mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 15:40:43 +00:00
move terrain color computation to GPU compute shader
This commit is contained in:
@@ -62,6 +62,7 @@ export class TerritoryLayer implements Layer {
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const currentTheme = this.game.config().theme();
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if (currentTheme !== this.theme) {
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this.theme = currentTheme;
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this.territoryRenderer?.refreshTerrain();
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this.redraw();
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}
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@@ -116,6 +117,14 @@ export class TerritoryLayer implements Layer {
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return;
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}
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// Check for theme changes in renderLayer too (for when game is paused)
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const currentTheme = this.game.config().theme();
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if (currentTheme !== this.theme) {
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this.theme = currentTheme;
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this.territoryRenderer.refreshTerrain();
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this.redraw();
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}
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this.ensureTerritoryCanvasAttached(context.canvas);
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this.updateHoverHighlight();
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@@ -6,6 +6,7 @@ import { ComputePass } from "./compute/ComputePass";
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import { DefendedClearPass } from "./compute/DefendedClearPass";
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import { DefendedUpdatePass } from "./compute/DefendedUpdatePass";
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import { StateUpdatePass } from "./compute/StateUpdatePass";
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import { TerrainComputePass } from "./compute/TerrainComputePass";
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import { GroundTruthData } from "./core/GroundTruthData";
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import { WebGPUDevice } from "./core/WebGPUDevice";
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import { RenderPass } from "./render/RenderPass";
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@@ -37,6 +38,7 @@ export class TerritoryRenderer {
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private renderPassOrder: RenderPass[] = [];
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// Pass instances
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private terrainComputePass: TerrainComputePass | null = null;
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private stateUpdatePass: StateUpdatePass | null = null;
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private defendedClearPass: DefendedClearPass | null = null;
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private defendedUpdatePass: DefendedUpdatePass | null = null;
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@@ -99,15 +101,18 @@ export class TerritoryRenderer {
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state,
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);
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// Upload initial terrain texture
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this.resources.uploadTerrain();
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// Upload terrain data and params (terrain colors will be computed on GPU)
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this.resources.uploadTerrainData();
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this.resources.uploadTerrainParams();
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// Create compute passes
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// Create compute passes (terrain compute should run first)
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this.terrainComputePass = new TerrainComputePass();
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this.stateUpdatePass = new StateUpdatePass();
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this.defendedClearPass = new DefendedClearPass();
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this.defendedUpdatePass = new DefendedUpdatePass();
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this.computePasses = [
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this.terrainComputePass,
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this.stateUpdatePass,
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this.defendedClearPass,
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this.defendedUpdatePass,
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@@ -255,6 +260,50 @@ export class TerritoryRenderer {
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}
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}
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refreshTerrain(): void {
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if (!this.resources || !this.device) {
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return;
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}
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this.resources.markTerrainParamsDirty();
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if (this.terrainComputePass) {
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this.terrainComputePass.markDirty();
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// Immediately compute terrain to avoid blank rendering
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this.computeTerrainImmediate();
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}
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}
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/**
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* Immediately execute terrain compute pass (for theme changes).
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* This ensures terrain is recomputed before the next render.
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*/
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private computeTerrainImmediate(): void {
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if (
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!this.ready ||
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!this.device ||
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!this.resources ||
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!this.terrainComputePass
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) {
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return;
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}
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// Upload terrain params if needed
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this.resources.uploadTerrainParams();
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if (!this.terrainComputePass.needsUpdate()) {
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return;
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}
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const encoder = this.device.device.createCommandEncoder();
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this.terrainComputePass.execute(encoder, this.resources);
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this.device.device.queue.submit([encoder.finish()]);
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// Rebuild render pass bind group to ensure it uses the updated terrain texture
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// This will be called again in render(), but doing it here ensures it's ready
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if (this.territoryRenderPass) {
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(this.territoryRenderPass as any).rebuildBindGroup?.();
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}
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}
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/**
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* Perform one simulation tick.
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* Runs compute passes to update ground truth data.
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@@ -267,6 +316,9 @@ export class TerritoryRenderer {
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// Upload palette if needed
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this.resources.uploadPalette();
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// Upload terrain params if needed (theme changed)
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this.resources.uploadTerrainParams();
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// Upload defense posts if needed (tracks if it was dirty before upload)
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const wasDefensePostsDirty = (this.resources as any)
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.needsDefensePostsUpload;
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@@ -279,6 +331,9 @@ export class TerritoryRenderer {
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const numUpdates = this.stateUpdatePass
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? ((this.stateUpdatePass as any).pendingTiles?.size ?? 0)
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: 0;
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const needsTerrainCompute = this.terrainComputePass
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? this.terrainComputePass.needsUpdate()
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: false;
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const range = this.game.config().defensePostRange();
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const rangeChanged = range !== this.resources.getLastDefenseRange();
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const countChanged =
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@@ -295,6 +350,7 @@ export class TerritoryRenderer {
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(hasPosts && numUpdates > 0);
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const needsCompute =
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needsTerrainCompute === true ||
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numUpdates > 0 ||
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shouldRebuildDefended === true ||
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this.needsDefendedHardClear === true;
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@@ -369,6 +425,33 @@ export class TerritoryRenderer {
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return;
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}
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// Check if terrain needs recomputation (e.g., theme changed)
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// If so, compute it in the same command buffer before rendering
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if (this.terrainComputePass?.needsUpdate()) {
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this.resources.uploadTerrainParams();
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// Use a single encoder to ensure compute completes before render
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const encoder = this.device.device.createCommandEncoder();
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// Execute terrain compute first
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this.terrainComputePass.execute(encoder, this.resources);
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// Then execute render passes in the same command buffer
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// The render pass will rebuild its bind group, which will now use the updated terrain texture
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const textureView = this.device.context.getCurrentTexture().createView();
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for (const pass of this.renderPassOrder) {
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if (!pass.needsUpdate()) {
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continue;
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}
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pass.execute(encoder, this.resources, textureView);
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}
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// Submit single command buffer with both compute and render
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// This ensures compute completes before render reads the terrain texture
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this.device.device.queue.submit([encoder.finish()]);
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return;
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}
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const encoder = this.device.device.createCommandEncoder();
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const textureView = this.device.context.getCurrentTexture().createView();
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@@ -0,0 +1,127 @@
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import { GroundTruthData } from "../core/GroundTruthData";
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import { loadShader } from "../core/ShaderLoader";
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import { ComputePass } from "./ComputePass";
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/**
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* Compute pass that generates terrain colors from terrain data.
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* Runs once at initialization or when theme changes.
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*/
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export class TerrainComputePass implements ComputePass {
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name = "terrain-compute";
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dependencies: string[] = [];
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private pipeline: GPUComputePipeline | null = null;
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private bindGroupLayout: GPUBindGroupLayout | null = null;
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private bindGroup: GPUBindGroup | null = null;
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private device: GPUDevice | null = null;
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private resources: GroundTruthData | null = null;
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private needsCompute = true;
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async init(device: GPUDevice, resources: GroundTruthData): Promise<void> {
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this.device = device;
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this.resources = resources;
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const shaderCode = await loadShader("compute/terrain-compute.wgsl");
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const shaderModule = device.createShaderModule({ code: shaderCode });
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this.bindGroupLayout = device.createBindGroupLayout({
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entries: [
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{
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binding: 0,
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visibility: 4 /* COMPUTE */,
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buffer: { type: "uniform" },
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},
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{
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binding: 1,
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visibility: 4 /* COMPUTE */,
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texture: { sampleType: "uint" },
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},
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{
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binding: 2,
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visibility: 4 /* COMPUTE */,
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storageTexture: { format: "rgba8unorm" },
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},
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],
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});
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this.pipeline = device.createComputePipeline({
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layout: device.createPipelineLayout({
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bindGroupLayouts: [this.bindGroupLayout],
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}),
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compute: {
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module: shaderModule,
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entryPoint: "main",
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},
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});
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this.rebuildBindGroup();
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}
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needsUpdate(): boolean {
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return this.needsCompute;
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}
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execute(encoder: GPUCommandEncoder, resources: GroundTruthData): void {
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if (!this.device || !this.pipeline || !this.bindGroup) {
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return;
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}
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const mapWidth = resources.getMapWidth();
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const mapHeight = resources.getMapHeight();
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const workgroupCountX = Math.ceil(mapWidth / 8);
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const workgroupCountY = Math.ceil(mapHeight / 8);
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const pass = encoder.beginComputePass();
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pass.setPipeline(this.pipeline);
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pass.setBindGroup(0, this.bindGroup);
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pass.dispatchWorkgroups(workgroupCountX, workgroupCountY);
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pass.end();
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this.needsCompute = false;
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}
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private rebuildBindGroup(): void {
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if (
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!this.device ||
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!this.bindGroupLayout ||
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!this.resources ||
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!this.resources.terrainParamsBuffer ||
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!this.resources.terrainDataTexture ||
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!this.resources.terrainTexture
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) {
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return;
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}
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this.bindGroup = this.device.createBindGroup({
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layout: this.bindGroupLayout,
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entries: [
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{
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binding: 0,
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resource: { buffer: this.resources.terrainParamsBuffer },
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},
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{
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binding: 1,
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resource: this.resources.terrainDataTexture.createView(),
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},
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{
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binding: 2,
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resource: this.resources.terrainTexture.createView(),
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},
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],
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});
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}
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markDirty(): void {
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this.needsCompute = true;
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// Rebuild bind group in case terrain params buffer was recreated
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this.rebuildBindGroup();
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}
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dispose(): void {
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this.pipeline = null;
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this.bindGroupLayout = null;
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this.bindGroup = null;
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this.device = null;
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this.resources = null;
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}
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}
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@@ -20,12 +20,14 @@ export class GroundTruthData {
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// Textures
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public readonly stateTexture: GPUTexture;
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public readonly terrainTexture: GPUTexture;
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public readonly terrainDataTexture: GPUTexture;
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public readonly paletteTexture: GPUTexture;
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public readonly defendedTexture: GPUTexture;
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// Buffers
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public readonly uniformBuffer: GPUBuffer;
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public readonly defenseParamsBuffer: GPUBuffer;
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public readonly terrainParamsBuffer: GPUBuffer;
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public updatesBuffer: GPUBuffer | null = null;
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public defensePostsBuffer: GPUBuffer | null = null;
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@@ -41,8 +43,11 @@ export class GroundTruthData {
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private readonly mapWidth: number;
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private readonly mapHeight: number;
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private readonly state: Uint16Array;
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private readonly terrainData: Uint8Array;
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private needsStateUpload = true;
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private needsPaletteUpload = true;
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private needsTerrainDataUpload = true;
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private needsTerrainParamsUpload = true;
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private paletteWidth = 1;
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private defensePostsCount = 0;
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private needsDefensePostsUpload = true;
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@@ -50,6 +55,7 @@ export class GroundTruthData {
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// Uniform data arrays
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private readonly uniformData = new Float32Array(12);
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private readonly defenseParamsData = new Uint32Array(4);
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private readonly terrainParamsData = new Float32Array(24); // 6 vec4f: shore, water, shorelineWater, plainsBase, highlandBase, mountainBase
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// View state (updated by renderer)
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private viewWidth = 1;
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@@ -70,10 +76,12 @@ export class GroundTruthData {
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private readonly game: GameView,
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private readonly theme: Theme,
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state: Uint16Array,
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terrainData: Uint8Array,
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mapWidth: number,
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mapHeight: number,
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) {
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this.state = state;
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this.terrainData = terrainData;
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this.mapWidth = mapWidth;
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this.mapHeight = mapHeight;
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@@ -97,6 +105,12 @@ export class GroundTruthData {
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usage: UNIFORM | COPY_DST_BUF,
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});
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// Terrain params: 6x vec4f = 96 bytes (shore, water, shorelineWater, plainsBase, highlandBase, mountainBase)
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this.terrainParamsBuffer = device.createBuffer({
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size: 96,
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usage: UNIFORM | COPY_DST_BUF,
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});
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// State texture (r32uint)
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this.stateTexture = device.createTexture({
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size: { width: mapWidth, height: mapHeight },
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@@ -118,10 +132,17 @@ export class GroundTruthData {
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usage: COPY_DST_TEX | TEXTURE_BINDING,
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});
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// Terrain texture (rgba8unorm)
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// Terrain texture (rgba8unorm) - output of terrain compute shader
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this.terrainTexture = device.createTexture({
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size: { width: mapWidth, height: mapHeight },
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format: "rgba8unorm",
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usage: COPY_DST_TEX | TEXTURE_BINDING | STORAGE_BINDING,
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});
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// Terrain data texture (r8uint) - input terrain data (read-only in compute shader)
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this.terrainDataTexture = device.createTexture({
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size: { width: mapWidth, height: mapHeight },
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format: "r8uint",
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usage: COPY_DST_TEX | TEXTURE_BINDING,
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});
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}
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@@ -137,6 +158,7 @@ export class GroundTruthData {
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game,
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theme,
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state,
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game.terrainDataView(),
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game.width(),
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game.height(),
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);
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@@ -212,6 +234,9 @@ export class GroundTruthData {
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}
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}
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/**
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* @deprecated Use terrain compute shader instead. This method is kept for fallback.
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*/
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uploadTerrain(): void {
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const bytesPerRow = this.mapWidth * 4;
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const paddedBytesPerRow = align(bytesPerRow, 256);
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@@ -241,6 +266,204 @@ export class GroundTruthData {
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}
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}
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uploadTerrainData(): void {
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if (!this.needsTerrainDataUpload) {
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return;
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}
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this.needsTerrainDataUpload = false;
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const bytesPerRow = this.mapWidth;
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const paddedBytesPerRow = align(bytesPerRow, 256);
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if (paddedBytesPerRow === bytesPerRow) {
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// Direct upload if already aligned
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this.device.queue.writeTexture(
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{ texture: this.terrainDataTexture },
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this.terrainData,
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{ bytesPerRow, rowsPerImage: this.mapHeight },
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{
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width: this.mapWidth,
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height: this.mapHeight,
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depthOrArrayLayers: 1,
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},
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);
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} else {
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// Row-by-row upload with padding
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const row = new Uint8Array(paddedBytesPerRow);
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for (let y = 0; y < this.mapHeight; y++) {
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row.fill(0);
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const start = y * this.mapWidth;
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row.set(this.terrainData.subarray(start, start + this.mapWidth), 0);
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this.device.queue.writeTexture(
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{ texture: this.terrainDataTexture, origin: { x: 0, y } },
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row,
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{ bytesPerRow: paddedBytesPerRow, rowsPerImage: 1 },
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{ width: this.mapWidth, height: 1, depthOrArrayLayers: 1 },
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);
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}
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}
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}
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uploadTerrainParams(): void {
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if (!this.needsTerrainParamsUpload) {
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return;
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}
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this.needsTerrainParamsUpload = false;
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// Sample theme colors by finding representative tiles
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// We'll search for a shore tile, water tile, and compute base terrain colors
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let shoreColor = { r: 204, g: 203, b: 158, a: 255 }; // Default pastel
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let waterColor = { r: 70, g: 132, b: 180, a: 255 }; // Default pastel
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let shorelineWaterColor = { r: 100, g: 143, b: 255, a: 255 }; // Default pastel
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// Find a shore tile (land adjacent to water)
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for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
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if (this.game.isShore(i)) {
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const color = this.theme.terrainColor(this.game, i);
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shoreColor = color.rgba;
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break;
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}
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}
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// Find a deep water tile (magnitude > 5) and shoreline water
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for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
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if (this.game.isWater(i)) {
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if (this.game.isShoreline(i)) {
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const color = this.theme.terrainColor(this.game, i);
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shorelineWaterColor = color.rgba;
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} else if (this.game.magnitude(i) > 5) {
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const color = this.theme.terrainColor(this.game, i);
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waterColor = color.rgba;
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}
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if (waterColor.r !== 70 || shorelineWaterColor.r !== 100) {
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// Found both, can break
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if (this.game.isShoreline(i) && this.game.magnitude(i) > 5) {
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break;
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}
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}
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}
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}
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// Compute terrain base colors by sampling at magnitude 0, 10, 20
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// Find a plains tile (magnitude < 10, land, not shore)
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let plainsColor = { r: 190, g: 220, b: 138, a: 255 };
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for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
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if (
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this.game.isLand(i) &&
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!this.game.isShore(i) &&
|
||||
this.game.magnitude(i) < 10
|
||||
) {
|
||||
const color = this.theme.terrainColor(this.game, i);
|
||||
plainsColor = color.rgba;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Find a highland tile at magnitude 10 (for accurate formula computation)
|
||||
let highlandColor = { r: 200, g: 183, b: 138, a: 255 };
|
||||
for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
|
||||
if (
|
||||
this.game.isLand(i) &&
|
||||
!this.game.isShore(i) &&
|
||||
this.game.magnitude(i) === 10
|
||||
) {
|
||||
const color = this.theme.terrainColor(this.game, i);
|
||||
highlandColor = color.rgba;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// If no mag 10 found, try any highland tile
|
||||
if (highlandColor.r === 200 && highlandColor.g === 183) {
|
||||
for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
|
||||
if (
|
||||
this.game.isLand(i) &&
|
||||
!this.game.isShore(i) &&
|
||||
this.game.magnitude(i) >= 10 &&
|
||||
this.game.magnitude(i) < 20
|
||||
) {
|
||||
const color = this.theme.terrainColor(this.game, i);
|
||||
highlandColor = color.rgba;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Store colors as vec4f (RGBA normalized to 0-1)
|
||||
// Index 0-3: shore color
|
||||
this.terrainParamsData[0] = shoreColor.r / 255;
|
||||
this.terrainParamsData[1] = shoreColor.g / 255;
|
||||
this.terrainParamsData[2] = shoreColor.b / 255;
|
||||
this.terrainParamsData[3] = 1.0;
|
||||
|
||||
// Index 4-7: water base color
|
||||
this.terrainParamsData[4] = waterColor.r / 255;
|
||||
this.terrainParamsData[5] = waterColor.g / 255;
|
||||
this.terrainParamsData[6] = waterColor.b / 255;
|
||||
this.terrainParamsData[7] = 1.0;
|
||||
|
||||
// Index 8-11: shoreline water color
|
||||
this.terrainParamsData[8] = shorelineWaterColor.r / 255;
|
||||
this.terrainParamsData[9] = shorelineWaterColor.g / 255;
|
||||
this.terrainParamsData[10] = shorelineWaterColor.b / 255;
|
||||
this.terrainParamsData[11] = 1.0;
|
||||
|
||||
// Find a mountain tile at magnitude 20 (for accurate formula computation)
|
||||
let mountainColor = { r: 230, g: 230, b: 230, a: 255 };
|
||||
for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
|
||||
if (
|
||||
this.game.isLand(i) &&
|
||||
!this.game.isShore(i) &&
|
||||
this.game.magnitude(i) === 20
|
||||
) {
|
||||
const color = this.theme.terrainColor(this.game, i);
|
||||
mountainColor = color.rgba;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// If no mag 20 found, try any mountain tile
|
||||
if (mountainColor.r === 230 && mountainColor.g === 230) {
|
||||
for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
|
||||
if (
|
||||
this.game.isLand(i) &&
|
||||
!this.game.isShore(i) &&
|
||||
this.game.magnitude(i) >= 20
|
||||
) {
|
||||
const color = this.theme.terrainColor(this.game, i);
|
||||
mountainColor = color.rgba;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Index 12-15: plains base color (magnitude 0)
|
||||
this.terrainParamsData[12] = plainsColor.r / 255;
|
||||
this.terrainParamsData[13] = plainsColor.g / 255;
|
||||
this.terrainParamsData[14] = plainsColor.b / 255;
|
||||
this.terrainParamsData[15] = 1.0;
|
||||
|
||||
// Index 16-19: highland base color (magnitude 10)
|
||||
this.terrainParamsData[16] = highlandColor.r / 255;
|
||||
this.terrainParamsData[17] = highlandColor.g / 255;
|
||||
this.terrainParamsData[18] = highlandColor.b / 255;
|
||||
this.terrainParamsData[19] = 1.0;
|
||||
|
||||
// Index 20-23: mountain base color (magnitude 20)
|
||||
this.terrainParamsData[20] = mountainColor.r / 255;
|
||||
this.terrainParamsData[21] = mountainColor.g / 255;
|
||||
this.terrainParamsData[22] = mountainColor.b / 255;
|
||||
this.terrainParamsData[23] = 1.0;
|
||||
|
||||
this.device.queue.writeBuffer(
|
||||
this.terrainParamsBuffer,
|
||||
0,
|
||||
this.terrainParamsData,
|
||||
);
|
||||
}
|
||||
|
||||
markTerrainParamsDirty(): void {
|
||||
this.needsTerrainParamsUpload = true;
|
||||
}
|
||||
|
||||
uploadPalette(): boolean {
|
||||
if (!this.needsPaletteUpload) {
|
||||
return false;
|
||||
|
||||
@@ -0,0 +1,102 @@
|
||||
struct TerrainParams {
|
||||
shoreColor: vec4f, // Shore (land adjacent to water)
|
||||
waterColor: vec4f, // Deep water base color
|
||||
shorelineWaterColor: vec4f, // Water near shore
|
||||
plainsBaseColor: vec4f, // Plains base RGB (magnitude 0)
|
||||
highlandBaseColor: vec4f, // Highland base RGB (magnitude 10)
|
||||
mountainBaseColor: vec4f, // Mountain base RGB (magnitude 20)
|
||||
};
|
||||
|
||||
@group(0) @binding(0) var<uniform> params: TerrainParams;
|
||||
@group(0) @binding(1) var terrainDataTex: texture_2d<u32>;
|
||||
@group(0) @binding(2) var terrainTex: texture_storage_2d<rgba8unorm, write>;
|
||||
|
||||
// Terrain bit constants (matching GameMapImpl)
|
||||
const IS_LAND_BIT: u32 = 7u;
|
||||
const SHORELINE_BIT: u32 = 6u;
|
||||
const OCEAN_BIT: u32 = 5u;
|
||||
const MAGNITUDE_MASK: u32 = 0x1fu;
|
||||
|
||||
@compute @workgroup_size(8, 8)
|
||||
fn main(@builtin(global_invocation_id) globalId: vec3<u32>) {
|
||||
let x = i32(globalId.x);
|
||||
let y = i32(globalId.y);
|
||||
let dims = textureDimensions(terrainDataTex);
|
||||
|
||||
if (x < 0 || y < 0 || u32(x) >= dims.x || u32(y) >= dims.y) {
|
||||
return;
|
||||
}
|
||||
|
||||
let texCoord = vec2i(x, y);
|
||||
let terrainData = textureLoad(terrainDataTex, texCoord, 0).x;
|
||||
|
||||
// Extract terrain bits
|
||||
let isLand = (terrainData & (1u << IS_LAND_BIT)) != 0u;
|
||||
let isShoreline = (terrainData & (1u << SHORELINE_BIT)) != 0u;
|
||||
let isOcean = (terrainData & (1u << OCEAN_BIT)) != 0u;
|
||||
let magnitude = terrainData & MAGNITUDE_MASK;
|
||||
let mag = f32(magnitude);
|
||||
|
||||
var color: vec4f;
|
||||
|
||||
// Check if shore (land adjacent to water)
|
||||
if (isLand && isShoreline) {
|
||||
color = params.shoreColor;
|
||||
} else if (!isLand) {
|
||||
// Water tile
|
||||
if (isShoreline) {
|
||||
color = params.shorelineWaterColor;
|
||||
} else {
|
||||
// Deep water - color varies by magnitude
|
||||
// CPU formula: waterColor - 10 + (11 - min(mag, 10))
|
||||
// In normalized space: waterColor + (-10 + (11 - min(mag, 10))) / 255.0
|
||||
// Simplified: waterColor + (1 - min(mag, 10)) / 255.0
|
||||
let magClamped = min(mag, 10.0);
|
||||
let adjustment = (1.0 - magClamped) / 255.0;
|
||||
color = vec4f(
|
||||
max(params.waterColor.r + adjustment, 0.0),
|
||||
max(params.waterColor.g + adjustment, 0.0),
|
||||
max(params.waterColor.b + adjustment, 0.0),
|
||||
1.0
|
||||
);
|
||||
}
|
||||
} else {
|
||||
// Land tile - determine terrain type from magnitude
|
||||
// CPU formulas:
|
||||
// Plains: rgb(190, 220 - 2*mag, 138) for mag 0-9
|
||||
// Highland: rgb(200 + 2*mag, 183 + 2*mag, 138 + 2*mag) for mag 10-19
|
||||
// Mountain: rgb(230 + mag/2, 230 + mag/2, 230 + mag/2) for mag >= 20
|
||||
//
|
||||
// We sampled plains at mag 0, so plainsBaseColor = rgb(190, 220, 138) / 255
|
||||
// We sampled highland at some mag 10-19, need to compute from mag 10
|
||||
if (magnitude < 10u) {
|
||||
// Plains: rgb(190, 220 - 2*mag, 138)
|
||||
color = vec4f(
|
||||
params.plainsBaseColor.r, // 190/255
|
||||
max(params.plainsBaseColor.g - (2.0 * mag) / 255.0, 0.0), // (220 - 2*mag)/255
|
||||
params.plainsBaseColor.b, // 138/255
|
||||
1.0
|
||||
);
|
||||
} else if (magnitude < 20u) {
|
||||
// Highland: CPU formula is rgb(200 + 2*mag, 183 + 2*mag, 138 + 2*mag)
|
||||
// We sampled highlandBaseColor at mag 10, so it's rgb(220, 203, 158) / 255
|
||||
// For any mag 10-19: highlandBaseColor + 2*(mag - 10) / 255
|
||||
let highlandMag = mag - 10.0;
|
||||
color = vec4f(
|
||||
min(params.highlandBaseColor.r + (2.0 * highlandMag) / 255.0, 1.0),
|
||||
min(params.highlandBaseColor.g + (2.0 * highlandMag) / 255.0, 1.0),
|
||||
min(params.highlandBaseColor.b + (2.0 * highlandMag) / 255.0, 1.0),
|
||||
1.0
|
||||
);
|
||||
} else {
|
||||
// Mountain: CPU formula is rgb(230 + mag/2, 230 + mag/2, 230 + mag/2)
|
||||
// We sampled mountainBaseColor at mag 20, so it's rgb(240, 240, 240) / 255 for pastel
|
||||
// For any mag >= 20: mountainBaseColor + (mag - 20) / 2 / 255
|
||||
let mountainMag = mag - 20.0;
|
||||
let gray = min(params.mountainBaseColor.r + (mountainMag / 2.0) / 255.0, 1.0);
|
||||
color = vec4f(gray, gray, gray, 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
textureStore(terrainTex, texCoord, color);
|
||||
}
|
||||
@@ -995,6 +995,9 @@ export class GameImpl implements Game {
|
||||
tileStateView(): Uint16Array {
|
||||
return this._map.tileStateView();
|
||||
}
|
||||
terrainDataView(): Uint8Array {
|
||||
return this._map.terrainDataView();
|
||||
}
|
||||
numTilesWithFallout(): number {
|
||||
return this._map.numTilesWithFallout();
|
||||
}
|
||||
|
||||
@@ -30,6 +30,7 @@ export interface GameMap {
|
||||
isDefended(ref: TileRef): boolean;
|
||||
setDefended(ref: TileRef, value: boolean): void;
|
||||
tileStateView(): Uint16Array;
|
||||
terrainDataView(): Uint8Array;
|
||||
isOnEdgeOfMap(ref: TileRef): boolean;
|
||||
isBorder(ref: TileRef): boolean;
|
||||
neighbors(ref: TileRef): TileRef[];
|
||||
@@ -231,6 +232,10 @@ export class GameMapImpl implements GameMap {
|
||||
return this.state;
|
||||
}
|
||||
|
||||
terrainDataView(): Uint8Array {
|
||||
return this.terrain;
|
||||
}
|
||||
|
||||
isOnEdgeOfMap(ref: TileRef): boolean {
|
||||
const x = this.x(ref);
|
||||
const y = this.y(ref);
|
||||
|
||||
@@ -889,6 +889,9 @@ export class GameView implements GameMap {
|
||||
tileStateView(): Uint16Array {
|
||||
return this._map.tileStateView();
|
||||
}
|
||||
terrainDataView(): Uint8Array {
|
||||
return this._map.terrainDataView();
|
||||
}
|
||||
isBorder(ref: TileRef): boolean {
|
||||
return this._map.isBorder(ref);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user