/* ============================================================================ 3D RENDER PASS ---------------------------------------------------------------------------- Draw order matters here in a way it never did for sprites: 1. opaque geometry, depth-write ON — terrain, models, ruins, scenery 2. water, depth-test ON, blended — so shorelines and hulls occlude it 3. additive effects, depth-write OFF — fire, energy, beams, light shafts Depth sorting is the GPU's job now, so nothing needs painter's ordering and a tank genuinely disappears behind a hill instead of being drawn over it. ============================================================================ */ let sunDir=[0.42,0.78,0.30]; let mfWaterAnimTick=-1; const _tmpV=[0,0,0]; /* sprites.px names a padded atlas cell: only its central 160/244 sampled pixels are opaque. Work rails need their authored phone-pixel thickness, so retain one inner UV and rebuild it only when a restored GL context gives the atlas a new source array. Health bars keep their established sizing. */ let _mfBldWorkUVSource=null; const _mfBldWorkUV=new Float32Array(4); function mfBuildingWorkUV(){ const uv=sprites.px; if(_mfBldWorkUVSource!==uv){ const du=uv[2]-uv[0],dv=uv[3]-uv[1]; _mfBldWorkUV[0]=uv[0]+du*.25;_mfBldWorkUV[1]=uv[1]+dv*.25; _mfBldWorkUV[2]=uv[2]-du*.25;_mfBldWorkUV[3]=uv[3]-dv*.25; _mfBldWorkUVSource=uv; } return _mfBldWorkUV; } /* Read-only renderer telemetry for device QA. This makes an "effects are gone" report diagnosable without a debug console overlay or mutating a live match. */ const _burnVec=new Float32Array(64), _burnKind=new Float32Array(16); const MF_COMBAT_VFX_TELEMETRY={projectiles:0,beams:0,particles:0,additive:0,maxProjectiles:0,maxBeams:0,maxParticles:0,framesWithCombat:0}; if(typeof window!=='undefined')window.MFCombatVfxTelemetry=MF_COMBAT_VFX_TELEMETRY; const MF_COMBAT_VFX_DIAGNOSTIC=typeof location!=='undefined'&&location.search.indexOf('beamshow=1')>=0; function sunFor(nA){ /* The sun swings across the sky with the day cycle and reddens at the horizon, which is where all the "cinematic" feel comes from now — it's real directional light, not a colour wash over a flat image. */ const ang=Math.PI*0.12 + (1-nA)*Math.PI*0.62; const az=0.6+nA*0.9; const y=Math.max(0.06,Math.sin(ang)); const h=Math.cos(ang); const l=Math.hypot(Math.cos(az)*h,y,Math.sin(az)*h)||1; sunDir[0]=Math.cos(az)*h/l; sunDir[1]=y/l; sunDir[2]=Math.sin(az)*h/l; const low=1-Math.min(1,y*2.2); // 1 at the horizon const day=1-nA; return { dir:sunDir, // key light: warm and strong at noon, deep amber at the horizon /* Exposure budget: a fully sunlit face gets sky + key, and that sum times a typical albedo has to land just under 1.0 or the whole world clips to white. sky ~0.40 + key ~1.06 against a 0.55 albedo is the sweet spot. */ col:[ (0.44+day*0.62)*(1+low*0.30), (0.42+day*0.58)*(1-low*0.10), (0.42+day*0.54)*(1-low*0.34) ], /* Midnight still needs to be command-readable on an outdoor phone. The previous sky floor was physically moody but crushed terrain and unit silhouettes into the same near-black value. This is cool moonlight, not a second sun: direct light remains low while the ambient floor retains form and lets tactical lights add useful contrast. */ sky:[ 0.34+day*0.11, 0.39+day*0.12, 0.51+day*0.16 ], gnd:[ 0.20+day*0.08, 0.21+day*0.08, 0.24+day*0.07 ], /* Horizon weather, not a second key light. Noon used to sit brighter than sky ambient, so even a thin veil bleached grass toward milk. Stay under the sky so distance haze recedes without crushing daytime midtones. */ fog:[ 0.24+day*0.20+low*0.12, 0.29+day*0.21, 0.39+day*0.22 ], }; } /* ============================================================================ GROUND SHADOWS ---------------------------------------------------------------------------- Everything in the reference art casts one, and nothing here did. That single omission is what made structures look pasted on: with no shadow there is no contact point, so the eye reads a building as a decal lying on the grass rather than a mass standing on it. These are decals, not a shadow map. MEDIUM/LOW stay on this cheap path. HIGH/CINEMATIC add a sun-depth atlas beside it (mesh.js csmBegin) and skip the stretched CAST so the two do not double-darken. SSAO stays contact creasing; this pass is the weld-to-grass near blob. The decal is stretched along the light and offset by the object's height, so shadows lengthen and swing round as the sun moves across the day cycle. Blend is MULTIPLY: the mesh is white at its rim and dark at its core, so the rim leaves the ground exactly as it was and only the core darkens. That is what lets overlapping shadows merge into one soft pool instead of stacking into hard black rectangles. HIGH/CINEMATIC with shadowQ>=2 replace the stretched CAST blob with a real sun-depth atlas (csmBegin / csmApply). Contact near-blobs stay — they weld a footprint to grass; CSM owns the directional mass. MEDIUM (shadowQ 1) and LOW (0) never enter that pass. ============================================================================ */ function drawShadows(S){ if(!FX.shadow) return; const sq=(typeof GFX!=='undefined'&&GFX.shadowQ!=null)?GFX.shadowQ:2; /* shadowQ 0 is a real off — not a hidden stride. The Advanced Shadows row would otherwise look like it worked while every building still painted a blob. */ if(sq<=0) return; const csmOn=typeof csmActive==='function'&&csmActive(); const contact=!(typeof GFX!=='undefined'&&GFX.contact===false); const cb=camBounds(); const vis=(x,y,pad)=>x>=cb.x0-(pad||0)&&x<=cb.x1+(pad||0)&&y>=cb.y0-(pad||0)&&y<=cb.y1+(pad||0); const gh=(x,y)=>terrainH(x,y); const sd=S.dir; const el=Math.max(0.22,sd[1]); const kx=-sd[0]/el, kz=-sd[2]/el; // ground offset per unit of height const q=typeof mfGfxKey==='function'?mfGfxKey():'high'; const cine=q==='cinematic'&&sq>=2; const stretch=Math.min(2.4,Math.hypot(kx,kz))*(sq===1?0.78:cine?1.12:1); const yaw=Math.atan2(kz,kx); /* Instance alpha stays at full: the MULTIPLY blend takes the fragment colour directly, so any alpha below 1 would darken the white rim as well and put a visible disc edge around every object. Shadow strength lives in the mesh vertex colours instead. */ const A=255; const putCast=(x,y,rad,hgt,wide)=>{ const cx=x+kx*hgt*0.55, cy=y+kz*hgt*0.55; if(!vis(cx,cy,rad+hgt)) return; FX.shadow.add(cx,cy,gh(cx,cy)+2.4, rad*0.55+hgt*stretch*0.12, yaw, 255,255,255,A, (wide||rad)*0.58); }; /* Near cascade: tight footprint under the object. HIGH uses this on buildings; CINEMATIC on nearby everything. When the sun-depth atlas is live the stretched CAST is skipped so the two do not double-darken. */ const putNear=(x,y,rad,hgt,wide)=>{ const cx=x+kx*hgt*0.18, cy=y+kz*hgt*0.18; if(!vis(cx,cy,rad)) return; FX.shadow.add(cx,cy,gh(cx,cy)+1.8, rad*0.42, yaw, 255,255,255,A, (wide||rad)*0.46); }; const put=(x,y,rad,hgt,wide,near)=>{ if(near) putNear(x,y,rad,hgt,wide); if(!csmOn) putCast(x,y,rad,hgt,wide); }; for(const B of blds){ if(!B.alive||!vis(B.x,B.y,B.r*2)) continue; if(!fogEntityVisible(B.team,B.x,B.y)) continue; const f=(typeof bldFoot==='function')?bldFoot(B):[B.r*1.6,B.r*1.6]; const sw=(Math.round((B.rot||0)/(Math.PI/2))&1)===1; const fw=(sw?f[1]:f[0])*0.56, fh=(sw?f[0]:f[1])*0.56; put(B.x,B.y,Math.max(fw,fh),B.r*1.8,Math.min(fw,fh)*1.05,sq>=2); } /* Generated civilian/military structures are relics, not `blds`, so the original shadow pass skipped the entire city. V2 materials could be perfectly lit and still look pasted on because no mass reached the ground. Use the planned footprint and an authored height estimate; the terrain apron carries the small contact AO while this supplies the directional cast shadow. */ for(const R of relics){ if(!R.alive||!vis(R.x,R.y,Math.max(R.w,R.h)+110)||!fogPointVisible(R.x,R.y))continue; const hgt=R.kind===0?118:R.kind===2?58:R.kind===3?42:R.kind===4?66:R.kind===5?290:52; put(R.x,R.y,Math.max(R.w,R.h)*.57,hgt,Math.min(R.w,R.h)*.55,sq>=2); } /* At strategic range a regiment's individual contact shadows occupy fewer than two pixels and merge into one tone. Sample ordinary units there but retain selected units and commanders; off-camera units were already fully culled above, so this is the second (distance/material) LOD band. */ /* MEDIUM (shadowQ=1) used stride 2–4, near HIGH at tactical zoom. 3/6 still paints commanders and selected units every frame. contact=false keeps building/relic blobs (the mass-on-grass read) and drops unit/scenery — that is the Advanced Contact Shadows row. */ const shadowStride=cine?1:(sq===1?Math.max(3,orthoSpan>1800?6:3):(orthoSpan>2550?4:orthoSpan>2050?2:1)); if(contact){ for(let rk=0;rk<_mfRuN;rk++){ const i=_mfRuI[rk]; if(!mfRenderUnitFogVisible(i)) continue; const T=TYPES[utype[i]]; const important=usel[i]||i===heroIdx||T.cat==='hero'||(typeof isEnemyCommander==='function'&&isEnemyCommander(i)); if(shadowStride>1&&!important&&(i%shadowStride))continue; const near=cine&&dist2(ux[i],uy[i],cam.x,cam.y)<520*520; put(ux[i],uy[i],T.size*0.70,T.air?T.size*2.6:T.size*0.8,undefined,near); } /* Scenery casts too. A boulder with no shadow beside a tank with one reads as a decal painted on the grass. MEDIUM skips crystals (tiny, many). */ for(const o of rocks) if(vis(o.x,o.y,60)&&fogPointVisible(o.x,o.y)) put(o.x,o.y,o.s*0.62,o.s*0.75); for(const o of trees) if(vis(o.x,o.y,60)&&fogPointVisible(o.x,o.y)) put(o.x,o.y,o.s*0.52,o.s*1.15); if(typeof cover!=='undefined') for(const o of cover) if(vis(o.x,o.y,40)&&fogPointVisible(o.x,o.y)) put(o.x,o.y,o.s*0.46,o.s*0.55); if(sq>=2) for(const o of crystals){ const D=deposits[o.dep],tier=depositTier(D);if(!D||o.band>tier||!vis(o.x,o.y,60))continue; if(!fogPointVisible(o.x,o.y))continue; put(o.x,o.y,o.s*(o.core?.15:.11),o.s*(o.core?.34:.24)); } if(typeof carrier!=='undefined'&&carrier.active&&carrierEffectiveAlt()<80) put(carrier.x,carrier.y,22,Math.max(2,carrierEffectiveAlt()*0.22)); } if(!FX.shadow.n) return; gl.useProgram(progG); gl.uniformMatrix4fv(UG.uVP,false,matVP); gl.enable(gl.BLEND); gl.blendFunc(gl.ZERO,gl.SRC_COLOR); // multiply: white is a no-op gl.depthMask(false); gl.disable(gl.CULL_FACE); /* Keep DEPTH_TEST. Turning it off laid the whole stepped shadow disc on the pavement as concentric dark rings (live recapture). Offset + a 2.2 raise keeps contact without z-fighting the kerb into grain. */ gl.enable(gl.POLYGON_OFFSET_FILL); gl.polygonOffset(-12,-48); FX.shadow.flush(gl); gl.disable(gl.POLYGON_OFFSET_FILL); gl.enable(gl.CULL_FACE); gl.depthMask(true); gl.blendFunc(gl.SRC_ALPHA,gl.ONE_MINUS_SRC_ALPHA); gl.disable(gl.BLEND); } function csmDrawBuildingSet(set){ if(!set)return; for(const k in set){ const M=set[k]; if(M.variants) for(const V of M.variants){ csmDrawMesh(V.base); if(V.tur) csmDrawMesh(V.tur); } else { csmDrawMesh(M.base); if(M.tur) csmDrawMesh(M.tur); } } } function csmDrawBuildingCasters(){ if(typeof BLD_MESH==='undefined') return; /* Do not materialise Object.values + a spread copy every CSM frame. The explicit base-then-faction walk preserves the old insertion order. */ csmDrawBuildingSet(BLD_MESH); if(typeof BLD_FACTION_MESH!=='undefined') for(const fac in BLD_FACTION_MESH){ if(!Object.prototype.hasOwnProperty.call(BLD_FACTION_MESH,fac))continue; csmDrawBuildingSet(BLD_FACTION_MESH[fac]); } } function flushBuildingSet(set){ if(!set)return; for(const k in set){ const M=set[k]; if(M.variants) for(const V of M.variants){V.base.flush(gl);if(V.tur)V.tur.flush(gl);} else {M.base.flush(gl);if(M.tur)M.tur.flush(gl);} } } function csmDrawSceneryCasters(){ if(typeof FX==='undefined') return; for(const k of ['rock','tree','crystal','cityT','cityD','cityH','cityK','cityC','sky1','sky2','skyA','skyS','wreck']) if(FX[k]) csmDrawMesh(FX[k]); if(typeof worldSites!=='undefined'){ for(const S of worldSites) if(S.fill) csmDrawMesh(S.fill); if(typeof WORLD_KIT!=='undefined') for(const k in WORLD_KIT) if(WORLD_KIT[k].mesh) csmDrawMesh(WORLD_KIT[k].mesh); } } function csmDrawUnitCasters(){ if(typeof UNIT_MESH!=='undefined') for(const M of UNIT_MESH){ if(!M) continue; csmDrawMesh(M.hull); if(M.tur) csmDrawMesh(M.tur); } if(typeof FAC_MESH!=='undefined') for(const k in FAC_MESH) for(const ty in FAC_MESH[k]){ const M=FAC_MESH[k][ty]; csmDrawMesh(M.hull); if(M.tur) csmDrawMesh(M.tur); } if(typeof COMMANDER_KIT_MESH!=='undefined') for(const k in COMMANDER_KIT_MESH){ const M=COMMANDER_KIT_MESH[k]; if(!M) continue; csmDrawMesh(M.hull); if(M.tur) csmDrawMesh(M.tur); } if(typeof FAC_DOCTRINE_MESH!=='undefined') for(const k in FAC_DOCTRINE_MESH){ csmDrawMesh(FAC_DOCTRINE_MESH[k].ground); csmDrawMesh(FAC_DOCTRINE_MESH[k].air); } } function csmDrawModuleCasters(){ if(typeof MOD_ATTACH_MESH==='undefined') return; for(const id in MOD_ATTACH_MESH) for(const M of MOD_ATTACH_MESH[id]) csmDrawMesh(M); } /* HIGH skins commanders, size>=21, and anything inside 720 of the look-at. CINEMATIC skins every boned mesh in csmBindSkin — the flag is redundant. */ function csmMarkUnitSkin(M,T,heroUnit,X,Y){ if(!M||!M.hull||!M.hull.bones) return; const q=typeof mfGfxKey==='function'?mfGfxKey():'high'; if(q!=='high'&&q!=='cinematic') return; if(q==='cinematic'||heroUnit||T.cat==='hero'||T.size>=21||dist2(X,Y,cam.x,cam.y)<720*720){ M.hull.csmSkin=1; if(M.tur&&M.tur.bones) M.tur.csmSkin=1; } } /* Light values in sunFor() are display-space colours picked by eye. The shading maths is linear, so they are converted once here rather than in the shader. */ const _lin=c=>[Math.pow(c[0],2.2),Math.pow(c[1],2.2),Math.pow(c[2],2.2)]; /* -------------------------------------------------------------------------- CINEMATIC LOCAL LIGHTS The world renderer deliberately remains forward-rendered. A phone battle can have hundreds of lamps, engines and sparks, but only the eight strongest camera-relevant sources are promoted into the material shader. Everything else keeps its emissive billboard, which preserves the feeling of a living base without turning a large fight into a G-buffer bandwidth problem. -------------------------------------------------------------------------- */ const _sceneLightPR=new Float32Array(8*4),_sceneLightCI=new Float32Array(8*4); let _sceneLightN=0; function sceneLightCap(){ const n=(typeof GFX!=='undefined'&&GFX.lights!=null)?(GFX.lights|0):8; return Math.max(0,Math.min(8,n)); } function sceneLightPush(x,y,z,range,cr,cg,cb,intensity,score){ const cap=sceneLightCap(); if(cap<=0) return; let at=_sceneLightN; if(at0)) continue; const dx=L.x-cam.x,dy=L.y-cam.y,d2=dx*dx+dy*dy; if(d2>orthoSpan*orthoSpan*.62) continue; const c=_lin(sceneLightColor(bldFactionKey(L))); const isHQ=L.type==='hq',damage=critical||L.hitT>0; const range=isHQ?112:(damage?82:70); const boost=damage?1.65:(isHQ?1.35:1); /* Favour key structures over a nearer minor lamp, but still require them to be within the current strategic view. */ const score=boost*range*range/(d2+range*range); sceneLightPush(L.x,L.y,terrainH(L.x,L.y)+(isHQ?34:22),range,c[0],c[1],c[2], Math.min(0.88,(0.46+night*.38)*boost),score); } /* Powered civic windows and industrial warning lamps use the same eight camera-relevant-light budget as bases and vehicles. The emissive facade is still visible when a source is not promoted; only the strongest nearby districts spend fragment lighting work. */ for(const R of relics){ if(!R.alive||!fogPointVisible(R.x,R.y)||(R.kind!==4&&R.kind!==2&&R.kind!==3&&R.kind!==5))continue; const dx=R.x-cam.x,dy=R.y-cam.y,d2=dx*dx+dy*dy; if(d2>orthoSpan*orthoSpan*.54)continue; const civic=R.kind===4||R.kind===5,c=_lin(civic?[.15,.68,1.0]:[1.0,.24,.035]); const range=R.kind===5?128:civic?78:58,intensity=(R.kind===5?.30:civic?.23:.16)+night*(R.kind===5?.55:civic?.42:.31); sceneLightPush(R.x,R.y,terrainH(R.x,R.y)+(R.kind===5?96:civic?24:18),range,c[0],c[1],c[2],intensity, (civic?1.05:.72)*range*range/(d2+range*range)); } /* The commander and a few nearby vehicles participate in actual material lighting. Billboard headlamps illuminate the ground visually; these local sources make adjacent hulls and building faces react to them too. */ let promoted=0; /* Player faction colour, resolved ONCE. It was resolved inside the loop through `playerFactionKey`, which is not defined anywhere in the tree — the typeof guard therefore always took the 'nova' branch, so a Legion or Horde player's commander and selected vehicles threw NOVA-BLUE local light while every billboard, headlamp sprite and structure beside them used the faction palette. playerKitKey() is the resolver the rest of the tree uses for the player's own team (see bldFactionKey's team-0 branch) and returns exactly the nova/legion/syndicate/horde keys sceneLightColor switches on. */ const _playerLightC=_lin(sceneLightColor( typeof playerKitKey==='function'?playerKitKey():'nova')); for(let i=0;iorthoSpan*orthoSpan*.48)continue; const c=_playerLightC; const range=isCommander?108:58,boost=isCommander?1.42:(chosen?1.05:.76); /* THROWN AHEAD, not centred on the hull. A light sitting inside the unit brightens the unit and leaves the direction it faces dark — the exact opposite of a flashlight. Placing the source low and forward along the facing makes terrain, rocks and building walls IN FRONT catch the beam, so where the unit looks is where the player can see. */ const fa=uang[i]-Math.PI/2, ahead=isCommander?T.size*3.4:T.size*1.9; const lx=ux[i]+Math.cos(fa)*ahead, ly=uy[i]+Math.sin(fa)*ahead; sceneLightPush(lx,ly,terrainH(lx,ly)+7,range,c[0],c[1],c[2],(.26+night*.42)*boost,boost*range*range/(d2+range*range)); /* The commander also keeps a soft source on the hull itself, so the machine reads lit rather than emitting from empty ground. */ if(isCommander) sceneLightPush(ux[i],uy[i],terrainH(ux[i],uy[i])+T.size*.52,66,c[0],c[1],c[2],(.16+night*.22)*boost,boost*.6); promoted++; } if(typeof singularities!=='undefined') for(const Sg of singularities){ const dxs=Sg.x-cam.x,dys=Sg.y-cam.y; sceneLightPush(Sg.x,Sg.y,terrainH(Sg.x,Sg.y)+22,150,_lin([172,120,255])[0],_lin([172,120,255])[1],_lin([172,120,255])[2], 0.9+0.5*Math.sin((typeof stats!=='undefined'?stats.t:0)*9),150*150/(dxs*dxs+dys*dys+150*150)+3); } if(carrier.active&&carrier.phase<2){ const c=_lin(sceneLightColor(dropFactionKey(carrier.fac))); const alt=Math.max(18,carrierEffectiveAlt()*.65); const dx=carrier.x-cam.x,dy=carrier.y-cam.y,d2=dx*dx+dy*dy; sceneLightPush(carrier.x,carrier.y,terrainH(carrier.x,carrier.y)+alt,28,c[0],c[1],c[2],0.08,28*28/(d2+28*28)+1); } /* The shader expects intensity in the fourth colour lane. Selection used it as a ranking key, so restore the small sidecar just before upload. */ for(let i=0;i<_sceneLightN;i++) _sceneLightCI[i*4+3]=_sceneLightI[i]; } function visualDebugMode(){ const v=typeof window!=='undefined' ? Number(window.MFVisualDebug||0) : 0; return Math.max(0,Math.min(7,v|0)); } let MF_BONES_ON=false; /* Only the first begin3D in render() receives this contract. It immediately follows the explicit opaque-state setup below, so wrappers can avoid asking the driver to rediscover four values JavaScript just set. Other begin3D callers remain unknown and must retain their queried-state fallback. */ const MF_BEGIN3D_OPAQUE_STATE=Object.freeze({blend:false,cull:true,depth:true,depthMask:true}); function begin3D(nA){ const S=sunFor(nA); gl.useProgram(prog3D); /* FX and custom passes share InstMesh but do not own prog3D's uniforms. Re-entering the model pass is the one reliable boundary where a previous rig or per-asset skin must be cleared. This keeps an unlit flush from touching a foreign uniform location and prevents stale V2 maps/bones from bleeding into the next ordinary unit or structure. */ if(typeof U3!=='undefined'){ if(MF_ASSET_ON&&U3.uAssetOn) gl.uniform1f(U3.uAssetOn,0.0); if(MF_BONES_ON&&U3.uBoneN!==undefined&&U3.uBoneN!==null) gl.uniform1i(U3.uBoneN,0); } MF_ASSET_ON=false; MF_BONES_ON=false; /* If the procedural material atlases were not generated (context recovery race, mobile memory pressure, or a startup ordering change), rebuild now instead of drawing every building with missing/muted PBR detail. */ if(!matTex || !matNrmTex || !matOrmTex || !matDamageTex || !matDetailTex){ if(typeof buildMatAtlas==='function') try{ buildMatAtlas(); }catch(e){} } gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D,matDamageTex); gl.activeTexture(gl.TEXTURE2); gl.bindTexture(gl.TEXTURE_2D,matNrmTex); gl.activeTexture(gl.TEXTURE3); gl.bindTexture(gl.TEXTURE_2D,matOrmTex); /* Texture units 4/5/6 remain reserved for the post chain. Unit 7 is reused after terrain/fog and makes the live V2 micro-detail available to every instanced unit and building without adding draw calls. */ gl.activeTexture(gl.TEXTURE7); gl.bindTexture(gl.TEXTURE_2D,matDetailTex); /* Unit 8 carries the live fog-of-war map into the MODEL pass so units, buildings and remembered scenery darken with the ground they stand on. */ if(typeof fogTex!=='undefined'&&fogTex){ gl.activeTexture(gl.TEXTURE8); gl.bindTexture(gl.TEXTURE_2D,fogTex); } /* Units 4-6 carry the per-asset baked triplet when a draw declares one. They must reference a COMPLETE texture even when it is unused: WebGL2 validates every sampler the program references at draw time, not only the ones the taken branch reads, and an unbound unit drops the whole draw call -- which is every mesh in the game vanishing while the program still reports as linked. The atlas stands in; uAssetOn keeps it from ever being sampled. */ gl.activeTexture(gl.TEXTURE4); gl.bindTexture(gl.TEXTURE_2D,matTex); gl.activeTexture(gl.TEXTURE5); gl.bindTexture(gl.TEXTURE_2D,matTex); gl.activeTexture(gl.TEXTURE6); gl.bindTexture(gl.TEXTURE_2D,matTex); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D,matTex); gl.uniformMatrix4fv(U3.uVP,false,matVP); gl.uniform3f(U3.uEye,eyeX,eyeY,eyeZ); gl.uniform3f(U3.uSun,S.dir[0],S.dir[1],S.dir[2]); /* View direction under an orthographic projection is the same for every pixel in the frame, so the Blinn half-vector is a per-frame constant. */ const vx=matV[2], vy=matV[6], vz=matV[10]; let hx=S.dir[0]+vx, hy=S.dir[1]+vy, hz=S.dir[2]+vz; const hl=Math.hypot(hx,hy,hz)||1; gl.uniform3f(U3.uHalf,hx/hl,hy/hl,hz/hl); { const c=_lin(S.col); gl.uniform3f(U3.uSunC,c[0],c[1],c[2]); } { const c=_lin(S.sky); gl.uniform3f(U3.uAmbSky,c[0],c[1],c[2]); } { const c=_lin(S.gnd); gl.uniform3f(U3.uAmbGnd,c[0],c[1],c[2]); } { const c=_lin(S.fog); gl.uniform3f(U3.uFogC,c[0],c[1],c[2]); } if(U3.uHazeQ) gl.uniform1f(U3.uHazeQ, typeof mfHazeQ==='function'?mfHazeQ():1); gl.uniform1f(U3.uEmis,0); if(U3.uNight) gl.uniform1f(U3.uNight,nA); if(U3.uTime) gl.uniform1f(U3.uTime,(typeof performance!=='undefined'?performance.now():0)*0.001); gl.uniform1i(U3.uDebugMode,visualDebugMode()); if(U3.uFowMap!=null){ gl.uniform1i(U3.uFowMap,8); gl.uniform1f(U3.uFowOn,(typeof fogGameplayActive==='function'&&fogGameplayActive()&&!demoMode&&typeof fogTex!=='undefined'&&fogTex)?1:0); } gl.uniform1i(U3.uLightCount,_sceneLightN); if(_sceneLightN){ gl.uniform4fv(U3.uLightPosR,_sceneLightPR); gl.uniform4fv(U3.uLightColI,_sceneLightCI); } return S; } function setEmis(v){ gl.uniform1f(U3.uEmis,v); } /* A battlefield limit should read as command infrastructure, not the renderer running out of world. The red core and EVERY grid rung sit on the safe side; procedural exclusion art starts beyond them in the terrain shader. It is flushed by the unlit additive pass, so sensor fog cannot turn it black and the physical-edge haze cannot erase it. */ function terrainExclusionStyle(mapKey,themeKey){ const TH=THEMES[themeKey]||THEMES.verdant; const style=mapKey==='isles'?1:(themeKey==='ashland'||mapKey==='crater'?2: (themeKey==='arctic'||mapKey==='highland'?3:0)); const tint=style===1?TH.wDeep:(style===2?(TH.cliff||[64,48,42]): (style===3?(themeKey==='arctic'?[108,128,150]:[76,88,104]):(TH.g0||[62,82,54]))); return {style,tint}; } let mapBoundaryDrawCount=0,mapBoundaryOutsideCount=0; function queueBattlefieldEdgeGrid(t,vis){ mapBoundaryDrawCount=0;mapBoundaryOutsideCount=0; const B=typeof battlefieldPlayBounds==='function'?battlefieldPlayBounds(0):{lo:0,hi:MAP,span:MAP}; const d=typeof battlefieldSignedDistance==='function'?Math.abs(battlefieldSignedDistance(cam.x,cam.y,0)): Math.min(Math.abs(cam.x-B.lo),Math.abs(cam.x-B.hi),Math.abs(cam.y-B.lo),Math.abs(cam.y-B.hi)); const reach=Math.max(480,orthoSpan*.42); if(d>=reach) return 0; const reveal=clamp((reach-d)/(reach*.64),0,1),span=B.hi-B.lo; const seg=Math.max(64,Math.round(span/28)),inner=Math.min(112,span*.07),safe=9; const pulse=.78+.22*Math.sin(t*3.2), coreA=(180+55*pulse)*reveal, gridA=(58+38*pulse)*reveal; const inside=(x,y,pad)=>typeof battlefieldContains==='function'?battlefieldContains(x,y,pad||0): x>=B.lo+(pad||0)&&x<=B.hi-(pad||0)&&y>=B.lo+(pad||0)&&y<=B.hi-(pad||0); const put=(x,y,len,ang,r,g,b,a,w,endpoints)=>{ if(a<5||!vis(x,y,len*.55+55)) return; FX.line.add(x,y,terrainH(x,y)+7.5,len,ang,r,g,b,a,w); if(!inside(x,y,0)||(endpoints&&endpoints.some(P=>!inside(P[0],P[1],0))))mapBoundaryOutsideCount++; mapBoundaryDrawCount++; }; const point=(a,pad)=>typeof battlefieldBoundaryPoint==='function'?battlefieldBoundaryPoint(a,pad):[ (B.lo+B.hi)*.5+Math.cos(a)*span*.48,(B.lo+B.hi)*.5+Math.sin(a)*span*.48]; /* Sample the authored silhouette itself. Coastal inlets become a soft, rounded perimeter; scorched maps keep sharper chamfers; storm fronts bow asymmetrically. No map is forced through the old four-sided stamp. */ for(let k=0;k.2){ /* Atlas cells keep ~16% transparent padding for mip safety. Adjacent spans therefore need deliberate overlap; 1.28 closes that padding at every zoom without letting a ribbon overshoot its true endpoints by more than one soft glow fringe. */ const worldLen=Math.max(width*1.2,screenLen*orthoSpan/Math.max(1,VH)*1.28); /* The atlas beam runs along local +Y. Screen Y points down, hence this less-obvious angle instead of atan2(sy,sx). */ const rot=Math.atan2(-sx,-sy); bbAdd.addOrientedRect(uv,(ax+ex)*.5,(ay+ey)*.5,(ah+eh)*.5, width,worldLen,rot,r,g,b,a); } ax=ex; ay=ey; ah=eh; } } function addBeamPathFx(x0,h0,y0,x1,h1,y1,width,r,g,b,a){ /* Deliberately empty. The old per-frame pearl necklace multiplied every beam into dozens of glow/smoke billboards and made a paused render grow visual clutter. The coherent shaft remains in addBeam3D(). */ } /* Authored coherent shaft. The sheet's first eight cells are narrow vertical pulse phases; camera projection supplies the rectangle orientation. Queueing is render-only and fixed-size, so a paused render cannot emit or grow a sim/ GPU pool. Long shafts retain the existing depth-correct segmentation. */ function addMacroEnergyRibbon(x0,h0,y0,x1,h1,y1,width,r,g,b,a,phaseSeed){ if(typeof macroFxQueueRect!=='function')return false; const a0=w2s(x0,y0,h0),a1=w2s(x1,y1,h1); const pxLen=Math.hypot(a1[0]-a0[0],a1[1]-a0[1]); const seg=Math.max(1,Math.min(6,Math.ceil(pxLen/210))); const simT=(typeof stats!=='undefined'&&Number.isFinite(stats.t))?stats.t:0; const tint=(Math.max(0,Math.min(255,r))<<16)|(Math.max(0,Math.min(255,g))<<8)|Math.max(0,Math.min(255,b)); let ax=x0,ay=y0,ah=h0,ok=true; for(let k=1;k<=seg;k++){ const q=k/seg,ex=x0+(x1-x0)*q,ey=y0+(y1-y0)*q,eh=h0+(h1-h0)*q; const s0=w2s(ax,ay,ah),s1=w2s(ex,ey,eh),sx=s1[0]-s0[0],sy=s1[1]-s0[1]; const screenLen=Math.hypot(sx,sy); if(screenLen>.2){ /* Segments exist only for depth correctness. They are one logical shaft, so they must sample the SAME authored phase. Offsetting by segment produced the broken, dashed beam in the phone capture. Extra overlap closes the atlas' transparent mip gutter at oblique camera angles. */ const worldLen=Math.max(width*2,screenLen*orthoSpan/Math.max(1,VH)*1.38); const rot=Math.atan2(-sx,-sy),phase=((simT*10+(phaseSeed||0)*.037)%1+1)%1; ok=macroFxQueueRect(typeof MF_MACROFX_ENERGY_RIBBON==='number'?MF_MACROFX_ENERGY_RIBBON:15, (ax+ex)*.5,(ay+ey)*.5,(ah+eh)*.5,width*2.72,worldLen,phase,a,tint,rot)&&ok; } ax=ex;ay=ey;ah=eh; } return ok; } function addBeam3D(mesh,x0,h0,y0,x1,h1,y1,rad,r,g,b,a,opt){ const q=typeof mfVfxQ==='function'?mfVfxQ():1; a=Math.max(0,Math.min(255,a)); const aBeam=Math.max(76,Math.min(150,a*.68)); /* Projectile streaks stay on the shared atlas; actual energy beams use one authored shaft. This prevents missiles from inheriting the laser language. */ if(opt&&opt.projectile){ const pw=Math.max(0.88,rad*(q>=.95?0.93:.80)); /* One soft faction sheath plus a narrow warm-white core makes ordinary rounds legible at phone overview zoom. A single dim atlas ribbon used to collapse below a pixel there, so impacts were the only visible proof of attacks. Width follows the current world-per-pixel scale, not gameplay. */ const worldPerPixel=Math.max(0.01,orthoSpan/Math.max(1,VH)); const sheathW=Math.max(pw*2.2,worldPerPixel*6.0); const coreW=Math.max(pw*1.05,worldPerPixel*2.4); addBeamRibbon(sprites.glow,x0,h0,y0,x1,h1,y1,sheathW,r,g,b,Math.min(175,aBeam*.9),190); addBeamRibbon(sprites.glow,x0,h0,y0,x1,h1,y1,coreW,255,246,220,Math.min(225,aBeam*1.25),210); if(opt.noMuzzle)return; bbAdd.add(sprites.glow,x0,y0,h0,pw*0.98,0,245,238,226,Math.min(78,aBeam*.44)); return; } const width=Math.max(1.02,rad*(q>=1.25?.60:q>=.95?.54:q>=.65?.47:.43)); const beamA=Math.min(102,aBeam*.58); if(!addMacroEnergyRibbon(x0,h0,y0,x1,h1,y1,width,r,g,b,beamA,opt&&opt.beamSeed)) addBeamRibbon(sprites.glow,x0,h0,y0,x1,h1,y1,width*1.18,r,g,b,Math.min(84,aBeam*.42),190); /* Mid-flight tracers pass noMuzzle — a burst behind the round is the floating flash that made shots look disconnected from the barrel. */ if(opt&&opt.noMuzzle) return; bbAdd.add(sprites.glow,x0,y0,h0,width*0.88,0,245,238,226,Math.min(58,aBeam*.34)); } /* Double-helix filaments give the largest weapons an authored silhouette. The radius closes at both ends so the strands grow out of the emitter and merge into the impact, rather than looking like two unrelated cables. */ function addBeamHelix(bm,h0,h1,radius,turns,r,g,b,a,t,oneStrand){ const dx=bm.x1-bm.x0, dy=bm.y1-bm.y0, dl=Math.hypot(dx,dy)||1; const ox=-dy/dl, oy=dx/dl, steps=10; const strands=oneStrand?1:2; for(let s=0;s=0.95?2.25:1.85)); bbAdd.add(sprites.glow,x,y,h,size,0,255,248,228,a); addBeamRibbon(sprites.glow,x,h,y,x+nx*cone,h,y+ny*cone, Math.max(1.35,size*.68),255,248,228,a*.78,80); } function mfProjectileVisualAdmission(slot,essential,overview,drawn){ /* A fixed slot sample permanently hid seven of eight recycled rifle slots. Always show the first 32 actually visible rounds in a small engagement; retain the old sparse sample only after the battlefield is already busy. */ return !overview||essential||drawn<32||(slot&7)===0; } function mfCombatFlashSize(type,size){ const authored=Math.min(12,size); /* Low's billboard gate rejects sub-3.4px quads. At maximum command zoom a 12-world-unit rifle flash is only 1.5-3px, so the whole shot disappears. Type 0 is the primary flash; preserve a six-pixel read across orientation. */ return type===0?Math.max(authored,orthoSpan/Math.max(1,VH)*6):authored; } function addWreckEmbers(x,y,h,size,heat,seed){ /* Static coal bed + local flicker. Upright flame quads were the licking tongues the civic ground-burn pass already retired. */ if(heat<0.08||size<0.8) return; /* `t` is render()'s block-scoped animation clock and is NOT visible here — there is no global `t` anywhere in the tree, so `typeof t` was always 'undefined' and tt was pinned at 0. Math.sin(0*5.8+seed) is a per-position constant, which means the "local flicker" this function is named for never flickered: every burning wreck, ruin and destroyed structure sat under a dead-still ember glow. fxT is render3d's own seconds accumulator. */ const tt=fxT; const flick=0.88+0.12*Math.abs(Math.sin(tt*5.8+seed)); const a=heat*flick; const s=Math.max(2.2,size*0.78); bbAdd.add(sprites.glow,x,y,h+1.02,s*1.28,0,255,78,22,Math.min(64,36*a)); bbAdd.add(sprites.glow,x,y,h+1.18,s*0.46,0,255,132,42,Math.min(130,82*a)); if(FX.pool) FX.pool.add(x,y,h+0.80,s*1.15,0,255,92,28,Math.min(52,30*a)); } function addWreckCoalBed(x,y,h,span,heat,seed,n){ addWreckEmbers(x,y,h,span*0.55,heat,seed); const nn=n||3; for(let k=0;k0.22&&sprites.smoke) bbAlpha.add(sprites.smoke,x,y,h+span*0.55,span*0.85,seed, 38,36,34, Math.min(90,48*heat)); } /* Damaged-building smoke and embers are persistent simulation-side particles, so a draw must never create them twice for the same simulation tick. Keep the watermark outside the building/save schema: WeakMap identity follows the live building object without becoming gameplay, replay or network data. */ const _damagedStructureParticleTick=new WeakMap(); function mfDamagedStructureParticleTickOnce(Bf,simTick){ if(_damagedStructureParticleTick.get(Bf)===simTick)return false; _damagedStructureParticleTick.set(Bf,simTick); return true; } function emitDamagedStructureParticlesOnce(Bf,sz,sev){ if(!mfDamagedStructureParticleTickOnce(Bf,tick))return; if(perfScale>0.35 && (tick+(Bf.anim*97|0))%Math.max(3,10-(sev*7|0))===0){ addParticle(1, Bf.x+rr(-sz*0.3,sz*0.3), Bf.y+rr(-sz*0.3,sz*0.3), rr(-6,6), rr(-28,-16), 3.2+sev*2.0, sz*(0.30+sev*0.36), 40+sev*22, 38+sev*18, 36+sev*16); } if(sev>0.6 && (tick+(Bf.anim*31|0))%7===0) addParticle(2, Bf.x+rr(-sz*0.18,sz*0.18), Bf.y+rr(-sz*0.18,sz*0.18), rr(-8,8), rr(-10,-2), 0.35, 2.0, 255,190,90); if(sev>0.82 && perfScale>0.48 && (tick+(Bf.anim*43|0))%31===0){ addParticle(6,Bf.x+rr(-sz*.28,sz*.28),Bf.y+rr(-sz*.28,sz*.28),0,0,.5,sz*.34,255,145,60); addParticle(3,Bf.x,Bf.y,0,0,.28,sz*.8,255,135,55); } } function stampCrystalVeins(D,H,col,pulse,fieldR,taken){ /* Terrain paintResourceGroundNode owns the crack network. Additive glow ribbons + a centre sprite stacked with crystal pools into the white disc on every free node — the ore-refinery bloom in deploy. */ return; } /* Combat VFX is authored in 2D (fx/fy, beam x0/y0). The draw path used a flat gh()+13 deck, so muzzle/impact sat on the dirt while turrets sit at M.turH*ss. Spatial-hash only — no sim writes. */ function fxWeaponH(x,y,muzzle){ const base=(typeof terrainH==='function'?terrainH(x,y):0); const rad=muzzle?36:14; if(typeof nearestUnitAny==='function'){ const u=nearestUnitAny(x,y,rad); if(u>=0){ const T=TYPES[utype[u]]; const M=typeof UNIT_MESH!=='undefined'?UNIT_MESH[utype[u]]:null; const ss=(T.size/15)*(M&&M.s||1)*1.5*(T.vscale||1); const th=(M&&M.turH>0?M.turH:(T.air?6:4.6))*ss; const hy=unitGroundY(T,ux[u],uy[u],u); return muzzle?hy+th:hy+th*0.55; } } if(typeof blds!=='undefined'&&typeof BCS!=='undefined'&&typeof BGW!=='undefined'&&bGrid){ const cr=1, r2=rad*rad; const cx=clamp(x/BCS|0,0,BGW-1), cy=clamp(y/BCS|0,0,BGW-1); let best=-1, bd=r2; for(let gy=Math.max(0,cy-cr);gy<=Math.min(BGW-1,cy+cr);gy++) for(let gx=Math.max(0,cx-cr);gx<=Math.min(BGW-1,cx+cr);gx++){ const cell=bGrid[gy*BGW+gx]; if(!cell) continue; for(const bi of cell){ const B=blds[bi]; if(!B||!B.alive||B.prog<1) continue; const th0=typeof BLD_TUR_H!=='undefined'?BLD_TUR_H[B.type]:0; if(!th0) continue; const d=dist2(x,y,B.x,B.y); if(d>=bd) continue; bd=d; best=bi; } } if(best>=0){ const B=blds[best]; const M=typeof bldMeshFor==='function'?bldMeshFor(B):null; const grow=B.prog||1; const th=(M&&M.turH)||(typeof BLD_TUR_H!=='undefined'&&BLD_TUR_H[B.type])||14; const hy=(BT[B.type]&&BT[B.type].placement==='water')?0:base; return hy+th*grow*(muzzle?1:0.62); } } return base+(muzzle?13:2.4); } /* Rail batteries and strategic silos are base landmarks. Their geometry is faction-authored, but at an RTS camera distance a small, quiet charge motif is what keeps the role readable in motion. These are billboard/ring effects only: no lights, emitters or simulation particles, so a dense fortress does not turn into additive fog on a phone. The caller has already passed both viewport and fog-of-war visibility gates. */ function addFactionStrategicBuildingVfx(B,fac,H,bob,grow,t,M){ if(B.prog<1||perfScale<.32||(B.type!=='rail'&&B.type!=='nova')) return; const pal=fac==='legion'?[[255,76,48],[255,171,72]]: fac==='syndicate'?[[186,78,255],[118,246,182]]: fac==='horde'?[[136,232,72],[198,84,255]]: [[72,205,255],[205,244,255]]; const p=.72+Math.sin(t*(B.type==='nova'?2.0:3.2)+B.x*.017+B.y*.011)*.28; const th=(M.turH||BLD_TUR_H[B.type]||(B.type==='nova'?20:18))*grow; const top=H+bob+th+(B.type==='nova'?10:6)*grow; const a=(B.cool||0)<=0?1:.46; if(B.type==='rail'){ const ang=(B.tang||0)-Math.PI/2,dx=Math.cos(ang)*(10+2*(B.lvl||1))*grow; const dy=Math.sin(ang)*(10+2*(B.lvl||1))*grow; bbAdd.add(sprites.glow,B.x+dx,B.y+dy,top,(7+3*p)*grow,0,pal[0][0],pal[0][1],pal[0][2],145*a); bbAdd.add(sprites.ring||sprites.glow,B.x+dx,B.y+dy,top,(5.2+1.7*p)*grow, t*.45,pal[1][0],pal[1][1],pal[1][2],118*a); if(perfScale>.56) bbAdd.add(sprites.glow,B.x-dx*.42,B.y-dy*.42,top-3*grow, 10*grow,0,pal[0][0],pal[0][1],pal[0][2],55*a); return; } /* NOVA's slow orbital lock is intentionally wider than its weapon muzzle: it telegraphs a strategic asset without resembling ordinary gunfire. */ FX.ring.add(B.x,B.y,H+1.5,34+5*p,t*.18,pal[0][0],pal[0][1],pal[0][2],52*a); bbAdd.add(sprites.glow,B.x,B.y,top,(14+5*p)*grow,0,pal[0][0],pal[0][1],pal[0][2],98*a); bbAdd.add(sprites.ring||sprites.glow,B.x,B.y,top,(11+3*p)*grow,-t*.25, pal[1][0],pal[1][1],pal[1][2],125*a); if(perfScale>.56){ const n=Math.min(4,1+(B.lvl||1)); for(let k=0;k({p:[P.x,P.y||0,z],axis:[-1,0,0],diameter:P.w,effect:'trail'})); if(!sockets.length)return false; /* Budget whole aircraft atomically: never fabricate one centreline emitter from a twin/multi-engine model at far LOD. */ if(airPropulsionFxCount+sockets.length>128&&lod<2)return false; airPropulsionFxCount+=sockets.length; const pal=typeof mfFactionFxPalette==='function'?mfFactionFxPalette(team):null; const col=P.color||(pal&&pal.a)||[118,218,255]; const flick=.84+.16*Math.sin((simT||0)*17.0+x*.031+y*.019); const power=clamp(throttle*flick,.05,1); const far=lod<2||orthoSpan>1650; let emitted=false; for(let k=0;k0)?VH/orthoSpan:1; const boreDpx=diameter*scale*worldToPx*(far?1.12:1); /* A simple luminous line: the transparent sheath is only slightly wider than the authored bore, while the inner filament remains translucent. Width follows each actual thruster instead of an aircraft-class value. */ /* mfOrdnanceTrailQueuePath receives HALF-widths. A 0.58D sheath renders 1.16x the modeled bore diameter; the filament is 0.46D. The pixel floor keeps distant aircraft legible without making tactical tails uniform. */ const outerHalf=Math.max(far?.55:.75,boreDpx*.58); const innerHalf=Math.max(far?.28:.38,boreDpx*.23); const socketCol=S.color||col; emitted=mfOrdnanceTrailQueuePath(path,n,outerHalf,innerHalf,socketCol,.14+power*.13)||emitted; } return emitted; } function drawDropCraft(fac,x,y,alt,ang,t,alpha,gear,thrust,vtolPose){ const key=typeof dropFactionKey==='function'?dropFactionKey(fac):'nova'; const D=DROP_MESH[key]||DROP_MESH.nova, P=DROP_PROFILE[key]||DROP_PROFILE.nova; if(!D||!D.body) return; const tc=P.team||TEAMC[0], anim=P.bio?t*2.7:0; D.body.add(x,y,alt,P.scale||1,ang,tc[0],tc[1],tc[2],alpha,undefined,anim); if(gear&&D.gear) D.gear.add(x,y,alt,P.scale||1,ang,tc[0],tc[1],tc[2],alpha,undefined,anim); const ca=Math.cos(ang),sa=Math.sin(ang),g=P.glow; const xf=(lx,lz)=>[x+lx*ca-lz*sa,y+lx*sa+lz*ca]; /* Nova's four lift ducts are real articulated geometry, not exhaust sprites. The model's hinge maps 0=upright hover and 1=aft-tilted cruise. Rotors are separate instances so their blades can continuously spin while the duct itself performs the slower altitude-driven transition. */ if(D.vtol&&P.vtol){ const pose=clamp(vtolPose||0,0,1),phase=Math.asin(pose),fanA=clamp(1-pose*1.35,0,1); for(let k=0;k.02) D.rotor.add(q[0],q[1],alt+12.2*(P.scale||1),P.scale||1, ang+t*(k&1?-11.5:11.5),tc[0],tc[1],tc[2],alpha*fanA); } } /* Stamp before flush — dropship streams empty on flush, so a later unit pass cannot see them. Same InstMesh path, no new format. */ if(typeof csmActive==='function'&&csmActive()&&typeof csmBegin==='function'&&csmBegin(false)){ csmDrawMesh(D.body); if(D.gear) csmDrawMesh(D.gear); if(D.vtol) csmDrawMesh(D.vtol); if(D.rotor) csmDrawMesh(D.rotor); csmEnd(_csmFrameNA); } D.body.flush(gl); if(gear&&D.gear) D.gear.flush(gl); if(D.vtol&&P.vtol){ D.vtol.flush(gl); if(D.rotor) D.rotor.flush(gl); } if(P.eng&&thrust>0){ const pts=P.eng.map(v=>v[1]); queueAirPropulsionFx(-1,x,y,alt,ang,P.scale||1,P.scale||1,fac,null,thrust,t,2, {x:P.eng[0][0],y:3.5,z:pts,len:12,w:1.15,color:P.glow}); } } /* Per-frame render scratch, allocated once. Everything here used to be created fresh inside render() and thrown away 60 times a second. */ let _hbI=new Int32Array(4096), _hbF=new Float32Array(4096); const _hbCells=new Map(), _wallStreams=new Set(); let _csmFrameNA=0; /* One read-only presentation cull per frame. A large battle previously walked unitHigh independently for shadows, tactical icons, meshes, water wakes, stance lights, damage, health and rank. Worse, most of those walks repeated the same fog query and several repeated terrainH's nine-sample filter. This cache owns no gameplay state: it only remembers alive camera candidates, their current fog result, and optional visual height for this render call. */ let _mfRuI=new Int32Array(4096), _mfRuFog=new Uint32Array(4096), _mfRuH=new Float64Array(4096), _mfRuHMark=new Uint32Array(4096); let _mfRuN=0, _mfRuSerial=1; const MF_RENDER_UNIT_CACHE_TELEMETRY={ frame:0,alive:0,candidates:0,visible:0,fogQueries:0, heightQueries:0,heightHits:0,totalHeightQueries:0,totalHeightHits:0 }; if(typeof window!=='undefined') window.MFRenderUnitCacheTelemetry=MF_RENDER_UNIT_CACHE_TELEMETRY; function mfRenderUnitCacheGrow(n){ if(_mfRuI.length>=n)return; let cap=_mfRuI.length;while(cap>>0; if(!_mfRuSerial){_mfRuFog.fill(0);_mfRuHMark.fill(0);_mfRuSerial=1;} /* uActive is the simulation-owned dense list of live slot IDs. Reading it here changes no authority and avoids revisiting dead high-water slots after a long battle. Keep the unitHigh path as the recovery fallback for legacy / partial boots where the dense index does not exist yet. */ const dense=typeof uActiveCount==='number'&&typeof uActive!=='undefined'&& uActiveCount>=0&&uActiveCount<=uActive.length; const scanN=dense?uActiveCount:n; let alive=0,visible=0,fogQueries=0,selected=0; for(let rk=0;rk>5), _mfFpN=0,_mfFpHead=-1,_mfFpReady=false; _mfFpPos.fill(-1); const MF_RENDER_PARTICLE_CACHE_TELEMETRY={ frames:0,live:0,candidates:0,lastSlotsTested:0,totalSlotsTested:0, lastOrderWords:0,totalOrderWords:0,fullScans:0,reconciles:0,headWrites:0 }; if(typeof window!=='undefined')window.MFRenderParticleCacheTelemetry=MF_RENDER_PARTICLE_CACHE_TELEMETRY; function mfRenderParticleBitSet(i){_mfFpBits[i>>>5]|=1<<(i&31);} function mfRenderParticleBitClear(i){_mfFpBits[i>>>5]&=~(1<<(i&31));} function mfRenderParticleBitHas(i){return !!(_mfFpBits[i>>>5]&(1<<(i&31)));} function mfRenderParticleCacheClear(){ for(let k=0;k<_mfFpN;k++)_mfFpPos[_mfFpI[k]]=-1; _mfFpBits.fill(0);_mfFpN=0; } function mfRenderParticleCacheRebuild(reconcile){ mfRenderParticleCacheClear(); for(let i=0;i0){ mfRenderParticleBitSet(i);_mfFpPos[i]=_mfFpN;_mfFpI[_mfFpN++]=i; } _mfFpHead=fHead;_mfFpReady=true; MF_RENDER_PARTICLE_CACHE_TELEMETRY.fullScans++; if(reconcile)MF_RENDER_PARTICLE_CACHE_TELEMETRY.reconciles++; return MAXPART; } /* Legacy HIGH visited slot 0..8999, which is also alpha-blend order for smoke. Stable append order diverges after fHead wraps. Enumerate a 282-word live bitset to restore that exact numeric order without testing 9000 flife slots. */ function mfRenderParticleCacheOrder(){ let n=0; for(let w=0;w<_mfFpBits.length;w++){ let bits=_mfFpBits[w]>>>0; while(bits){ const one=bits&-bits,bit=31-Math.clz32(one),i=(w<<5)+bit; if(i>>0; } } _mfFpN=n; return _mfFpBits.length; } function mfRenderParticleCacheInvalidate(){_mfFpReady=false;} function mfRenderParticleCacheBegin(){ const M=MF_RENDER_PARTICLE_CACHE_TELEMETRY,live=Math.max(0,Math.min(MAXPART,fCount|0)); M.frames++;M.live=live; if(!live){ mfRenderParticleCacheClear();_mfFpHead=fHead;_mfFpReady=true; M.candidates=0;M.lastSlotsTested=0;M.lastOrderWords=0;return 0; } let tested=0,orderWords=0,rebuild=false; if(!_mfFpReady||_mfFpHead<0||_mfFpHead>=MAXPART)tested=mfRenderParticleCacheRebuild(false); else{ /* Stable compaction keeps membership dense until the bitset restores the legacy numeric presentation order below. */ let w=0; for(let k=0;k<_mfFpN;k++){ const i=_mfFpI[k];tested++; if(flife[i]>0){_mfFpI[w]=i;_mfFpPos[i]=w++;} else{_mfFpPos[i]=-1;mfRenderParticleBitClear(i);} } _mfFpN=w; let i=_mfFpHead,writes=0; while(i!==fHead&&writes0&&!mfRenderParticleBitHas(i)){ mfRenderParticleBitSet(i);_mfFpPos[i]=_mfFpN;_mfFpI[_mfFpN++]=i; } i=(i+1)%MAXPART; } _mfFpHead=fHead;M.headWrites+=writes; /* fCount is maintained at the same spawn/expiry sites as flife. A count mismatch proves the incremental view missed something (reset, wrap, or recovery), so correctness wins and the bounded full scan repairs it. */ if(_mfFpN!==live){tested+=mfRenderParticleCacheRebuild(true);rebuild=true;} if(!rebuild)orderWords=mfRenderParticleCacheOrder(); } M.candidates=_mfFpN;M.lastSlotsTested=tested;M.totalSlotsTested+=tested; M.lastOrderWords=orderWords;M.totalOrderWords+=orderWords; return _mfFpN; } function unitGroundY(T,x,y,i){ if(T.air){ const alt=(i!=null&&typeof unitAirAlt==='function')?unitAirAlt(i):58; return terrainH(x,y)+alt; } if(T.naval){ /* Visual bob only. Sim pathing stays on the flat naval mask — a bouncing flowfield is a bug, and sim.js is contended. */ return (typeof waterSurfaceY==='function'?waterSurfaceY(x,y):0)+0.95; } return terrainH(x,y); } function queueWaterFx(){ if(typeof waterFxBegin!=='function'||!waterIdxCount) return; waterFxBegin(); const wet=typeof authoredWaterAt==='function'?authoredWaterAt:()=>false; const cb=camBounds(); const vis=(x,y,p)=>x>=cb.x0-(p||0)&&x<=cb.x1+(p||0)&&y>=cb.y0-(p||0)&&y<=cb.y1+(p||0); const push=(i)=>{ if(!ualive[i]||!umov[i]) return; const T=TYPES[utype[i]]; if(!T||!T.naval) return; if(!vis(ux[i],uy[i],90)) return; /* Hulls face +X at mesh yaw 0, which is uang-π/2. mdlWake is authored aft along -X; the water-sheet V uses the same angle so foam trails the hull instead of sitting 90° off the bow. */ const len=T.size*(T.vscale||1)*3.6; waterFxWake(ux[i],uy[i],uang[i]-Math.PI/2,len,T.size*1.2); }; for(let rk=0;rk<_mfRuN;rk++){ const i=_mfRuI[rk];if(mfRenderUnitFogVisible(i)&&(usel[i]||i===heroIdx))push(i); } for(let rk=0;rk<_mfRuN;rk++){ const i=_mfRuI[rk];if(mfRenderUnitFogVisible(i)&&!usel[i]&&i!==heroIdx)push(i); } if(typeof waterFxEmitCraterWakes==='function') waterFxEmitCraterWakes(); /* Shock rings / explosions only, and only the newest 256 of the 9000-slot ring — a full scan was a tax for stamps that fire once while young. */ if(typeof fHead==='undefined'||typeof MAXPART==='undefined') return; const look=Math.min(MAXPART,256); for(let k=0;k0) bzShow=Math.max(0,bzShow-dtDraw*0.5); /* Screen shake is now a camera-space nudge rather than a world offset — with a perspective camera you shake the EYE, not the contents of the world. */ if(shake>0){ cam.x+=rr(-shake,shake)*shakeMult*0.9; cam.y+=rr(-shake,shake)*shakeMult*0.9; shake*=0.86; if(shake<0.3) shake=0; clampCam(); camUpdateMatrices(); } drawCalls=0; triCount=0; airPropulsionFxCount=0; gl.viewport(0,0,cv.width,cv.height); const Sun=sunFor(S_nA); selectCinematicLights(S_nA); /* Opaque geometry renders offscreen so screen-space AO can read its depth. If the target can't be created the call returns false and everything below draws straight to the canvas exactly as before. */ const aoActive=aoBeginScene(); if(aoActive&&typeof aoW==='number'&&aoW>0) gl.viewport(0,0,aoW,aoH); /* Clear to EXACTLY the fog colour. The border haze fades the last stretch of ground into uFogC, so anything the camera sees past the edge has to be the same value or the illusion ends in a visible seam. */ gl.clearColor(Sun.fog[0],Sun.fog[1],Sun.fog[2],1); gl.clearDepth(1); gl.enable(gl.DEPTH_TEST); gl.depthMask(true); gl.disable(gl.BLEND); gl.enable(gl.CULL_FACE); gl.clear(gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT); /* COLOR_ATTACHMENT1 is the optional R8 authored-window mask. gl.clear above necessarily used the scene fog colour for every active MRT; zero it before the first opaque draw so only window shader outputs can opt into the halo. */ if(aoActive&&typeof aoWindowMaskClear==='function') aoWindowMaskClear(); /* Portrait takeover in main.js disables this — AABB scissor left fog strips. */ if(typeof mfGfxScissor==='function') mfGfxScissor(true); begin3D(S_nA,MF_BEGIN3D_OPAQUE_STATE); const B=camBounds(); const x0=B.x0, x1=B.x1, y0=B.y0, y1=B.y1; const vis=(x,y,pad)=>x>=x0-(pad||0)&&x<=x1+(pad||0)&&y>=y0-(pad||0)&&y<=y1+(pad||0); /* Rendering relevance has three bands and never changes simulation state: 0 outside the expanded camera — submit nothing; 1 visible strategic/far — legacy/far material and no cosmetic hardware; 2 tactical/important — full V2 material and secondary detail. Owned and allied armies keep fighting off-screen; they simply stop consuming draw bandwidth until the camera can see them again. */ const renderBand=(x,y,pad,important)=>{ if(!vis(x,y,pad))return 0; if(important)return 2; const far=orthoSpan>(typeof mfLodSpan==='function'?mfLodSpan(2250):2250)||dist2(x,y,cam.x,cam.y)>Math.pow(orthoSpan*.58+pad,2); return far?1:2; }; const gh=(x,y)=>terrainH(x,y); /* Stage 1 ring LOD. vis() drops off-screen; usel drops unselected mass. Army-select at 1000 still paints a carpet at tactical zoom — cap at 48 and cell-collapse. Command altitude (orthoSpan>1400) keeps the commander only: 48 rings at that height is still a smear. Draw budget, not a fake 4000 pop cap. Count once so icon plates and ground rings share it. */ if(typeof mfPerfBegin==='function')mfPerfBegin('renderCull'); /* 220 wu is a conservative superset for every unit presentation pass, including long cast shadows. Individual passes retain their tighter bounds; the cache only prevents off-camera armies being reconsidered. */ const selOnCam=mfRenderUnitCacheBegin(vis,220); const SEL_RING_LOD=48; const RING_STRATEGIC=orthoSpan>(typeof mfLodSpan==='function'?mfLodSpan(1400):1400); const ringKeepCmd=i=>i===heroIdx||(TYPES[utype[i]]&&TYPES[utype[i]].cat==='hero') ||(typeof isEnemyCommander==='function'&&isEnemyCommander(i)); if(typeof mfIconStackRebuild==='function') mfIconStackRebuild(vis,ringKeepCmd,_mfRuI,_mfRuN,mfRenderUnitFogVisible); if(typeof mfPerfEnd==='function')mfPerfEnd('renderCull'); /* ---------------- terrain ---------------- Drawn with its own program so it can sample the painted map canvas plus a tiling detail layer, rather than flat vertex colour. UNLESS THAT PROGRAM DID NOT BUILD. On a GPU where the terrain shader fails to compile or link, every other program still works — so units, buildings, rocks and crystals render normally and the GROUND is simply absent. That is the "map isn't rendering" report, and it is invisible from here because the failure only ever reached a phone's console. The terrain VAO carries the model program's exact vertex layout, so we can still draw real lit ground: vertex colour and material instead of the painted map, which is a downgrade but not a void. */ if(typeof mfPerfBegin==='function')mfPerfBegin('renderTerrain'); if(typeof terrainProgOK!=='undefined'&&!terrainProgOK&&prog3D){ begin3D(S_nA); setEmis(0); drawTerrainFallback(); begin3D(S_nA); } else { gl.useProgram(progT); gl.uniformMatrix4fv(UT.uVP,false,matVP); gl.uniform3f(UT.uEye,eyeX,eyeY,eyeZ); gl.uniform3f(UT.uSun,Sun.dir[0],Sun.dir[1],Sun.dir[2]); { const c=_lin(Sun.col); gl.uniform3f(UT.uSunC,c[0],c[1],c[2]); } { const c=_lin(Sun.sky); gl.uniform3f(UT.uAmbSky,c[0],c[1],c[2]); } { const c=_lin(Sun.gnd); gl.uniform3f(UT.uAmbGnd,c[0],c[1],c[2]); } { const c=_lin(Sun.fog); gl.uniform3f(UT.uFogC,c[0],c[1],c[2]); } if(UT.uHazeQ) gl.uniform1f(UT.uHazeQ, typeof mfHazeQ==='function'?mfHazeQ():1); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D,terrainTex); gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D,detailTex); /* Units 4/5/6 belong to the post chain. Fog uses 7 and immediately restores the active unit, so it cannot alias a material or AO sampler. */ gl.activeTexture(gl.TEXTURE7); gl.bindTexture(gl.TEXTURE_2D,fogTex||terrainTex); gl.uniform1f(UT.uFogActive,fogGameplayActive()&&!demoMode&&fogTex?1:0); /* Splat inputs live on 8/9 — above the post chain's 4/5/6, so neither side can alias the other. Tile cells are integers into the 11x11 atlas. */ const _rt=(typeof terrGroundTex!=='undefined')&&terrGroundTex&&terrSoilTex&&terrPaveTex&&terrGrassTex; const _rn=(typeof terrGroundNrm!=='undefined')&&terrGroundNrm&&terrSoilNrm&&terrPaveNrm&&terrGrassNrm; /* Albedo and packed normal/roughness commit as one material set. Sampling a model-atlas normal for even one staggered decode frame was the chaotic terrain flash reported on mobile. */ const _ready=typeof mfTerrainMaterialsReady==='function'?mfTerrainMaterialsReady():!!(_rt&&_rn); const _neutral=(typeof mfTerrainNeutralNormal==='function'&&mfTerrainNeutralNormal())||matNrmTex; gl.activeTexture(gl.TEXTURE8); gl.bindTexture(gl.TEXTURE_2D,_ready?terrGroundTex:matTex); gl.activeTexture(gl.TEXTURE9); gl.bindTexture(gl.TEXTURE_2D,(typeof groundMaskTex!=='undefined'&&groundMaskTex)||terrainTex); gl.activeTexture(gl.TEXTURE10); gl.bindTexture(gl.TEXTURE_2D,(typeof heightTex!=='undefined'&&heightTex)||terrainTex); gl.activeTexture(gl.TEXTURE11); gl.bindTexture(gl.TEXTURE_2D,_ready?terrSoilTex:matTex); gl.activeTexture(gl.TEXTURE12); gl.bindTexture(gl.TEXTURE_2D,_ready?terrPaveTex:matTex); gl.activeTexture(gl.TEXTURE13); gl.bindTexture(gl.TEXTURE_2D,_ready?terrGrassTex:matTex); gl.activeTexture(gl.TEXTURE2); gl.bindTexture(gl.TEXTURE_2D,_ready?terrGroundNrm:_neutral); gl.activeTexture(gl.TEXTURE3); gl.bindTexture(gl.TEXTURE_2D,_ready?terrSoilNrm:_neutral); gl.activeTexture(gl.TEXTURE14); gl.bindTexture(gl.TEXTURE_2D,_ready?terrPaveNrm:_neutral); gl.activeTexture(gl.TEXTURE15); gl.bindTexture(gl.TEXTURE_2D,_ready?terrGrassNrm:_neutral); gl.activeTexture(gl.TEXTURE0); gl.uniform1f(UT.uRealTex,_ready?1:0); if(UT.uGroundQ){ const q=typeof mfGfxKey==='function'?mfGfxKey():(typeof qualityKey==='function'?qualityKey():'high'); const gq=(typeof GFX!=='undefined'&&GFX&&Number.isFinite(+GFX.groundQ))?+GFX.groundQ: (q==='low'?0:q==='medium'?1:q==='cinematic'?3:2); gl.uniform1f(UT.uGroundQ,gq); } if(typeof mfTerrainThemeTints==='function'){ const tt=mfTerrainThemeTints(); if(UT.uGroundTint)gl.uniform3fv(UT.uGroundTint,tt.ground); if(UT.uSoilTint)gl.uniform3fv(UT.uSoilTint,tt.soil); if(UT.uPaveTint)gl.uniform3fv(UT.uPaveTint,tt.pave); if(UT.uGrassTint)gl.uniform3fv(UT.uGrassTint,tt.grass); } if(typeof mfTerrainLocationProfile==='function'){ const lp=mfTerrainLocationProfile(); if(UT.uGroundProfile)gl.uniform1f(UT.uGroundProfile,lp.id); if(UT.uLocationTint)gl.uniform3fv(UT.uLocationTint,lp.tint); } { const E=typeof battlefieldPlayBounds==='function'?battlefieldPlayBounds(0):{lo:0,hi:MAP}; const ES=terrainExclusionStyle(curMap,curTheme),style=ES.style,ec=ES.tint; const lc=_lin([ec[0]/255,ec[1]/255,ec[2]/255]); gl.uniform2f(UT.uPlayBounds,E.lo,E.hi); gl.uniform1f(UT.uEdgeStyle,style);gl.uniform1f(UT.uEdgeTime,t); /* Impact burns: newest first, culled to view, cooled by age. Explosive glow dies in ~11 s, its char fades by ~70 s; civic ember fields hold heat longer (~90 s) so a burning city stays readable. Kinetic churn settles in ~22 s. Cheap: at most 16 vec4s a frame. */ if(typeof groundBurns!=='undefined'){ const now=stats.t; const burnLife=G=>!G.kind?22:(G.civic?90:70); for(let i=groundBurns.length-1;i>=0;i--){ const G=groundBurns[i]; if(now-G.t0>burnLife(G)) groundBurns.splice(i,1); } const bv=_burnVec, bk=_burnKind; let bn=0; for(let i=groundBurns.length-1;i>=0&&bn<16;i--){ const G=groundBurns[i]; if(!vis(G.x,G.y,G.r+60)) continue; const life=burnLife(G); bv[bn*4]=G.x; bv[bn*4+1]=G.y; bv[bn*4+2]=G.r; bv[bn*4+3]=clamp((now-G.t0)/life,0,1); bk[bn]=G.kind; bn++; } gl.uniform1i(UT.uBurnN,bn); if(bn){ gl.uniform4fv(UT.uBurns,bv); gl.uniform1fv(UT.uBurnKind,bk); } } else gl.uniform1i(UT.uBurnN,0); gl.uniform3f(UT.uEdgeTint,lc[0],lc[1],lc[2]); } gl.activeTexture(gl.TEXTURE0); drawTerrainEdge(); drawTerrain(); } if(typeof mfPerfEnd==='function')mfPerfEnd('renderTerrain'); if(typeof mfPerfBegin==='function')mfPerfBegin('renderWorld'); if(typeof csmPrepare==='function') csmPrepare(Sun); if(typeof materialV2QueueShadows==='function')materialV2QueueShadows(Sun); drawShadows(Sun); // ground shadows go on before anything stands on them begin3D(S_nA); // back to the lit model program /* Material V2 is an opt-in laboratory until its mobile/army gates pass. It draws into the ordinary opaque/SSAO target, then restores begin3D so every production stream remains on the legacy shader. */ if(typeof renderMaterialV2Lab==='function')renderMaterialV2Lab(S_nA,t); // ---------------- scenery ---------------- const qDraw=typeof qualityKey==='function'?qualityKey():'high'; /* MEDIUM/LOW: every other rock/tree at command zoom. HIGH still submits the full stand — one instanced draw either way; this is instance fill at a height where a trunk is ~2 px. */ const sceneryStep=(qDraw==='medium'||qDraw==='low')&&orthoSpan>(typeof mfLodSpan==='function'?mfLodSpan(2000):2000)?2:1; const BK=typeof biomeKit==='function'?biomeKit():null; const rockTint=(BK&&BK.rockTint)||[190,186,178]; const floraMesh=k=>k==='pine'?(FX.treePine||FX.tree):k==='palm'?(FX.treePalm||FX.tree): k==='dead'?(FX.treeDead||FX.tree):k==='spore'?(FX.treeSpore||FX.tree):FX.tree; const rockMesh=k=>k==='ice'?(FX.rockIce||FX.rock):k==='slag'?(FX.rockSlag||FX.rock):FX.rock; const floraSprite=k=>(typeof sprites!=='undefined'&&(k==='pine'?sprites.treePine:k==='palm'?sprites.treePalm: k==='dead'?sprites.treeDead:k==='spore'?sprites.treeSpore:sprites.tree))||(typeof sprites!=='undefined'&&sprites.tree)||null; const rockSprite=k=>(typeof sprites!=='undefined'&&(k==='ice'?sprites.rockIce:k==='slag'?sprites.rockSlag:sprites.rock))||(typeof sprites!=='undefined'&&sprites.rock)||null; const ROCK_BB_D=typeof mfLodSpan==='function'?mfLodSpan(650):650; const rockBBd2=ROCK_BB_D*ROCK_BB_D; for(let ri=0;rirockBBd2; const sprR=rockSprite(r.k); if(farRock&&sprR){ const sz=r.s*0.85; bbAlpha.add(sprR,r.x,r.y,gh(r.x,r.y)+sz*0.35,sz,r.a,rockTint[0],rockTint[1],rockTint[2],255); } else { if(sceneryStep>1&&(ri%sceneryStep)) continue; rockMesh(r.k).add(r.x,r.y,gh(r.x,r.y),r.s*0.035,r.a,rockTint[0],rockTint[1],rockTint[2],255); } } /* Settlements: one instanced draw per kit piece + one per site fill mesh. Fog rule matches buildings — an unscouted town stays dark. */ if(typeof worldSites!=='undefined') for(const S of worldSites){ if(!vis(S.x,S.y,S.r+140)||!fogPointVisible(S.x,S.y)) continue; if(S.fill&&S.fill.n!==undefined) S.fill.add(S.x,S.y,gh(S.x,S.y),1,0,255,255,255,255); for(const p of S.props){ if(!vis(p.x,p.y,p.s+30)) continue; const K=WORLD_KIT[p.k]; if(K) K.mesh.add(p.x,p.y,gh(p.x,p.y),p.s,p.a,255,255,255,255); } } const tt=(BK&&BK.treeTint)||THEMES[curTheme].treeTint; const ct=(BK&&BK.coverTint)||[86,118,58]; /* TREE LOD — impostor billboards past a distance band. Every tree was an instanced 3D mesh at every range. Distant trees draw as ONE camera-facing quad from the species billboard atlas cell. */ const TREE_BB_D=typeof mfLodSpan==='function'?mfLodSpan(760):760; const treeBBd2=TREE_BB_D*TREE_BB_D; for(let ti=0;titreeBBd2; const spr=floraSprite(tr.k); if(far&&spr){ /* Quad is sized to match 3D mesh silhouette. Lifted half its height so the quad sits on ground rather than through it. */ const hgt=tr.s*0.92; bbAlpha.add(spr,tr.x,tr.y,gh(tr.x,tr.y)+hgt*0.5,hgt,tr.a,tt[0],tt[1],tt[2],255); } else { if(sceneryStep>1&&(ti%sceneryStep)) continue; floraMesh(tr.k).add(tr.x,tr.y,gh(tr.x,tr.y),tr.s*0.030,tr.a,tt[0],tt[1],tt[2],255); } } const BUSH_BB_D=typeof mfLodSpan==='function'?mfLodSpan(520):520; const bushBBd2=BUSH_BB_D*BUSH_BB_D; const bbBush=(typeof sprites!=='undefined'&&sprites.bush)||null; if(typeof cover!=='undefined'&&FX.bush) for(let ci=0;cibushBBd2; if(farBush&&bbBush){ const hgt=b.s*0.75; bbAlpha.add(bbBush,b.x,b.y,gh(b.x,b.y)+hgt*0.35,hgt,b.a,ct[0],ct[1],ct[2],255); } else { if(sceneryStep>1&&(ci%sceneryStep)) continue; FX.bush.add(b.x,b.y,gh(b.x,b.y),b.s*0.042,b.a,ct[0],ct[1],ct[2],255); } } for(const cs of crystals){ const D=deposits[cs.dep],tier=depositTier(D);if(!D||cs.band>tier||!vis(cs.x,cs.y,140))continue; /* Occupied pad: the extractor owns the node. Drawing the shard cluster plus additive glows under a mex stacked into the white bloom discs. */ if(D.taken)continue; if(!fogPointVisible(cs.x,cs.y))continue; const fill=clamp((D.remaining-(tier-1)*DEPOSIT_BAND)/DEPOSIT_BAND,0,1),edge=cs.band===tier?(.46+.54*fill):1; const col=cs.band===3?[255,120,255]:cs.band===2?[105,255,176]:[105,226,255]; const sc=cs.s*(cs.core?.090:.074)*edge; const H=gh(cs.x,cs.y); FX.crystal.add(cs.x,cs.y,H,sc,cs.a,col[0],col[1],col[2],255); /* Facet glints only. Standing glow pools under every shard — and a deploy floor of 0.9 while matchLive is false — were the white disc on DEPLOY BASE. The CRYST mesh plus terrain cracks carry identity. */ const glowQ=clamp((perfScale-0.28)/0.45,0,1); if(glowQ>0.02){ const tw=Math.sin(t*2.1+cs.x*0.37+cs.y*0.113); if(tw>0.97){ const f=(tw-0.97)*33, ga=cs.a+cs.x; bbAdd.add(sprites.spark||sprites.glow, cs.x+Math.cos(ga)*sc*46, cs.y+Math.sin(ga)*sc*46, H+sc*175*(0.55+0.4*Math.sin(cs.y)), 1.8+f*2.2, t*2+cs.x, 235,250,255, 70*f*glowQ); } } } /* Mass nodes are the glowing shard cluster, tinted by depletion band. Brown habit tints turned the bed into dirt plates and fought the CRYST spikes. Kit energy habit still owns geysers. */ const enHabit=(BK&&BK.energy)||'vent'; const enCol=enHabit==='frost'?[176,216,226]:enHabit==='heat'?[226,128,58]: enHabit==='spore'?[186,78,140]:[92,196,206]; for(const D of deposits){ if(!vis(D.x,D.y,180)||!fogPointVisible(D.x,D.y)) continue; /* stampCrystalVeins() was reduced to `return;` when the free-node vein ribbons turned into the white bloom disc, but its four arguments were still built here every frame for every visible node: a fresh colour array, a sin(), a terrainH() sample and a radius, all discarded on the callee's first line. Deleted — nothing here painted a pixel. depositTier(D) STAYS: despite the name it writes D.tier and D.depleted (sim.js:1971), so it is not a pure read and this loop is the refresh for every node the camera can see. */ depositTier(D); } for(const G of geysers){ if(!vis(G.x,G.y,180)||!fogPointVisible(G.x,G.y)) continue; const tier=typeof geyserTier==='function'?geyserTier(G):(G.taken?2:3); const pc=tier?enCol:[83,82,78]; /* Mesh stays rock. Cyan habit on the whole instance made the cairn a painted metal hatch. Steam billboard carries the energy colour. */ const rock=enHabit==='frost'?[168,176,184]:enHabit==='heat'?[118,88,72]: enHabit==='spore'?[96,78,82]:[112,104,92]; const pulse=.72+.28*Math.sin(t*2.6+(G.pulse||G.x*.01)),H=gh(G.x,G.y); if(FX.geyser) FX.geyser.add(G.x,G.y,H,1.48+tier*.10,0,rock[0],rock[1],rock[2],tier?(G.taken?205:255):145); if(tier&&qDraw!=='low'){ bbAdd.add(sprites.glow,G.x,G.y,H+28,(16+tier*3)*pulse,0,pc[0],pc[1],pc[2],G.taken?22:36); } } // crater berms — real mounds standing on the deformed ground for(const M of relief){ if(!vis(M.x,M.y,60)||!fogPointVisible(M.x,M.y)) continue; FX.berm.add(M.x,M.y,gh(M.x,M.y),M.w*0.075,M.a,208,196,178,255); } // salvage fields /* Salvage is coloured by what it came from, so a player can tell at a glance whether a field is worth walking to: cold alloy reads as scrap and pays energy, pale carcass reads as biomass and does not. Tinting here rather than in the model keeps it one instanced draw for every kind. */ for(const W of wrecks){ if(!vis(W.x,W.y,50)||!fogPointVisible(W.x,W.y)) continue; const f=0.7+0.5*(W.mass/Math.max(1,W.m0)); /* A falling aircraft keeps its normal reclaimable scrap record, but the stock wreck mesh has a pale rectangular cap that read as a spawned cube beside the crash. One dark faceted slab is static aftermath—not a fourth transient layer—and preserves the same salvage position, value and fog. */ const crashSlab=W.style==='aircrash'&&FX.shard; const c = crashSlab ? [46,48,50] // charred aircraft skin : W.kind===5 ? [206,190,150] // biomass — bone-pale carcass : W.kind===2 ? [172,166,158] // city ruin — dusty concrete : [72,82,94]; // scrap — cold, dark oxidised alloy const mesh=crashSlab?FX.shard:FX.wreck; const scale=crashSlab?W.s*.40*f:W.s*.045*f*(W.kind===5?0.8:1); mesh.add(W.x,W.y,gh(W.x,W.y),scale,W.a,c[0],c[1],c[2],255); } for(const Cc of crates){ if(!vis(Cc.x,Cc.y,60)||(!fogPointVisible(Cc.x,Cc.y)&&!Cc.seen)) continue; const cc=Cc.kind&&Cc.kind.col||[255,240,190],rs=1+(Cc.kind&&Cc.kind.rarity||0)*.08; FX.crate.add(Cc.x,Cc.y,gh(Cc.x,Cc.y)+Cc.alt*0.55+(Cc.alt>0?0:Math.sin(t*2.4+Cc.x)*1.6),rs,Cc.alt>0?t*2.2:t*0.35,cc[0],cc[1],cc[2],255); } // ---------------- derelict districts ---------------- const worldV2=typeof mfWorldV2Enabled==='function'&&mfWorldV2Enabled(); for(const R of relics){ const deadAge=R.alive?0:Math.max(0,(typeof stats!=='undefined'?stats.t:t)-(R.fallT||0)); if(!R.alive && deadAge>20) continue; const rLod=renderBand(R.x,R.y,120,false); if(!rLod||!fogPointVisible(R.x,R.y)) continue; const dmg=R.alive?(R.hp/R.hpm):0, tint=R.alive?(180+70*dmg):96; /* Each ruin mesh is authored at a reference footprint; the instance scale maps the planned plot size onto it. Tower blocks are the tall ones, so they get the tightest divisor or they overwhelm the skyline. */ /* Divisors map a plot footprint onto each mesh's own authored reference size. The derelict meshes are authored at tens of units; the WORLD_KIT meshes are authored NORMALISED (height 0.63-1.49), so their divisor is 1 and the plot footprint IS the scale. Dividing them by 34 like a ruin rendered 1-unit-tall buildings -- present in every count, invisible on screen. */ const sc=Math.max(R.w,R.h)/ (R.kind===2?104 : R.kind===0?46 : R.kind===3?52 : R.kind===4?46 : R.kind===5?44 : (R.kind===6||R.kind===7)?1 : 44)*(R.alive?1:clamp(0.16+0.12*(1-deadAge/20),0.16,0.28)); const wreckYaw=(R.a||0)+(R.lean||0)+(R.alive?0:0.42); /* Kind 4 is the intact civic block. Falling back to the low block if its mesh is missing is not paranoia: models-civic.js has to be registered in BOTH boot.js and assets/data/manifest.json, and a file that is listed in only one silently does not load — which would otherwise turn every civic plot into a null dereference in the hot render loop. Kind 5 is the skyline anchor: the alien crystalline monolith on the foreign worlds, otherwise the two skyscrapers alternated by position hash so twin districts don't clone. */ const alien5=curTheme==='vespera'||curTheme==='ashland'; /* Kinds 6/7 are authored template plots and draw from WORLD_KIT, keyed by the role the template named. Same null-guard discipline as kind 4 above: worldkit.js is registered in both manifests, but a kit whose initialiser never ran leaves WORLD_KIT empty, and an unguarded lookup here is a null dereference in the hot render loop. Falling back to the derelict block shows a building rather than nothing. */ const kitM=(R.kind===6||R.kind===7)&&typeof WORLD_KIT!=='undefined'&&R.role ? (WORLD_KIT[R.role]&&WORLD_KIT[R.role].mesh) : null; const mesh=kitM || (R.kind===2?FX.cityH : R.kind===3?FX.cityK : R.kind===0?FX.cityT : R.kind===4?(FX.cityC||FX.cityD) : R.kind===5?((alien5?FX.skyA:(((R.x*7+R.y*13)|0)%2?FX.sky2:FX.sky1))||FX.cityT) : FX.cityD); /* V2 and legacy are deliberately separate instance streams. Until all three maps have decoded (or on LOW quality), the old mesh draws instead of leaving an empty lot. Skyline anchors have no V2 stream — they are authored geometry and always draw through their own mesh. */ /* terrainH is a deterministic presentation sample within this frame. Relics used to repeat its nine-sample filter three or four times. */ const relicH=gh(R.x,R.y); if(R.kind===5){ const vt=curTheme==='vespera'; /* Past the shear the anchor draws as its own stump. The alien monolith has no stump form — a crystal growth shatters rather than shearing, so it keeps its silhouette and loses it all at zero. */ const m5=(R.part&&mesh!==FX.skyA&&FX.skyS)?FX.skyS:mesh; m5.add(R.x,R.y,relicH,sc,wreckYaw, vt?226:(curTheme==='ashland'?255:tint), vt?205:(curTheme==='ashland'?214:tint-6), vt?244:(curTheme==='ashland'?196:tint-16),255); } else if(!worldV2||!mfWorldV2Queue(R,sc,relicH,rLod)) mesh.add(R.x,R.y,relicH,sc*(R.kind===0?0.9:1),wreckYaw,tint,tint-6,tint-16,255); if(FX.decal) FX.decal.add(R.x,R.y,relicH+0.2,sc*1.05,R.a,12,18,28,130); /* The berm that ties the block to the ground. Footprint-shaped (the cross-axis lane carries depth), tinted with the BIOME so the transition belongs to this world rather than to the model's own grey. */ if(FX.skirt&&rLod<2) FX.skirt.add(R.x,R.y,relicH+0.14,R.w*1.34,R.a,_skC[0],_skC[1],_skC[2],255,R.h*1.34); } const worldV2CsmDefer=worldV2&&typeof csmActive==='function'&&csmActive(); if(worldV2&&!worldV2CsmDefer)mfWorldV2Flush(Sun,S_nA,t); /* Structure hardstands are no longer drawn as geometry at all. They are levelled into the heightfield and painted into the terrain texture the moment a structure is placed, so they ARE the ground — which removes an entire pass of ground-hugging quads and, with it, the z-fighting that made them flicker as white sheets on shallower depth buffers. */ /* A building keeps its simulation type, while its resolved owner selects a completely different model registry. Iterating buildings once preserves instancing without multiplying the hot loop by every faction and type. */ for(const Bd of blds){ const wreckAge=(!Bd.alive&&Bd.fallT)?Math.max(0,(typeof stats!=='undefined'?stats.t:t)-Bd.fallT):-1; const wreck=wreckAge>=0&&wreckAge<14; if(!Bd.alive&&!wreck) continue; const bImportant=Bd.alive&&Bd.team===0&&(Bd.type==='hq'||Bd===blds[openBld]); const bLod=renderBand(Bd.x,Bd.y,140,bImportant); if(!bLod) continue; if(!fogEntityVisible(Bd.team,Bd.x,Bd.y)) continue; const fac=bldFactionKey(Bd); const workProfile=typeof mfBuildingWorkProfile==='function'?mfBuildingWorkProfile(Bd):null; /* STRATEGIC TIER — STRUCTURES. The mirror of the unit branch at :1175, and until now the missing half of the feature: mfIconCellForBld, mfBldSpan and the eight building glyphs existed, were rasterised into the atlas every session, and had no caller. A field of unit symbols floating over unreadable building meshes is not a strategic view. SITED AFTER THE FOG GATE ABOVE, never in place of it. Disclosure is fog's decision at every tier; an icon is only a different way of drawing something the player is already allowed to see. (The literal fogEntityVisible(Bd.team,Bd.x,Bd.y) line above is pinned by tools/test-faction-strategic-defense.mjs.) Sited before bldMeshFor() so a fully iconised structure also skips the mesh registry lookup, the berm, the turret and the strategic VFX — the same CPU saving the unit branch takes. WHAT ACTUALLY CONVERTS, measured at VH=915: mfBldSpan is footprint-based (size*2.2), so a wall crosses to a pure icon at span 2952 and a Sentinel reaches q=0.82 at SPAN_MAX=3400, while a Factory sits at q=0 and a Carrier HQ would need span 10199. The crossings scale with VH, so this is the 915 px phone case and a shorter viewport converts MORE, not less: at VH=800 the Sentinel is a pure icon and the Extractor reaches q=0.83. Small emplacements become symbols; landmarks keep their silhouettes for the whole zoom range. That is the Supreme-Commander read this file's header argues for, and it is why the icon LAYERS over the mesh rather than fading it — fading a building by screen footprint is exactly the regression in docs/POSTMORTEM-1.33.31-REGRESSION.md. */ const BTd=BT[Bd.type]; const bIcon=wreck?0:((typeof mfIconQ==='function'&&BTd)?mfIconQ(mfBldSpan(BTd)):0); if(bIcon>0&&mfIconEnsure()){ const bH=(BTd.placement==='water'?0:gh(Bd.x,Bd.y))+2, bBody=mfIconBody(Bd.team), bInk=mfIconInk(Bd.team), bDpx=mfIconDpxBld(BTd), bIa=255*bIcon; /* Domain 'str' — the flat anchored base variant of this faction's plate. A structure is not a vehicle and should not wear the ground plate. */ bbIcon.add(mfIconPlateFor(fac,null,'str'),Bd.x,Bd.y,bH,bDpx,0,bBody[0],bBody[1],bBody[2],bIa); bbIcon.add(mfIconCellForBld(BTd,fac),Bd.x,Bd.y,bH,bDpx*0.60,0,bInk[0],bInk[1],bInk[2],bIa); if(bImportant){ const bBr=(typeof TEAMB!=='undefined'&&TEAMB[Bd.team])||bBody; bbIcon.add(MF_ICO.pl_ring,Bd.x,Bd.y,bH,bDpx*1.26,0,bBr[0],bBr[1],bBr[2],bIa); } /* Only a FINISHED structure may drop its mesh. A construction site still has to show `grow` — replacing a half-built factory with a completed symbol would report a building the player does not yet own. */ if(bIcon>=1&&Bd.prog>=1) continue; } const M=bldMeshFor(Bd); if(!M) continue; /* Buildings need a lighter faction-grade tint than tiny units: at phone zoom the regular team-blue multiplication crushed PBR panels into one navy silhouette. The livery remains coloured, but steel and glass read. */ const tc=fac==='nova'?[188,226,255]:fac==='legion'?[255,156,126]:fac==='syndicate'?[174,224,255]:fac==='horde'?[214,166,255]:(TEAMC[Bd.team]||TEAMC[2]), H=BT[Bd.type]&&BT[Bd.type].placement==='water'?0:gh(Bd.x,Bd.y); const deployAge=Bd.type==='hq'&&Bd.deployT?Math.max(0,t-Bd.deployT):99; const deployQ=clamp(deployAge/2.1,0,1); /* The functional HQ is created on touchdown, but its art unfolds over two seconds. This avoids the old visual lie where a dropship disappeared and a completed base teleported into the exact same footprint. */ const grow=(Bd.prog<1 ? 0.30+0.70*Bd.prog : 1)*(deployAge<2.1?.62+.38*deployQ:1)*(wreck?clamp(0.22+0.16*(1-wreckAge/14),0.22,0.38):1); const an=t*1.6+(Bd.anim||0); /* Work motion follows simulation time. Ambient faction motion may continue while paused, but construction/production/upgrade progress never does. */ const workClock=typeof stats!=='undefined'&&Number.isFinite(stats.t)?stats.t:t; const workAn=workClock*(workProfile&&workProfile.pulseSpeed>0?workProfile.pulseSpeed:1.6)+(Bd.anim||0); let bob=0, sq=1, em=0; switch(Bd.type){ case 'mex': bob=Math.sin(an*2.6)*1.2; break; case 'pgen': case 'geo': em=0.05+Math.sin(an*1.7)*0.04; break; case 'fac': case 'tgate': case 'airfield': case 'harbor': if(Bd.queue.length&&!Bd.prodStalled){ bob=Math.sin(workAn*3.6)*0.8; em=0.03+Math.abs(Math.sin(workAn*4))*0.04; } break; case 'fab': em=0.08+Math.abs(Math.sin(an*5.2))*0.10; break; case 'techlab': em=Bd.res>=0&&!Bd.researchStalled?0.04+Math.abs(Math.sin(workAn*2.2))*0.07:0.015; break; case 'arc': em=0.06+Math.abs(Math.sin(an*3.4))*0.12; break; case 'nest': sq=1+Math.sin(an*1.9)*0.05; break; case 'nova': em=Bd.cool<=0?0.10+Math.sin(an*3)*0.06:0; break; /* Charged Stormcaller hums visibly; a firing one strobes. */ case 'stormcaller': em=Bd.sq?0.22+Math.abs(Math.sin(an*9))*0.2:Bd.cool<=0?0.12+Math.sin(an*2.6)*0.07:0.02; break; } if(fac==='syndicate'){ bob+=1.15+Math.sin(an*2.25+Bd.x*.01)*0.55; if(Bd.type!=='mex') em+=0.05+Math.abs(Math.sin(an*2.1))*0.05; }else if(fac==='horde'){ bob*=0.18; sq*=1+Math.sin(an*1.72+Bd.y*.012)*0.026; if(Bd.type!=='mex') em+=0.025+Math.abs(Math.sin(an*2.8))*0.035; } /* Construction replaces ambient motion with one restrained paid-work pulse; a stalled site stays still. Completed upgrades add a smaller sim-clock pulse without inventing particles or changing geometry. */ if(Bd.prog<1){bob=0;sq=1;em=Bd.buildStalled?0:0.035+Math.abs(Math.sin(workAn*3.1))*0.055;} else if(Bd.upT>0){bob+=Math.sin(workAn*2.8)*0.18;em+=0.055+Math.abs(Math.sin(workAn*3.7))*0.085;} if(Bd.hitT>0) em+=0.35; if(deployAge<2.4){ const pulse=1-deployAge/2.4,pc=fac==='horde'?[168,235,78]:fac==='legion'?[255,132,78]:fac==='syndicate'?[76,215,255]:[132,218,255]; FX.ring.add(Bd.x,Bd.y,H+2,42+deployQ*48,t*1.4,pc[0],pc[1],pc[2],190*pulse); FX.ring.add(Bd.x,Bd.y,H+3,24+deployQ*34,-t*1.9,pc[0],pc[1],pc[2],125*pulse); if(fac==='horde'){ for(let q=0;q<5;q++){ const a=q/5*TAU+t*.35,r=28+deployQ*43; bbAdd.add(sprites.glow,Bd.x+Math.cos(a)*r,Bd.y+Math.sin(a)*r,H+5,7,0,pc[0],pc[1],pc[2],105*pulse); } } } const vi=Math.min((M.variants&&M.variants.length||1)-1,Math.max(0,(Bd.lvl||1)-1)); const V=M.variants?M.variants[vi]:M; const damageState=wreck?0.999:(Bd.prog<1?0:Math.min(.999,1-clamp(Bd.hp/Math.max(1,Bd.hpm),0,1))); /* HQs are landmarks, so they receive the dedicated V2 landmark profile instead of merely being another building using a faction tint. This is the live production route for future authored HQ map packs. */ /* HQ=landmark (profile 2). Other structures use profile 3 so FS3D scorches them under fire; units stay on band 0 / commander 1. */ const surfaceState=(Bd.type==='hq'?4:6)+damageState; /* Encode pulse above opaque alpha; the solid shader separates it into a per-instance emission value. A shared mesh can now batch every building of this faction/type without one animated reactor flushing (and tinting) unrelated instances that were already queued. */ if(wreck){ em=0; bob=0; } V.base.add(Bd.x,Bd.y,H+bob,grow*sq,(Bd.rot||0)+(wreck?0.20:0),tc[0],tc[1],tc[2],255*(1+em),undefined,undefined,surfaceState); /* THE SAME BERM THE DERELICTS GET. A faction structure dropped onto a graded pad meets it at a perfect edge and reads as a game piece sitting on a board; this is the turned ground, spoil and broken slab that makes it read as EMPLACED. It follows `grow`, so it rises out of the ground with the building during construction rather than popping in complete, and it is biome-tinted, so the same factory belongs on ice and on ash. */ /* Brood foundations already own an irregular living contact edge in the terrain's organic mask. The shared square spoil berm is engineered hardscape language; drawing it here boxed the creep back into a pad. */ if(FX.skirt&&fac!=='horde'&&Bd.prog>=1&&bLod<2){ /* Sized to the PAVED APRON, not the hull. The join that reads as pasted on is concrete-to-terrain at the pad's outer edge, not hull-to-pad — skirting the hull only decorates ground that already matched. The foundation is bldFoot x 1.30 snapped to grid, so the berm straddles that boundary and dies into the biome just outside it. */ const fr=(typeof foundationRect==='function')?foundationRect(Bd):null; const fw=(fr?fr[0]:(BT[Bd.type]&&BT[Bd.type].size||18)*2.2)*grow; const fh=(fr?fr[1]:(BT[Bd.type]&&BT[Bd.type].size||18)*2.2)*grow; FX.skirt.add(Bd.x,Bd.y,H+0.14,fw*1.05,Bd.rot||0,_skC[0],_skC[1],_skC[2],255,fh*1.05); } if(V.tur){ V.tur.add(Bd.x,Bd.y,H+(M.turH||BLD_TUR_H[Bd.type]||14)*grow+bob, grow*(M.turS||BLD_TUR_S[Bd.type]||1),(Bd.tang||0)-Math.PI/2,tc[0],tc[1],tc[2],255,undefined,undefined,surfaceState,Bd.gunPitch||0); } /* Charge readability is world-space and state-driven. It does not advance here: paused rendering can redraw these meshes forever without changing chargeProgress. The two restrained rings expose containment/load state from tactical altitude without turning every powerful gun into a spray. */ if(!wreck&&Bd.prog>=1&&Bd.chargeState&&Bd.chargeState!=='idle'&&Bd.chargeState!=='cooldown'){ const q=clamp(Bd.chargeProgress||0,0,1),interrupted=Bd.chargeState==='interrupted'; const cc=interrupted?[255,72,58]:Bd.type==='stormcaller'?[255,188,66]:[92,218,255]; const pulse=.82+.18*Math.sin(t*(interrupted?11:5.5)+(Bd.anim||0)); FX.ring.add(Bd.x,Bd.y,H+2,(Bd.r||20)*(1.05+q*.34),t*(.42+q*.48),cc[0],cc[1],cc[2],(80+125*q)*pulse); FX.ring.add(Bd.x,Bd.y,H+3,(Bd.r||20)*(.55+q*.22),-t*(.72+q*.65),255,235,190,(48+105*q)*pulse); if(Bd.chargeState==='committed') FX.cone.add(Bd.x,Bd.y,H+(M.turH||14)*grow*.72,6+q*8,t*.7,cc[0],cc[1],cc[2],72*pulse); } if(!wreck&&(bLod===2||Bd.type==='hq'))addFactionStrategicBuildingVfx(Bd,fac,H,bob,grow,t,M); /* The command structure is the player's visual anchor. A restrained world-space beacon remains readable at strategic zoom, while the BASE button centers the same live object in one tap. */ if(!wreck&&Bd.team===0&&Bd.type==='hq'&&Bd.prog>=1){ const pulse=.76+.24*Math.sin(t*2.2); const bc=fac==='legion'?[255,112,76]:fac==='syndicate'?[72,214,255]:[92,210,255]; FX.ring.add(Bd.x,Bd.y,H+2,58+pulse*7,t*.28,bc[0],bc[1],bc[2],74); /* Close-up: the old 18-unit glow sprite bloomed into a white halo on the roof. Keep a small beacon only at command zoom. */ if(orthoSpan>560) bbAdd.add(sprites.glow,Bd.x,Bd.y,H+42,7+pulse*2,0,bc[0],bc[1],bc[2],62); if(orthoSpan>720) addBeamRibbon(sprites.glow,Bd.x,H+34,Bd.y,Bd.x,H+210,Bd.y,9,bc[0],bc[1],bc[2],42,120); } } if(typeof csmBegin==='function'&&typeof csmActive==='function'&&csmActive()&&csmBegin(true)){ if(typeof csmDrawTerrain==='function') csmDrawTerrain(); if(typeof mfWorld2Meshes!=='undefined') for(const k in mfWorld2Meshes) csmDrawMesh(mfWorld2Meshes[k]); csmDrawBuildingCasters(); csmDrawSceneryCasters(); csmEnd(S_nA); } if(worldV2CsmDefer)mfWorldV2Flush(Sun,S_nA,t); /* MEDIUM has no CSM restore. Icon-ensure / doodad uploads can steal unit 0 mid-loop; structures sample uMat there. Always re-bind the model atlas before the world flush. */ begin3D(S_nA); flushBuildingSet(BLD_MESH); if(typeof BLD_FACTION_MESH!=='undefined') for(const fac in BLD_FACTION_MESH){ if(!Object.prototype.hasOwnProperty.call(BLD_FACTION_MESH,fac))continue; flushBuildingSet(BLD_FACTION_MESH[fac]); } /* Flush every world-object stream. Each of these is one draw call for an entire class of object — all the rocks on screen, all the tower blocks, every wreck — which is the whole point of instancing. */ FX.rock.flush(gl); if(FX.rockIce) FX.rockIce.flush(gl); if(FX.rockSlag) FX.rockSlag.flush(gl); FX.tree.flush(gl); if(FX.treePine) FX.treePine.flush(gl); if(FX.treePalm) FX.treePalm.flush(gl); if(FX.treeDead) FX.treeDead.flush(gl); if(FX.treeSpore) FX.treeSpore.flush(gl); if(FX.bush) FX.bush.flush(gl); FX.crystal.flush(gl); if(typeof worldSites!=='undefined'){ for(const S of worldSites) if(S.fill&&S.fill.n) S.fill.flush(gl); if(typeof WORLD_KIT!=='undefined') for(const k in WORLD_KIT){ const M=WORLD_KIT[k]; if(M.mesh.n) M.mesh.flush(gl); } } FX.dep.flush(gl); FX.geyser.flush(gl); FX.berm.flush(gl); FX.wreck.flush(gl); FX.crate.flush(gl); FX.cityT.flush(gl); FX.cityD.flush(gl); FX.cityH.flush(gl); FX.cityK.flush(gl); if(FX.cityC) FX.cityC.flush(gl); if(FX.skirt){ /* +0.14 raise is not enough at HIGH DPR: 24-bit depth still stitches the berm into the pad as a shimmering seam. Offset, then restore. */ gl.enable(gl.POLYGON_OFFSET_FILL); gl.polygonOffset(-6,-20); FX.skirt.flush(gl); gl.disable(gl.POLYGON_OFFSET_FILL); } FX.plate.flush(gl); FX.line.flush(gl); /* ---- curtain wall spans ------------------------------------------ Each linked pair of barricades gets a rampart section built between them, so a wall run becomes one continuous fortification instead of a dotted line of separate blocks. Drawn as stretched wall geometry along the link axis, which is the visible payoff for laying walls in a line. */ _wallStreams.clear(); const wallStreams=_wallStreams; for(const W of blds){ if(!W.alive||(W.type!=='wall'&&W.type!=='gate')||!W.linkA||!W.linkA.length) continue; if(!vis(W.x,W.y,90)) continue; if(!fogEntityVisible(W.team,W.x,W.y)) continue; const tc=TEAMC[W.team]||TEAMC[2]; const family=BLD_FACTION_MESH[bldFactionKey(W)]; const WM=(family&&family.wall)||BLD_MESH.wall; const WV=WM.variants?WM.variants[Math.min(WM.variants.length-1,Math.max(0,(W.lvl||1)-1))]:WM; for(const la of W.linkA){ if(Math.cos(la)<0 || (Math.abs(Math.cos(la))<1e-6 && Math.sin(la)<0)) continue; const mx2=W.x+Math.cos(la)*WALL_LINK*0.34, my2=W.y+Math.sin(la)*WALL_LINK*0.34; const wallState=1-clamp(W.hp/Math.max(1,W.hpm),0,1); WV.base.add(mx2,my2,gh(mx2,my2),0.62,la,tc[0],tc[1],tc[2],255,undefined,undefined,wallState); wallStreams.add(WV.base); } } if(typeof csmBegin==='function'&&typeof csmActive==='function'&&csmActive()&&csmBegin(false)){ for(const stream of wallStreams) csmDrawMesh(stream); csmEnd(S_nA); } for(const stream of wallStreams) stream.flush(gl); /* ---- power conduits ------------------------------------------------- The paved service run is baked into the ground; this is the live cable lying on top of it, with a charge pulse travelling each span. The difference between "six buildings near each other" and "a base" is almost entirely these lines. */ for(const Bc of blds){ if(!Bc.alive||!Bc.conduit||!Bc.conduit.length) continue; if(!vis(Bc.x,Bc.y,200)) continue; if(!fogEntityVisible(Bc.team,Bc.x,Bc.y)) continue; const tb=TEAMB[Bc.team]||TEAMB[2]; for(const O of Bc.conduit){ if(!O.alive) continue; if(!fogEntityVisible(O.team,O.x,O.y)) continue; if(O.x=1&&O.prog>=1)?1:0.34; const mx2=(Bc.x+O.x)/2, my2=(Bc.y+O.y)/2; const len=Math.hypot(O.x-Bc.x,O.y-Bc.y); const ang=Math.atan2(O.y-Bc.y,O.x-Bc.x); FX.line.add(mx2,my2,gh(mx2,my2)+2.4,len,ang, tb[0],tb[1],tb[2], 140*live, 2.4); const ph=(t*0.55+(Bc.x+Bc.y)*0.004)%1; const pxp=Bc.x+(O.x-Bc.x)*ph, pyp=Bc.y+(O.y-Bc.y)*ph; bbAdd.add(sprites.glow,pxp,pyp,gh(pxp,pyp)+5,14,0, tb[0],tb[1],tb[2], 210*live); } } /* ---------------- orbital dropship (pre-deployment) ---------------- Flown, not placed. It holds a hover altitude, banks into its turns and runs its engines — none of which a building does, which was exactly why borrowing the deployed HQ's mesh made it read as a sliding bunker. */ if(typeof singularities!=='undefined') for(const Sg of singularities){ const dxs=Sg.x-cam.x,dys=Sg.y-cam.y; sceneLightPush(Sg.x,Sg.y,terrainH(Sg.x,Sg.y)+22,150,_lin([172,120,255])[0],_lin([172,120,255])[1],_lin([172,120,255])[2], 0.9+0.5*Math.sin((typeof stats!=='undefined'?stats.t:0)*9),150*150/(dxs*dxs+dys*dys+150*150)+3); } if(carrier.active&&carrier.phase<2){ const H=gh(carrier.x,carrier.y),key=dropFactionKey(carrier.fac); const hover=carrier.phase===1? 26+Math.sin(t*1.5)*2.4 : 0; const flightAlt=carrierEffectiveAlt(); const alt=H+flightAlt*0.85+hover; const dx=carrier.tx-carrier.x, dy=carrier.ty-carrier.y; const moving=Math.hypot(dx,dy)>10; const thrust=flightAlt>0?1:(moving?0.8:0.36); const vtolPose=clamp(flightAlt/Math.max(1,CARRIER_CRUISE_ALT),0,1); drawDropCraft(key,carrier.x,carrier.y,alt,carrier.ang,t,255, carrier.phase===1&&flightAlt<8,thrust,vtolPose); } /* Enemy headquarters retain their own landed craft during the player's planning phase, then visibly lift away at match start. This is a bounded arrival cue, not a second interactive carrier simulation. */ for(const A of aiDeployArrivals){ if(!vis(A.x,A.y,150)||!fogPointVisible(A.x,A.y)) continue; const elapsed=A.depart?Math.max(0,t-A.depart):0; if(elapsed>8) continue; const fade=A.depart?clamp(1-elapsed/8,0,1):1; const rise=A.depart?elapsed*elapsed*11:0; const drift=A.depart?elapsed*13:0; const x=A.x+Math.cos(A.ang)*drift,y=A.y+Math.sin(A.ang)*drift; const alt=gh(A.x,A.y)+28+Math.sin(t*1.35+A.x*.01)*1.6+rise; drawDropCraft(A.fac,x,y,alt,A.ang,t,255*fade,!A.depart||elapsed<.8,.48+fade*.35, clamp(rise/Math.max(1,CARRIER_CRUISE_ALT),0,1)); if(!A.depart||elapsed<1.3){ const P=DROP_PROFILE[dropFactionKey(A.fac)]; bbAdd.add(sprites.glow,A.x,A.y,gh(A.x,A.y)+1.1,12,0,P.glow[0],P.glow[1],P.glow[2],24*fade); } } if(typeof mfPerfEnd==='function')mfPerfEnd('renderWorld'); // ---------------- units ---------------- if(typeof mfOrdnanceTrailResetTelemetry==='function')mfOrdnanceTrailResetTelemetry(); if(typeof mfPerfBegin==='function')mfPerfBegin('renderUnits'); if(typeof mfPerfBegin==='function')mfPerfBegin('renderUnitPrepare'); if(typeof mfBroodCrowdBeginFrame==='function') mfBroodCrowdBeginFrame(t,orthoSpan,perfScale,typeof diffLvl==='function'?diffLvl():1); const step=teamCount[2]>9000?2:1; /* Resolved once per frame, not per unit: the equipped module set only changes between matches, and modAttachSync() short-circuits on an unchanged signature so this is a string compare in the steady state. */ const modKit=(typeof modAttachSync==='function')?modAttachSync():[]; const ownFac=(typeof playerFaction!=='undefined'&&playerFaction)||'nova'; const ownKit=(typeof playerKitKey==='function')?playerKitKey(): ((typeof FACTIONS!=='undefined'&&FACTIONS[ownFac]&&FACTIONS[ownFac].kit)||'nova'); const enemyKit=(typeof AI!=='undefined'&&AI.fac&&typeof FACTIONS!=='undefined'&&FACTIONS[AI.fac])?FACTIONS[AI.fac].kit:null; for(let rk=0;rk<_mfRuN;rk++){ const i=_mfRuI[rk]; const X=ux[i], Y=uy[i]; const T=TYPES[utype[i]],uImportant=usel[i]||i===heroIdx||T.cat==='hero'||(typeof isEnemyCommander==='function'&&isEnemyCommander(i)); const uLod=renderBand(X,Y,80,uImportant); if(!uLod) continue; if(!mfRenderUnitFogVisible(i)) continue; if(uteam[i]===2 && step>1 && (i&1)) continue; /* Enemy factions field DIFFERENT HARDWARE, not a recolour: the Syndicate hovers on plenum skirts with coil emitters, the Horde is grown carapace and claws. You should know what you're fighting from the silhouette before the colour registers. */ /* Team 0 was hard-wired to the Nova kit, which is what made the player's own faction choice cosmetic. Both sides now resolve their kit the same way, from whichever faction is actually fielding the unit. */ const unitKit=uteam[i]===0?ownKit:uteam[i]===2?'horde': (uteam[i]===1?enemyKit:null); /* STRATEGIC TIER. Past the point where this unit's own footprint stops reading (~24 px fading to ~15 px — per type, not per camera constant) a flat symbol carries role and allegiance better than a smear of mesh. The plate silhouette is the FACTION and the glyph is the role, so an icon claims the same allegiance its mesh would; resolved from the same unitKit the 3D path uses rather than a parallel guess. Sited after the kit resolves but before factionUnitMeshFor(), so a fully iconised unit still skips the mesh lookup, doctrine shells, equipped modules and organic motion — the tier saves CPU as well as pixels. The mesh is never faded, only dropped: the icon reaches full opacity while the mesh is still a ~15 px smear, and fading a mesh by screen footprint is precisely what flattened every building in docs/POSTMORTEM-1.33.31-REGRESSION.md. */ const uIcon=(typeof mfIconQ==='function')?mfIconQ(mfUnitSpan(T)):0; /* Cosmetic Brood density is anchored only after camera + fog approval and after the faction kit resolves. It is not a unit and receives no sim, selection, targeting, pathing, save or network identity. Cache height only for an eligible Brood anchor; ordinary strategic icons retain the old zero-height-query fast path. */ let broodCrowdH; if(unitKit==='horde'&&typeof mfBroodCrowdQueue==='function'){ broodCrowdH=mfRenderUnitHeight(i,T,X,Y); mfBroodCrowdQueue(i,utype[i],X,Y,broodCrowdH,uang[i]-Math.PI/2,T, TEAMC[uteam[i]],uLod,uIcon,!!umov[i],true); } /* A commander is marked on a ramp of its own, and ONLY marked: uMark drives the symbol's alpha while uIcon alone still decides whether the mesh is dropped below. Overloading one q for both would delete the commander's silhouette the moment it earned a badge — at SPAN_MIN that is a 229 px hero replaced by a 46 px plate. The icon layers OVER the mesh here; it never replaces or fades one (docs/POSTMORTEM-1.33.31-REGRESSION.md). */ const uCmdQ=(typeof mfCmdIconQ==='function')?mfCmdIconQ(T):0; const uMark=uIcon>uCmdQ?uIcon:uCmdQ; const stackSkip=typeof mfIconStackSkip==='function'&&mfIconStackSkip(i); if(uMark>0&&!stackSkip&&mfIconEnsure()){ const ih=(broodCrowdH===undefined?mfRenderUnitHeight(i,T,X,Y):broodCrowdH)+2, body=mfIconBody(uteam[i]), ink=mfIconInk(uteam[i]), dpx=(typeof mfIconDpx==='function')?mfIconDpx(T) :clamp(18+mfUnitSpan(T)*0.12,22,40)*mfWorldPx(), ia=255*uMark, iKit=unitKit||(uteam[i]===2?'horde':null); bbIcon.add(mfIconPlateFor(iKit,T),X,Y,ih,dpx,0,body[0],body[1],body[2],ia); /* iKit again, not a second guess: the glyph is the owner's delivered faction art and must claim the same allegiance the plate does. A kit with no art for this role falls back to the procedural glyph inside mfIconCellForUnit, so this stays one lookup and one instance. */ bbIcon.add(mfIconCellForUnit(T,iKit),X,Y,ih,dpx*0.60,0,ink[0],ink[1],ink[2],ia); /* Selected mass at cap: the plate already shows allegiance. A ring on every selected icon is the same fillrate trap as FX.ring. Keep commanders. Skip unselected (uImportant), skip command-zoom mass, keep the ring for small on-camera squads. */ if(uImportant&&(ringKeepCmd(i)||(!RING_STRATEGIC&&selOnCam<=SEL_RING_LOD&&usel[i]))){ const br=(typeof TEAMB!=='undefined'&&TEAMB[uteam[i]])||body; bbIcon.add(MF_ICO.pl_ring,X,Y,ih,dpx*1.26,0,br[0],br[1],br[2],ia); } /* Audit fix #9 — unit ambience at zoom. A full-icon army is static rows of plates; a slow shared-breath shimmer (one clock, no per-unit state, ±6% alpha around the ramp value) reads as a living force from orbit while costing zero extra instances. Idles only: a marching army already has motion, and shimmering it would read as flicker. */ if(!umov[i]){ const simT=(typeof stats!=='undefined'&&Number.isFinite(stats.t))?stats.t:0; const breath=Math.sin(simT*1.7+(i%16)*0.42)*0.5+0.5; ia=(255*(uMark*(0.94+0.12*breath)))|0; } if(uIcon>=1) continue; // fully iconised: no mesh work at all } if(stackSkip) continue; /* Never begin from UNIT_MESH and then hope an override exists. That made the mixed global registry an accidental cross-faction fallback: Blue slot 12 became a Ravager and a missing Brood slot became a tank. */ let M=unitKit&&typeof factionUnitMeshFor==='function'?factionUnitMeshFor(utype[i],unitKit):null; /* Per-instance kit, keyed by that hero's commanderId. Player uses playerCommanderId; enemy/ally seats use AI.bases/allies.commanderId. Replacing FAC_MESH[type] would retint every chassis of that type. */ if((T.cat==='hero'||T.hero||utype[i]===4||utype[i]===28||utype[i]===29)&&typeof commanderKitMeshFor==='function'){ const cid=typeof commanderIdForUnit==='function'?commanderIdForUnit(i): (i===heroIdx&&typeof playerCommanderId!=='undefined'?playerCommanderId:null); if(cid){ const KM=commanderKitMeshFor(cid); if(KM) M=KM; } } if(!M) continue; const tc=TEAMC[uteam[i]]; const H=broodCrowdH===undefined?mfRenderUnitHeight(i,T,X,Y):broodCrowdH; /* Drawn deliberately LARGER than their collision size. At command-view zoom a literally-scaled tank is about twenty pixels across, which is not enough to read a silhouette; every RTS oversizes units for legibility and keeps the sim honest underneath. */ const sc=T.size/15*M.s*1.5*(T.vscale||1); const a=umode[i]===4?110:255; // wildlife pulses and lurches; machines don't let ss=sc, wide=sc, doctrine=null; if(uteam[i]===2) ss*=1+Math.sin(t*6.2+i*2.399)*0.07; /* ai.js already authored scale/squash as faction doctrine, but only the old sprite fallback consumed it. Applying it to the live WebGL path makes Ascendancy armour columns broad/heavy, Coalition hulls compact/narrow, and Brood bodies visibly small and numerous. A light geometry shell is added only where no bespoke faction chassis exists, so artillery stays artillery rather than every role becoming the same faction tank. */ const bespoke=M!==UNIT_MESH[utype[i]],heroUnit=T.cat==='hero'||!!T.hero||utype[i]===4||i===heroIdx||isEnemyCommander(i); /* Doctrine shells exist to keep a SHARED role chassis faction-readable. Commanders already have authored silhouettes. Layering the generic ground shell over a walking hero created a second rigid vehicle whose rails stayed planted while the Commander's legs moved beneath it. */ if(uteam[i]===0&&!heroUnit&&utype[i]<28&&utype[i]!==12&&utype[i]!==13&&!bespoke&&FAC_DOCTRINE_MESH[ownFac]){ doctrine=FAC_DOCTRINE_MESH[ownFac][T.air?'air':'ground']; const PF=FACTIONS[ownFac]; if(PF&&ownFac!=='nova'){ ss*=PF.scale||1; wide=ss/(PF.squash||1); } }else if(uteam[i]===1&&typeof FACTIONS!=='undefined'&&FACTIONS[AI.fac]){ const F=FACTIONS[AI.fac]; ss*=F.scale||1; wide=ss/(F.squash||1); if(!heroUnit&&!bespoke&&utype[i]<28&&FAC_DOCTRINE_MESH[F.kit]) doctrine=FAC_DOCTRINE_MESH[F.kit][T.air?'air':'ground']; }else wide=ss; const crashing=T.air&&typeof uCrash!=='undefined'&&uCrash[i]; /* Attitude is presentation only. Sim owns uAirBank/uAirPitch and crash uCroll/uCpitch. Folding bank into yaw was a decorative sine wobble that also flattened crash pitch into heading; do not add either to yaw. */ const hullYaw=uang[i]-Math.PI/2; const airPitch=T.air?(crashing?(typeof uCpitch!=='undefined'?uCpitch[i]:0) :(typeof uAirPitch!=='undefined'?uAirPitch[i]:0)):0; const airRoll=T.air?(crashing?(typeof uCroll!=='undefined'?uCroll[i]:0) :(typeof uAirBank!=='undefined'?uAirBank[i]:0)):0; /* Walk phase. Driven by DISTANCE covered rather than by the clock, so a damaged or slowed machine takes shorter strides instead of moon-walking, and a stationary one plants its feet. Legged units only — anything on tracks, wheels, wings or a plenum skirt passes zero and the vertex stage leaves it alone. */ const organic=uteam[i]===2||(uteam[i]===1&&AI.fac==='horde')||utype[i]===12||utype[i]===13||utype[i]===30; /* Procedural spring phase replaces per-bone CPU simulation. Tactical view gets breathing, mandible lag and flexible limbs; strategic/low quality supplies zero so the shader skips all secondary-motion math. */ const organicSpan=(typeof GFX!=='undefined'&&GFX.organicSpan!=null)?GFX.organicSpan:2700; const organicPhase=organic&&perfScale>.36&&orthoSpan.65)thrust*=.72; if(damageState>.82)thrust*=.35+.35*(.5+.5*Math.sin(t*23+i*2.17)); queueAirPropulsionFx(i,X,Y,H,hullYaw,ss,wide,uteam[i],M.propulsion,thrust,t,uLod); } csmMarkUnitSkin(M,T,heroUnit,X,Y); if(doctrine) doctrine.add(X,Y,H,ss,hullYaw,tc[0],tc[1],tc[2],a,wide,undefined,surfaceState,airPitch,airRoll); /* Crafted modules are hardware, so the army wears it. Player machines only: the enemy is not fitted with your loadout, and a mounting bracket on a brood organism is not a thing. Empty when nothing is equipped, which is the common case and costs one array-length test per unit. */ if(uLod===2&&modKit.length&&uteam[i]===0&&!T.brood){ for(let k=0;k{ const T=TYPES[utype[i]]; FX.ring.add(ux[i],uy[i],gh(ux[i],uy[i])+1.4,T.size*(T.vscale||1)*1.05,0,90,255,150,210); }; if(RING_STRATEGIC){ for(let rk=0;rk<_mfRuN;rk++){ const i=_mfRuI[rk]; if(!usel[i]||!vis(ux[i],uy[i],40)) continue; if(ringKeepCmd(i)) putSelRing(i); } } else if(typeof mfIconStackOn==='function'&&mfIconStackOn()&&typeof mfIconStackRingLeads==='function'){ /* Stacked rings: one per proximity cell, plus commanders. Reuses the stack rebuild; does not revert SEL_RING_LOD for the unstacked band. */ const leads=mfIconStackRingLeads(vis, ringKeepCmd)||[]; for(let h=0;hSEL_RING_LOD){ if(_hbI.length{ if(!pts||pts.length<2)return; const segs=closed?pts.length:pts.length-1,base=draft?[92,224,255]:[100,245,170]; for(let j=0;j=0?patrolRoutes[ri]:null; if(R&&R.pts&&!seen[ri]){ seen[ri]=1;p3Route(R.pts,true,false,R.step); const row=R.targets&&R.targets[R.step]; if(row){ const stride=Math.max(1,Math.ceil(row.length/36)); for(let k=0;k=10)p3Route([{x:upx1[i],y:upy1[i]},{x:upx2[i],y:upy2[i]}],true,false,null); } } if(typeof patrolDraft!=='undefined'&&patrolDraft)p3Route(patrolDraft.pts,patrolDraft.pts.length>2,true,null); } /* RALLY FLAGS. The sprite path drew these (hud.js:900) but that whole renderer is dead code, so a rally point was invisible in every shipped build even though the panel button reported "RALLY SET — TAP TO MOVE". Ground decals, so they inherit depth and survive camera tilt. */ for(const Bd of blds){ if(!Bd.alive||!(typeof mfLocalOwnsBuilding==='function'?mfLocalOwnsBuilding(Bd):Bd.team===0)||!Bd.rally)continue; const R2=Bd.rally; if(!vis(R2.x,R2.y,40))continue; const rh=gh(R2.x,R2.y),rp=0.55+0.45*Math.sin(t*3.1+R2.x*0.01); FX.ring.add(R2.x,R2.y,rh+3.4,7.4+rp*1.6,t*0.5,120,255,170,195); FX.ring.add(R2.x,R2.y,rh+3.0,12.6,-t*0.28,120,255,170,80); bbAdd.add(sprites.glow,R2.x,R2.y,rh+7,7+rp*2,0,120,255,170,62); /* Line back to its factory only while that factory's panel is open — the same rule the sprite path used, so ten factories do not draw ten permanent leashes across the base. */ if(openBld>=0&&blds[openBld]===Bd){ const mx=(Bd.x+R2.x)*.5,my=(Bd.y+R2.y)*.5; const rl=Math.hypot(R2.x-Bd.x,R2.y-Bd.y); if(rl>6)FX.line.add(mx,my,gh(mx,my)+3.0,rl,Math.atan2(R2.y-Bd.y,R2.x-Bd.x),120,255,170,72,2.2); } } const now3=performance.now(),confirm3=typeof orderConfirm!=='undefined'&&orderConfirm&&now3ualive[i]&&usel[i]),fd=FORMS[form3.form]||FORMS[0]; /* Memoised in input.js: the assignment only changes when the target or the group does, not once per frame. */ const slots=formationPreviewSlots(form3,members,fd.id); let cx3=0,cy3=0;for(const i of members){cx3+=ux[i];cy3+=uy[i];} if(members.length){ cx3/=members.length;cy3/=members.length; const dx=form3.x-cx3,dy=form3.y-cy3,len=Math.hypot(dx,dy),fade=orderPreview?1:clamp((form3.until-now3)/950,0,1); /* noLine: a tap-move confirm whose real route is drawn by orderfx - the straight beam would contradict the traced path around water. */ if(len>3&&!form3.noLine)FX.line.add((cx3+form3.x)*.5,(cy3+form3.y)*.5,gh((cx3+form3.x)*.5,(cy3+form3.y)*.5)+3.5, len,Math.atan2(dy,dx),88,224,255,145*fade,3.2); FX.ring.add(form3.x,form3.y,gh(form3.x,form3.y)+4.2,9.2,t*.8,95,235,255,230*fade); for(let k=0;km.i):artBarrageSelected(); for(const i of src){ if(!ualive[i]||uteam[i]!==0||TYPES[utype[i]].cat!=='art')continue; const len=Math.hypot(A.x-ux[i],A.y-uy[i]); if(vis(ux[i],uy[i],ART_BARRAGE.range+30)&&aiming===5) FX.ring.add(ux[i],uy[i],gh(ux[i],uy[i])+2.8,ART_BARRAGE.range/3,0,255,184,70,28); if(vis((ux[i]+A.x)*.5,(uy[i]+A.y)*.5,len*.5+20)) FX.line.add((ux[i]+A.x)*.5,(uy[i]+A.y)*.5,gh((ux[i]+A.x)*.5,(uy[i]+A.y)*.5)+5, len,Math.atan2(A.y-uy[i],A.x-ux[i]),255,184,68,48+prog*105,2.5+prog*2.2); if(vis(ux[i],uy[i],40)){ const S=TYPES[utype[i]].size*(1.05+prog*.32); FX.ring.add(ux[i],uy[i],gh(ux[i],uy[i])+4,S,t*(.5+prog),255,197,82,160+prog*85); bbAdd.add(sprites.glow,ux[i],uy[i],gh(ux[i],uy[i])+TYPES[utype[i]].size*.7, 6+prog*12,0,255,145,42,75+prog*130); } } } } /* ---- DEFENCE COVERAGE ------------------------------------------------- Opening a defensive structure is the player's explicit request for its tactical detail, so show its live range and nearby overlapping fields at that moment. Placement does the same before money is committed. Rings use the renderer's authored 3x decal scale (hence /3), matching the true sim radius instead of the oversized circles used by the old placement HUD. */ const openDef=openBld>=0&&blds[openBld]&&blds[openBld].alive?blds[openBld]:null; const placeDef=placing&&DEF_WEAPON_DATA[placing.type]?placing:null; const coverAnchor=placeDef||((openDef&&DEF_WEAPON_DATA[openDef.type])?openDef:null); if(coverAnchor){ const ax=coverAnchor.x,ay=coverAnchor.y; for(const B of bldLive){ if(!B.alive||B.team!==0||B.prog<1||!DEF_WEAPON_DATA[B.type]||!vis(B.x,B.y,620)) continue; if(B!==openDef&&dist2(ax,ay,B.x,B.y)>720*720) continue; const W=bldWeaponSnapshot(B,B.lvl||1),sel=B===openDef; FX.ring.add(B.x,B.y,gh(B.x,B.y)+2.1,W.range/3,t*.08,74,204,255,sel?185:48); if(W.minRange) FX.ring.add(B.x,B.y,gh(B.x,B.y)+2.4,W.minRange/3,-t*.12,255,118,76,sel?145:32); } if(placeDef){ const ghost={type:placeDef.type,lvl:1,team:0,boost:0,boostM:UPLINK_BOOST}; const W=bldWeaponSnapshot(ghost,1); FX.ring.add(placeDef.x,placeDef.y,gh(placeDef.x,placeDef.y)+2.5,W.range/3,t*.12,90,235,150,205); if(W.minRange) FX.ring.add(placeDef.x,placeDef.y,gh(placeDef.x,placeDef.y)+2.8,W.minRange/3,-t*.18,255,118,76,160); } } else if(openDef&&(openDef.type==='sgen'||openDef.type==='uplink')){ const S=bldSupportSnapshot(openDef,openDef.lvl||1),col=openDef.type==='sgen'?[88,235,178]:[92,205,255]; FX.ring.add(openDef.x,openDef.y,gh(openDef.x,openDef.y)+2.2,S.field/3,t*.1,col[0],col[1],col[2],185); } /* Techlab guard/shield feedback is owned by shieldfx.js. Keeping the two legacy rings here would turn one field source into three presentations. */ /* The warning corridor ends at the threatened player position and only extends a few hundred metres outward. It communicates approach direction without drawing a breadcrumb trail back to an unseen enemy base. */ if(typeof waveThreat!=='undefined'&&waveThreat&&stats.t<=waveThreat.expires){ const W=waveThreat,ang=Math.atan2(W.dy,W.dx),px=-W.dy,py=W.dx,p=.65+.35*Math.sin(t*5.5); FX.ring.add(W.x,W.y,gh(W.x,W.y)+2.7,27+3*p,-t*.35,255,174,70,155+70*p); for(const side of [-1,1]){ const mx=W.x+W.dx*235+px*side*42,my=W.y+W.dy*235+py*side*42; FX.line.add(mx,my,gh(mx,my)+2.5,350,ang,255,154,58,62+40*p,2.0); } for(let k=0;k<4;k++){ const d=95+k*82,x=W.x+W.dx*d,y=W.y+W.dy*d; FX.line.add(x,y,gh(x,y)+3,48,ang,255,202,92,125+60*p,3.0); } } /* ---- BUILD TERRITORY ------------------------------------------------- Drawn straight from the rasterised zone grid, so what you see is exactly what placementValid() enforces. A cell whose neighbour is outside the zone contributes a border segment; the result is a hard rectilinear frontier that grows in squares as you plant Uplinks, instead of a smear of circles that never matched the rule. */ /* The placement UI already draws the exact local grid, invalid footprint cells, alignment guides and builder ranges in hud.js. Scanning the full raster territory here as well emitted thousands of plates/lines per frame and made the battle appear frozen until the player hit X. The expensive frontier is now only a short change pulse; placement keeps its precise local feedback below. */ /* The `&&!placing` that used to be here hid the whole territory overlay the instant the player picked up a ghost — i.e. exactly when "where may I build?" is the only question being asked. The comment justifying it said the placement UI already draws the local grid and invalid cells "in hud.js"; that code lives inside renderLegacySprites, which is called from nowhere (only a test touches it via .toString()). So the justification was void and the player got only the ghost outline. Keep the zone up while placing — it is the whole point of it. */ if(bzShow>0){ const glow=bzShow; /* Mobile builder zones are drawn directly rather than rasterised into the static grid: they move every frame, and re-stamping a 37k-cell grid at frame rate to chase two units would be absurd. */ forBuilders(0,(bx,by,r)=>{ for(const [ex,ey,rot2] of [[0,-r,0],[0,r,0],[-r,0,Math.PI/2],[r,0,Math.PI/2]]) FX.line.add(bx+ex,by+ey,gh(bx+ex,by+ey)+2.4,r*2,rot2, 130,235,190, 190*glow, 3.0); FX.ring.add(bx,by,gh(bx,by)+1.8, 22, t*0.9, 130,235,190, 150*glow); }); const cx0=Math.max(0,bzG(x0)-1), cx1=Math.min(BZN-1,bzG(x1)+1); const cy0=Math.max(0,bzG(y0)-1), cy1=Math.min(BZN-1,bzG(y1)+1); const pulse=0.55+Math.sin(t*2.4)*0.2; let drawn=0; for(let gy=cy0;gy<=cy1&&drawn<9000;gy++) for(let gx=cx0;gx<=cx1;gx++){ const st=bzAt(gx,gy); if(st===BZ_OUT) continue; const wx=bzW(gx), wy=bzW(gy), H=gh(wx,wy)+1.5; /* Blocked cells are called out individually in red — water, cliffs, and ground already occupied by a structure, ruin or resource node. Seeing WHY a spot is unavailable before you commit is the whole point; previously the only feedback was a rejection message after the fact. */ const navalCell=false; if(st===BZ_BAD&&!navalCell){ FX.plate.add(wx,wy,H+0.3,BZ*0.80,0, 255,70,60, 76*glow); // a diagonal slash reads as "occupied" at a glance, even in a solid block FX.line.add(wx,wy,H+0.6,BZ*1.15,Math.PI*0.25, 255,120,100, 150*glow, 2.2); } else if(((gx+gy)&1)===0){ FX.plate.add(wx,wy,navalCell?1.0:H,BZ*0.62,0, navalCell?70:95,navalCell?230:205,255, (navalCell?48:30)*glow); } // border: a segment for every edge that leaves the territory entirely if(!bzIn(gx-1,gy)){ bzEdge(wx-BZ*0.5,wy,H+0.5,Math.PI/2,glow*pulse); drawn++; } if(!bzIn(gx+1,gy)){ bzEdge(wx+BZ*0.5,wy,H+0.5,Math.PI/2,glow*pulse); drawn++; } if(!bzIn(gx,gy-1)){ bzEdge(wx,wy-BZ*0.5,H+0.5,0,glow*pulse); drawn++; } if(!bzIn(gx,gy+1)){ bzEdge(wx,wy+BZ*0.5,H+0.5,0,glow*pulse); drawn++; } } } if(placing){ const T=BT[placing.type]; /* The outline is the player's reservation contract. Alternate-faction families can grow beyond Nova's base footprint, so draw the same max-tier envelope placementValid() and addBld() reserve. */ const f=typeof mfReservedPlacementFoot==='function'?mfReservedPlacementFoot(placing.type) :bldFoot(placing.type,typeof playerKitKey==='function'?playerKitKey():'nova'); const ok=placementValid(), rt=placing.rot||0; const H=T.placement==='water'?0:gh(placing.x,placing.y); const col=ok?[90,235,150]:[255,80,70]; FX.plate.add(placing.x,placing.y,H+1.6,1,rt,col[0],col[1],col[2],255); const c2=Math.cos(rt), s2=Math.sin(rt); // footprint outline: four hairlines plus a facing tick down the front const edge=(ex,ey,len,r2)=>FX.line.add(placing.x+ex*c2-ey*s2, placing.y+ex*s2+ey*c2, H+2.2, len, rt+r2, col[0],col[1],col[2],255, 2.2); edge(0,-f[1]/2,f[0],0); edge(0,f[1]/2,f[0],0); edge(-f[0]/2,0,f[1],Math.PI/2); edge(f[0]/2,0,f[1],Math.PI/2); edge(f[0]*0.34,0,f[0]*0.3,0); /* The ghost is a promise about what is going to be there. Showing a Nova silo to a Brood player breaks that promise for the whole placement. */ const M=(typeof bldMeshFor==='function'?bldMeshFor({type:placing.type,team:0}):null)||BLD_MESH[placing.type]; if(M){ M.base.add(placing.x,placing.y,H,1,rt,col[0],col[1],col[2],200); M.base.flush(gl); } } /* Pull flat decals toward the camera so 24-bit depth does not stitch them into the terrain as cyan scanlines / broken C-rings. Depth TEST off as well: a ring of radius 50 sits at one world Y and still loses to kerbs and scar lips a few units taller than the node centre. */ gl.disable(gl.DEPTH_TEST); gl.enable(gl.POLYGON_OFFSET_FILL); gl.polygonOffset(-8,-32); FX.ring.flush(gl); FX.plate.flush(gl); FX.line.flush(gl); gl.disable(gl.POLYGON_OFFSET_FILL); gl.enable(gl.DEPTH_TEST); gl.enable(gl.CULL_FACE); gl.depthMask(true); gl.disable(gl.BLEND); if(typeof mfPerfEnd==='function')mfPerfEnd('renderGroundOverlays'); // ---------------- water ---------------- /* Bloom is extracted first so the ocean is not a bright-pass source. Depth stays the opaque scene, so hulls still occlude the sheet. */ if(typeof mfGfxScissor==='function') mfGfxScissor(false); /* One instanced shield surface per source plus bounded contact ripples. This sits after opaque depth is complete and before bloom extraction, so fields intersect terrain/buildings correctly and retain their bright rim. */ if(typeof mfPerfBegin==='function') mfPerfBegin('shieldsShockwaves'); if(typeof shieldFxTick==='function') shieldFxTick(dtDraw); if(typeof shieldFxDraw==='function') shieldFxDraw(S_nA,t); if(typeof mfShockwaveDraw==='function') mfShockwaveDraw(S_nA,vis); if(typeof mfPerfEnd==='function') mfPerfEnd('shieldsShockwaves'); /* VOLUMETRICS. This is the LAST point in the frame where a pass can still reach the bright pass: aoExtractBloom() is the very next line, and everything after it (water, the additive block, billboards, gpufx) is invisible to bloom — the same reasoning already recorded further down this file. A fireball with no bloom in an RGBA8 buffer is a flat orange blob, so the raymarch composites HERE. Depth is complete (opaques, CSM, units and modules all flushed; the decals above write no depth), AO is already resolved, and the scissor rect is off as of the line above. volFxDraw restores blend-off / depth-on / depthMask-true / cull-on and leaves aoFB2 + aoDepth bound at aoW x aoH exactly as it found them. Inert unless GFX volSteps>0 and the offscreen path is up; the sprite smoke path is the fallback and is untouched. */ /* CALLED EVERY FRAME, INCLUDING FRAMES THAT CANNOT COMPOSITE. aoActive is passed as the can-present flag instead of gating the call, because volFxDraw owns the presentation bits that suppress the armed flipbook: if it is skipped entirely on an aoBeginScene()==false frame, the bits from the last composited frame survive and suppress the fallback too, so the detonation renders as NOTHING. The maintenance path clears them and returns before touching any GL state. */ if(typeof mfPerfBegin==='function') mfPerfBegin('volumes'); if(typeof volFxDraw==='function') volFxDraw(dtDraw,Sun,!!aoActive); if(typeof mfPerfEnd==='function') mfPerfEnd('volumes'); if(aoActive&&typeof aoExtractBloom==='function'){ if(typeof mfPerfBegin==='function') mfPerfBegin('bloomExtract'); aoExtractBloom(); if(typeof mfPerfEnd==='function') mfPerfEnd('bloomExtract'); } if(waterIdxCount){ if(typeof mfPerfBegin==='function') mfPerfBegin('water'); /* A low-FPS render may observe the same divisible-by-four sim tick for several frames. Animate the water mesh once for that tick, not once per render, or its full vertex upload repeats until authority advances. */ if((tick&3)===0&&mfWaterAnimTick!==tick){mfWaterAnimTick=tick;animateWater(t);} queueWaterFx(); gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA,gl.ONE_MINUS_SRC_ALPHA); gl.depthMask(false); gl.disable(gl.CULL_FACE); drawWater(); if(FX.wake||FX.ripple){ gl.useProgram(progG); gl.uniformMatrix4fv(UG.uVP,false,matVP); gl.blendFunc(gl.SRC_ALPHA,gl.ONE); gl.enable(gl.POLYGON_OFFSET_FILL); gl.polygonOffset(-8,-32); if(FX.wake) FX.wake.flush(gl); if(FX.ripple) FX.ripple.flush(gl); gl.disable(gl.POLYGON_OFFSET_FILL); } gl.enable(gl.CULL_FACE); gl.depthMask(true); gl.disable(gl.BLEND); if(typeof mfPerfEnd==='function') mfPerfEnd('water'); } // ================= ADDITIVE EFFECTS ================= if(typeof mfPerfBegin==='function')mfPerfBegin('renderAdditiveEffects'); gl.useProgram(progG); gl.uniformMatrix4fv(UG.uVP,false,matVP); gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA,gl.ONE); gl.depthMask(false); gl.disable(gl.CULL_FACE); queueBattlefieldEdgeGrid(t,vis); /* Mosswatch arrivals are tears between planes, not ordinary spawn flashes. Keep a bounded billboard/beam scar alive long enough for a player who taps the warning to actually see it. Fog still owns disclosure: a wound beyond allied vision cannot leak the enemy's position. */ if(typeof storyCampaignRuntime!=='undefined'&&storyCampaignRuntime&&storyCampaignRuntime.rifts){ for(const Rf of storyCampaignRuntime.rifts){ const age=Math.max(0,(stats.t||0)-(Rf.t||0)); if(age>42||!vis(Rf.x,Rf.y,170)||!fogPointVisible(Rf.x,Rf.y))continue; const life=clamp(1-age/42,0,1),pulse=.72+.28*Math.sin(t*7+Rf.x*.013),H=gh(Rf.x,Rf.y); FX.ring.add(Rf.x,Rf.y,H+2,46+Math.sin(t*3)*8,t*.32,188,72,255,135*life); FX.ring.add(Rf.x,Rf.y,H+3,72+age*1.4,-t*.21,255,54,105,76*life); bbAdd.add(sprites.glow,Rf.x,Rf.y,H+52,94*pulse,0,168,54,255,92*life); bbAdd.add(sprites.glow,Rf.x,Rf.y,H+68,42*pulse,0,255,78,134,155*life); for(let q=0;q<3;q++){ const sway=Math.sin(t*(4.8+q*.7)+q*2.1)*13,off=(q-1)*16; addBeam3D(FX.beam,Rf.x+off,H+4,Rf.y,Rf.x+sway+off*.35,H+125+q*22,Rf.y+Math.cos(t*3+q)*9, 5.5-q*.8,q===1?255:176,q===1?82:60,255,life*(q===1?215:118)); } if(age<8)bbAdd.add(sprites.warn,Rf.x,Rf.y,H+150,25+pulse*6,-t*.45,255,104,182,225*life); } } /* At the strategic overview, thousands of individually correct glows placed on regimented formation rows merge into solid stripes. Sample the effects there; the full billboard stack returns automatically as the player zooms to tactical range. */ const overviewVfx=orthoSpan>(typeof mfLodSpan==='function'?mfLodSpan(2400):2400); /* Pickup identity is carried above the physical pod, so a Mass Cache, scan beacon and NOVA code cylinder do not become the same gold box at command zoom. These are collectibles, never impacts: the opaque FX.crate mesh above remains the pickup itself. This pass is deliberately limited to one small elevated badge and one compact cool locator ring. The former ground glow plus one/two large flat rings read as a black-hot blast crater in the top-down camera (and a site cache made that silhouette even larger). Do not substitute a damage FX, crater, burn, shockwave, or resource-node sprite here. */ for(const Cc of crates){ if(Cc.alt>0||!vis(Cc.x,Cc.y,80)||(!fogPointVisible(Cc.x,Cc.y)&&!Cc.seen)) continue; const k=Cc.kind||CRATE_KINDS[0],cc=k.col||[255,225,140],H=gh(Cc.x,Cc.y),bob=Math.sin(t*2.4+Cc.x)*1.8; const rarity=clamp(k.rarity||0,0,4); /* `depR` and `glow` are large radial field art. They are appropriate for deposits/abilities but not for a crate badge, where their soft black centres visually fuse with the terrain into a crater. A small crate glyph says “collect” at normal zoom; top rarities use a crystal only to distinguish value, not to add an effect layer. */ const mark=rarity>=3&&sprites.crystal?sprites.crystal:sprites.crate; bbAdd.add(mark,Cc.x,Cc.y,H+38+bob*.55,10.5+rarity*1.05,-t*.34, cc[0],cc[1],cc[2],215); /* The crate mesh is 21.6×21 world units. Keep this non-animated locator only 27% outside that footprint; it is a cool cyan collect prompt, not an expanding pressure wave. One ring applies to every landed cache, including site caches—never a second site halo or a warm rarity tint. */ const locatorRadius=10.8*(1+rarity*.08)*1.27; FX.ring.add(Cc.x,Cc.y,H+1.45,locatorRadius,0,92,230,255,118); } /* Fault shelves and impact cells are world-space telegraphs. Dormant faults are intentionally subtle route-planning information; once armed they gain two independently pulsing rings and a warning glyph that stays legible at mobile command zoom. Hidden terrain never leaks a fault through fog. */ if(typeof HAZ!=='undefined'){ for(const F of HAZ.faults||[]){ if(!vis(F.x,F.y,F.r+30)||!fogPointVisible(F.x,F.y)||F.state===2) continue; const armed=F.state===1,H=gh(F.x,F.y),p=.5+.5*Math.sin(t*(armed?7:2)+F.x*.01); /* FX.ring's authored mesh is roughly three world radii wide; feed it a third of the simulation radius so the art matches the actual danger footprint instead of warning about safe ground. */ FX.ring.add(F.x,F.y,H+2,F.r*(armed?.38:.33),t*.12,armed?255:188,armed?102:154,armed?62:92,armed?120+90*p:42); if(armed){ FX.ring.add(F.x,F.y,H+3,F.r*(.25+p*.08),-t*.7,255,194,92,125); bbAdd.add(sprites.warn,F.x,F.y,H+36,22+p*5,t*.45,255,194,92,230); } } if(HAZ.warn>0) for(const C of HAZ.cells||[]){ if(!vis(C[0],C[1],C[2]+40)||!fogPointVisible(C[0],C[1])) continue; const H=gh(C[0],C[1]),q=.5+.5*Math.sin(t*9); FX.ring.add(C[0],C[1],H+4,C[2]*(.29+q*.08),t*.8,C[3][0],C[3][1],C[3][2],150); bbAdd.add(sprites.warn,C[0],C[1],H+42,24+q*7,-t*.5,C[3][0],C[3][1],C[3][2],245); } } // Projectiles are directed shots: a velocity-aligned tracer from behind the // round to its head, plus a small spark at the tip. Rings, faction orbs and // GPU ember sprays around the body made volleys read as orbiting sparks. let projectileDrawn=0; if(typeof mfIconFireCueBegin==='function')mfIconFireCueBegin(); const projectileLimit=overviewVfx?520:1800; for(let i=0;i=28||ptype[i]===2||ptype[i]===3||ptype[i]===4||ptype[i]===7||ptype[i]===9; const X=px[i], Y=py[i]; if(!vis(X,Y,60)) continue; if(!fogFxVisible(X,Y,pteam[i])) continue; if(!mfProjectileVisualAdmission(i,essential,overviewVfx,projectileDrawn)) continue; if(projectileDrawn>=projectileLimit&&!essential) continue; projectileDrawn++; /* Tactical icons intentionally render after ordinary additive fire. Only a genuine live shot from a still-live shooter earns a top-layer cue; a recycled projectile slot cannot light the wrong unit or reveal fog. */ const shooter=pSrcUnit[i]; if(overviewVfx&&shooter>=0&&ualive[shooter]&&ugen[shooter]===pSrcGen[i]&& vis(ux[shooter],uy[shooter],50)&&mfRenderUnitFogVisible(shooter)&& typeof mfIconFireCueUnit==='function')mfIconFireCueUnit(shooter); const fac=typeof mfCombatFactionTeam==='function'?mfCombatFactionTeam(pteam[i]):(pteam[i]===2?'horde':pteam[i]===0?'nova':'legion'); const c=TEAMB[pteam[i]], wk=pwk[i]||'p', bio=!!pBio[i], nova=fac==='nova'&&!pCannon[i]&&!pBarrage[i]; const fp=typeof mfFactionFxPalette==='function'?mfFactionFxPalette(pteam[i]):{a:c,b:[255,250,240]}; const ty=ptype[i], power=clamp(Math.sqrt(Math.max(1,pdmg[i]))/6,.7,2.45); const yaw=Math.atan2(pvy[i],pvx[i]); const vl=Math.hypot(pvx[i],pvy[i])||1, nx=pvx[i]/vl, ny=pvy[i]/vl; const age=Math.max(0,(pmax[i]||plife[i])-plife[i]); const ballistic=ty===2||ty===9||!!pBarrage[i]; const ox=ballistic?psx[i]:X-pvx[i]*age, oy=ballistic?psy[i]:Y-pvy[i]*age; const hMuz=fxWeaponH(ox,oy,true); /* Stay on the bore. gh()+12 dropped every tracer onto the dirt while turrets sit at M.turH — the floating-behind-the-round look. */ /* pz is a real trajectory between muzzle and impact ground heights, built in projTick. The old expression re-derived height from the ground under the shell's CURRENT xy, so a round crossing a ridge rose with it. Falls back to the old form for any shell that predates pz. */ const H=ballistic?(pz[i]||gh(X,Y)+16+Math.sin(pt[i]*Math.PI)*(pArc[i]||70)) :(pz[i]||(ty===7?hMuz+8:ty===9?hMuz+10:hMuz)); const vq=typeof mfVfxQ==='function'?mfVfxQ():1; const streakMul=vq>=1.2?1.78:vq>=0.95?1.48:vq>=0.65?1.16:0.86; const streak=clamp(vl*(wk==='g'?0.28:ty===1?0.23:0.18)*streakMul, 48*streakMul, (wk==='g'?198:ty===1?162:136)*streakMul); const young=ballistic?pt[i]<0.08:age<0.22; const fromMuz=young||ballistic; const bx=fromMuz?ox:X-nx*Math.min(streak,48), by=fromMuz?oy:Y-ny*Math.min(streak,48); const bH=fromMuz?hMuz:H; const beamOpt={projectile:1,noMuzzle:!fromMuz}; if(young){ addMuzzleFlash(ox,oy,hMuz,nx,ny,(pCannon[i]||pBarrage[i]||ty===2||ty===9)?8.2:5.0*power, nova?110:255, nova?230:185, nova?255:80, 230*(ballistic?1-pt[i]/0.08:1-age/0.22)); } const trailVolume=!bio&&typeof mfOrdnanceTrailVolActive==='function'&&mfOrdnanceTrailVolActive(i); const ordTrail=(!bio&&typeof mfDrawOrdnanceTrail==='function'&& (trailVolume||(ballistic&&(ty===2||ty===9)))) ?mfDrawOrdnanceTrail(i,X,Y,H,power,fac,beamOpt):0; if(trailVolume&&(ordTrail===MF_ORD_TRAIL_SHELL||ordTrail===MF_ORD_TRAIL_ENERGY)){ /* Dedicated trajectory-ribbon system owns the complete in-flight presentation. Its terminal ellipsoid is the projectile head, so the old flat smoke cards and short beam streak cannot double-render over missiles, plasma, shells or artillery. */ } else if(pBarrage[i]){ /* A slow, dark shell remains readable against its own hot fuse. The streak follows the TANGENT of the ballistic arc so the shot does not flatten into a map-space spark while the body is hundreds of metres up. */ bbAlpha.add(sprites.debris||sprites.glow,X,Y,H,10.5*power,yaw+Math.PI/2,72,68,64,255); bbAdd.add(sprites.glow,X,Y,H,7.5*power,0,255,155,54,200); const q0=Math.max(0,pt[i]-.022),tx0=psx[i]+(pex[i]-psx[i])*q0,ty0=psy[i]+(pey[i]-psy[i])*q0; /* Same fix for the trail: sample the trajectory at q0 rather than the terrain under the sample, or the smoke ribbon hugs the ground. */ const h0=(pz0[i]||pz1[i])?(pz0[i]+(pz1[i]-pz0[i])*q0+16+Math.sin(q0*Math.PI)*(pArc[i]||70)) :gh(tx0,ty0)+16+Math.sin(q0*Math.PI)*(pArc[i]||70); addBeam3D(FX.beam,tx0,h0,ty0,X,H,Y,1.55*power,255,132,42,210,beamOpt); } else if(bio){ const pulse=.84+Math.sin(t*15+i*1.7)*.16; bbAdd.add(sprites.glow,X,Y,H,8.4*power*pulse,0,205,255,118,250); bbAdd.add(sprites.glow,X,Y,H,16*power,0,164,76,232,110); addBeam3D(FX.beam,bx,bH,by,X,H,Y,.92*power,145,220,80,210,beamOpt); } else if(wk==='g'){ /* Gauss needle: muzzle→tip while young, then a short same-height streak. */ addBeam3D(FX.beam,bx,bH,by,X,H,Y,1.18*power,fp.a[0],fp.a[1],fp.a[2],255,beamOpt); bbAdd.add(sprites.glow,X,Y,H,5.8*power,0,245,252,255,250); } else if(wk==='s'){ const pulse=.86+Math.sin(t*18+i)*.14; bbAdd.add(sprites.glow,X,Y,H,8.4*power*pulse,0,225,245,255,240); addBeam3D(FX.beam,bx,bH,by,X,H,Y,.92*power,fp.a[0],fp.a[1],fp.a[2],220,beamOpt); } else if(wk==='f'){ bbAdd.add(sprites.flame||sprites.fireball||sprites.glow,X,Y,H,8*power,yaw+Math.PI/2,255,235,175,245); addBeam3D(FX.beam,bx,bH,by,X,H,Y,1.22*power,255,105,24,210,beamOpt); } else if(wk==='i'||ty===6){ /* Plasma orb: a slow glowing ball. A directed trail names the axis without turning the orb into a laser. */ bbAdd.add(sprites.glow,X,Y,H,(9+Math.sin(t*13+i)*1.2)*power,0,235,252,255,255); bbAdd.add(sprites.glow,X,Y,H,(20+Math.sin(t*9+i)*2)*power,0,80,205,255,165); addBeam3D(FX.beam,bx,bH,by,X,H,Y,1.22*power,fp.a[0],fp.a[1],fp.a[2],205,beamOpt); } else if(ty===4){ bbAlpha.add(sprites.debris||sprites.glow,X,Y,H,7.5*power,yaw+Math.PI/2,nova?155:205,nova?225:210,nova?255:215,245); bbAdd.add(sprites.glow,bx,by,bH,9*power,0,nova?100:255,nova?225:130,nova?255:45,180); addBeam3D(FX.beam,bx,bH,by,X,H,Y,1.32*power,fp.a[0],fp.a[1],fp.a[2],200,beamOpt); } else if(ty===7){ bbAlpha.add(sprites.debris||sprites.glow,X,Y,H,7.4*power,yaw+Math.PI/2,nova?160:220,nova?230:225,255,245); bbAdd.add(sprites.glow,X,Y,H,(10+Math.sin(t*22+i)*2)*power,0,nova?105:255,nova?225:180,nova?255:90,200); addBeam3D(FX.beam,bx,bH,by,X,H,Y,1.38*power,fp.a[0],fp.a[1],fp.a[2],220,beamOpt); } else if(ty===8){ addBeam3D(FX.beam,bx,bH,by,X,H,Y,.88*power,255,220,140,250,beamOpt); bbAdd.add(sprites.glow,X,Y,H,5.2*power,0,255,235,190,245); } else if(ty===9){ bbAlpha.add(sprites.debris||sprites.glow,X,Y,H,8.2*power,yaw+Math.PI/2,nova?145:205,nova?218:198,nova?255:188,245); addBeam3D(FX.beam,bx,bH,by,X,H,Y,1.42*power,fp.a[0],fp.a[1],fp.a[2],200,beamOpt); } else if(ty===2&&(ordTrail===MF_ORD_TRAIL_SHELL||ordTrail===MF_ORD_TRAIL_ENERGY)){ /* Same bounded system for ordinary artillery shells. */ } else if(ty===2){ bbAlpha.add(sprites.debris||sprites.glow,X,Y,H,6.5*power,yaw+Math.PI/2,nova?110:95,nova?145:90,nova?175:86,255); bbAdd.add(sprites.glow,X,Y,H,5.2*power,0,nova?100:255,nova?220:170,nova?255:75,190); const q0=Math.max(0,pt[i]-.03),tx0=psx[i]+(pex[i]-psx[i])*q0,ty0=psy[i]+(pey[i]-psy[i])*q0; /* Same fix for the trail: sample the trajectory at q0 rather than the terrain under the sample, or the smoke ribbon hugs the ground. */ const h0=(pz0[i]||pz1[i])?(pz0[i]+(pz1[i]-pz0[i])*q0+16+Math.sin(q0*Math.PI)*(pArc[i]||70)) :gh(tx0,ty0)+16+Math.sin(q0*Math.PI)*(pArc[i]||70); addBeam3D(FX.beam,tx0,h0,ty0,X,H,Y,1.28*power,255,150,60,205,beamOpt); } else if(ty===3||pCannon[i]){ bbAlpha.add(sprites.debris||sprites.glow,X,Y,H,9.5*power,yaw+Math.PI/2,86,82,78,255); bbAdd.add(sprites.glow,X,Y,H,8*power,0,255,165,62,210); addBeam3D(FX.beam,bx,bH,by,X,H,Y,1.55*power,255,135,45,225,beamOpt); } else { const cr=fp.a[0], cg=fp.a[1], cb=fp.a[2]; addBeam3D(FX.beam,bx,bH,by,X,H,Y,(ty===1?1.72:1.32)*power,cr,cg,cb,ty===1?255:245,beamOpt); bbAdd.add(sprites.glow,X,Y,H,(ty===1?8.4:6.8)*power,0,255,252,240,255); bbAdd.add(sprites.glow,X,Y,H,(ty===1?3.6:2.8)*power,0,255,255,248,255); } } // Beams connect shooter to target. addBeam3D already supplies sheath + core, // so a second white pass (and helix on every style) turned the link into fog. let beamDrawn=0, fancyBeams=0; const beamLimit=overviewVfx?52:180; /* Hidden renderer lab for development captures and device QA. It never runs in ordinary play; `?beamshow=1` adds one stable example of each language over the live battlefield so camera rotation and mobile drivers can be checked without waiting for a 180 ms firing window. */ let beamQueue=beams; if(demoMode&&location.search.indexOf('beamshow=1')>=0){ const cx=cam.x, cy=cam.y, now=t%1; beamQueue=beams.concat([ {x0:cx-430,y0:cy-250,x1:cx+300,y1:cy-250,w:2.8,r:255,g:80,b:105,t:0,max:1,seed:1,style:'laser'}, {x0:cx-430,y0:cy-145,x1:cx+300,y1:cy-145,w:3.2,r:115,g:215,b:255,t:0,max:1,seed:2,style:'sniper'}, {x0:cx-430,y0:cy-35,x1:cx+300,y1:cy-35,w:4.4,r:255,g:125,b:45,t:0,max:1,seed:3,style:'thermal'}, {x0:cx-430,y0:cy+85,x1:cx+300,y1:cy+85,w:6.2,r:90,g:195,b:255,t:0,max:1,seed:4,style:'lance'}, {x0:cx-430,y0:cy+205,x1:cx+300,y1:cy+205,w:3.5,r:105,g:255,b:165,t:0,max:1,seed:5+now,style:'repair'} ]); } for(const bm of beamQueue){ let lf=bm.held?clamp(bm.level,0,1):1-bm.t/bm.max; /* Pulsed channels animate emission itself. Their clock advances only in beamTick(), so repainting a paused frame cannot move, spawn or re-phase the beam. Soft edges avoid the digital on/off look of a hard duty gate. */ if(bm.held&&bm.pulseHz>0){ const ph=((bm.phase%1)+1)%1,duty=clamp(bm.pulseDuty||.62,.08,1); if(ph>=duty)lf=0; else{ const edge=Math.max(.001,Math.min(.12,duty*.34)); lf*=clamp(Math.min(ph/edge,(duty-ph)/edge),0,1); } } if(lf<=.002)continue; const beamAnimT=bm.held?bm.age:t; const bmx=(bm.x0+bm.x1)/2,bmy=(bm.y0+bm.y1)/2; if(!vis(bmx,bmy,200)||!fogFxVisible(bm.x0,bm.y0,bm.team)||!fogFxVisible(bm.x1,bm.y1,bm.team)) continue; if(++beamDrawn>beamLimit) break; const sty=bm.style||'laser'; if(sty==='orbital'||sty==='orbital_up'){ const gx=sty==='orbital'?bm.x1:bm.x0, gy=sty==='orbital'?bm.y1:bm.y0; const h=gh(gx,gy)+6, sway=Math.sin(beamAnimT*14+bm.seed)*4; const bw=Math.max(6.0,bm.w*2.8); // Searing celestial column: outer glowing aura + inner incandescent core addBeamRibbon(sprites.glow,gx+sway,h+1100,gy-sway*0.3,gx,h,gy,bw*4.2,bm.r,bm.g,bm.b,lf*135,220); addBeamRibbon(sprites.glow,gx+sway*0.3,h+1100,gy,gx,h,gy,bw*1.6,255,252,230,lf*250,220); // Helical containment filament addBeamHelix({x0:gx+sway,y0:gy,x1:gx,y1:gy,seed:bm.seed,w:bw},h+1100,h,bw*2.2,5.5,255,210,120,lf*175,beamAnimT,false); // Radiant ground impact corona & blast flash bbAdd.add(sprites.glow,gx,gy,h+4,bw*6.8,0,bm.r,bm.g,bm.b,lf*200); bbAdd.add(sprites.glow,gx,gy,h+6,bw*3.2,0,255,250,220,lf*240); addBeamBurst(gx,gy,h+8,bw*2.8,bm.r,bm.g,bm.b,lf*220); continue; } const h0=fxWeaponH(bm.x0,bm.y0,true), h1=fxWeaponH(bm.x1,bm.y1,false); const fpB=typeof mfFactionFxPalette==='function'?mfFactionFxPalette(bm.team):null; let br=bm.r, bgc=bm.g, bbc=bm.b; if(fpB&&(sty==='laser'||sty==='tracer'||sty==='sniper'||sty==='lance')){ br=(br*0.42+fpB.a[0]*0.58)|0; bgc=(bgc*0.42+fpB.a[1]*0.58)|0; bbc=(bbc*0.42+fpB.a[2]*0.58)|0; } if(sty==='arc'){ const dx=bm.x1-bm.x0, dy=bm.y1-bm.y0, dl=Math.hypot(dx,dy)||1; const ox=-dy/dl, oy=dx/dl, seg=5; let ax=bm.x0, ay=bm.y0, ah=h0; for(let k=1;k<=seg;k++){ const q=k/seg, edge=(k===seg?0:Math.sin(q*Math.PI)); const jitter=Math.sin(bm.seed*7+k*12.71+beamAnimT*31)*bm.w*2.2*edge; const ex=bm.x0+dx*q+ox*jitter, ey=bm.y0+dy*q+oy*jitter; const eh=h0+(h1-h0)*q+Math.sin(q*Math.PI)*4; addBeam3D(FX.beam,ax,ah,ay,ex,eh,ey,bm.w*1.35,br,bgc,bbc,lf*220); ax=ex; ay=ey; ah=eh; } if(bm.t<0.11) addMuzzleFlash(bm.x0,bm.y0,h0,dx,dy,bm.w*2.4,br,bgc,bbc,(1-bm.t/0.11)*210); if(bm.endCap!=='none')addBeamBurst(bm.x1,bm.y1,h1,bm.w*3.2,155,225,255,lf*220); continue; } if(sty==='mining'){ /* THE WHITE DISC. Extraction (TITHE) and build-assist (LABOUR) clamp a beam on ONE fixed point for as long as they work, so every frame repaints the same texels. The weapon path is built for a transient, moving terminus: addBeamBurst lays 8 additive sprites there including a 255,253,244 core at full alpha, and addBeam3D rescales rad to max(4.80,rad*5.85) then draws ribbons at width*5.10 — ~116 world units — the innermost white at a*1.40, plus addBeamPathFx knots and a muzzle burst. One beam landed several times over the 0.936 bright-pass and bloom spread it into the disc that swallowed the extractor and the node under it. Verified by suppressing addBeam at the node: disc gone; suppressing the particles changed nothing. Two thin ribbons in the tier colour and a soft terminus. No white core, no knots, no burst, and do NOT route this through addBeam3D. */ addBeamRibbon(sprites.glow,bm.x0,h0,bm.y0,bm.x1,h1,bm.y1,bm.w*2.2,br,bgc,bbc,lf*70,150); addBeamRibbon(sprites.glow,bm.x0,h0,bm.y0,bm.x1,h1,bm.y1,bm.w*0.9,br,bgc,bbc,lf*95,150); bbAdd.add(sprites.glow,bm.x1,bm.y1,h1,bm.w*1.5,0,br,bgc,bbc,lf*48); continue; } if(sty==='repair'){ /* The un-fixed twin of the mining disc. A constructor holds this on ONE target for the whole repair/salvage, so the weapon terminus repaints the same texels every frame: addBeam3D rescales bm.w*1.55 to width ~20 and lays ribbons at width*5.10 (~101 world units) with a white inner at a*1.40, then addBeamBurst adds 8 more additive sprites on the target. life 0.5 overlaps MORE than the 0.11 mining beam did. Keep the travelling green pulses — they are what makes repair read as repair — and drop the shaft rescale and the burst. */ addBeamRibbon(sprites.glow,bm.x0,h0,bm.y0,bm.x1,h1,bm.y1,bm.w*2.0,br,bgc,bbc,lf*64,150); addBeamRibbon(sprites.glow,bm.x0,h0,bm.y0,bm.x1,h1,bm.y1,bm.w*0.85,br,bgc,bbc,lf*90,150); if(perfScale>.4) for(let k=0;k<2;k++){ const q=(k/2+beamAnimT*2.2+bm.seed)%1; bbAdd.add(sprites.glow,bm.x0+(bm.x1-bm.x0)*q,bm.y0+(bm.y1-bm.y0)*q, h0+(h1-h0)*q,bm.w*1.4,0,145,255,185,lf*95); } bbAdd.add(sprites.glow,bm.x1,bm.y1,h1,bm.w*1.4,0,br,bgc,bbc,lf*44); continue; } const pulse=sty==='thermal'?(0.78+Math.sin(beamAnimT*24+bm.seed)*0.22):1; const outer=sty==='lance'?2.85:sty==='thermal'?2.35:sty==='repair'?1.55:sty==='sniper'?1.48:sty==='tracer'?1.42:1.58; addBeam3D(FX.beam,bm.x0,h0,bm.y0,bm.x1,h1,bm.y1,bm.w*outer*pulse,br,bgc,bbc, lf*(sty==='tracer'?250:245),{beamSeed:bm.seed}); /* The authored shaft already carries its pulse. Helices and thermal knots were additional transient layers and the source of saturated columns. */ if(sty==='repair'&&perfScale>.4){ for(let k=0;k<2;k++){ const q=(k/2+beamAnimT*2.2+bm.seed)%1; bbAdd.add(sprites.glow,bm.x0+(bm.x1-bm.x0)*q,bm.y0+(bm.y1-bm.y0)*q, h0+(h1-h0)*q,bm.w*1.7,0,145,255,185,lf*140); } } if(bm.t<0.11) addMuzzleFlash(bm.x0,bm.y0,h0,bm.x1-bm.x0,bm.y1-bm.y0, bm.w*(sty==='lance'?3.6:2.2),br,bgc,bbc,(1-bm.t/0.11)*225); const hitSize=bm.w*(sty==='lance'?4.2:sty==='thermal'?3.2:sty==='sniper'?2.8:sty==='repair'?2.2:2.0); if(bm.endCap!=='none')addBeamBurst(bm.x1,bm.y1,h1,hitSize*(sty==='tracer'?0.82:1),br,bgc,bbc,lf*(sty==='tracer'?200:220)); } /* ---- particles as sprite billboards -------------------------------- These use the original procedural sprite art — soft smoke, layered fireballs, shock rings — which reads far better than any polygon shell, and costs one quad each instead of a hundred triangles. They still sit in the depth buffer, so a plume behind a ridge is occluded by the ridge. */ const sGlowB=sprites.glow, sSmokeB=sprites.smoke||sprites.glow, sRingB=sprites.ring; const sFireB=sprites.flame||sprites.fireball||sprites.glow; /* Barrage smoke owns a true height sample, unlike the generic ground-space particles. Drawing it here lets the wake climb out of frame with the shell, then visibly descend/re-enter on the final third of flight. */ const ordnanceOwnsSmoke=typeof mfOrdnanceTrailQueueSmoke==='function'&&mfOrdnanceTrailQueueSmoke(artShellSmoke); for(let s=0;!ordnanceOwnsSmoke&&s=0.55) bbAlpha.add(sSmokeB,S.x+Math.sin(S.rot)*sz*.22,S.y+Math.cos(S.rot)*sz*.18, H+sz*.16,sz*.78,S.rot-t*.12,82+age*12,76+age*10,70+age*8,aSmoke*.7); if(S.hot&&age<.42)bbAdd.add(sGlowB,S.x,S.y,H,sz*.58,0,255,118,34,105*(1-age/.42)); } let combatParticleDrawn=0; /* HIGH walks the whole ring. MEDIUM/LOW walk recent slots from fHead — dead-slot scan of 9000 was the leftover tax. Combat flashes are young and sit near the head; magnitudes are unchanged. */ const gfxQ=typeof mfGfxKey==='function'?mfGfxKey():'high'; const liveN=(typeof fCount==='number')?fCount:MAXPART; const midWalk=liveN>0&&(gfxQ==='medium'||gfxQ==='low'); if(midWalk)mfRenderParticleCacheInvalidate(); const partLook=liveN<=0?(midWalk?0:mfRenderParticleCacheBegin()):midWalk? Math.min(MAXPART,Math.max(liveN*(gfxQ==='low'?3:2),gfxQ==='low'?360:720)): mfRenderParticleCacheBegin(); for(let k=0;k.5?fzh[i]:0; const Hfx=explicitWorkH>0?explicitWorkH: ((ty===0&&fsize[i]<36)||(ty===2&&fsize[i]<0.5)?fxWeaponH(X,Y,true):H); if(ty===19){ /* Direct impacts are VOL_IMPACT on High/Cinematic. This single compact card is only the atomic Low/Medium or failed-pass fallback; exact-kind presentation prevents a nearby blast from hiding it by accident. */ if(typeof volFxPresentedAt==='function'&& volFxPresentedAt(typeof VOL_IMPACT!=='undefined'?VOL_IMPACT:4,X,Y))continue; const age=1-lf,sz=fsize[i]*(.58+age*.86); const impactH=typeof fzh!=='undefined'&&fzh[i]>.5?fzh[i]:H; bbAdd.add(sprites.fireball||sFireB||sGlowB,X,Y,impactH+Math.max(.8,sz*.18),sz, i*.731+age*.8,fcr[i],fcg[i],fcb[i],Math.min(190,170*lf)); continue; } if(ty===11||ty===12||ty===13||ty===14||ty===18){ /* volFxDraw already ran. Suppress an armed fallback only when the MATCHING blast/dust proxy survived culling and completed the composite this frame. Shader/depth/RT failure leaves no presented bit, so v2 is revealed atomically; an unrelated dust volume cannot hide a blast. */ if((ty===11||ty===12||ty===18)&&typeof volFxPresentedAt==='function'){ const vk=ty===12?(typeof VOL_DUST!=='undefined'?VOL_DUST:2): (typeof VOL_BLAST!=='undefined'?VOL_BLAST:0); if(volFxPresentedAt(vk,X,Y))continue; } if(typeof macroFxQueue==='function'){ const s=fsize[i],age=1-lf,macroH=typeof fzh!=='undefined'&&fzh[i]>.5?fzh[i]:H; if(ty===14){ const baseH=typeof fzh!=='undefined'&&fzh[i]>.5?fzh[i]:H+12; const p0=w2s(X,Y,baseH),p1=w2s(X+fvx[i],Y+fvy[i],baseH); const sx=p1[0]-p0[0],sy=p1[1]-p0[1],rot=Math.atan2(-sx,-sy); const bio=fcg[i]>fcr[i]+25,tint=(((bio?166:210)<<16)|((bio?218:205)<<8)|(bio?142:198)); const vlen=Math.max(1,Math.hypot(fvx[i],fvy[i])); const smokeW=Math.max(0.95,s*0.95); const smokeH=Math.max(4.0,Math.max(s*5.2,s*3.2*(vlen*0.09+0.6))); const aTrail=Math.max(84,Math.min(120,108*lf)); const trailOk=(typeof macroFxQueueRect==='function') ?macroFxQueueRect(ty,X,Y,baseH+1.5,smokeW,smokeH,age,aTrail,tint,rot) :macroFxQueue(ty,X,Y,baseH+1.5,smokeH,age,aTrail,tint,rot); /* Same rule as the blast cards: a refused trail shows one plain smoke billboard rather than leaving the aircraft trailing nothing. */ if(trailOk===false) bbAlpha.add(sSmokeB,X,Y,baseH+1.5,Math.max(1,smokeW*.9),rot, fcr[i],fcg[i],fcb[i],Math.max(60,Math.min(150,aTrail))); }else{ /* The first authored blast cells intentionally contain a compact white-hot seed. Expand that seed relative to the annulus, then converge to the normal scale before the turbulent body fills its cell. This changes one core silhouette, not the layer count. */ /* The v2 atlas already carries a white-hot expanding ignition cell. A 1.82 multiplier enlarged that cell into a flat screen-facing card before its turbulent silhouette appeared. Keep a brief, restrained punch and let the authored evolution provide scale. */ const igniteBoost=ty===11?1.34-0.34*clamp(age/.12,0,1):1; const scale=s*(ty===12?2.35:ty===13?2.15:ty===18?1.30:2.20)*igniteBoost; /* Anchor from the DRAWN quad, not the logical recipe radius. The former s*.50 lift paired with a 2.20s blast card put ~27% of the authored frame below terrain and produced a hard horizontal cut. Dust deliberately hugs the surface; fire/smoke keeps its full transparent gutter above it. */ const lift=ty===18?(scale*1.84)*.49:scale*.49; const tint=(fcr[i]<<16)|(fcg[i]<<8)|fcb[i]; /* An airborne wreck opens upward into a soot column. Drawing its authored cloud as a randomly rotated square made the source's broad lobes read as a translucent polygon/flower around impact. A single upright rectangle is still one core layer and preserves the atlas animation, while giving aircraft destruction a distinct vertical silhouette from a ground shell. */ /* QUEUE REJECTION IS NOT SILENT. macroFxQueue/Rect return false when the macro batch is at capacity or the geometry is not finite, and that return used to be discarded — so in exactly the busy moment when the batch fills, a detonation whose card was refused rendered as nothing at all (its volume is either absent on this tier or already suppressed). One bounded basic card is revealed instead: a single billboard, no new emitter, no second explosion. */ let mfxOk=true; if(ty===18&&typeof macroFxQueueRect==='function') mfxOk=macroFxQueueRect(ty,X,Y,macroH+lift,scale*.58,scale*1.84,age, Math.max(112,165-lf*30),tint, Math.atan2(-fvy[i],-fvx[i])); /* Blast, collapse dust and wreck fire are authored against a shared ground baseline. Random screen-plane rotation turned that baseline sideways, so a correctly split frame still looked guillotined by terrain. Variation belongs in the density/shape art, not by rotating a grounded plume like a playing card. */ else mfxOk=macroFxQueue(ty,X,Y,macroH+lift,scale,age,255,tint,0); if(mfxOk===false){ const fbA=Math.max(70,Math.min(210,190*lf)); if(ty===12) bbAlpha.add(sSmokeB,X,Y,macroH+lift,scale*.52,i*.37+age*.6, fcr[i],fcg[i],fcb[i],fbA); else bbAdd.add(sprites.fireball||sFireB||sGlowB,X,Y,macroH+lift,scale*.46, i*.731+age*.8,fcr[i],fcg[i],fcb[i],fbA); } } } continue; } /* Skip additive flashes/flames on the hull. Dust (type 1/10) still draws. */ if(!matchLive&&typeof carrier!=='undefined'&&carrier.active&&carrier.phase<2 &&(ty===0||ty===2||ty===4)){ const cdx=X-carrier.x,cdy=Y-carrier.y; if(cdx*cdx+cdy*cdy<100*100) continue; } if(ty===20){ // paid building-work mote: one moving point, one glow const workH=typeof fzh!=='undefined'&&fzh[i]>.5?fzh[i]:H; bbAdd.add(sGlowB,X,Y,workH,Math.max(.8,fsize[i]),0,fcr[i],fcg[i],fcb[i],150*lf); continue; } if(ty===1){ // drifting smoke — stacked lobes, not a flat disc const gsz=fsize[i]*(1.28+(1-lf)*1.85); const nearDrop=!matchLive&&typeof carrier!=='undefined'&&carrier.active&&carrier.phase<2 &&(X-carrier.x)*(X-carrier.x)+(Y-carrier.y)*(Y-carrier.y)<100*100; const vq=typeof mfVfxQ==='function'?mfVfxQ():1; const airH=typeof fzh!=='undefined'&&fzh[i]>0.5?fzh[i]:0; const lift=airH?2+(1-lf)*10:(nearDrop?1.6:11+(1-lf)*34); const baseH=airH||H; const a0=nearDrop?120*lf:Math.min(215, (vq>=0.65?185:150)*lf); bbAlpha.add(sSmokeB,X,Y,baseH+lift,gsz,i*0.4+t*0.22, fcr[i],fcg[i],fcb[i], a0); if(!nearDrop&&vq>=0.45){ bbAlpha.add(sSmokeB,X+Math.sin(i*2.1)*gsz*.30,Y+Math.cos(i*1.7)*gsz*.26, baseH+lift+gsz*.20,gsz*.84,-i*.28-t*.16,fcr[i]+10,fcg[i]+8,fcb[i]+6, a0*.74); } if(!nearDrop&&vq>=0.95){ bbAlpha.add(sSmokeB,X+Math.cos(i*1.4)*gsz*.24,Y+Math.sin(i*2.3)*gsz*.22, baseH+lift+gsz*.42,gsz*.64,i*.51+t*.12,fcr[i]+6,fcg[i]+5,fcb[i]+4, a0*.5); } } else if(ty===10){ // movement dust, kept near the tracks / boots const age=1-lf,gsz=fsize[i]*(.95+age*1.45); bbAlpha.add(sSmokeB,X,Y,H+1.4+age*4,gsz,i*.53+t*.18,fcr[i],fcg[i],fcb[i],140*lf); } else if(ty===8){ // multi-lobed rising smoke plume const age=1-lf, gsz=fsize[i]*(1.18+age*2.05); const vq=typeof mfVfxQ==='function'?mfVfxQ():1; bbAlpha.add(sSmokeB,X,Y,H+10+age*38,gsz,i*0.4+t*0.25,fcr[i],fcg[i],fcb[i],Math.min(210,165*lf)); if(vq>0.45) bbAlpha.add(sSmokeB,X+Math.sin(i*2.7)*gsz*.26,Y+Math.cos(i*1.9)*gsz*.22, H+20+age*52,gsz*.78,-i*.3-t*.18,fcr[i]+8,fcg[i]+7,fcb[i]+6,125*lf); if(vq>=0.95) bbAlpha.add(sSmokeB,X+Math.cos(i*1.8)*gsz*.20,Y+Math.sin(i*2.4)*gsz*.18, H+28+age*62,gsz*.58,i*.22+t*.14,fcr[i]+4,fcg[i]+3,fcb[i]+3,95*lf); } else if(ty===3){ // one depth-tested shock annulus const strategicRing=fsize[i]>100; const rs=strategicRing ?fsize[i]*(0.22+(1-lf)*0.78) :fsize[i]*(0.35+(1-lf)*0.65); const ringAlpha=Math.min(240,(strategicRing?210:175)*lf); if(FX&&FX.ring){ FX.ring.add(X,Y,H+1.18,rs,0,Math.min(255,fcr[i]+35),Math.min(255,fcg[i]+25),Math.min(255,fcb[i]+15),ringAlpha); } else { bbAdd.add(sRingB,X,Y,H+1.15,rs,0,fcr[i],fcg[i],fcb[i],ringAlpha); } } else if(ty===2||ty===5){ // hot sparks and fragments /* The debris atlas cell is a camera-facing quad. At phone size its soft alpha collapses into a bright white square—the exact blocks reported around explosions. A tiny lit shard has a real silhouette at every angle; the radial core supplies heat without exposing its rectangle. Hop used to launch sparks 20+ units off the crater; keep them in the bowl so a volley does not read as an orbiting swarm. */ const age=1-lf,hop=(1.2+fsize[i]*.22)*lf*age,sz=Math.max(0.85,fsize[i]*(ty===5?.36:.22)); const sparkH=Hfx+1.4+hop; FX.shard.add(X,Y,sparkH,sz,i*.83,fcr[i],fcg[i],fcb[i],lf<.18?lf*1300:235); if(ty===2) bbAdd.add(sGlowB,X,Y,sparkH,Math.max(1.0,sz*1.45),0,fcr[i],fcg[i],fcb[i],155*lf); } else if(ty===4){ // ember coal — not an upright licking flame const sz=Math.min(10,fsize[i]*0.72); const flick=0.86+0.14*lf; bbAdd.add(sGlowB,X,Y,H+1.15,sz*1.55,0,fcr[i],Math.max(32,(fcg[i]*0.55)|0),Math.max(20,(fcb[i]*0.35)|0),Math.min(80,52*lf*flick)); bbAdd.add(sGlowB,X,Y,H+1.35,sz*0.62,0,Math.min(255,fcr[i]+20),Math.min(255,fcg[i]+30),Math.min(255,fcb[i]+20),Math.min(170,120*lf*flick)); } else if(ty===6){ // volumetric explosion fireball const age=1-lf, S=Math.min(40,fsize[i]); /* Draw at the puff's OWN height. fpz is world z in terrainH's frame, exactly as type 7 uses it, so a cluster occupies a volume instead of every quad sitting on the ground plane. */ const pz=(typeof fpz!=='undefined'&&fpz[i]>0)?fpz[i]:H; const yaw=(i*0.7)+age*0.6; /* Hot early, smoke late. Fire is additive because it emits light; smoke is alpha because it OCCLUDES - and that hand-over is most of why a real blast reads as mass rather than as a glow. */ /* A dark puff is SMOKE and never lights anything: it exists to occlude and to give the blast an outline. A bright puff is the core. */ const lum=fcr[i]+fcg[i]+fcb[i]; const isSmoke=lum<330.0; const airFlameOnly=typeof fowner!=='undefined'&&fowner[i]<0; const hot=isSmoke?0.0:Math.max(0.0,1.0-age*2.0); if(hot>0.04){ if(airFlameOnly) bbAdd.add(sFireB||sGlowB,X,Y,pz+S*.08,S*(.24+age*.18),yaw, 255,72+(36*hot)|0,12,(150*lf*hot)|0); else bbAdd.add(sprites.fireball||sFireB,X,Y,pz+S*.12,S*(0.55+age*0.85),yaw, 255,(120+130*hot)|0,(35+150*hot*hot)|0,(235*lf*hot+38*lf)|0); } const smoke=airFlameOnly?0.0:(isSmoke?Math.min(1.0,0.35+age*0.9):Math.min(1.0,age*1.45)); if(smoke>0.05) bbAlpha.add(sSmokeB,X,Y,pz+S*.16,S*(0.70+age*1.10),yaw*0.6, isSmoke?(38+18*age)|0:92, isSmoke?(33+16*age)|0:84, isSmoke?(31+15*age)|0:78, (( isSmoke?190:150 )*lf*smoke)|0); if(hot>0.15&&!airFlameOnly) bbAdd.add(sGlowB,X,Y,pz+1.4,S*0.95,0,255,135,55,(52*lf*hot)|0); } else if(ty===7){ // ballistic solid debris /* No hop cheat. The sim owns this fragment's altitude now — fpz is world z in terrainH's frame, and gh() here IS terrainH — so the arc you see is the arc that was integrated, including the bounce and the settle onto whatever ground ended up underneath it. The only render-side term is half the shard's own thickness, so a settled fragment rests ON the surface instead of half-buried in it. */ /* Macro recipes emit only 1–3 pieces, so each must read as a slab rather than a spark. Their sim radius is already bounded; this presentation scale gives the group a clear silhouette without restoring a spray. */ /* Ballistic shrapnel fragments tumbling in 3D arc, proportioned cleanly so they don't dominate the volumetric core with flat cards. */ /* One to three pieces must carry the debris read by themselves. The old 0.32 scale reduced ordinary fragments to ~1 world unit—sub-pixel at tactical zoom—so the telemetry said debris while the frame showed nothing. The closed faceted shard stays bounded but now occupies a believable 2.5–12 wu range beside its source structure. */ const dsz=Math.max(2.5,Math.min(12,fsize[i]*.72)); const dz=(typeof fpz!=='undefined'?fpz[i]:H)+dsz*0.34; const spin=i*.7+(1-lf)*(7.0+(i%3)*2.1); FX.shard.add(X,Y,dz,dsz,spin,fcr[i],fcg[i],fcb[i],lf<.22?lf*1100:200); } else if(ty===9){ // ambience: snow, ash, drifting sand const age=1-lf; bbAlpha.add(sSmokeB,X,Y,H+3+age*2,fsize[i]*(0.85+Math.sin(t*2.5+i)*0.18), t*0.12+i, fcr[i],fcg[i],fcb[i], 150*lf); } else if(ty!==9){ // flash bbAdd.add(sGlowB,X,Y,Hfx+1.4,mfCombatFlashSize(ty,fsize[i]),0, fcr[i],fcg[i],fcb[i],220*lf); } } // muzzle / engine / stance glows as small shells for(let rk=0;rk<_mfRuN;rk++){ const i=_mfRuI[rk]; const mo=umode[i]; if(!mo||mo===4) continue; const X=ux[i], Y=uy[i]; if(!vis(X,Y,40)) continue; if(!mfRenderUnitFogVisible(i)) continue; const T=TYPES[utype[i]], H=mfRenderUnitHeight(i,T,X,Y); if(mo===3) bbAdd.add(sprites.glow,X,Y,H+T.size*0.5,T.size*1.6,0,255,120,50,120+Math.sin(t*11+i)*50); else if(mo===2) bbAdd.add(sprites.glow,X,Y,H+T.size*0.5,T.size*2.0,0,130,190,255,80); else if(mo===1||mo===5){ /* Siege/suppress rings on unselected mass at cap are the same fillrate trap as selection rings. Off-screen already skipped via vis(). */ if(usel[i]||i===heroIdx){ if(!(RING_STRATEGIC&&i!==heroIdx)) FX.ring.add(X,Y,H+1.6,T.size*(mo===1?1.5:1.3),0,255,mo===1?200:190,110,mo===1?120:100); } } } /* Critical units advertise mechanical failure on the model itself. The sim emits persistent smoke and sparks; these attached flames keep the source readable while moving. Organic infestation units vent corrosive vapour instead of looking like burning machinery. */ let damagedShown=0; for(let rk=0;rk<_mfRuN&&damagedShown<220;rk++){ const i=_mfRuI[rk]; if(overviewVfx) break; const X=ux[i], Y=uy[i]; if(!vis(X,Y,60)||!mfRenderUnitFogVisible(i)) continue; const frac=uhp[i]/Math.max(1,uhpm[i]); if(frac>=.58) continue; damagedShown++; const T=TYPES[utype[i]], H=gh(X,Y), sev=clamp((.58-frac)/.58,0,1); /* Air damage already emits the velocity-aligned type-14 trail at the aircraft's true altitude. A second generic coal/smoke sprite here used ground height, so perspective displaced it into an obvious black square above the aircraft. Keep this ground-attached language on ground units. */ if(T.air) continue; if(unitIsBrood(i)){ bbAdd.add(sprites.glow,X,Y,H+T.size*.55,T.size*(.7+sev*.7),0,105,255,110,55+sev*100); if(frac<.28) bbAlpha.add(sSmokeB,X,Y,H+T.size*.85,T.size*(.45+sev*.5),t*.2+i,80,150,75,70+sev*55); } else if(frac<.38){ addWreckCoalBed(X,Y,H,T.size*(.55+sev*.35),0.40+sev*0.55,i*1.7,frac<.18?3:2); } } // building emissives and night work lights for(const Bd of blds){ if(!Bd.alive||Bd.prog<1||!vis(Bd.x,Bd.y,120)) continue; if(!fogEntityVisible(Bd.team,Bd.x,Bd.y)) continue; const sz=BT[Bd.type].size, H=BT[Bd.type].placement==='water'?0:gh(Bd.x,Bd.y); if(Bd.type==='geo') bbAdd.add(sprites.glow,Bd.x,Bd.y,H+sz*0.85,sz*0.55,0,80,220,255,170); if(Bd.type==='mex'){ /* Extraction glow, deliberately SLIGHT. 1.33.42 stripped the node halo, the ring, the vein ribbons and the standing crystal pools in one pass to kill the white disc — which left a finished extractor with no readback at all. What bloomed was the STACK: five additive sprites at alpha 140-255 over the same texels, which saturates before bloom even samples it. One sprite in the 40s does not. Do not add a second. Tier only shifts hue: a rich node should be legible without being brighter, or the disc comes back on exactly the pads that had it. */ const mD=(Bd.dep>=0&&deposits[Bd.dep])||null; const mTier=mD?depositTier(mD):1; const mc=mTier===3?[206,150,255]:mTier===2?[120,232,188]:[120,214,255]; const mPulse=0.88+Math.sin(t*2.2+(Bd.anim||0))*0.12; bbAdd.add(sprites.glow,Bd.x,Bd.y,H+sz*0.55,sz*0.34*mPulse,0,mc[0],mc[1],mc[2],46); } if(Bd.type==='fab') bbAdd.add(sprites.glow,Bd.x,Bd.y,H+sz*0.95,sz*0.5*(1+Math.abs(Math.sin(t*5))*0.35),0,255,170,70,230); if(Bd.type==='arc') bbAdd.add(sprites.glow,Bd.x,Bd.y,H+sz*1.15,sz*0.42,0,150,230,255,210); if(Bd.type==='rail'){ const charge=clamp(1-(Bd.cool||0)/Math.max(.1,RAIL.cool),0,1); bbAdd.add(sprites.glow,Bd.x,Bd.y,H+sz*.82,sz*(.28+charge*.18),0,125,220,255,105+charge*115); } if(Bd.type==='minelaser'){ const charge=clamp(1-(Bd.cool||0)/Math.max(.1,MINELASER.cool),0,1); bbAdd.add(sprites.glow,Bd.x,Bd.y,H+sz*.72,sz*(.25+charge*.16),0,90,215,255,95+charge*120); } if(Bd.type==='plasma'){ const charge=clamp(1-(Bd.cool||0)/Math.max(.1,PLASMA_CHARGER.cool),0,1); bbAdd.add(sprites.glow,Bd.x,Bd.y,H+sz*.76,sz*(.42+charge*.28),0,105,205,255,100+charge*115); } if(Bd.type==='nova'&&Bd.cool<=0) bbAdd.add(sprites.glow,Bd.x,Bd.y,H+sz*1.4,sz*0.6,0,255,210,90,220); /* Aegis and Techlab surfaces are one instanced shield each. Their former additive glows/rings are intentionally absent from this generic pass. */ if(Bd.type==='uplink'){ // SQUARE, because the build zone it projects is square const ur=buildRadius(Bd); for(const [ex,ey,rot2] of [[0,-ur,0],[0,ur,0],[-ur,0,Math.PI/2],[ur,0,Math.PI/2]]) FX.line.add(Bd.x+ex,Bd.y+ey,gh(Bd.x+ex,Bd.y+ey)+2,ur*2,rot2, 90,200,255,120, 3.0); } /* Night work-light pools used to stamp a warm orange billboard on every finished building after dusk — the orb this pass retired. Mesh windows, HQ_LAMP discs and towerCrumble fire already mark a powered or burning structure. Specialist type glows above stay. REVIVAL EVALUATED AND REJECTED, 2026-08. The proposal was to bring the feature back as real light SHAFTS — a cone of lit air over each powered building, plus the authored sweep and approach-lamp motifs — on top of the existing FX.cone primitive. Three fatals, all measured, all in the geometry and the pass order rather than in taste: 1. FX.cone CANNOT BE A SHAFT. mdlCone (models.js:3777) is cyl(r0=1, r1=0.06, h=1) — base radius and height are both 1 — and the instanced vertex shader (mesh.js:1591) transforms it as sp = vec3(aPos.x*aInst.w, aPos.y*aInst.w, aPos.z*aWide) so the SINGLE instance scale aInst.w multiplies height AND base radius together. Raising the cone always widens it by the same factor: the aspect is locked at 1:1, i.e. a squat 45-degree bowl. aWide stretches only the z half-axis, which makes the bowl elliptical, not tall. No instance parameter in this layout produces a shaft. 2. YAW IS A NO-OP HERE. The same shader rotates about Y (sp.x*c - sp.z*s, sp.y, sp.x*s + sp.z*c), and the cone is a solid of revolution about Y drawn UNLIT (flat vCol, no normal term). Rotating it changes nothing on screen, so the sweep and approach-lamp motifs — which are entirely yaw animation — are unreachable with this mesh. 3. THE BLOOM ARGUMENT WAS AIMED AT THE WRONG PASS. The standing objection was "shafts would blow the bright-pass budget". Bloom is extracted BEFORE any of this draws: aoExtractBloom() runs at render3d.js:2040, and the ADDITIVE EFFECTS pass — where FX.cone would flush — does not begin until :2064. Additive shafts can never reach the bright pass at all. The real risk is the opposite end: aoColB is RGBA8 (mesh.js:2369), so stacked SRC_ALPHA/ONE cones saturate it to flat white and the scene loses contrast with no bloom involved. REVIVAL REQUIRES a NEW pre-stretched primitive — a cone authored tall, or a separate height scale added to the instance layout — with its own flush, budgeted against aoColB saturation measured as peak channel value in the additive pass, NOT as bright-pass cost. Do not re-open this against FX.cone. */ } /* Mobile lights are intentionally budgeted. At command zoom, lighting every single tank in a 2,000-unit battle would become a white carpet. The commander, selected units and a sampled set of active machines always receive a small headlamp pool; biological units use a weaker cold glow so their silhouettes remain readable without pretending they carry lamps. */ if(S_nA>0.10&&FX.wedge){ const lv=clamp((S_nA-0.10)/0.75,0,1); const total=Math.max(1,teamCount[0]+teamCount[1]+teamCount[2]); const stride=Math.max(1,Math.ceil(total/260)); let headlightN=0; for(let rk=0;rk<_mfRuN;rk++){ const i=_mfRuI[rk]; if(!usel[i]&&i!==heroIdx&&(i%stride)!==0) continue; const X=ux[i],Y=uy[i]; if(!vis(X,Y,48)||!mfRenderUnitFogVisible(i)) continue; const T=TYPES[utype[i]], H=gh(X,Y), bio=unitIsBrood(i); const active=umov[i]||usel[i]||i===heroIdx; const c=bio?[138,104,255]:(TEAMB[uteam[i]]||[165,220,255]); const r=T.size*(bio?.82:1.05); bbAdd.add(sprites.glow,X,Y,H+1.45,r*(active?1.55:1.18),0,c[0],c[1],c[2],(bio?30:(active?52:32))*lv); if(!bio){ /* Machine underglow — the hull stands in its own worklight, the way a service walker's belly lamps pool on the rock beneath it. Ground decal, not a camera-facing sprite, so it reads as lit floor. */ FX.pool.add(X,Y,H+0.85,Math.min(r*1.6,42),0,255,238,198,(active?48:26)*lv); bbAdd.add(sprites.glow,X,Y,H+2.0,r*.62,0,255,244,208,(active?60:36)*lv); /* Directional flashlight. A wedge of lit ground widening from the lamp, ending in a bright splash — the area the unit FACES is the area you can see. The bounded count prevents a thousand-unit army turning night into a white carpet; the commander always carries the long throw. */ if(headlightN<56&&!T.air&&!T.naval&&(active||(i%7)===0)){ const cdr=i===heroIdx; /* Reach is CAPPED in absolute units. Scaling purely off hull size let the size-32 commander throw a 200-unit floodplain that read as fog; a lamp's throw does not grow linearly with the vehicle carrying it. */ const a=uang[i]-Math.PI/2; const reach=Math.min(T.size*(cdr?3.6:(T.size<15?3.8:4.6)),cdr?118:64); const sx=X+Math.cos(a)*T.size*.42,sy=Y+Math.sin(a)*T.size*.42; const mx=sx+Math.cos(a)*reach*.55,my=sy+Math.sin(a)*reach*.55; const ex=sx+Math.cos(a)*reach,ey=sy+Math.sin(a)*reach; const hh=Math.max(H,gh(mx,my))+1.15; /* Two layers, like a real lamp: a wide soft skirt and a hot narrow core inside it. One wedge alone is either too dim to guide the eye or so bright its edges band. */ FX.wedge.add(sx,sy,hh,reach,a,255,232,182,(cdr?165:105)*lv,reach*(cdr?.58:.54)); FX.wedge.add(sx,sy,hh+0.12,reach*.86,a,255,244,210,(cdr?135:80)*lv,reach*(cdr?.30:.27)); FX.pool.add(ex,ey,gh(ex,ey)+1.05,reach*(cdr?.34:.30),0,255,233,186,(cdr?130:78)*lv); FX.pool.add(ex,ey,gh(ex,ey)+1.15,reach*(cdr?.19:.17),0,255,246,214,(cdr?95:55)*lv); bbAdd.add(sprites.glow,sx,sy,H+2.3,Math.min(T.size*.5,12),0,255,242,204,(cdr?80:44)*lv); headlightN++; } } } } /* ---- live singularities -------------------------------------------- A black hole cannot be drawn additively — additive can only brighten. The core is a deep-dark blob in the ALPHA pass, and everything luminous around it (accretion rings, einstein rim, polar shimmer) rides additive on top. The implosion phase collapses the ring radius toward the core. */ if(typeof singularities!=='undefined') for(const Sg of singularities){ if(!vis(Sg.x,Sg.y,300)) continue; const Rg=170*Math.sqrt(Sg.pow), H=gh(Sg.x,Sg.y)+16; const ph=Sg.phase, q=ph===0?Math.min(1,Sg.t/2.5):1; const coreR=(ph===2? Math.max(0,1-Sg.t/0.6) : (0.35+q*0.65))*Rg*0.22; if(coreR>1){ bbAlpha.add(sprites.glow,Sg.x,Sg.y,H,coreR*2.6,0, 4,2,10, 244); bbAlpha.add(sprites.glow,Sg.x,Sg.y,H,coreR*1.4,0, 0,0,0, 252); bbAdd.add(sprites.ring,Sg.x,Sg.y,H,coreR*1.55,t*3.1, 205,170,255, 215); bbAdd.add(sprites.ring,Sg.x,Sg.y,H,coreR*2.1,-t*2.2, 140,100,240, 130); bbAdd.add(sprites.glow,Sg.x,Sg.y,H,coreR*3.4,0, 96,60,190, 60); FX.ring.add(Sg.x,Sg.y,H-8,(coreR*2.4)/3,t*4.2, 196,160,255, 180); /* infall shimmer: brief luminous streaks on the spiral */ if(ph===0&&Math.random()<0.5){ const a4=Math.random()*TAU, d5=coreR*2.2+Math.random()*Rg*0.8; bbAdd.add(sprites.glow,Sg.x+Math.cos(a4)*d5,Sg.y+Math.sin(a4)*d5,H+Math.random()*14, 5+Math.random()*7,0, 210,180,255, 90); } } } /* ---- structures burning down -------------------------------------- A building below half health is visibly failing: coal beds on the hull, a smoke column, sparks. Upright flame quads were licking tongues. */ for(const Bf of blds){ if(!Bf.alive||Bf.prog<1||!vis(Bf.x,Bf.y,140)) continue; if(!fogEntityVisible(Bf.team,Bf.x,Bf.y)) continue; const frac=Bf.hp/Bf.hpm; if(frac>0.55) continue; const sz=BT[Bf.type].size, H=gh(Bf.x,Bf.y); const sev=clamp((0.55-frac)/0.55,0,1); // 0 at 55% hp, 1 at destruction const fBase=Math.min(sz,26); addWreckCoalBed(Bf.x,Bf.y,H,fBase*(0.55+sev*0.22),0.42+sev*0.55,Bf.anim,sev>.72?4:3); // One simulation-tick emission; paused or recovery re-renders are inert. emitDamagedStructureParticlesOnce(Bf,sz,sev); } // burning ruins (still standing) — coals, not licking flame quads for(const R of relics){ if(!R.alive||!(R.burn>0.12)||!vis(R.x,R.y,120)) continue; const H=gh(R.x,R.y); addWreckCoalBed(R.x,R.y,H,Math.min(22,R.s*.42),R.burn,R.seed,3); if(S_nA>0.34) FX.cone.add(R.x,R.y,H+R.s*0.55,R.s*0.30,t*0.3,255,150,70,54*R.burn*S_nA); } /* Collapsed civic wreckage keeps coals until the ember field cools. The loop above skips dead blocks, which is why city destroy used to look like a quiet grey crater with no fire. */ for(const R of relics){ if(R.alive) continue; const age=stats.t-(R.fallT||0); if(age>52||!(R.burn>0.18)||!vis(R.x,R.y,140)) continue; const heat=clamp(1-age/52,0,1)*R.burn; const H=gh(R.x,R.y); addWreckCoalBed(R.x,R.y,H,Math.min(20,Math.max(8,R.s*0.16)),heat,R.seed,heat>0.55?4:3); } /* Civic groundBurns and wreckage share the same language: terrain coals plus a low glow. No upright flame stamps. */ for(const W of wrecks){ if(W.kind!==2||!vis(W.x,W.y,50)) continue; const age=stats.t-(W.ts||0); if(age>38) continue; const heat=clamp(1-age/38,0,1); if(heat<0.12) continue; addWreckEmbers(W.x,W.y,gh(W.x,W.y),Math.min(12,W.s*(0.26+heat*0.14)),heat,W.x*0.07); } // salvage pickup shimmer for(const W of wrecks){ if(W.glow<=0||!vis(W.x,W.y,40)) continue; /* Reclaim glow follows the same language: green for alloy, amber for organic, so the feedback matches the resource it is paying. */ const g = W.kind===5 ? [255,196,120] : [120,255,170]; bbAdd.add(sprites.glow,W.x,W.y,gh(W.x,W.y)+6,26,0,g[0],g[1],g[2],220*Math.min(1,W.glow*2)); } // meteor markers for(const M of meteors){ if(!vis(M.x,M.y,200)) continue; const H=gh(M.x,M.y); FX.ring.add(M.x,M.y,H+2,72+Math.sin(t*8)*8,0,255,90,60,150); if(M.t<0.7) addBeam3D(FX.beam,M.x,H,M.y,M.x+50,H+900,M.y,7,255,190,110,200*(1-M.t/0.7)); } /* ---- COMMANDER LOCATOR ---------------------------------------------- This is navigation help, not part of the mech. Selection already provides an unambiguous ring, so stacking the old 9.5-unit crest over a selected Commander made it look like oversized rigid hardware. Hide it on selection and scale it gently with strategic zoom; close play gets a small beacon. */ if(sprites.commanderFx&&heroIdx>=0&&ualive[heroIdx]&&!usel[heroIdx]&&vis(ux[heroIdx],uy[heroIdx],90)){ const cx=ux[heroIdx],cy=uy[heroIdx]; const q=clamp((orthoSpan-420)/900,0,1),ls=10+q*3,pulse=.92+Math.sin(t*3.2)*.08; const ch=gh(cx,cy)+TYPES[utype[heroIdx]].size*1.75+26+Math.sin(t*2.2)*1.4; bbAdd.add(sprites.glow,cx,cy,ch,ls*1.55*pulse,0,255,192,45,48); bbAdd.add(sprites.ring||sprites.glow,cx,cy,ch,ls*1.22*pulse,-t*.35,255,226,100,115); bbAdd.add(sprites.commanderFx,cx,cy,ch,ls*pulse,0,255,218,92,225); } /* ---- MODULE MARKS ---------------------------------------------------- Drawn over the Commander and the HQ, one badge per fitted module, slowly turning and bobbing. Sourced live from the crafting layer, so a module that broke at the end of the last match simply has no mark this one. */ if(typeof activeModuleMarks==='function' && sprites.ring){ const marks=activeModuleMarks(); if(marks.length){ const carriers=[]; /* Physical module hardware is readable at tactical zoom. Its duplicate floating badge only returns at strategic zoom, where that geometry is genuinely too small to identify. */ if(heroIdx>=0&&ualive[heroIdx]&&orthoSpan>760) carriers.push([ux[heroIdx],uy[heroIdx],TYPES[utype[heroIdx]].size*1.5+22]); for(const B of bldLive) if(B.alive&&B.team===0&&B.type==='hq'){ carriers.push([B.x,B.y,BT.hq.size*0.9+22]); break; } for(const [cx,cy,ch] of carriers){ if(!vis(cx,cy,80)) continue; const H=gh(cx,cy)+ch; marks.forEach((mk,k)=>{ const a=t*0.7+k*(TAU/Math.max(1,marks.length)); const rr2=marks.length>1?11:0; const mx=cx+Math.cos(a)*rr2,my=cy+Math.sin(a)*rr2,mh=H+Math.sin(t*1.6+k)*1.4; bbAdd.add(sprites.glow,mx,my,mh,7.4,0,mk.col[0],mk.col[1],mk.col[2],50); bbAdd.add(sprites.ring,mx,my,mh,5.2,t*1.1,mk.col[0],mk.col[1],mk.col[2],190); }); } } } gl.enable(gl.POLYGON_OFFSET_FILL); gl.polygonOffset(-8,-32); FX.bolt.flush(gl); FX.shard.flush(gl); FX.beam.flush(gl); FX.cone.flush(gl); FX.shell.flush(gl); gl.disable(gl.DEPTH_TEST); FX.line.flush(gl); FX.ring.flush(gl); FX.disc.flush(gl); if(FX.wedge){ FX.wedge.flush(gl); FX.pool.flush(gl); } gl.enable(gl.DEPTH_TEST); gl.disable(gl.POLYGON_OFFSET_FILL); MF_COMBAT_VFX_TELEMETRY.projectiles=projectileDrawn; MF_COMBAT_VFX_TELEMETRY.beams=beamDrawn; MF_COMBAT_VFX_TELEMETRY.particles=combatParticleDrawn; MF_COMBAT_VFX_TELEMETRY.additive=bbAdd.n; MF_COMBAT_VFX_TELEMETRY.maxProjectiles=Math.max(MF_COMBAT_VFX_TELEMETRY.maxProjectiles,projectileDrawn); MF_COMBAT_VFX_TELEMETRY.maxBeams=Math.max(MF_COMBAT_VFX_TELEMETRY.maxBeams,beamDrawn); MF_COMBAT_VFX_TELEMETRY.maxParticles=Math.max(MF_COMBAT_VFX_TELEMETRY.maxParticles,combatParticleDrawn); if(projectileDrawn||beamDrawn||combatParticleDrawn)MF_COMBAT_VFX_TELEMETRY.framesWithCombat++; /* The WebView's isolated inspector cannot read page-world globals. The opt-in showcase exposes a tiny DOM snapshot so automated device QA can prove the real render queues were flushed; ordinary play pays no cost. */ if(MF_COMBAT_VFX_DIAGNOSTIC&&(MF_COMBAT_VFX_TELEMETRY.framesWithCombat&7)===0)document.documentElement.dataset.mfVfx=[projectileDrawn,beamDrawn,combatParticleDrawn,MF_COMBAT_VFX_TELEMETRY.maxProjectiles,MF_COMBAT_VFX_TELEMETRY.maxBeams,MF_COMBAT_VFX_TELEMETRY.maxParticles,MF_COMBAT_VFX_TELEMETRY.framesWithCombat].join(','); /* ---- UNIVERSAL HEALTH BARS ------------------------------------------- Health is tactical information, not merely a damage notification. Every visible structure, ground unit and aircraft gets a camera-facing bar. Both the dark track and coloured fill share bbAlpha, so even a large army remains one draw call instead of issuing UI geometry per entity. */ /* ALLEGIANCE IS THE FIRST READ, damage the second. Every bar used to run the same green-amber-red damage ramp, so a brawl was a wall of identical green and you could not tell whose army was winning at a glance. Now the hue answers "whose?" - your bars keep the full damage ramp (their exact state is YOUR tactical information), enemy and wildlife bars live in the red family and darken as they fall. */ /* Bars are screen-space billboards, so author their dimensions in phone pixels and convert once through the current world span. The previous hard world-unit minimum ballooned into a chunky rectangle while zoomed in and shrank into a mipmapped dash while zoomed out. */ const hbPx=Math.max(.24,orthoSpan/Math.max(1,VH)); const putHealthBar=(x,y,h,w,bh,frac,team)=>{ frac=clamp(frac,0,1); const teamIdC=typeof mfTeamIdEnabled==='function'&&mfTeamIdEnabled()?mfTeamIdColor(team,false):null; let er=teamIdC?teamIdC[0]:78,eg=teamIdC?teamIdC[1]:224,eb=teamIdC?teamIdC[2]:132; if(!teamIdC&&team===1){er=255;eg=76;eb=62;}else if(!teamIdC&&team===2){er=255;eg=144;eb=48;} /* Soft allegiance rim -> opaque frame -> fill -> one-pixel gloss. This is still one instanced batch; the added layers buy clarity without DOM, text, texture scaling or a draw call per entity. */ bbAlpha.addRect(sprites.px,x,y,h,w+5*hbPx,bh+4*hbPx,er,eg,eb,66); bbAlpha.addRect(sprites.px,x,y,h,w+2*hbPx,bh+1.7*hbPx,4,9,15,242); if(frac<=0) return; const off=-w*(1-frac)*0.5; let r,g,b; if(teamIdC){ r=teamIdC[0]; g=teamIdC[1]; b=teamIdC[2]; } // damage stays encoded by length else if(team===1){ r=255; g=52+50*frac; b=44; } // enemy army - hard red else if(team===2){ r=255; g=118+50*frac; b=34; } // wildlife - hot ember else { r=frac>0.5?72:255; g=frac>0.5?235:frac>0.25?184:82; b=frac>0.5?112:62; } bbAlpha.addRect(sprites.px, x+matV[0]*off, y+matV[8]*off, h+matV[4]*off, w*frac,bh,r,g,b,255); const vo=bh*.26; bbAlpha.addRect(sprites.px, x+matV[0]*off+matV[1]*vo, y+matV[8]*off+matV[9]*vo, h+matV[4]*off+matV[5]*vo, w*frac,Math.max(.55*hbPx,bh*.18),Math.min(255,r+48),Math.min(255,g+48),Math.min(255,b+48),185); }; const putShieldBar=(x,y,h,w,frac)=>{ frac=clamp(frac,0,1); bbAlpha.addRect(sprites.px,x,y,h,w+2,3.2,5,22,34,220); if(frac<=0) return; const off=-w*(1-frac)*.5; bbAlpha.addRect(sprites.px,x+matV[0]*off,y+matV[8]*off,h+matV[4]*off,w*frac,1.8,85,215,255,255); }; const hbMode=(META&&META.settings&&META.settings.healthBars)||'select'; if(hbMode!=='off'){ for(let bi=0;bi0) putShieldBar(Bd.x,Bd.y,bh+7*hbPx,bw,Bd.shield/Bd.shieldMax); } /* Typed scratch, reused across frames. This loop used to push one object literal AND build one concatenated string key per visible unit, every frame: with health bars on and 300 units on screen that is ~36,000 allocations a second feeding the collector, which on a mid-range Android is a visible hitch every few seconds rather than a lower average frame rate. Same results, no garbage. */ if(_hbI.length1&&(i&1)) continue; if(i!==heroIdx&&typeof mfIconStackSkip==='function'&&mfIconStackSkip(i)) continue; _hbI[hbN]=i; _hbF[hbN]=uhp[i]/uhpm[i]; hbN++; } const putUnitBar=k=>{ const i=_hbI[k], T=TYPES[utype[i]], H=mfRenderUnitHeight(i,T,ux[i],uy[i]); const vs=T.size*(T.vscale||1),bh=H+vs*(T.air?1.22:1.58)+3*hbPx; const bw=clamp((T.cat==='hero'?48:T.size>=24?43:36)*hbPx,20,T.cat==='hero'?60:48); const barH=clamp(4.2*hbPx,2.5,4.4); putHealthBar(ux[i],uy[i],bh,bw,barH,_hbF[k],uteam[i]); /* Secondary shielding is a projected buff (ushielded is a short window a shield field keeps refreshing). While it holds, a thin cyan strip rides above the health bar - the one defensive state in the game that previously had no readback on the unit itself. */ if(ushielded[i]>0) putShieldBar(ux[i],uy[i],bh+6*hbPx,bw*0.72,clamp(ushielded[i]/0.7,0,1)); }; /* One bar per eligible unit. Cell-collapse (most-damaged per view cell once hbN>48) changed the approved select/always-on language without a go-ahead — bars vanished inside any real formation. */ for(let k=0;k.52?2:1; const workVfxNear=orthoSpan<1500; let workVfxN=0; /* Faction work motes extend the existing emissive mesh language rather than spawning render-frame particles. They share the additive billboard batch, consume the simulation-owned work profile, and stop at a deterministic fault light whenever paid progress stalls. */ const putBuildingWorkVfx=(Bd,bi,A,selected,H)=>{ const kind=A.kind||'idle'; if(!workVfxNear||workVfxN>=workVfxCap||(kind!=='constructing'&&kind!=='producing')|| (perfScale<.28&&!selected)||typeof mfBuildingWorkProfile!=='function')return; const T=BT[Bd.type],foot=Math.max(1,Bd.r||1); /* Own structures normally bypass fogEntityVisible. Work state is private tactical information, so bright motes require the complete footprint to be visible exactly like the fixed-step emitter in sim.js. */ if(typeof fogPointVisible!=='function'||!fogPointVisible(Bd.x,Bd.y)|| !fogPointVisible(Bd.x-foot,Bd.y)||!fogPointVisible(Bd.x+foot,Bd.y)|| !fogPointVisible(Bd.x,Bd.y-foot)||!fogPointVisible(Bd.x,Bd.y+foot))return; const P=mfBuildingWorkProfile(Bd);if(!P||!P.color||!P.accent)return; const stalled=A.state==='stalled'||A.stalled,fac=P.faction||bldFactionKey(Bd); const simClock=typeof stats!=='undefined'&&Number.isFinite(stats.t)?stats.t:0; const rate=P.pulseSpeed>0?P.pulseSpeed:1,phase=stalled?.5:(simClock*rate*(kind==='constructing'?.58:1)+bi*.173)%1; const base=Math.max(3,Math.min(9,Number(P.size)||T.size*.13)),count=stalled?1:workVfxEmitters; const rot=Bd.rot||0,fx=Math.cos(rot),fy=Math.sin(rot),sx=-fy,sy=fx; for(let k=0;k{ const T=BT[Bd.type],kind=A.kind||'idle',stalled=A.state==='stalled'||A.stalled; let r=112,g=141,b=155; if(stalled){r=255;g=88;b=66;} else if(kind==='constructing'){r=241;g=183;b=58;} else if(kind==='producing'){r=54;g=204;b=239;} else if(kind==='upgrading'){r=177;g=111;b=238;} else if(kind==='researching'){r=77;g=219;b=132;} const healthShown=hbMode!=='off'&&(hbMode!=='select'||selected); /* Unlike the legacy health clamp, these stay the authored CSS-pixel size in short landscape and at strategic zoom. Fixed world maxima collapsed the selected rail to 11x0.6px at span 2600 / VH 360. */ const workPx=Math.max(.001,orthoSpan/Math.max(1,VH)),H=gh(Bd.x,Bd.y),workUV=mfBuildingWorkUV(); const w=(selected?62:48)*workPx,bh=(selected?5:4)*workPx; const rankShown=orthoSpan<1700&&Bd.prog>=1; let lift=healthShown?(Bd.shieldMax>0?19:12):4;if(rankShown)lift=Math.max(lift,31); const z=H+T.size*1.34+lift*workPx; const frac=kind==='idle'?1:clamp(Number(A.progress)||0,0,1); bbAlpha.addRect(workUV,Bd.x,Bd.y,z,w+4*workPx,bh+3*workPx,r,g,b,selected?145:108); bbAlpha.addRect(workUV,Bd.x,Bd.y,z,w+1.5*workPx,bh+1.2*workPx,3,9,14,228); if(frac>0){ const off=-w*(1-frac)*.5,fx=Bd.x+matV[0]*off,fy=Bd.y+matV[8]*off,fz=z+matV[4]*off; bbAlpha.addRect(workUV,fx,fy,fz,w*frac,bh,r,g,b,kind==='idle'?175:255); /* Use simulation time so pause freezes the work sweep. This strip is a presentation cue only; it never advances authoritative progress. */ if(kind!=='idle'&&!stalled&&frac>.08){ const fw=w*frac,band=Math.min(7*workPx,fw*.34),clock=typeof stats!=='undefined'?stats.t:0; const phase=(clock*.72+bi*.173)%1,along=-fw*.5+band*.5+phase*Math.max(0,fw-band); bbAlpha.addRect(workUV,fx+matV[0]*along,fy+matV[8]*along,fz+matV[4]*along, band,Math.max(.7*workPx,bh*.34),Math.min(255,r+70),Math.min(255,g+70),Math.min(255,b+70),205); } } putBuildingWorkVfx(Bd,bi,A,selected,H); }; if(typeof mfBuildingActivity==='function'){ /* Resolve network/local authority once, then keep exact queue information private to this command seat (co-op allies may share a team but not a production bank). */ const authority=typeof mfBuildingUpgradeAuthority==='function'?mfBuildingUpgradeAuthority():null; const owns=authority&&typeof commanderSlotForBuilding==='function' ?B=>B.team===authority.team&&commanderSlotForBuilding(B)===authority.slot:null; const selected=openBld>=0&&blds[openBld],showWide=orthoSpan<2600; if(owns&&selected&&selected.alive&&owns(selected)&&vis(selected.x,selected.y,150)&& fogEntityVisible(selected.team,selected.x,selected.y)) putBuildingActivity(selected,openBld,mfBuildingActivity(selected),true); if(owns&&showWide){ let activeRails=0; for(let bi=0;bi=ab.x0&&alertPos[0]<=ab.x1&&alertPos[1]>=ab.y0&&alertPos[1]<=ab.y1; if(!inView){ const adx=alertPos[0]-cam.x, ady=alertPos[1]-cam.y; const aang=Math.atan2(ady,adx), ac=Math.cos(aang), as=Math.sin(aang); const hw=(ab.x1-ab.x0)*0.5, hh=(ab.y1-ab.y0)*0.5; const tEdge=Math.min(Math.abs(hw/Math.max(0.001,Math.abs(ac))), Math.abs(hh/Math.max(0.001,Math.abs(as))))*0.88; const axp=cam.x+ac*tEdge, ayp=cam.y+as*tEdge, ah=gh(axp,ayp); const apulse=0.6+0.4*Math.sin(t*4); bbAdd.add(sprites.glow,axp,ayp,ah+3,30,0,255,50,30,apulse*150); /* Chevron rather than the original thin beam: the mining-beam lesson is that a static clamped marker must not stack additive sprites, and two short arms read as a pointer at any zoom. */ const arm=Math.max(9,orthoSpan*0.016); for(const sg of [1,-1]){ const a2=aang+sg*2.44; const ex=axp+Math.cos(a2)*arm, ey=ayp+Math.sin(a2)*arm; FX.line.add((axp+ex)*.5,(ayp+ey)*.5,ah+3.4,arm,a2,255,80,55,apulse*230,3.0); } } } /* ---- AMBIENT SKY LIFE (harvested from the dead sprite renderer) -------- Cloud shadows and bird flocks were both fully implemented in renderLegacySprites (hud.js:351 and :1379) — a function called from nowhere. The bird SIMULATION has been running live the whole time (sim.js:2314 spawns, moves and despawns flocks every tick); nothing drew the result. Ported here as alpha billboards: at this camera pitch (1.05–1.50 rad) a camera-facing sprite at ground height reads as a ground shadow, which is exactly how the 2D version read. */ let mfCloudPostArmed=false; if(typeof mfCloudFxEmit==='function'){ const cloudDef=typeof MAPDEFS!=='undefined'&&MAPDEFS&&MAPDEFS[curMap]; const cloudQ=typeof qualityKey==='function'?qualityKey():'high'; const cloudCtx={ time:stats.t, paused:typeof paused!=='undefined'&&paused, quality:cloudQ, perfScale:perfScale, mapSize:MAP, mapId:curMap, seed:cloudDef&&cloudDef.seed, daylight:1-Math.min(1,S_nA*1.6), ground:gh, focusX:cam.x, focusY:cam.y, viewSpan:typeof orthoSpan==='number'?orthoSpan:1500, /* High/Cinematic post needs the recipe even when the body is just off the tight vis AABB. Camera-lane pick already keeps nearby systems; frustum culling here emptied the sky over a start-zone HQ. */ visible:(cloudQ==='high'||cloudQ==='cinematic')?null:vis }; /* HIGH/CINEMATIC post clouds do not sample sprites.cloud; only the legacy billboard fallback needs the atlas cell. Do not gate the whole weather path on the sprite existing — that silently killed post clouds on builds where the atlas was late or the cell was missing. */ const cloudSpr=sprites&&(sprites.cloud||sprites.smoke||sprites.glow); const cloudFallback=cloudSpr?L=>bbAlpha.add(cloudSpr,L.x,L.y,L.z,L.size,L.rotation,L.r,L.g,L.b,L.a):null; if(typeof mfCloudPostQueue==='function') mfCloudPostArmed=!!mfCloudPostQueue(cloudCtx,!!aoActive,cloudFallback,orthoSpan); else if(cloudFallback) mfCloudFxEmit(cloudCtx,cloudFallback); } if(perfScale>0.4){ if(sprites.bird&&S_nA<0.75) for(const F of birds){ const rot=Math.atan2(F.vy,F.vx)+Math.PI/2; for(let k2=0;k2{ n=Math.min(3,n|0); if(n<=0||!sprites||!sprites.px) return; const s=clamp(7.2*rkPx,5.4,10.5); const lift=h+11*rkPx; for(let k=0;kbbAlpha.add(cloudSpr,L.x,L.y,L.z,L.size,L.rotation,L.r,L.g,L.b,L.a)); if(fallbackN>0){ gl.enable(gl.BLEND);gl.enable(gl.DEPTH_TEST);gl.depthMask(false);gl.disable(gl.CULL_FACE); beginBB();gl.blendFunc(gl.SRC_ALPHA,gl.ONE_MINUS_SRC_ALPHA);bbAlpha.flush(gl); } } } /* Tactical icons last, and deliberately without a depth test. The camera pitch band allows a ridge to stand in front of a unit, and a strategic symbol that disappears behind terrain defeats the purpose of zooming out. Disclosure is still owned by fog: nothing reaches this batch that fogEntityVisible() rejected. One extra draw call for the whole map. */ if(typeof bbIcon!=='undefined'&&bbIcon&&bbIcon.n){ /* Recorded before flush(), which zeroes the count — a harness sampling bbIcon.n after the frame would always read 0 and conclude the tier is dead. */ mfIconLast=bbIcon.n; gl.depthMask(false); gl.disable(gl.DEPTH_TEST); beginBB(mfIcoTex); gl.blendFunc(gl.SRC_ALPHA,gl.ONE_MINUS_SRC_ALPHA); bbIcon.flush(gl); gl.enable(gl.DEPTH_TEST); } else if(typeof mfIconLast!=='undefined') mfIconLast=0; /* Icon sheet is still on unit 0. Present samples 5/6 — do not begin3D (that rebinds 4/5/6 to matTex). Restore 0 only. */ if(typeof endBB==='function') endBB(); else { gl.activeTexture(gl.TEXTURE0); if(typeof matTex!=='undefined'&&matTex) gl.bindTexture(gl.TEXTURE_2D,matTex); } /* Authored macro layers use their own atlas binding and standard alpha. Drawing after the legacy batch keeps exactly one billboard per queued event and lets the pass restore the expected 3D program/samplers. */ if(typeof macroFxDraw==='function') macroFxDraw(S_nA); if(typeof mfPerfEnd==='function') mfPerfEnd('billboards'); gl.depthMask(true); gl.disable(gl.BLEND); gl.enable(gl.CULL_FACE); if(aoActive){ if(typeof mfPerfBegin==='function') mfPerfBegin('present'); aoPresent(); if(typeof mfPerfEnd==='function') mfPerfEnd('present'); } /* Present samples 5/6. Restore the model atlas so the next frame cannot start with a post texture on a material sampler. */ begin3D(S_nA); gl.bindVertexArray(null); if(typeof mfPerfEnd==='function'){ mfPerfGpuEnd();mfPerfEnd('render'); mfPerfCount('drawCalls',drawCalls);mfPerfCount('triangles',triCount); } }