refactor: restructure WebGPU territory renderer into extensible pass-based architecture

Refactor the monolithic TerritoryWebGLRenderer into a modular, extensible
architecture that separates ground truth computation from rendering passes.
This change also includes related improvements to game state management and
hover information handling.

WebGPU Architecture Refactor:
- Extract all shaders to external .wgsl files (no inlined shaders)
- Separate ground truth data management (GroundTruthData) from rendering
- Create pass-based architecture with ComputePass and RenderPass interfaces
- Implement compute passes: StateUpdatePass, DefendedClearPass, DefendedUpdatePass
- Implement render pass: TerritoryRenderPass
- Add TerritoryRenderer orchestrator with dependency-based execution ordering
- Add WebGPUDevice for device initialization and management
- Add ShaderLoader utility for loading .wgsl files via Vite ?raw imports

Performance Optimizations:
- Dependency order computed once at init (topological sort)
- Early exit checks at orchestrator and pass levels
- Bind groups rebuilt when textures/buffers are recreated
- Zero per-frame allocations (reuse command encoders and staging buffers)

Architecture Benefits:
- Easy to extend with new compute/render passes (borders, temporal smoothing, etc.)
- Clear separation between tick-based compute and frame-based rendering
- All shaders in external files for better maintainability
- Ground truth data computed once and reused by all passes

Related Changes:
- Add defended tile state support to GameMap (isDefended/setDefended)
- Expose tileStateView() for direct GPU state access
- Extract hover info logic to HoverInfo utility
- Remove TerrainLayer (terrain now rendered by WebGPU territory pass)
- Update GameRenderer to use transparent overlay canvas
- Add viewOffset() method to TransformHandler

Files:
- Deleted: TerritoryWebGLRenderer.ts (1217 lines), TerrainLayer.ts (77 lines)
- Added: 17 new files in webgpu/ directory structure
- Updated: TerritoryLayer.ts, GameRenderer.ts, PlayerInfoOverlay.ts,
  GameMap.ts, GameView.ts, GameImpl.ts, TransformHandler.ts, vite-env.d.ts
This commit is contained in:
scamiv
2026-01-16 21:02:59 +01:00
parent aeb8d60224
commit 7cdf1b8160
25 changed files with 2264 additions and 795 deletions
+5 -11
View File
@@ -40,7 +40,6 @@ import { SpawnTimer } from "./layers/SpawnTimer";
import { StructureIconsLayer } from "./layers/StructureIconsLayer";
import { StructureLayer } from "./layers/StructureLayer";
import { TeamStats } from "./layers/TeamStats";
import { TerrainLayer } from "./layers/TerrainLayer";
import { TerritoryLayer } from "./layers/TerritoryLayer";
import { UILayer } from "./layers/UILayer";
import { UnitDisplay } from "./layers/UnitDisplay";
@@ -275,8 +274,7 @@ export function createRenderer(
// Try to group layers by the return value of shouldTransform.
// Not grouping the layers may cause excessive calls to context.save() and context.restore().
const layers: Layer[] = [
new TerrainLayer(game, transformHandler),
new TerritoryLayer(game, eventBus, transformHandler),
new TerritoryLayer(game, eventBus, transformHandler, userSettings),
new RailroadLayer(game, eventBus, transformHandler, uiState),
new CoordinateGridLayer(game, eventBus, transformHandler),
structureLayer,
@@ -348,7 +346,8 @@ export class GameRenderer {
private layers: Layer[],
private performanceOverlay: PerformanceOverlay,
) {
const context = canvas.getContext("2d", { alpha: false });
// Keep the main canvas transparent; the WebGPU territory canvas renders the background.
const context = canvas.getContext("2d", { alpha: true });
if (context === null) throw new Error("2d context not supported");
this.context = context;
}
@@ -399,13 +398,8 @@ export class GameRenderer {
FrameProfiler.clear();
}
const start = performance.now();
// Set background
this.context.fillStyle = this.game
.config()
.theme()
.backgroundColor()
.toHex();
this.context.fillRect(0, 0, this.canvas.width, this.canvas.height);
// Clear overlay canvas to transparent; the territory WebGPU canvas draws the base.
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
const handleTransformState = (
needsTransform: boolean,
+73
View File
@@ -0,0 +1,73 @@
import { UnitType } from "../../core/game/Game";
import { TileRef } from "../../core/game/GameMap";
import { GameView, PlayerView, UnitView } from "../../core/game/GameView";
export type HoverInfo = {
player: PlayerView | null;
unit: UnitView | null;
isWilderness: boolean;
isIrradiatedWilderness: boolean;
};
function euclideanDistWorld(
coord: { x: number; y: number },
tileRef: TileRef,
game: GameView,
): number {
const x = game.x(tileRef);
const y = game.y(tileRef);
const dx = coord.x - x;
const dy = coord.y - y;
return Math.sqrt(dx * dx + dy * dy);
}
function distSortUnitWorld(coord: { x: number; y: number }, game: GameView) {
return (a: UnitView, b: UnitView) => {
const distA = euclideanDistWorld(coord, a.tile(), game);
const distB = euclideanDistWorld(coord, b.tile(), game);
return distA - distB;
};
}
export function getHoverInfo(
game: GameView,
worldCoord: { x: number; y: number },
): HoverInfo {
const info: HoverInfo = {
player: null,
unit: null,
isWilderness: false,
isIrradiatedWilderness: false,
};
if (!game.isValidCoord(worldCoord.x, worldCoord.y)) {
return info;
}
const tile = game.ref(worldCoord.x, worldCoord.y);
const owner = game.owner(tile);
if (owner && owner.isPlayer()) {
info.player = owner as PlayerView;
return info;
}
if (owner && !owner.isPlayer() && game.isLand(tile)) {
info.isIrradiatedWilderness = game.hasFallout(tile);
info.isWilderness = !info.isIrradiatedWilderness;
return info;
}
if (!game.isLand(tile)) {
const units = game
.units(UnitType.Warship, UnitType.TradeShip, UnitType.TransportShip)
.filter((u) => euclideanDistWorld(worldCoord, u.tile(), game) < 50)
.sort(distSortUnitWorld(worldCoord, game));
if (units.length > 0) {
info.unit = units[0];
}
}
return info;
}
+4
View File
@@ -59,6 +59,10 @@ export class TransformHandler {
return this._boundingRect;
}
viewOffset(): { x: number; y: number } {
return { x: this.offsetX, y: this.offsetY };
}
width(): number {
return this.boundingRect().width;
}
+28 -42
View File
@@ -6,10 +6,8 @@ import {
PlayerProfile,
PlayerType,
Relation,
Unit,
UnitType,
} from "../../../core/game/Game";
import { TileRef } from "../../../core/game/GameMap";
import { AllianceView } from "../../../core/game/GameUpdates";
import { GameView, PlayerView, UnitView } from "../../../core/game/GameView";
import {
@@ -24,6 +22,7 @@ import {
renderTroops,
translateText,
} from "../../Utils";
import { getHoverInfo } from "../HoverInfo";
import {
EMOJI_ICON_KIND,
getFirstPlacePlayer,
@@ -47,26 +46,6 @@ const portIcon = assetUrl("images/PortIcon.svg");
const samLauncherIcon = assetUrl("images/SamLauncherIconWhite.svg");
const soldierIcon = assetUrl("images/SoldierIcon.svg");
function euclideanDistWorld(
coord: { x: number; y: number },
tileRef: TileRef,
game: GameView,
): number {
const x = game.x(tileRef);
const y = game.y(tileRef);
const dx = coord.x - x;
const dy = coord.y - y;
return Math.sqrt(dx * dx + dy * dy);
}
function distSortUnitWorld(coord: { x: number; y: number }, game: GameView) {
return (a: Unit | UnitView, b: Unit | UnitView) => {
const distA = euclideanDistWorld(coord, a.tile(), game);
const distB = euclideanDistWorld(coord, b.tile(), game);
return distA - distB;
};
}
@customElement("player-info-overlay")
export class PlayerInfoOverlay extends LitElement implements Layer {
@property({ type: Object })
@@ -87,6 +66,12 @@ export class PlayerInfoOverlay extends LitElement implements Layer {
@state()
private unit: UnitView | null = null;
@state()
private isWilderness: boolean = false;
@state()
private isIrradiatedWilderness: boolean = false;
@state()
private _isInfoVisible: boolean = false;
@@ -134,36 +119,28 @@ export class PlayerInfoOverlay extends LitElement implements Layer {
this.setVisible(false);
this.unit = null;
this.player = null;
this.isWilderness = false;
this.isIrradiatedWilderness = false;
}
public maybeShow(x: number, y: number) {
this.hide();
const worldCoord = this.transform.screenToWorldCoordinates(x, y);
if (!this.game.isValidCoord(worldCoord.x, worldCoord.y)) {
return;
}
const info = getHoverInfo(this.game, worldCoord);
const tile = this.game.ref(worldCoord.x, worldCoord.y);
if (!tile) return;
const owner = this.game.owner(tile);
if (owner && owner.isPlayer()) {
this.player = owner as PlayerView;
if (info.player) {
this.player = info.player;
this.player.profile().then((p) => {
this.playerProfile = p;
});
this.setVisible(true);
} else if (!this.game.isLand(tile)) {
const units = this.game
.units(UnitType.Warship, UnitType.TradeShip, UnitType.TransportShip)
.filter((u) => euclideanDistWorld(worldCoord, u.tile(), this.game) < 50)
.sort(distSortUnitWorld(worldCoord, this.game));
if (units.length > 0) {
this.unit = units[0];
this.setVisible(true);
}
} else if (info.isWilderness || info.isIrradiatedWilderness) {
this.isWilderness = info.isWilderness;
this.isIrradiatedWilderness = info.isIrradiatedWilderness;
this.setVisible(true);
} else if (info.unit) {
this.unit = info.unit;
this.setVisible(true);
}
}
@@ -506,6 +483,15 @@ export class PlayerInfoOverlay extends LitElement implements Layer {
<div
class="bg-gray-800/92 backdrop-blur-sm shadow-xs min-[1200px]:rounded-lg sm:rounded-b-lg shadow-lg text-white text-lg lg:text-base w-full sm:w-[500px] overflow-hidden ${containerClasses}"
>
${this.isWilderness || this.isIrradiatedWilderness
? html`<div class="p-2 font-bold">
${translateText(
this.isIrradiatedWilderness
? "player_info_overlay.irradiated_wilderness_title"
: "player_info_overlay.wilderness_title",
)}
</div>`
: ""}
${this.player !== null ? this.renderPlayerInfo(this.player) : ""}
${this.unit !== null ? this.renderUnitInfo(this.unit) : ""}
</div>
-107
View File
@@ -1,107 +0,0 @@
import { Config, Theme } from "../../../core/configuration/Config";
import { GameView } from "../../../core/game/GameView";
import { TransformHandler } from "../TransformHandler";
import { Layer } from "./Layer";
export class TerrainLayer implements Layer {
private canvas: HTMLCanvasElement;
private context: CanvasRenderingContext2D;
private imageData: ImageData;
private theme: Theme;
private config: Config;
constructor(
private game: GameView,
private transformHandler: TransformHandler,
) {
this.config = this.game.config();
}
shouldTransform(): boolean {
return true;
}
tick() {
if (this.config.theme() !== this.theme) {
this.redraw();
return;
}
// Repaint terrain for tiles whose terrain changed (e.g. nuke
// turning land to water).
const updatedTiles = this.game.recentlyUpdatedTerrainTiles();
if (updatedTiles.length > 0) {
let dirty = false;
for (const tile of updatedTiles) {
const terrainColor = this.theme.terrainColor(this.game, tile);
const offset = tile * 4;
const r = terrainColor.rgba.r;
const g = terrainColor.rgba.g;
const b = terrainColor.rgba.b;
if (
this.imageData.data[offset] !== r ||
this.imageData.data[offset + 1] !== g ||
this.imageData.data[offset + 2] !== b
) {
this.imageData.data[offset] = r;
this.imageData.data[offset + 1] = g;
this.imageData.data[offset + 2] = b;
dirty = true;
}
}
if (dirty) {
this.context.putImageData(this.imageData, 0, 0);
}
}
}
init() {
console.log("redrew terrain layer");
this.redraw();
}
redraw(): void {
this.canvas = document.createElement("canvas");
this.canvas.width = this.game.width();
this.canvas.height = this.game.height();
const context = this.canvas.getContext("2d", { alpha: false });
if (context === null) throw new Error("2d context not supported");
this.context = context;
this.imageData = this.context.createImageData(
this.canvas.width,
this.canvas.height,
);
this.initImageData();
this.context.putImageData(this.imageData, 0, 0);
}
initImageData() {
this.theme = this.config.theme();
this.game.forEachTile((tile) => {
const terrainColor = this.theme.terrainColor(this.game, tile);
// TODO: isn't tileref and index the same?
const index = this.game.y(tile) * this.game.width() + this.game.x(tile);
const offset = index * 4;
this.imageData.data[offset] = terrainColor.rgba.r;
this.imageData.data[offset + 1] = terrainColor.rgba.g;
this.imageData.data[offset + 2] = terrainColor.rgba.b;
this.imageData.data[offset + 3] = 255;
});
}
renderLayer(context: CanvasRenderingContext2D) {
if (this.transformHandler.scale < 1) {
context.imageSmoothingEnabled = true;
context.imageSmoothingQuality = "low";
} else {
context.imageSmoothingEnabled = false;
}
context.drawImage(
this.canvas,
-this.game.width() / 2,
-this.game.height() / 2,
this.game.width(),
this.game.height(),
);
}
}
+225 -634
View File
@@ -1,709 +1,300 @@
import { PriorityQueue } from "@datastructures-js/priority-queue";
import { Colord } from "colord";
import { Theme } from "../../../core/configuration/Config";
import { EventBus } from "../../../core/EventBus";
import {
Cell,
ColoredTeams,
PlayerType,
Team,
UnitType,
} from "../../../core/game/Game";
import { euclDistFN, TileRef } from "../../../core/game/GameMap";
import { GameUpdateType } from "../../../core/game/GameUpdates";
import { GameView, PlayerView } from "../../../core/game/GameView";
import { PseudoRandom } from "../../../core/PseudoRandom";
import {
AlternateViewEvent,
DragEvent,
MouseOverEvent,
} from "../../InputHandler";
import { UnitType } from "../../../core/game/Game";
import { TileRef } from "../../../core/game/GameMap";
import { GameView } from "../../../core/game/GameView";
import { UserSettings } from "../../../core/game/UserSettings";
import { AlternateViewEvent, MouseOverEvent } from "../../InputHandler";
import { FrameProfiler } from "../FrameProfiler";
import { TransformHandler } from "../TransformHandler";
import { TerritoryRenderer } from "../webgpu/TerritoryRenderer";
import { Layer } from "./Layer";
export class TerritoryLayer implements Layer {
private canvas: HTMLCanvasElement;
private context: CanvasRenderingContext2D;
private imageData: ImageData;
private alternativeImageData: ImageData;
private borderAnimTime = 0;
profileName(): string {
return "TerritoryLayer:renderLayer";
}
private cachedTerritoryPatternsEnabled: boolean | undefined;
private attachedTerritoryCanvas: HTMLCanvasElement | null = null;
private overlayWrapper: HTMLElement | null = null;
private overlayResizeObserver: ResizeObserver | null = null;
private tileToRenderQueue: PriorityQueue<{
tile: TileRef;
lastUpdate: number;
}> = new PriorityQueue((a, b) => {
return a.lastUpdate - b.lastUpdate;
});
private random = new PseudoRandom(123);
private theme: Theme;
// Used for spawn highlighting
private highlightCanvas: HTMLCanvasElement;
private highlightContext: CanvasRenderingContext2D;
private highlightedTerritory: PlayerView | null = null;
private territoryRenderer: TerritoryRenderer | null = null;
private alternativeView = false;
private lastDragTime = 0;
private nodrawDragDuration = 200;
private lastPaletteSignature: string | null = null;
private lastDefensePostsSignature: string | null = null;
private lastMousePosition: { x: number; y: number } | null = null;
private refreshRate = 10; //refresh every 10ms
private lastRefresh = 0;
private lastFocusedPlayer: PlayerView | null = null;
private hoveredOwnerSmallId: number | null = null;
private lastHoverUpdateMs = 0;
constructor(
private game: GameView,
private eventBus: EventBus,
private transformHandler: TransformHandler,
private userSettings: UserSettings,
) {
this.theme = game.config().theme();
this.cachedTerritoryPatternsEnabled = undefined;
}
shouldTransform(): boolean {
return true;
}
async paintPlayerBorder(player: PlayerView) {
const tiles = await player.borderTiles();
tiles.borderTiles.forEach((tile: TileRef) => {
this.paintTerritory(tile, true); // Immediately paint the tile instead of enqueueing
});
}
tick() {
if (this.game.inSpawnPhase()) {
this.spawnHighlight();
}
this.game.recentlyUpdatedTiles().forEach((t) => {
this.enqueueTile(t);
// Immediately clear territory overlay for water tiles so old
// borders/territory don't persist visually (e.g. after nuke turns land to water)
if (this.game.isWater(t)) {
this.clearTile(t);
}
});
const updates = this.game.updatesSinceLastTick();
const unitUpdates = updates !== null ? updates[GameUpdateType.Unit] : [];
unitUpdates.forEach((update) => {
if (update.unitType === UnitType.DefensePost) {
// Only update borders if the defense post is not under construction
if (update.underConstruction) {
return; // Skip barrier creation while under construction
}
const tile = update.pos;
this.game
.bfs(tile, euclDistFN(tile, this.game.config().defensePostRange()))
.forEach((t) => {
if (
this.game.isBorder(t) &&
(this.game.ownerID(t) === update.ownerID ||
this.game.ownerID(t) === update.lastOwnerID)
) {
this.enqueueTile(t);
}
});
}
});
// Detect alliance mutations
const myPlayer = this.game.myPlayer();
if (myPlayer) {
updates?.[GameUpdateType.BrokeAlliance]?.forEach((update) => {
const territory = this.game.playerBySmallID(update.betrayedID);
if (territory && territory instanceof PlayerView) {
this.redrawBorder(territory);
}
});
updates?.[GameUpdateType.AllianceRequestReply]?.forEach((update) => {
if (
update.accepted &&
(update.request.requestorID === myPlayer.smallID() ||
update.request.recipientID === myPlayer.smallID())
) {
const territoryId =
update.request.requestorID === myPlayer.smallID()
? update.request.recipientID
: update.request.requestorID;
const territory = this.game.playerBySmallID(territoryId);
if (territory && territory instanceof PlayerView) {
this.redrawBorder(territory);
}
}
});
updates?.[GameUpdateType.EmbargoEvent]?.forEach((update) => {
const player = this.game.playerBySmallID(update.playerID) as PlayerView;
const embargoed = this.game.playerBySmallID(
update.embargoedID,
) as PlayerView;
if (
player.id() === myPlayer?.id() ||
embargoed.id() === myPlayer?.id()
) {
this.redrawBorder(player, embargoed);
}
});
}
const focusedPlayer = this.game.focusedPlayer();
if (focusedPlayer !== this.lastFocusedPlayer) {
if (this.lastFocusedPlayer) {
this.paintPlayerBorder(this.lastFocusedPlayer);
}
if (focusedPlayer) {
this.paintPlayerBorder(focusedPlayer);
}
this.lastFocusedPlayer = focusedPlayer;
}
}
private spawnHighlight() {
this.highlightContext.clearRect(
0,
0,
this.game.width(),
this.game.height(),
);
this.drawFocusedPlayerHighlight();
const humans = this.game
.playerViews()
.filter((p) => p.type() === PlayerType.Human);
const focusedPlayer = this.game.focusedPlayer();
const teamColors = Object.values(ColoredTeams);
for (const human of humans) {
if (human === focusedPlayer) {
continue;
}
const center = human.nameLocation();
if (!center) {
continue;
}
const centerTile = this.game.ref(center.x, center.y);
if (!centerTile) {
continue;
}
let color = this.theme.spawnHighlightColor();
const myPlayer = this.game.myPlayer();
if (myPlayer !== null && myPlayer !== human && myPlayer.team() === null) {
// In FFA games (when team === null), use default yellow spawn highlight color
color = this.theme.spawnHighlightColor();
} else if (myPlayer !== null && myPlayer !== human) {
// In Team games, the spawn highlight color becomes that player's team color
// Optionally, this could be broken down to teammate or enemy and simplified to green and red, respectively
const team = human.team();
if (team !== null && teamColors.includes(team)) {
color = this.theme.teamColor(team);
} else {
if (myPlayer.isFriendly(human)) {
color = this.theme.spawnHighlightTeamColor();
} else {
color = this.theme.spawnHighlightColor();
}
}
}
for (const tile of this.game.bfs(
centerTile,
euclDistFN(centerTile, 9, true),
)) {
if (!this.game.hasOwner(tile)) {
this.paintHighlightTile(tile, color, 255);
}
}
}
}
private drawFocusedPlayerHighlight() {
const focusedPlayer = this.game.focusedPlayer();
if (!focusedPlayer) {
return;
}
const center = focusedPlayer.nameLocation();
if (!center) {
return;
}
// Breathing border animation
this.borderAnimTime += 0.5;
const minRad = 8;
const maxRad = 24;
// Range: [minPadding..maxPadding]
const radius =
minRad + (maxRad - minRad) * (0.5 + 0.5 * Math.sin(this.borderAnimTime));
const baseColor = this.theme.spawnHighlightSelfColor(); //white
let teamColor: Colord | null = null;
const team: Team | null = focusedPlayer.team();
if (team !== null && Object.values(ColoredTeams).includes(team)) {
teamColor = this.theme.teamColor(team).alpha(0.5);
} else {
teamColor = baseColor;
}
this.drawBreathingRing(
center.x,
center.y,
minRad,
maxRad,
radius,
baseColor, // Always draw white static semi-transparent ring
teamColor, // Pass the breathing ring color. White for FFA, Duos, Trios, Quads. Transparent team color for TEAM games.
);
// Draw breathing rings for teammates in team games (helps colorblind players identify teammates)
this.drawTeammateHighlights(minRad, maxRad, radius);
}
private drawTeammateHighlights(
minRad: number,
maxRad: number,
radius: number,
) {
const myPlayer = this.game.myPlayer();
if (myPlayer === null || myPlayer.team() === null) {
return;
}
const teammates = this.game
.playerViews()
.filter((p) => p !== myPlayer && myPlayer.isOnSameTeam(p));
// Smaller radius for teammates (more subtle than self highlight)
const teammateMinRad = 5;
const teammateMaxRad = 14;
const teammateRadius =
teammateMinRad +
(teammateMaxRad - teammateMinRad) *
((radius - minRad) / (maxRad - minRad));
const teamColors = Object.values(ColoredTeams);
for (const teammate of teammates) {
const center = teammate.nameLocation();
if (!center) {
continue;
}
const team = teammate.team();
let baseColor: Colord;
let breathingColor: Colord;
if (team !== null && teamColors.includes(team)) {
baseColor = this.theme.teamColor(team).alpha(0.5);
breathingColor = this.theme.teamColor(team).alpha(0.5);
} else {
baseColor = this.theme.spawnHighlightTeamColor();
breathingColor = this.theme.spawnHighlightTeamColor();
}
this.drawBreathingRing(
center.x,
center.y,
teammateMinRad,
teammateMaxRad,
teammateRadius,
baseColor,
breathingColor,
);
}
}
init() {
this.eventBus.on(MouseOverEvent, (e) => this.onMouseOver(e));
this.eventBus.on(AlternateViewEvent, (e) => {
this.alternativeView = e.alternateView;
this.territoryRenderer?.setAlternativeView(this.alternativeView);
});
this.eventBus.on(DragEvent, (e) => {
// TODO: consider re-enabling this on mobile or low end devices for smoother dragging.
// this.lastDragTime = Date.now();
this.eventBus.on(MouseOverEvent, (e) => {
this.lastMousePosition = { x: e.x, y: e.y };
});
this.redraw();
}
onMouseOver(event: MouseOverEvent) {
this.lastMousePosition = { x: event.x, y: event.y };
this.updateHighlightedTerritory();
}
tick() {
const tickProfile = FrameProfiler.start();
private updateHighlightedTerritory() {
if (!this.alternativeView) {
return;
const currentTheme = this.game.config().theme();
if (currentTheme !== this.theme) {
this.theme = currentTheme;
this.redraw();
}
if (!this.lastMousePosition) {
return;
this.refreshPaletteIfNeeded();
this.refreshDefensePostsIfNeeded();
const updatedTiles = this.game.recentlyUpdatedTiles();
for (let i = 0; i < updatedTiles.length; i++) {
this.markTile(updatedTiles[i]);
}
const cell = this.transformHandler.screenToWorldCoordinates(
this.lastMousePosition.x,
this.lastMousePosition.y,
);
if (!this.game.isValidCoord(cell.x, cell.y)) {
return;
}
// After collecting pending updates and handling palette/theme changes,
// invoke the renderer's tick() to process compute passes. This ensures
// compute shaders run at the simulation rate rather than every frame.
this.territoryRenderer?.tick();
const previousTerritory = this.highlightedTerritory;
const territory = this.getTerritoryAtCell(cell);
if (territory) {
this.highlightedTerritory = territory;
} else {
this.highlightedTerritory = null;
}
if (previousTerritory?.id() !== this.highlightedTerritory?.id()) {
const territories: PlayerView[] = [];
if (previousTerritory) {
territories.push(previousTerritory);
}
if (this.highlightedTerritory) {
territories.push(this.highlightedTerritory);
}
this.redrawBorder(...territories);
}
}
private getTerritoryAtCell(cell: { x: number; y: number }) {
const tile = this.game.ref(cell.x, cell.y);
if (!tile) {
return null;
}
// If the tile has no owner, it is either a fallout tile or a terra nullius tile.
if (!this.game.hasOwner(tile)) {
return null;
}
const owner = this.game.owner(tile);
return owner instanceof PlayerView ? owner : null;
FrameProfiler.end("TerritoryLayer:tick", tickProfile);
}
redraw() {
console.log("redrew territory layer");
this.canvas = document.createElement("canvas");
const context = this.canvas.getContext("2d");
if (context === null) throw new Error("2d context not supported");
this.context = context;
this.canvas.width = this.game.width();
this.canvas.height = this.game.height();
this.imageData = this.context.getImageData(
0,
0,
this.canvas.width,
this.canvas.height,
);
this.alternativeImageData = this.context.getImageData(
0,
0,
this.canvas.width,
this.canvas.height,
);
this.initImageData();
this.context.putImageData(
this.alternativeView ? this.alternativeImageData : this.imageData,
0,
0,
);
// Add a second canvas for highlights
this.highlightCanvas = document.createElement("canvas");
const highlightContext = this.highlightCanvas.getContext("2d", {
alpha: true,
});
if (highlightContext === null) throw new Error("2d context not supported");
this.highlightContext = highlightContext;
this.highlightCanvas.width = this.game.width();
this.highlightCanvas.height = this.game.height();
this.game.forEachTile((t) => {
this.paintTerritory(t);
});
this.configureRenderer();
}
redrawBorder(...players: PlayerView[]) {
return Promise.all(
players.map(async (player) => {
const tiles = await player.borderTiles();
tiles.borderTiles.forEach((tile: TileRef) => {
this.paintTerritory(tile, true);
});
}),
private configureRenderer() {
const { renderer, reason } = TerritoryRenderer.create(
this.game,
this.theme,
);
}
if (!renderer) {
throw new Error(reason ?? "WebGPU is required for territory rendering.");
}
initImageData() {
this.game.forEachTile((tile) => {
const cell = new Cell(this.game.x(tile), this.game.y(tile));
const index = cell.y * this.game.width() + cell.x;
const offset = index * 4;
this.imageData.data[offset + 3] = 0;
this.alternativeImageData.data[offset + 3] = 0;
});
this.territoryRenderer = renderer;
this.territoryRenderer.setAlternativeView(this.alternativeView);
this.territoryRenderer.setHighlightedOwnerId(this.hoveredOwnerSmallId);
this.territoryRenderer.markAllDirty();
this.territoryRenderer.refreshPalette();
this.lastPaletteSignature = this.computePaletteSignature();
this.lastDefensePostsSignature = this.computeDefensePostsSignature();
// Ensure defense posts buffer is uploaded on first tick.
this.territoryRenderer.markDefensePostsDirty();
// Run an initial tick to upload state and build the colour texture. Without
// this, the first render call may occur before the initial compute pass
// has been executed, resulting in undefined colours.
this.territoryRenderer.tick();
}
renderLayer(context: CanvasRenderingContext2D) {
const now = Date.now();
if (
now > this.lastDragTime + this.nodrawDragDuration &&
now > this.lastRefresh + this.refreshRate
) {
this.lastRefresh = now;
const renderTerritoryStart = FrameProfiler.start();
this.renderTerritory();
FrameProfiler.end("TerritoryLayer:renderTerritory", renderTerritoryStart);
const [topLeft, bottomRight] = this.transformHandler.screenBoundingRect();
const vx0 = Math.max(0, topLeft.x);
const vy0 = Math.max(0, topLeft.y);
const vx1 = Math.min(this.game.width() - 1, bottomRight.x);
const vy1 = Math.min(this.game.height() - 1, bottomRight.y);
const w = vx1 - vx0 + 1;
const h = vy1 - vy0 + 1;
if (w > 0 && h > 0) {
const putImageStart = FrameProfiler.start();
this.context.putImageData(
this.alternativeView ? this.alternativeImageData : this.imageData,
0,
0,
vx0,
vy0,
w,
h,
);
FrameProfiler.end("TerritoryLayer:putImageData", putImageStart);
}
if (!this.territoryRenderer) {
return;
}
const drawCanvasStart = FrameProfiler.start();
context.drawImage(
this.canvas,
-this.game.width() / 2,
-this.game.height() / 2,
this.game.width(),
this.game.height(),
this.ensureTerritoryCanvasAttached(context.canvas);
this.updateHoverHighlight();
const renderTerritoryStart = FrameProfiler.start();
this.territoryRenderer.setViewSize(
context.canvas.width,
context.canvas.height,
);
FrameProfiler.end("TerritoryLayer:drawCanvas", drawCanvasStart);
if (this.game.inSpawnPhase()) {
const highlightDrawStart = FrameProfiler.start();
context.drawImage(
this.highlightCanvas,
-this.game.width() / 2,
-this.game.height() / 2,
this.game.width(),
this.game.height(),
);
FrameProfiler.end(
"TerritoryLayer:drawHighlightCanvas",
highlightDrawStart,
);
}
const viewOffset = this.transformHandler.viewOffset();
this.territoryRenderer.setViewTransform(
this.transformHandler.scale,
viewOffset.x,
viewOffset.y,
);
this.territoryRenderer.render();
FrameProfiler.end("TerritoryLayer:renderTerritory", renderTerritoryStart);
}
renderTerritory() {
let numToRender = Math.floor(this.tileToRenderQueue.size() / 10);
if (numToRender === 0 || this.game.inSpawnPhase()) {
numToRender = this.tileToRenderQueue.size();
}
while (numToRender > 0) {
numToRender--;
const entry = this.tileToRenderQueue.pop();
if (!entry) {
break;
}
const tile = entry.tile;
this.paintTerritory(tile);
for (const neighbor of this.game.neighbors(tile)) {
this.paintTerritory(neighbor, true);
}
}
}
paintTerritory(tile: TileRef, isBorder: boolean = false) {
if (isBorder && !this.game.hasOwner(tile)) {
private ensureTerritoryCanvasAttached(mainCanvas: HTMLCanvasElement) {
if (!this.territoryRenderer) {
return;
}
if (!this.game.hasOwner(tile)) {
if (this.game.hasFallout(tile)) {
this.paintTile(this.imageData, tile, this.theme.falloutColor(), 150);
this.paintTile(
this.alternativeImageData,
tile,
this.theme.falloutColor(),
150,
);
return;
const canvas = this.territoryRenderer.canvas;
// If the renderer recreated its canvas, detach the old one.
if (this.attachedTerritoryCanvas !== canvas) {
this.attachedTerritoryCanvas?.remove();
this.attachedTerritoryCanvas = canvas;
// Configure overlay canvas styles once. Avoid per-frame style reads/writes.
canvas.style.pointerEvents = "none";
canvas.style.position = "absolute";
canvas.style.inset = "0";
canvas.style.width = "100%";
canvas.style.height = "100%";
canvas.style.display = "block";
}
const parent = mainCanvas.parentElement;
if (!parent) {
// Fallback: if the canvas isn't in the DOM yet, append to body.
if (!canvas.isConnected) {
document.body.appendChild(canvas);
}
this.clearTile(tile);
return;
}
const owner = this.game.owner(tile) as PlayerView;
// eslint-disable-next-line @typescript-eslint/no-unused-vars
const isHighlighted =
this.highlightedTerritory &&
this.highlightedTerritory.id() === owner.id();
const myPlayer = this.game.myPlayer();
if (this.game.isBorder(tile)) {
// eslint-disable-next-line @typescript-eslint/no-unused-vars
const playerIsFocused = owner && this.game.focusedPlayer() === owner;
if (myPlayer) {
const alternativeColor = this.alternateViewColor(owner);
this.paintTile(this.alternativeImageData, tile, alternativeColor, 255);
}
const isDefended = this.game.hasUnitNearby(
tile,
this.game.config().defensePostRange(),
UnitType.DefensePost,
owner.id(),
);
this.paintTile(
this.imageData,
tile,
owner.borderColor(tile, isDefended),
255,
);
// Ensure the main canvas is wrapped in a positioned container so the
// territory canvas can overlay it without mirroring computed styles.
let wrapper: HTMLElement;
const currentParent = mainCanvas.parentElement;
if (currentParent && currentParent.dataset.territoryOverlay === "1") {
wrapper = currentParent;
} else {
// Alternative view only shows borders.
this.clearAlternativeTile(tile);
wrapper = document.createElement("div");
wrapper.dataset.territoryOverlay = "1";
wrapper.style.position = "relative";
wrapper.style.display = "inline-block";
wrapper.style.lineHeight = "0";
this.paintTile(this.imageData, tile, owner.territoryColor(tile), 150);
// Replace mainCanvas with wrapper, then re-insert mainCanvas inside wrapper.
parent.replaceChild(wrapper, mainCanvas);
wrapper.appendChild(mainCanvas);
}
if (this.overlayWrapper !== wrapper) {
this.overlayWrapper = wrapper;
this.overlayResizeObserver?.disconnect();
this.overlayResizeObserver = new ResizeObserver(() => {
this.syncOverlayWrapperSize(mainCanvas, wrapper);
});
this.overlayResizeObserver.observe(mainCanvas);
// Kick an initial size update; further updates are handled by ResizeObserver.
this.syncOverlayWrapperSize(mainCanvas, wrapper);
}
// Ensure territory canvas is the first child so it's the lowest layer.
if (canvas.parentElement !== wrapper) {
canvas.remove();
wrapper.insertBefore(canvas, mainCanvas);
} else if (canvas !== wrapper.firstElementChild) {
wrapper.insertBefore(canvas, mainCanvas);
}
}
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();
}
paintAlternateViewTile(tile: TileRef, other: PlayerView) {
const color = this.alternateViewColor(other);
this.paintTile(this.alternativeImageData, tile, color, 255);
}
paintTile(imageData: ImageData, tile: TileRef, color: Colord, alpha: number) {
const offset = tile * 4;
imageData.data[offset] = color.rgba.r;
imageData.data[offset + 1] = color.rgba.g;
imageData.data[offset + 2] = color.rgba.b;
imageData.data[offset + 3] = alpha;
}
clearTile(tile: TileRef) {
const offset = tile * 4;
this.imageData.data[offset + 3] = 0; // Set alpha to 0 (fully transparent)
this.alternativeImageData.data[offset + 3] = 0; // Set alpha to 0 (fully transparent)
}
clearAlternativeTile(tile: TileRef) {
const offset = tile * 4;
this.alternativeImageData.data[offset + 3] = 0; // Set alpha to 0 (fully transparent)
}
enqueueTile(tile: TileRef) {
this.tileToRenderQueue.push({
tile: tile,
lastUpdate: this.game.ticks() + this.random.nextFloat(0, 0.5),
});
}
async enqueuePlayerBorder(player: PlayerView) {
const playerBorderTiles = await player.borderTiles();
playerBorderTiles.borderTiles.forEach((tile: TileRef) => {
this.enqueueTile(tile);
});
}
paintHighlightTile(tile: TileRef, color: Colord, alpha: number) {
this.clearTile(tile);
const x = this.game.x(tile);
const y = this.game.y(tile);
this.highlightContext.fillStyle = color.alpha(alpha / 255).toRgbString();
this.highlightContext.fillRect(x, y, 1, 1);
}
clearHighlightTile(tile: TileRef) {
const x = this.game.x(tile);
const y = this.game.y(tile);
this.highlightContext.clearRect(x, y, 1, 1);
}
private drawBreathingRing(
cx: number,
cy: number,
minRad: number,
maxRad: number,
radius: number,
transparentColor: Colord,
breathingColor: Colord,
private syncOverlayWrapperSize(
mainCanvas: HTMLCanvasElement,
wrapper: HTMLElement,
) {
const ctx = this.highlightContext;
if (!ctx) return;
// Ensure the wrapper has real layout size so the absolutely-positioned
// territory canvas (100% width/height) is non-zero even if the main canvas
// is positioned absolutely.
const rect = mainCanvas.getBoundingClientRect();
const w = rect.width > 0 ? rect.width : mainCanvas.clientWidth;
const h = rect.height > 0 ? rect.height : mainCanvas.clientHeight;
if (w > 0) wrapper.style.width = `${w}px`;
if (h > 0) wrapper.style.height = `${h}px`;
}
// Draw a semi-transparent ring around the starting location
ctx.beginPath();
// Transparency matches the highlight color provided
const transparent = transparentColor.alpha(0);
const radGrad = ctx.createRadialGradient(cx, cy, minRad, cx, cy, maxRad);
private markTile(tile: TileRef) {
this.territoryRenderer?.markTile(tile);
}
// Pixels with radius < minRad are transparent
radGrad.addColorStop(0, transparent.toRgbString());
// The ring then starts with solid highlight color
radGrad.addColorStop(0.01, transparentColor.toRgbString());
radGrad.addColorStop(0.1, transparentColor.toRgbString());
// The outer edge of the ring is transparent
radGrad.addColorStop(1, transparent.toRgbString());
private updateHoverHighlight() {
if (!this.territoryRenderer) {
return;
}
// Draw an arc at the max radius and fill with the created radial gradient
ctx.arc(cx, cy, maxRad, 0, Math.PI * 2);
ctx.fillStyle = radGrad;
ctx.closePath();
ctx.fill();
const now = performance.now();
if (now - this.lastHoverUpdateMs < 100) {
return;
}
this.lastHoverUpdateMs = now;
const breatheInner = breathingColor.alpha(0);
// Draw a solid ring around the starting location with outer radius = the breathing radius
ctx.beginPath();
const radGrad2 = ctx.createRadialGradient(cx, cy, minRad, cx, cy, radius);
// Pixels with radius < minRad are transparent
radGrad2.addColorStop(0, breatheInner.toRgbString());
// The ring then starts with solid highlight color
radGrad2.addColorStop(0.01, breathingColor.toRgbString());
// The ring is solid throughout
radGrad2.addColorStop(1, breathingColor.toRgbString());
let nextOwnerSmallId: number | null = null;
if (this.lastMousePosition) {
const cell = this.transformHandler.screenToWorldCoordinates(
this.lastMousePosition.x,
this.lastMousePosition.y,
);
if (this.game.isValidCoord(cell.x, cell.y)) {
const tile = this.game.ref(cell.x, cell.y);
const owner = this.game.owner(tile);
if (owner && owner.isPlayer()) {
nextOwnerSmallId = owner.smallID();
}
}
}
// Draw an arc at the current breathing radius and fill with the created "gradient"
ctx.arc(cx, cy, radius, 0, Math.PI * 2);
ctx.fillStyle = radGrad2;
ctx.fill();
if (nextOwnerSmallId === this.hoveredOwnerSmallId) {
return;
}
this.hoveredOwnerSmallId = nextOwnerSmallId;
this.territoryRenderer.setHighlightedOwnerId(nextOwnerSmallId);
}
private computePaletteSignature(): string {
let maxSmallId = 0;
for (const player of this.game.playerViews()) {
maxSmallId = Math.max(maxSmallId, player.smallID());
}
const patternsEnabled = this.userSettings.territoryPatterns();
return `${this.game.playerViews().length}:${maxSmallId}:${patternsEnabled ? 1 : 0}`;
}
private refreshPaletteIfNeeded() {
if (!this.territoryRenderer) {
return;
}
const signature = this.computePaletteSignature();
if (signature !== this.lastPaletteSignature) {
this.lastPaletteSignature = signature;
this.territoryRenderer.refreshPalette();
}
}
private computeDefensePostsSignature(): string {
// Active + completed posts only.
const parts: string[] = [];
for (const u of this.game.units(UnitType.DefensePost)) {
if (!u.isActive() || u.isUnderConstruction()) continue;
const tile = u.tile();
parts.push(
`${u.owner().smallID()},${this.game.x(tile)},${this.game.y(tile)}`,
);
}
parts.sort();
return parts.join("|");
}
private refreshDefensePostsIfNeeded() {
if (!this.territoryRenderer) {
return;
}
const signature = this.computeDefensePostsSignature();
if (signature !== this.lastDefensePostsSignature) {
this.lastDefensePostsSignature = signature;
this.territoryRenderer.markDefensePostsDirty();
}
}
}
@@ -0,0 +1,385 @@
import { Theme } from "../../../core/configuration/Config";
import { TileRef } from "../../../core/game/GameMap";
import { GameView } from "../../../core/game/GameView";
import { createCanvas } from "../../Utils";
import { ComputePass } from "./compute/ComputePass";
import { DefendedClearPass } from "./compute/DefendedClearPass";
import { DefendedUpdatePass } from "./compute/DefendedUpdatePass";
import { StateUpdatePass } from "./compute/StateUpdatePass";
import { GroundTruthData } from "./core/GroundTruthData";
import { WebGPUDevice } from "./core/WebGPUDevice";
import { RenderPass } from "./render/RenderPass";
import { TerritoryRenderPass } from "./render/TerritoryRenderPass";
export interface TerritoryWebGLCreateResult {
renderer: TerritoryRenderer | null;
reason?: string;
}
/**
* Main orchestrator for WebGPU territory rendering.
* Manages compute passes (tick-based) and render passes (frame-based).
*/
export class TerritoryRenderer {
public readonly canvas: HTMLCanvasElement;
private device: WebGPUDevice | null = null;
private resources: GroundTruthData | null = null;
private ready = false;
private initPromise: Promise<void> | null = null;
// Compute passes
private computePasses: ComputePass[] = [];
private computePassOrder: ComputePass[] = [];
// Render passes
private renderPasses: RenderPass[] = [];
private renderPassOrder: RenderPass[] = [];
// Pass instances
private stateUpdatePass: StateUpdatePass | null = null;
private defendedClearPass: DefendedClearPass | null = null;
private defendedUpdatePass: DefendedUpdatePass | null = null;
private territoryRenderPass: TerritoryRenderPass | null = null;
// State tracking
private needsDefendedRebuild = true;
private needsDefendedHardClear = true;
private constructor(
private readonly game: GameView,
private readonly theme: Theme,
) {
this.canvas = createCanvas();
this.canvas.style.pointerEvents = "none";
this.canvas.width = 1;
this.canvas.height = 1;
}
static create(game: GameView, theme: Theme): TerritoryWebGLCreateResult {
const state = game.tileStateView();
const expected = game.width() * game.height();
if (state.length !== expected) {
return {
renderer: null,
reason: "Tile state buffer size mismatch; GPU renderer disabled.",
};
}
const nav = globalThis.navigator as any;
if (!nav?.gpu || typeof nav.gpu.requestAdapter !== "function") {
return {
renderer: null,
reason: "WebGPU not available; GPU renderer disabled.",
};
}
const renderer = new TerritoryRenderer(game, theme);
renderer.startInit();
return { renderer };
}
private startInit(): void {
if (this.initPromise) return;
this.initPromise = this.init();
}
private async init(): Promise<void> {
const webgpuDevice = await WebGPUDevice.create(this.canvas);
if (!webgpuDevice) {
return;
}
this.device = webgpuDevice;
const state = this.game.tileStateView();
this.resources = GroundTruthData.create(
webgpuDevice.device,
this.game,
this.theme,
state,
);
// Upload initial terrain texture
this.resources.uploadTerrain();
// Create compute passes
this.stateUpdatePass = new StateUpdatePass();
this.defendedClearPass = new DefendedClearPass();
this.defendedUpdatePass = new DefendedUpdatePass();
this.computePasses = [
this.stateUpdatePass,
this.defendedClearPass,
this.defendedUpdatePass,
];
// Create render passes
this.territoryRenderPass = new TerritoryRenderPass();
this.renderPasses = [this.territoryRenderPass];
// Initialize all passes
for (const pass of this.computePasses) {
await pass.init(webgpuDevice.device, this.resources);
}
for (const pass of this.renderPasses) {
await pass.init(
webgpuDevice.device,
this.resources,
webgpuDevice.canvasFormat,
);
}
// Compute dependency order (topological sort)
this.computePassOrder = this.topologicalSort(this.computePasses);
this.renderPassOrder = this.topologicalSort(this.renderPasses);
this.ready = true;
}
/**
* Topological sort of passes based on dependencies.
* Ensures passes run in the correct order.
*/
private topologicalSort<T extends { name: string; dependencies: string[] }>(
passes: T[],
): T[] {
const passMap = new Map<string, T>();
for (const pass of passes) {
passMap.set(pass.name, pass);
}
const visited = new Set<string>();
const visiting = new Set<string>();
const result: T[] = [];
const visit = (pass: T): void => {
if (visiting.has(pass.name)) {
console.warn(
`Circular dependency detected involving pass: ${pass.name}`,
);
return;
}
if (visited.has(pass.name)) {
return;
}
visiting.add(pass.name);
for (const depName of pass.dependencies) {
const dep = passMap.get(depName);
if (dep) {
visit(dep);
}
}
visiting.delete(pass.name);
visited.add(pass.name);
result.push(pass);
};
for (const pass of passes) {
if (!visited.has(pass.name)) {
visit(pass);
}
}
return result;
}
setViewSize(width: number, height: number): void {
if (!this.resources || !this.device) {
return;
}
const nextWidth = Math.max(1, Math.floor(width));
const nextHeight = Math.max(1, Math.floor(height));
if (nextWidth === this.canvas.width && nextHeight === this.canvas.height) {
return;
}
this.canvas.width = nextWidth;
this.canvas.height = nextHeight;
this.resources.setViewSize(nextWidth, nextHeight);
this.device.reconfigure();
}
setViewTransform(scale: number, offsetX: number, offsetY: number): void {
if (!this.resources) {
return;
}
this.resources.setViewTransform(scale, offsetX, offsetY);
}
setAlternativeView(enabled: boolean): void {
if (!this.resources) {
return;
}
this.resources.setAlternativeView(enabled);
}
setHighlightedOwnerId(ownerSmallId: number | null): void {
if (!this.resources) {
return;
}
this.resources.setHighlightedOwnerId(ownerSmallId);
}
markTile(tile: TileRef): void {
if (this.stateUpdatePass) {
this.stateUpdatePass.markTile(tile);
}
}
markAllDirty(): void {
this.needsDefendedRebuild = true;
if (this.defendedUpdatePass) {
this.defendedUpdatePass.markDirty();
}
}
refreshPalette(): void {
if (!this.resources) {
return;
}
this.resources.markPaletteDirty();
}
markDefensePostsDirty(): void {
if (!this.resources) {
return;
}
this.resources.markDefensePostsDirty();
this.needsDefendedRebuild = true;
if (this.defendedUpdatePass) {
this.defendedUpdatePass.markDirty();
}
}
/**
* Perform one simulation tick.
* Runs compute passes to update ground truth data.
*/
tick(): void {
if (!this.ready || !this.device || !this.resources) {
return;
}
// Upload palette if needed
this.resources.uploadPalette();
// Upload defense posts if needed (tracks if it was dirty before upload)
const wasDefensePostsDirty = (this.resources as any)
.needsDefensePostsUpload;
this.resources.uploadDefensePosts();
// Initial state upload
this.resources.uploadState();
// Check if we need to run compute passes
const numUpdates = this.stateUpdatePass
? ((this.stateUpdatePass as any).pendingTiles?.size ?? 0)
: 0;
const range = this.game.config().defensePostRange();
const rangeChanged = range !== this.resources.getLastDefenseRange();
const countChanged =
this.resources.getDefensePostsCount() !==
this.resources.getLastDefensePostsCount();
const hasPosts = this.resources.getDefensePostsCount() > 0;
// Use explicit boolean checks to satisfy linter (|| is correct for boolean OR)
const shouldRebuildDefended =
this.needsDefendedRebuild === true ||
wasDefensePostsDirty === true ||
rangeChanged === true ||
countChanged === true ||
(hasPosts && numUpdates > 0);
const needsCompute =
numUpdates > 0 ||
shouldRebuildDefended === true ||
this.needsDefendedHardClear === true;
// Update defense params even if we early-out
if (!needsCompute) {
this.resources.writeDefenseParamsBuffer();
this.resources.setLastDefenseRange(range);
this.resources.setLastDefensePostsCount(
this.resources.getDefensePostsCount(),
);
return;
}
const encoder = this.device.device.createCommandEncoder();
// Handle defended rebuild (before executing passes)
if (shouldRebuildDefended) {
// Increment epoch for this rebuild
const epochBefore = this.resources.getDefendedEpoch();
this.resources.incrementDefendedEpoch();
const epochAfter = this.resources.getDefendedEpoch();
// If epoch wrapped, we need a hard clear
if (epochAfter === 0 || epochAfter < epochBefore) {
this.needsDefendedHardClear = true;
this.resources.incrementDefendedEpoch();
}
this.needsDefendedRebuild = false;
}
// Update hard clear flag for DefendedClearPass
if (this.defendedClearPass) {
this.defendedClearPass.setNeedsHardClear(this.needsDefendedHardClear);
}
// Execute compute passes in dependency order (clear will run before update if needed)
for (const pass of this.computePassOrder) {
if (!pass.needsUpdate()) {
continue;
}
pass.execute(encoder, this.resources);
}
// After all passes, update defense params and clear flags
this.resources.writeDefenseParamsBuffer();
if (this.needsDefendedHardClear && this.defendedClearPass) {
this.needsDefendedHardClear = false;
this.defendedClearPass.setNeedsHardClear(false);
}
this.resources.setLastDefenseRange(range);
this.resources.setLastDefensePostsCount(
this.resources.getDefensePostsCount(),
);
this.device.device.queue.submit([encoder.finish()]);
}
/**
* Render one frame.
* Runs render passes to draw to the canvas.
*/
render(): void {
if (
!this.ready ||
!this.device ||
!this.resources ||
!this.territoryRenderPass
) {
return;
}
const encoder = this.device.device.createCommandEncoder();
const textureView = this.device.context.getCurrentTexture().createView();
// Execute render passes in dependency order
for (const pass of this.renderPassOrder) {
if (!pass.needsUpdate()) {
continue;
}
pass.execute(encoder, this.resources, textureView);
}
this.device.device.queue.submit([encoder.finish()]);
}
}
@@ -0,0 +1,37 @@
import { GroundTruthData } from "../core/GroundTruthData";
/**
* Base interface for compute passes.
* Compute passes run during tick() (simulation rate) to update ground truth data.
*/
export interface ComputePass {
/** Unique name of this pass (used for dependency resolution) */
name: string;
/** Names of passes that must run before this one */
dependencies: string[];
/**
* Initialize the pass with device and resources.
* Called once during renderer initialization.
*/
init(device: GPUDevice, resources: GroundTruthData): Promise<void>;
/**
* Check if this pass needs to run this tick.
* Performance optimization: return false to skip execution.
*/
needsUpdate(): boolean;
/**
* Execute the compute pass.
* @param encoder Command encoder for recording GPU commands
* @param resources Ground truth data (read/write access)
*/
execute(encoder: GPUCommandEncoder, resources: GroundTruthData): void;
/**
* Clean up resources when the pass is no longer needed.
*/
dispose(): void;
}
@@ -0,0 +1,105 @@
import { GroundTruthData } from "../core/GroundTruthData";
import { loadShader } from "../core/ShaderLoader";
import { ComputePass } from "./ComputePass";
/**
* Compute pass that clears the defended texture (sets all texels to 0).
* Used for initial clear and epoch wrap scenarios.
*/
export class DefendedClearPass implements ComputePass {
name = "defended-clear";
dependencies: string[] = [];
private pipeline: GPUComputePipeline | null = null;
private bindGroupLayout: GPUBindGroupLayout | null = null;
private bindGroup: GPUBindGroup | null = null;
private device: GPUDevice | null = null;
private resources: GroundTruthData | null = null;
private needsHardClear = true;
async init(device: GPUDevice, resources: GroundTruthData): Promise<void> {
this.device = device;
this.resources = resources;
const shaderCode = await loadShader("compute/defended-clear.wgsl");
const shaderModule = device.createShaderModule({ code: shaderCode });
this.bindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: 4 /* COMPUTE */,
storageTexture: { format: "r32uint" },
},
],
});
this.pipeline = device.createComputePipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [this.bindGroupLayout],
}),
compute: {
module: shaderModule,
entryPoint: "main",
},
});
this.rebuildBindGroup();
}
needsUpdate(): boolean {
return this.needsHardClear;
}
execute(encoder: GPUCommandEncoder, resources: GroundTruthData): void {
if (!this.device || !this.pipeline || !this.bindGroup) {
return;
}
const mapWidth = resources.getMapWidth();
const mapHeight = resources.getMapHeight();
const workgroupCountX = Math.ceil(mapWidth / 8);
const workgroupCountY = Math.ceil(mapHeight / 8);
const pass = encoder.beginComputePass();
pass.setPipeline(this.pipeline);
pass.setBindGroup(0, this.bindGroup);
pass.dispatchWorkgroups(workgroupCountX, workgroupCountY);
pass.end();
this.needsHardClear = false;
}
private rebuildBindGroup(): void {
if (
!this.device ||
!this.bindGroupLayout ||
!this.resources ||
!this.resources.defendedTexture
) {
return;
}
this.bindGroup = this.device.createBindGroup({
layout: this.bindGroupLayout,
entries: [
{
binding: 0,
resource: this.resources.defendedTexture.createView(),
},
],
});
}
setNeedsHardClear(value: boolean): void {
this.needsHardClear = value;
}
dispose(): void {
this.pipeline = null;
this.bindGroupLayout = null;
this.bindGroup = null;
this.device = null;
this.resources = null;
}
}
@@ -0,0 +1,159 @@
import { GroundTruthData } from "../core/GroundTruthData";
import { loadShader } from "../core/ShaderLoader";
import { ComputePass } from "./ComputePass";
/**
* Compute pass that updates the defended texture from defense posts.
*/
export class DefendedUpdatePass implements ComputePass {
name = "defended-update";
dependencies: string[] = ["state-update"];
private pipeline: GPUComputePipeline | null = null;
private bindGroupLayout: GPUBindGroupLayout | null = null;
private bindGroup: GPUBindGroup | null = null;
private device: GPUDevice | null = null;
private resources: GroundTruthData | null = null;
private needsRebuild = true;
async init(device: GPUDevice, resources: GroundTruthData): Promise<void> {
this.device = device;
this.resources = resources;
const shaderCode = await loadShader("compute/defended-update.wgsl");
const shaderModule = device.createShaderModule({ code: shaderCode });
this.bindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: 4 /* COMPUTE */,
buffer: { type: "uniform" },
},
{
binding: 1,
visibility: 4 /* COMPUTE */,
buffer: { type: "read-only-storage" },
},
{
binding: 2,
visibility: 4 /* COMPUTE */,
texture: { sampleType: "uint" },
},
{
binding: 3,
visibility: 4 /* COMPUTE */,
storageTexture: { format: "r32uint" },
},
],
});
this.pipeline = device.createComputePipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [this.bindGroupLayout],
}),
compute: {
module: shaderModule,
entryPoint: "main",
},
});
}
needsUpdate(): boolean {
if (!this.resources || !this.needsRebuild) {
return false;
}
// Only run if we have defense posts
return this.resources.getDefensePostsCount() > 0;
}
execute(encoder: GPUCommandEncoder, resources: GroundTruthData): void {
if (!this.device || !this.pipeline) {
return;
}
const range = resources.getGame().config().defensePostRange();
const postsCount = resources.getDefensePostsCount();
if (postsCount === 0) {
this.needsRebuild = false;
return;
}
// Epoch is incremented by orchestrator before this pass runs
resources.writeDefenseParamsBuffer();
const oldBuffer = this.resources?.defensePostsBuffer;
const bufferChanged = oldBuffer !== resources.defensePostsBuffer;
if (bufferChanged) {
this.rebuildBindGroup();
}
if (!this.bindGroup) {
return;
}
const gridSize = 2 * range + 1;
const workgroupCount = Math.ceil(gridSize / 8);
const pass = encoder.beginComputePass();
pass.setPipeline(this.pipeline);
pass.setBindGroup(0, this.bindGroup);
pass.dispatchWorkgroups(workgroupCount, workgroupCount, postsCount);
pass.end();
this.needsRebuild = false;
}
private rebuildBindGroup(): void {
if (
!this.device ||
!this.bindGroupLayout ||
!this.resources ||
!this.resources.defenseParamsBuffer ||
!this.resources.defensePostsBuffer ||
!this.resources.stateTexture ||
!this.resources.defendedTexture ||
this.resources.getDefensePostsCount() <= 0
) {
this.bindGroup = null;
return;
}
this.bindGroup = this.device.createBindGroup({
layout: this.bindGroupLayout,
entries: [
{
binding: 0,
resource: { buffer: this.resources.defenseParamsBuffer },
},
{
binding: 1,
resource: { buffer: this.resources.defensePostsBuffer },
},
{
binding: 2,
resource: this.resources.stateTexture.createView(),
},
{
binding: 3,
resource: this.resources.defendedTexture.createView(),
},
],
});
}
markDirty(): void {
this.needsRebuild = true;
}
dispose(): void {
this.pipeline = null;
this.bindGroupLayout = null;
this.bindGroup = null;
this.device = null;
this.resources = null;
}
}
@@ -0,0 +1,146 @@
import { GroundTruthData } from "../core/GroundTruthData";
import { loadShader } from "../core/ShaderLoader";
import { ComputePass } from "./ComputePass";
/**
* Compute pass that scatters tile state updates into the state texture.
*/
export class StateUpdatePass implements ComputePass {
name = "state-update";
dependencies: string[] = [];
private pipeline: GPUComputePipeline | null = null;
private bindGroupLayout: GPUBindGroupLayout | null = null;
private bindGroup: GPUBindGroup | null = null;
private device: GPUDevice | null = null;
private resources: GroundTruthData | null = null;
private readonly pendingTiles: Set<number> = new Set();
async init(device: GPUDevice, resources: GroundTruthData): Promise<void> {
this.device = device;
this.resources = resources;
const shaderCode = await loadShader("compute/state-update.wgsl");
const shaderModule = device.createShaderModule({ code: shaderCode });
this.bindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: 4 /* COMPUTE */,
buffer: { type: "read-only-storage" },
},
{
binding: 1,
visibility: 4 /* COMPUTE */,
storageTexture: { format: "r32uint" },
},
],
});
this.pipeline = device.createComputePipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [this.bindGroupLayout],
}),
compute: {
module: shaderModule,
entryPoint: "main",
},
});
this.rebuildBindGroup();
}
needsUpdate(): boolean {
return this.pendingTiles.size > 0;
}
execute(encoder: GPUCommandEncoder, resources: GroundTruthData): void {
if (!this.device || !this.pipeline) {
return;
}
const numUpdates = this.pendingTiles.size;
if (numUpdates === 0) {
return;
}
const oldBuffer = this.resources?.updatesBuffer;
const updatesBuffer = resources.ensureUpdatesBuffer(numUpdates);
const bufferChanged = oldBuffer !== updatesBuffer;
const staging = resources.getUpdatesStaging();
const state = resources.getState();
// Prepare staging data
let idx = 0;
for (const tile of this.pendingTiles) {
const stateValue = state[tile];
staging[idx * 2] = tile;
staging[idx * 2 + 1] = stateValue;
idx++;
}
// Upload to GPU
this.device.queue.writeBuffer(
updatesBuffer,
0,
staging.subarray(0, numUpdates * 2),
);
// Rebuild bind group if buffer changed
if (bufferChanged) {
this.rebuildBindGroup();
}
if (!this.bindGroup) {
return;
}
if (this.bindGroup) {
const pass = encoder.beginComputePass();
pass.setPipeline(this.pipeline);
pass.setBindGroup(0, this.bindGroup);
pass.dispatchWorkgroups(numUpdates);
pass.end();
}
this.pendingTiles.clear();
}
private rebuildBindGroup(): void {
if (
!this.device ||
!this.bindGroupLayout ||
!this.resources ||
!this.resources.updatesBuffer ||
!this.resources.stateTexture
) {
return;
}
this.bindGroup = this.device.createBindGroup({
layout: this.bindGroupLayout,
entries: [
{ binding: 0, resource: { buffer: this.resources.updatesBuffer } },
{
binding: 1,
resource: this.resources.stateTexture.createView(),
},
],
});
}
markTile(tile: number): void {
this.pendingTiles.add(tile);
}
dispose(): void {
// Resources are managed by GroundTruthData
this.pipeline = null;
this.bindGroupLayout = null;
this.bindGroup = null;
this.device = null;
this.resources = null;
}
}
@@ -0,0 +1,524 @@
import { Theme } from "../../../../core/configuration/Config";
import { UnitType } from "../../../../core/game/Game";
import { GameView } from "../../../../core/game/GameView";
/**
* Alignment helper for texture uploads.
*/
function align(value: number, alignment: number): number {
return Math.ceil(value / alignment) * alignment;
}
/**
* Manages authoritative GPU textures and buffers (ground truth data).
* All compute and render passes read from this data.
*/
export class GroundTruthData {
public static readonly PALETTE_RESERVED_SLOTS = 10;
public static readonly PALETTE_FALLOUT_INDEX = 0;
// Textures
public readonly stateTexture: GPUTexture;
public readonly terrainTexture: GPUTexture;
public readonly paletteTexture: GPUTexture;
public readonly defendedTexture: GPUTexture;
// Buffers
public readonly uniformBuffer: GPUBuffer;
public readonly defenseParamsBuffer: GPUBuffer;
public updatesBuffer: GPUBuffer | null = null;
public defensePostsBuffer: GPUBuffer | null = null;
// Staging arrays for buffer uploads
private updatesStaging: Uint32Array | null = null;
private defensePostsStaging: Uint32Array | null = null;
// Buffer capacities
private updatesCapacity = 0;
private defensePostsCapacity = 0;
// State tracking
private readonly mapWidth: number;
private readonly mapHeight: number;
private readonly state: Uint16Array;
private needsStateUpload = true;
private needsPaletteUpload = true;
private paletteWidth = 1;
private defensePostsCount = 0;
private needsDefensePostsUpload = true;
// Uniform data arrays
private readonly uniformData = new Float32Array(12);
private readonly defenseParamsData = new Uint32Array(4);
// View state (updated by renderer)
private viewWidth = 1;
private viewHeight = 1;
private viewScale = 1;
private viewOffsetX = 0;
private viewOffsetY = 0;
private alternativeView = false;
private highlightedOwnerId = -1;
// Defense state
private defendedEpoch = 1;
private lastDefenseRange = -1;
private lastDefensePostsCount = -1;
private constructor(
private readonly device: GPUDevice,
private readonly game: GameView,
private readonly theme: Theme,
state: Uint16Array,
mapWidth: number,
mapHeight: number,
) {
this.state = state;
this.mapWidth = mapWidth;
this.mapHeight = mapHeight;
const GPUBufferUsage = (globalThis as any).GPUBufferUsage;
const GPUTextureUsage = (globalThis as any).GPUTextureUsage;
const UNIFORM = GPUBufferUsage?.UNIFORM ?? 0x40;
const COPY_DST_BUF = GPUBufferUsage?.COPY_DST ?? 0x8;
const COPY_DST_TEX = GPUTextureUsage?.COPY_DST ?? 0x2;
const TEXTURE_BINDING = GPUTextureUsage?.TEXTURE_BINDING ?? 0x4;
const STORAGE_BINDING = GPUTextureUsage?.STORAGE_BINDING ?? 0x8;
// Render uniforms: 3x vec4f = 48 bytes
this.uniformBuffer = device.createBuffer({
size: 48,
usage: UNIFORM | COPY_DST_BUF,
});
// Defense params: 4x u32 = 16 bytes
this.defenseParamsBuffer = device.createBuffer({
size: 16,
usage: UNIFORM | COPY_DST_BUF,
});
// State texture (r32uint)
this.stateTexture = device.createTexture({
size: { width: mapWidth, height: mapHeight },
format: "r32uint",
usage: COPY_DST_TEX | TEXTURE_BINDING | STORAGE_BINDING,
});
// Defended texture (r32uint)
this.defendedTexture = device.createTexture({
size: { width: mapWidth, height: mapHeight },
format: "r32uint",
usage: TEXTURE_BINDING | STORAGE_BINDING,
});
// Palette texture (rgba8unorm)
this.paletteTexture = device.createTexture({
size: { width: 1, height: 1 },
format: "rgba8unorm",
usage: COPY_DST_TEX | TEXTURE_BINDING,
});
// Terrain texture (rgba8unorm)
this.terrainTexture = device.createTexture({
size: { width: mapWidth, height: mapHeight },
format: "rgba8unorm",
usage: COPY_DST_TEX | TEXTURE_BINDING,
});
}
static create(
device: GPUDevice,
game: GameView,
theme: Theme,
state: Uint16Array,
): GroundTruthData {
return new GroundTruthData(
device,
game,
theme,
state,
game.width(),
game.height(),
);
}
// =====================
// View state setters
// =====================
setViewSize(width: number, height: number): void {
this.viewWidth = Math.max(1, Math.floor(width));
this.viewHeight = Math.max(1, Math.floor(height));
}
setViewTransform(scale: number, offsetX: number, offsetY: number): void {
this.viewScale = scale;
this.viewOffsetX = offsetX;
this.viewOffsetY = offsetY;
}
setAlternativeView(enabled: boolean): void {
this.alternativeView = enabled;
}
setHighlightedOwnerId(ownerSmallId: number | null): void {
this.highlightedOwnerId = ownerSmallId ?? -1;
}
// =====================
// Upload methods
// =====================
uploadState(): void {
if (!this.needsStateUpload) {
return;
}
this.needsStateUpload = false;
// Convert 16-bit CPU state to 32-bit array
const u32State = new Uint32Array(this.state.length);
for (let i = 0; i < this.state.length; i++) {
u32State[i] = this.state[i];
}
const bytesPerTexel = Uint32Array.BYTES_PER_ELEMENT;
const fullBytesPerRow = this.mapWidth * bytesPerTexel;
if (fullBytesPerRow % 256 === 0) {
this.device.queue.writeTexture(
{ texture: this.stateTexture },
u32State,
{ bytesPerRow: fullBytesPerRow, rowsPerImage: this.mapHeight },
{
width: this.mapWidth,
height: this.mapHeight,
depthOrArrayLayers: 1,
},
);
} else {
// Fallback: upload row-by-row with padding
const paddedBytesPerRow = align(fullBytesPerRow, 256);
const scratch = new Uint32Array(paddedBytesPerRow / 4);
for (let y = 0; y < this.mapHeight; y++) {
const start = y * this.mapWidth;
scratch.set(u32State.subarray(start, start + this.mapWidth), 0);
this.device.queue.writeTexture(
{ texture: this.stateTexture, origin: { x: 0, y } },
scratch,
{ bytesPerRow: paddedBytesPerRow, rowsPerImage: 1 },
{ width: this.mapWidth, height: 1, depthOrArrayLayers: 1 },
);
}
}
}
uploadTerrain(): void {
const bytesPerRow = this.mapWidth * 4;
const paddedBytesPerRow = align(bytesPerRow, 256);
const row = new Uint8Array(paddedBytesPerRow);
const toByte = (value: number): number =>
Math.max(0, Math.min(255, Math.round(value)));
for (let y = 0; y < this.mapHeight; y++) {
row.fill(0);
for (let x = 0; x < this.mapWidth; x++) {
const tile = y * this.mapWidth + x;
const rgba = this.theme.terrainColor(this.game, tile).rgba;
const idx = x * 4;
row[idx] = toByte(rgba.r);
row[idx + 1] = toByte(rgba.g);
row[idx + 2] = toByte(rgba.b);
row[idx + 3] = 255;
}
this.device.queue.writeTexture(
{ texture: this.terrainTexture, origin: { x: 0, y } },
row,
{ bytesPerRow: paddedBytesPerRow, rowsPerImage: 1 },
{ width: this.mapWidth, height: 1, depthOrArrayLayers: 1 },
);
}
}
uploadPalette(): boolean {
if (!this.needsPaletteUpload) {
return false;
}
this.needsPaletteUpload = false;
let maxSmallId = 0;
for (const player of this.game.playerViews()) {
maxSmallId = Math.max(maxSmallId, player.smallID());
}
const nextPaletteWidth =
GroundTruthData.PALETTE_RESERVED_SLOTS + Math.max(1, maxSmallId + 1);
let textureRecreated = false;
if (nextPaletteWidth !== this.paletteWidth) {
this.paletteWidth = nextPaletteWidth;
(this.paletteTexture as any).destroy?.();
const GPUTextureUsage = (globalThis as any).GPUTextureUsage;
const COPY_DST_TEX = GPUTextureUsage?.COPY_DST ?? 0x2;
const TEXTURE_BINDING = GPUTextureUsage?.TEXTURE_BINDING ?? 0x4;
(this as any).paletteTexture = this.device.createTexture({
size: { width: this.paletteWidth, height: 1 },
format: "rgba8unorm",
usage: COPY_DST_TEX | TEXTURE_BINDING,
});
textureRecreated = true;
}
const bytes = new Uint8Array(this.paletteWidth * 4);
// Store special colors in reserved slots (0-9)
const falloutIdx = GroundTruthData.PALETTE_FALLOUT_INDEX * 4;
bytes[falloutIdx] = 120;
bytes[falloutIdx + 1] = 255;
bytes[falloutIdx + 2] = 71;
bytes[falloutIdx + 3] = 255;
// Store player colors starting at index 10
for (const player of this.game.playerViews()) {
const id = player.smallID();
if (id <= 0) continue;
const rgba = player.territoryColor().rgba;
const idx = (GroundTruthData.PALETTE_RESERVED_SLOTS + id) * 4;
bytes[idx] = rgba.r;
bytes[idx + 1] = rgba.g;
bytes[idx + 2] = rgba.b;
bytes[idx + 3] = 255;
}
const bytesPerRow = align(this.paletteWidth * 4, 256);
const padded =
bytesPerRow === this.paletteWidth * 4
? bytes
: (() => {
const tmp = new Uint8Array(bytesPerRow);
tmp.set(bytes);
return tmp;
})();
this.device.queue.writeTexture(
{ texture: this.paletteTexture },
padded,
{ bytesPerRow, rowsPerImage: 1 },
{ width: this.paletteWidth, height: 1, depthOrArrayLayers: 1 },
);
return textureRecreated;
}
uploadDefensePosts(): void {
if (!this.needsDefensePostsUpload) {
return;
}
this.needsDefensePostsUpload = false;
const posts = this.collectDefensePosts();
this.defensePostsCount = posts.length;
if (this.defensePostsCount > 0) {
this.ensureDefensePostsBuffer(this.defensePostsCount);
}
if (
this.defensePostsCount > 0 &&
this.defensePostsStaging &&
this.defensePostsBuffer
) {
for (let i = 0; i < this.defensePostsCount; i++) {
const p = posts[i];
this.defensePostsStaging[i * 3] = p.x >>> 0;
this.defensePostsStaging[i * 3 + 1] = p.y >>> 0;
this.defensePostsStaging[i * 3 + 2] = p.ownerId >>> 0;
}
this.device.queue.writeBuffer(
this.defensePostsBuffer,
0,
this.defensePostsStaging.subarray(0, this.defensePostsCount * 3),
);
}
}
private collectDefensePosts(): Array<{
x: number;
y: number;
ownerId: number;
}> {
const posts: Array<{ x: number; y: number; ownerId: number }> = [];
const units = this.game.units(UnitType.DefensePost) as any[];
for (const u of units) {
if (!u.isActive() || u.isUnderConstruction()) {
continue;
}
const tile = u.tile();
posts.push({
x: this.game.x(tile),
y: this.game.y(tile),
ownerId: u.owner().smallID(),
});
}
return posts;
}
private ensureDefensePostsBuffer(capacity: number): void {
if (this.defensePostsBuffer && capacity <= this.defensePostsCapacity) {
return;
}
const GPUBufferUsage = (globalThis as any).GPUBufferUsage;
const STORAGE = GPUBufferUsage?.STORAGE ?? 0x10;
const COPY_DST_BUF = GPUBufferUsage?.COPY_DST ?? 0x8;
this.defensePostsCapacity = Math.max(
8,
Math.pow(2, Math.ceil(Math.log2(Math.max(1, capacity)))),
);
const bytesPerPost = 12; // 3 * u32
const bufferSize = this.defensePostsCapacity * bytesPerPost;
if (this.defensePostsBuffer) {
(this.defensePostsBuffer as any).destroy?.();
}
(this as any).defensePostsBuffer = this.device.createBuffer({
size: bufferSize,
usage: STORAGE | COPY_DST_BUF,
});
this.defensePostsStaging = new Uint32Array(this.defensePostsCapacity * 3);
}
ensureUpdatesBuffer(capacity: number): GPUBuffer {
if (this.updatesBuffer && capacity <= this.updatesCapacity) {
return this.updatesBuffer;
}
const GPUBufferUsage = (globalThis as any).GPUBufferUsage;
const STORAGE = GPUBufferUsage?.STORAGE ?? 0x10;
const COPY_DST_BUF = GPUBufferUsage?.COPY_DST ?? 0x8;
this.updatesCapacity = Math.max(
256,
Math.pow(2, Math.ceil(Math.log2(capacity))),
);
const bufferSize = this.updatesCapacity * 8; // Each update is 8 bytes
if (this.updatesBuffer) {
(this.updatesBuffer as any).destroy?.();
}
(this as any).updatesBuffer = this.device.createBuffer({
size: bufferSize,
usage: STORAGE | COPY_DST_BUF,
});
this.updatesStaging = new Uint32Array(this.updatesCapacity * 2);
return this.updatesBuffer;
}
getUpdatesStaging(): Uint32Array {
this.updatesStaging ??= new Uint32Array(this.updatesCapacity * 2);
return this.updatesStaging;
}
// =====================
// Uniform buffer updates
// =====================
writeUniformBuffer(timeSec: number): void {
this.uniformData[0] = this.mapWidth;
this.uniformData[1] = this.mapHeight;
this.uniformData[2] = this.viewScale;
this.uniformData[3] = timeSec;
this.uniformData[4] = this.viewOffsetX;
this.uniformData[5] = this.viewOffsetY;
this.uniformData[6] = this.alternativeView ? 1 : 0;
this.uniformData[7] = this.highlightedOwnerId;
this.uniformData[8] = this.viewWidth;
this.uniformData[9] = this.viewHeight;
this.uniformData[10] = 0;
this.uniformData[11] = 0;
this.device.queue.writeBuffer(this.uniformBuffer, 0, this.uniformData);
}
writeDefenseParamsBuffer(): void {
const range = this.game.config().defensePostRange() >>> 0;
this.defenseParamsData[0] = range;
this.defenseParamsData[1] = this.defensePostsCount >>> 0;
this.defenseParamsData[2] = this.defendedEpoch >>> 0;
this.defenseParamsData[3] = 0;
this.device.queue.writeBuffer(
this.defenseParamsBuffer,
0,
this.defenseParamsData,
);
}
// =====================
// State getters/setters
// =====================
getDefendedEpoch(): number {
return this.defendedEpoch;
}
incrementDefendedEpoch(): void {
this.defendedEpoch = (this.defendedEpoch + 1) >>> 0;
if (this.defendedEpoch === 0) {
this.defendedEpoch = 1;
}
}
getDefensePostsCount(): number {
return this.defensePostsCount;
}
getLastDefenseRange(): number {
return this.lastDefenseRange;
}
setLastDefenseRange(range: number): void {
this.lastDefenseRange = range;
}
getLastDefensePostsCount(): number {
return this.lastDefensePostsCount;
}
setLastDefensePostsCount(count: number): void {
this.lastDefensePostsCount = count;
}
markPaletteDirty(): void {
this.needsPaletteUpload = true;
}
markDefensePostsDirty(): void {
this.needsDefensePostsUpload = true;
}
getState(): Uint16Array {
return this.state;
}
getMapWidth(): number {
return this.mapWidth;
}
getMapHeight(): number {
return this.mapHeight;
}
getGame(): GameView {
return this.game;
}
getTheme(): Theme {
return this.theme;
}
}
@@ -0,0 +1,28 @@
/**
* Utility for loading WGSL shader files via Vite ?raw imports.
* Caches loaded shaders to avoid re-importing.
*/
const shaderCache = new Map<string, Promise<string>>();
/**
* Load a shader file from the shaders directory.
* @param path Relative path from shaders/ directory (e.g., "compute/state-update.wgsl")
* @returns Promise resolving to the shader code as a string
*/
export async function loadShader(path: string): Promise<string> {
// Check cache first
if (shaderCache.has(path)) {
return shaderCache.get(path)!;
}
// Import shader using Vite ?raw import
const shaderPromise = import(`../shaders/${path}?raw`).then(
(module) => module.default as string,
);
// Cache the promise
shaderCache.set(path, shaderPromise);
return shaderPromise;
}
@@ -0,0 +1,66 @@
/**
* Manages WebGPU device initialization and canvas context configuration.
*/
export class WebGPUDevice {
public readonly device: GPUDevice;
public readonly context: GPUCanvasContext;
public readonly canvasFormat: GPUTextureFormat;
private constructor(
device: GPUDevice,
context: GPUCanvasContext,
canvasFormat: GPUTextureFormat,
) {
this.device = device;
this.context = context;
this.canvasFormat = canvasFormat;
}
/**
* Initialize WebGPU device and canvas context.
* @param canvas Canvas element to configure
* @returns WebGPUDevice instance or null if WebGPU is not available
*/
static async create(canvas: HTMLCanvasElement): Promise<WebGPUDevice | null> {
const nav = globalThis.navigator as any;
if (!nav?.gpu || typeof nav.gpu.requestAdapter !== "function") {
return null;
}
const adapter = await nav.gpu.requestAdapter();
if (!adapter) {
return null;
}
const device = await adapter.requestDevice();
const context = canvas.getContext("webgpu");
if (!context) {
return null;
}
const canvasFormat =
typeof nav.gpu.getPreferredCanvasFormat === "function"
? nav.gpu.getPreferredCanvasFormat()
: "bgra8unorm";
context.configure({
device,
format: canvasFormat,
alphaMode: "opaque",
});
return new WebGPUDevice(device, context, canvasFormat);
}
/**
* Reconfigure the canvas context (e.g., when canvas size changes).
*/
reconfigure(): void {
this.context.configure({
device: this.device,
format: this.canvasFormat,
alphaMode: "opaque",
});
}
}
@@ -0,0 +1,46 @@
import { GroundTruthData } from "../core/GroundTruthData";
/**
* Base interface for render passes.
* Render passes run during render() (frame rate) to draw to the canvas.
*/
export interface RenderPass {
/** Unique name of this pass (used for dependency resolution) */
name: string;
/** Names of render passes that must run before this one */
dependencies: string[];
/**
* Initialize the pass with device, resources, and canvas format.
* Called once during renderer initialization.
*/
init(
device: GPUDevice,
resources: GroundTruthData,
canvasFormat: GPUTextureFormat,
): Promise<void>;
/**
* Check if this pass needs to run this frame.
* Performance optimization: return false to skip execution.
*/
needsUpdate(): boolean;
/**
* Execute the render pass.
* @param encoder Command encoder for recording GPU commands
* @param resources Ground truth data (read-only access)
* @param target Target texture view to render to
*/
execute(
encoder: GPUCommandEncoder,
resources: GroundTruthData,
target: GPUTextureView,
): void;
/**
* Clean up resources when the pass is no longer needed.
*/
dispose(): void;
}
@@ -0,0 +1,189 @@
import { GroundTruthData } from "../core/GroundTruthData";
import { loadShader } from "../core/ShaderLoader";
import { RenderPass } from "./RenderPass";
/**
* Main territory rendering pass.
* Renders territory colors, defended tiles, fallout, and hover highlights.
*/
export class TerritoryRenderPass implements RenderPass {
name = "territory";
dependencies: string[] = [];
private pipeline: GPURenderPipeline | null = null;
private bindGroupLayout: GPUBindGroupLayout | null = null;
private bindGroup: GPUBindGroup | null = null;
private device: GPUDevice | null = null;
private resources: GroundTruthData | null = null;
private canvasFormat: GPUTextureFormat | null = null;
private clearR = 0;
private clearG = 0;
private clearB = 0;
async init(
device: GPUDevice,
resources: GroundTruthData,
canvasFormat: GPUTextureFormat,
): Promise<void> {
this.device = device;
this.resources = resources;
this.canvasFormat = canvasFormat;
const shaderCode = await loadShader("render/territory.wgsl");
const shaderModule = device.createShaderModule({ code: shaderCode });
this.bindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: 2 /* FRAGMENT */,
buffer: { type: "uniform" },
},
{
binding: 1,
visibility: 2 /* FRAGMENT */,
buffer: { type: "uniform" },
},
{
binding: 2,
visibility: 2 /* FRAGMENT */,
texture: { sampleType: "uint" },
},
{
binding: 3,
visibility: 2 /* FRAGMENT */,
texture: { sampleType: "uint" },
},
{
binding: 4,
visibility: 2 /* FRAGMENT */,
texture: { sampleType: "float" },
},
{
binding: 5,
visibility: 2 /* FRAGMENT */,
texture: { sampleType: "float" },
},
],
});
this.pipeline = device.createRenderPipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [this.bindGroupLayout],
}),
vertex: { module: shaderModule, entryPoint: "vsMain" },
fragment: {
module: shaderModule,
entryPoint: "fsMain",
targets: [{ format: canvasFormat }],
},
primitive: { topology: "triangle-list" },
});
this.rebuildBindGroup();
// Extract clear color from theme
const bg = resources.getTheme().backgroundColor().rgba;
this.clearR = bg.r / 255;
this.clearG = bg.g / 255;
this.clearB = bg.b / 255;
}
needsUpdate(): boolean {
// Always run every frame (can be optimized later if needed)
return true;
}
execute(
encoder: GPUCommandEncoder,
resources: GroundTruthData,
target: GPUTextureView,
): void {
if (!this.device || !this.pipeline) {
return;
}
// Rebuild bind group if needed (e.g., after texture recreation)
this.rebuildBindGroup();
if (!this.bindGroup) {
return;
}
// Update uniforms
resources.writeUniformBuffer(performance.now() / 1000);
resources.writeDefenseParamsBuffer();
const pass = encoder.beginRenderPass({
colorAttachments: [
{
view: target,
loadOp: "clear",
storeOp: "store",
clearValue: {
r: this.clearR,
g: this.clearG,
b: this.clearB,
a: 1,
},
},
],
});
pass.setPipeline(this.pipeline);
pass.setBindGroup(0, this.bindGroup);
pass.draw(3);
pass.end();
}
rebuildBindGroup(): void {
if (
!this.device ||
!this.bindGroupLayout ||
!this.resources ||
!this.resources.uniformBuffer ||
!this.resources.defenseParamsBuffer ||
!this.resources.stateTexture ||
!this.resources.defendedTexture ||
!this.resources.paletteTexture ||
!this.resources.terrainTexture
) {
return;
}
this.bindGroup = this.device.createBindGroup({
layout: this.bindGroupLayout,
entries: [
{ binding: 0, resource: { buffer: this.resources.uniformBuffer } },
{
binding: 1,
resource: { buffer: this.resources.defenseParamsBuffer },
},
{
binding: 2,
resource: this.resources.stateTexture.createView(),
},
{
binding: 3,
resource: this.resources.defendedTexture.createView(),
},
{
binding: 4,
resource: this.resources.paletteTexture.createView(),
},
{
binding: 5,
resource: this.resources.terrainTexture.createView(),
},
],
});
}
dispose(): void {
this.pipeline = null;
this.bindGroupLayout = null;
this.bindGroup = null;
this.device = null;
this.resources = null;
}
}
@@ -0,0 +1,12 @@
struct Uniforms {
mapResolution_viewScale_time: vec4f, // x=mapW, y=mapH, z=viewScale, w=timeSec
viewOffset_alt_highlight: vec4f, // x=offX, y=offY, z=alternativeView, w=highlightOwnerId
viewSize_pad: vec4f, // x=viewW, y=viewH, z/w unused
};
struct DefenseParams {
range: u32,
postCount: u32,
epoch: u32,
_pad: u32,
};
@@ -0,0 +1,12 @@
@group(0) @binding(0) var defendedTex: texture_storage_2d<r32uint, write>;
@compute @workgroup_size(8, 8)
fn main(@builtin(global_invocation_id) globalId: vec3<u32>) {
let dims = textureDimensions(defendedTex);
let x = i32(globalId.x);
let y = i32(globalId.y);
if (x < 0 || y < 0 || u32(x) >= dims.x || u32(y) >= dims.y) {
return;
}
textureStore(defendedTex, vec2i(x, y), vec4u(0u, 0u, 0u, 0u));
}
@@ -0,0 +1,53 @@
struct DefenseParams {
range: u32,
postCount: u32,
epoch: u32,
_pad: u32,
};
struct DefensePost {
x: u32,
y: u32,
ownerId: u32,
};
@group(0) @binding(0) var<uniform> d: DefenseParams;
@group(0) @binding(1) var<storage, read> posts: array<DefensePost>;
@group(0) @binding(2) var stateTex: texture_2d<u32>;
@group(0) @binding(3) var defendedTex: texture_storage_2d<r32uint, write>;
@compute @workgroup_size(8, 8, 1)
fn main(@builtin(global_invocation_id) globalId: vec3<u32>) {
let postIdx = globalId.z;
let postCount = d.postCount;
if (postIdx >= postCount) {
return;
}
let range = i32(d.range);
if (range < 0) {
return;
}
let dx = i32(globalId.x) - range;
let dy = i32(globalId.y) - range;
if (dx * dx + dy * dy > range * range) {
return;
}
let post = posts[postIdx];
let x = i32(post.x) + dx;
let y = i32(post.y) + dy;
let dims = textureDimensions(stateTex);
if (x < 0 || y < 0 || u32(x) >= dims.x || u32(y) >= dims.y) {
return;
}
let texCoord = vec2i(x, y);
let state = textureLoad(stateTex, texCoord, 0).x;
let owner = state & 0xFFFu;
if (owner == post.ownerId) {
textureStore(defendedTex, texCoord, vec4u(d.epoch, 0u, 0u, 0u));
}
}
@@ -0,0 +1,21 @@
struct Update {
tileIndex: u32,
newState: u32,
};
@group(0) @binding(0) var<storage, read> updates: array<Update>;
@group(0) @binding(1) var stateTex: texture_storage_2d<r32uint, write>;
@compute @workgroup_size(1)
fn main(@builtin(global_invocation_id) globalId: vec3<u32>) {
let idx = globalId.x;
if (idx >= arrayLength(&updates)) {
return;
}
let update = updates[idx];
let dims = textureDimensions(stateTex);
let mapWidth = dims.x;
let x = i32(update.tileIndex % mapWidth);
let y = i32(update.tileIndex / mapWidth);
textureStore(stateTex, vec2i(x, y), vec4u(update.newState, 0u, 0u, 0u));
}
@@ -0,0 +1,98 @@
struct Uniforms {
mapResolution_viewScale_time: vec4f, // x=mapW, y=mapH, z=viewScale, w=timeSec
viewOffset_alt_highlight: vec4f, // x=offX, y=offY, z=alternativeView, w=highlightOwnerId
viewSize_pad: vec4f, // x=viewW, y=viewH, z/w unused
};
struct DefenseParams {
range: u32,
postCount: u32,
epoch: u32,
_pad: u32,
};
@group(0) @binding(0) var<uniform> u: Uniforms;
@group(0) @binding(1) var<uniform> d: DefenseParams;
@group(0) @binding(2) var stateTex: texture_2d<u32>;
@group(0) @binding(3) var defendedTex: texture_2d<u32>;
@group(0) @binding(4) var paletteTex: texture_2d<f32>;
@group(0) @binding(5) var terrainTex: texture_2d<f32>;
@vertex
fn vsMain(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {
var pos = array<vec2f, 3>(
vec2f(-1.0, -1.0),
vec2f(3.0, -1.0),
vec2f(-1.0, 3.0),
);
let p = pos[vi];
return vec4f(p, 0.0, 1.0);
}
@fragment
fn fsMain(@builtin(position) pos: vec4f) -> @location(0) vec4f {
let mapRes = u.mapResolution_viewScale_time.xy;
let viewScale = u.mapResolution_viewScale_time.z;
let timeSec = u.mapResolution_viewScale_time.w;
let viewOffset = u.viewOffset_alt_highlight.xy;
let altView = u.viewOffset_alt_highlight.z;
let highlightId = u.viewOffset_alt_highlight.w;
let viewSize = u.viewSize_pad.xy;
// WebGPU fragment position is top-left origin and at pixel centers (0.5, 1.5, ...).
let viewCoord = vec2f(pos.x - 0.5, pos.y - 0.5);
let mapHalf = mapRes * 0.5;
// Match TransformHandler.screenToWorldCoordinates formula:
// gameX = (canvasX - game.width() / 2) / scale + offsetX + game.width() / 2
let mapCoord = (viewCoord - mapHalf) / viewScale + viewOffset + mapHalf;
if (mapCoord.x < 0.0 || mapCoord.y < 0.0 || mapCoord.x >= mapRes.x || mapCoord.y >= mapRes.y) {
discard;
}
let texCoord = vec2i(mapCoord);
let state = textureLoad(stateTex, texCoord, 0).x;
let owner = state & 0xFFFu;
let hasFallout = (state & 0x2000u) != 0u;
let terrain = textureLoad(terrainTex, texCoord, 0);
var outColor = terrain;
if (owner != 0u) {
// Player colors start at index 10
let c = textureLoad(paletteTex, vec2i(i32(owner) + 10, 0), 0);
let defended = textureLoad(defendedTex, texCoord, 0).x == d.epoch;
var territoryRgb = c.rgb;
if (defended) {
territoryRgb = mix(territoryRgb, vec3f(1.0, 0.0, 1.0), 0.35);
}
if (hasFallout) {
// Fallout color is at index 0
let falloutColor = textureLoad(paletteTex, vec2i(0, 0), 0).rgb;
territoryRgb = mix(territoryRgb, falloutColor, 0.5);
}
outColor = vec4f(mix(terrain.rgb, territoryRgb, 0.65), 1.0);
} else if (hasFallout) {
// Fallout color is at index 0
let falloutColor = textureLoad(paletteTex, vec2i(0, 0), 0).rgb;
outColor = vec4f(mix(terrain.rgb, falloutColor, 0.5), 1.0);
}
// Apply alternative view (hide territory by showing terrain only)
if (altView > 0.5 && owner != 0u) {
outColor = terrain;
}
// Apply hover highlight if needed
if (highlightId > 0.5) {
let alpha = select(0.65, 0.0, altView > 0.5);
if (alpha > 0.0 && owner != 0u && abs(f32(owner) - highlightId) < 0.5) {
let pulse = 0.5 + 0.5 * sin(timeSec * 6.2831853);
let strength = 0.15 + 0.15 * pulse;
let highlightedRgb = mix(outColor.rgb, vec3f(1.0, 1.0, 1.0), strength);
outColor = vec4f(highlightedRgb, outColor.a);
}
}
return outColor;
}
+10
View File
@@ -34,3 +34,13 @@ declare module "*.webp" {
const webpContent: string;
export default webpContent;
}
declare module "*.svg?url" {
const svgUrl: string;
export default svgUrl;
}
declare module "*.wgsl?raw" {
const content: string;
export default content;
}
+9 -1
View File
@@ -958,7 +958,6 @@ export class GameImpl implements Game {
playerID: id,
});
}
addUnit(u: Unit) {
this.unitGrid.addUnit(u);
this._unitMap.set(u.id(), u);
@@ -1097,6 +1096,12 @@ export class GameImpl implements Game {
hasFallout(ref: TileRef): boolean {
return this._map.hasFallout(ref);
}
isDefended(ref: TileRef): boolean {
return this._map.isDefended(ref);
}
setDefended(ref: TileRef, value: boolean): void {
this._map.setDefended(ref, value);
}
isBorder(ref: TileRef): boolean {
return this._map.isBorder(ref);
}
@@ -1155,6 +1160,9 @@ export class GameImpl implements Game {
updateTile(tile: TileRef, state: number): boolean {
return this._map.updateTile(tile, state);
}
tileStateView(): Uint16Array {
return this._map.tileStateView();
}
numTilesWithFallout(): number {
return this._map.numTilesWithFallout();
}
+20
View File
@@ -33,6 +33,9 @@ export interface GameMap {
setOwnerID(ref: TileRef, playerId: number): void;
hasFallout(ref: TileRef): boolean;
setFallout(ref: TileRef, value: boolean): void;
isDefended(ref: TileRef): boolean;
setDefended(ref: TileRef, value: boolean): void;
tileStateView(): Uint16Array;
isOnEdgeOfMap(ref: TileRef): boolean;
isBorder(ref: TileRef): boolean;
neighbors(ref: TileRef): TileRef[];
@@ -96,6 +99,7 @@ export class GameMapImpl implements GameMap {
// State bits (Uint16Array)
private static readonly PLAYER_ID_MASK = 0xfff;
private static readonly DEFENDED_BIT = 12;
private static readonly FALLOUT_BIT = 13;
private static readonly DEFENSE_BONUS_BIT = 14;
// Bit 15 still reserved
@@ -266,6 +270,22 @@ export class GameMapImpl implements GameMap {
}
}
isDefended(ref: TileRef): boolean {
return Boolean(this.state[ref] & (1 << GameMapImpl.DEFENDED_BIT));
}
setDefended(ref: TileRef, value: boolean): void {
if (value) {
this.state[ref] |= 1 << GameMapImpl.DEFENDED_BIT;
} else {
this.state[ref] &= ~(1 << GameMapImpl.DEFENDED_BIT);
}
}
tileStateView(): Uint16Array {
return this.state;
}
isOnEdgeOfMap(ref: TileRef): boolean {
const x = this.x(ref);
const y = this.y(ref);
+9
View File
@@ -1323,6 +1323,15 @@ export class GameView implements GameMap {
setFallout(ref: TileRef, value: boolean): void {
return this._map.setFallout(ref, value);
}
isDefended(ref: TileRef): boolean {
return this._map.isDefended(ref);
}
setDefended(ref: TileRef, value: boolean): void {
return this._map.setDefended(ref, value);
}
tileStateView(): Uint16Array {
return this._map.tileStateView();
}
isBorder(ref: TileRef): boolean {
return this._map.isBorder(ref);
}