- Introduced new properties and methods in GroundTruthData for handling relations, including `needsRelationsUpload`, `relationsDenseBySmallId`, and `pendingRelationsPairs`.
- Implemented logic to mark relations as dirty and upload relations conditionally based on changes in diplomacy.
- Updated Worker.worker.ts to synchronize relations updates with the renderer, optimizing performance by only refreshing when necessary.
- Enhanced WorkerTerritoryRenderer with methods to mark relations dirty, ensuring proper resource management during updates.
- Modified terrain shader parameters in GroundTruthData for better rendering.
- Added new user-configurable settings for water effects in TerrainShaderRegistry.
- Enhanced terrain compute shaders to incorporate water depth and blur adjustments.
- Refactored shader logic to improve water color blending and depth calculations
- Add terrain-compute-improved-lite.wgsl and terrain-compute-improved-heavy.wgsl
- Create TerrainShaderRegistry.ts for shader management
- Refactor TerrainComputePass to support dynamic shader switching
- Update TerritoryRenderer, TerritoryLayer, and GroundTruthData for new shader integration
- Enhance WebGPUDebugOverlay with additional debugging capabilities
- Introduced WebGPUComputeMetricsEvent to track compute timing.
- Added WebGPUDebugOverlay component for displaying WebGPU performance metrics.
- Refactored TerritoryLayer to utilize new shader management for territory rendering.
- Updated shaders to support new parameters for enhanced visual effects.
- Removed deprecated territory border mode settings from UserSettingModal and SettingsModal.
- Enhanced GroundTruthData to manage new textures for owner indices and relations.
- Improved shader parameter handling in TerritoryRenderer and related classes.
This commit enhances the WebGPU rendering pipeline, providing better performance insights and visual fidelity through improved shader management and debugging capabilities.
Store defended influence in defendedStrengthTexture and sample it in territory render shader
Recompute defended strength on tick for state-updated tiles and for post-change dirty tiles, with full-map fallback when diffs are large
Pack defense posts by owner on GPU (owner offsets + posts buffer)
Remove old defended clear/update passes and epoch-based params
Replaced tile sampling for terrain colors with direct extraction from the theme object, significantly improving performance. Updated shore, water, shoreline water, plains, highland, and mountain color computations to utilize theme properties, eliminating the need for tile searches. This change enhances efficiency in terrain color management while maintaining visual fidelity.
Refactor the monolithic TerritoryWebGLRenderer into a modular, extensible
architecture that separates ground truth computation from rendering passes.
This change also includes related improvements to game state management and
hover information handling.
WebGPU Architecture Refactor:
- Extract all shaders to external .wgsl files (no inlined shaders)
- Separate ground truth data management (GroundTruthData) from rendering
- Create pass-based architecture with ComputePass and RenderPass interfaces
- Implement compute passes: StateUpdatePass, DefendedClearPass, DefendedUpdatePass
- Implement render pass: TerritoryRenderPass
- Add TerritoryRenderer orchestrator with dependency-based execution ordering
- Add WebGPUDevice for device initialization and management
- Add ShaderLoader utility for loading .wgsl files via Vite ?raw imports
Performance Optimizations:
- Dependency order computed once at init (topological sort)
- Early exit checks at orchestrator and pass levels
- Bind groups rebuilt when textures/buffers are recreated
- Zero per-frame allocations (reuse command encoders and staging buffers)
Architecture Benefits:
- Easy to extend with new compute/render passes (borders, temporal smoothing, etc.)
- Clear separation between tick-based compute and frame-based rendering
- All shaders in external files for better maintainability
- Ground truth data computed once and reused by all passes
Related Changes:
- Add defended tile state support to GameMap (isDefended/setDefended)
- Expose tileStateView() for direct GPU state access
- Extract hover info logic to HoverInfo utility
- Remove TerrainLayer (terrain now rendered by WebGPU territory pass)
- Update GameRenderer to use transparent overlay canvas
- Add viewOffset() method to TransformHandler
Files:
- Deleted: TerritoryWebGLRenderer.ts (1217 lines), TerrainLayer.ts (77 lines)
- Added: 17 new files in webgpu/ directory structure
- Updated: TerritoryLayer.ts, GameRenderer.ts, PlayerInfoOverlay.ts,
GameMap.ts, GameView.ts, GameImpl.ts, TransformHandler.ts, vite-env.d.ts