) {
return Promise.all(
players.map(async (player) => {
const tiles = await player.borderTiles();
tiles.borderTiles.forEach((tile: TileRef) => {
this.paintTerritory(tile, true);
});
}),
private configureRenderer() {
const { renderer, reason } = TerritoryWebGLRenderer.create(
this.game,
this.theme,
);
}
if (!renderer) {
throw new Error(reason ?? "WebGPU is required for territory rendering.");
}
initImageData() {
this.game.forEachTile((tile) => {
const cell = new Cell(this.game.x(tile), this.game.y(tile));
const index = cell.y * this.game.width() + cell.x;
const offset = index * 4;
this.imageData.data[offset + 3] = 0;
this.alternativeImageData.data[offset + 3] = 0;
});
this.territoryRenderer = renderer;
this.territoryRenderer.setAlternativeView(this.alternativeView);
this.territoryRenderer.setHighlightedOwnerId(this.hoveredOwnerSmallId);
this.territoryRenderer.markAllDirty();
this.territoryRenderer.refreshPalette();
this.lastPaletteSignature = this.computePaletteSignature();
this.lastDefensePostsSignature = this.computeDefensePostsSignature();
// Ensure defense posts buffer is uploaded on first tick.
this.territoryRenderer.markDefensePostsDirty();
// Run an initial tick to upload state and build the colour texture. Without
// this, the first render call may occur before the initial compute pass
// has been executed, resulting in undefined colours.
this.territoryRenderer.tick();
}
renderLayer(context: CanvasRenderingContext2D) {
const now = Date.now();
if (
now > this.lastDragTime + this.nodrawDragDuration &&
now > this.lastRefresh + this.refreshRate
) {
this.lastRefresh = now;
const renderTerritoryStart = FrameProfiler.start();
this.renderTerritory();
FrameProfiler.end("TerritoryLayer:renderTerritory", renderTerritoryStart);
const [topLeft, bottomRight] = this.transformHandler.screenBoundingRect();
const vx0 = Math.max(0, topLeft.x);
const vy0 = Math.max(0, topLeft.y);
const vx1 = Math.min(this.game.width() - 1, bottomRight.x);
const vy1 = Math.min(this.game.height() - 1, bottomRight.y);
const w = vx1 - vx0 + 1;
const h = vy1 - vy0 + 1;
if (w > 0 && h > 0) {
const putImageStart = FrameProfiler.start();
this.context.putImageData(
this.alternativeView ? this.alternativeImageData : this.imageData,
0,
0,
vx0,
vy0,
w,
h,
);
FrameProfiler.end("TerritoryLayer:putImageData", putImageStart);
}
if (!this.territoryRenderer) {
return;
}
const drawCanvasStart = FrameProfiler.start();
context.drawImage(
this.canvas,
-this.game.width() / 2,
-this.game.height() / 2,
this.game.width(),
this.game.height(),
this.ensureTerritoryCanvasAttached(context.canvas);
this.updateHoverHighlight();
const renderTerritoryStart = FrameProfiler.start();
this.territoryRenderer.setViewSize(
context.canvas.width,
context.canvas.height,
);
FrameProfiler.end("TerritoryLayer:drawCanvas", drawCanvasStart);
if (this.game.inSpawnPhase()) {
const highlightDrawStart = FrameProfiler.start();
context.drawImage(
this.highlightCanvas,
-this.game.width() / 2,
-this.game.height() / 2,
this.game.width(),
this.game.height(),
);
FrameProfiler.end(
"TerritoryLayer:drawHighlightCanvas",
highlightDrawStart,
);
}
const viewOffset = this.transformHandler.viewOffset();
this.territoryRenderer.setViewTransform(
this.transformHandler.scale,
viewOffset.x,
viewOffset.y,
);
this.territoryRenderer.render();
FrameProfiler.end("TerritoryLayer:renderTerritory", renderTerritoryStart);
}
renderTerritory() {
let numToRender = Math.floor(this.tileToRenderQueue.size() / 10);
if (numToRender === 0 || this.game.inSpawnPhase()) {
numToRender = this.tileToRenderQueue.size();
}
while (numToRender > 0) {
numToRender--;
const entry = this.tileToRenderQueue.pop();
if (!entry) {
break;
}
const tile = entry.tile;
this.paintTerritory(tile);
for (const neighbor of this.game.neighbors(tile)) {
this.paintTerritory(neighbor, true);
}
}
}
paintTerritory(tile: TileRef, isBorder: boolean = false) {
if (isBorder && !this.game.hasOwner(tile)) {
private ensureTerritoryCanvasAttached(mainCanvas: HTMLCanvasElement) {
if (!this.territoryRenderer) {
return;
}
if (!this.game.hasOwner(tile)) {
if (this.game.hasFallout(tile)) {
this.paintTile(this.imageData, tile, this.theme.falloutColor(), 150);
this.paintTile(
this.alternativeImageData,
tile,
this.theme.falloutColor(),
150,
);
return;
const canvas = this.territoryRenderer.canvas;
if (this.attachedTerritoryCanvas !== canvas) {
this.attachedTerritoryCanvas?.remove();
this.attachedTerritoryCanvas = canvas;
}
const parent = mainCanvas.parentNode;
if (!parent) {
if (!canvas.isConnected) {
document.body.appendChild(canvas);
}
this.clearTile(tile);
return;
}
const owner = this.game.owner(tile) as PlayerView;
// eslint-disable-next-line @typescript-eslint/no-unused-vars
const isHighlighted =
this.highlightedTerritory &&
this.highlightedTerritory.id() === owner.id();
const myPlayer = this.game.myPlayer();
if (this.game.isBorder(tile)) {
// eslint-disable-next-line @typescript-eslint/no-unused-vars
const playerIsFocused = owner && this.game.focusedPlayer() === owner;
if (myPlayer) {
const alternativeColor = this.alternateViewColor(owner);
this.paintTile(this.alternativeImageData, tile, alternativeColor, 255);
if (!canvas.isConnected) {
parent.insertBefore(canvas, mainCanvas);
return;
}
if (canvas.parentNode !== parent) {
parent.insertBefore(canvas, mainCanvas);
return;
}
if (canvas.nextSibling !== mainCanvas) {
parent.insertBefore(canvas, mainCanvas);
}
}
private markTile(tile: TileRef) {
this.territoryRenderer?.markTile(tile);
}
private updateHoverHighlight() {
if (!this.territoryRenderer) {
return;
}
const now = performance.now();
if (now - this.lastHoverUpdateMs < 100) {
return;
}
this.lastHoverUpdateMs = now;
let nextOwnerSmallId: number | null = null;
if (this.lastMousePosition) {
const cell = this.transformHandler.screenToWorldCoordinates(
this.lastMousePosition.x,
this.lastMousePosition.y,
);
if (this.game.isValidCoord(cell.x, cell.y)) {
const tile = this.game.ref(cell.x, cell.y);
const owner = this.game.owner(tile);
if (owner && owner.isPlayer()) {
nextOwnerSmallId = owner.smallID();
}
}
const isDefended = this.game.hasUnitNearby(
tile,
this.game.config().defensePostRange(),
UnitType.DefensePost,
owner.id(),
}
if (nextOwnerSmallId === this.hoveredOwnerSmallId) {
return;
}
this.hoveredOwnerSmallId = nextOwnerSmallId;
this.territoryRenderer.setHighlightedOwnerId(nextOwnerSmallId);
}
private computePaletteSignature(): string {
let maxSmallId = 0;
for (const player of this.game.playerViews()) {
maxSmallId = Math.max(maxSmallId, player.smallID());
}
const patternsEnabled = this.userSettings.territoryPatterns();
return `${this.game.playerViews().length}:${maxSmallId}:${patternsEnabled ? 1 : 0}`;
}
private refreshPaletteIfNeeded() {
if (!this.territoryRenderer) {
return;
}
const signature = this.computePaletteSignature();
if (signature !== this.lastPaletteSignature) {
this.lastPaletteSignature = signature;
this.territoryRenderer.refreshPalette();
}
}
private computeDefensePostsSignature(): string {
// Active + completed posts only.
const parts: string[] = [];
for (const u of this.game.units(UnitType.DefensePost)) {
if (!u.isActive() || u.isUnderConstruction()) continue;
const tile = u.tile();
parts.push(
`${u.owner().smallID()},${this.game.x(tile)},${this.game.y(tile)}`,
);
this.paintTile(
this.imageData,
tile,
owner.borderColor(tile, isDefended),
255,
);
} else {
// Alternative view only shows borders.
this.clearAlternativeTile(tile);
this.paintTile(this.imageData, tile, owner.territoryColor(tile), 150);
}
parts.sort();
return parts.join("|");
}
alternateViewColor(other: PlayerView): Colord {
const myPlayer = this.game.myPlayer();
if (!myPlayer) {
return this.theme.neutralColor();
private refreshDefensePostsIfNeeded() {
if (!this.territoryRenderer) {
return;
}
if (other.smallID() === myPlayer.smallID()) {
return this.theme.selfColor();
const signature = this.computeDefensePostsSignature();
if (signature !== this.lastDefensePostsSignature) {
this.lastDefensePostsSignature = signature;
this.territoryRenderer.markDefensePostsDirty();
}
if (other.isFriendly(myPlayer)) {
return this.theme.allyColor();
}
if (!other.hasEmbargo(myPlayer)) {
return this.theme.neutralColor();
}
return this.theme.enemyColor();
}
paintAlternateViewTile(tile: TileRef, other: PlayerView) {
const color = this.alternateViewColor(other);
this.paintTile(this.alternativeImageData, tile, color, 255);
}
paintTile(imageData: ImageData, tile: TileRef, color: Colord, alpha: number) {
const offset = tile * 4;
imageData.data[offset] = color.rgba.r;
imageData.data[offset + 1] = color.rgba.g;
imageData.data[offset + 2] = color.rgba.b;
imageData.data[offset + 3] = alpha;
}
clearTile(tile: TileRef) {
const offset = tile * 4;
this.imageData.data[offset + 3] = 0; // Set alpha to 0 (fully transparent)
this.alternativeImageData.data[offset + 3] = 0; // Set alpha to 0 (fully transparent)
}
clearAlternativeTile(tile: TileRef) {
const offset = tile * 4;
this.alternativeImageData.data[offset + 3] = 0; // Set alpha to 0 (fully transparent)
}
enqueueTile(tile: TileRef) {
this.tileToRenderQueue.push({
tile: tile,
lastUpdate: this.game.ticks() + this.random.nextFloat(0, 0.5),
});
}
async enqueuePlayerBorder(player: PlayerView) {
const playerBorderTiles = await player.borderTiles();
playerBorderTiles.borderTiles.forEach((tile: TileRef) => {
this.enqueueTile(tile);
});
}
paintHighlightTile(tile: TileRef, color: Colord, alpha: number) {
this.clearTile(tile);
const x = this.game.x(tile);
const y = this.game.y(tile);
this.highlightContext.fillStyle = color.alpha(alpha / 255).toRgbString();
this.highlightContext.fillRect(x, y, 1, 1);
}
clearHighlightTile(tile: TileRef) {
const x = this.game.x(tile);
const y = this.game.y(tile);
this.highlightContext.clearRect(x, y, 1, 1);
}
private drawBreathingRing(
cx: number,
cy: number,
minRad: number,
maxRad: number,
radius: number,
transparentColor: Colord,
breathingColor: Colord,
) {
const ctx = this.highlightContext;
if (!ctx) return;
// Draw a semi-transparent ring around the starting location
ctx.beginPath();
// Transparency matches the highlight color provided
const transparent = transparentColor.alpha(0);
const radGrad = ctx.createRadialGradient(cx, cy, minRad, cx, cy, maxRad);
// Pixels with radius < minRad are transparent
radGrad.addColorStop(0, transparent.toRgbString());
// The ring then starts with solid highlight color
radGrad.addColorStop(0.01, transparentColor.toRgbString());
radGrad.addColorStop(0.1, transparentColor.toRgbString());
// The outer edge of the ring is transparent
radGrad.addColorStop(1, transparent.toRgbString());
// Draw an arc at the max radius and fill with the created radial gradient
ctx.arc(cx, cy, maxRad, 0, Math.PI * 2);
ctx.fillStyle = radGrad;
ctx.closePath();
ctx.fill();
const breatheInner = breathingColor.alpha(0);
// Draw a solid ring around the starting location with outer radius = the breathing radius
ctx.beginPath();
const radGrad2 = ctx.createRadialGradient(cx, cy, minRad, cx, cy, radius);
// Pixels with radius < minRad are transparent
radGrad2.addColorStop(0, breatheInner.toRgbString());
// The ring then starts with solid highlight color
radGrad2.addColorStop(0.01, breathingColor.toRgbString());
// The ring is solid throughout
radGrad2.addColorStop(1, breathingColor.toRgbString());
// Draw an arc at the current breathing radius and fill with the created "gradient"
ctx.arc(cx, cy, radius, 0, Math.PI * 2);
ctx.fillStyle = radGrad2;
ctx.fill();
}
}
File diff suppressed because it is too large Load Diff
+9 -1
View File
@@ -808,7 +808,6 @@ export class GameImpl implements Game {
playerID: id,
});
}
addUnit(u: Unit) {
this.unitGrid.addUnit(u);
}
@@ -929,6 +928,12 @@ export class GameImpl implements Game {
hasFallout(ref: TileRef): boolean {
return this._map.hasFallout(ref);
}
isDefended(ref: TileRef): boolean {
return this._map.isDefended(ref);
}
setDefended(ref: TileRef, value: boolean): void {
this._map.setDefended(ref, value);
}
isBorder(ref: TileRef): boolean {
return this._map.isBorder(ref);
}
@@ -987,6 +992,9 @@ export class GameImpl implements Game {
updateTile(tu: TileUpdate): TileRef {
return this._map.updateTile(tu);
}
tileStateView(): Uint16Array {
return this._map.tileStateView();
}
numTilesWithFallout(): number {
return this._map.numTilesWithFallout();
}
+20
View File
@@ -27,6 +27,9 @@ export interface GameMap {
setOwnerID(ref: TileRef, playerId: number): void;
hasFallout(ref: TileRef): boolean;
setFallout(ref: TileRef, value: boolean): void;
isDefended(ref: TileRef): boolean;
setDefended(ref: TileRef, value: boolean): void;
tileStateView(): Uint16Array;
isOnEdgeOfMap(ref: TileRef): boolean;
isBorder(ref: TileRef): boolean;
neighbors(ref: TileRef): TileRef[];
@@ -76,6 +79,7 @@ export class GameMapImpl implements GameMap {
// State bits (Uint16Array)
private static readonly PLAYER_ID_MASK = 0xfff;
private static readonly DEFENDED_BIT = 12;
private static readonly FALLOUT_BIT = 13;
private static readonly DEFENSE_BONUS_BIT = 14;
// Bit 15 still reserved
@@ -211,6 +215,22 @@ export class GameMapImpl implements GameMap {
}
}
isDefended(ref: TileRef): boolean {
return Boolean(this.state[ref] & (1 << GameMapImpl.DEFENDED_BIT));
}
setDefended(ref: TileRef, value: boolean): void {
if (value) {
this.state[ref] |= 1 << GameMapImpl.DEFENDED_BIT;
} else {
this.state[ref] &= ~(1 << GameMapImpl.DEFENDED_BIT);
}
}
tileStateView(): Uint16Array {
return this.state;
}
isOnEdgeOfMap(ref: TileRef): boolean {
const x = this.x(ref);
const y = this.y(ref);
+9
View File
@@ -880,6 +880,15 @@ export class GameView implements GameMap {
setFallout(ref: TileRef, value: boolean): void {
return this._map.setFallout(ref, value);
}
isDefended(ref: TileRef): boolean {
return this._map.isDefended(ref);
}
setDefended(ref: TileRef, value: boolean): void {
return this._map.setDefended(ref, value);
}
tileStateView(): Uint16Array {
return this._map.tileStateView();
}
isBorder(ref: TileRef): boolean {
return this._map.isBorder(ref);
}