Commit Graph

4 Commits

Author SHA1 Message Date
scamiv b4139e3463 refactor: update workgroup size in compute shader and dispatch logic
Modified the workgroup size in the state-update compute shader from 1 to 64 for improved parallel processing. Adjusted the dispatch logic in StateUpdatePass to calculate the correct number of workgroups based on the new size, enhancing performance during state updates. Removed unnecessary terrain parameter upload in TerritoryRenderer to streamline resource management.
2026-01-16 22:03:48 +01:00
scamiv 43aa6b8a02 refactor: optimize terrain recomputation in TerritoryRenderer
Updated the terrain recomputation logic to trigger asynchronously, improving performance by allowing rendering to continue without blocking. This change ensures that the terrain will be ready for the next frame, which may result in displaying stale terrain for one frame but enhances overall rendering efficiency.
2026-01-16 22:00:21 +01:00
scamiv 256dac36fc move terrain color computation to GPU compute shader 2026-01-16 21:55:50 +01:00
scamiv 57931d2060 refactor: restructure WebGPU territory renderer into extensible pass-based architecture
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
2026-01-16 21:02:59 +01:00