Files
OpenFrontIO/src/client/graphics/webgpu/core/GroundTruthData.ts
T
scamiv 3c888bc354 Worker renderers: decouple from Game/TerrainMap, coalesce view and sim
- GameViewAdapter: build from tileState/terrainData buffers and game
  updates (players, defense posts, embargo/alliance) instead of Game +
  TerrainMapData; add DefensePostUnit/PlayerLiteView and drop config().
- Worker: keep local renderTileState; tileUpdateSink receives packed
  bigint and updates buffer + dirty queue; no terrain map load in worker.
- Proxies: send view size/transform only when changed, inline in
  render_frame (optional viewSize/viewTransform); remove separate
  set_view_size/set_view_transform messages.
- Simulation: remove main-thread RAF heartbeat loop; worker uses
  scheduleSimPump() on heartbeat/addTurn to coalesce ticks.
- GroundTruthData: take defensePostRange at construction; Territory
  renderer passes it through; remove runtime defensePostRange change check.
- GameRunner: tileUpdateSink(packedTileUpdate: bigint); add
  hasPendingTurns().
2026-02-03 17:42:25 +01:00

1441 lines
44 KiB
TypeScript

import { Theme } from "../../../../core/configuration/Config";
import { UnitType } from "../../../../core/game/Game";
import { GameView } from "../../../../core/game/GameView";
/**
* Alignment helper for texture uploads.
*/
function align(value: number, alignment: number): number {
return Math.ceil(value / alignment) * alignment;
}
/**
* Manages authoritative GPU textures and buffers (ground truth data).
* All compute and render passes read from this data.
*/
export class GroundTruthData {
public static readonly PALETTE_RESERVED_SLOTS = 10;
public static readonly PALETTE_FALLOUT_INDEX = 0;
private static readonly MAX_OWNER_SLOTS = 0x1000; // ownerId is 12 bits
// Textures
public readonly stateTexture: GPUTexture;
public readonly terrainTexture: GPUTexture;
public readonly terrainDataTexture: GPUTexture;
public readonly paletteTexture: GPUTexture;
public readonly ownerIndexTexture: GPUTexture;
public readonly relationsTexture: GPUTexture;
public readonly defendedStrengthTexture: GPUTexture;
public visualStateTexture: GPUTexture | null = null;
public currentColorTexture: GPUTexture | null = null;
public historyColorTextures: [GPUTexture, GPUTexture] | null = null;
// Buffers
public readonly uniformBuffer: GPUBuffer;
public readonly temporalUniformBuffer: GPUBuffer;
public readonly terrainParamsBuffer: GPUBuffer;
public readonly stateUpdateParamsBuffer: GPUBuffer;
public readonly defendedStrengthParamsBuffer: GPUBuffer;
public updatesBuffer: GPUBuffer | null = null;
public readonly defenseOwnerOffsetsBuffer: GPUBuffer;
public defensePostsByOwnerBuffer: GPUBuffer;
public defendedDirtyTilesBuffer: GPUBuffer;
// Staging arrays for buffer uploads
private updatesStaging: Uint32Array | null = null;
private defenseOwnerOffsetsStaging: Uint32Array;
private defensePostsByOwnerStaging: Uint32Array | null = null;
private defendedDirtyTilesStaging: Uint32Array | null = null;
// Buffer capacities
private updatesCapacity = 0;
private defensePostsByOwnerCapacity = 0;
private defendedDirtyTilesCapacity = 0;
// State tracking
private readonly mapWidth: number;
private readonly mapHeight: number;
private readonly state: Uint16Array;
private readonly terrainData: Uint8Array;
private needsStateUpload = true;
private needsPaletteUpload = true;
private needsTerrainDataUpload = true;
private needsTerrainParamsUpload = true;
private useVisualStateTexture = false;
private visualStateNeedsSync = false;
private lastStateUpdateCount = 0;
private historyIndex = 0;
private historyValid = false;
private postSmoothingWidth = 0;
private postSmoothingHeight = 0;
private postSmoothingFormat: GPUTextureFormat | null = null;
private lastTickSec = 0;
private tickDtSec = 0.1;
private tickDtEmaSec = 0.1;
private tickCount = 0;
private readonly tickEmaAlpha = 0.2;
private paletteWidth = 1;
private paletteOverride: {
paletteWidth: number;
maxSmallId: number;
row0: Uint8Array;
row1: Uint8Array;
} | null = null;
private needsDefensePostsUpload = true;
private defensePostsTotalCount = 0;
private defendedDirtyTilesCount = 0;
private needsFullDefendedStrengthRecompute = false;
private lastDefensePostKeys = new Set<string>();
private defensePostRange = 0;
private defenseCircleRange = -1;
private defenseCircleOffsets: Int16Array = new Int16Array(0); // [dx0, dy0, dx1, dy1, ...]
// Uniform data arrays
private readonly uniformData = new Float32Array(20);
private readonly temporalData = new Float32Array(8);
private readonly terrainParamsData = new Float32Array(32); // 8 vec4f: base colors + tuning
private readonly stateUpdateParamsData = new Uint32Array(4); // updateCount, range, pad, pad
private readonly defendedStrengthParamsData = new Uint32Array(4); // dirtyCount, range, pad, pad
// View state (updated by renderer)
private viewWidth = 1;
private viewHeight = 1;
private viewScale = 1;
private viewOffsetX = 0;
private viewOffsetY = 0;
private alternativeView = false;
private highlightedOwnerId = -1;
private territoryShaderParams0 = new Float32Array(4);
private territoryShaderParams1 = new Float32Array(4);
private terrainShaderParams0 = new Float32Array([0.0, 2.5, 1.0, 0.0]);
private terrainShaderParams1 = new Float32Array([0.6, 0.0, 0.0, 0.0]);
private paletteMaxSmallId = 0;
private ownerIndexWidth = 1;
private relationsSize = 1;
private needsRelationsUpload = true;
private relationsDenseBySmallId: Uint32Array | null = null;
private pendingRelationsPairs: Set<bigint> = new Set();
private readonly relationWriteScratch = new Uint8Array(256);
private constructor(
private readonly device: GPUDevice,
private readonly game: GameView,
private readonly theme: Theme,
defensePostRange: number,
state: Uint16Array,
terrainData: Uint8Array,
mapWidth: number,
mapHeight: number,
) {
this.state = state;
this.terrainData = terrainData;
this.mapWidth = mapWidth;
this.mapHeight = mapHeight;
this.defensePostRange = Math.max(0, defensePostRange | 0);
const GPUBufferUsage = (globalThis as any).GPUBufferUsage;
const GPUTextureUsage = (globalThis as any).GPUTextureUsage;
const UNIFORM = GPUBufferUsage?.UNIFORM ?? 0x40;
const COPY_DST_BUF = GPUBufferUsage?.COPY_DST ?? 0x8;
const COPY_DST_TEX = GPUTextureUsage?.COPY_DST ?? 0x2;
const COPY_SRC_TEX = GPUTextureUsage?.COPY_SRC ?? 0x1;
const TEXTURE_BINDING = GPUTextureUsage?.TEXTURE_BINDING ?? 0x4;
const STORAGE_BINDING = GPUTextureUsage?.STORAGE_BINDING ?? 0x8;
// Render uniforms: 5x vec4f = 80 bytes
this.uniformBuffer = device.createBuffer({
size: 80,
usage: UNIFORM | COPY_DST_BUF,
});
// Temporal uniforms: 2x vec4f = 32 bytes
this.temporalUniformBuffer = device.createBuffer({
size: 32,
usage: UNIFORM | COPY_DST_BUF,
});
// State update params: 4x u32 = 16 bytes
this.stateUpdateParamsBuffer = device.createBuffer({
size: 16,
usage: UNIFORM | COPY_DST_BUF,
});
// Defended strength params: 4x u32 = 16 bytes
this.defendedStrengthParamsBuffer = device.createBuffer({
size: 16,
usage: UNIFORM | COPY_DST_BUF,
});
// Terrain params: 8x vec4f = 128 bytes (base colors + tuning)
this.terrainParamsBuffer = device.createBuffer({
size: 128,
usage: UNIFORM | COPY_DST_BUF,
});
// State texture (r32uint)
this.stateTexture = device.createTexture({
size: { width: mapWidth, height: mapHeight },
format: "r32uint",
usage: COPY_DST_TEX | COPY_SRC_TEX | TEXTURE_BINDING | STORAGE_BINDING,
});
// Defended strength texture (rgba8unorm, r channel used)
this.defendedStrengthTexture = device.createTexture({
size: { width: mapWidth, height: mapHeight },
format: "rgba8unorm",
usage: TEXTURE_BINDING | STORAGE_BINDING,
});
// Palette texture (rgba8unorm): row 0 territory colors, row 1 border colors
this.paletteTexture = device.createTexture({
size: { width: 1, height: 2 },
format: "rgba8unorm",
usage: COPY_DST_TEX | TEXTURE_BINDING,
});
// SmallID -> dense index lookup texture (r32uint)
this.ownerIndexTexture = device.createTexture({
size: { width: 1, height: 1 },
format: "r32uint",
usage: COPY_DST_TEX | TEXTURE_BINDING,
});
// Dense relation matrix texture (r8uint)
this.relationsTexture = device.createTexture({
size: { width: 1, height: 1 },
format: "r8uint",
usage: COPY_DST_TEX | TEXTURE_BINDING,
});
// Terrain texture (rgba8unorm) - output of terrain compute shader
this.terrainTexture = device.createTexture({
size: { width: mapWidth, height: mapHeight },
format: "rgba8unorm",
usage: COPY_DST_TEX | TEXTURE_BINDING | STORAGE_BINDING,
});
// Terrain data texture (r8uint) - input terrain data (read-only in compute shader)
this.terrainDataTexture = device.createTexture({
size: { width: mapWidth, height: mapHeight },
format: "r8uint",
usage: COPY_DST_TEX | TEXTURE_BINDING,
});
const STORAGE = GPUBufferUsage?.STORAGE ?? 0x10;
// Defense posts data: ownerOffsets[ownerId] = {start, count}, postsByOwner[start..] = {x,y}
this.defenseOwnerOffsetsBuffer = device.createBuffer({
size: GroundTruthData.MAX_OWNER_SLOTS * 8,
usage: STORAGE | COPY_DST_BUF,
});
this.defenseOwnerOffsetsStaging = new Uint32Array(
GroundTruthData.MAX_OWNER_SLOTS * 2,
);
this.defensePostsByOwnerBuffer = device.createBuffer({
size: 8,
usage: STORAGE | COPY_DST_BUF,
});
// Dirty tile indices to recompute defended strength when posts change
this.defendedDirtyTilesBuffer = device.createBuffer({
size: 4 * 8,
usage: STORAGE | COPY_DST_BUF,
});
}
static create(
device: GPUDevice,
game: GameView,
theme: Theme,
defensePostRange: number,
state: Uint16Array,
): GroundTruthData {
return new GroundTruthData(
device,
game,
theme,
defensePostRange,
state,
game.terrainDataView(),
game.width(),
game.height(),
);
}
// =====================
// View state setters
// =====================
setViewSize(width: number, height: number): void {
this.viewWidth = Math.max(1, Math.floor(width));
this.viewHeight = Math.max(1, Math.floor(height));
}
setViewTransform(scale: number, offsetX: number, offsetY: number): void {
const eps = 1e-4;
const changed =
Math.abs(scale - this.viewScale) > eps ||
Math.abs(offsetX - this.viewOffsetX) > eps ||
Math.abs(offsetY - this.viewOffsetY) > eps;
this.viewScale = scale;
this.viewOffsetX = offsetX;
this.viewOffsetY = offsetY;
if (changed) {
this.invalidateHistory();
}
}
setAlternativeView(enabled: boolean): void {
if (this.alternativeView !== enabled) {
this.alternativeView = enabled;
this.invalidateHistory();
}
}
setHighlightedOwnerId(ownerSmallId: number | null): void {
this.highlightedOwnerId = ownerSmallId ?? -1;
}
setTerritoryShaderParams(
params0: Float32Array | number[],
params1: Float32Array | number[],
): void {
for (let i = 0; i < 4; i++) {
this.territoryShaderParams0[i] = Number(params0[i] ?? 0);
this.territoryShaderParams1[i] = Number(params1[i] ?? 0);
}
}
setTerrainShaderParams(
params0: Float32Array | number[],
params1: Float32Array | number[],
): void {
for (let i = 0; i < 4; i++) {
this.terrainShaderParams0[i] = Number(params0[i] ?? 0);
this.terrainShaderParams1[i] = Number(params1[i] ?? 0);
}
this.needsTerrainParamsUpload = true;
}
setUseVisualStateTexture(enabled: boolean): void {
this.useVisualStateTexture = enabled;
if (enabled) {
this.visualStateNeedsSync = true;
}
}
consumeVisualStateSyncNeeded(): boolean {
if (!this.visualStateNeedsSync) {
return false;
}
this.visualStateNeedsSync = false;
return true;
}
ensureVisualStateTexture(): void {
if (this.visualStateTexture) {
return;
}
const GPUTextureUsage = (globalThis as any).GPUTextureUsage;
const COPY_DST_TEX = GPUTextureUsage?.COPY_DST ?? 0x2;
const TEXTURE_BINDING = GPUTextureUsage?.TEXTURE_BINDING ?? 0x4;
const STORAGE_BINDING = GPUTextureUsage?.STORAGE_BINDING ?? 0x8;
this.visualStateTexture = this.device.createTexture({
size: { width: this.mapWidth, height: this.mapHeight },
format: "r32uint",
usage: COPY_DST_TEX | TEXTURE_BINDING | STORAGE_BINDING,
});
}
releaseVisualStateTexture(): void {
if (this.visualStateTexture) {
(this.visualStateTexture as any).destroy?.();
this.visualStateTexture = null;
}
}
getVisualStateTexture(): GPUTexture | null {
return this.visualStateTexture;
}
getRenderStateTexture(): GPUTexture {
if (this.useVisualStateTexture && this.visualStateTexture) {
return this.visualStateTexture;
}
return this.stateTexture;
}
setLastStateUpdateCount(count: number): void {
this.lastStateUpdateCount = Math.max(0, Math.floor(count));
}
getLastStateUpdateCount(): number {
return this.lastStateUpdateCount;
}
updateTickTiming(nowSec: number): void {
if (this.lastTickSec > 0) {
const dt = Math.max(1e-3, nowSec - this.lastTickSec);
this.tickDtSec = dt;
this.tickDtEmaSec =
this.tickDtEmaSec * (1 - this.tickEmaAlpha) + dt * this.tickEmaAlpha;
}
this.lastTickSec = nowSec;
this.tickCount += 1;
}
writeTemporalUniformBuffer(nowSec: number): void {
const denom = Math.max(1e-3, this.tickDtEmaSec);
const alpha = Math.max(0, Math.min(1, (nowSec - this.lastTickSec) / denom));
this.temporalData[0] = nowSec;
this.temporalData[1] = this.lastTickSec;
this.temporalData[2] = this.tickDtSec;
this.temporalData[3] = this.tickDtEmaSec;
this.temporalData[4] = alpha;
this.temporalData[5] = this.tickCount;
this.temporalData[6] = this.historyValid ? 1 : 0;
this.temporalData[7] = 0;
this.device.queue.writeBuffer(
this.temporalUniformBuffer,
0,
this.temporalData,
);
}
invalidateHistory(): void {
this.historyValid = false;
}
markHistoryValid(): void {
this.historyValid = true;
}
swapHistoryTextures(): void {
if (!this.historyColorTextures) {
return;
}
this.historyIndex = this.historyIndex === 0 ? 1 : 0;
}
ensurePostSmoothingTextures(
width: number,
height: number,
format: GPUTextureFormat,
): void {
const w = Math.max(1, Math.floor(width));
const h = Math.max(1, Math.floor(height));
const needsRebuild =
!this.currentColorTexture ||
!this.historyColorTextures ||
this.postSmoothingWidth !== w ||
this.postSmoothingHeight !== h ||
this.postSmoothingFormat !== format;
if (!needsRebuild) {
return;
}
this.releasePostSmoothingTextures();
const GPUTextureUsage = (globalThis as any).GPUTextureUsage;
const RENDER_ATTACHMENT = GPUTextureUsage?.RENDER_ATTACHMENT ?? 0x10;
const TEXTURE_BINDING = GPUTextureUsage?.TEXTURE_BINDING ?? 0x4;
this.currentColorTexture = this.device.createTexture({
size: { width: w, height: h },
format,
usage: RENDER_ATTACHMENT | TEXTURE_BINDING,
});
const historyA = this.device.createTexture({
size: { width: w, height: h },
format,
usage: RENDER_ATTACHMENT | TEXTURE_BINDING,
});
const historyB = this.device.createTexture({
size: { width: w, height: h },
format,
usage: RENDER_ATTACHMENT | TEXTURE_BINDING,
});
this.historyColorTextures = [historyA, historyB];
this.historyIndex = 0;
this.historyValid = false;
this.postSmoothingWidth = w;
this.postSmoothingHeight = h;
this.postSmoothingFormat = format;
}
releasePostSmoothingTextures(): void {
if (this.currentColorTexture) {
(this.currentColorTexture as any).destroy?.();
this.currentColorTexture = null;
}
if (this.historyColorTextures) {
(this.historyColorTextures[0] as any).destroy?.();
(this.historyColorTextures[1] as any).destroy?.();
this.historyColorTextures = null;
}
this.historyValid = false;
this.postSmoothingWidth = 0;
this.postSmoothingHeight = 0;
this.postSmoothingFormat = null;
}
getCurrentColorTexture(): GPUTexture | null {
return this.currentColorTexture;
}
getHistoryReadTexture(): GPUTexture | null {
if (!this.historyColorTextures) {
return null;
}
return this.historyColorTextures[this.historyIndex];
}
getHistoryWriteTexture(): GPUTexture | null {
if (!this.historyColorTextures) {
return null;
}
return this.historyColorTextures[this.historyIndex === 0 ? 1 : 0];
}
// =====================
// Upload methods
// =====================
uploadState(): void {
if (!this.needsStateUpload) {
return;
}
this.needsStateUpload = false;
// Convert 16-bit CPU state to 32-bit array
const u32State = new Uint32Array(this.state.length);
for (let i = 0; i < this.state.length; i++) {
u32State[i] = this.state[i];
}
const bytesPerTexel = Uint32Array.BYTES_PER_ELEMENT;
const fullBytesPerRow = this.mapWidth * bytesPerTexel;
if (fullBytesPerRow % 256 === 0) {
this.device.queue.writeTexture(
{ texture: this.stateTexture },
u32State,
{ bytesPerRow: fullBytesPerRow, rowsPerImage: this.mapHeight },
{
width: this.mapWidth,
height: this.mapHeight,
depthOrArrayLayers: 1,
},
);
} else {
// Fallback: upload row-by-row with padding
const paddedBytesPerRow = align(fullBytesPerRow, 256);
const scratch = new Uint32Array(paddedBytesPerRow / 4);
for (let y = 0; y < this.mapHeight; y++) {
const start = y * this.mapWidth;
scratch.set(u32State.subarray(start, start + this.mapWidth), 0);
this.device.queue.writeTexture(
{ texture: this.stateTexture, origin: { x: 0, y } },
scratch,
{ bytesPerRow: paddedBytesPerRow, rowsPerImage: 1 },
{ width: this.mapWidth, height: 1, depthOrArrayLayers: 1 },
);
}
}
}
/**
* @deprecated Use terrain compute shader instead. This method is kept for fallback.
*/
uploadTerrain(): void {
const bytesPerRow = this.mapWidth * 4;
const paddedBytesPerRow = align(bytesPerRow, 256);
const row = new Uint8Array(paddedBytesPerRow);
const toByte = (value: number): number =>
Math.max(0, Math.min(255, Math.round(value)));
for (let y = 0; y < this.mapHeight; y++) {
row.fill(0);
for (let x = 0; x < this.mapWidth; x++) {
const tile = y * this.mapWidth + x;
const rgba = this.theme.terrainColor(this.game, tile).rgba;
const idx = x * 4;
row[idx] = toByte(rgba.r);
row[idx + 1] = toByte(rgba.g);
row[idx + 2] = toByte(rgba.b);
row[idx + 3] = 255;
}
this.device.queue.writeTexture(
{ texture: this.terrainTexture, origin: { x: 0, y } },
row,
{ bytesPerRow: paddedBytesPerRow, rowsPerImage: 1 },
{ width: this.mapWidth, height: 1, depthOrArrayLayers: 1 },
);
}
}
uploadTerrainData(): void {
if (!this.needsTerrainDataUpload) {
return;
}
this.needsTerrainDataUpload = false;
const bytesPerRow = this.mapWidth;
const paddedBytesPerRow = align(bytesPerRow, 256);
if (paddedBytesPerRow === bytesPerRow) {
// Direct upload if already aligned
this.device.queue.writeTexture(
{ texture: this.terrainDataTexture },
this.terrainData,
{ bytesPerRow, rowsPerImage: this.mapHeight },
{
width: this.mapWidth,
height: this.mapHeight,
depthOrArrayLayers: 1,
},
);
} else {
// Row-by-row upload with padding
const row = new Uint8Array(paddedBytesPerRow);
for (let y = 0; y < this.mapHeight; y++) {
row.fill(0);
const start = y * this.mapWidth;
row.set(this.terrainData.subarray(start, start + this.mapWidth), 0);
this.device.queue.writeTexture(
{ texture: this.terrainDataTexture, origin: { x: 0, y } },
row,
{ bytesPerRow: paddedBytesPerRow, rowsPerImage: 1 },
{ width: this.mapWidth, height: 1, depthOrArrayLayers: 1 },
);
}
}
}
uploadTerrainParams(): void {
if (!this.needsTerrainParamsUpload) {
return;
}
this.needsTerrainParamsUpload = false;
// Extract theme colors directly from theme object (much faster than sampling tiles)
const themeAny = this.theme as any;
const isDark = themeAny.darkShore !== undefined;
// Get shore color
const shore = isDark ? themeAny.darkShore : themeAny.shore;
const shoreColor = shore?.rgba ?? { r: 204, g: 203, b: 158, a: 255 };
// Get water colors
const water = isDark ? themeAny.darkWater : themeAny.water;
const waterColor = water?.rgba ?? { r: 70, g: 132, b: 180, a: 255 };
const shorelineWater = isDark
? themeAny.darkShorelineWater
: themeAny.shorelineWater;
const shorelineWaterColor = shorelineWater?.rgba ?? {
r: 100,
g: 143,
b: 255,
a: 255,
};
// Compute terrain base colors from formulas (no tile sampling needed)
// Plains at mag 0: rgb(190, 220, 138) for pastel, rgb(140, 170, 88) for dark
const plainsColor = isDark
? { r: 140, g: 170, b: 88, a: 255 }
: { r: 190, g: 220, b: 138, a: 255 };
// Highland at mag 10: rgb(220, 203, 158) for pastel, rgb(170, 153, 108) for dark
const highlandColor = isDark
? { r: 170, g: 153, b: 108, a: 255 }
: { r: 220, g: 203, b: 158, a: 255 };
// Mountain at mag 20: rgb(240, 240, 240) for pastel, rgb(190, 190, 190) for dark
const mountainColor = isDark
? { r: 190, g: 190, b: 190, a: 255 }
: { r: 240, g: 240, b: 240, a: 255 };
// Store colors as vec4f (RGBA normalized to 0-1)
// Index 0-3: shore color
this.terrainParamsData[0] = shoreColor.r / 255;
this.terrainParamsData[1] = shoreColor.g / 255;
this.terrainParamsData[2] = shoreColor.b / 255;
this.terrainParamsData[3] = 1.0;
// Index 4-7: water base color
this.terrainParamsData[4] = waterColor.r / 255;
this.terrainParamsData[5] = waterColor.g / 255;
this.terrainParamsData[6] = waterColor.b / 255;
this.terrainParamsData[7] = 1.0;
// Index 8-11: shoreline water color
this.terrainParamsData[8] = shorelineWaterColor.r / 255;
this.terrainParamsData[9] = shorelineWaterColor.g / 255;
this.terrainParamsData[10] = shorelineWaterColor.b / 255;
this.terrainParamsData[11] = 1.0;
// Index 12-15: plains base color (magnitude 0)
this.terrainParamsData[12] = plainsColor.r / 255;
this.terrainParamsData[13] = plainsColor.g / 255;
this.terrainParamsData[14] = plainsColor.b / 255;
this.terrainParamsData[15] = 1.0;
// Index 16-19: highland base color (magnitude 10)
this.terrainParamsData[16] = highlandColor.r / 255;
this.terrainParamsData[17] = highlandColor.g / 255;
this.terrainParamsData[18] = highlandColor.b / 255;
this.terrainParamsData[19] = 1.0;
// Index 20-23: mountain base color (magnitude 20)
this.terrainParamsData[20] = mountainColor.r / 255;
this.terrainParamsData[21] = mountainColor.g / 255;
this.terrainParamsData[22] = mountainColor.b / 255;
this.terrainParamsData[23] = 1.0;
// Index 24-31: tuning params (shader-dependent)
this.terrainParamsData[24] = this.terrainShaderParams0[0];
this.terrainParamsData[25] = this.terrainShaderParams0[1];
this.terrainParamsData[26] = this.terrainShaderParams0[2];
this.terrainParamsData[27] = this.terrainShaderParams0[3];
this.terrainParamsData[28] = this.terrainShaderParams1[0];
this.terrainParamsData[29] = this.terrainShaderParams1[1];
this.terrainParamsData[30] = this.terrainShaderParams1[2];
this.terrainParamsData[31] = this.terrainShaderParams1[3];
this.device.queue.writeBuffer(
this.terrainParamsBuffer,
0,
this.terrainParamsData,
);
}
markTerrainParamsDirty(): void {
this.needsTerrainParamsUpload = true;
}
uploadPalette(): boolean {
if (!this.needsPaletteUpload) {
return false;
}
this.needsPaletteUpload = false;
const prevMaxSmallId = this.paletteMaxSmallId;
let maxSmallId = 0;
let nextPaletteWidth = 0;
let row0: Uint8Array | null = null;
let row1: Uint8Array | null = null;
if (this.paletteOverride) {
maxSmallId = this.paletteOverride.maxSmallId;
nextPaletteWidth = this.paletteOverride.paletteWidth;
const expectedRowStride = nextPaletteWidth * 4;
if (
this.paletteOverride.row0.length === expectedRowStride &&
this.paletteOverride.row1.length === expectedRowStride
) {
row0 = this.paletteOverride.row0;
row1 = this.paletteOverride.row1;
} else {
// Malformed; fall back to local generation.
this.paletteOverride = null;
}
}
if (!row0 || !row1) {
for (const player of this.game.playerViews()) {
maxSmallId = Math.max(maxSmallId, player.smallID());
}
nextPaletteWidth =
GroundTruthData.PALETTE_RESERVED_SLOTS + Math.max(1, maxSmallId + 1);
const rowStride = nextPaletteWidth * 4;
row0 = new Uint8Array(rowStride);
row1 = new Uint8Array(rowStride);
// Store special colors in reserved slots (0-9)
const falloutIdx = GroundTruthData.PALETTE_FALLOUT_INDEX * 4;
row0[falloutIdx] = 120;
row0[falloutIdx + 1] = 255;
row0[falloutIdx + 2] = 71;
row0[falloutIdx + 3] = 255;
// Store player colors starting at index 10
for (const player of this.game.playerViews()) {
const id = player.smallID();
if (id <= 0) continue;
const rgba = player.territoryColor().rgba;
const idx = (GroundTruthData.PALETTE_RESERVED_SLOTS + id) * 4;
row0[idx] = rgba.r;
row0[idx + 1] = rgba.g;
row0[idx + 2] = rgba.b;
row0[idx + 3] = 255;
const borderRgba = player.borderColor().rgba;
row1[idx] = borderRgba.r;
row1[idx + 1] = borderRgba.g;
row1[idx + 2] = borderRgba.b;
row1[idx + 3] = 255;
}
}
this.paletteMaxSmallId = maxSmallId;
if (this.paletteMaxSmallId !== prevMaxSmallId) {
// Relations/owner-index textures depend on maxSmallId.
this.needsRelationsUpload = true;
}
let textureRecreated = false;
if (nextPaletteWidth !== this.paletteWidth) {
this.paletteWidth = nextPaletteWidth;
(this.paletteTexture as any).destroy?.();
const GPUTextureUsage = (globalThis as any).GPUTextureUsage;
const COPY_DST_TEX = GPUTextureUsage?.COPY_DST ?? 0x2;
const TEXTURE_BINDING = GPUTextureUsage?.TEXTURE_BINDING ?? 0x4;
(this as any).paletteTexture = this.device.createTexture({
size: { width: this.paletteWidth, height: 2 },
format: "rgba8unorm",
usage: COPY_DST_TEX | TEXTURE_BINDING,
});
textureRecreated = true;
}
const rowStride = this.paletteWidth * 4;
if (row0.length !== rowStride || row1.length !== rowStride) {
throw new Error(
`Palette row size mismatch: expected ${rowStride} bytes, got ${row0.length}/${row1.length}`,
);
}
const bytesPerRow = align(rowStride, 256);
const padded = new Uint8Array(bytesPerRow * 2);
padded.set(row0, 0);
padded.set(row1, bytesPerRow);
this.device.queue.writeTexture(
{ texture: this.paletteTexture },
padded,
{ bytesPerRow, rowsPerImage: 2 },
{ width: this.paletteWidth, height: 2, depthOrArrayLayers: 1 },
);
return textureRecreated;
}
uploadRelations(): boolean {
if (!this.needsRelationsUpload && this.pendingRelationsPairs.size > 0) {
return this.uploadRelationsPartial();
}
if (!this.needsRelationsUpload) {
return false;
}
this.needsRelationsUpload = false;
this.pendingRelationsPairs.clear();
const players = this.game
.playerViews()
.filter((p) => p.smallID() > 0)
.slice()
.sort((a, b) => a.smallID() - b.smallID());
const maxSmallId = this.paletteMaxSmallId;
const nextOwnerIndexWidth = Math.max(1, maxSmallId + 1);
let textureRecreated = false;
if (nextOwnerIndexWidth !== this.ownerIndexWidth) {
this.ownerIndexWidth = nextOwnerIndexWidth;
(this.ownerIndexTexture as any).destroy?.();
const GPUTextureUsage = (globalThis as any).GPUTextureUsage;
const COPY_DST_TEX = GPUTextureUsage?.COPY_DST ?? 0x2;
const TEXTURE_BINDING = GPUTextureUsage?.TEXTURE_BINDING ?? 0x4;
(this as any).ownerIndexTexture = this.device.createTexture({
size: { width: this.ownerIndexWidth, height: 1 },
format: "r32uint",
usage: COPY_DST_TEX | TEXTURE_BINDING,
});
textureRecreated = true;
}
const denseBySmallId = new Uint32Array(this.ownerIndexWidth);
let dense = 0;
for (const p of players) {
const id = p.smallID();
if (id <= 0 || id >= this.ownerIndexWidth) continue;
dense++;
denseBySmallId[id] = dense;
}
this.relationsDenseBySmallId = denseBySmallId;
const ownerIndexBytesPerRow = align(this.ownerIndexWidth * 4, 256);
const ownerIndexPaddedU32 = new Uint32Array(ownerIndexBytesPerRow / 4);
ownerIndexPaddedU32.set(denseBySmallId);
this.device.queue.writeTexture(
{ texture: this.ownerIndexTexture },
ownerIndexPaddedU32,
{ bytesPerRow: ownerIndexBytesPerRow, rowsPerImage: 1 },
{ width: this.ownerIndexWidth, height: 1, depthOrArrayLayers: 1 },
);
const nextRelationsSize = Math.max(1, dense + 1);
if (nextRelationsSize !== this.relationsSize) {
this.relationsSize = nextRelationsSize;
(this.relationsTexture as any).destroy?.();
const GPUTextureUsage = (globalThis as any).GPUTextureUsage;
const COPY_DST_TEX = GPUTextureUsage?.COPY_DST ?? 0x2;
const TEXTURE_BINDING = GPUTextureUsage?.TEXTURE_BINDING ?? 0x4;
(this as any).relationsTexture = this.device.createTexture({
size: { width: this.relationsSize, height: this.relationsSize },
format: "r8uint",
usage: COPY_DST_TEX | TEXTURE_BINDING,
});
textureRecreated = true;
}
const relBytesPerRow = align(this.relationsSize, 256);
const relPadded = new Uint8Array(relBytesPerRow * this.relationsSize);
// 0 = neutral, 1 = friendly, 2 = embargo
for (let i = 0; i < players.length; i++) {
for (let j = i + 1; j < players.length; j++) {
const a = players[i];
const b = players[j];
const aDense = denseBySmallId[a.smallID()];
const bDense = denseBySmallId[b.smallID()];
if (aDense === 0 || bDense === 0) continue;
let code = 0;
if (a.hasEmbargo(b)) {
code = 2;
} else if (a.isFriendly(b) || b.isFriendly(a)) {
code = 1;
}
relPadded[aDense + bDense * relBytesPerRow] = code;
relPadded[bDense + aDense * relBytesPerRow] = code;
}
}
this.device.queue.writeTexture(
{ texture: this.relationsTexture },
relPadded,
{ bytesPerRow: relBytesPerRow, rowsPerImage: this.relationsSize },
{
width: this.relationsSize,
height: this.relationsSize,
depthOrArrayLayers: 1,
},
);
return textureRecreated;
}
private uploadRelationsPartial(): boolean {
if (!this.relationsDenseBySmallId || !this.relationsTexture) {
// No stable mapping/texture yet: fall back to a full rebuild.
this.needsRelationsUpload = true;
this.pendingRelationsPairs.clear();
return false;
}
const denseBySmallId = this.relationsDenseBySmallId;
const size = this.relationsSize;
const scratch = this.relationWriteScratch;
const bytesPerRow = 256;
const writeTexel = (x: number, y: number, value: number) => {
if (x <= 0 || y <= 0 || x >= size || y >= size) {
return;
}
scratch.fill(0);
scratch[0] = value & 0xff;
this.device.queue.writeTexture(
{ texture: this.relationsTexture, origin: { x, y } },
scratch,
{ bytesPerRow, rowsPerImage: 1 },
{ width: 1, height: 1, depthOrArrayLayers: 1 },
);
};
const computeCode = (aSmall: number, bSmall: number): number => {
if (aSmall === bSmall) return 0;
const aAny: any = (this.game as any).playerBySmallID?.(aSmall);
const bAny: any = (this.game as any).playerBySmallID?.(bSmall);
if (!aAny || !bAny || !aAny.isPlayer?.() || !bAny.isPlayer?.()) {
return 0;
}
if (aAny.hasEmbargo?.(bAny)) {
return 2;
}
if (aAny.isFriendly?.(bAny) || bAny.isFriendly?.(aAny)) {
return 1;
}
return 0;
};
for (const key of this.pendingRelationsPairs) {
const aSmall = Number(key >> 32n);
const bSmall = Number(key & 0xffffffffn);
const aDense = denseBySmallId[aSmall] ?? 0;
const bDense = denseBySmallId[bSmall] ?? 0;
if (aDense === 0 || bDense === 0) {
continue;
}
const code = computeCode(aSmall, bSmall);
writeTexel(aDense, bDense, code);
if (aDense !== bDense) {
writeTexel(bDense, aDense, code);
}
}
this.pendingRelationsPairs.clear();
return false;
}
uploadDefensePosts(): void {
if (!this.needsDefensePostsUpload) {
return;
}
this.needsDefensePostsUpload = false;
const range = this.defensePostRange;
const posts = this.collectDefensePosts();
this.defensePostsTotalCount = posts.length;
// Diff posts to produce dirty tiles for recompute (include removed + added).
const nextKeys = new Set<string>();
for (const p of posts) {
nextKeys.add(`${p.ownerId},${p.x},${p.y}`);
}
const changedPosts: Array<{ x: number; y: number }> = [];
for (const key of this.lastDefensePostKeys) {
if (!nextKeys.has(key)) {
const [ownerStr, xStr, yStr] = key.split(",");
void ownerStr;
changedPosts.push({ x: Number(xStr), y: Number(yStr) });
}
}
for (const key of nextKeys) {
if (!this.lastDefensePostKeys.has(key)) {
const [ownerStr, xStr, yStr] = key.split(",");
void ownerStr;
changedPosts.push({ x: Number(xStr), y: Number(yStr) });
}
}
this.lastDefensePostKeys = nextKeys;
// Pack posts by owner into GPU buffers.
this.packDefensePostsByOwner(posts);
// Build dirty tiles around changed posts (so removals clear too).
this.buildDefendedDirtyTiles(changedPosts, range);
}
getDefensePostsTotalCount(): number {
return this.defensePostsTotalCount;
}
getDefendedDirtyTilesCount(): number {
return this.defendedDirtyTilesCount;
}
needsDefendedFullRecompute(): boolean {
return this.needsFullDefendedStrengthRecompute;
}
clearDefendedFullRecompute(): void {
this.needsFullDefendedStrengthRecompute = false;
}
clearDefendedDirtyTiles(): void {
this.defendedDirtyTilesCount = 0;
}
writeStateUpdateParamsBuffer(updateCount: number): void {
this.stateUpdateParamsData[0] = updateCount >>> 0;
this.stateUpdateParamsData[1] = this.defensePostRange >>> 0;
this.stateUpdateParamsData[2] = 0;
this.stateUpdateParamsData[3] = 0;
this.device.queue.writeBuffer(
this.stateUpdateParamsBuffer,
0,
this.stateUpdateParamsData,
);
}
writeDefendedStrengthParamsBuffer(dirtyCount: number): void {
this.defendedStrengthParamsData[0] = dirtyCount >>> 0;
this.defendedStrengthParamsData[1] = this.defensePostRange >>> 0;
this.defendedStrengthParamsData[2] = 0;
this.defendedStrengthParamsData[3] = 0;
this.device.queue.writeBuffer(
this.defendedStrengthParamsBuffer,
0,
this.defendedStrengthParamsData,
);
}
private collectDefensePosts(): Array<{
x: number;
y: number;
ownerId: number;
}> {
const posts: Array<{ x: number; y: number; ownerId: number }> = [];
const units = this.game.units(UnitType.DefensePost) as any[];
for (const u of units) {
if (!u.isActive() || u.isUnderConstruction()) {
continue;
}
const tile = u.tile();
posts.push({
x: this.game.x(tile),
y: this.game.y(tile),
ownerId: u.owner().smallID(),
});
}
return posts;
}
private ensureDefensePostsByOwnerBuffer(capacityPosts: number): void {
const requested = Math.max(1, capacityPosts);
if (
this.defensePostsByOwnerBuffer &&
requested <= this.defensePostsByOwnerCapacity &&
this.defensePostsByOwnerStaging
) {
return;
}
const GPUBufferUsage = (globalThis as any).GPUBufferUsage;
const STORAGE = GPUBufferUsage?.STORAGE ?? 0x10;
const COPY_DST_BUF = GPUBufferUsage?.COPY_DST ?? 0x8;
this.defensePostsByOwnerCapacity = Math.max(
8,
Math.pow(2, Math.ceil(Math.log2(requested))),
);
const bytesPerPost = 8; // 2 * u32 (x,y)
const bufferSize = this.defensePostsByOwnerCapacity * bytesPerPost;
(this.defensePostsByOwnerBuffer as any).destroy?.();
this.defensePostsByOwnerBuffer = this.device.createBuffer({
size: bufferSize,
usage: STORAGE | COPY_DST_BUF,
});
this.defensePostsByOwnerStaging = new Uint32Array(
this.defensePostsByOwnerCapacity * 2,
);
}
private ensureDefendedDirtyTilesBuffer(capacityTiles: number): void {
if (
this.defendedDirtyTilesBuffer &&
capacityTiles <= this.defendedDirtyTilesCapacity
) {
return;
}
const GPUBufferUsage = (globalThis as any).GPUBufferUsage;
const STORAGE = GPUBufferUsage?.STORAGE ?? 0x10;
const COPY_DST_BUF = GPUBufferUsage?.COPY_DST ?? 0x8;
this.defendedDirtyTilesCapacity = Math.max(
256,
Math.pow(2, Math.ceil(Math.log2(Math.max(1, capacityTiles)))),
);
const bufferSize = this.defendedDirtyTilesCapacity * 4; // u32 per tile
(this.defendedDirtyTilesBuffer as any).destroy?.();
this.defendedDirtyTilesBuffer = this.device.createBuffer({
size: bufferSize,
usage: STORAGE | COPY_DST_BUF,
});
this.defendedDirtyTilesStaging = new Uint32Array(
this.defendedDirtyTilesCapacity,
);
}
private packDefensePostsByOwner(
posts: Array<{ x: number; y: number; ownerId: number }>,
): void {
// Reset counts
this.defenseOwnerOffsetsStaging.fill(0);
const counts = new Uint32Array(GroundTruthData.MAX_OWNER_SLOTS);
for (const p of posts) {
const owner = p.ownerId >>> 0;
if (owner === 0 || owner >= GroundTruthData.MAX_OWNER_SLOTS) continue;
counts[owner]++;
}
// Prefix sums into offsets (start,count) pairs.
let running = 0;
for (let owner = 0; owner < GroundTruthData.MAX_OWNER_SLOTS; owner++) {
const count = counts[owner];
this.defenseOwnerOffsetsStaging[owner * 2] = running;
this.defenseOwnerOffsetsStaging[owner * 2 + 1] = count;
running += count;
}
this.ensureDefensePostsByOwnerBuffer(running);
if (!this.defensePostsByOwnerStaging) {
throw new Error("defensePostsByOwnerStaging not allocated");
}
const writeCursor = new Uint32Array(GroundTruthData.MAX_OWNER_SLOTS);
for (let owner = 0; owner < GroundTruthData.MAX_OWNER_SLOTS; owner++) {
writeCursor[owner] = this.defenseOwnerOffsetsStaging[owner * 2];
}
for (const p of posts) {
const owner = p.ownerId >>> 0;
if (owner === 0 || owner >= GroundTruthData.MAX_OWNER_SLOTS) continue;
const idx = writeCursor[owner]++;
this.defensePostsByOwnerStaging[idx * 2] = p.x >>> 0;
this.defensePostsByOwnerStaging[idx * 2 + 1] = p.y >>> 0;
}
this.device.queue.writeBuffer(
this.defenseOwnerOffsetsBuffer,
0,
this.defenseOwnerOffsetsStaging,
);
if (running > 0) {
this.device.queue.writeBuffer(
this.defensePostsByOwnerBuffer,
0,
this.defensePostsByOwnerStaging.subarray(0, running * 2),
);
}
}
private ensureDefenseCircleOffsets(range: number): void {
if (range === this.defenseCircleRange) {
return;
}
this.defenseCircleRange = range;
if (range <= 0) {
this.defenseCircleOffsets = new Int16Array(0);
return;
}
const offsets: number[] = [];
const r2 = range * range;
for (let dy = -range; dy <= range; dy++) {
for (let dx = -range; dx <= range; dx++) {
if (dx * dx + dy * dy <= r2) {
offsets.push(dx, dy);
}
}
}
this.defenseCircleOffsets = new Int16Array(offsets);
}
private buildDefendedDirtyTiles(
changedPosts: Array<{ x: number; y: number }>,
range: number,
): void {
if (changedPosts.length === 0) {
this.defendedDirtyTilesCount = 0;
this.needsFullDefendedStrengthRecompute = false;
return;
}
this.ensureDefenseCircleOffsets(range);
const offsets = this.defenseCircleOffsets;
const offsetsCount = offsets.length / 2;
if (offsetsCount === 0) {
this.defendedDirtyTilesCount = 0;
this.needsFullDefendedStrengthRecompute = false;
return;
}
const worstCase = changedPosts.length * offsetsCount;
const mapTiles = this.mapWidth * this.mapHeight;
if (worstCase > mapTiles) {
this.defendedDirtyTilesCount = 0;
this.needsFullDefendedStrengthRecompute = true;
return;
}
this.needsFullDefendedStrengthRecompute = false;
this.ensureDefendedDirtyTilesBuffer(worstCase);
if (!this.defendedDirtyTilesStaging) {
throw new Error("defendedDirtyTilesStaging not allocated");
}
let cursor = 0;
for (const post of changedPosts) {
for (let i = 0; i < offsets.length; i += 2) {
const x = post.x + offsets[i];
const y = post.y + offsets[i + 1];
if (x < 0 || y < 0 || x >= this.mapWidth || y >= this.mapHeight) {
continue;
}
this.defendedDirtyTilesStaging[cursor++] =
(y * this.mapWidth + x) >>> 0;
}
}
this.defendedDirtyTilesCount = cursor;
this.device.queue.writeBuffer(
this.defendedDirtyTilesBuffer,
0,
this.defendedDirtyTilesStaging.subarray(0, cursor),
);
}
ensureUpdatesBuffer(capacity: number): GPUBuffer {
if (this.updatesBuffer && capacity <= this.updatesCapacity) {
return this.updatesBuffer;
}
const GPUBufferUsage = (globalThis as any).GPUBufferUsage;
const STORAGE = GPUBufferUsage?.STORAGE ?? 0x10;
const COPY_DST_BUF = GPUBufferUsage?.COPY_DST ?? 0x8;
this.updatesCapacity = Math.max(
256,
Math.pow(2, Math.ceil(Math.log2(capacity))),
);
const bufferSize = this.updatesCapacity * 8; // Each update is 8 bytes
if (this.updatesBuffer) {
(this.updatesBuffer as any).destroy?.();
}
const buffer = this.device.createBuffer({
size: bufferSize,
usage: STORAGE | COPY_DST_BUF,
});
(this as any).updatesBuffer = buffer;
this.updatesStaging = new Uint32Array(this.updatesCapacity * 2);
return buffer;
}
getUpdatesStaging(): Uint32Array {
this.updatesStaging ??= new Uint32Array(this.updatesCapacity * 2);
return this.updatesStaging;
}
// =====================
// Uniform buffer updates
// =====================
writeUniformBuffer(timeSec: number): void {
this.uniformData[0] = this.mapWidth;
this.uniformData[1] = this.mapHeight;
this.uniformData[2] = this.viewScale;
this.uniformData[3] = timeSec;
this.uniformData[4] = this.viewOffsetX;
this.uniformData[5] = this.viewOffsetY;
this.uniformData[6] = this.alternativeView ? 1 : 0;
this.uniformData[7] = this.highlightedOwnerId;
this.uniformData[8] = this.viewWidth;
this.uniformData[9] = this.viewHeight;
this.uniformData[10] = this.game.myPlayer()?.smallID() ?? 0;
this.uniformData[11] = 0;
this.uniformData[12] = this.territoryShaderParams0[0];
this.uniformData[13] = this.territoryShaderParams0[1];
this.uniformData[14] = this.territoryShaderParams0[2];
this.uniformData[15] = this.territoryShaderParams0[3];
this.uniformData[16] = this.territoryShaderParams1[0];
this.uniformData[17] = this.territoryShaderParams1[1];
this.uniformData[18] = this.territoryShaderParams1[2];
this.uniformData[19] = this.territoryShaderParams1[3];
this.device.queue.writeBuffer(this.uniformBuffer, 0, this.uniformData);
}
// =====================
// State getters/setters
// =====================
markPaletteDirty(): void {
this.needsPaletteUpload = true;
}
markRelationsDirty(): void {
this.needsRelationsUpload = true;
this.pendingRelationsPairs.clear();
}
markRelationsPairDirty(aSmallId: number, bSmallId: number): void {
if (aSmallId <= 0 || bSmallId <= 0) {
return;
}
if (!this.relationsDenseBySmallId) {
// No mapping yet: ensure a full rebuild occurs.
this.needsRelationsUpload = true;
return;
}
const a = Math.min(aSmallId, bSmallId);
const b = Math.max(aSmallId, bSmallId);
const key = (BigInt(a) << 32n) | BigInt(b);
this.pendingRelationsPairs.add(key);
}
setPaletteOverride(
paletteWidth: number,
maxSmallId: number,
row0: Uint8Array,
row1: Uint8Array,
): void {
this.paletteOverride = { paletteWidth, maxSmallId, row0, row1 };
this.needsPaletteUpload = true;
}
markDefensePostsDirty(): void {
this.needsDefensePostsUpload = true;
}
markStateDirty(): void {
this.needsStateUpload = true;
}
markDefendedFullRecompute(): void {
this.needsFullDefendedStrengthRecompute = true;
this.defendedDirtyTilesCount = 0;
}
getState(): Uint16Array {
return this.state;
}
getMapWidth(): number {
return this.mapWidth;
}
getMapHeight(): number {
return this.mapHeight;
}
getGame(): GameView {
return this.game;
}
getTheme(): Theme {
return this.theme;
}
}