Implemented full‑res JFA smoothing for territory ownership changes and wired it into the layer update loop. The renderer now builds a distance field from the previous‑owner border on the GPU and blends old/new colors over the 100 ms window; contested areas still use their checkerboard effect and skip smoothing.

Details:

Added per‑tile smoothing state in TerritoryLayer.ts (prev owner + change mask + 100 ms timing) and feed progress into the renderer each frame.
Added JFA seed + ping‑pong passes, prevOwner/changeMask textures, and smooth uniforms in TerritoryWebGLRenderer.ts, plus shader blending based on JFA distance.
This commit is contained in:
scamiv
2026-01-10 04:12:26 +01:00
parent 4504c7bd9e
commit 96efe978a0
2 changed files with 905 additions and 1 deletions
@@ -63,6 +63,13 @@ export class TerritoryLayer implements Layer {
private contestAttackers: Uint16Array | null = null;
private contestTileIndices: Int32Array | null = null;
private contestComponents = new Map<number, ContestComponent>();
private smoothDurationMs = 100;
private smoothMaxDistance = 12;
private smoothActive = false;
private smoothStartMs = 0;
private smoothTiles: TileRef[] = [];
private smoothActiveMask: Uint8Array | null = null;
private smoothPrevOwners: Uint16Array | null = null;
constructor(
private game: GameView,
@@ -95,6 +102,7 @@ export class TerritoryLayer implements Layer {
this.refreshPaletteIfNeeded();
this.game.recentlyUpdatedTiles().forEach((t) => this.markTile(t));
this.applySmoothChanges(this.game.recentlyUpdatedOwnerTiles(), now);
this.applyContestChanges(this.game.recentlyUpdatedOwnerTiles(), now);
const updates = this.game.updatesSinceLastTick();
@@ -362,6 +370,8 @@ export class TerritoryLayer implements Layer {
this.configureRenderers();
this.ensureContestScratch();
this.syncContestStateToRenderer();
this.ensureSmoothScratch();
this.syncSmoothStateToRenderer();
// Add a second canvas for highlights
this.highlightCanvas = document.createElement("canvas");
@@ -422,6 +432,7 @@ export class TerritoryLayer implements Layer {
return;
}
const now = this.nowMs();
this.updateSmoothState(now);
this.updateContestState(now);
const renderTerritoryStart = FrameProfiler.start();
@@ -529,6 +540,70 @@ export class TerritoryLayer implements Layer {
}
}
private ensureSmoothScratch() {
const size = this.game.width() * this.game.height();
if (!this.smoothActiveMask || this.smoothActiveMask.length !== size) {
this.smoothActiveMask = new Uint8Array(size);
this.smoothPrevOwners = new Uint16Array(size);
this.smoothTiles = [];
this.smoothActive = false;
this.smoothStartMs = 0;
}
}
private applySmoothChanges(
changes: Array<{ tile: TileRef; previousOwner: number; newOwner: number }>,
now: number,
) {
if (!this.territoryRenderer || changes.length === 0) {
return;
}
this.ensureSmoothScratch();
this.smoothStartMs = now;
this.smoothActive = true;
this.territoryRenderer.setSmoothEnabled(true);
this.territoryRenderer.setSmoothMaxDistance(this.smoothMaxDistance);
for (const change of changes) {
if (change.newOwner === change.previousOwner) {
continue;
}
const tile = change.tile;
this.smoothPrevOwners![tile] = change.previousOwner;
if (this.smoothActiveMask![tile] === 0) {
this.smoothActiveMask![tile] = 1;
this.smoothTiles.push(tile);
}
this.territoryRenderer.setSmoothTile(tile, change.previousOwner);
}
}
private updateSmoothState(now: number) {
if (!this.territoryRenderer) {
return;
}
this.ensureSmoothScratch();
let progress = 1;
if (this.smoothActive) {
const elapsed = now - this.smoothStartMs;
progress = Math.max(0, Math.min(1, elapsed / this.smoothDurationMs));
if (progress >= 1) {
for (const tile of this.smoothTiles) {
if (this.smoothActiveMask![tile] === 0) {
continue;
}
this.smoothActiveMask![tile] = 0;
this.smoothPrevOwners![tile] = 0;
this.territoryRenderer.clearSmoothTile(tile, this.game.ownerID(tile));
}
this.smoothTiles = [];
this.smoothActive = false;
}
}
this.territoryRenderer.setSmoothProgress(progress);
this.territoryRenderer.setSmoothEnabled(this.smoothActive);
}
private applyContestChanges(
changes: Array<{ tile: TileRef; previousOwner: number; newOwner: number }>,
now: number,
@@ -863,6 +938,35 @@ export class TerritoryLayer implements Layer {
}
}
private syncSmoothStateToRenderer() {
if (!this.territoryRenderer || !this.smoothActiveMask) {
return;
}
if (this.smoothActive) {
this.territoryRenderer.setSmoothEnabled(true);
this.territoryRenderer.setSmoothMaxDistance(this.smoothMaxDistance);
const now = this.nowMs();
const elapsed = now - this.smoothStartMs;
const progress = Math.max(
0,
Math.min(1, elapsed / this.smoothDurationMs),
);
this.territoryRenderer.setSmoothProgress(progress);
for (const tile of this.smoothTiles) {
if (this.smoothActiveMask[tile] === 0) {
continue;
}
this.territoryRenderer.setSmoothTile(
tile,
this.smoothPrevOwners![tile],
);
}
} else {
this.territoryRenderer.setSmoothEnabled(false);
this.territoryRenderer.setSmoothProgress(1);
}
}
private computePaletteSignature(): string {
let maxSmallId = 0;
for (const player of this.game.playerViews()) {
@@ -38,6 +38,23 @@ export class TerritoryWebGLRenderer {
private readonly contestOwnersTexture: WebGLTexture | null;
private readonly contestIdsTexture: WebGLTexture | null;
private readonly contestTimesTexture: WebGLTexture | null;
private readonly prevOwnerTexture: WebGLTexture | null;
private readonly changeMaskTexture: WebGLTexture | null;
private readonly jfaTextureA: WebGLTexture | null;
private readonly jfaTextureB: WebGLTexture | null;
private readonly jfaFramebufferA: WebGLFramebuffer | null;
private readonly jfaFramebufferB: WebGLFramebuffer | null;
private readonly jfaSeedProgram: WebGLProgram | null;
private readonly jfaProgram: WebGLProgram | null;
private readonly jfaSeedUniforms: {
resolution: WebGLUniformLocation | null;
prevOwner: WebGLUniformLocation | null;
};
private readonly jfaUniforms: {
resolution: WebGLUniformLocation | null;
step: WebGLUniformLocation | null;
seeds: WebGLUniformLocation | null;
};
private readonly uniforms: {
resolution: WebGLUniformLocation | null;
state: WebGLUniformLocation | null;
@@ -49,6 +66,12 @@ export class TerritoryWebGLRenderer {
contestTimes: WebGLUniformLocation | null;
contestNow: WebGLUniformLocation | null;
contestDuration: WebGLUniformLocation | null;
prevOwner: WebGLUniformLocation | null;
changeMask: WebGLUniformLocation | null;
jfaSeeds: WebGLUniformLocation | null;
smoothProgress: WebGLUniformLocation | null;
smoothMaxDistance: WebGLUniformLocation | null;
smoothEnabled: WebGLUniformLocation | null;
patternStride: WebGLUniformLocation | null;
patternRows: WebGLUniformLocation | null;
fallout: WebGLUniformLocation | null;
@@ -71,11 +94,15 @@ export class TerritoryWebGLRenderer {
private contestOwnersState: Uint16Array;
private contestIdsState: Uint16Array;
private contestTimesState: Uint16Array;
private smoothPrevOwnerState: Uint16Array;
private smoothChangeMaskState: Uint8Array;
private readonly dirtyRows: Map<number, DirtySpan> = new Map();
private readonly contestDirtyRows: Map<number, DirtySpan> = new Map();
private readonly smoothDirtyRows: Map<number, DirtySpan> = new Map();
private needsFullUpload = true;
private needsContestFullUpload = true;
private needsContestTimesUpload = true;
private needsSmoothFullUpload = true;
private alternativeView = false;
private paletteWidth = 0;
private hoverHighlightStrength = 0.7;
@@ -86,6 +113,13 @@ export class TerritoryWebGLRenderer {
private animationStartTime = Date.now();
private contestNow = 0;
private contestDurationMs = 5000;
private smoothProgress = 1;
private smoothMaxDistance = 12;
private smoothEnabled = false;
private jfaSupported = false;
private jfaDirty = false;
private jfaSteps: number[] = [];
private jfaResultIsA = true;
private readonly userSettings = new UserSettings();
private readonly patternBytesCache = new Map<string, Uint8Array>();
@@ -102,6 +136,11 @@ export class TerritoryWebGLRenderer {
this.contestOwnersState = new Uint16Array(state.length * 2);
this.contestIdsState = new Uint16Array(state.length);
this.contestTimesState = new Uint16Array(1);
this.smoothPrevOwnerState = new Uint16Array(state.length);
for (let i = 0; i < state.length; i++) {
this.smoothPrevOwnerState[i] = state[i] & 0x0fff;
}
this.smoothChangeMaskState = new Uint8Array(state.length);
this.gl = this.canvas.getContext("webgl2", {
premultipliedAlpha: true,
@@ -120,6 +159,16 @@ export class TerritoryWebGLRenderer {
this.contestOwnersTexture = null;
this.contestIdsTexture = null;
this.contestTimesTexture = null;
this.prevOwnerTexture = null;
this.changeMaskTexture = null;
this.jfaTextureA = null;
this.jfaTextureB = null;
this.jfaFramebufferA = null;
this.jfaFramebufferB = null;
this.jfaSeedProgram = null;
this.jfaProgram = null;
this.jfaSeedUniforms = { resolution: null, prevOwner: null };
this.jfaUniforms = { resolution: null, step: null, seeds: null };
this.uniforms = {
resolution: null,
state: null,
@@ -131,6 +180,12 @@ export class TerritoryWebGLRenderer {
contestTimes: null,
contestNow: null,
contestDuration: null,
prevOwner: null,
changeMask: null,
jfaSeeds: null,
smoothProgress: null,
smoothMaxDistance: null,
smoothEnabled: null,
patternStride: null,
patternRows: null,
fallout: null,
@@ -163,6 +218,16 @@ export class TerritoryWebGLRenderer {
this.contestOwnersTexture = null;
this.contestIdsTexture = null;
this.contestTimesTexture = null;
this.prevOwnerTexture = null;
this.changeMaskTexture = null;
this.jfaTextureA = null;
this.jfaTextureB = null;
this.jfaFramebufferA = null;
this.jfaFramebufferB = null;
this.jfaSeedProgram = null;
this.jfaProgram = null;
this.jfaSeedUniforms = { resolution: null, prevOwner: null };
this.jfaUniforms = { resolution: null, step: null, seeds: null };
this.uniforms = {
resolution: null,
state: null,
@@ -174,6 +239,12 @@ export class TerritoryWebGLRenderer {
contestTimes: null,
contestNow: null,
contestDuration: null,
prevOwner: null,
changeMask: null,
jfaSeeds: null,
smoothProgress: null,
smoothMaxDistance: null,
smoothEnabled: null,
patternStride: null,
patternRows: null,
fallout: null,
@@ -194,6 +265,31 @@ export class TerritoryWebGLRenderer {
return;
}
this.jfaSupported = !!gl.getExtension("EXT_color_buffer_float");
this.jfaSeedProgram = this.jfaSupported
? this.createJfaSeedProgram(gl)
: null;
this.jfaProgram = this.jfaSupported ? this.createJfaProgram(gl) : null;
if (!this.jfaSeedProgram || !this.jfaProgram) {
this.jfaSupported = false;
}
this.jfaSeedUniforms = this.jfaSeedProgram
? {
resolution: gl.getUniformLocation(
this.jfaSeedProgram,
"u_resolution",
),
prevOwner: gl.getUniformLocation(this.jfaSeedProgram, "u_prevOwner"),
}
: { resolution: null, prevOwner: null };
this.jfaUniforms = this.jfaProgram
? {
resolution: gl.getUniformLocation(this.jfaProgram, "u_resolution"),
step: gl.getUniformLocation(this.jfaProgram, "u_step"),
seeds: gl.getUniformLocation(this.jfaProgram, "u_seeds"),
}
: { resolution: null, step: null, seeds: null };
this.uniforms = {
resolution: gl.getUniformLocation(this.program, "u_resolution"),
state: gl.getUniformLocation(this.program, "u_state"),
@@ -208,6 +304,15 @@ export class TerritoryWebGLRenderer {
this.program,
"u_contestDurationMs",
),
prevOwner: gl.getUniformLocation(this.program, "u_prevOwner"),
changeMask: gl.getUniformLocation(this.program, "u_changeMask"),
jfaSeeds: gl.getUniformLocation(this.program, "u_jfaSeeds"),
smoothProgress: gl.getUniformLocation(this.program, "u_smoothProgress"),
smoothMaxDistance: gl.getUniformLocation(
this.program,
"u_smoothMaxDistance",
),
smoothEnabled: gl.getUniformLocation(this.program, "u_smoothEnabled"),
patternStride: gl.getUniformLocation(this.program, "u_patternStride"),
patternRows: gl.getUniformLocation(this.program, "u_patternRows"),
fallout: gl.getUniformLocation(this.program, "u_fallout"),
@@ -269,6 +374,12 @@ export class TerritoryWebGLRenderer {
this.contestOwnersTexture = gl.createTexture();
this.contestIdsTexture = gl.createTexture();
this.contestTimesTexture = gl.createTexture();
this.prevOwnerTexture = gl.createTexture();
this.changeMaskTexture = gl.createTexture();
this.jfaTextureA = this.jfaSupported ? gl.createTexture() : null;
this.jfaTextureB = this.jfaSupported ? gl.createTexture() : null;
this.jfaFramebufferA = this.jfaSupported ? gl.createFramebuffer() : null;
this.jfaFramebufferB = this.jfaSupported ? gl.createFramebuffer() : null;
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.stateTexture);
@@ -348,6 +459,109 @@ export class TerritoryWebGLRenderer {
this.contestTimesState,
);
gl.activeTexture(gl.TEXTURE7);
gl.bindTexture(gl.TEXTURE_2D, this.prevOwnerTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.R16UI,
this.canvas.width,
this.canvas.height,
0,
gl.RED_INTEGER,
gl.UNSIGNED_SHORT,
this.smoothPrevOwnerState,
);
gl.activeTexture(gl.TEXTURE8);
gl.bindTexture(gl.TEXTURE_2D, this.changeMaskTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.R8UI,
this.canvas.width,
this.canvas.height,
0,
gl.RED_INTEGER,
gl.UNSIGNED_BYTE,
this.smoothChangeMaskState,
);
if (
this.jfaSupported &&
this.jfaTextureA &&
this.jfaTextureB &&
this.jfaFramebufferA &&
this.jfaFramebufferB
) {
gl.activeTexture(gl.TEXTURE9);
gl.bindTexture(gl.TEXTURE_2D, this.jfaTextureA);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RG16F,
this.canvas.width,
this.canvas.height,
0,
gl.RG,
gl.HALF_FLOAT,
null,
);
gl.activeTexture(gl.TEXTURE10);
gl.bindTexture(gl.TEXTURE_2D, this.jfaTextureB);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RG16F,
this.canvas.width,
this.canvas.height,
0,
gl.RG,
gl.HALF_FLOAT,
null,
);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.jfaFramebufferA);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
this.jfaTextureA,
0,
);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.jfaFramebufferB);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
this.jfaTextureB,
0,
);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
this.jfaSteps = this.buildJfaSteps(this.canvas.width, this.canvas.height);
this.jfaDirty = true;
}
gl.useProgram(this.program);
gl.uniform1i(this.uniforms.state, 0);
gl.uniform1i(this.uniforms.palette, 1);
@@ -356,6 +570,9 @@ export class TerritoryWebGLRenderer {
gl.uniform1i(this.uniforms.contestOwners, 4);
gl.uniform1i(this.uniforms.contestIds, 5);
gl.uniform1i(this.uniforms.contestTimes, 6);
gl.uniform1i(this.uniforms.prevOwner, 7);
gl.uniform1i(this.uniforms.changeMask, 8);
gl.uniform1i(this.uniforms.jfaSeeds, 9);
if (this.uniforms.resolution) {
gl.uniform2f(
@@ -449,6 +666,32 @@ export class TerritoryWebGLRenderer {
if (this.uniforms.contestDuration) {
gl.uniform1f(this.uniforms.contestDuration, this.contestDurationMs);
}
if (this.uniforms.smoothProgress) {
gl.uniform1f(this.uniforms.smoothProgress, this.smoothProgress);
}
if (this.uniforms.smoothMaxDistance) {
gl.uniform1f(this.uniforms.smoothMaxDistance, this.smoothMaxDistance);
}
if (this.uniforms.smoothEnabled) {
gl.uniform1i(this.uniforms.smoothEnabled, this.smoothEnabled ? 1 : 0);
}
if (this.jfaSupported && this.jfaTextureA && this.jfaTextureB) {
gl.activeTexture(gl.TEXTURE9);
gl.bindTexture(
gl.TEXTURE_2D,
this.jfaResultIsA ? this.jfaTextureA : this.jfaTextureB,
);
}
if (this.uniforms.smoothProgress) {
gl.uniform1f(this.uniforms.smoothProgress, this.smoothProgress);
}
if (this.uniforms.smoothMaxDistance) {
gl.uniform1f(this.uniforms.smoothMaxDistance, this.smoothMaxDistance);
}
if (this.uniforms.smoothEnabled) {
gl.uniform1i(this.uniforms.smoothEnabled, this.smoothEnabled ? 1 : 0);
}
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
@@ -593,12 +836,65 @@ export class TerritoryWebGLRenderer {
this.contestDurationMs = Math.max(1, durationMs);
}
setSmoothTile(tile: TileRef, previousOwner: number) {
this.smoothPrevOwnerState[tile] = previousOwner & 0xffff;
this.smoothChangeMaskState[tile] = 1;
if (this.needsSmoothFullUpload) {
this.jfaDirty = true;
return;
}
const x = tile % this.canvas.width;
const y = Math.floor(tile / this.canvas.width);
const span = this.smoothDirtyRows.get(y);
if (span === undefined) {
this.smoothDirtyRows.set(y, { minX: x, maxX: x });
} else {
span.minX = Math.min(span.minX, x);
span.maxX = Math.max(span.maxX, x);
}
this.jfaDirty = true;
}
clearSmoothTile(tile: TileRef, currentOwner: number) {
this.smoothPrevOwnerState[tile] = currentOwner & 0xffff;
this.smoothChangeMaskState[tile] = 0;
if (this.needsSmoothFullUpload) {
this.jfaDirty = true;
return;
}
const x = tile % this.canvas.width;
const y = Math.floor(tile / this.canvas.width);
const span = this.smoothDirtyRows.get(y);
if (span === undefined) {
this.smoothDirtyRows.set(y, { minX: x, maxX: x });
} else {
span.minX = Math.min(span.minX, x);
span.maxX = Math.max(span.maxX, x);
}
this.jfaDirty = true;
}
setSmoothProgress(progress: number) {
this.smoothProgress = Math.max(0, Math.min(1, progress));
}
setSmoothMaxDistance(distance: number) {
this.smoothMaxDistance = Math.max(1, distance);
}
setSmoothEnabled(enabled: boolean) {
this.smoothEnabled = enabled && this.jfaSupported;
}
markAllDirty() {
this.needsFullUpload = true;
this.dirtyRows.clear();
this.needsContestFullUpload = true;
this.needsContestTimesUpload = true;
this.contestDirtyRows.clear();
this.needsSmoothFullUpload = true;
this.smoothDirtyRows.clear();
this.jfaDirty = true;
}
refreshPalette() {
@@ -632,6 +928,14 @@ export class TerritoryWebGLRenderer {
uploadContestTimesSpan,
);
const uploadSmoothSpan = FrameProfiler.start();
this.uploadSmoothTextures();
FrameProfiler.end("TerritoryWebGLRenderer:uploadSmooth", uploadSmoothSpan);
if (this.jfaSupported && this.smoothEnabled) {
this.updateJfa();
}
const renderSpan = FrameProfiler.start();
gl.viewport(0, 0, this.canvas.width, this.canvas.height);
gl.useProgram(this.program);
@@ -862,6 +1166,203 @@ export class TerritoryWebGLRenderer {
return { rows: 1, bytes };
}
private uploadSmoothTextures(): { rows: number; bytes: number } {
if (!this.gl || !this.prevOwnerTexture || !this.changeMaskTexture) {
return { rows: 0, bytes: 0 };
}
const gl = this.gl;
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
const bytesPerOwner = Uint16Array.BYTES_PER_ELEMENT;
const bytesPerMask = Uint8Array.BYTES_PER_ELEMENT;
let rowsUploaded = 0;
let bytesUploaded = 0;
if (this.needsSmoothFullUpload) {
gl.activeTexture(gl.TEXTURE7);
gl.bindTexture(gl.TEXTURE_2D, this.prevOwnerTexture);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.R16UI,
this.canvas.width,
this.canvas.height,
0,
gl.RED_INTEGER,
gl.UNSIGNED_SHORT,
this.smoothPrevOwnerState,
);
gl.activeTexture(gl.TEXTURE8);
gl.bindTexture(gl.TEXTURE_2D, this.changeMaskTexture);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.R8UI,
this.canvas.width,
this.canvas.height,
0,
gl.RED_INTEGER,
gl.UNSIGNED_BYTE,
this.smoothChangeMaskState,
);
this.needsSmoothFullUpload = false;
this.smoothDirtyRows.clear();
rowsUploaded = this.canvas.height;
bytesUploaded =
this.canvas.width * this.canvas.height * (bytesPerOwner + bytesPerMask);
return { rows: rowsUploaded, bytes: bytesUploaded };
}
if (this.smoothDirtyRows.size === 0) {
return { rows: 0, bytes: 0 };
}
for (const [y, span] of this.smoothDirtyRows) {
const width = span.maxX - span.minX + 1;
const ownerOffset = y * this.canvas.width + span.minX;
const ownerSlice = this.smoothPrevOwnerState.subarray(
ownerOffset,
ownerOffset + width,
);
gl.activeTexture(gl.TEXTURE7);
gl.bindTexture(gl.TEXTURE_2D, this.prevOwnerTexture);
gl.texSubImage2D(
gl.TEXTURE_2D,
0,
span.minX,
y,
width,
1,
gl.RED_INTEGER,
gl.UNSIGNED_SHORT,
ownerSlice,
);
const maskOffset = y * this.canvas.width + span.minX;
const maskSlice = this.smoothChangeMaskState.subarray(
maskOffset,
maskOffset + width,
);
gl.activeTexture(gl.TEXTURE8);
gl.bindTexture(gl.TEXTURE_2D, this.changeMaskTexture);
gl.texSubImage2D(
gl.TEXTURE_2D,
0,
span.minX,
y,
width,
1,
gl.RED_INTEGER,
gl.UNSIGNED_BYTE,
maskSlice,
);
rowsUploaded++;
bytesUploaded += width * (bytesPerOwner + bytesPerMask);
}
this.smoothDirtyRows.clear();
return { rows: rowsUploaded, bytes: bytesUploaded };
}
private updateJfa() {
if (
!this.gl ||
!this.jfaSupported ||
!this.jfaSeedProgram ||
!this.jfaProgram ||
!this.jfaFramebufferA ||
!this.jfaFramebufferB ||
!this.jfaTextureA ||
!this.jfaTextureB ||
!this.prevOwnerTexture ||
!this.vao
) {
return;
}
if (!this.jfaDirty) {
return;
}
const gl = this.gl;
const prevBlend = gl.isEnabled(gl.BLEND);
gl.disable(gl.BLEND);
gl.viewport(0, 0, this.canvas.width, this.canvas.height);
gl.bindVertexArray(this.vao);
gl.useProgram(this.jfaSeedProgram);
if (this.jfaSeedUniforms.resolution) {
gl.uniform2f(
this.jfaSeedUniforms.resolution,
this.canvas.width,
this.canvas.height,
);
}
if (this.jfaSeedUniforms.prevOwner) {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.prevOwnerTexture);
gl.uniform1i(this.jfaSeedUniforms.prevOwner, 0);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, this.jfaFramebufferA);
gl.drawArrays(gl.TRIANGLES, 0, 6);
let readTex = this.jfaTextureA;
let writeFbo = this.jfaFramebufferB;
let writeTex = this.jfaTextureB;
for (const step of this.jfaSteps) {
gl.useProgram(this.jfaProgram);
if (this.jfaUniforms.resolution) {
gl.uniform2f(
this.jfaUniforms.resolution,
this.canvas.width,
this.canvas.height,
);
}
if (this.jfaUniforms.step) {
gl.uniform1f(this.jfaUniforms.step, step);
}
if (this.jfaUniforms.seeds) {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, readTex);
gl.uniform1i(this.jfaUniforms.seeds, 0);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, writeFbo);
gl.drawArrays(gl.TRIANGLES, 0, 6);
const tempTex = readTex;
readTex = writeTex;
writeTex = tempTex;
writeFbo =
writeFbo === this.jfaFramebufferB
? this.jfaFramebufferA
: this.jfaFramebufferB;
}
this.jfaResultIsA = readTex === this.jfaTextureA;
this.jfaDirty = false;
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
if (prevBlend) {
gl.enable(gl.BLEND);
}
}
private buildJfaSteps(width: number, height: number): number[] {
const maxDim = Math.max(width, height);
let step = 1;
while (step < maxDim) {
step <<= 1;
}
step >>= 1;
const steps: number[] = [];
while (step >= 1) {
steps.push(step);
step >>= 1;
}
return steps;
}
private uploadPalette() {
if (
!this.gl ||
@@ -1028,10 +1529,186 @@ export class TerritoryWebGLRenderer {
}
}
private createJfaSeedProgram(
gl: WebGL2RenderingContext,
): WebGLProgram | null {
const vertexShaderSource = `#version 300 es
precision mediump float;
layout(location = 0) in vec2 a_position;
uniform vec2 u_resolution;
void main() {
vec2 zeroToOne = a_position / u_resolution;
vec2 clipSpace = zeroToOne * 2.0 - 1.0;
clipSpace.y = -clipSpace.y;
gl_Position = vec4(clipSpace, 0.0, 1.0);
}
`;
const fragmentShaderSource = `#version 300 es
precision highp float;
precision highp usampler2D;
uniform usampler2D u_prevOwner;
uniform vec2 u_resolution;
out vec2 outSeed;
uint ownerAt(ivec2 texCoord) {
ivec2 clamped = clamp(
texCoord,
ivec2(0, 0),
ivec2(int(u_resolution.x) - 1, int(u_resolution.y) - 1)
);
return texelFetch(u_prevOwner, clamped, 0).r;
}
void main() {
ivec2 fragCoord = ivec2(gl_FragCoord.xy);
ivec2 texCoord = ivec2(fragCoord.x, int(u_resolution.y) - 1 - fragCoord.y);
uint owner = ownerAt(texCoord);
bool isBorder = false;
uint nOwner = ownerAt(texCoord + ivec2(1, 0));
isBorder = isBorder || (nOwner != owner);
nOwner = ownerAt(texCoord + ivec2(-1, 0));
isBorder = isBorder || (nOwner != owner);
nOwner = ownerAt(texCoord + ivec2(0, 1));
isBorder = isBorder || (nOwner != owner);
nOwner = ownerAt(texCoord + ivec2(0, -1));
isBorder = isBorder || (nOwner != owner);
outSeed = isBorder ? vec2(texCoord) : vec2(-1.0, -1.0);
}
`;
const vertexShader = this.compileShader(
gl,
gl.VERTEX_SHADER,
vertexShaderSource,
);
const fragmentShader = this.compileShader(
gl,
gl.FRAGMENT_SHADER,
fragmentShaderSource,
);
if (!vertexShader || !fragmentShader) {
return null;
}
const program = gl.createProgram();
if (!program) return null;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error(
"[TerritoryWebGLRenderer] JFA seed link error",
gl.getProgramInfoLog(program),
);
gl.deleteProgram(program);
return null;
}
return program;
}
private createJfaProgram(gl: WebGL2RenderingContext): WebGLProgram | null {
const vertexShaderSource = `#version 300 es
precision mediump float;
layout(location = 0) in vec2 a_position;
uniform vec2 u_resolution;
void main() {
vec2 zeroToOne = a_position / u_resolution;
vec2 clipSpace = zeroToOne * 2.0 - 1.0;
clipSpace.y = -clipSpace.y;
gl_Position = vec4(clipSpace, 0.0, 1.0);
}
`;
const fragmentShaderSource = `#version 300 es
precision highp float;
uniform sampler2D u_seeds;
uniform vec2 u_resolution;
uniform float u_step;
out vec2 outSeed;
vec2 seedAt(ivec2 texCoord) {
ivec2 clamped = clamp(
texCoord,
ivec2(0, 0),
ivec2(int(u_resolution.x) - 1, int(u_resolution.y) - 1)
);
return texelFetch(u_seeds, clamped, 0).rg;
}
void considerSeed(ivec2 coord, ivec2 texCoord, inout vec2 bestSeed, inout float bestDist) {
vec2 seed = seedAt(coord);
if (seed.x < 0.0) {
return;
}
float dist = length(seed - vec2(texCoord));
if (dist < bestDist) {
bestDist = dist;
bestSeed = seed;
}
}
void main() {
ivec2 fragCoord = ivec2(gl_FragCoord.xy);
ivec2 texCoord = ivec2(fragCoord.x, int(u_resolution.y) - 1 - fragCoord.y);
int step = int(u_step + 0.5);
vec2 bestSeed = seedAt(texCoord);
float bestDist = bestSeed.x < 0.0 ? 1e20 : length(bestSeed - vec2(texCoord));
considerSeed(texCoord + ivec2(-step, -step), texCoord, bestSeed, bestDist);
considerSeed(texCoord + ivec2(0, -step), texCoord, bestSeed, bestDist);
considerSeed(texCoord + ivec2(step, -step), texCoord, bestSeed, bestDist);
considerSeed(texCoord + ivec2(-step, 0), texCoord, bestSeed, bestDist);
considerSeed(texCoord + ivec2(step, 0), texCoord, bestSeed, bestDist);
considerSeed(texCoord + ivec2(-step, step), texCoord, bestSeed, bestDist);
considerSeed(texCoord + ivec2(0, step), texCoord, bestSeed, bestDist);
considerSeed(texCoord + ivec2(step, step), texCoord, bestSeed, bestDist);
outSeed = bestSeed;
}
`;
const vertexShader = this.compileShader(
gl,
gl.VERTEX_SHADER,
vertexShaderSource,
);
const fragmentShader = this.compileShader(
gl,
gl.FRAGMENT_SHADER,
fragmentShaderSource,
);
if (!vertexShader || !fragmentShader) {
return null;
}
const program = gl.createProgram();
if (!program) return null;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error(
"[TerritoryWebGLRenderer] JFA link error",
gl.getProgramInfoLog(program),
);
gl.deleteProgram(program);
return null;
}
return program;
}
private createProgram(gl: WebGL2RenderingContext): WebGLProgram | null {
const vertexShaderSource = `#version 300 es
precision mediump float;
in vec2 a_position;
layout(location = 0) in vec2 a_position;
uniform vec2 u_resolution;
void main() {
vec2 zeroToOne = a_position / u_resolution;
@@ -1054,6 +1731,12 @@ export class TerritoryWebGLRenderer {
uniform usampler2D u_contestTimes;
uniform int u_contestNow;
uniform float u_contestDurationMs;
uniform usampler2D u_prevOwner;
uniform usampler2D u_changeMask;
uniform sampler2D u_jfaSeeds;
uniform float u_smoothProgress;
uniform float u_smoothMaxDistance;
uniform bool u_smoothEnabled;
uniform int u_patternStride;
uniform int u_patternRows;
uniform int u_viewerId;
@@ -1083,6 +1766,33 @@ export class TerritoryWebGLRenderer {
return texelFetch(u_state, clamped, 0).r & 0xFFFu;
}
uint prevOwnerAtTex(ivec2 texCoord) {
ivec2 clamped = clamp(
texCoord,
ivec2(0, 0),
ivec2(int(u_resolution.x) - 1, int(u_resolution.y) - 1)
);
return texelFetch(u_prevOwner, clamped, 0).r & 0xFFFu;
}
uint changeMaskAtTex(ivec2 texCoord) {
ivec2 clamped = clamp(
texCoord,
ivec2(0, 0),
ivec2(int(u_resolution.x) - 1, int(u_resolution.y) - 1)
);
return texelFetch(u_changeMask, clamped, 0).r;
}
vec2 jfaSeedAtTex(ivec2 texCoord) {
ivec2 clamped = clamp(
texCoord,
ivec2(0, 0),
ivec2(int(u_resolution.x) - 1, int(u_resolution.y) - 1)
);
return texelFetch(u_jfaSeeds, clamped, 0).rg;
}
uvec2 contestOwnersAtTex(ivec2 texCoord) {
ivec2 clamped = clamp(
texCoord,
@@ -1403,6 +2113,96 @@ export class TerritoryWebGLRenderer {
}
}
bool smoothActive = u_smoothEnabled &&
u_smoothProgress < 1.0 &&
!u_alternativeView &&
!contested &&
changeMaskAtTex(texCoord) != 0u;
if (smoothActive) {
uint oldOwner = prevOwnerAtTex(texCoord);
bool oldIsBorder = false;
bool oldFriendlyRelation = false;
bool oldEmbargoRelation = false;
if (oldOwner != 0u) {
uint prevNeighbor = prevOwnerAtTex(texCoord + ivec2(1, 0));
oldIsBorder = oldIsBorder || (prevNeighbor != oldOwner);
if (prevNeighbor != oldOwner && prevNeighbor != 0u) {
uint rel = relationCode(oldOwner, prevNeighbor);
oldEmbargoRelation = oldEmbargoRelation || isEmbargo(rel);
oldFriendlyRelation = oldFriendlyRelation || isFriendly(rel);
}
prevNeighbor = prevOwnerAtTex(texCoord + ivec2(-1, 0));
oldIsBorder = oldIsBorder || (prevNeighbor != oldOwner);
if (prevNeighbor != oldOwner && prevNeighbor != 0u) {
uint rel = relationCode(oldOwner, prevNeighbor);
oldEmbargoRelation = oldEmbargoRelation || isEmbargo(rel);
oldFriendlyRelation = oldFriendlyRelation || isFriendly(rel);
}
prevNeighbor = prevOwnerAtTex(texCoord + ivec2(0, 1));
oldIsBorder = oldIsBorder || (prevNeighbor != oldOwner);
if (prevNeighbor != oldOwner && prevNeighbor != 0u) {
uint rel = relationCode(oldOwner, prevNeighbor);
oldEmbargoRelation = oldEmbargoRelation || isEmbargo(rel);
oldFriendlyRelation = oldFriendlyRelation || isFriendly(rel);
}
prevNeighbor = prevOwnerAtTex(texCoord + ivec2(0, -1));
oldIsBorder = oldIsBorder || (prevNeighbor != oldOwner);
if (prevNeighbor != oldOwner && prevNeighbor != 0u) {
uint rel = relationCode(oldOwner, prevNeighbor);
oldEmbargoRelation = oldEmbargoRelation || isEmbargo(rel);
oldFriendlyRelation = oldFriendlyRelation || isFriendly(rel);
}
}
vec3 oldColor = vec3(0.0);
float oldAlpha = 0.0;
if (oldOwner == 0u) {
if (hasFallout) {
oldColor = u_fallout.rgb;
oldAlpha = u_alpha;
}
} else {
vec4 oldBase = texelFetch(u_palette, ivec2(int(oldOwner) * 2, 0), 0);
vec4 oldBorder = texelFetch(
u_palette,
ivec2(int(oldOwner) * 2 + 1, 0),
0
);
if (oldIsBorder) {
vec3 oldBorderColor = oldBorder.rgb;
const float BORDER_TINT_RATIO = 0.35;
const vec3 FRIENDLY_TINT_TARGET = vec3(0.0, 1.0, 0.0);
const vec3 EMBARGO_TINT_TARGET = vec3(1.0, 0.0, 0.0);
if (oldFriendlyRelation) {
oldBorderColor = oldBorderColor * (1.0 - BORDER_TINT_RATIO) +
FRIENDLY_TINT_TARGET * BORDER_TINT_RATIO;
}
if (oldEmbargoRelation) {
oldBorderColor = oldBorderColor * (1.0 - BORDER_TINT_RATIO) +
EMBARGO_TINT_TARGET * BORDER_TINT_RATIO;
}
oldColor = applyDefended(oldBorderColor, isDefended, texCoord);
oldAlpha = oldBorder.a;
} else {
bool oldPrimary = patternIsPrimary(oldOwner, texCoord);
oldColor = oldPrimary ? oldBase.rgb : oldBorder.rgb;
oldAlpha = u_alpha;
}
}
vec2 seed = jfaSeedAtTex(texCoord);
float distance = seed.x < 0.0 ? 1e6 : length(seed - vec2(texCoord));
float edge = u_smoothProgress * u_smoothMaxDistance;
float reveal = 1.0 - smoothstep(edge - 0.5, edge + 0.5, distance);
color = mix(oldColor, color, reveal);
a = mix(oldAlpha, a, reveal);
}
if (u_hoveredPlayerId >= 0.0 && abs(float(owner) - u_hoveredPlayerId) < 0.5) {
float pulse = u_hoverPulseStrength > 0.0
? (1.0 - u_hoverPulseStrength) +