glytch/fktry/src/render/index.ts
type-two 462db9947c [render] THE INVERSION: The Correction is the only thing that never misses a frame
Rungs 2-4 embodied as hospital-white placeholder bodies (warden / gunship /
auditor), the gunship's ghost-mirrored sector + parity tether, the auditor's
0:00 stasis bleach, compliance placards, and the v9 onEvents migration.

The inversion is measured, not asserted: fed a worst-case integer-stepped
position that the sim moves on 6 of 120 frames, the warden renders 120 distinct
positions with zero stalled frames. The auditor renders 1 position and 119
stalled frames, deliberately — it moves only between frames (codex 5).

- correction.ts: tick-lerp + damped follow for wardens/gunships, instant
  relocation + blink for auditors, instanced ghost mirror (cap 512), tether,
  bleach + 00:00:00:00 timecode, and the frozen-entity set
- entities.ts: compliance placard + total idle/mixer/haze freeze (idle clock
  delta measured at exactly 0.000000 over 30 sealed frames)
- beltitems.ts: cargo pinned MID-TILE inside a lock; the freeze path is
  cheaper than the normal path (0.392 vs 0.465 ms at 2,000 items)
- index.ts: onEvents buffered and drained at the top of render(); repaired,
  the firewall can, and relicFound all retired as snapshot heuristics
- notice.ts: the fax-side notice halo, with a one-frame retry because main.ts
  runs the renderer BEFORE the UI and the panel may not be laid out yet
- correction.test.ts: 9 tests, mutation-checked. Pins the cross-lane rect
  convention against LANE-SIM's own frozenEnt formula over 4,896 cases.

Perf at a deliberate worst case (500 entities, 2,000 items, the entire base
both mirrored AND frozen): whole frame 2.30 ms median against a 16.6 ms
budget; this round's net cost ~0.2 ms. Prod bundle clean of all scaffold.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 12:52:40 +10:00

516 lines
23 KiB
TypeScript

/**
* LANE-RENDER — the Bitstream, made visible.
*
* Isometric factory view. Sim is truth: we render snapshots and never simulate.
* Composition: registry (assets + MODELBEAST hot-swap) -> ground / belts / entities /
* belt items / ghost layers -> ortho iso camera.
*/
import * as THREE from 'three';
import type {
Dir, GameData, MachineDef, Renderer, SimEvent, SimSnapshot, Vec2,
} from '../contracts';
import { AssetRegistry } from './registry';
import { CAM_DIST, CameraRig, WORLD_HALF } from './camera';
import { createGround, createVignette } from './ground';
import { EntityLayer } from './entities';
import { BeltLayer } from './belts';
import { BeltItemLayer } from './beltitems';
import { GhostLayer } from './ghost';
import { DevScene, devSceneEnabled, devSceneStress } from './devscene';
import { Showroom, showroomEnabled } from './showroom';
import { BeltTopology } from './topology';
import { SeamLayer, loadSeams } from './seams';
import { RelicLayer } from './relics';
import { WildlifeLayer, harassedIn } from './wildlife';
import { Juice } from './juice';
import { BreakRoom } from './breakroom';
import { WORLD } from './palette';
import { createEnvironment } from './env';
import { centerOf } from './coords';
import { CorrectionLayer } from './correction';
import { NoticePing } from './notice';
const KEY_INTENSITY = 1.9;
const FILL_INTENSITY = 0.7;
const AMBIENT_INTENSITY = 1.1;
/** ACES rolls mid-tones down hard; this lifts the factory back off a near-black ground. */
const BASE_EXPOSURE = 1.35;
/**
* How much of the new environment (env.ts) the WORLD's own materials take — belts, belt
* items, placeholders, ghosts, wildlife, the cabinet. Deliberately gentle: those were
* art-directed across six rounds under no IBL at all, and relighting them wholesale is
* a regression dressed as a fix. This is a dusting for coherence so a placeholder and a
* GLB read as standing in the same room. Hot-swapped GLBs opt into a much stronger dose
* of their own (`GLB_ENV_INTENSITY` in registry.ts) because they are the metals — see
* the arithmetic at the top of env.ts.
*
* Measured while tuning, and worth writing down: `AmbientLight` intensity is nearly
* inert in this scene. Sweeping it 0.55 -> 1.1 moved a placeholder body by ~7% and the
* high-metalness GLBs by <1%, because ambient only feeds the diffuse term that
* metalness has already zeroed. Left at its round-1 value rather than "compensated".
*/
const ENV_WORLD_INTENSITY = 0.5;
export function createRenderer(): Renderer {
let gl: THREE.WebGLRenderer;
let scene: THREE.Scene;
let rig: CameraRig;
let registry: AssetRegistry;
let entities: EntityLayer;
let belts: BeltLayer;
let cargo: BeltItemLayer;
let ghost: GhostLayer;
let relics: RelicLayer;
let wildlife: WildlifeLayer;
let correction: CorrectionLayer;
let notice: NoticePing;
let juice: Juice;
let breakroom: BreakRoom;
let seamLayer: SeamLayer | null = null;
let dev: DevScene | null = null;
let showroom: Showroom | null = null;
let host: HTMLElement;
let defs: Map<string, MachineDef>;
/** Shipment-flash detection: last frame's total shipped count, and the shipper tiles. */
let lastShipped = -1;
const shipperCentres: Vec2[] = [];
const itemColors = new Map<string, number>();
const lastPerItem = new Map<string, number>();
/** True on any dev scaffold page (devscene/showroom): enables stats + the debug hook. */
let debug = false;
const topo = new BeltTopology();
const raycaster = new THREE.Raycaster();
const groundPlane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0);
const ndc = new THREE.Vector2();
const hit = new THREE.Vector3();
const clock = new THREE.Clock();
let dim = 1; // smoothed brownout level
/** Dev-only frame-cost sampler. Measures CPU ms per frame, which — unlike frame
* RATE — stays honest even when the tab is backgrounded and rAF is throttled. */
const stats = { ms: 0, avg: 0, frames: 0 };
/**
* Round 7 boot timing, so "GLBs no longer block first paint" is a number and not a
* vibe. Dev-only, and every write sits inside a literal `import.meta.env.DEV` so
* Rollup folds the branches out of the bundle (round 3 learned that the hard way).
*
* `readyAt` is the honest one: main.ts awaits `renderer.init()` before it starts the
* frame loop, so the moment init returns is the earliest a frame can exist. `firstAt`
* is the real first `gl.render`, but rAF is throttled hard in a background tab, so
* read it only on a focused window.
*/
const perf = { initMs: 0, readyAt: 0, firstAt: 0 };
let firstFrameDone = false;
/**
* Which entity the inspector has open, if any.
*
* BRIDGE: `Renderer` has no inspect channel — `setGhost`'s mode is only build|remove,
* and main.ts calls it with 'build' during inspect, so nothing about the inspected
* entity reaches this lane. The typed selection DOES carry it (`{mode:'inspect',
* entity}`), and the bus is the designated cross-lane global, so we read it here.
* Same shape as the '__remove' sentinel bridge: it works, it's documented on both
* sides, and it wants a real contract hook. Filed in NOTES.
*/
function inspectedEntity(): number | null {
const bus = (window as unknown as { __fktryBus?: { selection?: () => unknown } }).__fktryBus;
const sel = bus?.selection?.() as { mode?: string; entity?: number } | null | undefined;
return sel && sel.mode === 'inspect' && typeof sel.entity === 'number' ? sel.entity : null;
}
/** Uplink tile centres, recomputed on demand — machines come and go. */
function refreshShippers(view: SimSnapshot): void {
shipperCentres.length = 0;
for (const e of view.entities) {
const d = defs.get(e.def);
if (d?.kind !== 'shipper') continue;
const c = centerOf(e.pos, d, e.dir);
shipperCentres.push({ x: c.x, y: c.z });
}
}
/**
* A rise in `shippedTotal` is a shipment — flash the uplinks in the shipped item's
* colour. Still snapshot-derived: v9's `shipped` event carries item and count but no
* position, so the uplink tiles have to come from the snapshot either way, and the
* delta is already exact. Left alone deliberately rather than migrated for its own sake.
*/
function shipmentFlash(view: SimSnapshot): void {
let total = 0;
let hottest: string | null = null;
let best = 0;
for (const k in view.shippedTotal) {
const n = view.shippedTotal[k];
total += n;
const prev = lastPerItem.get(k) ?? 0;
if (n - prev > best) { best = n - prev; hottest = k; }
lastPerItem.set(k, n);
}
if (lastShipped < 0) { lastShipped = total; return; } // first frame: prime, don't flash
if (total > lastShipped) {
refreshShippers(view);
const col = (hottest !== null ? itemColors.get(hottest) : undefined) ?? 0xff7a3f;
for (const c of shipperCentres) juice.shipFlash(c.x, c.y, col);
}
lastShipped = total;
}
/**
* v9 EVENT CHANNEL — granted after three rounds of asking (rounds 5, 6, 7-phase-0).
*
* main.ts calls `onEvents(events)` immediately before `render(snap, alpha)` with the
* same array ScreenFX and AudioFX get. We BUFFER rather than act: at onEvents time the
* frame's `view` hasn't been resolved yet (showroom/devscene may substitute a different
* snapshot), and several cues need to look an entity or a relic up in it. Draining at
* the top of render() keeps every cue and the snapshot it reasons about on the same
* frame. Bounded — main.ts drains the sim every frame, so this never grows.
*
* What this retired: three cues that rounds 6 and 7-phase-0 derived from snapshot
* deltas (`repaired`, the firewall "can", `relicFound`) and their heuristics with them.
*/
const pending: SimEvent[] = [];
const relicsFound = new Set<number>();
function applyEvents(view: SimSnapshot): void {
relicsFound.clear();
if (!pending.length) return;
for (const ev of pending) {
switch (ev.kind) {
case 'repaired':
// EXACT now: the mite's correction lands at the event's own pos, on the frame
// the sim says it landed. Round 6 inferred both from a mite's `size` crossing.
juice.tidy(ev.pos.x + 0.5, ev.pos.y + 0.5);
break;
case 'wildlife':
// A parity mite leaving. Sated ones reached the rim carrying their correction —
// no cue. One canned by a firewall mid-repair reads as filed paperwork. The
// event gives exact timing and position; `size` is the only thing that still
// discriminates the two, so it comes from the layer's last-seen state.
if (ev.on === 'cleared' && ev.wildlife === 'parity-mite') {
const size = wildlife.sizeOfMite(ev.id);
if (size !== undefined && size < 1) juice.tidy(ev.pos.x + 0.5, ev.pos.y + 0.5);
}
break;
case 'relicFound':
relicsFound.add(ev.id); // RelicLayer knows where it is; the event doesn't say
break;
case 'notice':
// Fax first, never silent (v9). The paper cue is on the glass; the world gets a
// small twitch at the uplinks, which is what The Correction is auditing.
notice.fire(ev.unit);
refreshShippers(view);
for (const c of shipperCentres) juice.notice(c.x, c.y);
break;
case 'mirrored': {
// The clean copy out-shipped you. Flash inside the sector, in the item's colour
// draining to white — it left as yours and arrived as theirs.
const col = itemColors.get(ev.item) ?? 0xffffff;
juice.mirrorFlash(ev.pos.x + 0.5, ev.pos.y + 0.5, col);
break;
}
case 'sealed': {
if (!ev.on) break; // un-sealing is the player's win; the pry itself is UI's cue
const e = view.entities.find((x) => x.id === ev.entity);
const d = e ? defs.get(e.def) : undefined;
if (e && d) {
const c = centerOf(e.pos, d, e.dir);
juice.stamp(c.x, c.z); // the rubber stamp landing
}
break;
}
case 'stasis':
correction.onStasis(ev.rect, ev.on, ev.lockHash);
break;
default:
break; // shipped/crafted/jammed/... are other layers' business
}
}
pending.length = 0;
}
/** True when the pointer is over the arcade cabinet. */
function cabinetHit(clientX: number, clientY: number): boolean {
if (!breakroom) return false;
const rect = gl.domElement.getBoundingClientRect();
ndc.x = ((clientX - rect.left) / rect.width) * 2 - 1;
ndc.y = -((clientY - rect.top) / rect.height) * 2 + 1;
raycaster.setFromCamera(ndc, rig.camera);
return raycaster.intersectObjects(breakroom.clickable, false).length > 0;
}
/**
* The cabinet is a world object, so it gets world-object interaction: pointer cursor on
* hover, click to open. Listeners live on the CANVAS and stop propagation on a hit, so
* main.ts's #game handler never sees the click — otherwise clicking the cabinet while
* holding a machine would also place one on the tile behind it.
*/
function installCabinetPointer(container: HTMLElement): void {
const canvas = gl.domElement;
canvas.addEventListener('pointermove', (e) => {
const over = cabinetHit(e.clientX, e.clientY);
// Only claim the cursor when nothing else is driving it (build/remove modes have
// their own affordance via the ghost).
canvas.style.cursor = over ? 'pointer' : '';
if (over) container.title = 'GLYTCH';
else if (container.title) container.title = '';
});
canvas.addEventListener(
'pointerdown',
(e) => {
if (e.button !== 0 || !cabinetHit(e.clientX, e.clientY)) return;
e.stopPropagation();
e.preventDefault();
window.open('./match.html', '_blank', 'noopener');
},
{ capture: true },
);
}
return {
async init(container: HTMLElement, data: GameData) {
const t0 = performance.now();
defs = new Map(data.machines.map((m) => [m.id, m]));
host = container;
gl = new THREE.WebGLRenderer({ antialias: true, powerPreference: 'high-performance' });
gl.setPixelRatio(Math.min(devicePixelRatio, 2));
gl.setSize(container.clientWidth, container.clientHeight);
gl.shadowMap.enabled = true;
gl.shadowMap.type = THREE.PCFSoftShadowMap;
gl.toneMapping = THREE.ACESFilmicToneMapping;
container.appendChild(gl.domElement);
container.appendChild(createVignette());
scene = new THREE.Scene();
scene.background = new THREE.Color(WORLD.bg);
// Fog distances are measured from the CAMERA, which an ortho iso rig parks
// CAM_DIST away from everything — so the band starts past the focal point and
// only bites at the far reaches. Absolute values here would fog the whole world
// into the background.
scene.fog = new THREE.Fog(WORLD.bg, CAM_DIST + 12, CAM_DIST + 78);
scene.add(createGround());
const key = new THREE.DirectionalLight(0xbfc8ff, KEY_INTENSITY);
key.position.set(18, 30, 12);
key.castShadow = true;
key.shadow.mapSize.set(2048, 2048);
key.shadow.camera.near = 1;
key.shadow.camera.far = 90;
const s = 26;
key.shadow.camera.left = -s;
key.shadow.camera.right = s;
key.shadow.camera.top = s;
key.shadow.camera.bottom = -s;
key.shadow.bias = -0.0012;
scene.add(key);
// Cool bounce from below-ish so machine flanks don't go pure black.
const fill = new THREE.DirectionalLight(0x4a3f7a, FILL_INTENSITY);
fill.position.set(-14, 8, -16);
scene.add(fill);
scene.add(new THREE.AmbientLight(0x8f8fbf, AMBIENT_INTENSITY));
// THE ENVIRONMENT (round 7 root-cause fix). Until now `scene.environment` was
// null, which for a metal is not "no reflections" but "reflects the void" — and
// 16 of the 27 shipped GLBs are metalness >= 0.5, where diffuse is nearly gone
// and indirect specular is the whole material. See env.ts for the arithmetic.
// Built from the real light directions so the reflection agrees with the shading.
const env = createEnvironment(gl, key.position, fill.position);
scene.environment = env;
scene.environmentIntensity = ENV_WORLD_INTENSITY;
rig = new CameraRig(container, gl.domElement);
registry = new AssetRegistry();
// Hot-swapped GLBs get their own, much stronger, share of the environment — they
// are the metals. Must be handed over BEFORE init kicks the first probe off.
registry.setEnvironment(env);
// Synchronous: placeholders exist the instant this returns, GLBs hot-swap in.
registry.init(data);
juice = new Juice();
belts = new BeltLayer(registry, defs, topo);
entities = new EntityLayer(registry, defs, juice);
cargo = new BeltItemLayer(data, topo);
ghost = new GhostLayer(registry, defs, data);
relics = new RelicLayer(juice);
wildlife = new WildlifeLayer();
// THE CORRECTION, rungs 2-4. Added LAST of the world layers so its translucent
// ghost-mirror and stasis bleach sort over the factory they are overwriting.
correction = new CorrectionLayer(defs, juice);
notice = new NoticePing(container);
scene.add(
belts.group, entities.group, cargo.group, ghost.group, ghost.aura.group,
relics.group, wildlife.group, correction.group, juice.group,
);
// THE FLOOR: seam regions from data — era skins the crust, the ore glints.
seamLayer = new SeamLayer(loadSeams(), data);
scene.add(seamLayer.mesh);
// THE BREAK ROOM: the GLYTCH cabinet, a short walk south-east of the start zone.
// Position is chosen to land in CLICKABLE screen space at the default framing —
// at (-5,-5) it rendered underneath `#screen`, the decorative overlay that still
// takes pointer events, so the cabinet was both invisible and unclickable (see the
// B8 picking findings in NOTES).
breakroom = new BreakRoom(6, 12);
scene.add(breakroom.group);
installCabinetPointer(container);
// Item colours for the shipment flash, and the shipper tiles (recomputed on demand).
for (const it of data.items) itemColors.set(it.id, new THREE.Color(it.color).getHex());
debug = devSceneEnabled() || showroomEnabled();
// B8 review finding: the start zone must clear the build bar. The bar sits at
// screen-bottom, and in this iso rig screen-down = world +x/+z, so biasing the
// camera target south-east lifts world origin into the upper play area where a
// fresh game's first machines get placed. (Showroom/devscene set their own frame.)
if (!showroomEnabled()) rig.frame(3, 6, 15);
if (showroomEnabled()) {
showroom = new Showroom(data, registry);
scene.add(showroom.decor);
showroom.mountLabels(container);
rig.frame(showroom.view.x, showroom.view.z, showroom.view.zoom);
console.info(
`[render] showroom: ${data.machines.length} machines, ${data.items.length} items —` +
' drop a GLB into public/assets/models/<asset>.glb and it lands here in ~10s',
);
}
if (devSceneEnabled()) {
const d = new DevScene(data, devSceneStress());
if (d.usable) {
dev = d;
console.info('[render] devscene active — mock line until LANE-SIM lands entities');
}
}
// The literal `import.meta.env.DEV` is what makes this disappear from the bundle:
// Vite substitutes `false` and Rollup drops the branch. Testing a `debug` VARIABLE
// here instead left the whole hook — internals list and all — as dead code in
// dist/. Keep the check inline; verified by grepping the bundle.
if (import.meta.env.DEV && (devSceneEnabled() || showroomEnabled())) {
(window as unknown as { __render: unknown }).__render = {
scene, camera: rig.camera, rig, stats, gl, dev, showroom, topo, cargo, entities, ghost,
// v9: the Correction layer plus a way to inject SimEvents by hand. The devscene
// fabricates snapshots, not events, so this is the only way to exercise the
// onEvents cues (notice / mirrored / sealed / stasis / repaired) before SIM's
// escalation ladder happens to climb during a verification session.
correction, juice, wildlife, relics, notice,
fire: (...e: SimEvent[]) => { for (const x of e) pending.push(x); },
};
}
const onResize = () => {
gl.setSize(container.clientWidth, container.clientHeight);
rig.resize();
};
addEventListener('resize', onResize);
new ResizeObserver(onResize).observe(container);
if (import.meta.env.DEV) {
perf.readyAt = performance.now();
perf.initMs = perf.readyAt - t0;
(window as unknown as { __fktryPerf: unknown }).__fktryPerf = perf;
}
},
render(snap: SimSnapshot, alpha: number) {
if (!gl) return;
const t0 = debug ? performance.now() : 0;
// Clamp the frame delta. A backgrounded tab, an alt-tab, a GC pause or the first
// frame after load all hand back a delta of SECONDS (measured 63.7s), which
// integrates particles to infinity and kills every effect whose lifetime is
// shorter than the hitch — juice simply never appeared. main.ts clamps the sim's
// accumulator for the same reason; this is the renderer's half.
const dt = Math.min(0.05, clock.getDelta());
const t = clock.elapsedTime;
// The showroom is a standalone page, so it owns the frame outright. The devscene
// is only a stand-in and yields the instant the real sim has anything to show.
let view = snap;
if (showroom) {
view = showroom.snapshot(snap.tick);
showroom.frame(t);
} else if (dev && snap.entities.length === 0) {
view = dev.snapshot(snap.tick);
}
// Events first: every one-shot cue reasons about THIS frame's view, and the stasis
// rects a `stasis` event opens must exist before CorrectionLayer computes what is
// frozen — otherwise the freeze would always be one frame late.
applyEvents(view);
rig.update(dt);
// Topology is shared by belts (which piece to draw) and cargo (which path the
// items take), so it is rebuilt once here rather than twice downstream.
topo.rebuild(view, defs);
// The Correction runs BEFORE the layers that read its `frozen` set. It is also the
// one layer that takes `alpha`: rungs 2-4 glide, everything the player owns judders
// (§8 — wrong motion belongs to corruption, not to authority). See correction.ts.
correction.sync(view, alpha, t, dt, rig.camera);
belts.sync(view, t);
entities.sync(view, t, dt, harassedIn(view), correction.frozen);
cargo.sync(view, alpha, t, correction.frozen);
ghost.update(view, t, inspectedEntity());
relics.sync(view.relics, t, relicsFound);
wildlife.sync(view.wildlife, t);
seamLayer?.frame(t);
breakroom.frame(t);
shipmentFlash(view);
juice.update(dt, rig.camera);
// Brownout: drop the whole scene ~30% and flicker. Driven through tone-mapping
// exposure so emissives dim too — a brownout that left the glow at full would
// read as a lighting bug rather than a power failure.
const target = view.bandwidth.brownout ? 0.7 : 1;
dim += (target - dim) * Math.min(1, dt * 6);
const flicker = view.bandwidth.brownout
? 0.88 + Math.sin(t * 37) * 0.08 + (Math.sin(t * 13.3) > 0.72 ? -0.22 : 0)
: 1;
gl.toneMappingExposure = BASE_EXPOSURE * dim * flicker;
gl.render(scene, rig.camera);
showroom?.updateLabels(rig.camera, host);
if (import.meta.env.DEV && !firstFrameDone) {
firstFrameDone = true;
perf.firstAt = performance.now();
}
if (debug) {
stats.ms = performance.now() - t0;
stats.frames++;
stats.avg += (stats.ms - stats.avg) * 0.05; // rolling
}
},
pickTile(clientX: number, clientY: number): Vec2 | null {
if (!gl) return null;
const rect = gl.domElement.getBoundingClientRect();
ndc.x = ((clientX - rect.left) / rect.width) * 2 - 1;
ndc.y = -((clientY - rect.top) / rect.height) * 2 + 1;
raycaster.setFromCamera(ndc, rig.camera);
if (!raycaster.ray.intersectPlane(groundPlane, hit)) return null;
const x = Math.floor(hit.x);
const y = Math.floor(hit.z);
if (x < -WORLD_HALF || x >= WORLD_HALF || y < -WORLD_HALF || y >= WORLD_HALF) return null;
return { x, y };
},
setGhost(def: string | null, pos: Vec2 | null, dir: Dir, mode: 'build' | 'remove' = 'build') {
ghost?.set(def, pos, dir, mode);
},
/**
* v9. Buffered, not acted on — see `applyEvents`. The array belongs to main.ts and is
* shared with ScreenFX/AudioFX, so we copy the references out and never retain it.
*/
onEvents(events: SimEvent[]) {
if (!gl) return; // init hasn't run; nothing to cue
for (const e of events) pending.push(e);
},
};
}