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This commit is contained in:
@@ -81,6 +81,21 @@ export class RefreshGraphicsEvent implements GameEvent {}
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export class TogglePerformanceOverlayEvent implements GameEvent {}
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export class ToggleTerritoryWebGLEvent implements GameEvent {}
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export class TerritoryWebGLStatusEvent implements GameEvent {
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constructor(
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public readonly enabled: boolean,
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public readonly active: boolean,
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public readonly supported: boolean,
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public readonly message?: string,
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) {}
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}
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export class ToggleTerritoryWebGLDebugBordersEvent implements GameEvent {
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constructor(public readonly enabled: boolean) {}
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}
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export class ToggleStructureEvent implements GameEvent {
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constructor(public readonly structureTypes: UnitType[] | null) {}
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}
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@@ -0,0 +1,70 @@
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import { UnitType } from "../../core/game/Game";
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import { TileRef } from "../../core/game/GameMap";
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import { GameView, PlayerView, UnitView } from "../../core/game/GameView";
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const HOVER_UNIT_TYPES: UnitType[] = [
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UnitType.Warship,
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UnitType.TradeShip,
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UnitType.TransportShip,
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];
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const HOVER_DISTANCE_PX = 5;
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function euclideanDistWorld(
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coord: { x: number; y: number },
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tileRef: TileRef,
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game: GameView,
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): number {
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const x = game.x(tileRef);
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const y = game.y(tileRef);
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const dx = coord.x - x;
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const dy = coord.y - y;
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return Math.sqrt(dx * dx + dy * dy);
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}
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function distSortUnitWorld(
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coord: { x: number; y: number },
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game: GameView,
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): (a: UnitView, b: UnitView) => number {
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return (a, b) => {
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const distA = euclideanDistWorld(coord, a.tile(), game);
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const distB = euclideanDistWorld(coord, b.tile(), game);
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return distA - distB;
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};
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}
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export interface HoverTargetResolution {
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player: PlayerView | null;
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unit: UnitView | null;
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}
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export function resolveHoverTarget(
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game: GameView,
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worldCoord: { x: number; y: number },
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): HoverTargetResolution {
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if (!game.isValidCoord(worldCoord.x, worldCoord.y)) {
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return { player: null, unit: null };
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}
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const tile = game.ref(worldCoord.x, worldCoord.y);
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const owner = game.owner(tile);
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if (owner && owner.isPlayer()) {
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return { player: owner as PlayerView, unit: null };
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}
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if (game.isLand(tile)) {
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return { player: null, unit: null };
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}
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const units = game
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.units(...HOVER_UNIT_TYPES)
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.filter(
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(u) => euclideanDistWorld(worldCoord, u.tile(), game) < HOVER_DISTANCE_PX,
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)
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.sort(distSortUnitWorld(worldCoord, game));
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if (units.length > 0) {
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return { player: units[0].owner(), unit: units[0] };
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}
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return { player: null, unit: null };
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}
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@@ -0,0 +1,36 @@
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import { TileRef } from "../../../core/game/GameMap";
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import { PlayerView } from "../../../core/game/GameView";
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export interface BorderRenderer {
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setAlternativeView(enabled: boolean): void;
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setHoveredPlayerId(playerSmallId: number | null): void;
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drawsOwnBorders(): boolean;
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updateBorder(
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tile: TileRef,
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owner: PlayerView | null,
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isBorder: boolean,
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isDefended: boolean,
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hasFallout: boolean,
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): void;
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clearTile(tile: TileRef): void;
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render(context: CanvasRenderingContext2D): void;
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}
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export class NullBorderRenderer implements BorderRenderer {
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drawsOwnBorders(): boolean {
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return false;
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}
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setAlternativeView() {}
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setHoveredPlayerId() {}
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updateBorder() {}
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clearTile() {}
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render() {}
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}
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@@ -15,10 +15,8 @@ import {
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PlayerProfile,
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PlayerType,
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Relation,
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Unit,
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UnitType,
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} from "../../../core/game/Game";
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import { TileRef } from "../../../core/game/GameMap";
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import { AllianceView } from "../../../core/game/GameUpdates";
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import { GameView, PlayerView, UnitView } from "../../../core/game/GameView";
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import { ContextMenuEvent, MouseMoveEvent } from "../../InputHandler";
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@@ -29,30 +27,11 @@ import {
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translateText,
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} from "../../Utils";
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import { getFirstPlacePlayer, getPlayerIcons } from "../PlayerIcons";
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import { resolveHoverTarget } from "../HoverTargetResolver";
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import { TransformHandler } from "../TransformHandler";
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import { Layer } from "./Layer";
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import { CloseRadialMenuEvent } from "./RadialMenu";
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function euclideanDistWorld(
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coord: { x: number; y: number },
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tileRef: TileRef,
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game: GameView,
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): number {
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const x = game.x(tileRef);
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const y = game.y(tileRef);
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const dx = coord.x - x;
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const dy = coord.y - y;
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return Math.sqrt(dx * dx + dy * dy);
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}
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function distSortUnitWorld(coord: { x: number; y: number }, game: GameView) {
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return (a: Unit | UnitView, b: Unit | UnitView) => {
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const distA = euclideanDistWorld(coord, a.tile(), game);
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const distB = euclideanDistWorld(coord, b.tile(), game);
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return distA - distB;
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};
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}
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@customElement("player-info-overlay")
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export class PlayerInfoOverlay extends LitElement implements Layer {
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@property({ type: Object })
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@@ -115,27 +94,16 @@ export class PlayerInfoOverlay extends LitElement implements Layer {
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return;
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}
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const tile = this.game.ref(worldCoord.x, worldCoord.y);
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if (!tile) return;
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const owner = this.game.owner(tile);
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if (owner && owner.isPlayer()) {
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this.player = owner as PlayerView;
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const target = resolveHoverTarget(this.game, worldCoord);
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if (target.player) {
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this.player = target.player;
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this.player.profile().then((p) => {
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this.playerProfile = p;
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});
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this.setVisible(true);
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} else if (!this.game.isLand(tile)) {
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const units = this.game
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.units(UnitType.Warship, UnitType.TradeShip, UnitType.TransportShip)
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.filter((u) => euclideanDistWorld(worldCoord, u.tile(), this.game) < 50)
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.sort(distSortUnitWorld(worldCoord, this.game));
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if (units.length > 0) {
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this.unit = units[0];
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this.setVisible(true);
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}
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} else if (target.unit) {
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this.unit = target.unit;
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this.setVisible(true);
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}
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}
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@@ -0,0 +1,896 @@
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import { Colord } from "colord";
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import { Theme } from "../../../core/configuration/Config";
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import { FrameProfiler } from "../FrameProfiler";
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export enum TileRelation {
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Unknown = 0,
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Self = 1,
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Friendly = 2,
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Neutral = 3,
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Enemy = 4,
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}
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export interface BorderEdge {
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startX: number;
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startY: number;
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endX: number;
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endY: number;
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color: Colord;
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ownerSmallId: number;
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relation: TileRelation;
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flags: number;
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}
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interface UniformLocations {
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alternativeView: WebGLUniformLocation | null;
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hoveredPlayerId: WebGLUniformLocation | null;
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highlightStrength: WebGLUniformLocation | null;
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highlightColor: WebGLUniformLocation | null;
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hoverPulseStrength: WebGLUniformLocation | null;
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hoverPulseSpeed: WebGLUniformLocation | null;
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resolution: WebGLUniformLocation | null;
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themeSelf: WebGLUniformLocation | null;
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themeFriendly: WebGLUniformLocation | null;
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themeNeutral: WebGLUniformLocation | null;
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themeEnemy: WebGLUniformLocation | null;
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time: WebGLUniformLocation | null;
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debugPulse: WebGLUniformLocation | null;
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hoverPulse: WebGLUniformLocation | null;
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}
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export interface HoverHighlightOptions {
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color?: Colord;
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strength?: number;
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pulseStrength?: number;
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pulseSpeed?: number;
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}
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export class TerritoryBorderWebGL {
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private static readonly INITIAL_CHUNK_CAPACITY = 65536; // 256;
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private static readonly MAX_EDGES_PER_TILE = 4;
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private static readonly VERTICES_PER_EDGE = 2;
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private static readonly MAX_VERTICES_PER_TILE =
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TerritoryBorderWebGL.MAX_EDGES_PER_TILE *
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TerritoryBorderWebGL.VERTICES_PER_EDGE;
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private static readonly FLOATS_PER_VERTEX = 9;
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private static readonly FLOATS_PER_TILE =
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TerritoryBorderWebGL.MAX_VERTICES_PER_TILE *
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TerritoryBorderWebGL.FLOATS_PER_VERTEX;
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private static readonly STRIDE_BYTES =
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TerritoryBorderWebGL.FLOATS_PER_VERTEX * 4;
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static create(
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width: number,
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height: number,
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theme: Theme,
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): TerritoryBorderWebGL | null {
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const span = FrameProfiler.start();
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const renderer = new TerritoryBorderWebGL(width, height, theme);
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const result = renderer.isValid() ? renderer : null;
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FrameProfiler.end("TerritoryBorderWebGL:create", span);
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return result;
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}
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public readonly canvas: HTMLCanvasElement;
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private readonly gl: WebGLRenderingContext | null;
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private readonly program: WebGLProgram | null;
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private readonly vertexBuffer: WebGLBuffer | null;
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private vertexData: Float32Array;
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private capacityChunks = TerritoryBorderWebGL.INITIAL_CHUNK_CAPACITY;
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private usedChunks = 0;
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private vertexCount = 0;
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private readonly tileToChunk = new Map<number, number>();
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private readonly chunkToTile: number[] = [];
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private readonly dirtyChunks: Set<number> = new Set();
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private readonly uniforms: UniformLocations;
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private hoveredPlayerId = -1;
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private alternativeView = false;
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private needsRedraw = true;
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private animationStartTime = Date.now();
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private debugPulseEnabled = false;
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private hoverPulseEnabled = false;
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private hoverHighlightStrength = 0.7;
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private hoverHighlightColor: [number, number, number] = [1, 1, 1];
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private hoverPulseStrength = 0.25;
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private hoverPulseSpeed = 6.28318;
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private constructor(
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private readonly width: number,
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private readonly height: number,
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private readonly theme: Theme,
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) {
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this.canvas = document.createElement("canvas");
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this.canvas.width = width;
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this.canvas.height = height;
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this.gl =
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(this.canvas.getContext("webgl", {
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premultipliedAlpha: true,
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antialias: false,
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preserveDrawingBuffer: true,
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}) as WebGLRenderingContext | null) ??
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(this.canvas.getContext("experimental-webgl", {
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premultipliedAlpha: true,
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antialias: false,
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preserveDrawingBuffer: true,
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}) as WebGLRenderingContext | null);
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this.vertexData = new Float32Array(
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TerritoryBorderWebGL.INITIAL_CHUNK_CAPACITY *
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TerritoryBorderWebGL.FLOATS_PER_TILE,
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);
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// Debug: log initial capacity so we can tune INITIAL_CHUNK_CAPACITY.
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// This will show up once per renderer creation.
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console.log(
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"[TerritoryBorderWebGL] initial capacityChunks=",
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this.capacityChunks,
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"for map size",
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`${this.width}x${this.height}`,
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);
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if (!this.gl) {
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this.program = null;
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this.vertexBuffer = null;
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this.uniforms = {
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alternativeView: null,
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hoveredPlayerId: null,
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highlightStrength: null,
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highlightColor: null,
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hoverPulseStrength: null,
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hoverPulseSpeed: null,
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resolution: null,
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themeSelf: null,
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themeFriendly: null,
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themeNeutral: null,
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themeEnemy: null,
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time: null,
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debugPulse: null,
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hoverPulse: null,
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};
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return;
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}
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const gl = this.gl;
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const vertexShaderSource = `
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precision mediump float;
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attribute vec2 a_position;
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attribute vec4 a_color;
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attribute float a_owner;
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attribute float a_relation;
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attribute float a_flags;
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uniform vec2 u_resolution;
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varying vec4 v_color;
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varying float v_owner;
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varying float v_relation;
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varying float v_flags;
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void main() {
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vec2 zeroToOne = a_position / u_resolution;
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vec2 clipSpace = zeroToOne * 2.0 - 1.0;
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clipSpace.y = -clipSpace.y;
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gl_Position = vec4(clipSpace, 0.0, 1.0);
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v_color = a_color;
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v_owner = a_owner;
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v_relation = a_relation;
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v_flags = a_flags;
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}
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`;
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const fragmentShaderSource = `
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precision mediump float;
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uniform bool u_alternativeView;
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uniform float u_hoveredPlayerId;
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uniform float u_highlightStrength;
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uniform vec3 u_highlightColor;
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uniform float u_hoverPulseStrength;
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uniform float u_hoverPulseSpeed;
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uniform vec4 u_themeSelf;
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uniform vec4 u_themeFriendly;
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uniform vec4 u_themeNeutral;
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uniform vec4 u_themeEnemy;
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uniform float u_time;
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uniform bool u_debugPulse;
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uniform bool u_hoverPulse;
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varying vec4 v_color;
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varying float v_owner;
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varying float v_relation;
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varying float v_flags;
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vec4 relationColor(float relation) {
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if (relation < 0.5) {
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return u_themeNeutral;
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} else if (relation < 1.5) {
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return u_themeSelf;
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} else if (relation < 2.5) {
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return u_themeFriendly;
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} else if (relation < 3.5) {
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return u_themeNeutral;
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}
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return u_themeEnemy;
|
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}
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|
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vec3 rgbToHsl(vec3 c) {
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float maxc = max(c.r, max(c.g, c.b));
|
||||
float minc = min(c.r, min(c.g, c.b));
|
||||
float h = 0.0;
|
||||
float s = 0.0;
|
||||
float l = (maxc + minc) * 0.5;
|
||||
if (maxc != minc) {
|
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float d = maxc - minc;
|
||||
s = l > 0.5 ? d / (2.0 - maxc - minc) : d / (maxc + minc);
|
||||
if (maxc == c.r) {
|
||||
h = (c.g - c.b) / d + (c.g < c.b ? 6.0 : 0.0);
|
||||
} else if (maxc == c.g) {
|
||||
h = (c.b - c.r) / d + 2.0;
|
||||
} else {
|
||||
h = (c.r - c.g) / d + 4.0;
|
||||
}
|
||||
h /= 6.0;
|
||||
}
|
||||
return vec3(h, s, l);
|
||||
}
|
||||
|
||||
float hueToRgb(float p, float q, float t) {
|
||||
if (t < 0.0) t += 1.0;
|
||||
if (t > 1.0) t -= 1.0;
|
||||
if (t < 1.0/6.0) return p + (q - p) * 6.0 * t;
|
||||
if (t < 1.0/2.0) return q;
|
||||
if (t < 2.0/3.0) return p + (q - p) * (2.0/3.0 - t) * 6.0;
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||||
return p;
|
||||
}
|
||||
|
||||
vec3 hslToRgb(vec3 hsl) {
|
||||
float h = hsl.x;
|
||||
float s = hsl.y;
|
||||
float l = hsl.z;
|
||||
float r;
|
||||
float g;
|
||||
float b;
|
||||
if (s == 0.0) {
|
||||
r = g = b = l;
|
||||
} else {
|
||||
float q = l < 0.5 ? l * (1.0 + s) : l + s - l * s;
|
||||
float p = 2.0 * l - q;
|
||||
r = hueToRgb(p, q, h + 1.0/3.0);
|
||||
g = hueToRgb(p, q, h);
|
||||
b = hueToRgb(p, q, h - 1.0/3.0);
|
||||
}
|
||||
return vec3(r, g, b);
|
||||
}
|
||||
|
||||
vec3 darken(vec3 rgb, float amount) {
|
||||
vec3 hsl = rgbToHsl(rgb);
|
||||
hsl.z = clamp(hsl.z - amount, 0.0, 1.0);
|
||||
return hslToRgb(hsl);
|
||||
}
|
||||
|
||||
void main() {
|
||||
if (v_color.a <= 0.0) {
|
||||
discard;
|
||||
}
|
||||
|
||||
vec4 color = v_color;
|
||||
float flags = v_flags;
|
||||
bool isDefended = mod(flags, 2.0) >= 1.0;
|
||||
flags = floor(flags / 2.0);
|
||||
bool hasFriendly = mod(flags, 2.0) >= 1.0;
|
||||
flags = floor(flags / 2.0);
|
||||
bool hasEmbargo = mod(flags, 2.0) >= 1.0;
|
||||
flags = floor(flags / 2.0);
|
||||
bool lightTile = mod(flags, 2.0) >= 1.0;
|
||||
|
||||
if (u_alternativeView) {
|
||||
color = relationColor(v_relation);
|
||||
color.a = 1.0;
|
||||
} else {
|
||||
// Relationship-based tinting (embargo -> red, friendly -> green)
|
||||
if (hasEmbargo) {
|
||||
color.rgb = mix(color.rgb, vec3(1.0, 0.0, 0.0), 0.35);
|
||||
} else if (hasFriendly) {
|
||||
color.rgb = mix(color.rgb, vec3(0.0, 1.0, 0.0), 0.35);
|
||||
}
|
||||
|
||||
// Defended checkerboard pattern using light/dark variants
|
||||
if (isDefended) {
|
||||
vec3 lightColor = darken(color.rgb, 0.2);
|
||||
vec3 darkColor = darken(color.rgb, 0.4);
|
||||
color.rgb = lightTile ? lightColor : darkColor;
|
||||
}
|
||||
}
|
||||
|
||||
if (
|
||||
u_hoveredPlayerId >= 0.0 &&
|
||||
abs(v_owner - u_hoveredPlayerId) < 0.5
|
||||
) {
|
||||
float pulse =
|
||||
u_hoverPulse
|
||||
? (1.0 - u_hoverPulseStrength) +
|
||||
u_hoverPulseStrength *
|
||||
(0.5 + 0.5 * sin(u_time * u_hoverPulseSpeed))
|
||||
: 1.0;
|
||||
color.rgb = mix(
|
||||
color.rgb,
|
||||
u_highlightColor,
|
||||
u_highlightStrength * pulse
|
||||
);
|
||||
}
|
||||
|
||||
// Optional blinking/pulsing effect to highlight WebGL-drawn borders.
|
||||
// Enabled only when u_debugPulse is true. Pulses between 0.5 and 1.0 opacity
|
||||
// using a smooth sine wave animation with ~1 second period.
|
||||
if (u_debugPulse) {
|
||||
float pulse = 0.75 + 0.25 * sin(u_time * 6.28318); // 2 * PI for full cycle
|
||||
color.a *= pulse;
|
||||
}
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
`;
|
||||
|
||||
const vertexShader = this.compileShader(
|
||||
gl.VERTEX_SHADER,
|
||||
vertexShaderSource,
|
||||
);
|
||||
const fragmentShader = this.compileShader(
|
||||
gl.FRAGMENT_SHADER,
|
||||
fragmentShaderSource,
|
||||
);
|
||||
|
||||
this.program = this.createProgram(vertexShader, fragmentShader);
|
||||
if (!this.program) {
|
||||
this.vertexBuffer = null;
|
||||
this.uniforms = {
|
||||
alternativeView: null,
|
||||
hoveredPlayerId: null,
|
||||
highlightStrength: null,
|
||||
highlightColor: null,
|
||||
hoverPulseStrength: null,
|
||||
hoverPulseSpeed: null,
|
||||
resolution: null,
|
||||
themeSelf: null,
|
||||
themeFriendly: null,
|
||||
themeNeutral: null,
|
||||
themeEnemy: null,
|
||||
time: null,
|
||||
debugPulse: null,
|
||||
hoverPulse: null,
|
||||
};
|
||||
return;
|
||||
}
|
||||
|
||||
const program = this.program;
|
||||
gl.useProgram(program);
|
||||
|
||||
this.vertexBuffer = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, this.vertexData, gl.DYNAMIC_DRAW);
|
||||
|
||||
const positionLocation = gl.getAttribLocation(program, "a_position");
|
||||
const colorLocation = gl.getAttribLocation(program, "a_color");
|
||||
const ownerLocation = gl.getAttribLocation(program, "a_owner");
|
||||
const relationLocation = gl.getAttribLocation(program, "a_relation");
|
||||
const flagsLocation = gl.getAttribLocation(program, "a_flags");
|
||||
|
||||
gl.enableVertexAttribArray(positionLocation);
|
||||
gl.vertexAttribPointer(
|
||||
positionLocation,
|
||||
2,
|
||||
gl.FLOAT,
|
||||
false,
|
||||
TerritoryBorderWebGL.STRIDE_BYTES,
|
||||
0,
|
||||
);
|
||||
|
||||
gl.enableVertexAttribArray(colorLocation);
|
||||
gl.vertexAttribPointer(
|
||||
colorLocation,
|
||||
4,
|
||||
gl.FLOAT,
|
||||
false,
|
||||
TerritoryBorderWebGL.STRIDE_BYTES,
|
||||
2 * 4,
|
||||
);
|
||||
|
||||
gl.enableVertexAttribArray(ownerLocation);
|
||||
gl.vertexAttribPointer(
|
||||
ownerLocation,
|
||||
1,
|
||||
gl.FLOAT,
|
||||
false,
|
||||
TerritoryBorderWebGL.STRIDE_BYTES,
|
||||
6 * 4,
|
||||
);
|
||||
|
||||
gl.enableVertexAttribArray(relationLocation);
|
||||
gl.vertexAttribPointer(
|
||||
relationLocation,
|
||||
1,
|
||||
gl.FLOAT,
|
||||
false,
|
||||
TerritoryBorderWebGL.STRIDE_BYTES,
|
||||
7 * 4,
|
||||
);
|
||||
|
||||
gl.enableVertexAttribArray(flagsLocation);
|
||||
gl.vertexAttribPointer(
|
||||
flagsLocation,
|
||||
1,
|
||||
gl.FLOAT,
|
||||
false,
|
||||
TerritoryBorderWebGL.STRIDE_BYTES,
|
||||
8 * 4,
|
||||
);
|
||||
|
||||
this.uniforms = {
|
||||
alternativeView: gl.getUniformLocation(program, "u_alternativeView"),
|
||||
hoveredPlayerId: gl.getUniformLocation(program, "u_hoveredPlayerId"),
|
||||
highlightStrength: gl.getUniformLocation(program, "u_highlightStrength"),
|
||||
highlightColor: gl.getUniformLocation(program, "u_highlightColor"),
|
||||
hoverPulseStrength: gl.getUniformLocation(
|
||||
program,
|
||||
"u_hoverPulseStrength",
|
||||
),
|
||||
hoverPulseSpeed: gl.getUniformLocation(program, "u_hoverPulseSpeed"),
|
||||
resolution: gl.getUniformLocation(program, "u_resolution"),
|
||||
themeSelf: gl.getUniformLocation(program, "u_themeSelf"),
|
||||
themeFriendly: gl.getUniformLocation(program, "u_themeFriendly"),
|
||||
themeNeutral: gl.getUniformLocation(program, "u_themeNeutral"),
|
||||
themeEnemy: gl.getUniformLocation(program, "u_themeEnemy"),
|
||||
time: gl.getUniformLocation(program, "u_time"),
|
||||
debugPulse: gl.getUniformLocation(program, "u_debugPulse"),
|
||||
hoverPulse: gl.getUniformLocation(program, "u_hoverPulse"),
|
||||
};
|
||||
|
||||
if (this.uniforms.hoveredPlayerId) {
|
||||
gl.uniform1f(this.uniforms.hoveredPlayerId, -1);
|
||||
}
|
||||
if (this.uniforms.highlightStrength) {
|
||||
gl.uniform1f(
|
||||
this.uniforms.highlightStrength,
|
||||
this.hoverHighlightStrength,
|
||||
);
|
||||
}
|
||||
if (this.uniforms.highlightColor) {
|
||||
const [r, g, b] = this.hoverHighlightColor;
|
||||
gl.uniform3f(this.uniforms.highlightColor, r, g, b);
|
||||
}
|
||||
if (this.uniforms.hoverPulseStrength) {
|
||||
gl.uniform1f(this.uniforms.hoverPulseStrength, this.hoverPulseStrength);
|
||||
}
|
||||
if (this.uniforms.hoverPulseSpeed) {
|
||||
gl.uniform1f(this.uniforms.hoverPulseSpeed, this.hoverPulseSpeed);
|
||||
}
|
||||
if (this.uniforms.resolution) {
|
||||
gl.uniform2f(this.uniforms.resolution, this.width, this.height);
|
||||
}
|
||||
if (this.uniforms.hoverPulse) {
|
||||
gl.uniform1i(this.uniforms.hoverPulse, 0);
|
||||
}
|
||||
this.applyThemeUniforms();
|
||||
|
||||
gl.enable(gl.BLEND);
|
||||
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
||||
gl.viewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
isValid(): boolean {
|
||||
return !!this.gl && !!this.program && !!this.vertexBuffer;
|
||||
}
|
||||
|
||||
setAlternativeView(enabled: boolean) {
|
||||
if (this.alternativeView === enabled) {
|
||||
return;
|
||||
}
|
||||
this.alternativeView = enabled;
|
||||
this.needsRedraw = true;
|
||||
}
|
||||
|
||||
setHoveredPlayerId(playerSmallId: number | null) {
|
||||
const encoded = playerSmallId ?? -1;
|
||||
let changed = false;
|
||||
if (this.hoveredPlayerId !== encoded) {
|
||||
this.hoveredPlayerId = encoded;
|
||||
changed = true;
|
||||
}
|
||||
const shouldPulse = playerSmallId !== null;
|
||||
if (this.hoverPulseEnabled !== shouldPulse) {
|
||||
this.hoverPulseEnabled = shouldPulse;
|
||||
changed = true;
|
||||
}
|
||||
if (changed) {
|
||||
this.needsRedraw = true;
|
||||
}
|
||||
}
|
||||
|
||||
setHoverHighlightOptions(options: HoverHighlightOptions) {
|
||||
if (options.strength !== undefined) {
|
||||
this.hoverHighlightStrength = Math.max(0, Math.min(1, options.strength));
|
||||
}
|
||||
if (options.color) {
|
||||
const rgba = options.color.rgba;
|
||||
this.hoverHighlightColor = [rgba.r / 255, rgba.g / 255, rgba.b / 255];
|
||||
}
|
||||
if (options.pulseStrength !== undefined) {
|
||||
this.hoverPulseStrength = Math.max(0, Math.min(1, options.pulseStrength));
|
||||
}
|
||||
if (options.pulseSpeed !== undefined) {
|
||||
this.hoverPulseSpeed = Math.max(0, options.pulseSpeed);
|
||||
}
|
||||
this.needsRedraw = true;
|
||||
}
|
||||
|
||||
setDebugPulseEnabled(enabled: boolean) {
|
||||
if (this.debugPulseEnabled === enabled) {
|
||||
return;
|
||||
}
|
||||
this.debugPulseEnabled = enabled;
|
||||
this.needsRedraw = true;
|
||||
}
|
||||
|
||||
clearTile(tileIndex: number) {
|
||||
this.updateEdges(tileIndex, []);
|
||||
}
|
||||
|
||||
updateEdges(tileIndex: number, edges: BorderEdge[]) {
|
||||
const span = FrameProfiler.start();
|
||||
|
||||
if (!this.gl || !this.vertexBuffer || !this.program) {
|
||||
FrameProfiler.end(
|
||||
"TerritoryBorderWebGL:updateEdges.noContextOrProgram",
|
||||
span,
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
if (edges.length === 0) {
|
||||
const removeSpan = FrameProfiler.start();
|
||||
this.removeTileEdges(tileIndex);
|
||||
FrameProfiler.end(
|
||||
"TerritoryBorderWebGL:updateEdges.removeTileEdges",
|
||||
removeSpan,
|
||||
);
|
||||
FrameProfiler.end("TerritoryBorderWebGL:updateEdges.total", span);
|
||||
return;
|
||||
}
|
||||
|
||||
let chunk = this.tileToChunk.get(tileIndex);
|
||||
if (chunk === undefined) {
|
||||
const addChunkSpan = FrameProfiler.start();
|
||||
chunk = this.addTileChunk(tileIndex);
|
||||
FrameProfiler.end(
|
||||
"TerritoryBorderWebGL:updateEdges.addTileChunk",
|
||||
addChunkSpan,
|
||||
);
|
||||
}
|
||||
|
||||
const writeChunkSpan = FrameProfiler.start();
|
||||
this.writeChunk(chunk, edges);
|
||||
FrameProfiler.end(
|
||||
"TerritoryBorderWebGL:updateEdges.writeChunk",
|
||||
writeChunkSpan,
|
||||
);
|
||||
this.needsRedraw = true;
|
||||
|
||||
FrameProfiler.end("TerritoryBorderWebGL:updateEdges.total", span);
|
||||
}
|
||||
|
||||
render() {
|
||||
if (!this.gl || !this.program || !this.vertexBuffer) {
|
||||
return;
|
||||
}
|
||||
if (this.dirtyChunks.size > 0) {
|
||||
const uploadSpan = FrameProfiler.start();
|
||||
this.uploadDirtyChunks();
|
||||
FrameProfiler.end(
|
||||
"TerritoryBorderWebGL:render.uploadDirtyChunks",
|
||||
uploadSpan,
|
||||
);
|
||||
this.needsRedraw = true;
|
||||
}
|
||||
|
||||
// Always redraw for animation, but check if we have anything to draw
|
||||
if (!this.needsRedraw && this.vertexCount === 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
const gl = this.gl;
|
||||
const span = FrameProfiler.start();
|
||||
gl.useProgram(this.program);
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||
|
||||
if (this.uniforms.alternativeView) {
|
||||
gl.uniform1i(this.uniforms.alternativeView, this.alternativeView ? 1 : 0);
|
||||
}
|
||||
if (this.uniforms.hoveredPlayerId) {
|
||||
gl.uniform1f(this.uniforms.hoveredPlayerId, this.hoveredPlayerId);
|
||||
}
|
||||
|
||||
// Update time uniform for blinking animation
|
||||
if (this.uniforms.time) {
|
||||
const currentTime = (Date.now() - this.animationStartTime) / 1000.0; // Convert to seconds
|
||||
gl.uniform1f(this.uniforms.time, currentTime);
|
||||
}
|
||||
|
||||
if (this.uniforms.debugPulse) {
|
||||
gl.uniform1i(this.uniforms.debugPulse, this.debugPulseEnabled ? 1 : 0);
|
||||
}
|
||||
if (this.uniforms.hoverPulse) {
|
||||
gl.uniform1i(this.uniforms.hoverPulse, this.hoverPulseEnabled ? 1 : 0);
|
||||
}
|
||||
if (this.uniforms.highlightStrength) {
|
||||
gl.uniform1f(
|
||||
this.uniforms.highlightStrength,
|
||||
this.hoverHighlightStrength,
|
||||
);
|
||||
}
|
||||
if (this.uniforms.highlightColor) {
|
||||
const [r, g, b] = this.hoverHighlightColor;
|
||||
gl.uniform3f(this.uniforms.highlightColor, r, g, b);
|
||||
}
|
||||
if (this.uniforms.hoverPulseStrength) {
|
||||
gl.uniform1f(this.uniforms.hoverPulseStrength, this.hoverPulseStrength);
|
||||
}
|
||||
if (this.uniforms.hoverPulseSpeed) {
|
||||
gl.uniform1f(this.uniforms.hoverPulseSpeed, this.hoverPulseSpeed);
|
||||
}
|
||||
|
||||
const drawSpan = FrameProfiler.start();
|
||||
gl.clearColor(0, 0, 0, 0);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
if (this.vertexCount > 0) {
|
||||
gl.drawArrays(gl.LINES, 0, this.vertexCount);
|
||||
}
|
||||
FrameProfiler.end("TerritoryBorderWebGL:render.draw", drawSpan);
|
||||
|
||||
// Always mark as needing redraw for continuous animation
|
||||
this.needsRedraw = true;
|
||||
|
||||
FrameProfiler.end("TerritoryBorderWebGL:render.total", span);
|
||||
}
|
||||
|
||||
private addTileChunk(tileIndex: number): number {
|
||||
const ensureSpan = FrameProfiler.start();
|
||||
this.ensureCapacity(this.usedChunks + 1);
|
||||
FrameProfiler.end(
|
||||
"TerritoryBorderWebGL:addTileChunk.ensureCapacity",
|
||||
ensureSpan,
|
||||
);
|
||||
const chunkIndex = this.usedChunks;
|
||||
this.usedChunks++;
|
||||
this.vertexCount =
|
||||
this.usedChunks * TerritoryBorderWebGL.MAX_VERTICES_PER_TILE;
|
||||
this.tileToChunk.set(tileIndex, chunkIndex);
|
||||
this.chunkToTile[chunkIndex] = tileIndex;
|
||||
return chunkIndex;
|
||||
}
|
||||
|
||||
private removeTileEdges(tileIndex: number) {
|
||||
const span = FrameProfiler.start();
|
||||
|
||||
const chunk = this.tileToChunk.get(tileIndex);
|
||||
if (chunk === undefined) {
|
||||
FrameProfiler.end("TerritoryBorderWebGL:removeTileEdges.noChunk", span);
|
||||
return;
|
||||
}
|
||||
const lastChunk = this.usedChunks - 1;
|
||||
const lastTile = this.chunkToTile[lastChunk];
|
||||
|
||||
if (chunk !== lastChunk && lastTile !== undefined) {
|
||||
const chunkFloats = TerritoryBorderWebGL.FLOATS_PER_TILE;
|
||||
const destStart = chunk * chunkFloats;
|
||||
const srcStart = lastChunk * chunkFloats;
|
||||
this.vertexData.copyWithin(destStart, srcStart, srcStart + chunkFloats);
|
||||
this.tileToChunk.set(lastTile, chunk);
|
||||
this.chunkToTile[chunk] = lastTile;
|
||||
this.dirtyChunks.add(chunk);
|
||||
}
|
||||
|
||||
this.tileToChunk.delete(tileIndex);
|
||||
this.chunkToTile.length = Math.max(0, this.usedChunks - 1);
|
||||
this.usedChunks = Math.max(0, this.usedChunks - 1);
|
||||
this.vertexCount =
|
||||
this.usedChunks * TerritoryBorderWebGL.MAX_VERTICES_PER_TILE;
|
||||
this.needsRedraw = true;
|
||||
|
||||
if (chunk === this.usedChunks) {
|
||||
// Removed last chunk; nothing further to update.
|
||||
FrameProfiler.end(
|
||||
"TerritoryBorderWebGL:removeTileEdges.removedLastChunk",
|
||||
span,
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
FrameProfiler.end("TerritoryBorderWebGL:removeTileEdges.total", span);
|
||||
}
|
||||
|
||||
private writeChunk(chunk: number, edges: BorderEdge[]) {
|
||||
const span = FrameProfiler.start();
|
||||
|
||||
const maxEdges = TerritoryBorderWebGL.MAX_EDGES_PER_TILE;
|
||||
const floatsPerVertex = TerritoryBorderWebGL.FLOATS_PER_VERTEX;
|
||||
const chunkFloats = TerritoryBorderWebGL.FLOATS_PER_TILE;
|
||||
const start = chunk * chunkFloats;
|
||||
const data = this.vertexData;
|
||||
|
||||
let cursor = start;
|
||||
let writtenVertices = 0;
|
||||
|
||||
for (let i = 0; i < Math.min(edges.length, maxEdges); i++) {
|
||||
const edge = edges[i];
|
||||
const color = edge.color.rgba;
|
||||
const r = color.r / 255;
|
||||
const g = color.g / 255;
|
||||
const b = color.b / 255;
|
||||
const a = color.a ?? 1;
|
||||
const ownerId = edge.ownerSmallId;
|
||||
const relation = edge.relation;
|
||||
const flags = edge.flags;
|
||||
|
||||
const vertices = [
|
||||
{ x: edge.startX, y: edge.startY },
|
||||
{ x: edge.endX, y: edge.endY },
|
||||
];
|
||||
|
||||
for (const vertex of vertices) {
|
||||
data[cursor] = vertex.x;
|
||||
data[cursor + 1] = vertex.y;
|
||||
data[cursor + 2] = r;
|
||||
data[cursor + 3] = g;
|
||||
data[cursor + 4] = b;
|
||||
data[cursor + 5] = a;
|
||||
data[cursor + 6] = ownerId;
|
||||
data[cursor + 7] = relation;
|
||||
data[cursor + 8] = flags;
|
||||
cursor += floatsPerVertex;
|
||||
writtenVertices++;
|
||||
}
|
||||
}
|
||||
|
||||
const remainingVertices =
|
||||
TerritoryBorderWebGL.MAX_VERTICES_PER_TILE - writtenVertices;
|
||||
|
||||
for (let i = 0; i < remainingVertices; i++) {
|
||||
data[cursor] = 0;
|
||||
data[cursor + 1] = 0;
|
||||
data[cursor + 2] = 0;
|
||||
data[cursor + 3] = 0;
|
||||
data[cursor + 4] = 0;
|
||||
data[cursor + 5] = 0;
|
||||
data[cursor + 6] = -1;
|
||||
data[cursor + 7] = 0;
|
||||
data[cursor + 8] = 0;
|
||||
cursor += floatsPerVertex;
|
||||
}
|
||||
|
||||
this.dirtyChunks.add(chunk);
|
||||
|
||||
FrameProfiler.end("TerritoryBorderWebGL:writeChunk", span);
|
||||
}
|
||||
|
||||
private uploadDirtyChunks() {
|
||||
if (!this.gl || !this.vertexBuffer) {
|
||||
return;
|
||||
}
|
||||
const gl = this.gl;
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||
const chunkFloats = TerritoryBorderWebGL.FLOATS_PER_TILE;
|
||||
for (const chunk of this.dirtyChunks) {
|
||||
if (chunk >= this.usedChunks) {
|
||||
continue;
|
||||
}
|
||||
const start = chunk * chunkFloats;
|
||||
const view = this.vertexData.subarray(start, start + chunkFloats);
|
||||
gl.bufferSubData(gl.ARRAY_BUFFER, start * 4, view);
|
||||
}
|
||||
this.dirtyChunks.clear();
|
||||
}
|
||||
|
||||
private ensureCapacity(requiredChunks: number) {
|
||||
if (requiredChunks <= this.capacityChunks) {
|
||||
return;
|
||||
}
|
||||
const span = FrameProfiler.start();
|
||||
let nextCapacity = this.capacityChunks;
|
||||
while (nextCapacity < requiredChunks) {
|
||||
nextCapacity *= 2;
|
||||
}
|
||||
// Debug: log capacity growth so we can see typical ranges in real games.
|
||||
|
||||
console.log(
|
||||
"[TerritoryBorderWebGL] growing capacityChunks",
|
||||
"from",
|
||||
this.capacityChunks,
|
||||
"to",
|
||||
nextCapacity,
|
||||
"requiredChunks=",
|
||||
requiredChunks,
|
||||
);
|
||||
const nextData = new Float32Array(
|
||||
nextCapacity * TerritoryBorderWebGL.FLOATS_PER_TILE,
|
||||
);
|
||||
nextData.set(
|
||||
this.vertexData.subarray(
|
||||
0,
|
||||
this.usedChunks * TerritoryBorderWebGL.FLOATS_PER_TILE,
|
||||
),
|
||||
);
|
||||
this.vertexData = nextData;
|
||||
this.capacityChunks = nextCapacity;
|
||||
|
||||
if (this.gl && this.vertexBuffer) {
|
||||
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||
this.gl.bufferData(
|
||||
this.gl.ARRAY_BUFFER,
|
||||
this.vertexData,
|
||||
this.gl.DYNAMIC_DRAW,
|
||||
);
|
||||
this.dirtyChunks.clear();
|
||||
}
|
||||
|
||||
FrameProfiler.end("TerritoryBorderWebGL:ensureCapacity.grow", span);
|
||||
}
|
||||
|
||||
private applyThemeUniforms() {
|
||||
if (!this.gl || !this.program) return;
|
||||
const gl = this.gl;
|
||||
const toVec4 = (col: Colord) => {
|
||||
const rgba = col.rgba;
|
||||
return [rgba.r / 255, rgba.g / 255, rgba.b / 255, rgba.a ?? 1];
|
||||
};
|
||||
const setColor = (location: WebGLUniformLocation | null, col: Colord) => {
|
||||
if (!location) return;
|
||||
const vec = toVec4(col);
|
||||
gl.uniform4f(location, vec[0], vec[1], vec[2], vec[3]);
|
||||
};
|
||||
setColor(this.uniforms.themeSelf, this.theme.selfColor());
|
||||
setColor(this.uniforms.themeFriendly, this.theme.allyColor());
|
||||
setColor(this.uniforms.themeNeutral, this.theme.neutralColor());
|
||||
setColor(this.uniforms.themeEnemy, this.theme.enemyColor());
|
||||
}
|
||||
|
||||
private compileShader(type: number, source: string): WebGLShader | null {
|
||||
if (!this.gl) return null;
|
||||
const shader = this.gl.createShader(type);
|
||||
if (!shader) return null;
|
||||
this.gl.shaderSource(shader, source);
|
||||
this.gl.compileShader(shader);
|
||||
if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
|
||||
console.error(
|
||||
"TerritoryBorderWebGL shader error",
|
||||
this.gl.getShaderInfoLog(shader),
|
||||
);
|
||||
this.gl.deleteShader(shader);
|
||||
return null;
|
||||
}
|
||||
return shader;
|
||||
}
|
||||
|
||||
private createProgram(
|
||||
vertexShader: WebGLShader | null,
|
||||
fragmentShader: WebGLShader | null,
|
||||
): WebGLProgram | null {
|
||||
if (!this.gl || !vertexShader || !fragmentShader) return null;
|
||||
const program = this.gl.createProgram();
|
||||
if (!program) return null;
|
||||
this.gl.attachShader(program, vertexShader);
|
||||
this.gl.attachShader(program, fragmentShader);
|
||||
this.gl.linkProgram(program);
|
||||
if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)) {
|
||||
console.error(
|
||||
"TerritoryBorderWebGL link error",
|
||||
this.gl.getProgramInfoLog(program),
|
||||
);
|
||||
this.gl.deleteProgram(program);
|
||||
return null;
|
||||
}
|
||||
return program;
|
||||
}
|
||||
}
|
||||
@@ -18,10 +18,16 @@ import {
|
||||
AlternateViewEvent,
|
||||
DragEvent,
|
||||
MouseOverEvent,
|
||||
TerritoryWebGLStatusEvent,
|
||||
ToggleTerritoryWebGLDebugBordersEvent,
|
||||
ToggleTerritoryWebGLEvent,
|
||||
} from "../../InputHandler";
|
||||
import { FrameProfiler } from "../FrameProfiler";
|
||||
import { resolveHoverTarget } from "../HoverTargetResolver";
|
||||
import { TransformHandler } from "../TransformHandler";
|
||||
import { BorderRenderer, NullBorderRenderer } from "./BorderRenderer";
|
||||
import { Layer } from "./Layer";
|
||||
import { WebGLBorderRenderer } from "./WebGLBorderRenderer";
|
||||
|
||||
export class TerritoryLayer implements Layer {
|
||||
private userSettings: UserSettings;
|
||||
@@ -47,6 +53,7 @@ export class TerritoryLayer implements Layer {
|
||||
private highlightContext: CanvasRenderingContext2D;
|
||||
|
||||
private highlightedTerritory: PlayerView | null = null;
|
||||
private borderRenderer: BorderRenderer = new NullBorderRenderer();
|
||||
|
||||
private alternativeView = false;
|
||||
private lastDragTime = 0;
|
||||
@@ -57,6 +64,9 @@ export class TerritoryLayer implements Layer {
|
||||
private lastRefresh = 0;
|
||||
|
||||
private lastFocusedPlayer: PlayerView | null = null;
|
||||
private lastMyPlayerSmallId: number | null = null;
|
||||
private useWebGL: boolean;
|
||||
private webglSupported = true;
|
||||
|
||||
constructor(
|
||||
private game: GameView,
|
||||
@@ -67,6 +77,8 @@ export class TerritoryLayer implements Layer {
|
||||
this.userSettings = userSettings;
|
||||
this.theme = game.config().theme();
|
||||
this.cachedTerritoryPatternsEnabled = undefined;
|
||||
this.lastMyPlayerSmallId = game.myPlayer()?.smallID() ?? null;
|
||||
this.useWebGL = this.userSettings.territoryWebGL();
|
||||
}
|
||||
|
||||
shouldTransform(): boolean {
|
||||
@@ -148,14 +160,21 @@ export class TerritoryLayer implements Layer {
|
||||
|
||||
const focusedPlayer = this.game.focusedPlayer();
|
||||
if (focusedPlayer !== this.lastFocusedPlayer) {
|
||||
if (this.lastFocusedPlayer) {
|
||||
this.paintPlayerBorder(this.lastFocusedPlayer);
|
||||
}
|
||||
if (focusedPlayer) {
|
||||
this.paintPlayerBorder(focusedPlayer);
|
||||
if (!this.borderRenderer.drawsOwnBorders()) {
|
||||
if (this.lastFocusedPlayer) {
|
||||
this.paintPlayerBorder(this.lastFocusedPlayer);
|
||||
}
|
||||
if (focusedPlayer) {
|
||||
this.paintPlayerBorder(focusedPlayer);
|
||||
}
|
||||
}
|
||||
this.lastFocusedPlayer = focusedPlayer;
|
||||
}
|
||||
|
||||
const currentMyPlayer = this.game.myPlayer()?.smallID() ?? null;
|
||||
if (currentMyPlayer !== this.lastMyPlayerSmallId) {
|
||||
this.redraw();
|
||||
}
|
||||
}
|
||||
|
||||
private spawnHighlight() {
|
||||
@@ -264,6 +283,22 @@ export class TerritoryLayer implements Layer {
|
||||
this.eventBus.on(MouseOverEvent, (e) => this.onMouseOver(e));
|
||||
this.eventBus.on(AlternateViewEvent, (e) => {
|
||||
this.alternativeView = e.alternateView;
|
||||
this.borderRenderer.setAlternativeView(this.alternativeView);
|
||||
if (this.borderRenderer instanceof WebGLBorderRenderer) {
|
||||
this.borderRenderer.setHoverHighlightOptions(
|
||||
this.hoverHighlightOptions(),
|
||||
);
|
||||
}
|
||||
});
|
||||
this.eventBus.on(ToggleTerritoryWebGLEvent, () => {
|
||||
this.userSettings.toggleTerritoryWebGL();
|
||||
this.useWebGL = this.userSettings.territoryWebGL();
|
||||
this.redraw();
|
||||
});
|
||||
this.eventBus.on(ToggleTerritoryWebGLDebugBordersEvent, (e) => {
|
||||
if (this.borderRenderer instanceof WebGLBorderRenderer) {
|
||||
this.borderRenderer.setDebugPulseEnabled(e.enabled);
|
||||
}
|
||||
});
|
||||
this.eventBus.on(DragEvent, (e) => {
|
||||
// TODO: consider re-enabling this on mobile or low end devices for smoother dragging.
|
||||
@@ -278,7 +313,9 @@ export class TerritoryLayer implements Layer {
|
||||
}
|
||||
|
||||
private updateHighlightedTerritory() {
|
||||
if (!this.alternativeView) {
|
||||
const supportsHover =
|
||||
this.alternativeView || this.borderRenderer.drawsOwnBorders();
|
||||
if (!supportsHover) {
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -295,7 +332,7 @@ export class TerritoryLayer implements Layer {
|
||||
}
|
||||
|
||||
const previousTerritory = this.highlightedTerritory;
|
||||
const territory = this.getTerritoryAtCell(cell);
|
||||
const territory = resolveHoverTarget(this.game, cell).player;
|
||||
|
||||
if (territory) {
|
||||
this.highlightedTerritory = territory;
|
||||
@@ -304,32 +341,26 @@ export class TerritoryLayer implements Layer {
|
||||
}
|
||||
|
||||
if (previousTerritory?.id() !== this.highlightedTerritory?.id()) {
|
||||
const territories: PlayerView[] = [];
|
||||
if (previousTerritory) {
|
||||
territories.push(previousTerritory);
|
||||
if (this.borderRenderer.drawsOwnBorders()) {
|
||||
this.borderRenderer.setHoveredPlayerId(
|
||||
this.highlightedTerritory?.smallID() ?? null,
|
||||
);
|
||||
} else {
|
||||
const territories: PlayerView[] = [];
|
||||
if (previousTerritory) {
|
||||
territories.push(previousTerritory);
|
||||
}
|
||||
if (this.highlightedTerritory) {
|
||||
territories.push(this.highlightedTerritory);
|
||||
}
|
||||
this.redrawBorder(...territories);
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
redraw() {
|
||||
console.log("redrew territory layer");
|
||||
this.lastMyPlayerSmallId = this.game.myPlayer()?.smallID() ?? null;
|
||||
this.canvas = document.createElement("canvas");
|
||||
const context = this.canvas.getContext("2d");
|
||||
if (context === null) throw new Error("2d context not supported");
|
||||
@@ -357,6 +388,8 @@ export class TerritoryLayer implements Layer {
|
||||
0,
|
||||
);
|
||||
|
||||
this.configureBorderRenderer();
|
||||
|
||||
// Add a second canvas for highlights
|
||||
this.highlightCanvas = document.createElement("canvas");
|
||||
const highlightContext = this.highlightCanvas.getContext("2d", {
|
||||
@@ -372,6 +405,77 @@ export class TerritoryLayer implements Layer {
|
||||
});
|
||||
}
|
||||
|
||||
private configureBorderRenderer() {
|
||||
if (!this.useWebGL) {
|
||||
this.borderRenderer = new NullBorderRenderer();
|
||||
this.webglSupported = true;
|
||||
this.emitWebGLStatus(
|
||||
false,
|
||||
false,
|
||||
this.webglSupported,
|
||||
"WebGL territory layer hidden.",
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
const renderer = new WebGLBorderRenderer(this.game, this.theme);
|
||||
this.webglSupported = renderer.isSupported();
|
||||
if (renderer.isActive()) {
|
||||
this.borderRenderer = renderer;
|
||||
this.borderRenderer.setAlternativeView(this.alternativeView);
|
||||
this.borderRenderer.setHoveredPlayerId(
|
||||
this.highlightedTerritory?.smallID() ?? null,
|
||||
);
|
||||
renderer.setHoverHighlightOptions(this.hoverHighlightOptions());
|
||||
this.emitWebGLStatus(true, true, this.webglSupported);
|
||||
} else {
|
||||
this.borderRenderer = new NullBorderRenderer();
|
||||
this.emitWebGLStatus(
|
||||
true,
|
||||
false,
|
||||
this.webglSupported,
|
||||
"WebGL not available. Using canvas fallback for borders.",
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Central configuration for WebGL border hover styling.
|
||||
* Keeps main view and alternate view behavior explicit and tweakable.
|
||||
*/
|
||||
private hoverHighlightOptions() {
|
||||
const baseColor = this.theme.spawnHighlightSelfColor();
|
||||
|
||||
if (this.alternativeView) {
|
||||
// Alternate view: borders are the primary visual, so make hover stronger
|
||||
return {
|
||||
color: baseColor,
|
||||
strength: 0.8,
|
||||
pulseStrength: 0.45,
|
||||
pulseSpeed: Math.PI * 2,
|
||||
};
|
||||
}
|
||||
|
||||
// Main view: keep highlight noticeable but a bit subtler
|
||||
return {
|
||||
color: baseColor,
|
||||
strength: 0.6,
|
||||
pulseStrength: 0.35,
|
||||
pulseSpeed: Math.PI * 2,
|
||||
};
|
||||
}
|
||||
|
||||
private emitWebGLStatus(
|
||||
enabled: boolean,
|
||||
active: boolean,
|
||||
supported: boolean,
|
||||
message?: string,
|
||||
) {
|
||||
this.eventBus.emit(
|
||||
new TerritoryWebGLStatusEvent(enabled, active, supported, message),
|
||||
);
|
||||
}
|
||||
|
||||
redrawBorder(...players: PlayerView[]) {
|
||||
return Promise.all(
|
||||
players.map(async (player) => {
|
||||
@@ -395,6 +499,9 @@ export class TerritoryLayer implements Layer {
|
||||
|
||||
renderLayer(context: CanvasRenderingContext2D) {
|
||||
const now = Date.now();
|
||||
const skipTerritoryCanvas =
|
||||
this.alternativeView && this.borderRenderer.drawsOwnBorders();
|
||||
|
||||
if (
|
||||
now > this.lastDragTime + this.nodrawDragDuration &&
|
||||
now > this.lastRefresh + this.refreshRate
|
||||
@@ -413,7 +520,13 @@ export class TerritoryLayer implements Layer {
|
||||
const w = vx1 - vx0 + 1;
|
||||
const h = vy1 - vy0 + 1;
|
||||
|
||||
if (w > 0 && h > 0) {
|
||||
// When WebGL borders are active and we're in alternative view, the 2D
|
||||
// territory buffer (alternativeImageData) is effectively transparent and
|
||||
// all visible work is done by the WebGL layer. Skip putImageData in that
|
||||
// case to avoid unnecessary CPU work each frame.
|
||||
const shouldBlitTerritories = !skipTerritoryCanvas;
|
||||
|
||||
if (w > 0 && h > 0 && shouldBlitTerritories) {
|
||||
const putImageStart = FrameProfiler.start();
|
||||
this.context.putImageData(
|
||||
this.alternativeView ? this.alternativeImageData : this.imageData,
|
||||
@@ -428,15 +541,24 @@ export class TerritoryLayer implements Layer {
|
||||
}
|
||||
}
|
||||
|
||||
const drawCanvasStart = FrameProfiler.start();
|
||||
context.drawImage(
|
||||
this.canvas,
|
||||
-this.game.width() / 2,
|
||||
-this.game.height() / 2,
|
||||
this.game.width(),
|
||||
this.game.height(),
|
||||
if (!skipTerritoryCanvas) {
|
||||
const drawCanvasStart = FrameProfiler.start();
|
||||
context.drawImage(
|
||||
this.canvas,
|
||||
-this.game.width() / 2,
|
||||
-this.game.height() / 2,
|
||||
this.game.width(),
|
||||
this.game.height(),
|
||||
);
|
||||
FrameProfiler.end("TerritoryLayer:drawCanvas", drawCanvasStart);
|
||||
}
|
||||
|
||||
const borderRenderStart = FrameProfiler.start();
|
||||
this.borderRenderer.render(context);
|
||||
FrameProfiler.end(
|
||||
"TerritoryLayer:borderRenderer.render",
|
||||
borderRenderStart,
|
||||
);
|
||||
FrameProfiler.end("TerritoryLayer:drawCanvas", drawCanvasStart);
|
||||
if (this.game.inSpawnPhase()) {
|
||||
const highlightDrawStart = FrameProfiler.start();
|
||||
context.drawImage(
|
||||
@@ -470,18 +592,22 @@ export class TerritoryLayer implements Layer {
|
||||
const tile = entry.tile;
|
||||
this.paintTerritory(tile);
|
||||
for (const neighbor of this.game.neighbors(tile)) {
|
||||
this.paintTerritory(neighbor, true);
|
||||
this.paintTerritory(neighbor, true); //this is a misuse of the _Border parameter, making it a maybe stale border
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
paintTerritory(tile: TileRef, isBorder: boolean = false) {
|
||||
if (isBorder && !this.game.hasOwner(tile)) {
|
||||
return;
|
||||
}
|
||||
paintTerritory(tile: TileRef, _maybeStaleBorder: boolean = false) {
|
||||
const cpuStart = FrameProfiler.start();
|
||||
const hasOwner = this.game.hasOwner(tile);
|
||||
const owner = hasOwner ? (this.game.owner(tile) as PlayerView) : null;
|
||||
const isBorderTile = this.game.isBorder(tile);
|
||||
const hasFallout = this.game.hasFallout(tile);
|
||||
let isDefended = false;
|
||||
const rendererHandlesBorders = this.borderRenderer.drawsOwnBorders();
|
||||
|
||||
if (!this.game.hasOwner(tile)) {
|
||||
if (this.game.hasFallout(tile)) {
|
||||
if (!owner) {
|
||||
if (hasFallout) {
|
||||
this.paintTile(this.imageData, tile, this.theme.falloutColor(), 150);
|
||||
this.paintTile(
|
||||
this.alternativeImageData,
|
||||
@@ -489,43 +615,67 @@ export class TerritoryLayer implements Layer {
|
||||
this.theme.falloutColor(),
|
||||
150,
|
||||
);
|
||||
return;
|
||||
} else {
|
||||
this.clearTile(tile);
|
||||
}
|
||||
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,
|
||||
);
|
||||
} else {
|
||||
// Alternative view only shows borders.
|
||||
this.clearAlternativeTile(tile);
|
||||
const myPlayer = this.game.myPlayer();
|
||||
|
||||
this.paintTile(this.imageData, tile, owner.territoryColor(tile), 150);
|
||||
if (isBorderTile) {
|
||||
isDefended = this.game.hasUnitNearby(
|
||||
tile,
|
||||
this.game.config().defensePostRange(),
|
||||
UnitType.DefensePost,
|
||||
owner.id(),
|
||||
);
|
||||
|
||||
if (rendererHandlesBorders) {
|
||||
this.paintTile(this.imageData, tile, owner.territoryColor(tile), 150);
|
||||
} else {
|
||||
if (myPlayer) {
|
||||
const alternativeColor = this.alternateViewColor(owner);
|
||||
this.paintTile(
|
||||
this.alternativeImageData,
|
||||
tile,
|
||||
alternativeColor,
|
||||
255,
|
||||
);
|
||||
}
|
||||
this.paintTile(
|
||||
this.imageData,
|
||||
tile,
|
||||
owner.borderColor(tile, isDefended),
|
||||
255,
|
||||
);
|
||||
}
|
||||
} else {
|
||||
if (!rendererHandlesBorders) {
|
||||
// Alternative view only shows borders.
|
||||
this.clearAlternativeTile(tile);
|
||||
}
|
||||
|
||||
this.paintTile(this.imageData, tile, owner.territoryColor(tile), 150);
|
||||
}
|
||||
}
|
||||
FrameProfiler.end("TerritoryLayer:paintTerritory.cpu", cpuStart);
|
||||
|
||||
if (rendererHandlesBorders) {
|
||||
if (_maybeStaleBorder && !isBorderTile) {
|
||||
this.borderRenderer.clearTile(tile);
|
||||
} else {
|
||||
const borderUpdateStart = FrameProfiler.start();
|
||||
this.borderRenderer.updateBorder(
|
||||
tile,
|
||||
owner,
|
||||
isBorderTile,
|
||||
isDefended,
|
||||
hasFallout,
|
||||
);
|
||||
FrameProfiler.end(
|
||||
"TerritoryLayer:borderRenderer.updateBorder",
|
||||
borderUpdateStart,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -560,6 +710,7 @@ export class TerritoryLayer implements Layer {
|
||||
}
|
||||
|
||||
clearTile(tile: TileRef) {
|
||||
this.borderRenderer.clearTile(tile);
|
||||
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)
|
||||
|
||||
@@ -0,0 +1,193 @@
|
||||
import { css, html, LitElement } from "lit";
|
||||
import { customElement, property, state } from "lit/decorators.js";
|
||||
import { EventBus } from "../../../core/EventBus";
|
||||
import { UserSettings } from "../../../core/game/UserSettings";
|
||||
import {
|
||||
TerritoryWebGLStatusEvent,
|
||||
ToggleTerritoryWebGLDebugBordersEvent,
|
||||
ToggleTerritoryWebGLEvent,
|
||||
} from "../../InputHandler";
|
||||
import { Layer } from "./Layer";
|
||||
|
||||
@customElement("territory-webgl-status")
|
||||
export class TerritoryWebGLStatus extends LitElement implements Layer {
|
||||
@property({ attribute: false })
|
||||
public eventBus!: EventBus;
|
||||
|
||||
@property({ attribute: false })
|
||||
public userSettings!: UserSettings;
|
||||
|
||||
@state()
|
||||
private enabled = true;
|
||||
|
||||
@state()
|
||||
private active = false;
|
||||
|
||||
@state()
|
||||
private supported = true;
|
||||
|
||||
@state()
|
||||
private lastMessage: string | null = null;
|
||||
|
||||
@state()
|
||||
private debugBorders = false;
|
||||
|
||||
static styles = css`
|
||||
:host {
|
||||
position: fixed;
|
||||
bottom: 16px;
|
||||
right: 16px;
|
||||
z-index: 9998;
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
.panel {
|
||||
background: rgba(15, 23, 42, 0.85);
|
||||
color: white;
|
||||
border-radius: 8px;
|
||||
padding: 10px 14px;
|
||||
min-width: 220px;
|
||||
box-shadow: 0 8px 24px rgba(0, 0, 0, 0.35);
|
||||
font-family:
|
||||
"Inter",
|
||||
system-ui,
|
||||
-apple-system,
|
||||
BlinkMacSystemFont,
|
||||
"Segoe UI",
|
||||
sans-serif;
|
||||
font-size: 12px;
|
||||
pointer-events: auto;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 8px;
|
||||
}
|
||||
|
||||
.status-line {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 2px;
|
||||
}
|
||||
|
||||
.label {
|
||||
text-transform: uppercase;
|
||||
font-size: 10px;
|
||||
letter-spacing: 0.08em;
|
||||
opacity: 0.7;
|
||||
}
|
||||
|
||||
.value {
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
.status-active {
|
||||
color: #4ade80;
|
||||
}
|
||||
|
||||
.status-fallback {
|
||||
color: #fbbf24;
|
||||
}
|
||||
|
||||
.status-disabled {
|
||||
color: #f87171;
|
||||
}
|
||||
|
||||
.message {
|
||||
font-size: 11px;
|
||||
line-height: 1.3;
|
||||
opacity: 0.85;
|
||||
}
|
||||
|
||||
.actions {
|
||||
display: flex;
|
||||
justify-content: flex-end;
|
||||
}
|
||||
|
||||
button {
|
||||
background: #1e293b;
|
||||
border: 1px solid rgba(255, 255, 255, 0.1);
|
||||
color: white;
|
||||
font-size: 11px;
|
||||
border-radius: 4px;
|
||||
padding: 4px 10px;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
button:hover {
|
||||
background: #334155;
|
||||
}
|
||||
`;
|
||||
|
||||
init() {
|
||||
this.enabled = this.userSettings?.territoryWebGL() ?? true;
|
||||
if (this.eventBus) {
|
||||
this.eventBus.on(TerritoryWebGLStatusEvent, (event) => {
|
||||
this.enabled = event.enabled;
|
||||
this.active = event.active;
|
||||
this.supported = event.supported;
|
||||
this.lastMessage = event.message ?? null;
|
||||
this.requestUpdate();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
shouldTransform(): boolean {
|
||||
return false;
|
||||
}
|
||||
|
||||
private handleToggle() {
|
||||
if (!this.eventBus) return;
|
||||
this.eventBus.emit(new ToggleTerritoryWebGLEvent());
|
||||
}
|
||||
|
||||
private handleToggleDebugBorders() {
|
||||
if (!this.eventBus) return;
|
||||
this.debugBorders = !this.debugBorders;
|
||||
this.eventBus.emit(
|
||||
new ToggleTerritoryWebGLDebugBordersEvent(this.debugBorders),
|
||||
);
|
||||
}
|
||||
|
||||
private statusClass(): string {
|
||||
if (!this.enabled) return "status-disabled";
|
||||
if (this.enabled && this.active) return "status-active";
|
||||
if (!this.supported) return "status-disabled";
|
||||
return "status-fallback";
|
||||
}
|
||||
|
||||
private statusText(): string {
|
||||
if (!this.enabled) {
|
||||
return "WebGL borders hidden";
|
||||
}
|
||||
if (!this.supported) {
|
||||
return "WebGL unsupported (fallback)";
|
||||
}
|
||||
if (this.active) {
|
||||
return "WebGL borders active";
|
||||
}
|
||||
return "WebGL enabled (fallback)";
|
||||
}
|
||||
|
||||
render() {
|
||||
return html`
|
||||
<div class="panel">
|
||||
<div class="status-line">
|
||||
<span class="label">Territory Renderer</span>
|
||||
<span class="value ${this.statusClass()}">${this.statusText()}</span>
|
||||
</div>
|
||||
${this.lastMessage
|
||||
? html`<div class="message">${this.lastMessage}</div>`
|
||||
: html``}
|
||||
<div class="actions">
|
||||
<button type="button" @click=${this.handleToggle}>
|
||||
${this.enabled ? "Hide WebGL layer" : "Show WebGL layer"}
|
||||
</button>
|
||||
<button type="button" @click=${this.handleToggleDebugBorders}>
|
||||
${this.debugBorders
|
||||
? "Disable GL border highlight"
|
||||
: "Highlight GL borders"}
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,238 @@
|
||||
import { Theme } from "../../../core/configuration/Config";
|
||||
import { TileRef } from "../../../core/game/GameMap";
|
||||
import { GameView, PlayerView } from "../../../core/game/GameView";
|
||||
import { FrameProfiler } from "../FrameProfiler";
|
||||
import { BorderRenderer } from "./BorderRenderer";
|
||||
import {
|
||||
BorderEdge,
|
||||
HoverHighlightOptions,
|
||||
TerritoryBorderWebGL,
|
||||
TileRelation,
|
||||
} from "./TerritoryBorderWebGL";
|
||||
|
||||
export class WebGLBorderRenderer implements BorderRenderer {
|
||||
private readonly renderer: TerritoryBorderWebGL | null;
|
||||
|
||||
constructor(
|
||||
private readonly game: GameView,
|
||||
private readonly theme: Theme,
|
||||
) {
|
||||
this.renderer = TerritoryBorderWebGL.create(
|
||||
game.width(),
|
||||
game.height(),
|
||||
theme,
|
||||
);
|
||||
}
|
||||
|
||||
drawsOwnBorders(): boolean {
|
||||
return true;
|
||||
}
|
||||
|
||||
isSupported(): boolean {
|
||||
return this.renderer !== null;
|
||||
}
|
||||
|
||||
isActive(): boolean {
|
||||
return this.renderer !== null;
|
||||
}
|
||||
|
||||
setAlternativeView(enabled: boolean): void {
|
||||
this.renderer?.setAlternativeView(enabled);
|
||||
}
|
||||
|
||||
setHoveredPlayerId(playerSmallId: number | null): void {
|
||||
this.renderer?.setHoveredPlayerId(playerSmallId);
|
||||
}
|
||||
|
||||
setDebugPulseEnabled(enabled: boolean): void {
|
||||
this.renderer?.setDebugPulseEnabled(enabled);
|
||||
}
|
||||
|
||||
setHoverHighlightOptions(options: HoverHighlightOptions): void {
|
||||
this.renderer?.setHoverHighlightOptions(options);
|
||||
}
|
||||
|
||||
updateBorder(
|
||||
tile: TileRef,
|
||||
owner: PlayerView | null,
|
||||
isBorder: boolean,
|
||||
isDefended: boolean,
|
||||
_hasFallout: boolean,
|
||||
): void {
|
||||
const span = FrameProfiler.start();
|
||||
|
||||
if (!this.renderer) {
|
||||
FrameProfiler.end("WebGLBorderRenderer:updateBorder.noRenderer", span);
|
||||
return;
|
||||
}
|
||||
if (!owner || !isBorder) {
|
||||
this.renderer.clearTile(tile as number);
|
||||
FrameProfiler.end("WebGLBorderRenderer:updateBorder.clearTile", span);
|
||||
return;
|
||||
}
|
||||
|
||||
const buildEdgesSpan = FrameProfiler.start();
|
||||
const edges = this.buildBorderEdges(tile, owner, isDefended);
|
||||
FrameProfiler.end(
|
||||
"WebGLBorderRenderer:updateBorder.buildBorderEdges",
|
||||
buildEdgesSpan,
|
||||
);
|
||||
|
||||
if (edges.length === 0) {
|
||||
this.renderer.clearTile(tile as number);
|
||||
FrameProfiler.end("WebGLBorderRenderer:updateBorder.noEdges", span);
|
||||
return;
|
||||
}
|
||||
|
||||
const updateEdgesSpan = FrameProfiler.start();
|
||||
this.renderer.updateEdges(tile as number, edges);
|
||||
FrameProfiler.end(
|
||||
"WebGLBorderRenderer:updateBorder.renderer.updateEdges",
|
||||
updateEdgesSpan,
|
||||
);
|
||||
|
||||
FrameProfiler.end("WebGLBorderRenderer:updateBorder.total", span);
|
||||
}
|
||||
|
||||
clearTile(tile: TileRef): void {
|
||||
this.renderer?.clearTile(tile as number);
|
||||
}
|
||||
|
||||
render(context: CanvasRenderingContext2D): void {
|
||||
const span = FrameProfiler.start();
|
||||
|
||||
if (!this.renderer) {
|
||||
FrameProfiler.end("WebGLBorderRenderer:render.noRenderer", span);
|
||||
return;
|
||||
}
|
||||
|
||||
const webglSpan = FrameProfiler.start();
|
||||
this.renderer.render();
|
||||
FrameProfiler.end("WebGLBorderRenderer:render.renderer.render", webglSpan);
|
||||
|
||||
const drawImageSpan = FrameProfiler.start();
|
||||
context.drawImage(
|
||||
this.renderer.canvas,
|
||||
-this.game.width() / 2,
|
||||
-this.game.height() / 2,
|
||||
this.game.width(),
|
||||
this.game.height(),
|
||||
);
|
||||
FrameProfiler.end(
|
||||
"WebGLBorderRenderer:render.context.drawImage",
|
||||
drawImageSpan,
|
||||
);
|
||||
|
||||
FrameProfiler.end("WebGLBorderRenderer:render.total", span);
|
||||
}
|
||||
|
||||
private buildBorderEdges(
|
||||
tile: TileRef,
|
||||
owner: PlayerView,
|
||||
isDefended: boolean,
|
||||
): BorderEdge[] {
|
||||
const span = FrameProfiler.start();
|
||||
|
||||
const edges: BorderEdge[] = [];
|
||||
const x = this.game.x(tile);
|
||||
const y = this.game.y(tile);
|
||||
const ownerId = owner.smallID();
|
||||
const relation = this.resolveRelation(owner);
|
||||
const color = owner.borderColor();
|
||||
const { hasEmbargo, hasFriendly } = owner.borderRelationFlags(tile);
|
||||
const lightTile =
|
||||
(x % 2 === 0 && y % 2 === 0) || (y % 2 === 1 && x % 2 === 1);
|
||||
const flags =
|
||||
(isDefended ? 1 : 0) |
|
||||
(hasFriendly ? 2 : 0) |
|
||||
(hasEmbargo ? 4 : 0) |
|
||||
(lightTile ? 8 : 0);
|
||||
|
||||
// Inset borders by 1 tile (0.1 tiles inward) so both countries' borders can be drawn
|
||||
const inset = 0.1;
|
||||
|
||||
const segments = [
|
||||
{
|
||||
dx: 0,
|
||||
dy: -1,
|
||||
startX: x + inset,
|
||||
startY: y + inset,
|
||||
endX: x + 1 - inset,
|
||||
endY: y + inset,
|
||||
},
|
||||
{
|
||||
dx: 1,
|
||||
dy: 0,
|
||||
startX: x + 1 - inset,
|
||||
startY: y + inset,
|
||||
endX: x + 1 - inset,
|
||||
endY: y + 1 - inset,
|
||||
},
|
||||
{
|
||||
dx: 0,
|
||||
dy: 1,
|
||||
startX: x + inset,
|
||||
startY: y + 1 - inset,
|
||||
endX: x + 1 - inset,
|
||||
endY: y + 1 - inset,
|
||||
},
|
||||
{
|
||||
dx: -1,
|
||||
dy: 0,
|
||||
startX: x + inset,
|
||||
startY: y + inset,
|
||||
endX: x + inset,
|
||||
endY: y + 1 - inset,
|
||||
},
|
||||
];
|
||||
|
||||
for (const segment of segments) {
|
||||
const neighborOwner = this.ownerSmallIdAt(x + segment.dx, y + segment.dy);
|
||||
if (neighborOwner === ownerId) {
|
||||
continue;
|
||||
}
|
||||
edges.push({
|
||||
startX: segment.startX,
|
||||
startY: segment.startY,
|
||||
endX: segment.endX,
|
||||
endY: segment.endY,
|
||||
color,
|
||||
ownerSmallId: ownerId,
|
||||
relation,
|
||||
flags,
|
||||
});
|
||||
}
|
||||
|
||||
FrameProfiler.end("WebGLBorderRenderer:buildBorderEdges", span);
|
||||
|
||||
return edges;
|
||||
}
|
||||
|
||||
private resolveRelation(owner: PlayerView | null): TileRelation {
|
||||
const myPlayer = this.game.myPlayer();
|
||||
if (!owner || !myPlayer) {
|
||||
return TileRelation.Unknown;
|
||||
}
|
||||
if (owner.smallID() === myPlayer.smallID()) {
|
||||
return TileRelation.Self;
|
||||
}
|
||||
if (owner.isFriendly(myPlayer)) {
|
||||
return TileRelation.Friendly;
|
||||
}
|
||||
if (!owner.hasEmbargo(myPlayer)) {
|
||||
return TileRelation.Neutral;
|
||||
}
|
||||
return TileRelation.Enemy;
|
||||
}
|
||||
|
||||
private ownerSmallIdAt(x: number, y: number): number | null {
|
||||
if (!this.game.isValidCoord(x, y)) {
|
||||
return null;
|
||||
}
|
||||
const neighbor = this.game.ref(x, y);
|
||||
if (!this.game.hasOwner(neighbor)) {
|
||||
return null;
|
||||
}
|
||||
return this.game.ownerID(neighbor);
|
||||
}
|
||||
}
|
||||
+122
-9
@@ -41,6 +41,10 @@ import { UserSettings } from "./UserSettings";
|
||||
|
||||
const userSettings: UserSettings = new UserSettings();
|
||||
|
||||
const FRIENDLY_TINT_TARGET = { r: 0, g: 255, b: 0, a: 1 };
|
||||
const EMBARGO_TINT_TARGET = { r: 255, g: 0, b: 0, a: 1 };
|
||||
const BORDER_TINT_RATIO = 0.35;
|
||||
|
||||
export class UnitView {
|
||||
public _wasUpdated = true;
|
||||
public lastPos: TileRef[] = [];
|
||||
@@ -184,9 +188,17 @@ export class PlayerView {
|
||||
|
||||
private _territoryColor: Colord;
|
||||
private _borderColor: Colord;
|
||||
|
||||
// Update here to include structure light and dark colors
|
||||
private _structureColors: { light: Colord; dark: Colord };
|
||||
private _defendedBorderColors: { light: Colord; dark: Colord };
|
||||
|
||||
// Pre-computed border color variants
|
||||
private _borderColorNeutral: Colord;
|
||||
private _borderColorFriendly: Colord;
|
||||
private _borderColorEmbargo: Colord;
|
||||
private _borderColorDefendedNeutral: { light: Colord; dark: Colord };
|
||||
private _borderColorDefendedFriendly: { light: Colord; dark: Colord };
|
||||
private _borderColorDefendedEmbargo: { light: Colord; dark: Colord };
|
||||
|
||||
constructor(
|
||||
private game: GameView,
|
||||
@@ -246,11 +258,56 @@ export class PlayerView {
|
||||
this.cosmetics.color?.color ??
|
||||
maybeFocusedBorderColor.toHex(),
|
||||
);
|
||||
const theme = this.game.config().theme();
|
||||
const baseRgb = this._borderColor.toRgb();
|
||||
|
||||
this._defendedBorderColors = this.game
|
||||
.config()
|
||||
.theme()
|
||||
.defendedBorderColors(this._borderColor);
|
||||
// Neutral is just the base color
|
||||
this._borderColorNeutral = this._borderColor;
|
||||
|
||||
// Compute friendly tint
|
||||
this._borderColorFriendly = colord({
|
||||
r: Math.round(
|
||||
baseRgb.r * (1 - BORDER_TINT_RATIO) +
|
||||
FRIENDLY_TINT_TARGET.r * BORDER_TINT_RATIO,
|
||||
),
|
||||
g: Math.round(
|
||||
baseRgb.g * (1 - BORDER_TINT_RATIO) +
|
||||
FRIENDLY_TINT_TARGET.g * BORDER_TINT_RATIO,
|
||||
),
|
||||
b: Math.round(
|
||||
baseRgb.b * (1 - BORDER_TINT_RATIO) +
|
||||
FRIENDLY_TINT_TARGET.b * BORDER_TINT_RATIO,
|
||||
),
|
||||
a: baseRgb.a,
|
||||
});
|
||||
|
||||
// Compute embargo tint
|
||||
this._borderColorEmbargo = colord({
|
||||
r: Math.round(
|
||||
baseRgb.r * (1 - BORDER_TINT_RATIO) +
|
||||
EMBARGO_TINT_TARGET.r * BORDER_TINT_RATIO,
|
||||
),
|
||||
g: Math.round(
|
||||
baseRgb.g * (1 - BORDER_TINT_RATIO) +
|
||||
EMBARGO_TINT_TARGET.g * BORDER_TINT_RATIO,
|
||||
),
|
||||
b: Math.round(
|
||||
baseRgb.b * (1 - BORDER_TINT_RATIO) +
|
||||
EMBARGO_TINT_TARGET.b * BORDER_TINT_RATIO,
|
||||
),
|
||||
a: baseRgb.a,
|
||||
});
|
||||
|
||||
// Pre-compute defended variants
|
||||
this._borderColorDefendedNeutral = theme.defendedBorderColors(
|
||||
this._borderColorNeutral,
|
||||
);
|
||||
this._borderColorDefendedFriendly = theme.defendedBorderColors(
|
||||
this._borderColorFriendly,
|
||||
);
|
||||
this._borderColorDefendedEmbargo = theme.defendedBorderColors(
|
||||
this._borderColorEmbargo,
|
||||
);
|
||||
|
||||
this.decoder =
|
||||
this.cosmetics.pattern === undefined
|
||||
@@ -273,18 +330,74 @@ export class PlayerView {
|
||||
return this._structureColors;
|
||||
}
|
||||
|
||||
/**
|
||||
* Border color for a tile:
|
||||
* - Tints by neighbor relations (embargo → red, friendly → green, else neutral).
|
||||
* - If defended, applies theme checkerboard to the tinted color.
|
||||
*/
|
||||
borderColor(tile?: TileRef, isDefended: boolean = false): Colord {
|
||||
if (tile === undefined || !isDefended) {
|
||||
if (tile === undefined) {
|
||||
return this._borderColor;
|
||||
}
|
||||
|
||||
const { hasEmbargo, hasFriendly } = this.borderRelationFlags(tile);
|
||||
|
||||
let baseColor: Colord;
|
||||
let defendedColors: { light: Colord; dark: Colord };
|
||||
|
||||
if (hasEmbargo) {
|
||||
baseColor = this._borderColorEmbargo;
|
||||
defendedColors = this._borderColorDefendedEmbargo;
|
||||
} else if (hasFriendly) {
|
||||
baseColor = this._borderColorFriendly;
|
||||
defendedColors = this._borderColorDefendedFriendly;
|
||||
} else {
|
||||
baseColor = this._borderColorNeutral;
|
||||
defendedColors = this._borderColorDefendedNeutral;
|
||||
}
|
||||
|
||||
if (!isDefended) {
|
||||
return baseColor;
|
||||
}
|
||||
|
||||
const x = this.game.x(tile);
|
||||
const y = this.game.y(tile);
|
||||
const lightTile =
|
||||
(x % 2 === 0 && y % 2 === 0) || (y % 2 === 1 && x % 2 === 1);
|
||||
return lightTile
|
||||
? this._defendedBorderColors.light
|
||||
: this._defendedBorderColors.dark;
|
||||
return lightTile ? defendedColors.light : defendedColors.dark;
|
||||
}
|
||||
|
||||
/**
|
||||
* Border relation flags for a tile, used by both CPU and WebGL renderers.
|
||||
*/
|
||||
borderRelationFlags(tile: TileRef): {
|
||||
hasEmbargo: boolean;
|
||||
hasFriendly: boolean;
|
||||
} {
|
||||
const mySmallID = this.smallID();
|
||||
let hasEmbargo = false;
|
||||
let hasFriendly = false;
|
||||
|
||||
for (const n of this.game.neighbors(tile)) {
|
||||
if (!this.game.hasOwner(n)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const otherOwner = this.game.owner(n);
|
||||
if (!otherOwner.isPlayer() || otherOwner.smallID() === mySmallID) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (this.hasEmbargo(otherOwner)) {
|
||||
hasEmbargo = true;
|
||||
break;
|
||||
}
|
||||
|
||||
if (this.isFriendly(otherOwner) || otherOwner.isFriendly(this)) {
|
||||
hasFriendly = true;
|
||||
}
|
||||
}
|
||||
return { hasEmbargo, hasFriendly };
|
||||
}
|
||||
|
||||
async actions(tile?: TileRef): Promise<PlayerActions> {
|
||||
|
||||
@@ -61,6 +61,10 @@ export class UserSettings {
|
||||
return this.get("settings.structureSprites", true);
|
||||
}
|
||||
|
||||
territoryWebGL() {
|
||||
return this.get("settings.territoryWebGL", true);
|
||||
}
|
||||
|
||||
darkMode() {
|
||||
return this.get("settings.darkMode", false);
|
||||
}
|
||||
@@ -115,6 +119,10 @@ export class UserSettings {
|
||||
this.set("settings.structureSprites", !this.structureSprites());
|
||||
}
|
||||
|
||||
toggleTerritoryWebGL() {
|
||||
this.set("settings.territoryWebGL", !this.territoryWebGL());
|
||||
}
|
||||
|
||||
toggleTerritoryPatterns() {
|
||||
this.set("settings.territoryPatterns", !this.territoryPatterns());
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user