Files
OpenFrontIO/src/client/graphics/layers/TerritoryWebGLRenderer.ts
T

914 lines
28 KiB
TypeScript

import { Theme } from "../../../core/configuration/Config";
import { TileRef } from "../../../core/game/GameMap";
import { GameView, PlayerView } from "../../../core/game/GameView";
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;
}
/**
* WebGL2 territory renderer that reads the shared tile state buffer
* (SharedArrayBuffer) and shades tiles via a small palette texture.
* Borders are still drawn by the dedicated border renderer; this class
* only fills territory / fallout tiles.
*/
export class TerritoryWebGLRenderer {
public readonly canvas: HTMLCanvasElement;
private readonly gl: WebGL2RenderingContext | null;
private readonly program: WebGLProgram | null;
private readonly vao: WebGLVertexArrayObject | null;
private readonly vertexBuffer: WebGLBuffer | null;
private readonly stateTexture: WebGLTexture | null;
private readonly paletteTexture: WebGLTexture | null;
private readonly relationTexture: WebGLTexture | null;
private readonly borderColorTexture: WebGLTexture | null;
private readonly uniforms: {
resolution: WebGLUniformLocation | null;
state: WebGLUniformLocation | null;
palette: WebGLUniformLocation | null;
relations: WebGLUniformLocation | null;
borderColor: 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;
};
private readonly state: Uint16Array;
private readonly dirtyRows: Map<number, DirtySpan> = new Map();
private readonly borderDirtyRows: Map<number, DirtySpan> = new Map();
private needsFullUpload = true;
private borderNeedsFullUpload = true;
private alternativeView = false;
private paletteWidth = 0;
private hoverHighlightStrength = 0.7;
private hoverHighlightColor: [number, number, number] = [1, 1, 1];
private hoverPulseStrength = 0.25;
private hoverPulseSpeed = Math.PI * 2;
private hoveredPlayerId = -1;
private animationStartTime = Date.now();
private borderColorData: Uint8Array;
private constructor(
private readonly game: GameView,
private readonly theme: Theme,
sharedState: SharedArrayBuffer,
) {
this.canvas = document.createElement("canvas");
this.canvas.width = game.width();
this.canvas.height = game.height();
this.state = new Uint16Array(sharedState);
this.borderColorData = new Uint8Array(
this.canvas.width * this.canvas.height * 4,
);
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.stateTexture = null;
this.paletteTexture = null;
this.relationTexture = null;
this.borderColorTexture = null;
this.uniforms = {
resolution: null,
state: null,
palette: null,
relations: null,
borderColor: 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,
};
return;
}
const gl = this.gl;
this.program = this.createProgram(gl);
if (!this.program) {
this.vao = null;
this.vertexBuffer = null;
this.stateTexture = null;
this.paletteTexture = null;
this.relationTexture = null;
this.borderColorTexture = null;
this.uniforms = {
resolution: null,
state: null,
palette: null,
relations: null,
borderColor: 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,
};
return;
}
this.uniforms = {
resolution: gl.getUniformLocation(this.program, "u_resolution"),
state: gl.getUniformLocation(this.program, "u_state"),
palette: gl.getUniformLocation(this.program, "u_palette"),
relations: gl.getUniformLocation(this.program, "u_relations"),
borderColor: gl.getUniformLocation(this.program, "u_borderColor"),
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"),
};
// Vertex data: two triangles covering the full map (pixel-perfect).
const vertices = new Float32Array([
0,
0,
this.canvas.width,
0,
0,
this.canvas.height,
0,
this.canvas.height,
this.canvas.width,
0,
this.canvas.width,
this.canvas.height,
]);
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);
this.stateTexture = gl.createTexture();
this.paletteTexture = gl.createTexture();
this.relationTexture = gl.createTexture();
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.canvas.width,
this.canvas.height,
0,
gl.RED_INTEGER,
gl.UNSIGNED_SHORT,
this.state,
);
this.borderColorTexture = gl.createTexture();
gl.activeTexture(gl.TEXTURE3);
gl.bindTexture(gl.TEXTURE_2D, this.borderColorTexture);
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.canvas.width,
this.canvas.height,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
this.borderColorData,
);
this.uploadPalette();
gl.useProgram(this.program);
gl.uniform1i(this.uniforms.state, 0);
gl.uniform1i(this.uniforms.palette, 1);
gl.uniform1i(this.uniforms.relations, 2);
gl.uniform1i(this.uniforms.borderColor, 3);
if (this.uniforms.resolution) {
gl.uniform2f(
this.uniforms.resolution,
this.canvas.width,
this.canvas.height,
);
}
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.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);
}
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.viewport(0, 0, this.canvas.width, this.canvas.height);
}
static create(game: GameView, theme: Theme): TerritoryWebGLCreateResult {
const sharedState = game.sharedStateBuffer();
if (!sharedState) {
return {
renderer: null,
reason:
"Shared tile state not available. WebGL territory renderer needs SharedArrayBuffer.",
};
}
const expected = game.width() * game.height();
if (new Uint16Array(sharedState).length !== expected) {
return {
renderer: null,
reason:
"Shared tile buffer size mismatch; falling back to canvas territory draw.",
};
}
const renderer = new TerritoryWebGLRenderer(game, theme, sharedState);
if (!renderer.isValid()) {
return {
renderer: null,
reason: "WebGL2 not available; falling back to canvas territory draw.",
};
}
return { renderer };
}
isValid(): boolean {
return !!this.gl && !!this.program && !!this.vao;
}
setAlternativeView(enabled: boolean) {
this.alternativeView = enabled;
}
setBorderColor(
tile: TileRef,
rgba: { r: number; g: number; b: number; a: number },
) {
const offset = tile * 4;
this.borderColorData[offset] = rgba.r;
this.borderColorData[offset + 1] = rgba.g;
this.borderColorData[offset + 2] = rgba.b;
this.borderColorData[offset + 3] = rgba.a;
this.markBorderDirty(tile);
}
clearBorderColor(tile: TileRef) {
const offset = tile * 4;
this.borderColorData[offset] = 0;
this.borderColorData[offset + 1] = 0;
this.borderColorData[offset + 2] = 0;
this.borderColorData[offset + 3] = 0;
this.markBorderDirty(tile);
}
setHoveredPlayerId(playerSmallId: number | null) {
const encoded = playerSmallId ?? -1;
this.hoveredPlayerId = encoded;
}
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);
}
}
markTile(tile: TileRef) {
if (this.needsFullUpload) {
return;
}
const x = tile % this.canvas.width;
const y = Math.floor(tile / this.canvas.width);
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);
}
}
private markBorderDirty(tile: TileRef) {
if (this.borderNeedsFullUpload) {
return;
}
const x = tile % this.canvas.width;
const y = Math.floor(tile / this.canvas.width);
const span = this.borderDirtyRows.get(y);
if (span === undefined) {
this.borderDirtyRows.set(y, { minX: x, maxX: x });
} else {
span.minX = Math.min(span.minX, x);
span.maxX = Math.max(span.maxX, x);
}
}
markAllDirty() {
this.needsFullUpload = true;
this.dirtyRows.clear();
this.borderNeedsFullUpload = true;
this.borderDirtyRows.clear();
}
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);
const uploadBorderSpan = FrameProfiler.start();
this.uploadBorderTexture();
FrameProfiler.end("TerritoryWebGLRenderer:uploadBorder", uploadBorderSpan);
const renderSpan = FrameProfiler.start();
gl.viewport(0, 0, this.canvas.width, this.canvas.height);
gl.useProgram(this.program);
gl.bindVertexArray(this.vao);
if (this.uniforms.alternativeView) {
gl.uniform1i(this.uniforms.alternativeView, this.alternativeView ? 1 : 0);
}
if (this.uniforms.hoveredPlayerId) {
gl.uniform1f(this.uniforms.hoveredPlayerId, this.hoveredPlayerId);
}
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);
}
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);
}
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.canvas.width,
this.canvas.height,
0,
gl.RED_INTEGER,
gl.UNSIGNED_SHORT,
this.state,
);
this.needsFullUpload = false;
this.dirtyRows.clear();
rowsUploaded = this.canvas.height;
bytesUploaded = this.canvas.width * this.canvas.height * 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.canvas.width + 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 uploadBorderTexture(): { rows: number; bytes: number } {
if (!this.gl || !this.borderColorTexture) return { rows: 0, bytes: 0 };
const gl = this.gl;
gl.activeTexture(gl.TEXTURE3);
gl.bindTexture(gl.TEXTURE_2D, this.borderColorTexture);
const bytesPerPixel = Uint8Array.BYTES_PER_ELEMENT * 4; // RGBA8
let rowsUploaded = 0;
let bytesUploaded = 0;
if (this.borderNeedsFullUpload) {
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA8,
this.canvas.width,
this.canvas.height,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
this.borderColorData,
);
this.borderNeedsFullUpload = false;
this.borderDirtyRows.clear();
rowsUploaded = this.canvas.height;
bytesUploaded = this.canvas.width * this.canvas.height * bytesPerPixel;
return { rows: rowsUploaded, bytes: bytesUploaded };
}
if (this.borderDirtyRows.size === 0) {
return { rows: 0, bytes: 0 };
}
for (const [y, span] of this.borderDirtyRows) {
const width = span.maxX - span.minX + 1;
const offset = (y * this.canvas.width + span.minX) * 4;
const rowSlice = this.borderColorData.subarray(
offset,
offset + width * 4,
);
gl.texSubImage2D(
gl.TEXTURE_2D,
0,
span.minX,
y,
width,
1,
gl.RGBA,
gl.UNSIGNED_BYTE,
rowSlice,
);
rowsUploaded++;
bytesUploaded += width * bytesPerPixel;
}
this.borderDirtyRows.clear();
return { rows: rowsUploaded, bytes: bytesUploaded };
}
private labelUpload(
base: string,
metrics: { rows: number; bytes: number },
): string {
if (metrics.rows === 0 || metrics.bytes === 0) {
return `${base} (skip)`;
}
const rowBucket =
metrics.rows >= this.canvas.height
? "full"
: `${Math.ceil(metrics.rows / 50) * 50}`;
const kb = Math.max(1, Math.round(metrics.bytes / 1024));
const kbBucket = kb > 1024 ? `${Math.round(kb / 1024)}MB` : `${kb}KB`;
return `${base} rows:${rowBucket} bytes:${kbBucket}`;
}
private uploadPalette() {
if (!this.gl || !this.paletteTexture || !this.relationTexture) return;
const gl = this.gl;
const players = this.game.playerViews().filter((p) => p.isPlayer());
const myPlayer = this.game.myPlayer();
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 * 4);
const relationData = new Uint8Array(this.paletteWidth);
for (const p of players) {
const id = p.smallID();
const rgba = p.territoryColor().rgba;
paletteData[id * 4] = rgba.r;
paletteData[id * 4 + 1] = rgba.g;
paletteData[id * 4 + 2] = rgba.b;
paletteData[id * 4 + 3] = Math.round((rgba.a ?? 1) * 255);
relationData[id] = this.resolveRelationCode(p, myPlayer);
}
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,
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,
1,
0,
gl.RED_INTEGER,
gl.UNSIGNED_BYTE,
relationData,
);
}
private resolveRelationCode(
owner: PlayerView,
myPlayer: PlayerView | null,
): number {
if (!myPlayer) {
return 3; // Neutral
}
if (owner.smallID() === myPlayer.smallID()) {
return 1; // Self
}
if (owner.isFriendly(myPlayer)) {
return 2; // Ally
}
if (!owner.hasEmbargo(myPlayer)) {
return 3; // Neutral
}
return 4; // Enemy
}
private createProgram(gl: WebGL2RenderingContext): WebGLProgram | null {
const vertexShaderSource = `#version 300 es
precision mediump float;
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 mediump float;
precision highp usampler2D;
uniform usampler2D u_state;
uniform sampler2D u_palette;
uniform usampler2D u_relations;
uniform sampler2D u_borderColor;
uniform vec2 u_resolution;
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;
out vec4 outColor;
uint ownerAtTex(ivec2 texCoord) {
ivec2 clamped = clamp(
texCoord,
ivec2(0, 0),
ivec2(int(u_resolution.x) - 1, int(u_resolution.y) - 1)
);
return texelFetch(u_state, clamped, 0).r & 0xFFFu;
}
void main() {
ivec2 fragCoord = ivec2(gl_FragCoord.xy);
// gl_FragCoord origin is bottom-left; flip Y to match top-left oriented buffers.
ivec2 texCoord = ivec2(fragCoord.x, int(u_resolution.y) - 1 - fragCoord.y);
uint state = texelFetch(u_state, texCoord, 0).r;
uint owner = state & 0xFFFu;
bool hasFallout = (state & 0x2000u) != 0u; // bit 13
if (owner == 0u) {
if (hasFallout) {
outColor = vec4(u_fallout.rgb, u_alpha);
} else {
outColor = vec4(0.0);
}
return;
}
// Border detection via neighbor comparison
bool isBorder = false;
uint nOwner = ownerAtTex(texCoord + ivec2(1, 0));
isBorder = isBorder || (nOwner != owner);
nOwner = ownerAtTex(texCoord + ivec2(-1, 0));
isBorder = isBorder || (nOwner != owner);
nOwner = ownerAtTex(texCoord + ivec2(0, 1));
isBorder = isBorder || (nOwner != owner);
nOwner = ownerAtTex(texCoord + ivec2(0, -1));
isBorder = isBorder || (nOwner != owner);
if (u_alternativeView) {
uint relation = texelFetch(u_relations, ivec2(int(owner), 0), 0).r;
vec4 altColor = u_altNeutral;
if (relation == 1u) {
altColor = u_altSelf;
} else if (relation == 2u) {
altColor = u_altAlly;
} else if (relation >= 4u) {
altColor = u_altEnemy;
}
float a = isBorder ? 1.0 : 0.0;
vec3 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, a);
return;
}
vec4 base = texelFetch(u_palette, ivec2(int(owner), 0), 0);
vec4 borderColor = texelFetch(u_borderColor, texCoord, 0);
vec3 color = base.rgb;
float a = u_alpha;
if (isBorder && borderColor.a > 0.0) {
color = borderColor.rgb;
a = borderColor.a;
}
if (isBorder && borderColor.a <= 0.0) {
a = 1.0;
}
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, a);
}
`;
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;
}
}