Files
OpenFrontIO/src/client/graphics/layers/TerritoryWebGLRenderer.ts
T
2026-05-27 02:15:59 +02:00

3874 lines
134 KiB
TypeScript

import { base64url } from "jose";
import { DefaultPattern } from "../../../core/CosmeticSchemas";
import { Theme } from "../../../core/configuration/Config";
import { TileRef } from "../../../core/game/GameMap";
import { GameView, PlayerView } from "../../../core/game/GameView";
import { UserSettings } from "../../../core/game/UserSettings";
import { FrameProfiler } from "../FrameProfiler";
type DirtySpan = { minX: number; maxX: number };
export interface TerritoryWebGLCreateResult {
renderer: TerritoryWebGLRenderer | null;
reason?: string;
}
export interface HoverHighlightOptions {
color?: { r: number; g: number; b: number };
strength?: number;
pulseStrength?: number;
pulseSpeed?: number;
}
const PATTERN_STRIDE_BYTES = 1052;
// WebGL2 territory renderer that shades tiles from packed tile state
// (Uint16Array) using palette, relation, and pattern textures.
export class TerritoryWebGLRenderer {
public readonly canvas: HTMLCanvasElement;
private contestEnabled = false;
private contestPatternMode: 0 | 1 | 2 = 0; // 0=blueNoise(strength), 1=checkerboard(50/50), 2=bayer4x4(strength)
private debugDisableStaticBorders = false;
private debugDisableAllBorders = false;
private seedSamplingMode: 0 | 1 | 2 = 1; // 0=none(single texel), 1=2x2, 2=3x3
private debugStripeFixedColors = false; // Use fixed debug colors for moving stripe
private motionMode: 0 | 1 | 2 | 3 = 0; // 0=euclidean, 1=axisSnap, 2=manhattan, 3=chebyshev
private readonly gl: WebGL2RenderingContext | null;
private readonly program: WebGLProgram | null;
private readonly vao: WebGLVertexArrayObject | null;
private readonly vertexBuffer: WebGLBuffer | null;
private readonly jfaVao: WebGLVertexArrayObject | null;
private readonly jfaVertexBuffer: WebGLBuffer | null;
private readonly stateTexture: WebGLTexture | null;
private readonly terrainTexture: WebGLTexture | null;
private readonly paletteTexture: WebGLTexture | null;
private readonly relationTexture: WebGLTexture | null;
private readonly patternTexture: WebGLTexture | null;
private readonly contestOwnersTexture: WebGLTexture | null;
private readonly contestIdsTexture: WebGLTexture | null;
private readonly contestTimesTexture: WebGLTexture | null;
private readonly contestStrengthsTexture: WebGLTexture | null;
private readonly prevOwnerTexture: WebGLTexture | null;
private readonly olderOwnerTexture: WebGLTexture | null;
private readonly stateFramebuffer: WebGLFramebuffer | null;
private readonly prevStateFramebuffer: WebGLFramebuffer | null;
private readonly olderStateFramebuffer: WebGLFramebuffer | null;
private readonly jfaTextureA: WebGLTexture | null;
private readonly jfaTextureB: WebGLTexture | null;
private readonly jfaFramebufferA: WebGLFramebuffer | null;
private readonly jfaFramebufferB: WebGLFramebuffer | null;
private readonly jfaResultOlderTexture: WebGLTexture | null;
private readonly jfaResultOldTexture: WebGLTexture | null;
private readonly jfaResultNewTexture: WebGLTexture | null;
private readonly jfaResultOlderFramebuffer: WebGLFramebuffer | null;
private readonly jfaResultOldFramebuffer: WebGLFramebuffer | null;
private readonly jfaResultNewFramebuffer: WebGLFramebuffer | null;
private readonly jfaSeedProgram: WebGLProgram | null;
private readonly jfaProgram: WebGLProgram | null;
private readonly changeMaskProgram: WebGLProgram | null;
private readonly changeMaskTextureOlder: WebGLTexture | null;
private readonly changeMaskTextureOld: WebGLTexture | null;
private readonly changeMaskTextureNew: WebGLTexture | null;
private readonly changeMaskFramebufferOlder: WebGLFramebuffer | null;
private readonly changeMaskFramebufferOld: WebGLFramebuffer | null;
private readonly changeMaskFramebufferNew: WebGLFramebuffer | null;
private readonly jfaSeedUniforms: {
resolution: WebGLUniformLocation | null;
owner: WebGLUniformLocation | null;
};
private readonly jfaUniforms: {
resolution: WebGLUniformLocation | null;
step: WebGLUniformLocation | null;
seeds: WebGLUniformLocation | null;
};
private readonly changeMaskUniforms: {
resolution: WebGLUniformLocation | null;
oldTexture: WebGLUniformLocation | null;
newTexture: WebGLUniformLocation | null;
};
private readonly uniforms: {
mapResolution: WebGLUniformLocation | null;
viewResolution: WebGLUniformLocation | null;
viewScale: WebGLUniformLocation | null;
viewOffset: WebGLUniformLocation | null;
state: WebGLUniformLocation | null;
terrain: WebGLUniformLocation | null;
latestState: WebGLUniformLocation | null;
palette: WebGLUniformLocation | null;
relations: WebGLUniformLocation | null;
patterns: WebGLUniformLocation | null;
contestEnabled: WebGLUniformLocation | null;
contestPatternMode: WebGLUniformLocation | null;
debugDisableStaticBorders: WebGLUniformLocation | null;
debugDisableAllBorders: WebGLUniformLocation | null;
seedSamplingMode: WebGLUniformLocation | null;
debugStripeFixedColors: WebGLUniformLocation | null;
motionMode: WebGLUniformLocation | null;
contestOwners: WebGLUniformLocation | null;
contestIds: WebGLUniformLocation | null;
contestTimes: WebGLUniformLocation | null;
contestStrengths: WebGLUniformLocation | null;
jfaAvailable: WebGLUniformLocation | null;
contestNow: WebGLUniformLocation | null;
contestDuration: WebGLUniformLocation | null;
prevOwner: WebGLUniformLocation | null;
jfaSeedsOld: WebGLUniformLocation | null;
jfaSeedsNew: WebGLUniformLocation | null;
smoothProgress: WebGLUniformLocation | null;
changeMask: WebGLUniformLocation | null;
smoothEnabled: WebGLUniformLocation | null;
patternStride: WebGLUniformLocation | null;
patternRows: WebGLUniformLocation | null;
fallout: WebGLUniformLocation | null;
altSelf: WebGLUniformLocation | null;
altAlly: WebGLUniformLocation | null;
altNeutral: WebGLUniformLocation | null;
altEnemy: WebGLUniformLocation | null;
alpha: WebGLUniformLocation | null;
alternativeView: WebGLUniformLocation | null;
hoveredPlayerId: WebGLUniformLocation | null;
hoverHighlightStrength: WebGLUniformLocation | null;
hoverHighlightColor: WebGLUniformLocation | null;
hoverPulseStrength: WebGLUniformLocation | null;
hoverPulseSpeed: WebGLUniformLocation | null;
time: WebGLUniformLocation | null;
viewerId: WebGLUniformLocation | null;
darkMode: WebGLUniformLocation | null;
};
private readonly mapWidth: number;
private readonly mapHeight: number;
private viewWidth: number;
private viewHeight: number;
private viewScale = 1;
private viewOffsetX = 0;
private viewOffsetY = 0;
private readonly state: Uint16Array;
private contestOwnersState: Uint16Array;
private contestIdsState: Uint16Array;
private contestTimesState: Uint16Array;
private contestStrengthsState: Uint16Array;
private readonly dirtyRows: Map<number, DirtySpan> = new Map();
private readonly contestDirtyRows: Map<number, DirtySpan> = new Map();
private needsFullUpload = true;
private needsContestFullUpload = true;
private needsContestTimesUpload = true;
private needsContestStrengthsUpload = true;
private alternativeView = false;
private paletteWidth = 0;
// Defaults are overridden by setHoverHighlightOptions() from TerritoryLayer.
private hoverHighlightStrength = 0.3;
// Defaults are overridden by setHoverHighlightOptions() from TerritoryLayer.
private hoverHighlightColor: [number, number, number] = [1, 1, 1];
// Defaults are overridden by setHoverHighlightOptions() from TerritoryLayer.
private hoverPulseStrength = 0.25;
// Defaults are overridden by setHoverHighlightOptions() from TerritoryLayer.
private hoverPulseSpeed = Math.PI * 2;
private hoveredPlayerId = -1;
private hoverStartTime = 0;
private static readonly HOVER_DURATION_MS = 5000;
private animationStartTime = Date.now();
private contestNow = 0;
private contestDurationTicks = 0;
private smoothProgress = 1;
private smoothEnabled = true;
private jfaSupported = false;
private jfaDisabledReason: string | null = null;
private jfaDirty = false;
private jfaHistoryInitialized = false;
private changeMaskDirty = false;
private changeMaskHistoryInitialized = false;
private prevStateCopySupported = false;
private jfaSteps: number[] = [];
private interpolationPair: "prevCurrent" | "olderPrev" = "prevCurrent";
private readonly userSettings = new UserSettings();
private readonly patternBytesCache = new Map<string, Uint8Array>();
private constructor(
private readonly game: GameView,
private readonly theme: Theme,
state: Uint16Array,
) {
this.canvas = document.createElement("canvas");
this.mapWidth = game.width();
this.mapHeight = game.height();
this.viewWidth = this.mapWidth;
this.viewHeight = this.mapHeight;
this.canvas.width = this.viewWidth;
this.canvas.height = this.viewHeight;
this.state = state;
this.contestOwnersState = new Uint16Array(state.length * 2);
this.contestIdsState = new Uint16Array(state.length);
this.contestTimesState = new Uint16Array(1);
this.contestStrengthsState = new Uint16Array(1);
this.gl = this.canvas.getContext("webgl2", {
premultipliedAlpha: true,
antialias: false,
preserveDrawingBuffer: true,
});
if (!this.gl) {
this.program = null;
this.vao = null;
this.vertexBuffer = null;
this.jfaVao = null;
this.jfaVertexBuffer = null;
this.stateTexture = null;
this.terrainTexture = null;
this.paletteTexture = null;
this.relationTexture = null;
this.patternTexture = null;
this.contestOwnersTexture = null;
this.contestIdsTexture = null;
this.contestTimesTexture = null;
this.contestStrengthsTexture = null;
this.prevOwnerTexture = null;
this.olderOwnerTexture = null;
this.stateFramebuffer = null;
this.prevStateFramebuffer = null;
this.olderStateFramebuffer = null;
this.jfaTextureA = null;
this.jfaTextureB = null;
this.jfaFramebufferA = null;
this.jfaFramebufferB = null;
this.jfaResultOlderTexture = null;
this.jfaResultOldTexture = null;
this.jfaResultNewTexture = null;
this.jfaResultOlderFramebuffer = null;
this.jfaResultOldFramebuffer = null;
this.jfaResultNewFramebuffer = null;
this.jfaSeedProgram = null;
this.jfaProgram = null;
this.changeMaskProgram = null;
this.changeMaskTextureOlder = null;
this.changeMaskTextureOld = null;
this.changeMaskTextureNew = null;
this.changeMaskFramebufferOlder = null;
this.changeMaskFramebufferOld = null;
this.changeMaskFramebufferNew = null;
this.jfaSeedUniforms = { resolution: null, owner: null };
this.jfaUniforms = { resolution: null, step: null, seeds: null };
this.changeMaskUniforms = {
resolution: null,
oldTexture: null,
newTexture: null,
};
this.uniforms = {
mapResolution: null,
viewResolution: null,
viewScale: null,
viewOffset: null,
state: null,
terrain: null,
latestState: null,
palette: null,
relations: null,
patterns: null,
contestEnabled: null,
contestPatternMode: null,
debugDisableStaticBorders: null,
debugDisableAllBorders: null,
seedSamplingMode: null,
debugStripeFixedColors: null,
motionMode: null,
contestOwners: null,
contestIds: null,
contestTimes: null,
contestStrengths: null,
jfaAvailable: null,
contestNow: null,
contestDuration: null,
prevOwner: null,
jfaSeedsOld: null,
jfaSeedsNew: null,
smoothProgress: null,
changeMask: null,
smoothEnabled: null,
patternStride: null,
patternRows: null,
fallout: null,
altSelf: null,
altAlly: null,
altNeutral: null,
altEnemy: null,
alpha: null,
alternativeView: null,
hoveredPlayerId: null,
hoverHighlightStrength: null,
hoverHighlightColor: null,
hoverPulseStrength: null,
hoverPulseSpeed: null,
time: null,
viewerId: null,
darkMode: null,
};
return;
}
const gl = this.gl;
this.program = this.createProgram(gl);
if (!this.program) {
this.vao = null;
this.vertexBuffer = null;
this.jfaVao = null;
this.jfaVertexBuffer = null;
this.stateTexture = null;
this.terrainTexture = null;
this.paletteTexture = null;
this.relationTexture = null;
this.patternTexture = null;
this.contestOwnersTexture = null;
this.contestIdsTexture = null;
this.contestTimesTexture = null;
this.contestStrengthsTexture = null;
this.prevOwnerTexture = null;
this.olderOwnerTexture = null;
this.stateFramebuffer = null;
this.prevStateFramebuffer = null;
this.olderStateFramebuffer = null;
this.jfaTextureA = null;
this.jfaTextureB = null;
this.jfaFramebufferA = null;
this.jfaFramebufferB = null;
this.jfaResultOlderTexture = null;
this.jfaResultOldTexture = null;
this.jfaResultNewTexture = null;
this.jfaResultOlderFramebuffer = null;
this.jfaResultOldFramebuffer = null;
this.jfaResultNewFramebuffer = null;
this.jfaSeedProgram = null;
this.jfaProgram = null;
this.changeMaskProgram = null;
this.changeMaskTextureOlder = null;
this.changeMaskTextureOld = null;
this.changeMaskTextureNew = null;
this.changeMaskFramebufferOlder = null;
this.changeMaskFramebufferOld = null;
this.changeMaskFramebufferNew = null;
this.jfaSeedUniforms = { resolution: null, owner: null };
this.jfaUniforms = { resolution: null, step: null, seeds: null };
this.changeMaskUniforms = {
resolution: null,
oldTexture: null,
newTexture: null,
};
this.uniforms = {
mapResolution: null,
viewResolution: null,
viewScale: null,
viewOffset: null,
state: null,
terrain: null,
latestState: null,
palette: null,
relations: null,
patterns: null,
contestEnabled: null,
contestPatternMode: null,
debugDisableStaticBorders: null,
debugDisableAllBorders: null,
seedSamplingMode: null,
debugStripeFixedColors: null,
motionMode: null,
contestOwners: null,
contestIds: null,
contestTimes: null,
contestStrengths: null,
jfaAvailable: null,
contestNow: null,
contestDuration: null,
prevOwner: null,
jfaSeedsOld: null,
jfaSeedsNew: null,
smoothProgress: null,
changeMask: null,
smoothEnabled: null,
patternStride: null,
patternRows: null,
fallout: null,
altSelf: null,
altAlly: null,
altNeutral: null,
altEnemy: null,
alpha: null,
alternativeView: null,
hoveredPlayerId: null,
hoverHighlightStrength: null,
hoverHighlightColor: null,
hoverPulseStrength: null,
hoverPulseSpeed: null,
time: null,
viewerId: null,
darkMode: null,
};
return;
}
this.jfaSupported = !!gl.getExtension("EXT_color_buffer_float");
if (!this.jfaSupported) {
this.jfaDisabledReason = "EXT_color_buffer_float unavailable";
}
this.jfaSeedProgram = this.jfaSupported
? this.createJfaSeedProgram(gl)
: null;
this.jfaProgram = this.jfaSupported ? this.createJfaProgram(gl) : null;
this.changeMaskProgram = this.jfaSupported
? this.createChangeMaskProgram(gl)
: null;
if (!this.jfaSeedProgram || !this.jfaProgram) {
this.jfaSupported = false;
this.jfaDisabledReason ??= "JFA shaders unavailable";
}
this.jfaSeedUniforms = this.jfaSeedProgram
? {
resolution: gl.getUniformLocation(
this.jfaSeedProgram,
"u_resolution",
),
owner: gl.getUniformLocation(this.jfaSeedProgram, "u_ownerTexture"),
}
: { resolution: null, owner: null };
this.jfaUniforms = this.jfaProgram
? {
resolution: gl.getUniformLocation(this.jfaProgram, "u_resolution"),
step: gl.getUniformLocation(this.jfaProgram, "u_step"),
seeds: gl.getUniformLocation(this.jfaProgram, "u_seeds"),
}
: { resolution: null, step: null, seeds: null };
this.changeMaskUniforms = this.changeMaskProgram
? {
resolution: gl.getUniformLocation(
this.changeMaskProgram,
"u_resolution",
),
oldTexture: gl.getUniformLocation(
this.changeMaskProgram,
"u_oldTexture",
),
newTexture: gl.getUniformLocation(
this.changeMaskProgram,
"u_newTexture",
),
}
: { resolution: null, oldTexture: null, newTexture: null };
this.uniforms = {
mapResolution: gl.getUniformLocation(this.program, "u_mapResolution"),
viewResolution: gl.getUniformLocation(this.program, "u_viewResolution"),
viewScale: gl.getUniformLocation(this.program, "u_viewScale"),
viewOffset: gl.getUniformLocation(this.program, "u_viewOffset"),
state: gl.getUniformLocation(this.program, "u_state"),
terrain: gl.getUniformLocation(this.program, "u_terrain"),
latestState: gl.getUniformLocation(this.program, "u_latestState"),
palette: gl.getUniformLocation(this.program, "u_palette"),
relations: gl.getUniformLocation(this.program, "u_relations"),
patterns: gl.getUniformLocation(this.program, "u_patterns"),
contestEnabled: gl.getUniformLocation(this.program, "u_contestEnabled"),
contestPatternMode: gl.getUniformLocation(
this.program,
"u_contestPatternMode",
),
debugDisableStaticBorders: gl.getUniformLocation(
this.program,
"u_debugDisableStaticBorders",
),
debugDisableAllBorders: gl.getUniformLocation(
this.program,
"u_debugDisableAllBorders",
),
seedSamplingMode: gl.getUniformLocation(
this.program,
"u_seedSamplingMode",
),
debugStripeFixedColors: gl.getUniformLocation(
this.program,
"u_debugStripeFixedColors",
),
motionMode: gl.getUniformLocation(this.program, "u_motionMode"),
contestOwners: gl.getUniformLocation(this.program, "u_contestOwners"),
contestIds: gl.getUniformLocation(this.program, "u_contestIds"),
contestTimes: gl.getUniformLocation(this.program, "u_contestTimes"),
contestStrengths: gl.getUniformLocation(
this.program,
"u_contestStrengths",
),
jfaAvailable: gl.getUniformLocation(this.program, "u_jfaAvailable"),
contestNow: gl.getUniformLocation(this.program, "u_contestNow"),
contestDuration: gl.getUniformLocation(
this.program,
"u_contestDurationTicks",
),
prevOwner: gl.getUniformLocation(this.program, "u_prevOwner"),
jfaSeedsOld: gl.getUniformLocation(this.program, "u_jfaSeedsOld"),
jfaSeedsNew: gl.getUniformLocation(this.program, "u_jfaSeedsNew"),
smoothProgress: gl.getUniformLocation(this.program, "u_smoothProgress"),
changeMask: gl.getUniformLocation(this.program, "u_changeMask"),
smoothEnabled: gl.getUniformLocation(this.program, "u_smoothEnabled"),
patternStride: gl.getUniformLocation(this.program, "u_patternStride"),
patternRows: gl.getUniformLocation(this.program, "u_patternRows"),
fallout: gl.getUniformLocation(this.program, "u_fallout"),
altSelf: gl.getUniformLocation(this.program, "u_altSelf"),
altAlly: gl.getUniformLocation(this.program, "u_altAlly"),
altNeutral: gl.getUniformLocation(this.program, "u_altNeutral"),
altEnemy: gl.getUniformLocation(this.program, "u_altEnemy"),
alpha: gl.getUniformLocation(this.program, "u_alpha"),
alternativeView: gl.getUniformLocation(this.program, "u_alternativeView"),
hoveredPlayerId: gl.getUniformLocation(this.program, "u_hoveredPlayerId"),
hoverHighlightStrength: gl.getUniformLocation(
this.program,
"u_hoverHighlightStrength",
),
hoverHighlightColor: gl.getUniformLocation(
this.program,
"u_hoverHighlightColor",
),
hoverPulseStrength: gl.getUniformLocation(
this.program,
"u_hoverPulseStrength",
),
hoverPulseSpeed: gl.getUniformLocation(this.program, "u_hoverPulseSpeed"),
time: gl.getUniformLocation(this.program, "u_time"),
viewerId: gl.getUniformLocation(this.program, "u_viewerId"),
darkMode: gl.getUniformLocation(this.program, "u_darkMode"),
};
// Vertex data: two triangles covering the full view (pixel-perfect).
const vertices = new Float32Array([
0,
0,
this.viewWidth,
0,
0,
this.viewHeight,
0,
this.viewHeight,
this.viewWidth,
0,
this.viewWidth,
this.viewHeight,
]);
this.vao = gl.createVertexArray();
this.vertexBuffer = gl.createBuffer();
gl.bindVertexArray(this.vao);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
const posLoc = gl.getAttribLocation(this.program, "a_position");
gl.enableVertexAttribArray(posLoc);
gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 2 * 4, 0);
gl.bindVertexArray(null);
const mapVertices = new Float32Array([
0,
0,
this.mapWidth,
0,
0,
this.mapHeight,
0,
this.mapHeight,
this.mapWidth,
0,
this.mapWidth,
this.mapHeight,
]);
this.jfaVao = gl.createVertexArray();
this.jfaVertexBuffer = gl.createBuffer();
gl.bindVertexArray(this.jfaVao);
gl.bindBuffer(gl.ARRAY_BUFFER, this.jfaVertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, mapVertices, gl.STATIC_DRAW);
gl.enableVertexAttribArray(posLoc);
gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 2 * 4, 0);
gl.bindVertexArray(null);
this.stateTexture = gl.createTexture();
this.terrainTexture = gl.createTexture();
this.paletteTexture = gl.createTexture();
this.relationTexture = gl.createTexture();
this.patternTexture = gl.createTexture();
this.contestOwnersTexture = gl.createTexture();
this.contestIdsTexture = gl.createTexture();
this.contestTimesTexture = gl.createTexture();
this.contestStrengthsTexture = gl.createTexture();
this.prevOwnerTexture = gl.createTexture();
this.olderOwnerTexture = gl.createTexture();
this.stateFramebuffer = gl.createFramebuffer();
this.prevStateFramebuffer = gl.createFramebuffer();
this.olderStateFramebuffer = gl.createFramebuffer();
this.jfaTextureA = this.jfaSupported ? gl.createTexture() : null;
this.jfaTextureB = this.jfaSupported ? gl.createTexture() : null;
this.jfaFramebufferA = this.jfaSupported ? gl.createFramebuffer() : null;
this.jfaFramebufferB = this.jfaSupported ? gl.createFramebuffer() : null;
this.jfaResultOlderTexture = this.jfaSupported ? gl.createTexture() : null;
this.jfaResultOldTexture = this.jfaSupported ? gl.createTexture() : null;
this.jfaResultNewTexture = this.jfaSupported ? gl.createTexture() : null;
this.jfaResultOlderFramebuffer = this.jfaSupported
? gl.createFramebuffer()
: null;
this.jfaResultOldFramebuffer = this.jfaSupported
? gl.createFramebuffer()
: null;
this.jfaResultNewFramebuffer = this.jfaSupported
? gl.createFramebuffer()
: null;
this.changeMaskTextureOlder = this.jfaSupported ? gl.createTexture() : null;
this.changeMaskTextureOld = this.jfaSupported ? gl.createTexture() : null;
this.changeMaskTextureNew = this.jfaSupported ? gl.createTexture() : null;
this.changeMaskFramebufferOlder = this.jfaSupported
? gl.createFramebuffer()
: null;
this.changeMaskFramebufferOld = this.jfaSupported
? gl.createFramebuffer()
: null;
this.changeMaskFramebufferNew = this.jfaSupported
? gl.createFramebuffer()
: null;
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.stateTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.R16UI,
this.mapWidth,
this.mapHeight,
0,
gl.RED_INTEGER,
gl.UNSIGNED_SHORT,
this.state,
);
// Terrain texture (immutable, only uploaded once)
gl.activeTexture(gl.TEXTURE14);
gl.bindTexture(gl.TEXTURE_2D, this.terrainTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.R8UI,
this.mapWidth,
this.mapHeight,
0,
gl.RED_INTEGER,
gl.UNSIGNED_BYTE,
game.terrainDataView(),
);
this.uploadPalette();
gl.activeTexture(gl.TEXTURE4);
gl.bindTexture(gl.TEXTURE_2D, this.contestOwnersTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RG16UI,
this.mapWidth,
this.mapHeight,
0,
gl.RG_INTEGER,
gl.UNSIGNED_SHORT,
this.contestOwnersState,
);
gl.activeTexture(gl.TEXTURE5);
gl.bindTexture(gl.TEXTURE_2D, this.contestIdsTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.R16UI,
this.mapWidth,
this.mapHeight,
0,
gl.RED_INTEGER,
gl.UNSIGNED_SHORT,
this.contestIdsState,
);
gl.activeTexture(gl.TEXTURE6);
gl.bindTexture(gl.TEXTURE_2D, this.contestTimesTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.R16UI,
this.contestTimesState.length,
1,
0,
gl.RED_INTEGER,
gl.UNSIGNED_SHORT,
this.contestTimesState,
);
gl.activeTexture(gl.TEXTURE11);
gl.bindTexture(gl.TEXTURE_2D, this.contestStrengthsTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.R16UI,
this.contestStrengthsState.length,
1,
0,
gl.RED_INTEGER,
gl.UNSIGNED_SHORT,
this.contestStrengthsState,
);
gl.activeTexture(gl.TEXTURE7);
gl.bindTexture(gl.TEXTURE_2D, this.prevOwnerTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.R16UI,
this.mapWidth,
this.mapHeight,
0,
gl.RED_INTEGER,
gl.UNSIGNED_SHORT,
this.state,
);
gl.activeTexture(gl.TEXTURE13);
gl.bindTexture(gl.TEXTURE_2D, this.olderOwnerTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.R16UI,
this.mapWidth,
this.mapHeight,
0,
gl.RED_INTEGER,
gl.UNSIGNED_SHORT,
this.state,
);
if (
this.stateFramebuffer &&
this.prevStateFramebuffer &&
this.olderStateFramebuffer &&
this.stateTexture &&
this.prevOwnerTexture &&
this.olderOwnerTexture
) {
gl.bindFramebuffer(gl.FRAMEBUFFER, this.stateFramebuffer);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
this.stateTexture,
0,
);
const stateStatus = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.prevStateFramebuffer);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
this.prevOwnerTexture,
0,
);
const prevStatus = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.olderStateFramebuffer);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
this.olderOwnerTexture,
0,
);
const olderStatus = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
this.prevStateCopySupported =
stateStatus === gl.FRAMEBUFFER_COMPLETE &&
prevStatus === gl.FRAMEBUFFER_COMPLETE &&
olderStatus === gl.FRAMEBUFFER_COMPLETE;
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
if (
this.jfaSupported &&
this.jfaTextureA &&
this.jfaTextureB &&
this.jfaFramebufferA &&
this.jfaFramebufferB &&
this.jfaResultOlderTexture &&
this.jfaResultOldTexture &&
this.jfaResultNewTexture &&
this.jfaResultOlderFramebuffer &&
this.jfaResultOldFramebuffer &&
this.jfaResultNewFramebuffer
) {
gl.activeTexture(gl.TEXTURE9);
gl.bindTexture(gl.TEXTURE_2D, this.jfaTextureA);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RG16F,
this.mapWidth,
this.mapHeight,
0,
gl.RG,
gl.HALF_FLOAT,
null,
);
gl.activeTexture(gl.TEXTURE10);
gl.bindTexture(gl.TEXTURE_2D, this.jfaTextureB);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RG16F,
this.mapWidth,
this.mapHeight,
0,
gl.RG,
gl.HALF_FLOAT,
null,
);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.jfaFramebufferA);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
this.jfaTextureA,
0,
);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.jfaFramebufferB);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
this.jfaTextureB,
0,
);
gl.activeTexture(gl.TEXTURE12);
gl.bindTexture(gl.TEXTURE_2D, this.jfaResultOlderTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RG16F,
this.mapWidth,
this.mapHeight,
0,
gl.RG,
gl.HALF_FLOAT,
null,
);
gl.activeTexture(gl.TEXTURE10);
gl.bindTexture(gl.TEXTURE_2D, this.jfaResultOldTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RG16F,
this.mapWidth,
this.mapHeight,
0,
gl.RG,
gl.HALF_FLOAT,
null,
);
gl.activeTexture(gl.TEXTURE11);
gl.bindTexture(gl.TEXTURE_2D, this.jfaResultNewTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RG16F,
this.mapWidth,
this.mapHeight,
0,
gl.RG,
gl.HALF_FLOAT,
null,
);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.jfaResultOlderFramebuffer);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
this.jfaResultOlderTexture,
0,
);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.jfaResultOldFramebuffer);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
this.jfaResultOldTexture,
0,
);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.jfaResultNewFramebuffer);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
this.jfaResultNewTexture,
0,
);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
this.jfaSteps = this.buildJfaSteps(this.mapWidth, this.mapHeight);
this.jfaDirty = true;
}
if (
this.jfaSupported &&
this.changeMaskTextureOlder &&
this.changeMaskTextureOld &&
this.changeMaskTextureNew &&
this.changeMaskFramebufferOlder &&
this.changeMaskFramebufferOld &&
this.changeMaskFramebufferNew
) {
const initMaskTex = (tex: WebGLTexture) => {
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.R8UI,
this.mapWidth,
this.mapHeight,
0,
gl.RED_INTEGER,
gl.UNSIGNED_BYTE,
null,
);
};
gl.activeTexture(gl.TEXTURE13);
initMaskTex(this.changeMaskTextureOlder);
initMaskTex(this.changeMaskTextureOld);
initMaskTex(this.changeMaskTextureNew);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.changeMaskFramebufferOlder);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
this.changeMaskTextureOlder,
0,
);
gl.clearBufferuiv(gl.COLOR, 0, new Uint32Array([0, 0, 0, 0]));
gl.bindFramebuffer(gl.FRAMEBUFFER, this.changeMaskFramebufferOld);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
this.changeMaskTextureOld,
0,
);
gl.clearBufferuiv(gl.COLOR, 0, new Uint32Array([0, 0, 0, 0]));
gl.bindFramebuffer(gl.FRAMEBUFFER, this.changeMaskFramebufferNew);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
this.changeMaskTextureNew,
0,
);
gl.clearBufferuiv(gl.COLOR, 0, new Uint32Array([0, 0, 0, 0]));
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
this.changeMaskDirty = true;
}
gl.useProgram(this.program);
gl.uniform1i(this.uniforms.state, 0);
if (this.uniforms.terrain) {
gl.uniform1i(this.uniforms.terrain, 14);
}
if (this.uniforms.latestState) {
gl.uniform1i(this.uniforms.latestState, 12);
}
gl.uniform1i(this.uniforms.palette, 1);
gl.uniform1i(this.uniforms.relations, 2);
gl.uniform1i(this.uniforms.patterns, 3);
gl.uniform1i(this.uniforms.contestOwners, 4);
gl.uniform1i(this.uniforms.contestIds, 5);
gl.uniform1i(this.uniforms.contestTimes, 6);
gl.uniform1i(this.uniforms.contestStrengths, 11);
gl.uniform1i(this.uniforms.prevOwner, 7);
gl.uniform1i(this.uniforms.jfaSeedsOld, 8);
gl.uniform1i(this.uniforms.jfaSeedsNew, 9);
if (this.uniforms.changeMask) {
gl.uniform1i(this.uniforms.changeMask, 13);
}
if (this.uniforms.mapResolution) {
gl.uniform2f(this.uniforms.mapResolution, this.mapWidth, this.mapHeight);
}
if (this.uniforms.viewResolution) {
gl.uniform2f(
this.uniforms.viewResolution,
this.viewWidth,
this.viewHeight,
);
}
if (this.uniforms.viewScale) {
gl.uniform1f(this.uniforms.viewScale, this.viewScale);
}
if (this.uniforms.viewOffset) {
gl.uniform2f(
this.uniforms.viewOffset,
this.viewOffsetX,
this.viewOffsetY,
);
}
if (this.uniforms.alpha) {
gl.uniform1f(this.uniforms.alpha, 150 / 255);
}
if (this.uniforms.fallout) {
const f = this.theme.falloutColor().rgba;
gl.uniform4f(
this.uniforms.fallout,
f.r / 255,
f.g / 255,
f.b / 255,
f.a ?? 1,
);
}
if (this.uniforms.altSelf) {
const c = this.theme.selfColor().rgba;
gl.uniform4f(
this.uniforms.altSelf,
c.r / 255,
c.g / 255,
c.b / 255,
c.a ?? 1,
);
}
if (this.uniforms.altAlly) {
const c = this.theme.allyColor().rgba;
gl.uniform4f(
this.uniforms.altAlly,
c.r / 255,
c.g / 255,
c.b / 255,
c.a ?? 1,
);
}
if (this.uniforms.altNeutral) {
const c = this.theme.neutralColor().rgba;
gl.uniform4f(
this.uniforms.altNeutral,
c.r / 255,
c.g / 255,
c.b / 255,
c.a ?? 1,
);
}
if (this.uniforms.altEnemy) {
const c = this.theme.enemyColor().rgba;
gl.uniform4f(
this.uniforms.altEnemy,
c.r / 255,
c.g / 255,
c.b / 255,
c.a ?? 1,
);
}
if (this.uniforms.viewerId) {
const viewerId = this.game.myPlayer()?.smallID() ?? 0;
gl.uniform1i(this.uniforms.viewerId, viewerId);
}
if (this.uniforms.viewResolution) {
gl.uniform2f(
this.uniforms.viewResolution,
this.viewWidth,
this.viewHeight,
);
}
if (this.uniforms.viewScale) {
gl.uniform1f(this.uniforms.viewScale, this.viewScale);
}
if (this.uniforms.viewOffset) {
gl.uniform2f(
this.uniforms.viewOffset,
this.viewOffsetX,
this.viewOffsetY,
);
}
if (this.uniforms.alternativeView) {
gl.uniform1i(this.uniforms.alternativeView, 0);
}
if (this.uniforms.hoveredPlayerId) {
gl.uniform1f(this.uniforms.hoveredPlayerId, -1);
}
if (this.uniforms.hoverHighlightStrength) {
gl.uniform1f(
this.uniforms.hoverHighlightStrength,
this.hoverHighlightStrength,
);
}
if (this.uniforms.hoverHighlightColor) {
const [r, g, b] = this.hoverHighlightColor;
gl.uniform3f(this.uniforms.hoverHighlightColor, 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.jfaAvailable) {
gl.uniform1i(this.uniforms.jfaAvailable, this.jfaSupported ? 1 : 0);
}
if (this.uniforms.contestNow) {
gl.uniform1i(this.uniforms.contestNow, this.contestNow);
}
if (this.uniforms.contestDuration) {
gl.uniform1f(this.uniforms.contestDuration, this.contestDurationTicks);
}
if (this.uniforms.smoothProgress) {
gl.uniform1f(this.uniforms.smoothProgress, this.smoothProgress);
}
if (this.uniforms.smoothEnabled) {
gl.uniform1i(this.uniforms.smoothEnabled, this.smoothEnabled ? 1 : 0);
}
if (
this.jfaSupported &&
this.jfaResultOldTexture &&
this.jfaResultNewTexture
) {
gl.activeTexture(gl.TEXTURE8);
gl.bindTexture(gl.TEXTURE_2D, this.jfaResultOldTexture);
gl.activeTexture(gl.TEXTURE9);
gl.bindTexture(gl.TEXTURE_2D, this.jfaResultNewTexture);
}
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.viewport(0, 0, this.viewWidth, this.viewHeight);
}
static create(game: GameView, theme: Theme): TerritoryWebGLCreateResult {
const state = game.tileStateView();
const expected = game.width() * game.height();
if (state.length !== expected) {
return {
renderer: null,
reason: "Tile state buffer size mismatch; WebGL renderer disabled.",
};
}
const renderer = new TerritoryWebGLRenderer(game, theme, state);
if (!renderer.isValid()) {
return {
renderer: null,
reason: "WebGL2 not available; WebGL renderer disabled.",
};
}
return { renderer };
}
isValid(): boolean {
return !!this.gl && !!this.program && !!this.vao;
}
dispose(): void {
if (this.gl) {
this.gl.getExtension("WEBGL_lose_context")?.loseContext();
}
this.canvas.remove();
}
setAlternativeView(enabled: boolean) {
this.alternativeView = enabled;
}
setViewSize(width: number, height: number) {
const nextWidth = Math.max(1, Math.floor(width));
const nextHeight = Math.max(1, Math.floor(height));
if (nextWidth === this.viewWidth && nextHeight === this.viewHeight) {
return;
}
this.viewWidth = nextWidth;
this.viewHeight = nextHeight;
this.canvas.width = nextWidth;
this.canvas.height = nextHeight;
if (!this.gl || !this.vertexBuffer) {
return;
}
const gl = this.gl;
const vertices = new Float32Array([
0,
0,
this.viewWidth,
0,
0,
this.viewHeight,
0,
this.viewHeight,
this.viewWidth,
0,
this.viewWidth,
this.viewHeight,
]);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
if (this.program) {
gl.useProgram(this.program);
if (this.uniforms.viewResolution) {
gl.uniform2f(
this.uniforms.viewResolution,
this.viewWidth,
this.viewHeight,
);
}
}
}
setViewTransform(scale: number, offsetX: number, offsetY: number) {
this.viewScale = scale;
this.viewOffsetX = offsetX;
this.viewOffsetY = offsetY;
}
setHoveredPlayerId(playerSmallId: number | null) {
const encoded = playerSmallId ?? -1;
if (encoded !== this.hoveredPlayerId) {
this.hoveredPlayerId = encoded;
this.hoverStartTime = encoded >= 0 ? Date.now() : 0;
}
}
setHoverHighlightOptions(options: HoverHighlightOptions) {
if (options.strength !== undefined) {
this.hoverHighlightStrength = Math.max(0, Math.min(1, options.strength));
}
if (options.color) {
this.hoverHighlightColor = [
options.color.r / 255,
options.color.g / 255,
options.color.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);
}
}
setContestEnabled(enabled: boolean) {
if (this.contestEnabled === enabled) {
return;
}
this.contestEnabled = enabled;
if (this.contestEnabled) {
this.needsContestFullUpload = true;
this.needsContestTimesUpload = true;
this.needsContestStrengthsUpload = true;
} else {
this.contestDirtyRows.clear();
}
}
setContestPatternMode(mode: "blueNoise" | "checkerboard" | "bayer4x4") {
if (mode === "checkerboard") this.contestPatternMode = 1;
else if (mode === "bayer4x4") this.contestPatternMode = 2;
else this.contestPatternMode = 0;
}
setDebugDisableStaticBorders(disabled: boolean) {
this.debugDisableStaticBorders = disabled;
}
setDebugDisableAllBorders(disabled: boolean) {
this.debugDisableAllBorders = disabled;
}
setSeedSamplingMode(mode: "none" | "2x2" | "3x3") {
this.seedSamplingMode = mode === "none" ? 0 : mode === "2x2" ? 1 : 2;
}
setDebugStripeFixedColors(enabled: boolean) {
this.debugStripeFixedColors = enabled;
}
setMotionMode(mode: "euclidean" | "axisSnap" | "manhattan" | "chebyshev") {
if (mode === "axisSnap") this.motionMode = 1;
else if (mode === "manhattan") this.motionMode = 2;
else if (mode === "chebyshev") this.motionMode = 3;
else this.motionMode = 0;
}
markTile(tile: TileRef) {
if (this.needsFullUpload) {
return;
}
const x = tile % this.mapWidth;
const y = Math.floor(tile / this.mapWidth);
const span = this.dirtyRows.get(y);
if (span === undefined) {
this.dirtyRows.set(y, { minX: x, maxX: x });
} else {
span.minX = Math.min(span.minX, x);
span.maxX = Math.max(span.maxX, x);
}
}
setContestTile(
tile: TileRef,
defenderOwner: number,
attackerOwner: number,
componentId: number,
attackerEver: boolean,
) {
if (!this.contestEnabled) {
return;
}
const offset = tile * 2;
const defenderValue = defenderOwner & 0xffff;
const attackerValue = attackerOwner & 0xffff;
const idValue = (componentId & 0x7fff) | (attackerEver ? 0x8000 : 0);
if (
this.contestOwnersState[offset] === defenderValue &&
this.contestOwnersState[offset + 1] === attackerValue &&
this.contestIdsState[tile] === idValue
) {
return;
}
this.contestOwnersState[offset] = defenderValue;
this.contestOwnersState[offset + 1] = attackerValue;
this.contestIdsState[tile] = idValue;
if (this.needsContestFullUpload) {
return;
}
const x = tile % this.mapWidth;
const y = Math.floor(tile / this.mapWidth);
const span = this.contestDirtyRows.get(y);
if (span === undefined) {
this.contestDirtyRows.set(y, { minX: x, maxX: x });
} else {
span.minX = Math.min(span.minX, x);
span.maxX = Math.max(span.maxX, x);
}
}
clearContestTile(tile: TileRef) {
this.setContestTile(tile, 0, 0, 0, false);
}
setContestTime(componentId: number, nowPacked: number) {
if (!this.contestEnabled) {
return;
}
if (componentId <= 0) {
return;
}
this.ensureContestTimeCapacity(componentId);
const packed = nowPacked & 0xffff;
if (this.contestTimesState[componentId] === packed) {
return;
}
this.contestTimesState[componentId] = packed;
this.needsContestTimesUpload = true;
}
ensureContestTimeCapacity(componentId: number) {
if (componentId < this.contestTimesState.length) {
return;
}
let nextLength = Math.max(1, this.contestTimesState.length);
while (nextLength <= componentId) {
nextLength *= 2;
}
const nextState = new Uint16Array(nextLength);
nextState.set(this.contestTimesState);
this.contestTimesState = nextState;
this.needsContestTimesUpload = true;
}
setContestStrength(componentId: number, strength: number) {
if (!this.contestEnabled) {
return;
}
if (componentId <= 0) {
return;
}
this.ensureContestStrengthCapacity(componentId);
const clamped = Math.max(0, Math.min(1, strength));
const packed = Math.round(clamped * 65535) & 0xffff;
if (this.contestStrengthsState[componentId] === packed) {
return;
}
this.contestStrengthsState[componentId] = packed;
this.needsContestStrengthsUpload = true;
}
ensureContestStrengthCapacity(componentId: number) {
if (componentId < this.contestStrengthsState.length) {
return;
}
let nextLength = Math.max(1, this.contestStrengthsState.length);
while (nextLength <= componentId) {
nextLength *= 2;
}
const nextState = new Uint16Array(nextLength);
nextState.set(this.contestStrengthsState);
this.contestStrengthsState = nextState;
this.needsContestStrengthsUpload = true;
}
setContestNow(nowPacked: number, durationTicks: number) {
if (!this.contestEnabled) {
return;
}
this.contestNow = nowPacked | 0;
this.contestDurationTicks = Math.max(0, durationTicks);
}
snapshotStateForSmoothing() {
if (
!this.gl ||
!this.prevStateCopySupported ||
!this.stateFramebuffer ||
!this.prevStateFramebuffer ||
!this.olderStateFramebuffer
) {
return;
}
const gl = this.gl;
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, this.prevStateFramebuffer);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, this.olderStateFramebuffer);
gl.blitFramebuffer(
0,
0,
this.mapWidth,
this.mapHeight,
0,
0,
this.mapWidth,
this.mapHeight,
gl.COLOR_BUFFER_BIT,
gl.NEAREST,
);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, this.stateFramebuffer);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, this.prevStateFramebuffer);
gl.blitFramebuffer(
0,
0,
this.mapWidth,
this.mapHeight,
0,
0,
this.mapWidth,
this.mapHeight,
gl.COLOR_BUFFER_BIT,
gl.NEAREST,
);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
if (
this.jfaSupported &&
this.jfaResultOlderFramebuffer &&
this.jfaResultOldFramebuffer &&
this.jfaResultNewFramebuffer
) {
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, this.jfaResultOldFramebuffer);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, this.jfaResultOlderFramebuffer);
gl.blitFramebuffer(
0,
0,
this.mapWidth,
this.mapHeight,
0,
0,
this.mapWidth,
this.mapHeight,
gl.COLOR_BUFFER_BIT,
gl.NEAREST,
);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, this.jfaResultNewFramebuffer);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, this.jfaResultOldFramebuffer);
gl.blitFramebuffer(
0,
0,
this.mapWidth,
this.mapHeight,
0,
0,
this.mapWidth,
this.mapHeight,
gl.COLOR_BUFFER_BIT,
gl.NEAREST,
);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
}
if (
this.jfaSupported &&
this.changeMaskFramebufferOlder &&
this.changeMaskFramebufferOld &&
this.changeMaskFramebufferNew
) {
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, this.changeMaskFramebufferOld);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, this.changeMaskFramebufferOlder);
gl.blitFramebuffer(
0,
0,
this.mapWidth,
this.mapHeight,
0,
0,
this.mapWidth,
this.mapHeight,
gl.COLOR_BUFFER_BIT,
gl.NEAREST,
);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, this.changeMaskFramebufferNew);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, this.changeMaskFramebufferOld);
gl.blitFramebuffer(
0,
0,
this.mapWidth,
this.mapHeight,
0,
0,
this.mapWidth,
this.mapHeight,
gl.COLOR_BUFFER_BIT,
gl.NEAREST,
);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
}
this.jfaDirty = true;
this.changeMaskDirty = true;
}
setSmoothProgress(progress: number) {
this.smoothProgress = Math.max(0, Math.min(1, progress));
}
setSmoothEnabled(enabled: boolean) {
this.smoothEnabled =
enabled &&
this.jfaSupported &&
this.prevStateCopySupported &&
!!this.changeMaskProgram &&
!!this.changeMaskTextureOld &&
!!this.changeMaskTextureNew &&
!!this.jfaResultOldTexture &&
!!this.jfaResultNewTexture;
}
setInterpolationPair(pair: "prevCurrent" | "olderPrev") {
this.interpolationPair = pair;
}
markAllDirty() {
this.needsFullUpload = true;
this.dirtyRows.clear();
this.needsContestFullUpload = true;
this.needsContestTimesUpload = true;
this.needsContestStrengthsUpload = true;
this.contestDirtyRows.clear();
this.jfaDirty = true;
this.changeMaskDirty = true;
}
refreshPalette() {
if (!this.gl || !this.paletteTexture || !this.relationTexture) {
return;
}
this.uploadPalette();
}
render() {
if (!this.gl || !this.program || !this.vao) {
return;
}
const gl = this.gl;
const uploadStateSpan = FrameProfiler.start();
this.uploadStateTexture();
FrameProfiler.end("TerritoryWebGLRenderer:uploadState", uploadStateSpan);
if (this.contestEnabled) {
const uploadContestSpan = FrameProfiler.start();
this.uploadContestTexture();
FrameProfiler.end(
"TerritoryWebGLRenderer:uploadContests",
uploadContestSpan,
);
const uploadContestTimesSpan = FrameProfiler.start();
this.uploadContestTimesTexture();
FrameProfiler.end(
"TerritoryWebGLRenderer:uploadContestTimes",
uploadContestTimesSpan,
);
const uploadContestStrengthsSpan = FrameProfiler.start();
this.uploadContestStrengthsTexture();
FrameProfiler.end(
"TerritoryWebGLRenderer:uploadContestStrengths",
uploadContestStrengthsSpan,
);
}
if (this.jfaSupported) {
this.updateChangeMask();
this.updateJfa();
}
const renderSpan = FrameProfiler.start();
gl.viewport(0, 0, this.viewWidth, this.viewHeight);
gl.useProgram(this.program);
gl.bindVertexArray(this.vao);
const canUseOlderPair =
this.interpolationPair === "olderPrev" &&
!!this.prevOwnerTexture &&
!!this.olderOwnerTexture &&
!!this.jfaResultOldTexture &&
!!this.jfaResultOlderTexture;
const renderPair = canUseOlderPair ? "olderPrev" : "prevCurrent";
const toStateTexture =
renderPair === "olderPrev" ? this.prevOwnerTexture : this.stateTexture;
const fromStateTexture =
renderPair === "olderPrev"
? this.olderOwnerTexture
: this.prevOwnerTexture;
if (toStateTexture) {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, toStateTexture);
}
if (this.paletteTexture) {
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, this.paletteTexture);
}
if (this.relationTexture) {
gl.activeTexture(gl.TEXTURE2);
gl.bindTexture(gl.TEXTURE_2D, this.relationTexture);
}
if (this.patternTexture) {
gl.activeTexture(gl.TEXTURE3);
gl.bindTexture(gl.TEXTURE_2D, this.patternTexture);
}
if (this.contestOwnersTexture) {
gl.activeTexture(gl.TEXTURE4);
gl.bindTexture(gl.TEXTURE_2D, this.contestOwnersTexture);
}
if (this.contestIdsTexture) {
gl.activeTexture(gl.TEXTURE5);
gl.bindTexture(gl.TEXTURE_2D, this.contestIdsTexture);
}
if (this.contestTimesTexture) {
gl.activeTexture(gl.TEXTURE6);
gl.bindTexture(gl.TEXTURE_2D, this.contestTimesTexture);
}
if (fromStateTexture) {
gl.activeTexture(gl.TEXTURE7);
gl.bindTexture(gl.TEXTURE_2D, fromStateTexture);
}
const seedsOld =
renderPair === "olderPrev"
? this.jfaResultOlderTexture
: this.jfaResultOldTexture;
const seedsNew =
renderPair === "olderPrev"
? this.jfaResultOldTexture
: this.jfaResultNewTexture;
if (seedsOld) {
gl.activeTexture(gl.TEXTURE8);
gl.bindTexture(gl.TEXTURE_2D, seedsOld);
}
if (seedsNew) {
gl.activeTexture(gl.TEXTURE9);
gl.bindTexture(gl.TEXTURE_2D, seedsNew);
}
if (this.stateTexture) {
gl.activeTexture(gl.TEXTURE12);
gl.bindTexture(gl.TEXTURE_2D, this.stateTexture);
}
if (this.terrainTexture) {
gl.activeTexture(gl.TEXTURE14);
gl.bindTexture(gl.TEXTURE_2D, this.terrainTexture);
}
const changeMaskTexture =
renderPair === "olderPrev"
? this.changeMaskTextureOld
: this.changeMaskTextureNew;
if (changeMaskTexture) {
gl.activeTexture(gl.TEXTURE13);
gl.bindTexture(gl.TEXTURE_2D, changeMaskTexture);
}
if (this.contestStrengthsTexture) {
gl.activeTexture(gl.TEXTURE11);
gl.bindTexture(gl.TEXTURE_2D, this.contestStrengthsTexture);
}
if (this.uniforms.viewResolution) {
gl.uniform2f(
this.uniforms.viewResolution,
this.viewWidth,
this.viewHeight,
);
}
if (this.uniforms.viewScale) {
gl.uniform1f(this.uniforms.viewScale, this.viewScale);
}
if (this.uniforms.viewOffset) {
gl.uniform2f(
this.uniforms.viewOffset,
this.viewOffsetX,
this.viewOffsetY,
);
}
if (this.uniforms.alternativeView) {
gl.uniform1i(this.uniforms.alternativeView, this.alternativeView ? 1 : 0);
}
if (this.uniforms.hoveredPlayerId) {
// Disable highlight after 5 seconds
const now = Date.now();
const elapsed = now - this.hoverStartTime;
const activeHoverId =
this.hoveredPlayerId >= 0 &&
elapsed < TerritoryWebGLRenderer.HOVER_DURATION_MS
? this.hoveredPlayerId
: -1;
gl.uniform1f(this.uniforms.hoveredPlayerId, activeHoverId);
}
if (this.uniforms.hoverHighlightStrength) {
gl.uniform1f(
this.uniforms.hoverHighlightStrength,
this.hoverHighlightStrength,
);
}
if (this.uniforms.hoverHighlightColor) {
const [r, g, b] = this.hoverHighlightColor;
gl.uniform3f(this.uniforms.hoverHighlightColor, 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.time) {
const currentTime = (Date.now() - this.animationStartTime) / 1000.0;
gl.uniform1f(this.uniforms.time, currentTime);
}
if (this.uniforms.viewerId) {
const viewerId = this.game.myPlayer()?.smallID() ?? 0;
gl.uniform1i(this.uniforms.viewerId, viewerId);
}
if (this.uniforms.contestEnabled) {
gl.uniform1i(this.uniforms.contestEnabled, this.contestEnabled ? 1 : 0);
}
if (this.uniforms.contestPatternMode) {
gl.uniform1i(this.uniforms.contestPatternMode, this.contestPatternMode);
}
if (this.uniforms.debugDisableStaticBorders) {
gl.uniform1i(
this.uniforms.debugDisableStaticBorders,
this.debugDisableStaticBorders ? 1 : 0,
);
}
if (this.uniforms.debugDisableAllBorders) {
gl.uniform1i(
this.uniforms.debugDisableAllBorders,
this.debugDisableAllBorders ? 1 : 0,
);
}
if (this.uniforms.seedSamplingMode) {
gl.uniform1i(this.uniforms.seedSamplingMode, this.seedSamplingMode);
}
if (this.uniforms.debugStripeFixedColors) {
gl.uniform1i(
this.uniforms.debugStripeFixedColors,
this.debugStripeFixedColors ? 1 : 0,
);
}
if (this.uniforms.motionMode) {
gl.uniform1i(this.uniforms.motionMode, this.motionMode);
}
if (this.uniforms.contestNow) {
gl.uniform1i(this.uniforms.contestNow, this.contestNow);
}
if (this.uniforms.contestDuration) {
gl.uniform1f(this.uniforms.contestDuration, this.contestDurationTicks);
}
if (this.uniforms.smoothProgress) {
gl.uniform1f(this.uniforms.smoothProgress, this.smoothProgress);
}
if (this.uniforms.smoothEnabled) {
gl.uniform1i(this.uniforms.smoothEnabled, this.smoothEnabled ? 1 : 0);
}
if (this.uniforms.darkMode) {
gl.uniform1i(
this.uniforms.darkMode,
this.userSettings.darkMode() ? 1 : 0,
);
}
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.bindVertexArray(null);
FrameProfiler.end("TerritoryWebGLRenderer:draw", renderSpan);
}
getDebugStats() {
return {
mapWidth: this.mapWidth,
mapHeight: this.mapHeight,
viewWidth: this.viewWidth,
viewHeight: this.viewHeight,
viewScale: this.viewScale,
viewOffsetX: this.viewOffsetX,
viewOffsetY: this.viewOffsetY,
smoothEnabled: this.smoothEnabled,
smoothProgress: this.smoothProgress,
jfaSupported: this.jfaSupported,
jfaDisabledReason: this.jfaDisabledReason,
jfaDirty: this.jfaDirty,
prevStateCopySupported: this.prevStateCopySupported,
contestDurationTicks: this.contestDurationTicks,
contestNow: this.contestNow,
hoveredPlayerId: this.hoveredPlayerId,
};
}
private uploadStateTexture(): { rows: number; bytes: number } {
if (!this.gl || !this.stateTexture) return { rows: 0, bytes: 0 };
const gl = this.gl;
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.stateTexture);
const bytesPerPixel = Uint16Array.BYTES_PER_ELEMENT;
let rowsUploaded = 0;
let bytesUploaded = 0;
if (this.needsFullUpload) {
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.R16UI,
this.mapWidth,
this.mapHeight,
0,
gl.RED_INTEGER,
gl.UNSIGNED_SHORT,
this.state,
);
this.needsFullUpload = false;
this.dirtyRows.clear();
rowsUploaded = this.mapHeight;
bytesUploaded = this.mapWidth * this.mapHeight * bytesPerPixel;
return { rows: rowsUploaded, bytes: bytesUploaded };
}
if (this.dirtyRows.size === 0) {
return { rows: 0, bytes: 0 };
}
for (const [y, span] of this.dirtyRows) {
const width = span.maxX - span.minX + 1;
const offset = y * this.mapWidth + span.minX;
const rowSlice = this.state.subarray(offset, offset + width);
gl.texSubImage2D(
gl.TEXTURE_2D,
0,
span.minX,
y,
width,
1,
gl.RED_INTEGER,
gl.UNSIGNED_SHORT,
rowSlice,
);
rowsUploaded++;
bytesUploaded += width * bytesPerPixel;
}
this.dirtyRows.clear();
return { rows: rowsUploaded, bytes: bytesUploaded };
}
private uploadContestTexture(): { rows: number; bytes: number } {
if (!this.gl || !this.contestOwnersTexture || !this.contestIdsTexture) {
return { rows: 0, bytes: 0 };
}
const gl = this.gl;
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
const bytesPerOwnerPixel = Uint16Array.BYTES_PER_ELEMENT * 2;
const bytesPerIdPixel = Uint16Array.BYTES_PER_ELEMENT;
let rowsUploaded = 0;
let bytesUploaded = 0;
if (this.needsContestFullUpload) {
gl.activeTexture(gl.TEXTURE4);
gl.bindTexture(gl.TEXTURE_2D, this.contestOwnersTexture);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RG16UI,
this.mapWidth,
this.mapHeight,
0,
gl.RG_INTEGER,
gl.UNSIGNED_SHORT,
this.contestOwnersState,
);
gl.activeTexture(gl.TEXTURE5);
gl.bindTexture(gl.TEXTURE_2D, this.contestIdsTexture);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.R16UI,
this.mapWidth,
this.mapHeight,
0,
gl.RED_INTEGER,
gl.UNSIGNED_SHORT,
this.contestIdsState,
);
this.needsContestFullUpload = false;
this.contestDirtyRows.clear();
rowsUploaded = this.mapHeight;
bytesUploaded =
this.mapWidth * this.mapHeight * (bytesPerOwnerPixel + bytesPerIdPixel);
return { rows: rowsUploaded, bytes: bytesUploaded };
}
if (this.contestDirtyRows.size === 0) {
return { rows: 0, bytes: 0 };
}
for (const [y, span] of this.contestDirtyRows) {
const width = span.maxX - span.minX + 1;
const ownerOffset = (y * this.mapWidth + span.minX) * 2;
const ownerSlice = this.contestOwnersState.subarray(
ownerOffset,
ownerOffset + width * 2,
);
gl.activeTexture(gl.TEXTURE4);
gl.bindTexture(gl.TEXTURE_2D, this.contestOwnersTexture);
gl.texSubImage2D(
gl.TEXTURE_2D,
0,
span.minX,
y,
width,
1,
gl.RG_INTEGER,
gl.UNSIGNED_SHORT,
ownerSlice,
);
const idOffset = y * this.mapWidth + span.minX;
const idSlice = this.contestIdsState.subarray(idOffset, idOffset + width);
gl.activeTexture(gl.TEXTURE5);
gl.bindTexture(gl.TEXTURE_2D, this.contestIdsTexture);
gl.texSubImage2D(
gl.TEXTURE_2D,
0,
span.minX,
y,
width,
1,
gl.RED_INTEGER,
gl.UNSIGNED_SHORT,
idSlice,
);
rowsUploaded++;
bytesUploaded += width * (bytesPerOwnerPixel + bytesPerIdPixel);
}
this.contestDirtyRows.clear();
return { rows: rowsUploaded, bytes: bytesUploaded };
}
private uploadContestTimesTexture(): { rows: number; bytes: number } {
if (!this.gl || !this.contestTimesTexture) {
return { rows: 0, bytes: 0 };
}
if (!this.needsContestTimesUpload) {
return { rows: 0, bytes: 0 };
}
const gl = this.gl;
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.activeTexture(gl.TEXTURE6);
gl.bindTexture(gl.TEXTURE_2D, this.contestTimesTexture);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.R16UI,
this.contestTimesState.length,
1,
0,
gl.RED_INTEGER,
gl.UNSIGNED_SHORT,
this.contestTimesState,
);
this.needsContestTimesUpload = false;
const bytes = this.contestTimesState.length * Uint16Array.BYTES_PER_ELEMENT;
return { rows: 1, bytes };
}
private uploadContestStrengthsTexture(): { rows: number; bytes: number } {
if (!this.gl || !this.contestStrengthsTexture) {
return { rows: 0, bytes: 0 };
}
if (!this.needsContestStrengthsUpload) {
return { rows: 0, bytes: 0 };
}
const gl = this.gl;
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.activeTexture(gl.TEXTURE11);
gl.bindTexture(gl.TEXTURE_2D, this.contestStrengthsTexture);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.R16UI,
this.contestStrengthsState.length,
1,
0,
gl.RED_INTEGER,
gl.UNSIGNED_SHORT,
this.contestStrengthsState,
);
this.needsContestStrengthsUpload = false;
const bytes =
this.contestStrengthsState.length * Uint16Array.BYTES_PER_ELEMENT;
return { rows: 1, bytes };
}
private updateChangeMask() {
if (
!this.gl ||
!this.jfaSupported ||
!this.changeMaskDirty ||
!this.changeMaskProgram ||
!this.changeMaskFramebufferNew ||
!this.changeMaskFramebufferOld ||
!this.changeMaskFramebufferOlder ||
!this.prevOwnerTexture ||
!this.stateTexture ||
!this.jfaVao
) {
return;
}
const gl = this.gl;
const prevBlend = gl.isEnabled(gl.BLEND);
gl.disable(gl.BLEND);
gl.viewport(0, 0, this.mapWidth, this.mapHeight);
gl.bindVertexArray(this.jfaVao);
gl.useProgram(this.changeMaskProgram);
if (this.changeMaskUniforms.resolution) {
gl.uniform2f(
this.changeMaskUniforms.resolution,
this.mapWidth,
this.mapHeight,
);
}
if (this.changeMaskUniforms.oldTexture) {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.prevOwnerTexture);
gl.uniform1i(this.changeMaskUniforms.oldTexture, 0);
}
if (this.changeMaskUniforms.newTexture) {
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, this.stateTexture);
gl.uniform1i(this.changeMaskUniforms.newTexture, 1);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, this.changeMaskFramebufferNew);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
if (!this.changeMaskHistoryInitialized) {
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, this.changeMaskFramebufferNew);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, this.changeMaskFramebufferOld);
gl.blitFramebuffer(
0,
0,
this.mapWidth,
this.mapHeight,
0,
0,
this.mapWidth,
this.mapHeight,
gl.COLOR_BUFFER_BIT,
gl.NEAREST,
);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, this.changeMaskFramebufferOlder);
gl.blitFramebuffer(
0,
0,
this.mapWidth,
this.mapHeight,
0,
0,
this.mapWidth,
this.mapHeight,
gl.COLOR_BUFFER_BIT,
gl.NEAREST,
);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
this.changeMaskHistoryInitialized = true;
}
this.changeMaskDirty = false;
if (prevBlend) {
gl.enable(gl.BLEND);
}
}
private updateJfa() {
if (
!this.gl ||
!this.jfaSupported ||
!this.jfaSeedProgram ||
!this.jfaProgram ||
!this.jfaFramebufferA ||
!this.jfaFramebufferB ||
!this.jfaTextureA ||
!this.jfaTextureB ||
!this.stateTexture ||
!this.jfaResultNewFramebuffer ||
!this.jfaResultNewTexture ||
!this.jfaVao
) {
return;
}
if (!this.jfaDirty) {
return;
}
const gl = this.gl;
const prevBlend = gl.isEnabled(gl.BLEND);
gl.disable(gl.BLEND);
gl.viewport(0, 0, this.mapWidth, this.mapHeight);
gl.bindVertexArray(this.jfaVao);
const runJfa = (
ownerTexture: WebGLTexture,
resultFramebuffer: WebGLFramebuffer,
) => {
gl.useProgram(this.jfaSeedProgram);
if (this.jfaSeedUniforms.resolution) {
gl.uniform2f(
this.jfaSeedUniforms.resolution,
this.mapWidth,
this.mapHeight,
);
}
if (this.jfaSeedUniforms.owner) {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, ownerTexture);
gl.uniform1i(this.jfaSeedUniforms.owner, 0);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, this.jfaFramebufferA);
gl.drawArrays(gl.TRIANGLES, 0, 6);
let readTex = this.jfaTextureA;
let readFbo = this.jfaFramebufferA;
let writeFbo = this.jfaFramebufferB;
let writeTex = this.jfaTextureB;
for (const step of this.jfaSteps) {
gl.useProgram(this.jfaProgram);
if (this.jfaUniforms.resolution) {
gl.uniform2f(
this.jfaUniforms.resolution,
this.mapWidth,
this.mapHeight,
);
}
if (this.jfaUniforms.step) {
gl.uniform1f(this.jfaUniforms.step, step);
}
if (this.jfaUniforms.seeds) {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, readTex);
gl.uniform1i(this.jfaUniforms.seeds, 0);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, writeFbo);
gl.drawArrays(gl.TRIANGLES, 0, 6);
const tempTex = readTex;
readTex = writeTex;
writeTex = tempTex;
const tempFbo = readFbo;
readFbo = writeFbo;
writeFbo = tempFbo;
}
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, readFbo);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, resultFramebuffer);
gl.blitFramebuffer(
0,
0,
this.mapWidth,
this.mapHeight,
0,
0,
this.mapWidth,
this.mapHeight,
gl.COLOR_BUFFER_BIT,
gl.NEAREST,
);
};
runJfa(this.stateTexture, this.jfaResultNewFramebuffer);
this.jfaDirty = false;
if (
!this.jfaHistoryInitialized &&
this.jfaResultOlderFramebuffer &&
this.jfaResultOldFramebuffer
) {
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, this.jfaResultNewFramebuffer);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, this.jfaResultOldFramebuffer);
gl.blitFramebuffer(
0,
0,
this.mapWidth,
this.mapHeight,
0,
0,
this.mapWidth,
this.mapHeight,
gl.COLOR_BUFFER_BIT,
gl.NEAREST,
);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, this.jfaResultOlderFramebuffer);
gl.blitFramebuffer(
0,
0,
this.mapWidth,
this.mapHeight,
0,
0,
this.mapWidth,
this.mapHeight,
gl.COLOR_BUFFER_BIT,
gl.NEAREST,
);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
this.jfaHistoryInitialized = true;
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
if (prevBlend) {
gl.enable(gl.BLEND);
}
gl.bindVertexArray(null);
}
private buildJfaSteps(width: number, height: number): number[] {
const maxDim = Math.max(width, height);
let step = 1;
while (step < maxDim) {
step <<= 1;
}
step >>= 1;
const steps: number[] = [];
while (step >= 1) {
steps.push(step);
step >>= 1;
}
return steps;
}
private uploadPalette() {
if (
!this.gl ||
!this.paletteTexture ||
!this.relationTexture ||
!this.patternTexture ||
!this.program
)
return;
const gl = this.gl;
const players = this.game.playerViews().filter((p) => p.isPlayer());
const maxId = players.reduce((max, p) => Math.max(max, p.smallID()), 0) + 1;
this.paletteWidth = Math.max(maxId, 1);
const paletteData = new Uint8Array(this.paletteWidth * 8);
const relationData = new Uint8Array(this.paletteWidth * this.paletteWidth);
const patternData = new Uint8Array(
this.paletteWidth * PATTERN_STRIDE_BYTES,
);
const patternsEnabled = this.userSettings.territoryPatterns();
const defaultPatternBytes = this.getPatternBytes(
DefaultPattern.patternData,
);
for (const p of players) {
const id = p.smallID();
const territoryRgba = p.territoryColor().rgba;
paletteData[id * 8] = territoryRgba.r;
paletteData[id * 8 + 1] = territoryRgba.g;
paletteData[id * 8 + 2] = territoryRgba.b;
paletteData[id * 8 + 3] = Math.round((territoryRgba.a ?? 1) * 255);
const borderRgba = p.borderColor().rgba;
paletteData[id * 8 + 4] = borderRgba.r;
paletteData[id * 8 + 5] = borderRgba.g;
paletteData[id * 8 + 6] = borderRgba.b;
paletteData[id * 8 + 7] = Math.round((borderRgba.a ?? 1) * 255);
const patternBytes =
patternsEnabled && p.cosmetics.pattern
? this.getPatternBytes(p.cosmetics.pattern.patternData)
: defaultPatternBytes;
const offset = id * PATTERN_STRIDE_BYTES;
patternData.set(patternBytes.slice(0, PATTERN_STRIDE_BYTES), offset);
}
for (let ownerId = 0; ownerId < this.paletteWidth; ownerId++) {
const owner = this.safePlayerBySmallId(ownerId);
for (let otherId = 0; otherId < this.paletteWidth; otherId++) {
const other = this.safePlayerBySmallId(otherId);
relationData[ownerId * this.paletteWidth + otherId] =
this.resolveRelationCode(owner, other);
}
}
gl.useProgram(this.program);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, this.paletteTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA8,
this.paletteWidth * 2,
1,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
paletteData,
);
gl.activeTexture(gl.TEXTURE2);
gl.bindTexture(gl.TEXTURE_2D, this.relationTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.R8UI,
this.paletteWidth,
this.paletteWidth,
0,
gl.RED_INTEGER,
gl.UNSIGNED_BYTE,
relationData,
);
gl.activeTexture(gl.TEXTURE3);
gl.bindTexture(gl.TEXTURE_2D, this.patternTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.R8UI,
PATTERN_STRIDE_BYTES,
this.paletteWidth,
0,
gl.RED_INTEGER,
gl.UNSIGNED_BYTE,
patternData,
);
if (this.uniforms.patternStride) {
gl.uniform1i(this.uniforms.patternStride, PATTERN_STRIDE_BYTES);
}
if (this.uniforms.patternRows) {
gl.uniform1i(this.uniforms.patternRows, this.paletteWidth);
}
}
private resolveRelationCode(
owner: PlayerView | null,
other: PlayerView | null,
): number {
if (!owner || !other || !owner.isPlayer() || !other.isPlayer()) {
return 0;
}
let code = 0;
if (owner.smallID() === other.smallID()) {
code |= 4;
}
if (owner.isFriendly(other) || other.isFriendly(owner)) {
code |= 1;
}
if (owner.hasEmbargo(other)) {
code |= 2;
}
return code;
}
private safePlayerBySmallId(id: number): PlayerView | null {
const player = this.game.playerBySmallID(id);
return player instanceof PlayerView ? player : null;
}
private getPatternBytes(patternData: string): Uint8Array {
const cached = this.patternBytesCache.get(patternData);
if (cached) {
return cached;
}
try {
const bytes = base64url.decode(patternData);
this.patternBytesCache.set(patternData, bytes);
return bytes;
} catch (error) {
const fallback = base64url.decode(DefaultPattern.patternData);
this.patternBytesCache.set(patternData, fallback);
return fallback;
}
}
private createJfaSeedProgram(
gl: WebGL2RenderingContext,
): WebGLProgram | null {
const vertexShaderSource = `#version 300 es
precision highp float;
layout(location = 0) in vec2 a_position;
uniform vec2 u_resolution;
void main() {
vec2 zeroToOne = a_position / u_resolution;
vec2 clipSpace = zeroToOne * 2.0 - 1.0;
clipSpace.y = -clipSpace.y;
gl_Position = vec4(clipSpace, 0.0, 1.0);
}
`;
const fragmentShaderSource = `#version 300 es
precision highp float;
precision highp usampler2D;
uniform usampler2D u_ownerTexture;
uniform vec2 u_resolution;
out vec2 outSeed;
uint ownerAt(ivec2 texCoord) {
ivec2 clamped = clamp(
texCoord,
ivec2(0, 0),
ivec2(int(u_resolution.x) - 1, int(u_resolution.y) - 1)
);
return texelFetch(u_ownerTexture, clamped, 0).r & 0xFFFu;
}
void main() {
ivec2 fragCoord = ivec2(gl_FragCoord.xy);
ivec2 texCoord = ivec2(
fragCoord.x,
int(u_resolution.y) - 1 - fragCoord.y
);
uint owner = ownerAt(texCoord);
bool isBorder = false;
vec2 edgeDir = vec2(0.0);
uint nOwner = ownerAt(texCoord + ivec2(1, 0));
if (nOwner != owner) { isBorder = true; edgeDir += vec2(1.0, 0.0); }
nOwner = ownerAt(texCoord + ivec2(-1, 0));
if (nOwner != owner) { isBorder = true; edgeDir += vec2(-1.0, 0.0); }
nOwner = ownerAt(texCoord + ivec2(0, 1));
if (nOwner != owner) { isBorder = true; edgeDir += vec2(0.0, 1.0); }
nOwner = ownerAt(texCoord + ivec2(0, -1));
if (nOwner != owner) { isBorder = true; edgeDir += vec2(0.0, -1.0); }
vec2 edgeOffset = vec2(
edgeDir.x == 0.0 ? 0.0 : (edgeDir.x > 0.0 ? 0.5 : -0.5),
edgeDir.y == 0.0 ? 0.0 : (edgeDir.y > 0.0 ? 0.5 : -0.5)
);
// Seed at the border edge (tile center +/- 0.5) so the front can move
// even when the border tile itself stays the same.
outSeed = isBorder
? (vec2(texCoord) + vec2(0.5) + edgeOffset)
: vec2(-1.0, -1.0);
}
`;
const vertexShader = this.compileShader(
gl,
gl.VERTEX_SHADER,
vertexShaderSource,
);
const fragmentShader = this.compileShader(
gl,
gl.FRAGMENT_SHADER,
fragmentShaderSource,
);
if (!vertexShader || !fragmentShader) {
return null;
}
const program = gl.createProgram();
if (!program) return null;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error(
"[TerritoryWebGLRenderer] JFA seed link error",
gl.getProgramInfoLog(program),
);
gl.deleteProgram(program);
return null;
}
return program;
}
private createJfaProgram(gl: WebGL2RenderingContext): WebGLProgram | null {
const vertexShaderSource = `#version 300 es
precision highp float;
layout(location = 0) in vec2 a_position;
uniform vec2 u_resolution;
void main() {
vec2 zeroToOne = a_position / u_resolution;
vec2 clipSpace = zeroToOne * 2.0 - 1.0;
clipSpace.y = -clipSpace.y;
gl_Position = vec4(clipSpace, 0.0, 1.0);
}
`;
const fragmentShaderSource = `#version 300 es
precision highp float;
uniform sampler2D u_seeds;
uniform vec2 u_resolution;
uniform float u_step;
out vec2 outSeed;
vec2 seedAt(ivec2 coord) {
// coord is in texCoord space (Y-flipped from fragCoord)
// JFA texture was written at fragCoord positions, so flip back
ivec2 jfaCoord = ivec2(coord.x, int(u_resolution.y) - 1 - coord.y);
ivec2 clamped = clamp(
jfaCoord,
ivec2(0, 0),
ivec2(int(u_resolution.x) - 1, int(u_resolution.y) - 1)
);
return texelFetch(u_seeds, clamped, 0).rg;
}
void considerSeed(ivec2 coord, ivec2 texCoord, inout vec2 bestSeed, inout float bestDist) {
vec2 seed = seedAt(coord);
if (seed.x < 0.0) {
return;
}
float dist = length(seed - (vec2(texCoord) + vec2(0.5)));
if (dist < bestDist) {
bestDist = dist;
bestSeed = seed;
}
}
void main() {
ivec2 fragCoord = ivec2(gl_FragCoord.xy);
ivec2 texCoord = ivec2(
fragCoord.x,
int(u_resolution.y) - 1 - fragCoord.y
);
int step = int(u_step + 0.5);
vec2 bestSeed = seedAt(texCoord);
vec2 texPos = vec2(texCoord) + vec2(0.5);
float bestDist = bestSeed.x < 0.0 ? 1e20 : length(bestSeed - texPos);
considerSeed(texCoord + ivec2(-step, -step), texCoord, bestSeed, bestDist);
considerSeed(texCoord + ivec2(0, -step), texCoord, bestSeed, bestDist);
considerSeed(texCoord + ivec2(step, -step), texCoord, bestSeed, bestDist);
considerSeed(texCoord + ivec2(-step, 0), texCoord, bestSeed, bestDist);
considerSeed(texCoord + ivec2(step, 0), texCoord, bestSeed, bestDist);
considerSeed(texCoord + ivec2(-step, step), texCoord, bestSeed, bestDist);
considerSeed(texCoord + ivec2(0, step), texCoord, bestSeed, bestDist);
considerSeed(texCoord + ivec2(step, step), texCoord, bestSeed, bestDist);
outSeed = bestSeed;
}
`;
const vertexShader = this.compileShader(
gl,
gl.VERTEX_SHADER,
vertexShaderSource,
);
const fragmentShader = this.compileShader(
gl,
gl.FRAGMENT_SHADER,
fragmentShaderSource,
);
if (!vertexShader || !fragmentShader) {
return null;
}
const program = gl.createProgram();
if (!program) return null;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error(
"[TerritoryWebGLRenderer] JFA link error",
gl.getProgramInfoLog(program),
);
gl.deleteProgram(program);
return null;
}
return program;
}
private createChangeMaskProgram(
gl: WebGL2RenderingContext,
): WebGLProgram | null {
const vertexShaderSource = `#version 300 es
precision highp float;
layout(location = 0) in vec2 a_position;
uniform vec2 u_resolution;
void main() {
vec2 zeroToOne = a_position / u_resolution;
vec2 clipSpace = zeroToOne * 2.0 - 1.0;
clipSpace.y = -clipSpace.y;
gl_Position = vec4(clipSpace, 0.0, 1.0);
}
`;
const fragmentShaderSource = `#version 300 es
precision highp float;
precision highp usampler2D;
uniform usampler2D u_oldTexture;
uniform usampler2D u_newTexture;
uniform vec2 u_resolution;
layout(location = 0) out uint outMask;
uint ownerAt(usampler2D tex, ivec2 texCoord) {
ivec2 clamped = clamp(
texCoord,
ivec2(0, 0),
ivec2(int(u_resolution.x) - 1, int(u_resolution.y) - 1)
);
return texelFetch(tex, clamped, 0).r & 0xFFFu;
}
void main() {
ivec2 fragCoord = ivec2(gl_FragCoord.xy);
ivec2 texCoord = ivec2(
fragCoord.x,
int(u_resolution.y) - 1 - fragCoord.y
);
bool changed = ownerAt(u_oldTexture, texCoord) != ownerAt(u_newTexture, texCoord);
changed = changed || (ownerAt(u_oldTexture, texCoord + ivec2(1, 0)) != ownerAt(u_newTexture, texCoord + ivec2(1, 0)));
changed = changed || (ownerAt(u_oldTexture, texCoord + ivec2(-1, 0)) != ownerAt(u_newTexture, texCoord + ivec2(-1, 0)));
changed = changed || (ownerAt(u_oldTexture, texCoord + ivec2(0, 1)) != ownerAt(u_newTexture, texCoord + ivec2(0, 1)));
changed = changed || (ownerAt(u_oldTexture, texCoord + ivec2(0, -1)) != ownerAt(u_newTexture, texCoord + ivec2(0, -1)));
outMask = changed ? 1u : 0u;
}
`;
const vertexShader = this.compileShader(
gl,
gl.VERTEX_SHADER,
vertexShaderSource,
);
const fragmentShader = this.compileShader(
gl,
gl.FRAGMENT_SHADER,
fragmentShaderSource,
);
if (!vertexShader || !fragmentShader) {
return null;
}
const program = gl.createProgram();
if (!program) return null;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error(
"[TerritoryWebGLRenderer] change mask link error",
gl.getProgramInfoLog(program),
);
gl.deleteProgram(program);
return null;
}
return program;
}
private createProgram(gl: WebGL2RenderingContext): WebGLProgram | null {
const vertexShaderSource = `#version 300 es
precision highp float;
layout(location = 0) in vec2 a_position;
uniform vec2 u_viewResolution;
void main() {
vec2 zeroToOne = a_position / u_viewResolution;
vec2 clipSpace = zeroToOne * 2.0 - 1.0;
clipSpace.y = -clipSpace.y;
gl_Position = vec4(clipSpace, 0.0, 1.0);
}
`;
const fragmentShaderSource = `#version 300 es
precision highp float;
precision highp usampler2D;
uniform usampler2D u_state;
uniform usampler2D u_terrain;
uniform usampler2D u_latestState;
uniform sampler2D u_palette;
uniform usampler2D u_relations;
uniform usampler2D u_patterns;
uniform bool u_contestEnabled;
uniform int u_contestPatternMode; // 0=blueNoise(strength), 1=checkerboard(50/50), 2=bayer4x4(strength)
uniform bool u_debugDisableStaticBorders;
uniform bool u_debugDisableAllBorders;
uniform int u_seedSamplingMode; // 0=none(single texel), 1=2x2, 2=3x3
uniform bool u_debugStripeFixedColors; // Use fixed debug colors for moving stripe
uniform int u_motionMode; // 0=euclidean, 1=axisSnap, 2=manhattan, 3=chebyshev
uniform usampler2D u_contestOwners;
uniform usampler2D u_contestIds;
uniform usampler2D u_contestTimes;
uniform usampler2D u_contestStrengths;
uniform bool u_jfaAvailable;
uniform int u_contestNow;
uniform float u_contestDurationTicks;
uniform usampler2D u_prevOwner;
uniform usampler2D u_changeMask;
uniform sampler2D u_jfaSeedsOld;
uniform sampler2D u_jfaSeedsNew;
uniform float u_smoothProgress;
uniform bool u_smoothEnabled;
uniform int u_patternStride;
uniform int u_patternRows;
uniform int u_viewerId;
uniform vec2 u_mapResolution;
uniform vec2 u_viewResolution;
uniform float u_viewScale;
uniform vec2 u_viewOffset;
uniform vec4 u_fallout;
uniform vec4 u_altSelf;
uniform vec4 u_altAlly;
uniform vec4 u_altNeutral;
uniform vec4 u_altEnemy;
uniform float u_alpha;
uniform bool u_alternativeView;
uniform float u_hoveredPlayerId;
uniform vec3 u_hoverHighlightColor;
uniform float u_hoverHighlightStrength;
uniform float u_hoverPulseStrength;
uniform float u_hoverPulseSpeed;
uniform float u_time;
uniform bool u_darkMode;
out vec4 outColor;
uint stateAtTex(ivec2 texCoord) {
ivec2 clamped = clamp(
texCoord,
ivec2(0, 0),
ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1)
);
return texelFetch(u_state, clamped, 0).r;
}
uint ownerAtTex(ivec2 texCoord) {
return stateAtTex(texCoord) & 0xFFFu;
}
// Terrain bit layout: bit7=land, bit6=shoreline, bit5=ocean, bits0-4=magnitude
uint terrainAtTex(ivec2 texCoord) {
ivec2 clamped = clamp(
texCoord,
ivec2(0, 0),
ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1)
);
return texelFetch(u_terrain, clamped, 0).r;
}
bool isLand(uint terrain) {
return (terrain & 0x80u) != 0u; // bit 7
}
bool isShoreline(uint terrain) {
return (terrain & 0x40u) != 0u; // bit 6
}
bool isOcean(uint terrain) {
return (terrain & 0x20u) != 0u; // bit 5
}
uint getMagnitude(uint terrain) {
return terrain & 0x1Fu; // bits 0-4
}
// Compute terrain color based on type, magnitude, and theme
// Colors match PastelTheme (light) and PastelThemeDark exactly
vec3 terrainColor(uint terrain) {
uint mag = getMagnitude(terrain);
float fmag = float(mag);
if (isLand(terrain)) {
if (isShoreline(terrain)) {
// Shore/beach - land adjacent to water
// Light: rgb(204,203,158), Dark: rgb(134,133,88)
return u_darkMode
? vec3(134.0/255.0, 133.0/255.0, 88.0/255.0)
: vec3(204.0/255.0, 203.0/255.0, 158.0/255.0);
}
if (mag < 10u) {
// Plains (mag 0-9)
// Light: rgb(190, 220-2*mag, 138), Dark: rgb(140, 170-2*mag, 88)
return u_darkMode
? vec3(140.0/255.0, (170.0 - 2.0*fmag)/255.0, 88.0/255.0)
: vec3(190.0/255.0, (220.0 - 2.0*fmag)/255.0, 138.0/255.0);
} else if (mag < 20u) {
// Highland (mag 10-19)
// Light: rgb(200+2*mag, 183+2*mag, 138+2*mag)
// Dark: rgb(150+2*mag, 133+2*mag, 88+2*mag)
return u_darkMode
? vec3((150.0 + 2.0*fmag)/255.0, (133.0 + 2.0*fmag)/255.0, (88.0 + 2.0*fmag)/255.0)
: vec3((200.0 + 2.0*fmag)/255.0, (183.0 + 2.0*fmag)/255.0, (138.0 + 2.0*fmag)/255.0);
} else {
// Mountain (mag 20-30)
// Light: rgb(230+mag/2, 230+mag/2, 230+mag/2)
// Dark: rgb(180+mag/2, 180+mag/2, 180+mag/2)
float base = u_darkMode ? 180.0 : 230.0;
float val = (base + fmag/2.0) / 255.0;
return vec3(val, val, val);
}
} else {
// Water
if (isShoreline(terrain)) {
// Shoreline water - lighter, adjacent to land
// Light: rgb(100,143,255), Dark: rgb(50,50,50)
return u_darkMode
? vec3(50.0/255.0, 50.0/255.0, 50.0/255.0)
: vec3(100.0/255.0, 143.0/255.0, 255.0/255.0);
}
if (isOcean(terrain)) {
// Ocean - depth-adjusted
// Light base: rgb(70,132,180), adjusted by +1-min(mag,10)
// Dark base: rgb(14,11,30), adjusted by +9-mag for mag<10
float depthAdj = float(min(mag, 10u));
if (u_darkMode) {
// Dark: rgb(14+9-mag, 11+9-mag, 30+9-mag) for mag<10, else rgb(14,11,30)
if (mag < 10u) {
return vec3(
(14.0 + 9.0 - fmag)/255.0,
(11.0 + 9.0 - fmag)/255.0,
(30.0 + 9.0 - fmag)/255.0
);
}
return vec3(14.0/255.0, 11.0/255.0, 30.0/255.0);
} else {
// Light: rgb(70-10+11-min(mag,10), 132-10+11-min(mag,10), 180-10+11-min(mag,10))
// = rgb(71-depthAdj, 133-depthAdj, 181-depthAdj)
return vec3(
(71.0 - depthAdj)/255.0,
(133.0 - depthAdj)/255.0,
(181.0 - depthAdj)/255.0
);
}
} else {
// Lake - use same as shoreline water for simplicity
// Light: rgb(100,143,255), Dark: rgb(50,50,50)
return u_darkMode
? vec3(50.0/255.0, 50.0/255.0, 50.0/255.0)
: vec3(100.0/255.0, 143.0/255.0, 255.0/255.0);
}
}
}
uint prevStateAtTex(ivec2 texCoord) {
ivec2 clamped = clamp(
texCoord,
ivec2(0, 0),
ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1)
);
return texelFetch(u_prevOwner, clamped, 0).r;
}
uint prevOwnerAtTex(ivec2 texCoord) {
return prevStateAtTex(texCoord) & 0xFFFu;
}
vec2 jfaSeedOldAtTex(ivec2 texCoord) {
// JFA texture was written with fragCoord (bottom-left origin), but we're reading with
// texCoord (top-left origin, same as state texture). Need to flip Y to match.
// JFA row 0 = fragCoord.y=0 = stateTexCoord.y=height-1 = bottom of map
// To read data for texCoord.y=0 (top), we need JFA row height-1
ivec2 flipped = ivec2(texCoord.x, int(u_mapResolution.y) - 1 - texCoord.y);
ivec2 clamped = clamp(
flipped,
ivec2(0, 0),
ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1)
);
return texelFetch(u_jfaSeedsOld, clamped, 0).rg;
}
vec2 jfaSeedNewAtTex(ivec2 texCoord) {
// JFA texture was written with fragCoord (bottom-left origin), but we're reading with
// texCoord (top-left origin, same as state texture). Need to flip Y to match.
ivec2 flipped = ivec2(texCoord.x, int(u_mapResolution.y) - 1 - texCoord.y);
ivec2 clamped = clamp(
flipped,
ivec2(0, 0),
ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1)
);
return texelFetch(u_jfaSeedsNew, clamped, 0).rg;
}
// Best-of-NxN seed sampling to reduce tile-boundary discontinuities.
// Returns the seed (from OLD JFA) that is closest to mapCoord.
vec2 bestSeedOld(vec2 mapCoord) {
ivec2 base = ivec2(floor(mapCoord));
float bestDist = 1e9;
vec2 bestSeed = vec2(-1.0);
int radius = u_seedSamplingMode == 2 ? 1 : 0; // 3x3 vs 2x2
int end = u_seedSamplingMode == 2 ? 2 : 2; // 3x3: -1..+1, 2x2: 0..+1
int start = u_seedSamplingMode == 2 ? -1 : 0;
for (int dy = start; dy < end; dy++) {
for (int dx = start; dx < end; dx++) {
ivec2 sampleTex = base + ivec2(dx, dy);
vec2 seed = jfaSeedOldAtTex(sampleTex);
if (seed.x >= 0.0) {
float d = distance(mapCoord, seed);
if (d < bestDist) {
bestDist = d;
bestSeed = seed;
}
}
}
}
return bestSeed;
}
// Best-of-NxN seed sampling for NEW JFA.
vec2 bestSeedNew(vec2 mapCoord) {
ivec2 base = ivec2(floor(mapCoord));
float bestDist = 1e9;
vec2 bestSeed = vec2(-1.0);
int radius = u_seedSamplingMode == 2 ? 1 : 0;
int end = u_seedSamplingMode == 2 ? 2 : 2;
int start = u_seedSamplingMode == 2 ? -1 : 0;
for (int dy = start; dy < end; dy++) {
for (int dx = start; dx < end; dx++) {
ivec2 sampleTex = base + ivec2(dx, dy);
vec2 seed = jfaSeedNewAtTex(sampleTex);
if (seed.x >= 0.0) {
float d = distance(mapCoord, seed);
if (d < bestDist) {
bestDist = d;
bestSeed = seed;
}
}
}
}
return bestSeed;
}
uvec2 contestOwnersAtTex(ivec2 texCoord) {
ivec2 clamped = clamp(
texCoord,
ivec2(0, 0),
ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1)
);
return texelFetch(u_contestOwners, clamped, 0).rg;
}
uint contestIdRawAtTex(ivec2 texCoord) {
ivec2 clamped = clamp(
texCoord,
ivec2(0, 0),
ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1)
);
return texelFetch(u_contestIds, clamped, 0).r;
}
float contestStrength(uint contestId) {
if (contestId == 0u) {
return 0.5;
}
uint strengthRaw = texelFetch(
u_contestStrengths,
ivec2(int(contestId), 0),
0
).r;
return clamp(float(strengthRaw) / 65535.0, 0.0, 1.0);
}
float blueNoise(ivec2 texCoord) {
vec2 p = vec2(texCoord);
float x = fract(0.06711056 * p.x + 0.00583715 * p.y);
return fract(52.9829189 * x);
}
float bayer4x4(ivec2 texCoord) {
// Classic 4x4 Bayer matrix values 0..15 mapped to (0.5/16 .. 15.5/16)
int x = texCoord.x & 3;
int y = texCoord.y & 3;
int idx = (y << 2) | x;
int v = 0;
// Row-major:
// 0 8 2 10
// 12 4 14 6
// 3 11 1 9
// 15 7 13 5
if (idx == 0) v = 0;
else if (idx == 1) v = 8;
else if (idx == 2) v = 2;
else if (idx == 3) v = 10;
else if (idx == 4) v = 12;
else if (idx == 5) v = 4;
else if (idx == 6) v = 14;
else if (idx == 7) v = 6;
else if (idx == 8) v = 3;
else if (idx == 9) v = 11;
else if (idx == 10) v = 1;
else if (idx == 11) v = 9;
else if (idx == 12) v = 15;
else if (idx == 13) v = 7;
else if (idx == 14) v = 13;
else v = 5;
return (float(v) + 0.5) / 16.0;
}
bool contestPickAttacker(ivec2 texCoord, float strength) {
if (u_contestPatternMode == 1) {
// Checkerboard is always 50/50 (ignores strength)
return ((texCoord.x + texCoord.y) & 1) == 0;
}
if (u_contestPatternMode == 2) {
return bayer4x4(texCoord) < strength;
}
return blueNoise(texCoord) < strength;
}
uint relationCode(uint owner, uint other) {
if (owner == 0u || other == 0u) {
return 0u;
}
return texelFetch(u_relations, ivec2(int(owner), int(other)), 0).r;
}
bool isFriendly(uint code) {
return (code & 1u) != 0u;
}
bool isEmbargo(uint code) {
return (code & 2u) != 0u;
}
bool isSelf(uint code) {
return (code & 4u) != 0u;
}
uint patternByte(uint owner, uint offset) {
int x = int(offset);
int y = int(owner);
if (x < 0 || x >= u_patternStride || y < 0 || y >= u_patternRows) {
return 0u;
}
return texelFetch(u_patterns, ivec2(x, y), 0).r;
}
bool patternIsPrimary(uint owner, ivec2 texCoord) {
uint version = patternByte(owner, 0u);
if (version != 0u) {
return true;
}
uint b1 = patternByte(owner, 1u);
uint b2 = patternByte(owner, 2u);
uint scale = b1 & 7u;
uint width = (((b2 & 3u) << 5) | ((b1 >> 3) & 31u)) + 2u;
uint height = ((b2 >> 2) & 63u) + 2u;
if (width == 0u || height == 0u) {
return true;
}
uint px = (uint(texCoord.x) >> scale) % width;
uint py = (uint(texCoord.y) >> scale) % height;
uint idx = py * width + px;
uint byteIndex = idx >> 3;
uint bitIndex = idx & 7u;
uint byteVal = patternByte(owner, 3u + byteIndex);
return (byteVal & (1u << bitIndex)) == 0u;
}
vec3 applyDefended(vec3 color, bool defended, ivec2 texCoord) {
if (!defended) {
return color;
}
bool isLightTile = ((texCoord.x % 2) == (texCoord.y % 2));
const float LIGHT_FACTOR = 1.2;
const float DARK_FACTOR = 0.8;
return color * (isLightTile ? LIGHT_FACTOR : DARK_FACTOR);
}
vec3 applyBorderTint(vec3 color, bool hasFriendly, bool hasEmbargo) {
const float BORDER_TINT_RATIO = 0.35;
const vec3 FRIENDLY_TINT_TARGET = vec3(0.0, 1.0, 0.0);
const vec3 EMBARGO_TINT_TARGET = vec3(1.0, 0.0, 0.0);
if (hasFriendly) {
color = color * (1.0 - BORDER_TINT_RATIO) +
FRIENDLY_TINT_TARGET * BORDER_TINT_RATIO;
}
if (hasEmbargo) {
color = color * (1.0 - BORDER_TINT_RATIO) +
EMBARGO_TINT_TARGET * BORDER_TINT_RATIO;
}
return color;
}
void main() {
// gl_FragCoord.xy is already at pixel center (0.5, 0.5 ...).
// Use the pixel center to avoid half-pixel snapping/offset artifacts,
// especially noticeable on the interpolated JFA border/front.
vec2 viewCoord = vec2(
gl_FragCoord.x - 0.5,
u_viewResolution.y - gl_FragCoord.y - 0.5
);
vec2 mapHalf = u_mapResolution * 0.5;
vec2 mapCoord = (viewCoord - mapHalf) / u_viewScale + u_viewOffset + mapHalf;
if (
mapCoord.x < 0.0 ||
mapCoord.y < 0.0 ||
mapCoord.x >= u_mapResolution.x ||
mapCoord.y >= u_mapResolution.y
) {
outColor = vec4(0.0);
return;
}
// Tile centers are at (0.5, 1.5, 2.5, ...). Floor gives the tile index.
// Original ivec2(mapCoord) is equivalent but less explicit.
ivec2 texCoord = ivec2(mapCoord);
uint state = stateAtTex(texCoord);
uint owner = state & 0xFFFu;
bool hasFallout = (state & 0x2000u) != 0u;
bool isDefended = (state & 0x1000u) != 0u;
uint latestState = texelFetch(u_latestState, texCoord, 0).r;
uint latestOwner = latestState & 0xFFFu;
uint oldState = prevStateAtTex(texCoord);
uint oldOwner = oldState & 0xFFFu;
bool oldHasFallout = (oldState & 0x2000u) != 0u;
bool oldIsDefended = (oldState & 0x1000u) != 0u;
// ChangeMask was written with Y-flipped coords, so flip when reading
ivec2 changeMaskCoord = ivec2(texCoord.x, int(u_mapResolution.y) - 1 - texCoord.y);
uint changeMask = texelFetch(u_changeMask, changeMaskCoord, 0).r;
// Expand the animation region by 1 tile (halo) so the *outer* border edge can move smoothly.
// If we only animate "changed" tiles, the leading edge stays pinned to tile coordinates because
// neighbor pixels are still rendered from the static FROM snapshot.
uint affectedMask = changeMask;
ivec2 cm;
cm = ivec2(clamp(texCoord.x + 1, 0, int(u_mapResolution.x) - 1), texCoord.y);
affectedMask |= texelFetch(u_changeMask, ivec2(cm.x, int(u_mapResolution.y) - 1 - cm.y), 0).r;
cm = ivec2(clamp(texCoord.x - 1, 0, int(u_mapResolution.x) - 1), texCoord.y);
affectedMask |= texelFetch(u_changeMask, ivec2(cm.x, int(u_mapResolution.y) - 1 - cm.y), 0).r;
cm = ivec2(texCoord.x, clamp(texCoord.y + 1, 0, int(u_mapResolution.y) - 1));
affectedMask |= texelFetch(u_changeMask, ivec2(cm.x, int(u_mapResolution.y) - 1 - cm.y), 0).r;
cm = ivec2(texCoord.x, clamp(texCoord.y - 1, 0, int(u_mapResolution.y) - 1));
affectedMask |= texelFetch(u_changeMask, ivec2(cm.x, int(u_mapResolution.y) - 1 - cm.y), 0).r;
bool smoothActive = u_smoothEnabled &&
u_smoothProgress < 1.0 &&
!u_alternativeView &&
u_jfaAvailable &&
affectedMask != 0u;
uint contestIdRaw = 0u;
const uint CONTEST_ID_MASK = 0x7FFFu;
uint contestId = 0u;
uvec2 contestOwners = uvec2(0u);
uint defender = 0u;
bool contested = false;
if (u_contestEnabled) {
contestIdRaw = contestIdRawAtTex(texCoord);
contestId = contestIdRaw & CONTEST_ID_MASK;
contestOwners = contestOwnersAtTex(texCoord);
defender = contestOwners.r & 0xFFFu;
if (contestId != 0u) {
uint lastTime = texelFetch(u_contestTimes, ivec2(int(contestId), 0), 0).r;
const uint CONTEST_WRAP = 32768u;
uint nowTime = uint(u_contestNow);
uint elapsed = nowTime >= lastTime
? (nowTime - lastTime)
: (CONTEST_WRAP - lastTime + nowTime);
contested = float(elapsed) < u_contestDurationTicks;
}
}
// Border detection: check if any neighbor has a different owner.
bool isBorder = false;
bool hasFriendlyRelation = false;
bool hasEmbargoRelation = false;
if (!smoothActive) {
uint nOwner = ownerAtTex(texCoord + ivec2(1, 0));
isBorder = isBorder || (nOwner != owner);
if (nOwner != owner && nOwner != 0u) {
uint rel = relationCode(owner, nOwner);
hasEmbargoRelation = hasEmbargoRelation || isEmbargo(rel);
hasFriendlyRelation = hasFriendlyRelation || isFriendly(rel);
}
nOwner = ownerAtTex(texCoord + ivec2(-1, 0));
isBorder = isBorder || (nOwner != owner);
if (nOwner != owner && nOwner != 0u) {
uint rel = relationCode(owner, nOwner);
hasEmbargoRelation = hasEmbargoRelation || isEmbargo(rel);
hasFriendlyRelation = hasFriendlyRelation || isFriendly(rel);
}
nOwner = ownerAtTex(texCoord + ivec2(0, 1));
isBorder = isBorder || (nOwner != owner);
if (nOwner != owner && nOwner != 0u) {
uint rel = relationCode(owner, nOwner);
hasEmbargoRelation = hasEmbargoRelation || isEmbargo(rel);
hasFriendlyRelation = hasFriendlyRelation || isFriendly(rel);
}
nOwner = ownerAtTex(texCoord + ivec2(0, -1));
isBorder = isBorder || (nOwner != owner);
if (nOwner != owner && nOwner != 0u) {
uint rel = relationCode(owner, nOwner);
hasEmbargoRelation = hasEmbargoRelation || isEmbargo(rel);
hasFriendlyRelation = hasFriendlyRelation || isFriendly(rel);
}
}
// Get terrain for background rendering (needed for both normal and alt view)
uint terrain = terrainAtTex(texCoord);
vec3 baseTerrainColor = terrainColor(terrain);
if (u_alternativeView) {
// Alt view: terrain + borders only, no territory fill
vec3 color = baseTerrainColor;
if (owner == 0u && hasFallout) {
color = mix(baseTerrainColor, u_fallout.rgb, u_alpha);
}
if (!u_debugDisableAllBorders && !u_debugDisableStaticBorders && owner != 0u && isBorder) {
// Only draw borders, not territory fill
uint relationAlt = relationCode(owner, uint(u_viewerId));
vec4 altColor = u_altNeutral;
if (isSelf(relationAlt)) {
altColor = u_altSelf;
} else if (isFriendly(relationAlt)) {
altColor = u_altAlly;
} else if (isEmbargo(relationAlt)) {
altColor = u_altEnemy;
}
color = altColor.rgb;
}
if (u_hoveredPlayerId >= 0.0 && abs(float(owner) - u_hoveredPlayerId) < 0.5) {
float pulse = u_hoverPulseStrength > 0.0
? (1.0 - u_hoverPulseStrength) +
u_hoverPulseStrength * (0.5 + 0.5 * sin(u_time * u_hoverPulseSpeed))
: 1.0;
color = mix(color, u_hoverHighlightColor, u_hoverHighlightStrength * pulse);
}
outColor = vec4(color, 1.0);
return;
}
// Normal view: blend territory on top of terrain
vec3 fillColor = baseTerrainColor;
vec3 borderColor = vec3(0.0);
float borderAlpha = 0.0;
vec3 ownerBase = vec3(0.0);
vec4 ownerBorder = vec4(0.0);
if (owner == 0u) {
// Unowned tile - show terrain (or fallout if irradiated)
if (hasFallout) {
// Blend fallout on top of terrain
fillColor = mix(baseTerrainColor, u_fallout.rgb, u_alpha);
}
// Otherwise fillColor is already baseTerrainColor
} else {
vec4 base = texelFetch(u_palette, ivec2(int(owner) * 2, 0), 0);
vec4 baseBorder = texelFetch(
u_palette,
ivec2(int(owner) * 2 + 1, 0),
0
);
ownerBase = base.rgb;
ownerBorder = baseBorder;
bool isPrimary = patternIsPrimary(owner, texCoord);
vec3 patternColor = isPrimary ? base.rgb : baseBorder.rgb;
// Blend territory fill on top of terrain
fillColor = mix(baseTerrainColor, patternColor, u_alpha);
if (isBorder && !smoothActive) {
vec3 bColor = applyBorderTint(
baseBorder.rgb,
hasFriendlyRelation,
hasEmbargoRelation
);
borderColor = applyDefended(bColor, isDefended, texCoord);
borderAlpha = baseBorder.a;
}
}
vec3 color = fillColor;
bool useContestedFill = false;
if (contested && latestOwner != 0u) {
useContestedFill = true;
vec3 latestOwnerBase = texelFetch(
u_palette,
ivec2(int(latestOwner) * 2, 0),
0
).rgb;
vec3 defenderBase = latestOwnerBase;
if (defender != 0u) {
vec4 defenderColor = texelFetch(
u_palette,
ivec2(int(defender) * 2, 0),
0
);
defenderBase = defenderColor.rgb;
}
float strength = contestStrength(contestId);
bool pickAttacker = contestPickAttacker(texCoord, strength);
vec3 contestColor = pickAttacker ? latestOwnerBase : defenderBase;
// Blend contested fill on top of terrain
color = mix(baseTerrainColor, contestColor, u_alpha);
}
if (!u_debugDisableAllBorders && !u_debugDisableStaticBorders && !smoothActive && isBorder && owner != 0u) {
// Blend border on top of the current fill
color = mix(color, borderColor, borderAlpha);
}
if (smoothActive) {
// DEBUG: uncomment ONE line to visualize issues
// color = vec3(1.0, 0.0, 1.0); outColor = vec4(color, 1.0); return; // magenta = smoothActive tiles
// vec2 ds = jfaSeedOldAtTex(texCoord); color = vec3(ds.x >= 0.0 ? 0.0 : 1.0, jfaSeedNewAtTex(texCoord).x >= 0.0 ? 0.0 : 1.0, 0.0); outColor = vec4(color, 1.0); return; // seed validity
// Compute old color blended on terrain
vec3 oldColor = baseTerrainColor;
if (oldOwner == 0u) {
if (oldHasFallout) {
oldColor = mix(baseTerrainColor, u_fallout.rgb, u_alpha);
}
// Otherwise oldColor is already baseTerrainColor
} else {
vec4 oldBase = texelFetch(u_palette, ivec2(int(oldOwner) * 2, 0), 0);
vec4 oldBorder = texelFetch(
u_palette,
ivec2(int(oldOwner) * 2 + 1, 0),
0
);
bool oldPrimary = patternIsPrimary(oldOwner, texCoord);
vec3 oldPatternColor = oldPrimary ? oldBase.rgb : oldBorder.rgb;
oldColor = mix(baseTerrainColor, oldPatternColor, u_alpha);
}
// JFA-based animation with tile-sized pixelated look
// Movement is pixel-smooth but edges remain hard/blocky like stable borders
// Use best-of-NxN seed sampling when enabled to reduce tile-boundary discontinuities.
// Use seeds picked at the TILE CENTER to avoid seed flipping inside a tile
// (which can cause direction/timing glitches). Distances still use mapCoord
// for smooth within-tile variation.
vec2 tileCenter = floor(mapCoord) + 0.5;
vec2 seedOld = u_seedSamplingMode == 0
? jfaSeedOldAtTex(texCoord)
: bestSeedOld(tileCenter);
vec2 seedNew = u_seedSamplingMode == 0
? jfaSeedNewAtTex(texCoord)
: bestSeedNew(tileCenter);
bool hasOldSeed = seedOld.x >= 0.0;
bool hasNewSeed = seedNew.x >= 0.0;
// CORRECT MODEL (no blending, no "future"):
// - We are interpolating between a *pair* of snapshots (from/to), selected by "renderPair" on CPU.
// - u_prevOwner is the FROM snapshot (texture unit 7).
// - u_state is the TO snapshot (texture unit 0).
// - u_jfaSeedsOld/u_jfaSeedsNew + u_changeMask also match that pair.
//
// We render:
// 1) Old snapshot at the true map coords (static).
// 2) New snapshot slid in from the old border position toward the new border position.
// No blending: the slid-in new snapshot overwrites old ONLY where changeMask indicates change.
float t = clamp(u_smoothProgress, 0.0, 1.0);
// --- Old layer (FROM snapshot), at texCoord ---
uint fromState = oldState;
uint fromOwner = oldOwner;
// Fill for FROM owner
vec3 fromColor = baseTerrainColor;
if (fromOwner != 0u) {
vec4 fromBase = texelFetch(u_palette, ivec2(int(fromOwner) * 2, 0), 0);
vec4 fromBorderBase = texelFetch(
u_palette,
ivec2(int(fromOwner) * 2 + 1, 0),
0
);
bool fromPrimary = patternIsPrimary(fromOwner, texCoord);
vec3 fromPatternColor = fromPrimary ? fromBase.rgb : fromBorderBase.rgb;
fromColor = mix(baseTerrainColor, fromPatternColor, u_alpha);
} else if (oldHasFallout) {
// preserve fallout tint when unowned
fromColor = mix(baseTerrainColor, u_fallout.rgb, u_alpha);
}
// Border for FROM owner (tile-width, stable look)
bool fromIsBorder = false;
uint fromOther = 0u;
uint nFrom;
nFrom = texelFetch(u_prevOwner, texCoord + ivec2(1, 0), 0).r & 0xFFFu;
if (nFrom != fromOwner) { fromIsBorder = true; if (nFrom != 0u) fromOther = nFrom; }
nFrom = texelFetch(u_prevOwner, texCoord + ivec2(-1, 0), 0).r & 0xFFFu;
if (nFrom != fromOwner) { fromIsBorder = true; if (nFrom != 0u) fromOther = nFrom; }
nFrom = texelFetch(u_prevOwner, texCoord + ivec2(0, 1), 0).r & 0xFFFu;
if (nFrom != fromOwner) { fromIsBorder = true; if (nFrom != 0u) fromOther = nFrom; }
nFrom = texelFetch(u_prevOwner, texCoord + ivec2(0, -1), 0).r & 0xFFFu;
if (nFrom != fromOwner) { fromIsBorder = true; if (nFrom != 0u) fromOther = nFrom; }
if (!u_debugDisableAllBorders && !u_debugDisableStaticBorders && fromIsBorder && fromOwner != 0u) {
vec4 borderBase = texelFetch(u_palette, ivec2(int(fromOwner) * 2 + 1, 0), 0);
bool fromFriendly = false;
bool fromEmbargo = false;
if (fromOther != 0u) {
uint rel = relationCode(fromOwner, fromOther);
fromFriendly = isFriendly(rel);
fromEmbargo = isEmbargo(rel);
}
vec3 bColor = applyBorderTint(
borderBase.rgb,
fromFriendly,
fromEmbargo
);
bColor = applyDefended(bColor, oldIsDefended, texCoord);
fromColor = bColor;
}
// Start with FROM layer
color = fromColor;
// Draw a *constant-width* moving border stripe between the FROM and TO snapshots.
// Use a planar front (not radial) that moves coherently across tiles based on
// the displacement direction from old->new seeds.
if (affectedMask != 0u && hasOldSeed && hasNewSeed) {
vec2 disp = seedNew - seedOld;
vec2 absDisp = abs(disp);
vec2 dispSign = vec2(disp.x >= 0.0 ? 1.0 : -1.0, disp.y >= 0.0 ? 1.0 : -1.0);
float dispLen = length(disp);
if (dispLen > 1e-4) {
vec2 dir = vec2(1.0, 0.0);
vec2 frontOrigin = seedOld;
float frontPos = 0.0;
vec2 shift = vec2(0.0);
if (u_motionMode == 1) {
bool xDom = absDisp.x >= absDisp.y;
dir = xDom ? vec2(dispSign.x, 0.0) : vec2(0.0, dispSign.y);
float len = xDom ? absDisp.x : absDisp.y;
frontOrigin = seedOld;
frontPos = t * len;
shift = dir * (len * (1.0 - t));
} else if (u_motionMode == 2) {
bool xDom = absDisp.x >= absDisp.y;
vec2 axisX = vec2(dispSign.x, 0.0);
vec2 axisY = vec2(0.0, dispSign.y);
vec2 axis1 = xDom ? axisX : axisY;
vec2 axis2 = xDom ? axisY : axisX;
float len1 = xDom ? absDisp.x : absDisp.y;
float len2 = xDom ? absDisp.y : absDisp.x;
float total = len1 + len2;
float split = total > 1e-4 ? len1 / total : 0.5;
if (t <= split) {
float t1 = split > 1e-4 ? t / split : 1.0;
dir = axis1;
frontOrigin = seedOld;
frontPos = t1 * len1;
shift = axis1 * (len1 * (1.0 - t1)) + axis2 * len2;
} else {
float t2 = (t - split) / max(1.0 - split, 1e-4);
dir = axis2;
frontOrigin = seedOld + axis1 * len1;
frontPos = t2 * len2;
shift = axis2 * (len2 * (1.0 - t2));
}
} else if (u_motionMode == 3) {
float maxAbs = max(absDisp.x, absDisp.y);
float p = t * maxAbs;
vec2 remaining = max(absDisp - vec2(p), vec2(0.0));
shift = dispSign * remaining;
bool xDom = absDisp.x >= absDisp.y;
dir = xDom ? vec2(dispSign.x, 0.0) : vec2(0.0, dispSign.y);
frontOrigin = seedOld;
frontPos = t * maxAbs;
} else {
dir = disp / dispLen;
frontOrigin = seedOld;
frontPos = t * dispLen;
shift = disp * (1.0 - t);
}
// Project mapCoord onto the displacement direction, measured from frontOrigin.
// This gives us a global coordinate along the motion axis.
// At t=0, front should be near frontOrigin (s ~ 0).
// At t=1, front should be near frontOrigin + dir * frontPos.
float s = dot(mapCoord - frontOrigin, dir);
// Signed distance from the moving front plane.
// Positive means the front has passed this point (new territory side).
float frontDist = frontPos - s;
// Compute the sliding position: sample owners at the position where the front currently is.
// This ensures owner checks happen at the sliding position, not static.
vec2 slideOffsetFront = (frontPos - s) * dir; // Offset from current position to front position
vec2 slideCoordFront = mapCoord + slideOffsetFront;
ivec2 slideTexFront = clamp(ivec2(slideCoordFront), ivec2(0), ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1));
// Sample owners at the sliding position
uint slideState = texelFetch(u_state, slideTexFront, 0).r;
uint slideOwner = slideState & 0xFFFu;
bool slideHasFallout = (slideState & 0x2000u) != 0u;
bool slideIsDefended = (slideState & 0x1000u) != 0u;
// Check if we're on a border at the sliding position (this is where the border currently is)
bool slideIsBorder = false;
bool slideHasFriendly = false;
bool slideHasEmbargo = false;
uint slideOther = 0u;
uint nSlide;
ivec2 nSlideTex;
nSlideTex = clamp(slideTexFront + ivec2(1, 0), ivec2(0), ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1));
nSlide = texelFetch(u_state, nSlideTex, 0).r & 0xFFFu;
if (nSlide != slideOwner) { slideIsBorder = true; if (nSlide != 0u) { slideOther = nSlide; uint rel = relationCode(slideOwner, nSlide); slideHasFriendly = slideHasFriendly || isFriendly(rel); slideHasEmbargo = slideHasEmbargo || isEmbargo(rel); } }
nSlideTex = clamp(slideTexFront + ivec2(-1, 0), ivec2(0), ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1));
nSlide = texelFetch(u_state, nSlideTex, 0).r & 0xFFFu;
if (nSlide != slideOwner) { slideIsBorder = true; if (nSlide != 0u) { slideOther = nSlide; uint rel = relationCode(slideOwner, nSlide); slideHasFriendly = slideHasFriendly || isFriendly(rel); slideHasEmbargo = slideHasEmbargo || isEmbargo(rel); } }
nSlideTex = clamp(slideTexFront + ivec2(0, 1), ivec2(0), ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1));
nSlide = texelFetch(u_state, nSlideTex, 0).r & 0xFFFu;
if (nSlide != slideOwner) { slideIsBorder = true; if (nSlide != 0u) { slideOther = nSlide; uint rel = relationCode(slideOwner, nSlide); slideHasFriendly = slideHasFriendly || isFriendly(rel); slideHasEmbargo = slideHasEmbargo || isEmbargo(rel); } }
nSlideTex = clamp(slideTexFront + ivec2(0, -1), ivec2(0), ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1));
nSlide = texelFetch(u_state, nSlideTex, 0).r & 0xFFFu;
if (nSlide != slideOwner) { slideIsBorder = true; if (nSlide != 0u) { slideOther = nSlide; uint rel = relationCode(slideOwner, nSlide); slideHasFriendly = slideHasFriendly || isFriendly(rel); slideHasEmbargo = slideHasEmbargo || isEmbargo(rel); } }
// Check if we're on a border in the FROM state (retreating side)
uint fromSlideState = prevStateAtTex(slideTexFront);
uint fromSlideOwner = fromSlideState & 0xFFFu;
bool fromSlideDefended = (fromSlideState & 0x1000u) != 0u;
bool fromIsBorderAtSlide = false;
uint fromOtherAtSlide = 0u;
uint nFromSlide;
ivec2 nFromSlideTex;
nFromSlideTex = clamp(slideTexFront + ivec2(1, 0), ivec2(0), ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1));
nFromSlide = texelFetch(u_prevOwner, nFromSlideTex, 0).r & 0xFFFu;
if (nFromSlide != fromSlideOwner) { fromIsBorderAtSlide = true; if (nFromSlide != 0u) fromOtherAtSlide = nFromSlide; }
nFromSlideTex = clamp(slideTexFront + ivec2(-1, 0), ivec2(0), ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1));
nFromSlide = texelFetch(u_prevOwner, nFromSlideTex, 0).r & 0xFFFu;
if (nFromSlide != fromSlideOwner) { fromIsBorderAtSlide = true; if (nFromSlide != 0u) fromOtherAtSlide = nFromSlide; }
nFromSlideTex = clamp(slideTexFront + ivec2(0, 1), ivec2(0), ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1));
nFromSlide = texelFetch(u_prevOwner, nFromSlideTex, 0).r & 0xFFFu;
if (nFromSlide != fromSlideOwner) { fromIsBorderAtSlide = true; if (nFromSlide != 0u) fromOtherAtSlide = nFromSlide; }
nFromSlideTex = clamp(slideTexFront + ivec2(0, -1), ivec2(0), ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1));
nFromSlide = texelFetch(u_prevOwner, nFromSlideTex, 0).r & 0xFFFu;
if (nFromSlide != fromSlideOwner) { fromIsBorderAtSlide = true; if (nFromSlide != 0u) fromOtherAtSlide = nFromSlide; }
// Draw border stripe: check both expanding (TO) and retreating (FROM) sides
float stripeWidth = u_debugDisableAllBorders ? 0.0 : 0.5;
bool isStripe = abs(frontDist) <= stripeWidth;
bool drawExpandingBorder =
isStripe && slideIsBorder && slideOwner != 0u && frontDist > 0.0;
bool drawRetreatingBorder =
isStripe && fromIsBorderAtSlide && fromSlideOwner != 0u && frontDist <= 0.0;
if (!u_debugDisableAllBorders && (drawExpandingBorder || drawRetreatingBorder)) {
uint stripeOwner = drawExpandingBorder ? slideOwner : fromSlideOwner;
uint stripeOther = drawExpandingBorder ? slideOther : fromOtherAtSlide;
if (u_debugStripeFixedColors) {
// Debug mode: Use fixed colors
if (drawExpandingBorder) {
// Expanding: bright red
color = vec3(1.0, float(stripeOwner) / 255.0, 0.0);
} else {
// Retreating: bright blue
color = vec3(0.0, float(stripeOwner) / 255.0, 1.0);
}
} else {
// Normal mode: Use actual border colors
if (stripeOwner != 0u) {
vec4 borderBase = texelFetch(
u_palette,
ivec2(int(stripeOwner) * 2 + 1, 0),
0
);
bool stripeFriendly = false;
bool stripeEmbargo = false;
if (stripeOther != 0u) {
uint rel = relationCode(stripeOwner, stripeOther);
stripeFriendly = isFriendly(rel);
stripeEmbargo = isEmbargo(rel);
}
bool stripeDefended = drawExpandingBorder
? slideIsDefended
: fromSlideDefended;
vec3 bColor = applyBorderTint(
borderBase.rgb,
stripeFriendly,
stripeEmbargo
);
bColor = applyDefended(bColor, stripeDefended, slideTexFront);
color = bColor;
}
}
} else if (frontDist > stripeWidth) {
// Front has passed; show the new fill/border at the shifted position
vec2 slideCoordFill = mapCoord - shift;
ivec2 slideTexFill = clamp(ivec2(slideCoordFill), ivec2(0), ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1));
uint fillState = texelFetch(u_state, slideTexFill, 0).r;
uint fillOwner = fillState & 0xFFFu;
bool fillHasFallout = (fillState & 0x2000u) != 0u;
bool fillIsDefended = (fillState & 0x1000u) != 0u;
bool fillIsBorder = false;
bool fillHasFriendly = false;
bool fillHasEmbargo = false;
uint fillOther = 0u;
uint nFill;
ivec2 nFillTex;
nFillTex = clamp(slideTexFill + ivec2(1, 0), ivec2(0), ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1));
nFill = texelFetch(u_state, nFillTex, 0).r & 0xFFFu;
if (nFill != fillOwner) { fillIsBorder = true; if (nFill != 0u) { fillOther = nFill; uint rel = relationCode(fillOwner, nFill); fillHasFriendly = fillHasFriendly || isFriendly(rel); fillHasEmbargo = fillHasEmbargo || isEmbargo(rel); } }
nFillTex = clamp(slideTexFill + ivec2(-1, 0), ivec2(0), ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1));
nFill = texelFetch(u_state, nFillTex, 0).r & 0xFFFu;
if (nFill != fillOwner) { fillIsBorder = true; if (nFill != 0u) { fillOther = nFill; uint rel = relationCode(fillOwner, nFill); fillHasFriendly = fillHasFriendly || isFriendly(rel); fillHasEmbargo = fillHasEmbargo || isEmbargo(rel); } }
nFillTex = clamp(slideTexFill + ivec2(0, 1), ivec2(0), ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1));
nFill = texelFetch(u_state, nFillTex, 0).r & 0xFFFu;
if (nFill != fillOwner) { fillIsBorder = true; if (nFill != 0u) { fillOther = nFill; uint rel = relationCode(fillOwner, nFill); fillHasFriendly = fillHasFriendly || isFriendly(rel); fillHasEmbargo = fillHasEmbargo || isEmbargo(rel); } }
nFillTex = clamp(slideTexFill + ivec2(0, -1), ivec2(0), ivec2(int(u_mapResolution.x) - 1, int(u_mapResolution.y) - 1));
nFill = texelFetch(u_state, nFillTex, 0).r & 0xFFFu;
if (nFill != fillOwner) { fillIsBorder = true; if (nFill != 0u) { fillOther = nFill; uint rel = relationCode(fillOwner, nFill); fillHasFriendly = fillHasFriendly || isFriendly(rel); fillHasEmbargo = fillHasEmbargo || isEmbargo(rel); } }
vec3 toColor = baseTerrainColor;
if (fillOwner != 0u) {
vec4 toBase = texelFetch(u_palette, ivec2(int(fillOwner) * 2, 0), 0);
vec4 toBorderBase = texelFetch(
u_palette,
ivec2(int(fillOwner) * 2 + 1, 0),
0
);
bool toPrimary = patternIsPrimary(fillOwner, slideTexFill);
vec3 toPatternColor = toPrimary ? toBase.rgb : toBorderBase.rgb;
toColor = mix(baseTerrainColor, toPatternColor, u_alpha);
if (!u_debugDisableAllBorders && !u_debugDisableStaticBorders && fillIsBorder) {
vec3 bColor = applyBorderTint(
toBorderBase.rgb,
fillHasFriendly,
fillHasEmbargo
);
bColor = applyDefended(bColor, fillIsDefended, slideTexFill);
toColor = bColor;
}
} else if (fillHasFallout) {
toColor = mix(baseTerrainColor, u_fallout.rgb, u_alpha);
}
color = toColor;
}
// If frontDist < -stripeWidth, we're ahead of the front, so keep fromColor (already set).
}
}
}
bool pendingOwnerChange = latestOwner != owner;
if (pendingOwnerChange && !useContestedFill && !u_alternativeView) {
vec3 hintColor = baseTerrainColor;
if (latestOwner != 0u) {
vec3 latestColor = texelFetch(
u_palette,
ivec2(int(latestOwner) * 2, 0),
0
).rgb;
hintColor = mix(baseTerrainColor, latestColor, u_alpha * 0.12);
}
color = mix(color, hintColor, 0.5);
}
if (u_hoveredPlayerId >= 0.0 && abs(float(owner) - u_hoveredPlayerId) < 0.5) {
float pulse = u_hoverPulseStrength > 0.0
? (1.0 - u_hoverPulseStrength) +
u_hoverPulseStrength * (0.5 + 0.5 * sin(u_time * u_hoverPulseSpeed))
: 1.0;
color = mix(color, u_hoverHighlightColor, u_hoverHighlightStrength * pulse);
}
// Output fully opaque since we render terrain as background
outColor = vec4(color, 1.0);
}
`;
const vertexShader = this.compileShader(
gl,
gl.VERTEX_SHADER,
vertexShaderSource,
);
const fragmentShader = this.compileShader(
gl,
gl.FRAGMENT_SHADER,
fragmentShaderSource,
);
if (!vertexShader || !fragmentShader) {
return null;
}
const program = gl.createProgram();
if (!program) return null;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error(
"[TerritoryWebGLRenderer] link error",
gl.getProgramInfoLog(program),
);
gl.deleteProgram(program);
return null;
}
return program;
}
private compileShader(
gl: WebGL2RenderingContext,
type: number,
source: string,
): WebGLShader | null {
const shader = gl.createShader(type);
if (!shader) return null;
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(
"[TerritoryWebGLRenderer] shader error",
gl.getShaderInfoLog(shader),
);
gl.deleteShader(shader);
return null;
}
return shader;
}
}