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207 changes: 207 additions & 0 deletions src/engine/systems/VisionSystem.ts
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,10 @@ import { WatchTower } from '@/data/maps/MapTypes';
import type { VisionCompute, VisionCaster } from '@/rendering/compute/VisionCompute';
import type { WebGPURenderer } from 'three/webgpu';
import { debugPathfinding } from '@/utils/debugLogger';
// Industry-standard fog of war optimizations
import { VisionOptimizer } from './vision/VisionOptimizer';
import { LineOfSight, type HeightProvider } from './vision/LineOfSight';
import { SDFVisionRenderer } from './vision/SDFVisionRenderer';

// Vision states for fog of war
export type VisionState = 'unexplored' | 'explored' | 'visible';
Expand Down Expand Up @@ -92,13 +96,79 @@ export class VisionSystem extends System {
// Track active computation path for debugging
private activeComputePath: 'gpu' | 'worker' | 'main-thread' | null = null;

// ============================================
// INDUSTRY-STANDARD OPTIMIZATIONS
// ============================================

// Phase 1: Reference counting and cell boundary tracking
private visionOptimizer: VisionOptimizer | null = null;
private useOptimizedVision: boolean = true; // Enable by default

// Phase 2: Height-based line-of-sight blocking
private lineOfSight: LineOfSight | null = null;
private useLOSBlocking: boolean = true; // Enable by default
private heightProvider: HeightProvider | null = null;

// Phase 3: SDF-based edge rendering
private sdfRenderer: SDFVisionRenderer | null = null;
private useSDF: boolean = true; // Enable by default

// Track entity cell positions for boundary detection
private entityCellPositions: Map<number, { cellX: number; cellY: number }> = new Map();

constructor(game: Game, mapWidth: number, mapHeight: number, cellSize: number = 2) {
super(game);
this.mapWidth = mapWidth;
this.mapHeight = mapHeight;
this.cellSize = cellSize;
this.initializeWorker();
this.setupEventListeners();
this.initializeOptimizations();
}

/**
* Initialize industry-standard fog of war optimizations
*/
private initializeOptimizations(): void {
const gridWidth = Math.ceil(this.mapWidth / this.cellSize);
const gridHeight = Math.ceil(this.mapHeight / this.cellSize);

// Phase 1: Reference counting optimizer
if (this.useOptimizedVision) {
this.visionOptimizer = new VisionOptimizer({
gridWidth,
gridHeight,
cellSize: this.cellSize,
mapWidth: this.mapWidth,
mapHeight: this.mapHeight,
});
debugPathfinding.log('[VisionSystem] Phase 1: Reference counting enabled');
}

// Phase 2: Line-of-sight blocking
if (this.useLOSBlocking) {
this.lineOfSight = new LineOfSight({
gridWidth,
gridHeight,
cellSize: this.cellSize,
mapWidth: this.mapWidth,
mapHeight: this.mapHeight,
losBlockingThreshold: 1.0, // 1 world unit height difference blocks LOS
});
debugPathfinding.log('[VisionSystem] Phase 2: LOS blocking enabled');
}

// Phase 3: SDF renderer for smooth edges
if (this.useSDF) {
this.sdfRenderer = new SDFVisionRenderer({
gridWidth,
gridHeight,
cellSize: this.cellSize,
maxDistance: 8, // 8 cells max SDF propagation
edgeSoftness: 0.3,
});
debugPathfinding.log('[VisionSystem] Phase 3: SDF edge rendering enabled');
}
}

/**
Expand Down Expand Up @@ -318,6 +388,47 @@ export class VisionSystem extends System {
cellSize: this.cellSize,
});
}

// Reinitialize optimization systems
const gridWidth = Math.ceil(this.mapWidth / this.cellSize);
const gridHeight = Math.ceil(this.mapHeight / this.cellSize);

if (this.visionOptimizer) {
this.visionOptimizer.reinitialize({
gridWidth,
gridHeight,
cellSize: this.cellSize,
mapWidth: this.mapWidth,
mapHeight: this.mapHeight,
});
}

if (this.lineOfSight) {
this.lineOfSight.reinitialize({
gridWidth,
gridHeight,
cellSize: this.cellSize,
mapWidth: this.mapWidth,
mapHeight: this.mapHeight,
losBlockingThreshold: 1.0,
});
// Re-attach height provider if available
if (this.heightProvider) {
this.lineOfSight.setHeightProvider(this.heightProvider);
}
}

if (this.sdfRenderer) {
this.sdfRenderer.reinitialize({
gridWidth,
gridHeight,
cellSize: this.cellSize,
maxDistance: 8,
edgeSoftness: 0.3,
});
}

this.entityCellPositions.clear();
}

private initializeVisionMap(): void {
Expand Down Expand Up @@ -403,6 +514,87 @@ export class VisionSystem extends System {
return this.gpuVisionCompute;
}

// ============================================
// PHASE 1-3 PUBLIC API
// ============================================

/**
* Set the height provider for line-of-sight calculations
* Call this after terrain is initialized (e.g., from Terrain.getHeightAt)
*/
public setHeightProvider(provider: HeightProvider): void {
this.heightProvider = provider;
if (this.lineOfSight) {
this.lineOfSight.setHeightProvider(provider);
debugPathfinding.log('[VisionSystem] Height provider set for LOS blocking');
}
}

/**
* Enable/disable reference counting optimization (Phase 1)
*/
public setOptimizedVisionEnabled(enabled: boolean): void {
this.useOptimizedVision = enabled;
if (!enabled && this.visionOptimizer) {
this.visionOptimizer.dispose();
this.visionOptimizer = null;
} else if (enabled && !this.visionOptimizer) {
this.initializeOptimizations();
}
}

/**
* Enable/disable line-of-sight blocking (Phase 2)
*/
public setLOSBlockingEnabled(enabled: boolean): void {
this.useLOSBlocking = enabled;
debugPathfinding.log(`[VisionSystem] LOS blocking ${enabled ? 'enabled' : 'disabled'}`);
}

/**
* Enable/disable SDF edge rendering (Phase 3)
*/
public setSDFRenderingEnabled(enabled: boolean): void {
this.useSDF = enabled;
debugPathfinding.log(`[VisionSystem] SDF rendering ${enabled ? 'enabled' : 'disabled'}`);
}

/**
* Get the vision optimizer instance (for debugging/stats)
*/
public getVisionOptimizer(): VisionOptimizer | null {
return this.visionOptimizer;
}

/**
* Get the line-of-sight system instance
*/
public getLineOfSight(): LineOfSight | null {
return this.lineOfSight;
}

/**
* Get the SDF renderer instance
*/
public getSDFRenderer(): SDFVisionRenderer | null {
return this.sdfRenderer;
}

/**
* Check if optimizations are enabled
*/
public getOptimizationStatus(): {
referenceCountingEnabled: boolean;
losBlockingEnabled: boolean;
sdfRenderingEnabled: boolean;
} {
return {
referenceCountingEnabled: this.useOptimizedVision,
losBlockingEnabled: this.useLOSBlocking,
sdfRenderingEnabled: this.useSDF,
};
}

/**
* Get numeric player index for GPU (creates if not exists)
*/
Expand Down Expand Up @@ -433,6 +625,21 @@ export class VisionSystem extends System {
this.gpuVisionCompute = null;
}
this.useGPUVision = false;

// Clean up optimization systems
if (this.visionOptimizer) {
this.visionOptimizer.dispose();
this.visionOptimizer = null;
}
if (this.lineOfSight) {
this.lineOfSight.dispose();
this.lineOfSight = null;
}
if (this.sdfRenderer) {
this.sdfRenderer.dispose();
this.sdfRenderer = null;
}
this.entityCellPositions.clear();
}

public update(_deltaTime: number): void {
Expand Down
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