Commit Graph

22 Commits

Author SHA1 Message Date
Evan 26d8a314ae Scale defense-post border + fill rendering to thousands of posts (#4181)
## Description

Scales the defense-post border effect so it works with **thousands** of
Defense Posts instead of silently capping at 64.

### Problem
The border "checkerboard" (drawn on a player's border tiles when a
same-owner Defense Post is within range) was computed per-pixel: for
every border fragment, the shader looped over a `uniform vec4
uDefensePosts[64]` array doing a distance test. Two issues:
- **Hard cap of 64** — posts beyond the first 64 were dropped, so their
checkerboard never appeared.
- **Wrong cost shape** — work was `border_tiles × posts`; every added
post made every border pixel slower.

### Solution: invert the loop into a coverage texture
New `DefenseCoveragePass` stamps one instanced circle per post into a
map-resolution `R8` coverage texture (`1.0` = tile is within range of a
**same-owner** post; the owner check samples `tileTex` at stamp time, so
enemy posts never light up your border). It's a single
`drawArraysInstanced` regardless of post count — the same instancing
pattern `UnitPass`/`StructurePass` already use. The border-stamp shader
now reads one texel of that texture instead of looping; the old uniform
array, the 64-cap, and the per-fragment scan are removed from
`border-compute`/`BorderStampPass`/`BorderScatterPass`.

### Incremental re-stamping (dirty-block grid)
Coverage depends on tile ownership, which drips every frame during
combat, so a full re-stamp every frame would be wasteful at high post
counts. Because a tile changing owner only changes *its own* coverage,
the pass tracks a grid of dirty **blocks** and re-stamps only the blocks
containing changed tiles, scissored to each block (`gl.scissor` confines
the clear + draw to the changed region). Post add/remove and full tile
uploads fall back to a whole-map stamp; so does a frame where most
blocks are dirty. Per-frame cost tracks *how much changed*, not *how
many posts exist*, and scattered fronts (e.g. opposite corners) become
independent small block draws.

### Territory-fill darkening
The coverage texture marks every same-owner in-range tile (interior
included, not just borders), so `TerritoryPass` now also samples it to
darken the territory **fill** around posts. New tunable
`mapOverlay.territoryDefenseDarken` (live-editable in the graphics debug
GUI alongside `defenseCheckerDarken`).

### Performance
Tested with ~1,000 posts blanketing a map — smooth, including on a
low-end (~10-year-old) Chromebook.

## Files
- **New:** `passes/DefenseCoveragePass.ts`,
`shaders/defense-coverage/defense-coverage.{vert,frag}.glsl`
- **Edited:** `Renderer.ts`, `BorderStampPass.ts`,
`BorderComputePass.ts`, `BorderScatterPass.ts`, `TerritoryPass.ts`,
`border-stamp.frag.glsl`, `border-compute.frag.glsl`,
`territory.frag.glsl`, `RenderSettings.ts`, `render-settings.json`,
`debug/Layout.ts`

## Notes
- No user-facing text (no `translateText`/`en.json` changes needed).
- No `src/core` changes — purely client rendering, so no simulation
tests; verified via `tsc`, ESLint, `build-prod`, and in-game.
2026-06-08 10:18:02 -07:00
evanpelle 385b4dd686 Add steady glow effect beneath hydrogen bomb
Render a soft radial glow underneath the hydrogen bomb sprite in
UnitPass. H-bomb instances draw an enlarged quad (hBombGlowScale) so
there's room for the halo; a cell-space UV remap keeps the sprite at its
normal size while the margin becomes glow area. The glow is a steady
(non-pulsing) radial falloff in a warm amber, alpha-blended underneath
the sprite and suppressed in alt/affiliation view.

Detection uses a HYDROGEN_BOMB_COL shader define derived from
UNIT_ORDER, so it tracks the atlas layout rather than hard-coding the
column. All other units are unaffected (scale 1, same fillrate); this
stays a single program / two instanced draw calls.

Glow color, scale, strength, and falloff are exposed in
render-settings.json for live tuning via the debug GUI.
2026-06-05 19:47:07 -07:00
Evan d1ce199a52 Upload tile delta to GPU (#4159)
## Description

Reduces the amount of tile data sent to the gpu each tick, roughly
~10fps rate increase on 10 year old chromebook.

Two changes to the territory rendering path:

### 1. Split `passEnabled.mapOverlay` into four flags

The single `mapOverlay` toggle controlled four unrelated passes
(territory fill, border compute, border stamp, trail). Splits it into
`territory`, `borderCompute`, `borderStamp`, `trail` so each can be
toggled independently in the debug GUI. Pure rename — default behavior
is unchanged (all four default to `true`).

### 2. GPU scatter for per-frame tile texture updates

Replaces the dirty-row bbox `texSubImage2D` upload in `TerritoryPass`
with a new `TileScatterPass` that uploads a small attribute buffer of
`(x, y, state)` patches and runs a single `POINTS` draw into an FBO
bound to `tileTex`. Each patch rasterizes as a 1×1 point into exactly
its target texel.

**Why:** the old path's cost scaled with the bounding box of the dirty
rows, not the number of changed tiles. In typical play, tile changes are
spread across the whole map (multiple players fighting in different
regions, scattered trails/fallout), so the bbox covered most of the
map's rows and we re-uploaded mostly-unchanged data every frame. The new
path is constant cost in patch count regardless of spatial distribution,
and no longer scales with map size.

The full-upload path (initial load / seek / spawn-phase flush) is
unchanged. `fullUploadPending` correctly supersedes any queued scatter
patches.

## Please complete the following:

- [x] I have added screenshots for all UI updates *(N/A — no UI
changes)*
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file *(N/A — no user-facing text)*
- [x] I have added relevant tests to the test directory *(renderer code,
not covered by unit tests; verified visually)*

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2026-06-05 07:07:03 -07:00
evanpelle 986f0b61bf Fix WorldTextPass labels scaling with device-pixel-ratio
Attack troop labels, the ghost-cost chip, and the bonusPopup
minScreenScale floor were dividing by `zoom`, which Camera.ts stores
as device-pixels-per-world-unit (canvasW = cssWidth * dpr). The result
was constant device-pixel size — labels rendered ~2x larger on DPR=1
displays than on retina. Multiply each screen-relative scale by dpr so
the on-screen size stays constant in CSS pixels.

Retune the now-correct sizes: attack labels 34 -> 17, ghost-cost
screenScale 30 -> 18, screenYOffset 50 -> 25.
2026-06-03 21:40:00 -07:00
Evan f1045a2022 Update & refactor dark mode (#4114)
## Description:

- The renderer no longer knows what "dark mode" is.
`RenderSettings.dayNight.mode` (`"light" | "dark"`) is gone — passes
read neutral values (`lighting.ambient: number`, `lighting.enabled:
boolean`).
- `render-settings.json` holds the light-mode baseline. Dark mode is
just another override layer, applied the same way as graphics settings
(`darkNames`, `classicIcons`, etc.).
- New `src/client/render/gl/RenderOverrides.ts` exposes two in-place
mutators with matching shapes:
- `applyGraphicsOverrides(settings, overrides)` — replaces the old
`generateRenderSettings`
  - `applyDarkModeOverride(settings, isDark)`
- `ClientGameRunner` regenerates the live settings each time the user
setting changes via `deepAssign(live, createRenderSettings())` + the
override chain. No per-slice copy list, no intermediate object — adding
a new override that touches a new section just works.
- Renamed `dayNight` → `lighting`; collapsed `nightAmbient`/`dayAmbient`
into single `ambient`; renamed `enableLightCompositing` → `enabled`.
- Bumped dark-mode ambient from 0.15 → 0.35 so terrain stays readable.

<img width="1250" height="846" alt="Screenshot 2026-06-02 at 11 47
28 AM"
src="https://github.com/user-attachments/assets/b41e8ffb-6011-4ba0-9e1f-c2a21ff90794"
/>

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2026-06-02 11:48:52 -07:00
noahschmal 2c8a66625c Feature/Move theme system from core to client-side ThemeProvider (#4108)
**Add approved & assigned issue number here:** 

Resolves #2549

## Description:

Themes are purely for the client's rendering, and the server doesn't
need context on them. This PR moves `Theme.ts` from
`src/core/configuration` to `src/client/theme` and moves affiliation
colors to `render-settings.json`.

This is to support the ability to add additional themes more quickly,
such as colorblind-friendly themes. No visible changes occur from this
refactor.

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory

## Please put your Discord username so you can be contacted if a bug or
regression is found:

jetaviz

---------

Co-authored-by: Josh Harris <josh@wickedsick.com>
2026-06-02 09:32:08 +00:00
evanpelle fc3d80ec73 Add Classic Icons toggle to Graphics Settings
Adds a "Classic icons" toggle in the structure-icons section of the
Graphics Settings modal. Off (default) keeps today's renderer look;
on switches to a classic style — lighter player-colored shape behind
a dark icon glyph, with 0.75 alpha for a subtle translucent feel.

Exposes the underlying tuning as new render-settings knobs
(`structure.fillDarken`, `borderDarken`, `iconAlpha`, `iconR/G/B`) and
threads them through the structure shader as uniforms, replacing the
previously hardcoded `darken(_, 0.65)` / `darken(_, 0.35)` calls and
the hardcoded white `vec3(1.0)` icon color. The `classicIcons` boolean
in the override schema is the single user-facing knob; the generator
derives the five underlying field values from it. Extends the
ClientGameRunner live-apply path to copy the `structure` slice too,
and adds tests covering the schema and preset derivation.
2026-05-28 14:47:40 -07:00
evanpelle e938e5936b Add Graphics Settings name color toggle and unit tests
Adds a single "Name color" toggle (Colored / Black) to the Graphics
Settings modal, backed by a `darkNames` boolean in the override schema
that derives the five underlying name-rendering fields
(fill/outline player-color flags + static outline RGB). Forcing the
outline RGB to 0 in dark mode is what makes the shader's defaultFill
ramp actually render black — flipping the boolean uniforms alone
wasn't enough because the fill is derived from uOutlineColor when
fillUsePlayerColor is false.

Flips the render-settings.json defaults so black names are the
renderer baseline; the modal's no-override state follows the JSON
source of truth. Adds tests covering schema parse behavior and the
generateRenderSettings derivation for each override field.
2026-05-28 13:54:05 -07:00
evanpelle 4cee61c7d1 fix(render): keep build-cost chip a fixed screen size
Chip used a world-space scale and y-offset, so it shrank as the camera
zoomed out and slid under the cursor. Now both the scale and the
downward offset are divided by zoom each frame, mirroring the existing
attack-troop-label pattern. Tunable via ghostCost in render-settings.
2026-05-28 13:19:22 -07:00
evanpelle 23fbc3114a feat(render): fade railroad overlay near min zoom
Replace the hard zoom cutoff in RailroadPass with a linear alpha fade
controlled by a new `railFadeRange` setting. Rails (and bridge pixels)
ramp from invisible at `railMinZoom - railFadeRange` to fully opaque at
`railMinZoom`, instead of popping in. Adds a uRailFade shader uniform
and a debug slider.
2026-05-27 15:42:11 -07:00
evanpelle b486caa6f4 Wire view-mode toggles (alt-view + coordinate grid) via new ViewModeController
Moves the AlternateViewEvent / ToggleCoordinateGridEvent subscriptions out of
ClientGameRunner into a dedicated controller in src/client/controllers/. Also
wires ToggleCoordinateGridEvent (M keybind) — previously emitted with no
listener — so the persistent coordinate-grid toggle works. Grid + alt-view
hide names only under alt-view; M keeps names visible.
2026-05-22 18:30:18 +01:00
Evan fe6581e3fe update webgl nuke effects (#3984)
## Description:

Reworks the visual look of nuked tiles to read uniformly green (no more
brown/black bleed-through), and moves the ember "particle" effect out of
the border passes — where it lived as a storage-sharing hack — into the
fallout system where it belongs.

## What changed visually

- **Fresh fallout**: bright uniform bloom with a hint of flickering
green particles dampened on fresh tiles, ramping up as heat decays
(`particleFreshScale` controls the fresh-tile dampening).
- **Stale fallout**: dark-green ground (was near-black charcoal), with
full-strength flickering particles in dark-green ↔ light-green.
- **Particles**: per-tile flicker is now de-synced (each tile pulses at
its own rate, 0.4×–1.6× base speed) so the eye can't lock onto a global
rhythm.
- **No more brown/black pixels** in fallout zones. Two root causes were
fixed:
- The territory pass now renders stale-nuke ground for **all** fallout
tiles, not just unowned ones — so an owned player's color can't show
through where the bloom is dim/transparent.
- The ember stamp (which fully replaced tile color with orange) is gone;
particle render is now additive and color-tuned green.

## Architecture cleanup

The ember effect was conceptually fallout-domain, but lived in
`BorderComputePass` (writing intensity into `borderTex.g`) and
`BorderStampPass` (stamping orange dots), just because the border pass
already had an RGBA8 texture with a free G channel. Two consumers read
from it (`BorderStampPass`, `FalloutLightPass`), and the per-tile
flicker math used no border data at all.

This PR relocates the math inline into the two passes that actually need
it (`FalloutBloomPass.extract.frag.glsl` and
`FalloutLightPass.fallout-light.frag.glsl`), drops the ember code from
both border passes, and renames `mapOverlay.ember*` →
`falloutBloom.particle*` so the settings live with their pass.

Side benefits:
- **Animation correctness**: the old setup only updated ember intensity
when `BorderComputePass`'s dirty flag flipped (highlight change,
relations update, etc.), so the supposed flicker was actually a frozen
snapshot between border events. The new inline path runs every frame as
intended.
- **Slightly cheaper per-frame compute**: removed a per-dirty-event
full-map writeback to `borderTex.g`; added a few cheap ALU ops (1 sin +
2 hashes) per fallout tile in shaders that were already running. Same
texture memory.

## Other small changes

- Renamed `mapOverlay.charcoal*` → `mapOverlay.staleNuke*` (charcoal was
a misnomer now that the ground is green).
- Added `staleNukeR/G/B` for the ground color (was hardcoded grey).
- `intensityHot` bumped 0.6 → 1.8 for a brighter fresh-nuke glow.
- Raised `railroad.railMinZoom` 2 → 4 and `railDetailZoom` 4 → 6 so
rails pop in later (separate small commit).

<img width="354" height="371" alt="Screenshot 2026-05-22 at 10 37 34 AM"
src="https://github.com/user-attachments/assets/03b46c45-c617-41b3-b3e4-9934f064bfe1"
/>
<img width="335" height="358" alt="Screenshot 2026-05-22 at 10 37 43 AM"
src="https://github.com/user-attachments/assets/af370b19-8f22-4694-9859-1ad52aa755a7"
/>
<img width="651" height="613" alt="Screenshot 2026-05-22 at 10 38 09 AM"
src="https://github.com/user-attachments/assets/e06e5101-8529-49f6-b29a-ce0563eb52d6"
/>


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2026-05-22 11:08:26 +01:00
VariableVince ff11d6b8d1 WebGL: show status icons closer above names again and emoji on top (#3983)
## Description:

In the WebGL implementation, room was reserved for emoji icon between
the status icons and the name.. This is a regression from the HTML
NameLayer and it looks weird having that space sit there unused the
majority of the time when no emoji is shown.

Show status icons closer above names again. 

And when emoji icon is shown shortly, display it in place of the other
icons (with the HTML NameLayer it would be drawn on top of the other
icons but that could look messy and it's only for a short time anyway).

Not addressed in this PR: icon size is different from before WebGL
implementation, they seem smaller.

**BEFORE (after initial WebGL implementation):**
<img width="1007" height="577" alt="Icons too high up because room is
kept for emoji while on canvas they where stacked"
src="https://github.com/user-attachments/assets/ca6937c8-e265-467d-a8f5-1424540da1c1"
/>

**AFTER:**
<img width="816" height="538" alt="Icons closer and stacked again just
their size needs attention later on"
src="https://github.com/user-attachments/assets/8a700d23-ea82-4b61-b897-109dbd0e3a32"
/>

<img width="1878" height="758" alt="Icons closer and stacked again just
their size needs attention later on B"
src="https://github.com/user-attachments/assets/f6502ad1-8a6a-4dd8-80a1-7f0f2ed590a3"
/>

<img width="443" height="335" alt="Emoji replaces normal status icons
this was after emoji was just shown"
src="https://github.com/user-attachments/assets/a8b35385-08d1-4c00-9881-9607d880048e"
/>


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

tryout33
2026-05-22 10:31:06 +01:00
evanpelle 40c23ed5dc Raise railroad zoom thresholds so rails pop in later 2026-05-21 20:33:26 +01:00
Evan c82b078dab Stagger territory tile rendering across frames (#3973)
relates to #893 

## Description:

Territory updates were uploaded in one shot per game tick, producing a
10 Hz tile update which looked choppy. This change drips each tick's
tile changes across the ~6 render frames between ticks so the fill flows
continuously instead of stepping.

Inside TerritoryPass, each changed tile is hashed by ref into one of N
buckets (configurable via tileDrip.bucketCount, set to 9 — gives ~50 ms
of jitter headroom over the tick period without making attacks feel
laggy). One bucket drains per render frame. The stable per-ref hash
keeps repeated updates to the same tile in arrival order, so the latest
owner always wins.

While in there, moved trail state ownership out of TerritoryPass and
into TrailPass where it belongs — the territory shader doesn't sample
trailTex, so the colocation was just code-reuse drift.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2026-05-19 17:35:25 -07:00
VariableVince ed928db081 Display territory skins again (#3966)
## Description:

Display territory skins (patterns) again.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

tryout33
2026-05-18 15:48:05 -07:00
evanpelle 4936ae3d59 restore spawn-phase glow with a true breathing animation
SpawnOverlayPass had everything wired except a caller. WebGLFrameBuilder
now collects spawned human players each tick during spawn phase and
pushes their territory centroid + color through view.updateSpawnOverlay.
myPlayer reads as white so the local-player ring stands out.

Reshaped the shader animation: dropped the growing-disc effect, gave
the ring a true breath — radius scales 0.5×→1.15× while opacity pulses
35%→100% in phase. Replaced the sharp inner-edge ramp with a smooth
center-to-boundary fill so there's no hard cutoff or empty hole in
the middle. animSpeed bumped to 0.0035 (~1 breath/sec).
2026-05-18 09:43:14 -07:00
evanpelle fb45c27d82 add subtle player-tile highlight on nation hover
The hover wiring already pushed setHighlightOwner into the border pass,
but the WebGL canvas has pointer-events: none (post-migration to the
inputOverlay div) so MapInteraction's pointermove listener never fired.
Forward pointermove from the input overlay to view.handlePointerMove
so hover actually triggers.

While there, brighten every tile owned by the hovered player — the
territory frag shader now reads uHighlightOwner / uHighlightBrighten
and mixes toward white when the tile owner matches. Wired through
territory-pass.ts; renderer.setHighlightOwner forwards to both border
and territory passes. New highlightFillBrighten setting (0.15) keeps
the fill tint tunable independently of the existing highlightBrighten
border setting, which is dropped from 0.6 → 0.25 so neither effect
blows out.
2026-05-17 20:35:22 -07:00
evanpelle c197f5864f replace day/night cycle with a binary light/dark mode tied to UserSettings
The cycling sun/moon animation was distracting and not a fan favorite.
Drops the cycle path entirely — RenderSettings.dayNight.mode is now
"light" | "dark", and the cycle-only fields (cycleTicks, startPhase,
noonHold, nightHold) plus the passEnabled.dayNight toggle are gone.
getAmbient is a one-liner. The in-game mode follows the existing
darkMode UserSetting (same one that drives the page-level CSS class);
ClientGameRunner applies it on startup and on the per-key change event.
2026-05-17 20:01:23 -07:00
evanpelle e87e2cd58c add iconGrowZoom for structures that scale with deep zoom
Previously structures capped at iconScale = 1.0 once zoomed past
iconScaleFactorZoomedOut, staying at a fixed pixel size no matter how
far you zoomed in. They felt overlaid on the map instead of part of it.

Add a third zoom band controlled by structure.iconGrowZoom. Past this
threshold iconScale = uZoom / iconGrowZoom — structures grow with the
canvas (world-anchored, fixed map-area coverage). Plumbed via the
uIconGrowZoom uniform on StructurePass.

Default 7 keeps normal play unchanged; only kicks in at deep zoom.
2026-05-16 17:34:53 -07:00
evanpelle bb619c2c44 add configurable dot size for zoomed-out structures
Structures collapse to a dot when zoomed out past dotsZoomThreshold.
The dot scale was hardcoded to 1.0 / 2.5 (≈0.4) in structure.vert.glsl.

Promote it to a render setting (`structure.dotScale`) so it's tunable
alongside iconSize / dotsZoomThreshold. Default 0.4 preserves current
behavior. Plumbed via uDotScale uniform on StructurePass.
2026-05-16 17:22:45 -07:00
evanpelle 9c4ba757c2 add webgl renderer 2026-05-16 08:54:20 -07:00