mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 09:50:43 +00:00
Removed the CanvasTerritoryRenderer and related logic
Refactor TerritoryLayer and Renderer for improved transition handling - Removed unused imports and types, streamlining the TerritoryLayer code. - Replaced the `TerritoryRendererStrategy` interface with direct usage of `TerritoryWebGLRenderer`. - Enhanced transition management by introducing epoch and progress tracking for tile transitions. - Updated rendering logic to utilize the new transition properties, ensuring smoother visual updates. - Removed the CanvasTerritoryRenderer and related logic, consolidating rendering responsibilities within the WebGL renderer.
This commit is contained in:
@@ -1,41 +1,21 @@
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import { PriorityQueue } from "@datastructures-js/priority-queue";
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import { Colord } from "colord";
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import { Theme } from "../../../core/configuration/Config";
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import { EventBus } from "../../../core/EventBus";
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import {
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ColoredTeams,
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PlayerType,
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Team,
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UnitType,
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} from "../../../core/game/Game";
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import { ColoredTeams, PlayerType, Team } from "../../../core/game/Game";
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import { euclDistFN, TileRef } from "../../../core/game/GameMap";
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import { GameUpdateType } from "../../../core/game/GameUpdates";
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import { GameView, PlayerView } from "../../../core/game/GameView";
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import { UserSettings } from "../../../core/game/UserSettings";
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import { PseudoRandom } from "../../../core/PseudoRandom";
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import {
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AlternateViewEvent,
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ContextMenuEvent,
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DragEvent,
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MouseOverEvent,
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} from "../../InputHandler";
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import { FrameProfiler } from "../FrameProfiler";
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import { TransformHandler } from "../TransformHandler";
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import { Layer } from "./Layer";
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import {
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CanvasTerritoryRenderer,
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TerritoryRendererStrategy,
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WebglTerritoryRenderer,
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} from "./TerritoryRenderers";
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import { TerritoryWebGLRenderer } from "./TerritoryWebGLRenderer";
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type TileTransition = {
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startTime: number;
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durationMs: number;
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highlight: boolean;
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lastProgressByte: number;
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};
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export class TerritoryLayer implements Layer {
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profileName(): string {
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return "TerritoryLayer:renderLayer";
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@@ -46,13 +26,6 @@ export class TerritoryLayer implements Layer {
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private cachedTerritoryPatternsEnabled: boolean | undefined;
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private tileToRenderQueue: PriorityQueue<{
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tile: TileRef;
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lastUpdate: number;
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}> = new PriorityQueue((a, b) => {
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return a.lastUpdate - b.lastUpdate;
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});
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private random = new PseudoRandom(123);
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private theme: Theme;
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// Used for spawn highlighting
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@@ -60,22 +33,19 @@ export class TerritoryLayer implements Layer {
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private highlightContext: CanvasRenderingContext2D;
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private highlightedTerritory: PlayerView | null = null;
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private territoryRenderer: TerritoryRendererStrategy | null = null;
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private territoryRenderer: TerritoryWebGLRenderer | null = null;
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private alternativeView = false;
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private lastDragTime = 0;
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private nodrawDragDuration = 200;
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private lastMousePosition: { x: number; y: number } | null = null;
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private refreshRate = 10; //refresh every 10ms
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private lastRefresh = 0;
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private lastFocusedPlayer: PlayerView | null = null;
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private lastMyPlayerSmallId: number | null = null;
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private lastPaletteSignature: string | null = null;
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private tileTransitions: Map<TileRef, TileTransition> = new Map();
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private transitionHighlightTiles: TileRef[] = [];
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private transitionHighlightAlphas: number[] = [];
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private transitionActive = false;
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private transitionEpoch = 1;
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private transitionProgress = 1;
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private transitionStartTime = 0;
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private transitionDurationMs = 100;
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private lastGameTick = 0;
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private lastTickTime = 0;
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private lastTickDurationMs = 100;
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@@ -88,23 +58,16 @@ export class TerritoryLayer implements Layer {
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this.theme = game.config().theme();
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this.cachedTerritoryPatternsEnabled = undefined;
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this.lastMyPlayerSmallId = game.myPlayer()?.smallID() ?? null;
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this.lastTickTime = Date.now();
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this.lastTickTime = this.nowMs();
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}
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shouldTransform(): boolean {
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return true;
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}
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async paintPlayerBorder(player: PlayerView) {
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const tiles = await player.borderTiles();
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tiles.borderTiles.forEach((tile: TileRef) => {
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this.paintTerritory(tile, true); // Immediately paint the tile instead of enqueueing
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});
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}
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tick() {
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const tickProfile = FrameProfiler.start();
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const now = Date.now();
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const now = this.nowMs();
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this.updateTickTiming(now);
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if (this.game.inSpawnPhase()) {
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this.spawnHighlight();
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@@ -117,38 +80,9 @@ export class TerritoryLayer implements Layer {
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}
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this.refreshPaletteIfNeeded();
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this.game.recentlyUpdatedTiles().forEach((t) => {
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this.enqueueTile(t);
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// Immediately clear territory overlay for water tiles so old
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// borders/territory don't persist visually (e.g. after nuke turns land to water)
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if (this.game.isWater(t)) {
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this.clearTile(t);
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}
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});
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this.game.recentlyUpdatedTiles().forEach((t) => this.markTile(t));
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this.beginTileTransitions(this.game.recentlyUpdatedOwnerTiles(), now);
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const updates = this.game.updatesSinceLastTick();
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const unitUpdates = updates !== null ? updates[GameUpdateType.Unit] : [];
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unitUpdates.forEach((update) => {
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if (update.unitType === UnitType.DefensePost) {
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// Only update borders if the defense post is not under construction
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if (update.underConstruction) {
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return; // Skip barrier creation while under construction
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}
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const tile = update.pos;
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this.game
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.bfs(tile, euclDistFN(tile, this.game.config().defensePostRange()))
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.forEach((t) => {
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if (
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this.game.isBorder(t) &&
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(this.game.ownerID(t) === update.ownerID ||
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this.game.ownerID(t) === update.lastOwnerID)
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) {
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this.enqueueTile(t);
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}
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});
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}
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});
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// Detect alliance mutations
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const myPlayer = this.game.myPlayer();
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@@ -156,7 +90,7 @@ export class TerritoryLayer implements Layer {
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updates?.[GameUpdateType.BrokeAlliance]?.forEach((update) => {
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const territory = this.game.playerBySmallID(update.betrayedID);
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if (territory && territory instanceof PlayerView) {
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this.redrawBorder(territory);
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this.territoryRenderer?.refreshPalette();
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}
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});
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@@ -172,7 +106,7 @@ export class TerritoryLayer implements Layer {
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: update.request.requestorID;
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const territory = this.game.playerBySmallID(territoryId);
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if (territory && territory instanceof PlayerView) {
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this.redrawBorder(territory);
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this.territoryRenderer?.refreshPalette();
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}
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}
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});
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@@ -186,23 +120,14 @@ export class TerritoryLayer implements Layer {
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player.id() === myPlayer?.id() ||
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embargoed.id() === myPlayer?.id()
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) {
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this.redrawBorder(player, embargoed);
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this.territoryRenderer?.refreshPalette();
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}
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});
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}
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const focusedPlayer = this.game.focusedPlayer();
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if (focusedPlayer !== this.lastFocusedPlayer) {
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if (this.territoryRenderer?.isWebGL()) {
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this.redraw();
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} else {
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if (this.lastFocusedPlayer) {
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this.paintPlayerBorder(this.lastFocusedPlayer);
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}
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if (focusedPlayer) {
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this.paintPlayerBorder(focusedPlayer);
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}
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}
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this.redraw();
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this.lastFocusedPlayer = focusedPlayer;
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}
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@@ -374,10 +299,6 @@ export class TerritoryLayer implements Layer {
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this.hoverHighlightOptions(),
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);
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});
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this.eventBus.on(DragEvent, () => {
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// TODO: consider re-enabling this on mobile or low end devices for smoother dragging.
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// this.lastDragTime = Date.now();
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});
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this.redraw();
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}
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@@ -387,13 +308,7 @@ export class TerritoryLayer implements Layer {
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}
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private updateHighlightedTerritory() {
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const supportsHover =
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this.alternativeView || this.territoryRenderer?.isWebGL() === true;
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if (!supportsHover) {
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return;
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}
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if (!this.lastMousePosition) {
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if (!this.lastMousePosition || !this.territoryRenderer) {
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return;
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}
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@@ -415,20 +330,9 @@ export class TerritoryLayer implements Layer {
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}
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if (previousTerritory?.id() !== this.highlightedTerritory?.id()) {
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if (this.territoryRenderer?.isWebGL()) {
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this.territoryRenderer.setHover(
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this.highlightedTerritory?.smallID() ?? null,
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);
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} else {
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const territories: PlayerView[] = [];
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if (previousTerritory) {
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territories.push(previousTerritory);
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}
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if (this.highlightedTerritory) {
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territories.push(this.highlightedTerritory);
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}
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this.redrawBorder(...territories);
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}
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this.territoryRenderer.setHoveredPlayerId(
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this.highlightedTerritory?.smallID() ?? null,
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);
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}
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}
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@@ -445,14 +349,10 @@ export class TerritoryLayer implements Layer {
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}
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redraw() {
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console.log("redrew territory layer");
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this.lastMyPlayerSmallId = this.game.myPlayer()?.smallID() ?? null;
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this.cachedTerritoryPatternsEnabled = this.userSettings.territoryPatterns();
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this.configureRenderers();
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this.tileTransitions.clear();
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this.transitionHighlightTiles.length = 0;
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this.transitionHighlightAlphas.length = 0;
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this.territoryRenderer?.redraw();
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this.transitionActive = false;
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// Add a second canvas for highlights
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this.highlightCanvas = document.createElement("canvas");
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@@ -463,34 +363,28 @@ export class TerritoryLayer implements Layer {
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this.highlightContext = highlightContext;
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this.highlightCanvas.width = this.game.width();
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this.highlightCanvas.height = this.game.height();
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this.game.forEachTile((t) => {
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this.paintTerritory(t);
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});
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}
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private configureRenderers() {
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this.territoryRenderer = null;
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const { renderer } = TerritoryWebGLRenderer.create(this.game, this.theme);
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if (renderer) {
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const strategy = new WebglTerritoryRenderer(renderer, this.game);
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strategy.setAlternativeView(this.alternativeView);
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strategy.markAllDirty();
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strategy.refreshPalette();
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strategy.setHoverHighlightOptions(this.hoverHighlightOptions());
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strategy.setHover(this.highlightedTerritory?.smallID() ?? null);
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this.territoryRenderer = strategy;
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this.lastPaletteSignature = this.computePaletteSignature();
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return;
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const { renderer, reason } = TerritoryWebGLRenderer.create(
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this.game,
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this.theme,
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);
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if (!renderer) {
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throw new Error(reason ?? "WebGL2 is required for territory rendering.");
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}
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this.territoryRenderer = new CanvasTerritoryRenderer(this.game, this.theme);
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this.territoryRenderer = renderer;
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this.territoryRenderer.setAlternativeView(this.alternativeView);
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this.territoryRenderer.markAllDirty();
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this.territoryRenderer.refreshPalette();
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this.territoryRenderer.setHoverHighlightOptions(
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this.hoverHighlightOptions(),
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);
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this.lastPaletteSignature = null;
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this.territoryRenderer.setHoveredPlayerId(
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this.highlightedTerritory?.smallID() ?? null,
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);
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this.lastPaletteSignature = this.computePaletteSignature();
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}
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private hoverHighlightOptions() {
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@@ -514,58 +408,26 @@ export class TerritoryLayer implements Layer {
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};
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}
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redrawBorder(...players: PlayerView[]) {
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const shouldRefreshPalette = this.territoryRenderer?.isWebGL() ?? false;
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return Promise.all(
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players.map(async (player) => {
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const tiles = await player.borderTiles();
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tiles.borderTiles.forEach((tile: TileRef) => {
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this.paintTerritory(tile, true);
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});
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}),
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).then(() => {
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if (shouldRefreshPalette) {
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this.territoryRenderer?.refreshPalette();
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}
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});
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}
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renderLayer(context: CanvasRenderingContext2D) {
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const now = Date.now();
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const canRefresh =
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now > this.lastDragTime + this.nodrawDragDuration &&
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now > this.lastRefresh + this.refreshRate;
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if (canRefresh) {
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this.lastRefresh = now;
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const renderTerritoryStart = FrameProfiler.start();
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this.renderTerritory();
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FrameProfiler.end("TerritoryLayer:renderTerritory", renderTerritoryStart);
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if (!this.territoryRenderer) {
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return;
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}
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const now = this.nowMs();
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this.updateTransitionProgress(now);
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const [topLeft, bottomRight] = this.transformHandler.screenBoundingRect();
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const vx0 = Math.max(0, topLeft.x);
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const vy0 = Math.max(0, topLeft.y);
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const vx1 = Math.min(this.game.width() - 1, bottomRight.x);
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const vy1 = Math.min(this.game.height() - 1, bottomRight.y);
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const renderTerritoryStart = FrameProfiler.start();
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this.territoryRenderer.render();
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FrameProfiler.end("TerritoryLayer:renderTerritory", renderTerritoryStart);
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const w = vx1 - vx0 + 1;
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const h = vy1 - vy0 + 1;
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if (this.territoryRenderer) {
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this.territoryRenderer.render(
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context,
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{
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x: vx0,
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y: vy0,
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width: w,
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height: h,
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},
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canRefresh,
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);
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}
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this.drawTransitionHighlights(context, now);
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const drawTerritoryStart = FrameProfiler.start();
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context.drawImage(
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this.territoryRenderer.canvas,
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-this.game.width() / 2,
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-this.game.height() / 2,
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this.game.width(),
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this.game.height(),
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);
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FrameProfiler.end("TerritoryLayer:drawTerritoryCanvas", drawTerritoryStart);
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if (this.game.inSpawnPhase()) {
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const highlightDrawStart = FrameProfiler.start();
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@@ -583,73 +445,11 @@ export class TerritoryLayer implements Layer {
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}
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}
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renderTerritory() {
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if (!this.territoryRenderer) {
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return;
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}
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let numToRender = this.tileToRenderQueue.size();
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if (numToRender === 0) {
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return;
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}
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const useNeighborPaint = !(this.territoryRenderer?.isWebGL() ?? false);
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const neighborsToPaint: TileRef[] = [];
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const mainSpan = FrameProfiler.start();
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while (numToRender > 0) {
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numToRender--;
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const entry = this.tileToRenderQueue.pop();
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if (!entry) {
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break;
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}
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const tile = entry.tile;
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this.paintTerritory(tile);
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if (useNeighborPaint) {
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for (const neighbor of this.game.neighbors(tile)) {
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neighborsToPaint.push(neighbor);
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}
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}
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}
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FrameProfiler.end("TerritoryLayer:renderTerritory.mainPaint", mainSpan);
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if (useNeighborPaint && neighborsToPaint.length > 0) {
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const neighborSpan = FrameProfiler.start();
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for (const neighbor of neighborsToPaint) {
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this.paintTerritory(neighbor, true);
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}
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FrameProfiler.end(
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"TerritoryLayer:renderTerritory.neighborPaint",
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neighborSpan,
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);
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}
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}
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paintTerritory(tile: TileRef, _maybeStaleBorder: boolean = false) {
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this.territoryRenderer?.paintTile(tile);
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}
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clearTile(tile: TileRef) {
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this.territoryRenderer?.clearTile(tile);
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}
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enqueueTile(tile: TileRef) {
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this.tileToRenderQueue.push({
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tile: tile,
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lastUpdate: this.game.ticks() + this.random.nextFloat(0, 0.5),
|
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});
|
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}
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async enqueuePlayerBorder(player: PlayerView) {
|
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const playerBorderTiles = await player.borderTiles();
|
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playerBorderTiles.borderTiles.forEach((tile: TileRef) => {
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this.enqueueTile(tile);
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});
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private markTile(tile: TileRef) {
|
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this.territoryRenderer?.markTile(tile);
|
||||
}
|
||||
|
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paintHighlightTile(tile: TileRef, color: Colord, alpha: number) {
|
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this.clearTile(tile);
|
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const x = this.game.x(tile);
|
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const y = this.game.y(tile);
|
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this.highlightContext.fillStyle = color.alpha(alpha / 255).toRgbString();
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@@ -701,6 +501,10 @@ export class TerritoryLayer implements Layer {
|
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ctx.fill();
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}
|
||||
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||||
private nowMs(): number {
|
||||
return typeof performance !== "undefined" ? performance.now() : Date.now();
|
||||
}
|
||||
|
||||
private updateTickTiming(now: number) {
|
||||
const currentTick = this.game.ticks();
|
||||
if (currentTick === this.lastGameTick) {
|
||||
@@ -723,87 +527,46 @@ export class TerritoryLayer implements Layer {
|
||||
if (changes.length === 0) {
|
||||
return;
|
||||
}
|
||||
const durationMs = this.lastTickDurationMs;
|
||||
this.transitionEpoch = (this.transitionEpoch + 1) & 0xff;
|
||||
if (this.transitionEpoch === 0) {
|
||||
this.transitionEpoch = 1;
|
||||
}
|
||||
this.transitionStartTime = now;
|
||||
this.transitionDurationMs = this.lastTickDurationMs;
|
||||
this.transitionProgress = 0;
|
||||
this.transitionActive = false;
|
||||
|
||||
for (const change of changes) {
|
||||
if (change.newOwner === change.previousOwner) {
|
||||
continue;
|
||||
}
|
||||
if (change.newOwner === 0) {
|
||||
this.tileTransitions.delete(change.tile);
|
||||
this.territoryRenderer?.setTransitionProgress(change.tile, 1);
|
||||
continue;
|
||||
if (this.territoryRenderer) {
|
||||
this.territoryRenderer.setTransitionEpoch(
|
||||
change.tile,
|
||||
this.transitionEpoch,
|
||||
);
|
||||
this.transitionActive = true;
|
||||
}
|
||||
this.tileTransitions.set(change.tile, {
|
||||
startTime: now,
|
||||
durationMs,
|
||||
highlight: change.newOwner !== 0,
|
||||
lastProgressByte: -1,
|
||||
});
|
||||
this.territoryRenderer?.setTransitionProgress(change.tile, 0);
|
||||
}
|
||||
}
|
||||
|
||||
private updateTransitionProgress(now: number) {
|
||||
this.transitionHighlightTiles.length = 0;
|
||||
this.transitionHighlightAlphas.length = 0;
|
||||
if (!this.territoryRenderer || this.tileTransitions.size === 0) {
|
||||
if (!this.territoryRenderer || !this.transitionActive) {
|
||||
return;
|
||||
}
|
||||
|
||||
const toDelete: TileRef[] = [];
|
||||
for (const [tile, transition] of this.tileTransitions) {
|
||||
const elapsed = now - transition.startTime;
|
||||
const duration = transition.durationMs > 0 ? transition.durationMs : 1;
|
||||
const progress = Math.max(0, Math.min(1, elapsed / duration));
|
||||
const progressByte = Math.round(progress * 255);
|
||||
if (progressByte !== transition.lastProgressByte) {
|
||||
transition.lastProgressByte = progressByte;
|
||||
this.territoryRenderer.setTransitionProgress(tile, progress);
|
||||
}
|
||||
if (transition.highlight && progress < 1) {
|
||||
const alpha = (1 - progress) * 0.35;
|
||||
if (alpha > 0.01) {
|
||||
this.transitionHighlightTiles.push(tile);
|
||||
this.transitionHighlightAlphas.push(alpha);
|
||||
}
|
||||
}
|
||||
if (progress >= 1) {
|
||||
toDelete.push(tile);
|
||||
}
|
||||
const elapsed = now - this.transitionStartTime;
|
||||
const duration =
|
||||
this.transitionDurationMs > 0 ? this.transitionDurationMs : 1;
|
||||
const progress = Math.max(0, Math.min(1, elapsed / duration));
|
||||
const eased = progress * progress * (3 - 2 * progress);
|
||||
this.transitionProgress = eased;
|
||||
this.territoryRenderer.setTransitionProgress(
|
||||
this.transitionProgress,
|
||||
this.transitionEpoch,
|
||||
);
|
||||
if (progress >= 1) {
|
||||
this.transitionActive = false;
|
||||
}
|
||||
for (const tile of toDelete) {
|
||||
this.tileTransitions.delete(tile);
|
||||
}
|
||||
}
|
||||
|
||||
private drawTransitionHighlights(
|
||||
context: CanvasRenderingContext2D,
|
||||
now: number,
|
||||
) {
|
||||
if (this.transitionHighlightTiles.length === 0) {
|
||||
return;
|
||||
}
|
||||
const pulse = 0.75 + 0.25 * Math.sin((now - this.lastTickTime) * 0.015);
|
||||
const highlight = this.theme.spawnHighlightColor();
|
||||
const offsetX = -this.game.width() / 2;
|
||||
const offsetY = -this.game.height() / 2;
|
||||
context.save();
|
||||
context.fillStyle = highlight.toRgbString();
|
||||
for (let i = 0; i < this.transitionHighlightTiles.length; i++) {
|
||||
const alpha = this.transitionHighlightAlphas[i] * pulse;
|
||||
if (alpha <= 0) {
|
||||
continue;
|
||||
}
|
||||
const tile = this.transitionHighlightTiles[i];
|
||||
context.globalAlpha = alpha;
|
||||
context.fillRect(
|
||||
this.game.x(tile) + offsetX,
|
||||
this.game.y(tile) + offsetY,
|
||||
1,
|
||||
1,
|
||||
);
|
||||
}
|
||||
context.restore();
|
||||
}
|
||||
|
||||
private computePaletteSignature(): string {
|
||||
@@ -816,7 +579,7 @@ export class TerritoryLayer implements Layer {
|
||||
}
|
||||
|
||||
private refreshPaletteIfNeeded() {
|
||||
if (!this.territoryRenderer?.isWebGL()) {
|
||||
if (!this.territoryRenderer) {
|
||||
return;
|
||||
}
|
||||
const signature = this.computePaletteSignature();
|
||||
|
||||
@@ -1,324 +0,0 @@
|
||||
import { Colord } from "colord";
|
||||
import { Theme } from "../../../core/configuration/Config";
|
||||
import { TileRef } from "../../../core/game/GameMap";
|
||||
import { GameView, PlayerView } from "../../../core/game/GameView";
|
||||
import { FrameProfiler } from "../FrameProfiler";
|
||||
import {
|
||||
HoverHighlightOptions,
|
||||
TerritoryWebGLRenderer,
|
||||
} from "./TerritoryWebGLRenderer";
|
||||
|
||||
export interface TerritoryRendererStrategy {
|
||||
isWebGL(): boolean;
|
||||
redraw(): void;
|
||||
markAllDirty(): void;
|
||||
paintTile(tile: TileRef): void;
|
||||
setTransitionProgress(tile: TileRef, progress: number): void;
|
||||
render(
|
||||
context: CanvasRenderingContext2D,
|
||||
viewport: { x: number; y: number; width: number; height: number },
|
||||
shouldBlit: boolean,
|
||||
): void;
|
||||
setAlternativeView(enabled: boolean): void;
|
||||
setHover(playerSmallId: number | null): void;
|
||||
setHoverHighlightOptions(options: HoverHighlightOptions): void;
|
||||
refreshPalette(): void;
|
||||
clearTile(tile: TileRef): void;
|
||||
}
|
||||
|
||||
export class CanvasTerritoryRenderer implements TerritoryRendererStrategy {
|
||||
private canvas: HTMLCanvasElement;
|
||||
private context: CanvasRenderingContext2D;
|
||||
private imageData: ImageData;
|
||||
private alternativeImageData: ImageData;
|
||||
private alternativeView = false;
|
||||
private transitionProgress: Map<TileRef, number> = new Map();
|
||||
|
||||
constructor(
|
||||
private readonly game: GameView,
|
||||
private readonly theme: Theme,
|
||||
) {
|
||||
this.canvas = document.createElement("canvas");
|
||||
const context = this.canvas.getContext("2d");
|
||||
if (!context) throw new Error("2d context not supported");
|
||||
this.context = context;
|
||||
this.imageData = context.createImageData(1, 1);
|
||||
this.alternativeImageData = context.createImageData(1, 1);
|
||||
}
|
||||
|
||||
isWebGL(): boolean {
|
||||
return false;
|
||||
}
|
||||
|
||||
redraw() {
|
||||
this.canvas.width = this.game.width();
|
||||
this.canvas.height = this.game.height();
|
||||
this.imageData = this.context.getImageData(
|
||||
0,
|
||||
0,
|
||||
this.canvas.width,
|
||||
this.canvas.height,
|
||||
);
|
||||
this.alternativeImageData = this.context.getImageData(
|
||||
0,
|
||||
0,
|
||||
this.canvas.width,
|
||||
this.canvas.height,
|
||||
);
|
||||
this.initImageData();
|
||||
}
|
||||
|
||||
markAllDirty(): void {
|
||||
// No special handling needed for canvas path.
|
||||
}
|
||||
|
||||
paintTile(tile: TileRef) {
|
||||
const cpuStart = FrameProfiler.start();
|
||||
const hasOwner = this.game.hasOwner(tile);
|
||||
const rawOwner = hasOwner ? this.game.owner(tile) : null;
|
||||
const owner =
|
||||
rawOwner &&
|
||||
typeof (rawOwner as any).isPlayer === "function" &&
|
||||
(rawOwner as any).isPlayer()
|
||||
? (rawOwner as PlayerView)
|
||||
: null;
|
||||
const isBorderTile = this.game.isBorder(tile);
|
||||
const hasFallout = this.game.hasFallout(tile);
|
||||
const isDefended =
|
||||
owner && isBorderTile ? this.game.isDefended(tile) : false;
|
||||
|
||||
const transitionFactor = this.transitionProgress.get(tile) ?? 1;
|
||||
if (!owner) {
|
||||
if (hasFallout) {
|
||||
this.paintTileColor(
|
||||
this.imageData,
|
||||
tile,
|
||||
this.theme.falloutColor(),
|
||||
Math.round(150 * transitionFactor),
|
||||
);
|
||||
this.paintTileColor(
|
||||
this.alternativeImageData,
|
||||
tile,
|
||||
this.theme.falloutColor(),
|
||||
Math.round(150 * transitionFactor),
|
||||
);
|
||||
} else {
|
||||
this.clearTile(tile);
|
||||
}
|
||||
FrameProfiler.end("CanvasTerritoryRenderer:paintTile", cpuStart);
|
||||
return;
|
||||
}
|
||||
|
||||
const myPlayer = this.game.myPlayer();
|
||||
|
||||
if (isBorderTile) {
|
||||
if (myPlayer) {
|
||||
const alternativeColor = this.alternateViewColor(owner);
|
||||
this.paintTileColor(
|
||||
this.alternativeImageData,
|
||||
tile,
|
||||
alternativeColor,
|
||||
Math.round(255 * transitionFactor),
|
||||
);
|
||||
}
|
||||
this.paintTileColor(
|
||||
this.imageData,
|
||||
tile,
|
||||
owner.borderColor(tile, isDefended),
|
||||
Math.round(255 * transitionFactor),
|
||||
);
|
||||
} else {
|
||||
// Alternative view only shows borders.
|
||||
this.clearAlternativeTile(tile);
|
||||
this.paintTileColor(
|
||||
this.imageData,
|
||||
tile,
|
||||
owner.territoryColor(tile),
|
||||
Math.round(150 * transitionFactor),
|
||||
);
|
||||
}
|
||||
FrameProfiler.end("CanvasTerritoryRenderer:paintTile", cpuStart);
|
||||
}
|
||||
|
||||
render(
|
||||
context: CanvasRenderingContext2D,
|
||||
viewport: { x: number; y: number; width: number; height: number },
|
||||
shouldBlit: boolean,
|
||||
) {
|
||||
const { x, y, width, height } = viewport;
|
||||
if (width <= 0 || height <= 0) {
|
||||
return;
|
||||
}
|
||||
if (shouldBlit) {
|
||||
const putImageStart = FrameProfiler.start();
|
||||
this.context.putImageData(
|
||||
this.alternativeView ? this.alternativeImageData : this.imageData,
|
||||
0,
|
||||
0,
|
||||
x,
|
||||
y,
|
||||
width,
|
||||
height,
|
||||
);
|
||||
FrameProfiler.end("CanvasTerritoryRenderer:putImageData", putImageStart);
|
||||
}
|
||||
|
||||
const drawCanvasStart = FrameProfiler.start();
|
||||
context.drawImage(
|
||||
this.canvas,
|
||||
-this.game.width() / 2,
|
||||
-this.game.height() / 2,
|
||||
this.game.width(),
|
||||
this.game.height(),
|
||||
);
|
||||
FrameProfiler.end("CanvasTerritoryRenderer:drawCanvas", drawCanvasStart);
|
||||
}
|
||||
|
||||
setAlternativeView(enabled: boolean): void {
|
||||
this.alternativeView = enabled;
|
||||
}
|
||||
|
||||
setTransitionProgress(tile: TileRef, progress: number): void {
|
||||
const clamped = Math.max(0, Math.min(1, progress));
|
||||
if (clamped >= 1) {
|
||||
if (this.transitionProgress.delete(tile)) {
|
||||
this.paintTile(tile);
|
||||
}
|
||||
return;
|
||||
}
|
||||
const previous = this.transitionProgress.get(tile);
|
||||
if (previous !== undefined && Math.abs(previous - clamped) < 1 / 255) {
|
||||
return;
|
||||
}
|
||||
this.transitionProgress.set(tile, clamped);
|
||||
this.paintTile(tile);
|
||||
}
|
||||
|
||||
setHover(): void {
|
||||
// Canvas path relies on CPU highlight redraw in TerritoryLayer.
|
||||
}
|
||||
|
||||
setHoverHighlightOptions(): void {
|
||||
// Not used in canvas mode.
|
||||
}
|
||||
|
||||
refreshPalette(): void {
|
||||
// Nothing to refresh for canvas path.
|
||||
}
|
||||
|
||||
clearTile(tile: TileRef) {
|
||||
const offset = tile * 4;
|
||||
this.imageData.data[offset + 3] = 0;
|
||||
this.alternativeImageData.data[offset + 3] = 0;
|
||||
}
|
||||
|
||||
private alternateViewColor(other: PlayerView): Colord {
|
||||
const myPlayer = this.game.myPlayer();
|
||||
if (!myPlayer) {
|
||||
return this.theme.neutralColor();
|
||||
}
|
||||
if (other.smallID() === myPlayer.smallID()) {
|
||||
return this.theme.selfColor();
|
||||
}
|
||||
if (other.isFriendly(myPlayer)) {
|
||||
return this.theme.allyColor();
|
||||
}
|
||||
if (!other.hasEmbargo(myPlayer)) {
|
||||
return this.theme.neutralColor();
|
||||
}
|
||||
return this.theme.enemyColor();
|
||||
}
|
||||
|
||||
private paintTileColor(
|
||||
imageData: ImageData,
|
||||
tile: TileRef,
|
||||
color: Colord,
|
||||
alpha: number,
|
||||
) {
|
||||
const offset = tile * 4;
|
||||
imageData.data[offset] = color.rgba.r;
|
||||
imageData.data[offset + 1] = color.rgba.g;
|
||||
imageData.data[offset + 2] = color.rgba.b;
|
||||
imageData.data[offset + 3] = alpha;
|
||||
}
|
||||
|
||||
private clearAlternativeTile(tile: TileRef) {
|
||||
const offset = tile * 4;
|
||||
this.alternativeImageData.data[offset + 3] = 0;
|
||||
}
|
||||
|
||||
private initImageData() {
|
||||
this.game.forEachTile((tile) => {
|
||||
const offset = tile * 4;
|
||||
this.imageData.data[offset + 3] = 0;
|
||||
this.alternativeImageData.data[offset + 3] = 0;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
export class WebglTerritoryRenderer implements TerritoryRendererStrategy {
|
||||
constructor(
|
||||
private readonly renderer: TerritoryWebGLRenderer,
|
||||
private readonly game: GameView,
|
||||
) {}
|
||||
|
||||
isWebGL(): boolean {
|
||||
return true;
|
||||
}
|
||||
|
||||
redraw(): void {
|
||||
this.markAllDirty();
|
||||
}
|
||||
|
||||
markAllDirty(): void {
|
||||
this.renderer.markAllDirty();
|
||||
}
|
||||
|
||||
paintTile(tile: TileRef): void {
|
||||
this.renderer.markTile(tile);
|
||||
}
|
||||
|
||||
setTransitionProgress(tile: TileRef, progress: number): void {
|
||||
this.renderer.setTransitionProgress(tile, progress);
|
||||
}
|
||||
|
||||
render(
|
||||
context: CanvasRenderingContext2D,
|
||||
_viewport: { x: number; y: number; width: number; height: number },
|
||||
_shouldBlit: boolean,
|
||||
): void {
|
||||
const webglRenderStart = FrameProfiler.start();
|
||||
this.renderer.render();
|
||||
FrameProfiler.end("WebglTerritoryRenderer:render", webglRenderStart);
|
||||
|
||||
const drawCanvasStart = FrameProfiler.start();
|
||||
context.drawImage(
|
||||
this.renderer.canvas,
|
||||
-this.game.width() / 2,
|
||||
-this.game.height() / 2,
|
||||
this.game.width(),
|
||||
this.game.height(),
|
||||
);
|
||||
FrameProfiler.end("WebglTerritoryRenderer:drawImage", drawCanvasStart);
|
||||
}
|
||||
|
||||
setAlternativeView(enabled: boolean): void {
|
||||
this.renderer.setAlternativeView(enabled);
|
||||
}
|
||||
|
||||
setHover(playerSmallId: number | null): void {
|
||||
this.renderer.setHoveredPlayerId(playerSmallId ?? null);
|
||||
}
|
||||
|
||||
setHoverHighlightOptions(options: HoverHighlightOptions): void {
|
||||
this.renderer.setHoverHighlightOptions(options);
|
||||
}
|
||||
|
||||
refreshPalette(): void {
|
||||
this.renderer.refreshPalette();
|
||||
}
|
||||
|
||||
clearTile(): void {
|
||||
// No-op for WebGL; canvas alpha clearing is not used.
|
||||
}
|
||||
}
|
||||
@@ -43,6 +43,10 @@ export class TerritoryWebGLRenderer {
|
||||
relations: WebGLUniformLocation | null;
|
||||
patterns: WebGLUniformLocation | null;
|
||||
transitions: WebGLUniformLocation | null;
|
||||
transitionEpoch: WebGLUniformLocation | null;
|
||||
transitionProgress: WebGLUniformLocation | null;
|
||||
transitionHintColor: WebGLUniformLocation | null;
|
||||
transitionHintStrength: WebGLUniformLocation | null;
|
||||
patternStride: WebGLUniformLocation | null;
|
||||
patternRows: WebGLUniformLocation | null;
|
||||
fallout: WebGLUniformLocation | null;
|
||||
@@ -62,7 +66,7 @@ export class TerritoryWebGLRenderer {
|
||||
};
|
||||
|
||||
private readonly state: Uint16Array;
|
||||
private readonly transitionState: Uint8Array;
|
||||
private readonly transitionEpochState: Uint8Array;
|
||||
private readonly dirtyRows: Map<number, DirtySpan> = new Map();
|
||||
private readonly transitionDirtyRows: Map<number, DirtySpan> = new Map();
|
||||
private needsFullUpload = true;
|
||||
@@ -75,6 +79,10 @@ export class TerritoryWebGLRenderer {
|
||||
private hoverPulseSpeed = Math.PI * 2;
|
||||
private hoveredPlayerId = -1;
|
||||
private animationStartTime = Date.now();
|
||||
private transitionEpoch = 1;
|
||||
private transitionProgress = 1;
|
||||
private transitionHintColor: [number, number, number] = [1, 1, 1];
|
||||
private transitionHintStrength = 0.25;
|
||||
private readonly userSettings = new UserSettings();
|
||||
private readonly patternBytesCache = new Map<string, Uint8Array>();
|
||||
|
||||
@@ -88,8 +96,7 @@ export class TerritoryWebGLRenderer {
|
||||
this.canvas.height = game.height();
|
||||
|
||||
this.state = state;
|
||||
this.transitionState = new Uint8Array(state.length);
|
||||
this.transitionState.fill(255);
|
||||
this.transitionEpochState = new Uint8Array(state.length);
|
||||
|
||||
this.gl = this.canvas.getContext("webgl2", {
|
||||
premultipliedAlpha: true,
|
||||
@@ -113,6 +120,10 @@ export class TerritoryWebGLRenderer {
|
||||
relations: null,
|
||||
patterns: null,
|
||||
transitions: null,
|
||||
transitionEpoch: null,
|
||||
transitionProgress: null,
|
||||
transitionHintColor: null,
|
||||
transitionHintStrength: null,
|
||||
patternStride: null,
|
||||
patternRows: null,
|
||||
fallout: null,
|
||||
@@ -150,6 +161,10 @@ export class TerritoryWebGLRenderer {
|
||||
relations: null,
|
||||
patterns: null,
|
||||
transitions: null,
|
||||
transitionEpoch: null,
|
||||
transitionProgress: null,
|
||||
transitionHintColor: null,
|
||||
transitionHintStrength: null,
|
||||
patternStride: null,
|
||||
patternRows: null,
|
||||
fallout: null,
|
||||
@@ -177,6 +192,19 @@ export class TerritoryWebGLRenderer {
|
||||
relations: gl.getUniformLocation(this.program, "u_relations"),
|
||||
patterns: gl.getUniformLocation(this.program, "u_patterns"),
|
||||
transitions: gl.getUniformLocation(this.program, "u_transitions"),
|
||||
transitionEpoch: gl.getUniformLocation(this.program, "u_transitionEpoch"),
|
||||
transitionProgress: gl.getUniformLocation(
|
||||
this.program,
|
||||
"u_transitionProgress",
|
||||
),
|
||||
transitionHintColor: gl.getUniformLocation(
|
||||
this.program,
|
||||
"u_transitionHintColor",
|
||||
),
|
||||
transitionHintStrength: gl.getUniformLocation(
|
||||
this.program,
|
||||
"u_transitionHintStrength",
|
||||
),
|
||||
patternStride: gl.getUniformLocation(this.program, "u_patternStride"),
|
||||
patternRows: gl.getUniformLocation(this.program, "u_patternRows"),
|
||||
fallout: gl.getUniformLocation(this.program, "u_fallout"),
|
||||
@@ -274,7 +302,7 @@ export class TerritoryWebGLRenderer {
|
||||
0,
|
||||
gl.RED_INTEGER,
|
||||
gl.UNSIGNED_BYTE,
|
||||
this.transitionState,
|
||||
this.transitionEpochState,
|
||||
);
|
||||
|
||||
gl.useProgram(this.program);
|
||||
@@ -370,6 +398,27 @@ export class TerritoryWebGLRenderer {
|
||||
if (this.uniforms.hoverPulseSpeed) {
|
||||
gl.uniform1f(this.uniforms.hoverPulseSpeed, this.hoverPulseSpeed);
|
||||
}
|
||||
if (this.uniforms.transitionEpoch) {
|
||||
gl.uniform1i(this.uniforms.transitionEpoch, this.transitionEpoch);
|
||||
}
|
||||
if (this.uniforms.transitionProgress) {
|
||||
gl.uniform1f(this.uniforms.transitionProgress, this.transitionProgress);
|
||||
}
|
||||
if (this.uniforms.transitionHintColor) {
|
||||
this.transitionHintColor = [1, 1, 1];
|
||||
gl.uniform3f(
|
||||
this.uniforms.transitionHintColor,
|
||||
this.transitionHintColor[0],
|
||||
this.transitionHintColor[1],
|
||||
this.transitionHintColor[2],
|
||||
);
|
||||
}
|
||||
if (this.uniforms.transitionHintStrength) {
|
||||
gl.uniform1f(
|
||||
this.uniforms.transitionHintStrength,
|
||||
this.transitionHintStrength,
|
||||
);
|
||||
}
|
||||
|
||||
gl.enable(gl.BLEND);
|
||||
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
||||
@@ -382,8 +431,7 @@ export class TerritoryWebGLRenderer {
|
||||
if (state.length !== expected) {
|
||||
return {
|
||||
renderer: null,
|
||||
reason:
|
||||
"Tile state buffer size mismatch; falling back to canvas territory draw.",
|
||||
reason: "Tile state buffer size mismatch; WebGL renderer disabled.",
|
||||
};
|
||||
}
|
||||
|
||||
@@ -391,7 +439,7 @@ export class TerritoryWebGLRenderer {
|
||||
if (!renderer.isValid()) {
|
||||
return {
|
||||
renderer: null,
|
||||
reason: "WebGL2 not available; falling back to canvas territory draw.",
|
||||
reason: "WebGL2 not available; WebGL renderer disabled.",
|
||||
};
|
||||
}
|
||||
return { renderer };
|
||||
@@ -444,13 +492,12 @@ export class TerritoryWebGLRenderer {
|
||||
}
|
||||
}
|
||||
|
||||
setTransitionProgress(tile: TileRef, progress: number) {
|
||||
const clamped = Math.max(0, Math.min(1, progress));
|
||||
const value = Math.round(clamped * 255);
|
||||
if (this.transitionState[tile] === value) {
|
||||
setTransitionEpoch(tile: TileRef, epoch: number) {
|
||||
const value = epoch & 0xff;
|
||||
if (this.transitionEpochState[tile] === value) {
|
||||
return;
|
||||
}
|
||||
this.transitionState[tile] = value;
|
||||
this.transitionEpochState[tile] = value;
|
||||
if (this.needsTransitionFullUpload) {
|
||||
return;
|
||||
}
|
||||
@@ -465,9 +512,16 @@ export class TerritoryWebGLRenderer {
|
||||
}
|
||||
}
|
||||
|
||||
setTransitionProgress(progress: number, epoch: number) {
|
||||
this.transitionEpoch = epoch & 0xff;
|
||||
this.transitionProgress = Math.max(0, Math.min(1, progress));
|
||||
}
|
||||
|
||||
markAllDirty() {
|
||||
this.needsFullUpload = true;
|
||||
this.dirtyRows.clear();
|
||||
this.needsTransitionFullUpload = true;
|
||||
this.transitionDirtyRows.clear();
|
||||
}
|
||||
|
||||
refreshPalette() {
|
||||
@@ -528,6 +582,12 @@ export class TerritoryWebGLRenderer {
|
||||
const viewerId = this.game.myPlayer()?.smallID() ?? 0;
|
||||
gl.uniform1i(this.uniforms.viewerId, viewerId);
|
||||
}
|
||||
if (this.uniforms.transitionEpoch) {
|
||||
gl.uniform1i(this.uniforms.transitionEpoch, this.transitionEpoch);
|
||||
}
|
||||
if (this.uniforms.transitionProgress) {
|
||||
gl.uniform1f(this.uniforms.transitionProgress, this.transitionProgress);
|
||||
}
|
||||
|
||||
gl.clearColor(0, 0, 0, 0);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
@@ -611,7 +671,7 @@ export class TerritoryWebGLRenderer {
|
||||
0,
|
||||
gl.RED_INTEGER,
|
||||
gl.UNSIGNED_BYTE,
|
||||
this.transitionState,
|
||||
this.transitionEpochState,
|
||||
);
|
||||
this.needsTransitionFullUpload = false;
|
||||
this.transitionDirtyRows.clear();
|
||||
@@ -627,7 +687,10 @@ export class TerritoryWebGLRenderer {
|
||||
for (const [y, span] of this.transitionDirtyRows) {
|
||||
const width = span.maxX - span.minX + 1;
|
||||
const offset = y * this.canvas.width + span.minX;
|
||||
const rowSlice = this.transitionState.subarray(offset, offset + width);
|
||||
const rowSlice = this.transitionEpochState.subarray(
|
||||
offset,
|
||||
offset + width,
|
||||
);
|
||||
gl.texSubImage2D(
|
||||
gl.TEXTURE_2D,
|
||||
0,
|
||||
@@ -834,6 +897,10 @@ export class TerritoryWebGLRenderer {
|
||||
uniform usampler2D u_relations;
|
||||
uniform usampler2D u_patterns;
|
||||
uniform usampler2D u_transitions;
|
||||
uniform int u_transitionEpoch;
|
||||
uniform float u_transitionProgress;
|
||||
uniform vec3 u_transitionHintColor;
|
||||
uniform float u_transitionHintStrength;
|
||||
uniform int u_patternStride;
|
||||
uniform int u_patternRows;
|
||||
uniform int u_viewerId;
|
||||
@@ -918,7 +985,11 @@ export class TerritoryWebGLRenderer {
|
||||
ivec2 texCoord = ivec2(fragCoord.x, int(u_resolution.y) - 1 - fragCoord.y);
|
||||
|
||||
uint state = texelFetch(u_state, texCoord, 0).r;
|
||||
float transition = float(texelFetch(u_transitions, texCoord, 0).r) / 255.0;
|
||||
uint transitionEpoch = texelFetch(u_transitions, texCoord, 0).r;
|
||||
bool inTransition =
|
||||
(u_transitionEpoch != 0) && (transitionEpoch == uint(u_transitionEpoch));
|
||||
float transition = inTransition ? u_transitionProgress : 1.0;
|
||||
float hintMix = inTransition ? u_transitionHintStrength * (1.0 - transition) : 0.0;
|
||||
uint owner = state & 0xFFFu;
|
||||
bool hasFallout = (state & 0x2000u) != 0u;
|
||||
bool isDefended = (state & 0x1000u) != 0u;
|
||||
@@ -926,7 +997,7 @@ export class TerritoryWebGLRenderer {
|
||||
if (owner == 0u) {
|
||||
if (hasFallout) {
|
||||
vec3 color = u_fallout.rgb;
|
||||
float a = u_alpha * transition;
|
||||
float a = u_alpha;
|
||||
outColor = vec4(color * a, a);
|
||||
} else {
|
||||
outColor = vec4(0.0);
|
||||
@@ -982,7 +1053,7 @@ export class TerritoryWebGLRenderer {
|
||||
float pulse = u_hoverPulseStrength > 0.0
|
||||
? (1.0 - u_hoverPulseStrength) +
|
||||
u_hoverPulseStrength * (0.5 + 0.5 * sin(u_time * u_hoverPulseSpeed))
|
||||
: 1.0;
|
||||
: 1.0;
|
||||
color = mix(color, u_hoverHighlightColor, u_hoverHighlightStrength * pulse);
|
||||
}
|
||||
outColor = vec4(color * a, a);
|
||||
@@ -1018,13 +1089,17 @@ export class TerritoryWebGLRenderer {
|
||||
}
|
||||
|
||||
color = borderColor;
|
||||
a = baseBorder.a;
|
||||
a = baseBorder.a * transition;
|
||||
} else {
|
||||
bool isPrimary = patternIsPrimary(owner, texCoord);
|
||||
color = isPrimary ? base.rgb : baseBorder.rgb;
|
||||
a = u_alpha;
|
||||
}
|
||||
|
||||
if (hintMix > 0.0) {
|
||||
color = mix(color, u_transitionHintColor, hintMix);
|
||||
}
|
||||
|
||||
if (u_hoveredPlayerId >= 0.0 && abs(float(owner) - u_hoveredPlayerId) < 0.5) {
|
||||
float pulse = u_hoverPulseStrength > 0.0
|
||||
? (1.0 - u_hoverPulseStrength) +
|
||||
@@ -1033,7 +1108,6 @@ export class TerritoryWebGLRenderer {
|
||||
color = mix(color, u_hoverHighlightColor, u_hoverHighlightStrength * pulse);
|
||||
}
|
||||
|
||||
a *= transition;
|
||||
outColor = vec4(color * a, a);
|
||||
}
|
||||
`;
|
||||
|
||||
Reference in New Issue
Block a user