Files
CodeNavigator/web/renderer.js
T
Andy Dixon e39af39eca Cache viewport size and camera trig in 3D projection
project() read canvas.clientWidth/clientHeight on every call, and it
runs for every tile corner each frame. Profiling a 1,676-file repo put
216 ms of each 3D frame in project(); with the size cached per frame
and the trigonometry per camera change it drops to about 7 ms.
2026-04-18 13:02:40 +01:00

171 lines
7.5 KiB
JavaScript

const VERTICES = new Float32Array([
// top
0,0,1, 1,0,1, 1,1,1, 0,0,1, 1,1,1, 0,1,1,
// front
0,1,0, 1,1,0, 1,1,1, 0,1,0, 1,1,1, 0,1,1,
// back
1,0,0, 0,0,0, 0,0,1, 1,0,0, 0,0,1, 1,0,1,
// left
0,0,0, 0,1,0, 0,1,1, 0,0,0, 0,1,1, 0,0,1,
// right
1,1,0, 1,0,0, 1,0,1, 1,1,0, 1,0,1, 1,1,1,
// bottom
0,1,0, 0,0,0, 1,0,0, 0,1,0, 1,0,0, 1,1,0,
]);
const VS = `#version 300 es
precision highp float;
layout(location=0) in vec3 aUnit;
layout(location=1) in vec4 aRect;
layout(location=2) in vec4 aColorHeight;
uniform vec2 uCenter;
uniform vec2 uViewport;
uniform float uZoom;
uniform float uMode;
uniform vec2 uOrbit;
uniform float uDistance;
out vec4 vColor;
out vec3 vUnit;
out float vFace;
void main(){
float height = max(1.0, aColorHeight.a);
vec3 world = vec3(aRect.xy + aUnit.xy * aRect.zw, aUnit.z * height);
vColor = vec4(aColorHeight.rgb, 1.0);
vUnit = aUnit;
vFace = float(gl_VertexID / 6);
if(uMode < .5){
vec2 p = (world.xy - uCenter) * uZoom;
gl_Position = vec4(p.x * 2.0 / uViewport.x, -p.y * 2.0 / uViewport.y, aUnit.z * .001, 1.0);
} else {
vec3 p = vec3((world.xy - uCenter) / 420.0, world.z / 170.0);
float cy=cos(uOrbit.x), sy=sin(uOrbit.x), cp=cos(uOrbit.y), sp=sin(uOrbit.y);
p = vec3(cy*p.x-sy*p.y, sy*p.x+cy*p.y, p.z);
// Positive pitch places the camera above the ground plane. The previous
// signs put the eye below it, making every useful orbit an underside view.
p = vec3(p.x, cp*p.y+sp*p.z, -sp*p.y+cp*p.z);
float depth = max(.5, uDistance - p.y);
float aspect = uViewport.x / uViewport.y;
gl_Position = vec4(p.x/(depth*aspect)*2.7, (p.z-.35)/depth*2.7, (depth-1.0)/10.0, 1.0);
}
}`;
const FS = `#version 300 es
precision highp float;
in vec4 vColor;
in vec3 vUnit;
in float vFace;
uniform float uMode;
uniform float uAlpha;
out vec4 outColor;
void main(){
if(uMode < .5 && vFace > .5) discard;
vec2 face = vFace < .5 || vFace > 4.5 ? vUnit.xy : vFace < 2.5 ? vUnit.xz : vUnit.yz;
float edge = min(min(face.x, 1.0-face.x), min(face.y, 1.0-face.y));
float border = smoothstep(0.0, fwidth(edge)*1.35 + .009, edge);
// Tile tops match TILE_TOP in app.js so source drawn over a roof blends in; 2D gets a faint layer tint.
vec3 top = vec3(.055, .067, .094);
vec3 base = uMode < .5 ? mix(top, vColor.rgb, .07) : top;
vec3 stroke = mix(vColor.rgb, vec3(1.0), .12);
if(vFace > .5 && vFace < 4.5){
// Walls: a fixed key light per side and a darker foot make buildings read as solids.
float light = vFace < 1.5 ? .34 : vFace < 2.5 ? .2 : vFace < 3.5 ? .26 : .42;
base = mix(top, vColor.rgb, light) * (.55 + .45 * vUnit.z);
stroke = mix(stroke, base, .45);
}
outColor = vec4(mix(stroke, base, border), uAlpha);
}`;
function shader(gl, type, source) {
const value = gl.createShader(type); gl.shaderSource(value, source); gl.compileShader(value);
if (!gl.getShaderParameter(value, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(value));
return value;
}
export class LandscapeRenderer {
constructor(canvas) {
this.canvas = canvas;
const gl = canvas.getContext('webgl2', { antialias: true, alpha: true, depth: true, powerPreference: 'high-performance' });
if (!gl) throw new Error('WebGL2 is required');
this.gl = gl;
this.program = gl.createProgram();
gl.attachShader(this.program, shader(gl, gl.VERTEX_SHADER, VS));
gl.attachShader(this.program, shader(gl, gl.FRAGMENT_SHADER, FS));
gl.linkProgram(this.program);
if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(this.program));
this.vao = gl.createVertexArray(); gl.bindVertexArray(this.vao);
const vertices = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertices); gl.bufferData(gl.ARRAY_BUFFER, VERTICES, gl.STATIC_DRAW);
gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
this.instances = gl.createBuffer();
this.camera = { x: 500, y: 350, zoom: 1, yaw: -.1, pitch: .78, distance: 3.5 };
this.mode = '2d'; this.count = 0;
this.resize();
}
setData(items) {
this.items = items;
const packed = new Float32Array(items.length * 8);
for (let i=0;i<items.length;i++) {
const item=items[i], o=i*8;
packed.set([item.x,item.y,item.w,item.h,item.color[0],item.color[1],item.color[2],item.height],o);
}
const gl=this.gl; gl.bindVertexArray(this.vao); gl.bindBuffer(gl.ARRAY_BUFFER,this.instances); gl.bufferData(gl.ARRAY_BUFFER,packed,gl.STATIC_DRAW);
gl.enableVertexAttribArray(1); gl.vertexAttribPointer(1,4,gl.FLOAT,false,32,0); gl.vertexAttribDivisor(1,1);
gl.enableVertexAttribArray(2); gl.vertexAttribPointer(2,4,gl.FLOAT,false,32,16); gl.vertexAttribDivisor(2,1);
this.count=items.length;
}
resize() {
// Cache the CSS size once per frame: project() runs tens of thousands of times per frame,
// and reading clientWidth there forces layout queries that dominated 3D frame time.
this.width=Math.max(1,this.canvas.clientWidth); this.height=Math.max(1,this.canvas.clientHeight);
const dpr=Math.min(devicePixelRatio||1,2), w=Math.max(1,Math.floor(this.width*dpr)), h=Math.max(1,Math.floor(this.height*dpr));
if(this.canvas.width!==w||this.canvas.height!==h){this.canvas.width=w;this.canvas.height=h;}
this.dpr=dpr; this.gl.viewport(0,0,w,h);
}
render(alpha=1) {
const gl=this.gl; this.resize();
gl.clearColor(0,0,0,0); gl.clear(gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST); gl.depthFunc(gl.LEQUAL); gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA,gl.ONE_MINUS_SRC_ALPHA);
gl.useProgram(this.program); gl.bindVertexArray(this.vao);
this.uniforms||=Object.fromEntries(['uCenter','uViewport','uZoom','uMode','uOrbit','uDistance','uAlpha'].map(n=>[n,gl.getUniformLocation(this.program,n)]));
const u=this.uniforms;
gl.uniform2f(u.uCenter,this.camera.x,this.camera.y);
gl.uniform2f(u.uViewport,this.width,this.height);
gl.uniform1f(u.uZoom,this.camera.zoom);
gl.uniform1f(u.uMode,this.mode==='3d'?1:0);
gl.uniform2f(u.uOrbit,this.camera.yaw,this.camera.pitch);
gl.uniform1f(u.uDistance,this.camera.distance);
gl.uniform1f(u.uAlpha,alpha);
gl.drawArraysInstanced(gl.TRIANGLES,0,36,this.count);
}
// Per-frame trigonometry for project(); camera values only change between frames.
basis() {
const c=this.camera,b=this._basis||(this._basis={});
if(b.yaw!==c.yaw||b.pitch!==c.pitch){b.yaw=c.yaw;b.pitch=c.pitch;b.cy=Math.cos(c.yaw);b.sy=Math.sin(c.yaw);b.cp=Math.cos(c.pitch);b.sp=Math.sin(c.pitch);}
return b;
}
screenRect(item) {
if(this.mode==='2d') return { x:(item.x-this.camera.x)*this.camera.zoom+this.width/2, y:(item.y-this.camera.y)*this.camera.zoom+this.height/2, w:item.w*this.camera.zoom, h:item.h*this.camera.zoom };
let x0=Infinity,y0=Infinity,x1=-Infinity,y1=-Infinity;
for(const [x,y] of [[item.x,item.y],[item.x+item.w,item.y],[item.x,item.y+item.h],[item.x+item.w,item.y+item.h]]){
const p=this.project([x,y,item.height]);
if(p.x<x0)x0=p.x; if(p.x>x1)x1=p.x; if(p.y<y0)y0=p.y; if(p.y>y1)y1=p.y;
}
return {x:x0,y:y0,w:x1-x0,h:y1-y0};
}
project([x,y,z=0]) {
const {cy,sy,cp,sp}=this.basis(),dx=(x-this.camera.x)/420,dy=(y-this.camera.y)/420,dz=z/170;
const rx=cy*dx-sy*dy,ry=sy*dx+cy*dy,py=cp*ry+sp*dz,pz=-sp*ry+cp*dz;
const depth=Math.max(.5,this.camera.distance-py),w=this.width,h=this.height;
return {x:w/2+(rx/(depth*w/h)*2.7)*w/2,y:h/2-((pz-.35)/depth*2.7)*h/2,depth};
}
worldAt(clientX,clientY) {
return {x:this.camera.x+(clientX-this.width/2)/this.camera.zoom,y:this.camera.y+(clientY-this.height/2)/this.camera.zoom};
}
}