mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 09:50:43 +00:00
Implemented full‑res JFA smoothing for territory ownership changes and wired it into the layer update loop. The renderer now builds a distance field from the previous‑owner border on the GPU and blends old/new colors over the 100 ms window; contested areas still use their checkerboard effect and skip smoothing.
Details: Added per‑tile smoothing state in TerritoryLayer.ts (prev owner + change mask + 100 ms timing) and feed progress into the renderer each frame. Added JFA seed + ping‑pong passes, prevOwner/changeMask textures, and smooth uniforms in TerritoryWebGLRenderer.ts, plus shader blending based on JFA distance.
This commit is contained in:
@@ -63,6 +63,13 @@ export class TerritoryLayer implements Layer {
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private contestAttackers: Uint16Array | null = null;
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private contestTileIndices: Int32Array | null = null;
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private contestComponents = new Map<number, ContestComponent>();
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private smoothDurationMs = 100;
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private smoothMaxDistance = 12;
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private smoothActive = false;
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private smoothStartMs = 0;
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private smoothTiles: TileRef[] = [];
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private smoothActiveMask: Uint8Array | null = null;
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private smoothPrevOwners: Uint16Array | null = null;
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constructor(
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private game: GameView,
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@@ -93,6 +100,7 @@ export class TerritoryLayer implements Layer {
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this.refreshPaletteIfNeeded();
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this.game.recentlyUpdatedTiles().forEach((t) => this.markTile(t));
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this.applySmoothChanges(this.game.recentlyUpdatedOwnerTiles(), now);
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this.applyContestChanges(this.game.recentlyUpdatedOwnerTiles(), now);
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const updates = this.game.updatesSinceLastTick();
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@@ -356,6 +364,8 @@ export class TerritoryLayer implements Layer {
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this.configureRenderers();
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this.ensureContestScratch();
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this.syncContestStateToRenderer();
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this.ensureSmoothScratch();
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this.syncSmoothStateToRenderer();
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// Add a second canvas for highlights
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this.highlightCanvas = document.createElement("canvas");
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@@ -416,6 +426,7 @@ export class TerritoryLayer implements Layer {
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return;
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}
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const now = this.nowMs();
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this.updateSmoothState(now);
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this.updateContestState(now);
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const renderTerritoryStart = FrameProfiler.start();
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@@ -523,6 +534,70 @@ export class TerritoryLayer implements Layer {
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}
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}
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private ensureSmoothScratch() {
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const size = this.game.width() * this.game.height();
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if (!this.smoothActiveMask || this.smoothActiveMask.length !== size) {
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this.smoothActiveMask = new Uint8Array(size);
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this.smoothPrevOwners = new Uint16Array(size);
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this.smoothTiles = [];
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this.smoothActive = false;
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this.smoothStartMs = 0;
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}
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}
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private applySmoothChanges(
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changes: Array<{ tile: TileRef; previousOwner: number; newOwner: number }>,
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now: number,
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) {
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if (!this.territoryRenderer || changes.length === 0) {
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return;
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}
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this.ensureSmoothScratch();
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this.smoothStartMs = now;
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this.smoothActive = true;
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this.territoryRenderer.setSmoothEnabled(true);
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this.territoryRenderer.setSmoothMaxDistance(this.smoothMaxDistance);
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for (const change of changes) {
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if (change.newOwner === change.previousOwner) {
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continue;
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}
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const tile = change.tile;
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this.smoothPrevOwners![tile] = change.previousOwner;
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if (this.smoothActiveMask![tile] === 0) {
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this.smoothActiveMask![tile] = 1;
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this.smoothTiles.push(tile);
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}
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this.territoryRenderer.setSmoothTile(tile, change.previousOwner);
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}
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}
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private updateSmoothState(now: number) {
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if (!this.territoryRenderer) {
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return;
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}
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this.ensureSmoothScratch();
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let progress = 1;
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if (this.smoothActive) {
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const elapsed = now - this.smoothStartMs;
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progress = Math.max(0, Math.min(1, elapsed / this.smoothDurationMs));
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if (progress >= 1) {
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for (const tile of this.smoothTiles) {
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if (this.smoothActiveMask![tile] === 0) {
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continue;
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}
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this.smoothActiveMask![tile] = 0;
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this.smoothPrevOwners![tile] = 0;
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this.territoryRenderer.clearSmoothTile(tile, this.game.ownerID(tile));
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}
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this.smoothTiles = [];
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this.smoothActive = false;
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}
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}
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this.territoryRenderer.setSmoothProgress(progress);
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this.territoryRenderer.setSmoothEnabled(this.smoothActive);
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}
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private applyContestChanges(
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changes: Array<{ tile: TileRef; previousOwner: number; newOwner: number }>,
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now: number,
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@@ -857,6 +932,35 @@ export class TerritoryLayer implements Layer {
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}
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}
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private syncSmoothStateToRenderer() {
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if (!this.territoryRenderer || !this.smoothActiveMask) {
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return;
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}
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if (this.smoothActive) {
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this.territoryRenderer.setSmoothEnabled(true);
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this.territoryRenderer.setSmoothMaxDistance(this.smoothMaxDistance);
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const now = this.nowMs();
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const elapsed = now - this.smoothStartMs;
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const progress = Math.max(
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0,
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Math.min(1, elapsed / this.smoothDurationMs),
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);
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this.territoryRenderer.setSmoothProgress(progress);
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for (const tile of this.smoothTiles) {
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if (this.smoothActiveMask[tile] === 0) {
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continue;
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}
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this.territoryRenderer.setSmoothTile(
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tile,
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this.smoothPrevOwners![tile],
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);
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}
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} else {
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this.territoryRenderer.setSmoothEnabled(false);
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this.territoryRenderer.setSmoothProgress(1);
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}
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}
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private computePaletteSignature(): string {
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let maxSmallId = 0;
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for (const player of this.game.playerViews()) {
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@@ -38,6 +38,23 @@ export class TerritoryWebGLRenderer {
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private readonly contestOwnersTexture: WebGLTexture | null;
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private readonly contestIdsTexture: WebGLTexture | null;
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private readonly contestTimesTexture: WebGLTexture | null;
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private readonly prevOwnerTexture: WebGLTexture | null;
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private readonly changeMaskTexture: WebGLTexture | null;
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private readonly jfaTextureA: WebGLTexture | null;
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private readonly jfaTextureB: WebGLTexture | null;
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private readonly jfaFramebufferA: WebGLFramebuffer | null;
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private readonly jfaFramebufferB: WebGLFramebuffer | null;
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private readonly jfaSeedProgram: WebGLProgram | null;
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private readonly jfaProgram: WebGLProgram | null;
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private readonly jfaSeedUniforms: {
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resolution: WebGLUniformLocation | null;
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prevOwner: WebGLUniformLocation | null;
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};
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private readonly jfaUniforms: {
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resolution: WebGLUniformLocation | null;
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step: WebGLUniformLocation | null;
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seeds: WebGLUniformLocation | null;
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};
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private readonly uniforms: {
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resolution: WebGLUniformLocation | null;
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state: WebGLUniformLocation | null;
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@@ -49,6 +66,12 @@ export class TerritoryWebGLRenderer {
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contestTimes: WebGLUniformLocation | null;
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contestNow: WebGLUniformLocation | null;
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contestDuration: WebGLUniformLocation | null;
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prevOwner: WebGLUniformLocation | null;
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changeMask: WebGLUniformLocation | null;
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jfaSeeds: WebGLUniformLocation | null;
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smoothProgress: WebGLUniformLocation | null;
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smoothMaxDistance: WebGLUniformLocation | null;
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smoothEnabled: WebGLUniformLocation | null;
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patternStride: WebGLUniformLocation | null;
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patternRows: WebGLUniformLocation | null;
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fallout: WebGLUniformLocation | null;
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@@ -71,11 +94,15 @@ export class TerritoryWebGLRenderer {
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private contestOwnersState: Uint16Array;
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private contestIdsState: Uint16Array;
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private contestTimesState: Uint16Array;
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private smoothPrevOwnerState: Uint16Array;
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private smoothChangeMaskState: Uint8Array;
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private readonly dirtyRows: Map<number, DirtySpan> = new Map();
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private readonly contestDirtyRows: Map<number, DirtySpan> = new Map();
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private readonly smoothDirtyRows: Map<number, DirtySpan> = new Map();
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private needsFullUpload = true;
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private needsContestFullUpload = true;
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private needsContestTimesUpload = true;
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private needsSmoothFullUpload = true;
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private alternativeView = false;
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private paletteWidth = 0;
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private hoverHighlightStrength = 0.7;
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@@ -86,6 +113,13 @@ export class TerritoryWebGLRenderer {
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private animationStartTime = Date.now();
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private contestNow = 0;
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private contestDurationMs = 5000;
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private smoothProgress = 1;
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private smoothMaxDistance = 12;
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private smoothEnabled = false;
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private jfaSupported = false;
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private jfaDirty = false;
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private jfaSteps: number[] = [];
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private jfaResultIsA = true;
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private readonly userSettings = new UserSettings();
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private readonly patternBytesCache = new Map<string, Uint8Array>();
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@@ -102,6 +136,11 @@ export class TerritoryWebGLRenderer {
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this.contestOwnersState = new Uint16Array(state.length * 2);
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this.contestIdsState = new Uint16Array(state.length);
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this.contestTimesState = new Uint16Array(1);
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this.smoothPrevOwnerState = new Uint16Array(state.length);
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for (let i = 0; i < state.length; i++) {
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this.smoothPrevOwnerState[i] = state[i] & 0x0fff;
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}
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this.smoothChangeMaskState = new Uint8Array(state.length);
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this.gl = this.canvas.getContext("webgl2", {
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premultipliedAlpha: true,
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@@ -120,6 +159,16 @@ export class TerritoryWebGLRenderer {
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this.contestOwnersTexture = null;
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this.contestIdsTexture = null;
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this.contestTimesTexture = null;
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this.prevOwnerTexture = null;
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this.changeMaskTexture = null;
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this.jfaTextureA = null;
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this.jfaTextureB = null;
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this.jfaFramebufferA = null;
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this.jfaFramebufferB = null;
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this.jfaSeedProgram = null;
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this.jfaProgram = null;
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this.jfaSeedUniforms = { resolution: null, prevOwner: null };
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this.jfaUniforms = { resolution: null, step: null, seeds: null };
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this.uniforms = {
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resolution: null,
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state: null,
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@@ -131,6 +180,12 @@ export class TerritoryWebGLRenderer {
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contestTimes: null,
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contestNow: null,
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contestDuration: null,
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prevOwner: null,
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changeMask: null,
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jfaSeeds: null,
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smoothProgress: null,
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smoothMaxDistance: null,
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smoothEnabled: null,
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patternStride: null,
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patternRows: null,
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fallout: null,
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@@ -163,6 +218,16 @@ export class TerritoryWebGLRenderer {
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this.contestOwnersTexture = null;
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this.contestIdsTexture = null;
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this.contestTimesTexture = null;
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this.prevOwnerTexture = null;
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this.changeMaskTexture = null;
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this.jfaTextureA = null;
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this.jfaTextureB = null;
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this.jfaFramebufferA = null;
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this.jfaFramebufferB = null;
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this.jfaSeedProgram = null;
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this.jfaProgram = null;
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this.jfaSeedUniforms = { resolution: null, prevOwner: null };
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this.jfaUniforms = { resolution: null, step: null, seeds: null };
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this.uniforms = {
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resolution: null,
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state: null,
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@@ -174,6 +239,12 @@ export class TerritoryWebGLRenderer {
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contestTimes: null,
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contestNow: null,
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contestDuration: null,
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prevOwner: null,
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changeMask: null,
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jfaSeeds: null,
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smoothProgress: null,
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smoothMaxDistance: null,
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smoothEnabled: null,
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patternStride: null,
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patternRows: null,
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fallout: null,
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@@ -194,6 +265,31 @@ export class TerritoryWebGLRenderer {
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return;
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}
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this.jfaSupported = !!gl.getExtension("EXT_color_buffer_float");
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this.jfaSeedProgram = this.jfaSupported
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? this.createJfaSeedProgram(gl)
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: null;
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this.jfaProgram = this.jfaSupported ? this.createJfaProgram(gl) : null;
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if (!this.jfaSeedProgram || !this.jfaProgram) {
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this.jfaSupported = false;
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}
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this.jfaSeedUniforms = this.jfaSeedProgram
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? {
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resolution: gl.getUniformLocation(
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this.jfaSeedProgram,
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"u_resolution",
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),
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prevOwner: gl.getUniformLocation(this.jfaSeedProgram, "u_prevOwner"),
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}
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: { resolution: null, prevOwner: null };
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this.jfaUniforms = this.jfaProgram
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? {
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resolution: gl.getUniformLocation(this.jfaProgram, "u_resolution"),
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step: gl.getUniformLocation(this.jfaProgram, "u_step"),
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seeds: gl.getUniformLocation(this.jfaProgram, "u_seeds"),
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}
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: { resolution: null, step: null, seeds: null };
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this.uniforms = {
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resolution: gl.getUniformLocation(this.program, "u_resolution"),
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state: gl.getUniformLocation(this.program, "u_state"),
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@@ -208,6 +304,15 @@ export class TerritoryWebGLRenderer {
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this.program,
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"u_contestDurationMs",
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),
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prevOwner: gl.getUniformLocation(this.program, "u_prevOwner"),
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changeMask: gl.getUniformLocation(this.program, "u_changeMask"),
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jfaSeeds: gl.getUniformLocation(this.program, "u_jfaSeeds"),
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smoothProgress: gl.getUniformLocation(this.program, "u_smoothProgress"),
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smoothMaxDistance: gl.getUniformLocation(
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this.program,
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"u_smoothMaxDistance",
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),
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smoothEnabled: gl.getUniformLocation(this.program, "u_smoothEnabled"),
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patternStride: gl.getUniformLocation(this.program, "u_patternStride"),
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patternRows: gl.getUniformLocation(this.program, "u_patternRows"),
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fallout: gl.getUniformLocation(this.program, "u_fallout"),
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@@ -269,6 +374,12 @@ export class TerritoryWebGLRenderer {
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this.contestOwnersTexture = gl.createTexture();
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this.contestIdsTexture = gl.createTexture();
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this.contestTimesTexture = gl.createTexture();
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this.prevOwnerTexture = gl.createTexture();
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this.changeMaskTexture = gl.createTexture();
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this.jfaTextureA = this.jfaSupported ? gl.createTexture() : null;
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this.jfaTextureB = this.jfaSupported ? gl.createTexture() : null;
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this.jfaFramebufferA = this.jfaSupported ? gl.createFramebuffer() : null;
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this.jfaFramebufferB = this.jfaSupported ? gl.createFramebuffer() : null;
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this.stateTexture);
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@@ -348,6 +459,109 @@ export class TerritoryWebGLRenderer {
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this.contestTimesState,
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);
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gl.activeTexture(gl.TEXTURE7);
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gl.bindTexture(gl.TEXTURE_2D, this.prevOwnerTexture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
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gl.texImage2D(
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gl.TEXTURE_2D,
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0,
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gl.R16UI,
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this.canvas.width,
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this.canvas.height,
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0,
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gl.RED_INTEGER,
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gl.UNSIGNED_SHORT,
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this.smoothPrevOwnerState,
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);
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gl.activeTexture(gl.TEXTURE8);
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gl.bindTexture(gl.TEXTURE_2D, this.changeMaskTexture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
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gl.texImage2D(
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gl.TEXTURE_2D,
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0,
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gl.R8UI,
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this.canvas.width,
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this.canvas.height,
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0,
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gl.RED_INTEGER,
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gl.UNSIGNED_BYTE,
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this.smoothChangeMaskState,
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);
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if (
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this.jfaSupported &&
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this.jfaTextureA &&
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this.jfaTextureB &&
|
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this.jfaFramebufferA &&
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this.jfaFramebufferB
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) {
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gl.activeTexture(gl.TEXTURE9);
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gl.bindTexture(gl.TEXTURE_2D, this.jfaTextureA);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texImage2D(
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gl.TEXTURE_2D,
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0,
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gl.RG16F,
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this.canvas.width,
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this.canvas.height,
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0,
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gl.RG,
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gl.HALF_FLOAT,
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null,
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);
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gl.activeTexture(gl.TEXTURE10);
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gl.bindTexture(gl.TEXTURE_2D, this.jfaTextureB);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texImage2D(
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gl.TEXTURE_2D,
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0,
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gl.RG16F,
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this.canvas.width,
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this.canvas.height,
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||||
0,
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gl.RG,
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gl.HALF_FLOAT,
|
||||
null,
|
||||
);
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||||
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, this.jfaFramebufferA);
|
||||
gl.framebufferTexture2D(
|
||||
gl.FRAMEBUFFER,
|
||||
gl.COLOR_ATTACHMENT0,
|
||||
gl.TEXTURE_2D,
|
||||
this.jfaTextureA,
|
||||
0,
|
||||
);
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, this.jfaFramebufferB);
|
||||
gl.framebufferTexture2D(
|
||||
gl.FRAMEBUFFER,
|
||||
gl.COLOR_ATTACHMENT0,
|
||||
gl.TEXTURE_2D,
|
||||
this.jfaTextureB,
|
||||
0,
|
||||
);
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||||
|
||||
this.jfaSteps = this.buildJfaSteps(this.canvas.width, this.canvas.height);
|
||||
this.jfaDirty = true;
|
||||
}
|
||||
|
||||
gl.useProgram(this.program);
|
||||
gl.uniform1i(this.uniforms.state, 0);
|
||||
gl.uniform1i(this.uniforms.palette, 1);
|
||||
@@ -356,6 +570,9 @@ export class TerritoryWebGLRenderer {
|
||||
gl.uniform1i(this.uniforms.contestOwners, 4);
|
||||
gl.uniform1i(this.uniforms.contestIds, 5);
|
||||
gl.uniform1i(this.uniforms.contestTimes, 6);
|
||||
gl.uniform1i(this.uniforms.prevOwner, 7);
|
||||
gl.uniform1i(this.uniforms.changeMask, 8);
|
||||
gl.uniform1i(this.uniforms.jfaSeeds, 9);
|
||||
|
||||
if (this.uniforms.resolution) {
|
||||
gl.uniform2f(
|
||||
@@ -449,6 +666,32 @@ export class TerritoryWebGLRenderer {
|
||||
if (this.uniforms.contestDuration) {
|
||||
gl.uniform1f(this.uniforms.contestDuration, this.contestDurationMs);
|
||||
}
|
||||
if (this.uniforms.smoothProgress) {
|
||||
gl.uniform1f(this.uniforms.smoothProgress, this.smoothProgress);
|
||||
}
|
||||
if (this.uniforms.smoothMaxDistance) {
|
||||
gl.uniform1f(this.uniforms.smoothMaxDistance, this.smoothMaxDistance);
|
||||
}
|
||||
if (this.uniforms.smoothEnabled) {
|
||||
gl.uniform1i(this.uniforms.smoothEnabled, this.smoothEnabled ? 1 : 0);
|
||||
}
|
||||
|
||||
if (this.jfaSupported && this.jfaTextureA && this.jfaTextureB) {
|
||||
gl.activeTexture(gl.TEXTURE9);
|
||||
gl.bindTexture(
|
||||
gl.TEXTURE_2D,
|
||||
this.jfaResultIsA ? this.jfaTextureA : this.jfaTextureB,
|
||||
);
|
||||
}
|
||||
if (this.uniforms.smoothProgress) {
|
||||
gl.uniform1f(this.uniforms.smoothProgress, this.smoothProgress);
|
||||
}
|
||||
if (this.uniforms.smoothMaxDistance) {
|
||||
gl.uniform1f(this.uniforms.smoothMaxDistance, this.smoothMaxDistance);
|
||||
}
|
||||
if (this.uniforms.smoothEnabled) {
|
||||
gl.uniform1i(this.uniforms.smoothEnabled, this.smoothEnabled ? 1 : 0);
|
||||
}
|
||||
|
||||
gl.enable(gl.BLEND);
|
||||
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
||||
@@ -593,12 +836,65 @@ export class TerritoryWebGLRenderer {
|
||||
this.contestDurationMs = Math.max(1, durationMs);
|
||||
}
|
||||
|
||||
setSmoothTile(tile: TileRef, previousOwner: number) {
|
||||
this.smoothPrevOwnerState[tile] = previousOwner & 0xffff;
|
||||
this.smoothChangeMaskState[tile] = 1;
|
||||
if (this.needsSmoothFullUpload) {
|
||||
this.jfaDirty = true;
|
||||
return;
|
||||
}
|
||||
const x = tile % this.canvas.width;
|
||||
const y = Math.floor(tile / this.canvas.width);
|
||||
const span = this.smoothDirtyRows.get(y);
|
||||
if (span === undefined) {
|
||||
this.smoothDirtyRows.set(y, { minX: x, maxX: x });
|
||||
} else {
|
||||
span.minX = Math.min(span.minX, x);
|
||||
span.maxX = Math.max(span.maxX, x);
|
||||
}
|
||||
this.jfaDirty = true;
|
||||
}
|
||||
|
||||
clearSmoothTile(tile: TileRef, currentOwner: number) {
|
||||
this.smoothPrevOwnerState[tile] = currentOwner & 0xffff;
|
||||
this.smoothChangeMaskState[tile] = 0;
|
||||
if (this.needsSmoothFullUpload) {
|
||||
this.jfaDirty = true;
|
||||
return;
|
||||
}
|
||||
const x = tile % this.canvas.width;
|
||||
const y = Math.floor(tile / this.canvas.width);
|
||||
const span = this.smoothDirtyRows.get(y);
|
||||
if (span === undefined) {
|
||||
this.smoothDirtyRows.set(y, { minX: x, maxX: x });
|
||||
} else {
|
||||
span.minX = Math.min(span.minX, x);
|
||||
span.maxX = Math.max(span.maxX, x);
|
||||
}
|
||||
this.jfaDirty = true;
|
||||
}
|
||||
|
||||
setSmoothProgress(progress: number) {
|
||||
this.smoothProgress = Math.max(0, Math.min(1, progress));
|
||||
}
|
||||
|
||||
setSmoothMaxDistance(distance: number) {
|
||||
this.smoothMaxDistance = Math.max(1, distance);
|
||||
}
|
||||
|
||||
setSmoothEnabled(enabled: boolean) {
|
||||
this.smoothEnabled = enabled && this.jfaSupported;
|
||||
}
|
||||
|
||||
markAllDirty() {
|
||||
this.needsFullUpload = true;
|
||||
this.dirtyRows.clear();
|
||||
this.needsContestFullUpload = true;
|
||||
this.needsContestTimesUpload = true;
|
||||
this.contestDirtyRows.clear();
|
||||
this.needsSmoothFullUpload = true;
|
||||
this.smoothDirtyRows.clear();
|
||||
this.jfaDirty = true;
|
||||
}
|
||||
|
||||
refreshPalette() {
|
||||
@@ -632,6 +928,14 @@ export class TerritoryWebGLRenderer {
|
||||
uploadContestTimesSpan,
|
||||
);
|
||||
|
||||
const uploadSmoothSpan = FrameProfiler.start();
|
||||
this.uploadSmoothTextures();
|
||||
FrameProfiler.end("TerritoryWebGLRenderer:uploadSmooth", uploadSmoothSpan);
|
||||
|
||||
if (this.jfaSupported && this.smoothEnabled) {
|
||||
this.updateJfa();
|
||||
}
|
||||
|
||||
const renderSpan = FrameProfiler.start();
|
||||
gl.viewport(0, 0, this.canvas.width, this.canvas.height);
|
||||
gl.useProgram(this.program);
|
||||
@@ -862,6 +1166,203 @@ export class TerritoryWebGLRenderer {
|
||||
return { rows: 1, bytes };
|
||||
}
|
||||
|
||||
private uploadSmoothTextures(): { rows: number; bytes: number } {
|
||||
if (!this.gl || !this.prevOwnerTexture || !this.changeMaskTexture) {
|
||||
return { rows: 0, bytes: 0 };
|
||||
}
|
||||
const gl = this.gl;
|
||||
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
|
||||
|
||||
const bytesPerOwner = Uint16Array.BYTES_PER_ELEMENT;
|
||||
const bytesPerMask = Uint8Array.BYTES_PER_ELEMENT;
|
||||
let rowsUploaded = 0;
|
||||
let bytesUploaded = 0;
|
||||
|
||||
if (this.needsSmoothFullUpload) {
|
||||
gl.activeTexture(gl.TEXTURE7);
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.prevOwnerTexture);
|
||||
gl.texImage2D(
|
||||
gl.TEXTURE_2D,
|
||||
0,
|
||||
gl.R16UI,
|
||||
this.canvas.width,
|
||||
this.canvas.height,
|
||||
0,
|
||||
gl.RED_INTEGER,
|
||||
gl.UNSIGNED_SHORT,
|
||||
this.smoothPrevOwnerState,
|
||||
);
|
||||
|
||||
gl.activeTexture(gl.TEXTURE8);
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.changeMaskTexture);
|
||||
gl.texImage2D(
|
||||
gl.TEXTURE_2D,
|
||||
0,
|
||||
gl.R8UI,
|
||||
this.canvas.width,
|
||||
this.canvas.height,
|
||||
0,
|
||||
gl.RED_INTEGER,
|
||||
gl.UNSIGNED_BYTE,
|
||||
this.smoothChangeMaskState,
|
||||
);
|
||||
|
||||
this.needsSmoothFullUpload = false;
|
||||
this.smoothDirtyRows.clear();
|
||||
rowsUploaded = this.canvas.height;
|
||||
bytesUploaded =
|
||||
this.canvas.width * this.canvas.height * (bytesPerOwner + bytesPerMask);
|
||||
return { rows: rowsUploaded, bytes: bytesUploaded };
|
||||
}
|
||||
|
||||
if (this.smoothDirtyRows.size === 0) {
|
||||
return { rows: 0, bytes: 0 };
|
||||
}
|
||||
|
||||
for (const [y, span] of this.smoothDirtyRows) {
|
||||
const width = span.maxX - span.minX + 1;
|
||||
const ownerOffset = y * this.canvas.width + span.minX;
|
||||
const ownerSlice = this.smoothPrevOwnerState.subarray(
|
||||
ownerOffset,
|
||||
ownerOffset + width,
|
||||
);
|
||||
|
||||
gl.activeTexture(gl.TEXTURE7);
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.prevOwnerTexture);
|
||||
gl.texSubImage2D(
|
||||
gl.TEXTURE_2D,
|
||||
0,
|
||||
span.minX,
|
||||
y,
|
||||
width,
|
||||
1,
|
||||
gl.RED_INTEGER,
|
||||
gl.UNSIGNED_SHORT,
|
||||
ownerSlice,
|
||||
);
|
||||
|
||||
const maskOffset = y * this.canvas.width + span.minX;
|
||||
const maskSlice = this.smoothChangeMaskState.subarray(
|
||||
maskOffset,
|
||||
maskOffset + width,
|
||||
);
|
||||
gl.activeTexture(gl.TEXTURE8);
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.changeMaskTexture);
|
||||
gl.texSubImage2D(
|
||||
gl.TEXTURE_2D,
|
||||
0,
|
||||
span.minX,
|
||||
y,
|
||||
width,
|
||||
1,
|
||||
gl.RED_INTEGER,
|
||||
gl.UNSIGNED_BYTE,
|
||||
maskSlice,
|
||||
);
|
||||
|
||||
rowsUploaded++;
|
||||
bytesUploaded += width * (bytesPerOwner + bytesPerMask);
|
||||
}
|
||||
this.smoothDirtyRows.clear();
|
||||
return { rows: rowsUploaded, bytes: bytesUploaded };
|
||||
}
|
||||
|
||||
private updateJfa() {
|
||||
if (
|
||||
!this.gl ||
|
||||
!this.jfaSupported ||
|
||||
!this.jfaSeedProgram ||
|
||||
!this.jfaProgram ||
|
||||
!this.jfaFramebufferA ||
|
||||
!this.jfaFramebufferB ||
|
||||
!this.jfaTextureA ||
|
||||
!this.jfaTextureB ||
|
||||
!this.prevOwnerTexture ||
|
||||
!this.vao
|
||||
) {
|
||||
return;
|
||||
}
|
||||
if (!this.jfaDirty) {
|
||||
return;
|
||||
}
|
||||
const gl = this.gl;
|
||||
const prevBlend = gl.isEnabled(gl.BLEND);
|
||||
gl.disable(gl.BLEND);
|
||||
gl.viewport(0, 0, this.canvas.width, this.canvas.height);
|
||||
gl.bindVertexArray(this.vao);
|
||||
|
||||
gl.useProgram(this.jfaSeedProgram);
|
||||
if (this.jfaSeedUniforms.resolution) {
|
||||
gl.uniform2f(
|
||||
this.jfaSeedUniforms.resolution,
|
||||
this.canvas.width,
|
||||
this.canvas.height,
|
||||
);
|
||||
}
|
||||
if (this.jfaSeedUniforms.prevOwner) {
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.prevOwnerTexture);
|
||||
gl.uniform1i(this.jfaSeedUniforms.prevOwner, 0);
|
||||
}
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, this.jfaFramebufferA);
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
||||
|
||||
let readTex = this.jfaTextureA;
|
||||
let writeFbo = this.jfaFramebufferB;
|
||||
let writeTex = this.jfaTextureB;
|
||||
for (const step of this.jfaSteps) {
|
||||
gl.useProgram(this.jfaProgram);
|
||||
if (this.jfaUniforms.resolution) {
|
||||
gl.uniform2f(
|
||||
this.jfaUniforms.resolution,
|
||||
this.canvas.width,
|
||||
this.canvas.height,
|
||||
);
|
||||
}
|
||||
if (this.jfaUniforms.step) {
|
||||
gl.uniform1f(this.jfaUniforms.step, step);
|
||||
}
|
||||
if (this.jfaUniforms.seeds) {
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
gl.bindTexture(gl.TEXTURE_2D, readTex);
|
||||
gl.uniform1i(this.jfaUniforms.seeds, 0);
|
||||
}
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, writeFbo);
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
||||
|
||||
const tempTex = readTex;
|
||||
readTex = writeTex;
|
||||
writeTex = tempTex;
|
||||
writeFbo =
|
||||
writeFbo === this.jfaFramebufferB
|
||||
? this.jfaFramebufferA
|
||||
: this.jfaFramebufferB;
|
||||
}
|
||||
|
||||
this.jfaResultIsA = readTex === this.jfaTextureA;
|
||||
this.jfaDirty = false;
|
||||
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||||
if (prevBlend) {
|
||||
gl.enable(gl.BLEND);
|
||||
}
|
||||
}
|
||||
|
||||
private buildJfaSteps(width: number, height: number): number[] {
|
||||
const maxDim = Math.max(width, height);
|
||||
let step = 1;
|
||||
while (step < maxDim) {
|
||||
step <<= 1;
|
||||
}
|
||||
step >>= 1;
|
||||
const steps: number[] = [];
|
||||
while (step >= 1) {
|
||||
steps.push(step);
|
||||
step >>= 1;
|
||||
}
|
||||
return steps;
|
||||
}
|
||||
|
||||
private uploadPalette() {
|
||||
if (
|
||||
!this.gl ||
|
||||
@@ -1028,10 +1529,186 @@ export class TerritoryWebGLRenderer {
|
||||
}
|
||||
}
|
||||
|
||||
private createJfaSeedProgram(
|
||||
gl: WebGL2RenderingContext,
|
||||
): WebGLProgram | null {
|
||||
const vertexShaderSource = `#version 300 es
|
||||
precision mediump float;
|
||||
layout(location = 0) in vec2 a_position;
|
||||
uniform vec2 u_resolution;
|
||||
void main() {
|
||||
vec2 zeroToOne = a_position / u_resolution;
|
||||
vec2 clipSpace = zeroToOne * 2.0 - 1.0;
|
||||
clipSpace.y = -clipSpace.y;
|
||||
gl_Position = vec4(clipSpace, 0.0, 1.0);
|
||||
}
|
||||
`;
|
||||
|
||||
const fragmentShaderSource = `#version 300 es
|
||||
precision highp float;
|
||||
precision highp usampler2D;
|
||||
|
||||
uniform usampler2D u_prevOwner;
|
||||
uniform vec2 u_resolution;
|
||||
|
||||
out vec2 outSeed;
|
||||
|
||||
uint ownerAt(ivec2 texCoord) {
|
||||
ivec2 clamped = clamp(
|
||||
texCoord,
|
||||
ivec2(0, 0),
|
||||
ivec2(int(u_resolution.x) - 1, int(u_resolution.y) - 1)
|
||||
);
|
||||
return texelFetch(u_prevOwner, clamped, 0).r;
|
||||
}
|
||||
|
||||
void main() {
|
||||
ivec2 fragCoord = ivec2(gl_FragCoord.xy);
|
||||
ivec2 texCoord = ivec2(fragCoord.x, int(u_resolution.y) - 1 - fragCoord.y);
|
||||
|
||||
uint owner = ownerAt(texCoord);
|
||||
bool isBorder = false;
|
||||
uint nOwner = ownerAt(texCoord + ivec2(1, 0));
|
||||
isBorder = isBorder || (nOwner != owner);
|
||||
nOwner = ownerAt(texCoord + ivec2(-1, 0));
|
||||
isBorder = isBorder || (nOwner != owner);
|
||||
nOwner = ownerAt(texCoord + ivec2(0, 1));
|
||||
isBorder = isBorder || (nOwner != owner);
|
||||
nOwner = ownerAt(texCoord + ivec2(0, -1));
|
||||
isBorder = isBorder || (nOwner != owner);
|
||||
|
||||
outSeed = isBorder ? vec2(texCoord) : vec2(-1.0, -1.0);
|
||||
}
|
||||
`;
|
||||
|
||||
const vertexShader = this.compileShader(
|
||||
gl,
|
||||
gl.VERTEX_SHADER,
|
||||
vertexShaderSource,
|
||||
);
|
||||
const fragmentShader = this.compileShader(
|
||||
gl,
|
||||
gl.FRAGMENT_SHADER,
|
||||
fragmentShaderSource,
|
||||
);
|
||||
if (!vertexShader || !fragmentShader) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const program = gl.createProgram();
|
||||
if (!program) return null;
|
||||
gl.attachShader(program, vertexShader);
|
||||
gl.attachShader(program, fragmentShader);
|
||||
gl.linkProgram(program);
|
||||
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
||||
console.error(
|
||||
"[TerritoryWebGLRenderer] JFA seed link error",
|
||||
gl.getProgramInfoLog(program),
|
||||
);
|
||||
gl.deleteProgram(program);
|
||||
return null;
|
||||
}
|
||||
return program;
|
||||
}
|
||||
|
||||
private createJfaProgram(gl: WebGL2RenderingContext): WebGLProgram | null {
|
||||
const vertexShaderSource = `#version 300 es
|
||||
precision mediump float;
|
||||
layout(location = 0) in vec2 a_position;
|
||||
uniform vec2 u_resolution;
|
||||
void main() {
|
||||
vec2 zeroToOne = a_position / u_resolution;
|
||||
vec2 clipSpace = zeroToOne * 2.0 - 1.0;
|
||||
clipSpace.y = -clipSpace.y;
|
||||
gl_Position = vec4(clipSpace, 0.0, 1.0);
|
||||
}
|
||||
`;
|
||||
|
||||
const fragmentShaderSource = `#version 300 es
|
||||
precision highp float;
|
||||
|
||||
uniform sampler2D u_seeds;
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_step;
|
||||
|
||||
out vec2 outSeed;
|
||||
|
||||
vec2 seedAt(ivec2 texCoord) {
|
||||
ivec2 clamped = clamp(
|
||||
texCoord,
|
||||
ivec2(0, 0),
|
||||
ivec2(int(u_resolution.x) - 1, int(u_resolution.y) - 1)
|
||||
);
|
||||
return texelFetch(u_seeds, clamped, 0).rg;
|
||||
}
|
||||
|
||||
void considerSeed(ivec2 coord, ivec2 texCoord, inout vec2 bestSeed, inout float bestDist) {
|
||||
vec2 seed = seedAt(coord);
|
||||
if (seed.x < 0.0) {
|
||||
return;
|
||||
}
|
||||
float dist = length(seed - vec2(texCoord));
|
||||
if (dist < bestDist) {
|
||||
bestDist = dist;
|
||||
bestSeed = seed;
|
||||
}
|
||||
}
|
||||
|
||||
void main() {
|
||||
ivec2 fragCoord = ivec2(gl_FragCoord.xy);
|
||||
ivec2 texCoord = ivec2(fragCoord.x, int(u_resolution.y) - 1 - fragCoord.y);
|
||||
int step = int(u_step + 0.5);
|
||||
|
||||
vec2 bestSeed = seedAt(texCoord);
|
||||
float bestDist = bestSeed.x < 0.0 ? 1e20 : length(bestSeed - vec2(texCoord));
|
||||
|
||||
considerSeed(texCoord + ivec2(-step, -step), texCoord, bestSeed, bestDist);
|
||||
considerSeed(texCoord + ivec2(0, -step), texCoord, bestSeed, bestDist);
|
||||
considerSeed(texCoord + ivec2(step, -step), texCoord, bestSeed, bestDist);
|
||||
considerSeed(texCoord + ivec2(-step, 0), texCoord, bestSeed, bestDist);
|
||||
considerSeed(texCoord + ivec2(step, 0), texCoord, bestSeed, bestDist);
|
||||
considerSeed(texCoord + ivec2(-step, step), texCoord, bestSeed, bestDist);
|
||||
considerSeed(texCoord + ivec2(0, step), texCoord, bestSeed, bestDist);
|
||||
considerSeed(texCoord + ivec2(step, step), texCoord, bestSeed, bestDist);
|
||||
|
||||
outSeed = bestSeed;
|
||||
}
|
||||
`;
|
||||
|
||||
const vertexShader = this.compileShader(
|
||||
gl,
|
||||
gl.VERTEX_SHADER,
|
||||
vertexShaderSource,
|
||||
);
|
||||
const fragmentShader = this.compileShader(
|
||||
gl,
|
||||
gl.FRAGMENT_SHADER,
|
||||
fragmentShaderSource,
|
||||
);
|
||||
if (!vertexShader || !fragmentShader) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const program = gl.createProgram();
|
||||
if (!program) return null;
|
||||
gl.attachShader(program, vertexShader);
|
||||
gl.attachShader(program, fragmentShader);
|
||||
gl.linkProgram(program);
|
||||
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
||||
console.error(
|
||||
"[TerritoryWebGLRenderer] JFA link error",
|
||||
gl.getProgramInfoLog(program),
|
||||
);
|
||||
gl.deleteProgram(program);
|
||||
return null;
|
||||
}
|
||||
return program;
|
||||
}
|
||||
|
||||
private createProgram(gl: WebGL2RenderingContext): WebGLProgram | null {
|
||||
const vertexShaderSource = `#version 300 es
|
||||
precision mediump float;
|
||||
in vec2 a_position;
|
||||
layout(location = 0) in vec2 a_position;
|
||||
uniform vec2 u_resolution;
|
||||
void main() {
|
||||
vec2 zeroToOne = a_position / u_resolution;
|
||||
@@ -1054,6 +1731,12 @@ export class TerritoryWebGLRenderer {
|
||||
uniform usampler2D u_contestTimes;
|
||||
uniform int u_contestNow;
|
||||
uniform float u_contestDurationMs;
|
||||
uniform usampler2D u_prevOwner;
|
||||
uniform usampler2D u_changeMask;
|
||||
uniform sampler2D u_jfaSeeds;
|
||||
uniform float u_smoothProgress;
|
||||
uniform float u_smoothMaxDistance;
|
||||
uniform bool u_smoothEnabled;
|
||||
uniform int u_patternStride;
|
||||
uniform int u_patternRows;
|
||||
uniform int u_viewerId;
|
||||
@@ -1083,6 +1766,33 @@ export class TerritoryWebGLRenderer {
|
||||
return texelFetch(u_state, clamped, 0).r & 0xFFFu;
|
||||
}
|
||||
|
||||
uint prevOwnerAtTex(ivec2 texCoord) {
|
||||
ivec2 clamped = clamp(
|
||||
texCoord,
|
||||
ivec2(0, 0),
|
||||
ivec2(int(u_resolution.x) - 1, int(u_resolution.y) - 1)
|
||||
);
|
||||
return texelFetch(u_prevOwner, clamped, 0).r & 0xFFFu;
|
||||
}
|
||||
|
||||
uint changeMaskAtTex(ivec2 texCoord) {
|
||||
ivec2 clamped = clamp(
|
||||
texCoord,
|
||||
ivec2(0, 0),
|
||||
ivec2(int(u_resolution.x) - 1, int(u_resolution.y) - 1)
|
||||
);
|
||||
return texelFetch(u_changeMask, clamped, 0).r;
|
||||
}
|
||||
|
||||
vec2 jfaSeedAtTex(ivec2 texCoord) {
|
||||
ivec2 clamped = clamp(
|
||||
texCoord,
|
||||
ivec2(0, 0),
|
||||
ivec2(int(u_resolution.x) - 1, int(u_resolution.y) - 1)
|
||||
);
|
||||
return texelFetch(u_jfaSeeds, clamped, 0).rg;
|
||||
}
|
||||
|
||||
uvec2 contestOwnersAtTex(ivec2 texCoord) {
|
||||
ivec2 clamped = clamp(
|
||||
texCoord,
|
||||
@@ -1403,6 +2113,96 @@ export class TerritoryWebGLRenderer {
|
||||
}
|
||||
}
|
||||
|
||||
bool smoothActive = u_smoothEnabled &&
|
||||
u_smoothProgress < 1.0 &&
|
||||
!u_alternativeView &&
|
||||
!contested &&
|
||||
changeMaskAtTex(texCoord) != 0u;
|
||||
|
||||
if (smoothActive) {
|
||||
uint oldOwner = prevOwnerAtTex(texCoord);
|
||||
bool oldIsBorder = false;
|
||||
bool oldFriendlyRelation = false;
|
||||
bool oldEmbargoRelation = false;
|
||||
|
||||
if (oldOwner != 0u) {
|
||||
uint prevNeighbor = prevOwnerAtTex(texCoord + ivec2(1, 0));
|
||||
oldIsBorder = oldIsBorder || (prevNeighbor != oldOwner);
|
||||
if (prevNeighbor != oldOwner && prevNeighbor != 0u) {
|
||||
uint rel = relationCode(oldOwner, prevNeighbor);
|
||||
oldEmbargoRelation = oldEmbargoRelation || isEmbargo(rel);
|
||||
oldFriendlyRelation = oldFriendlyRelation || isFriendly(rel);
|
||||
}
|
||||
prevNeighbor = prevOwnerAtTex(texCoord + ivec2(-1, 0));
|
||||
oldIsBorder = oldIsBorder || (prevNeighbor != oldOwner);
|
||||
if (prevNeighbor != oldOwner && prevNeighbor != 0u) {
|
||||
uint rel = relationCode(oldOwner, prevNeighbor);
|
||||
oldEmbargoRelation = oldEmbargoRelation || isEmbargo(rel);
|
||||
oldFriendlyRelation = oldFriendlyRelation || isFriendly(rel);
|
||||
}
|
||||
prevNeighbor = prevOwnerAtTex(texCoord + ivec2(0, 1));
|
||||
oldIsBorder = oldIsBorder || (prevNeighbor != oldOwner);
|
||||
if (prevNeighbor != oldOwner && prevNeighbor != 0u) {
|
||||
uint rel = relationCode(oldOwner, prevNeighbor);
|
||||
oldEmbargoRelation = oldEmbargoRelation || isEmbargo(rel);
|
||||
oldFriendlyRelation = oldFriendlyRelation || isFriendly(rel);
|
||||
}
|
||||
prevNeighbor = prevOwnerAtTex(texCoord + ivec2(0, -1));
|
||||
oldIsBorder = oldIsBorder || (prevNeighbor != oldOwner);
|
||||
if (prevNeighbor != oldOwner && prevNeighbor != 0u) {
|
||||
uint rel = relationCode(oldOwner, prevNeighbor);
|
||||
oldEmbargoRelation = oldEmbargoRelation || isEmbargo(rel);
|
||||
oldFriendlyRelation = oldFriendlyRelation || isFriendly(rel);
|
||||
}
|
||||
}
|
||||
|
||||
vec3 oldColor = vec3(0.0);
|
||||
float oldAlpha = 0.0;
|
||||
if (oldOwner == 0u) {
|
||||
if (hasFallout) {
|
||||
oldColor = u_fallout.rgb;
|
||||
oldAlpha = u_alpha;
|
||||
}
|
||||
} else {
|
||||
vec4 oldBase = texelFetch(u_palette, ivec2(int(oldOwner) * 2, 0), 0);
|
||||
vec4 oldBorder = texelFetch(
|
||||
u_palette,
|
||||
ivec2(int(oldOwner) * 2 + 1, 0),
|
||||
0
|
||||
);
|
||||
if (oldIsBorder) {
|
||||
vec3 oldBorderColor = oldBorder.rgb;
|
||||
|
||||
const float BORDER_TINT_RATIO = 0.35;
|
||||
const vec3 FRIENDLY_TINT_TARGET = vec3(0.0, 1.0, 0.0);
|
||||
const vec3 EMBARGO_TINT_TARGET = vec3(1.0, 0.0, 0.0);
|
||||
|
||||
if (oldFriendlyRelation) {
|
||||
oldBorderColor = oldBorderColor * (1.0 - BORDER_TINT_RATIO) +
|
||||
FRIENDLY_TINT_TARGET * BORDER_TINT_RATIO;
|
||||
}
|
||||
if (oldEmbargoRelation) {
|
||||
oldBorderColor = oldBorderColor * (1.0 - BORDER_TINT_RATIO) +
|
||||
EMBARGO_TINT_TARGET * BORDER_TINT_RATIO;
|
||||
}
|
||||
|
||||
oldColor = applyDefended(oldBorderColor, isDefended, texCoord);
|
||||
oldAlpha = oldBorder.a;
|
||||
} else {
|
||||
bool oldPrimary = patternIsPrimary(oldOwner, texCoord);
|
||||
oldColor = oldPrimary ? oldBase.rgb : oldBorder.rgb;
|
||||
oldAlpha = u_alpha;
|
||||
}
|
||||
}
|
||||
|
||||
vec2 seed = jfaSeedAtTex(texCoord);
|
||||
float distance = seed.x < 0.0 ? 1e6 : length(seed - vec2(texCoord));
|
||||
float edge = u_smoothProgress * u_smoothMaxDistance;
|
||||
float reveal = 1.0 - smoothstep(edge - 0.5, edge + 0.5, distance);
|
||||
color = mix(oldColor, color, reveal);
|
||||
a = mix(oldAlpha, a, reveal);
|
||||
}
|
||||
|
||||
if (u_hoveredPlayerId >= 0.0 && abs(float(owner) - u_hoveredPlayerId) < 0.5) {
|
||||
float pulse = u_hoverPulseStrength > 0.0
|
||||
? (1.0 - u_hoverPulseStrength) +
|
||||
|
||||
Reference in New Issue
Block a user