fix(ui-map): move fog overlay to a viewport-level layer below the copies
Two regressions surfaced once visible-hyperspace toggled on a real
dev-deploy map:
1. On the zero-turn map the bg holes painted ON TOP of the planet
glyphs — every LOCAL planet looked like a hollow circle of
background colour instead of the planet pixel inside an
unfogged area.
2. On a legacy report with a drive tech that pushes the visibility
radius well past the world dimensions the bg circles overlapped
to cover the entire viewport. Combined with the wrong z-order
the result was a uniformly black canvas with every primitive
hidden.
The per-copy implementation added the fog container via
`copy.addChildAt(container, 0)` and trusted Pixi v8 to insert the
container at the start of the copy's children. Whether by a Pixi
quirk or by some interaction with how `populatePrimitives` orders
its `c.addChild(g)` calls, the fog ended up rendering after every
primitive in practice — the symptoms above are a perfect match for
that ordering.
Restructured the fog rendering so the z-order is structural
rather than relying on `addChildAt`:
- A single `fogLayer: Container` is added to the viewport BEFORE
the nine torus copies. Pixi renders viewport children in order,
so the layer is guaranteed to paint first; every copy renders
on top.
- `fogPaintOps` now emits world-space coordinates with wrap
offsets baked in (9 fog rects + 9 bg circles per visibility
entry in torus mode, 1 + N in no-wrap mode). The renderer
populates `fogLayer` with one `Graphics` per op — no per-copy
iteration on the fog side.
- The previous `fogGraphics: Container[]` closure state is gone.
Each `setVisibilityFog` flip drops every child of `fogLayer`
and rebuilds it. The dispose path drops the children
eagerly before `app.destroy({children: true})` walks the tree.
The fog-paint-ops test exercises the new contract: the no-wrap
path keeps one rect + N circles, the torus path expands to nine
rects + nine wrapped circles per entry (including the seam-fix
case at x = 950).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -243,29 +243,26 @@ export type FogPaintOp =
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/**
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* fogPaintOps returns the ordered sequence of paint operations that
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* draw the Phase 29 visible-hyperspace overlay on a single torus
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* copy. The first op is the fog-coloured rectangle covering the
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* full world; subsequent ops are background-coloured circles, one
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* per visibility circle, painted on top of the fog rectangle. The
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* natural rendering order unions overlapping circles for free —
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* earlier iterations relied on Pixi v8's `Graphics.cut()` to
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* subtract holes, but `cut()` produced incorrect unions for
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* overlapping circles (the symptom was a handful of disconnected
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* arc segments instead of a clean union).
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* draw the Phase 29 visible-hyperspace overlay. The renderer
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* dispatches each op onto its own Pixi `Graphics` inside a single
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* `fogLayer` that sits below every primitive copy, so the natural
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* rendering order paints fog underneath the world.
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*
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* Coordinates are in world space (the `fogLayer` has no transform),
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* which means the wrap offsets are baked directly into the
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* positions — there is no per-tile dispatch on the renderer side.
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*
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* `mode` controls the torus-wrap behaviour:
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*
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* - `"torus"`: every visibility circle is also drawn at the eight
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* wrapped positions (±width, ±height) so the circle remains
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* visually continuous when its painted area extends past the
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* world rectangle into a neighbouring tile — without the wraps
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* the next tile's fog rectangle overpaints the bleed, producing
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* a "sector" artifact at the seam.
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* - `"no-wrap"`: only the planet's own position is drawn. The
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* wrapped positions would create extra holes inside the world
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* rectangle when a planet sits near an edge (the user can never
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* pan past the boundary in no-wrap mode, but the wrapped circle
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* could still leak into the visible area).
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* - `"torus"`: every fog rect AND every visibility circle is
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* emitted at the nine offsets (`(dx, dy) ∈ {-1, 0, 1}²`), so
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* the fog covers all nine torus tiles and a planet near a seam
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* keeps a continuous visibility hole across it.
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* - `"no-wrap"`: only the central tile is emitted. The user can
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* never pan past the boundary in no-wrap mode, so the
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* additional wraps would just be wasted paint — worse, a
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* wrapped circle from a planet near an edge would leak into
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* the visible world rectangle as an unwanted hole.
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*
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* Empty `circles` returns an empty list — the caller skips fog
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* rendering entirely. Width/height ≤ 0 also returns empty so a
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@@ -282,17 +279,18 @@ export function fogPaintOps(
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if (world.width <= 0 || world.height <= 0) return [];
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const offsets: ReadonlyArray<readonly [number, number]> =
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mode === "torus" ? TORUS_OFFSETS : ORIGIN_ONLY_OFFSET;
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const ops: FogPaintOp[] = [
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{
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const ops: FogPaintOp[] = [];
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for (const [dx, dy] of offsets) {
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ops.push({
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kind: "fillRect",
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x: 0,
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y: 0,
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x: dx * world.width,
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y: dy * world.height,
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width: world.width,
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height: world.height,
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color: fogColor,
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alpha: 1,
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},
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];
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});
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}
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for (const c of circles) {
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for (const [dx, dy] of offsets) {
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ops.push({
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@@ -343,6 +341,17 @@ export async function createRenderer(opts: RendererOptions): Promise<RendererHan
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app.stage.addChild(viewport);
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// Phase 29 fog layer: a single Container sharing the viewport's
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// coordinate space, populated by `setVisibilityFog`. Added to
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// the viewport BEFORE the nine torus copies so the layered
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// repaint (fog rectangles + background-coloured circles) always
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// renders underneath every primitive. An earlier per-copy
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// approach with `copy.addChildAt(fog, 0)` ended up with fog on
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// top in practice — moving the fog to a sibling of the copies
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// avoids any reorder ambiguity.
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const fogLayer = new Container();
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viewport.addChild(fogLayer);
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// Create nine torus copies, each holding its own primitive
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// graphics. Origin copy is always visible; the other eight
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// follow the active wrap mode.
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@@ -368,17 +377,10 @@ export async function createRenderer(opts: RendererOptions): Promise<RendererHan
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// renderer-internal hit-test sites (pointer-move, clicked) and the
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// external `handle.hitAt` thread it through `hitTest`.
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let hiddenIds: ReadonlySet<PrimitiveID> = EMPTY_HIDDEN_IDS;
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// Per-copy fog Containers for the Phase 29 visibility fog
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// overlay. Each container holds one `Graphics` per
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// `FogPaintOp` (fog rect + one bg-coloured circle per
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// visibility circle × wrap position), inserted at index 0 of
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// the torus copy so primitives paint on top. Created lazily
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// when `setVisibilityFog` first receives a non-empty list and
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// destroyed wholesale on every subsequent call — Pixi v8's
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// multi-shape Graphics is supported in theory, but stacking
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// each fill on its own Graphics removes any risk of an
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// internal-state regression dropping a layer.
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let fogGraphics: Container[] = [];
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// `fogLayer` (declared above) is repopulated every time
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// `setVisibilityFog` runs. We track the dispatched ops only
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// implicitly via the layer's children; on every flip we drop
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// the previous children and rebuild from the new op list.
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const applyHiddenStateTo = (id: PrimitiveID, list: Graphics[]): void => {
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const visible = !hiddenIds.has(id);
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for (const g of list) g.visible = visible;
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@@ -804,16 +806,13 @@ export async function createRenderer(opts: RendererOptions): Promise<RendererHan
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},
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isPrimitiveHidden: (id) => hiddenIds.has(id),
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setVisibilityFog: (circles) => {
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// Drop the old fog Containers first — every flip rebuilds
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// from scratch instead of mutating in place, so the
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// implementation stays simple and Pixi-v8-residue-free.
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// `destroy({children: true})` propagates to every owned
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// Graphics inside the Container.
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for (const c of fogGraphics) {
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c.parent?.removeChild(c);
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c.destroy({ children: true });
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// Drop the previous fog children — every flip rebuilds
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// from scratch instead of mutating in place. Pixi v8's
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// `Container.removeChildren()` returns the detached
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// children so we can destroy each one explicitly.
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for (const old of fogLayer.removeChildren()) {
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old.destroy({ children: true });
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}
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fogGraphics = [];
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const ops = fogPaintOps(
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opts.world,
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circles,
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@@ -822,29 +821,21 @@ export async function createRenderer(opts: RendererOptions): Promise<RendererHan
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mode,
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);
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if (ops.length === 0) return;
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for (const copy of copies) {
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const container = new Container();
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// One Graphics per op — the fog rect first, then every
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// background-coloured circle on top. Per-shape Graphics
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// removes any risk of multi-shape Pixi quirks dropping a
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// layer (the previous all-in-one Graphics implementation
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// surfaced exactly that symptom in DEV — only the last
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// planet's glyph stayed visible inside the bg holes).
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for (const op of ops) {
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const g = new Graphics();
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if (op.kind === "fillRect") {
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g.rect(op.x, op.y, op.width, op.height);
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} else {
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g.circle(op.x, op.y, op.radius);
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}
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g.fill({ color: op.color, alpha: op.alpha });
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container.addChild(g);
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// Each op gets its own Graphics so any multi-shape Pixi
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// quirks cannot drop a layer (an earlier all-in-one
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// implementation surfaced exactly that symptom in DEV —
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// only the last planet's glyph stayed visible inside the
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// bg holes). The ops carry world-space positions; the
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// `fogLayer` has no transform.
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for (const op of ops) {
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const g = new Graphics();
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if (op.kind === "fillRect") {
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g.rect(op.x, op.y, op.width, op.height);
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} else {
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g.circle(op.x, op.y, op.radius);
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}
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// Fog sits below every primitive on the same copy so
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// planet glyphs paint on top. `addChildAt(g, 0)` keeps
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// the rest of the children's order intact.
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copy.addChildAt(container, 0);
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fogGraphics.push(container);
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g.fill({ color: op.color, alpha: op.alpha });
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fogLayer.addChild(g);
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}
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},
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resize: (w, h) => {
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@@ -869,15 +860,15 @@ export async function createRenderer(opts: RendererOptions): Promise<RendererHan
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teardownPickMode();
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previous?.onPick(null);
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}
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// `app.destroy({...children: true})` below would also walk
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// fog containers, but we drop them eagerly so the closure
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// reference clears even if a future caller queries the
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// renderer mid-dispose.
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for (const c of fogGraphics) {
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c.parent?.removeChild(c);
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c.destroy({ children: true });
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// `app.destroy({...children: true})` below recursively
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// destroys every container in the scene graph, fogLayer
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// included. The explicit removeChildren()/destroy here
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// drops the fog children eagerly so a future caller
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// querying the renderer mid-dispose does not see stale
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// fog instances still parented under the layer.
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for (const old of fogLayer.removeChildren()) {
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old.destroy({ children: true });
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}
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fogGraphics = [];
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viewport.off("moved", enforceCentreWhenLarger);
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viewport.off("moved", wrapTorusCamera);
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viewport.off("clicked", handleViewportClicked);
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