move terrain color computation to GPU compute shader

This commit is contained in:
scamiv
2026-01-16 21:55:50 +01:00
parent bcd1412f75
commit c666a84572
8 changed files with 559 additions and 4 deletions
@@ -20,12 +20,14 @@ export class GroundTruthData {
// Textures
public readonly stateTexture: GPUTexture;
public readonly terrainTexture: GPUTexture;
public readonly terrainDataTexture: GPUTexture;
public readonly paletteTexture: GPUTexture;
public readonly defendedTexture: GPUTexture;
// Buffers
public readonly uniformBuffer: GPUBuffer;
public readonly defenseParamsBuffer: GPUBuffer;
public readonly terrainParamsBuffer: GPUBuffer;
public updatesBuffer: GPUBuffer | null = null;
public defensePostsBuffer: GPUBuffer | null = null;
@@ -41,8 +43,11 @@ export class GroundTruthData {
private readonly mapWidth: number;
private readonly mapHeight: number;
private readonly state: Uint16Array;
private readonly terrainData: Uint8Array;
private needsStateUpload = true;
private needsPaletteUpload = true;
private needsTerrainDataUpload = true;
private needsTerrainParamsUpload = true;
private paletteWidth = 1;
private defensePostsCount = 0;
private needsDefensePostsUpload = true;
@@ -50,6 +55,7 @@ export class GroundTruthData {
// Uniform data arrays
private readonly uniformData = new Float32Array(12);
private readonly defenseParamsData = new Uint32Array(4);
private readonly terrainParamsData = new Float32Array(24); // 6 vec4f: shore, water, shorelineWater, plainsBase, highlandBase, mountainBase
// View state (updated by renderer)
private viewWidth = 1;
@@ -70,10 +76,12 @@ export class GroundTruthData {
private readonly game: GameView,
private readonly theme: Theme,
state: Uint16Array,
terrainData: Uint8Array,
mapWidth: number,
mapHeight: number,
) {
this.state = state;
this.terrainData = terrainData;
this.mapWidth = mapWidth;
this.mapHeight = mapHeight;
@@ -97,6 +105,12 @@ export class GroundTruthData {
usage: UNIFORM | COPY_DST_BUF,
});
// Terrain params: 6x vec4f = 96 bytes (shore, water, shorelineWater, plainsBase, highlandBase, mountainBase)
this.terrainParamsBuffer = device.createBuffer({
size: 96,
usage: UNIFORM | COPY_DST_BUF,
});
// State texture (r32uint)
this.stateTexture = device.createTexture({
size: { width: mapWidth, height: mapHeight },
@@ -118,10 +132,17 @@ export class GroundTruthData {
usage: COPY_DST_TEX | TEXTURE_BINDING,
});
// Terrain texture (rgba8unorm)
// Terrain texture (rgba8unorm) - output of terrain compute shader
this.terrainTexture = device.createTexture({
size: { width: mapWidth, height: mapHeight },
format: "rgba8unorm",
usage: COPY_DST_TEX | TEXTURE_BINDING | STORAGE_BINDING,
});
// Terrain data texture (r8uint) - input terrain data (read-only in compute shader)
this.terrainDataTexture = device.createTexture({
size: { width: mapWidth, height: mapHeight },
format: "r8uint",
usage: COPY_DST_TEX | TEXTURE_BINDING,
});
}
@@ -137,6 +158,7 @@ export class GroundTruthData {
game,
theme,
state,
game.terrainDataView(),
game.width(),
game.height(),
);
@@ -212,6 +234,9 @@ export class GroundTruthData {
}
}
/**
* @deprecated Use terrain compute shader instead. This method is kept for fallback.
*/
uploadTerrain(): void {
const bytesPerRow = this.mapWidth * 4;
const paddedBytesPerRow = align(bytesPerRow, 256);
@@ -241,6 +266,204 @@ export class GroundTruthData {
}
}
uploadTerrainData(): void {
if (!this.needsTerrainDataUpload) {
return;
}
this.needsTerrainDataUpload = false;
const bytesPerRow = this.mapWidth;
const paddedBytesPerRow = align(bytesPerRow, 256);
if (paddedBytesPerRow === bytesPerRow) {
// Direct upload if already aligned
this.device.queue.writeTexture(
{ texture: this.terrainDataTexture },
this.terrainData,
{ bytesPerRow, rowsPerImage: this.mapHeight },
{
width: this.mapWidth,
height: this.mapHeight,
depthOrArrayLayers: 1,
},
);
} else {
// Row-by-row upload with padding
const row = new Uint8Array(paddedBytesPerRow);
for (let y = 0; y < this.mapHeight; y++) {
row.fill(0);
const start = y * this.mapWidth;
row.set(this.terrainData.subarray(start, start + this.mapWidth), 0);
this.device.queue.writeTexture(
{ texture: this.terrainDataTexture, origin: { x: 0, y } },
row,
{ bytesPerRow: paddedBytesPerRow, rowsPerImage: 1 },
{ width: this.mapWidth, height: 1, depthOrArrayLayers: 1 },
);
}
}
}
uploadTerrainParams(): void {
if (!this.needsTerrainParamsUpload) {
return;
}
this.needsTerrainParamsUpload = false;
// Sample theme colors by finding representative tiles
// We'll search for a shore tile, water tile, and compute base terrain colors
let shoreColor = { r: 204, g: 203, b: 158, a: 255 }; // Default pastel
let waterColor = { r: 70, g: 132, b: 180, a: 255 }; // Default pastel
let shorelineWaterColor = { r: 100, g: 143, b: 255, a: 255 }; // Default pastel
// Find a shore tile (land adjacent to water)
for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
if (this.game.isShore(i)) {
const color = this.theme.terrainColor(this.game, i);
shoreColor = color.rgba;
break;
}
}
// Find a deep water tile (magnitude > 5) and shoreline water
for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
if (this.game.isWater(i)) {
if (this.game.isShoreline(i)) {
const color = this.theme.terrainColor(this.game, i);
shorelineWaterColor = color.rgba;
} else if (this.game.magnitude(i) > 5) {
const color = this.theme.terrainColor(this.game, i);
waterColor = color.rgba;
}
if (waterColor.r !== 70 || shorelineWaterColor.r !== 100) {
// Found both, can break
if (this.game.isShoreline(i) && this.game.magnitude(i) > 5) {
break;
}
}
}
}
// Compute terrain base colors by sampling at magnitude 0, 10, 20
// Find a plains tile (magnitude < 10, land, not shore)
let plainsColor = { r: 190, g: 220, b: 138, a: 255 };
for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
if (
this.game.isLand(i) &&
!this.game.isShore(i) &&
this.game.magnitude(i) < 10
) {
const color = this.theme.terrainColor(this.game, i);
plainsColor = color.rgba;
break;
}
}
// Find a highland tile at magnitude 10 (for accurate formula computation)
let highlandColor = { r: 200, g: 183, b: 138, a: 255 };
for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
if (
this.game.isLand(i) &&
!this.game.isShore(i) &&
this.game.magnitude(i) === 10
) {
const color = this.theme.terrainColor(this.game, i);
highlandColor = color.rgba;
break;
}
}
// If no mag 10 found, try any highland tile
if (highlandColor.r === 200 && highlandColor.g === 183) {
for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
if (
this.game.isLand(i) &&
!this.game.isShore(i) &&
this.game.magnitude(i) >= 10 &&
this.game.magnitude(i) < 20
) {
const color = this.theme.terrainColor(this.game, i);
highlandColor = color.rgba;
break;
}
}
}
// Store colors as vec4f (RGBA normalized to 0-1)
// Index 0-3: shore color
this.terrainParamsData[0] = shoreColor.r / 255;
this.terrainParamsData[1] = shoreColor.g / 255;
this.terrainParamsData[2] = shoreColor.b / 255;
this.terrainParamsData[3] = 1.0;
// Index 4-7: water base color
this.terrainParamsData[4] = waterColor.r / 255;
this.terrainParamsData[5] = waterColor.g / 255;
this.terrainParamsData[6] = waterColor.b / 255;
this.terrainParamsData[7] = 1.0;
// Index 8-11: shoreline water color
this.terrainParamsData[8] = shorelineWaterColor.r / 255;
this.terrainParamsData[9] = shorelineWaterColor.g / 255;
this.terrainParamsData[10] = shorelineWaterColor.b / 255;
this.terrainParamsData[11] = 1.0;
// Find a mountain tile at magnitude 20 (for accurate formula computation)
let mountainColor = { r: 230, g: 230, b: 230, a: 255 };
for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
if (
this.game.isLand(i) &&
!this.game.isShore(i) &&
this.game.magnitude(i) === 20
) {
const color = this.theme.terrainColor(this.game, i);
mountainColor = color.rgba;
break;
}
}
// If no mag 20 found, try any mountain tile
if (mountainColor.r === 230 && mountainColor.g === 230) {
for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
if (
this.game.isLand(i) &&
!this.game.isShore(i) &&
this.game.magnitude(i) >= 20
) {
const color = this.theme.terrainColor(this.game, i);
mountainColor = color.rgba;
break;
}
}
}
// Index 12-15: plains base color (magnitude 0)
this.terrainParamsData[12] = plainsColor.r / 255;
this.terrainParamsData[13] = plainsColor.g / 255;
this.terrainParamsData[14] = plainsColor.b / 255;
this.terrainParamsData[15] = 1.0;
// Index 16-19: highland base color (magnitude 10)
this.terrainParamsData[16] = highlandColor.r / 255;
this.terrainParamsData[17] = highlandColor.g / 255;
this.terrainParamsData[18] = highlandColor.b / 255;
this.terrainParamsData[19] = 1.0;
// Index 20-23: mountain base color (magnitude 20)
this.terrainParamsData[20] = mountainColor.r / 255;
this.terrainParamsData[21] = mountainColor.g / 255;
this.terrainParamsData[22] = mountainColor.b / 255;
this.terrainParamsData[23] = 1.0;
this.device.queue.writeBuffer(
this.terrainParamsBuffer,
0,
this.terrainParamsData,
);
}
markTerrainParamsDirty(): void {
this.needsTerrainParamsUpload = true;
}
uploadPalette(): boolean {
if (!this.needsPaletteUpload) {
return false;