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the-nexus/texture-optimizer.js
Alexander Whitestone 319ea08b24
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perf: Three.js LOD and texture audit for local hardware (#873)
- Add performance-monitor.js: stats.js overlay with FPS, frame time,
  draw calls, and agent LOD stats. Toggle with Shift+P.
- Add lod-system-enhanced.js: THREE.LOD integration with tier-based
  mesh simplification (high/mid/low PBR materials), billboard sprites,
  frustum culling, and automatic performance tier detection.
- Add texture-optimizer.js: WebP conversion, texture size limits by
  tier, mipmap control, memory budget tracking, and scene audit.
- Add performance-benchmark.js: automated 10s benchmark with report
  generation and hardware requirement validation.
- Add docs/MINIMUM_SOVEREIGN_HARDWARE.md: performance tiers, draw call
  budgets, and M1 Mac baseline requirements.
- Update app.js: integrate PerformanceMonitor.update in game loop,
  pass renderer to LODSystem.init().
- Update index.html: include new performance scripts.

Acceptance criteria:
✓ LOD for complex agent models (4 levels: high/mid/low/sprite)
✓ Texture audit utilities with compression recommendations
✓ Performance overlay showing frame times and draw calls
✓ Minimum sovereign hardware documentation

Closes #873
2026-04-25 21:29:50 -04:00

264 lines
7.5 KiB
JavaScript

/**
* Texture Optimizer for The Nexus
*
* Provides utilities for texture compression and optimization:
* - WebP fallback for browser compatibility
* - Texture size limits based on performance tier
* - Mipmap generation control
* - Memory budget tracking
*
* Usage:
* const tex = TextureOptimizer.load('./assets/texture.png');
* TextureOptimizer.compressTexture(tex, { maxSize: 512, format: 'webp' });
*/
const TextureOptimizer = (() => {
// Size limits by performance tier (max texture dimension)
const SIZE_LIMITS = {
low: 512,
medium: 1024,
high: 2048
};
// Memory budget in MB
const MEMORY_BUDGETS = {
low: 64,
medium: 128,
high: 256
};
let _currentTier = 'medium';
let _textureMemory = 0;
let _textures = new Set();
function detectTier() {
const gl = document.createElement('canvas').getContext('webgl');
if (!gl) return 'low';
const debugInfo = gl.getExtension('WEBGL_debug_renderer_info');
if (!debugInfo) return 'medium';
const renderer = gl.getParameter(debugInfo.UNMASKED_RENDERER_WEBGL);
if (renderer.includes('Apple')) {
return renderer.includes('M3') || renderer.includes('M2 Pro') || renderer.includes('M1 Pro')
? 'high' : 'medium';
}
if (renderer.includes('Intel') && !renderer.includes('Arc')) return 'low';
if (/Android|webOS|iPhone|iPad|iPod/i.test(navigator.userAgent)) return 'low';
return 'high';
}
function init() {
_currentTier = detectTier();
console.log(`[TextureOptimizer] Tier: ${_currentTier}, Max texture size: ${SIZE_LIMITS[_currentTier]}px`);
}
/**
* Load a texture with automatic optimization
*/
function load(url, options = {}) {
const loader = new THREE.TextureLoader();
const texture = loader.load(url, (tex) => {
optimizeTexture(tex, options);
});
_textures.add(texture);
return texture;
}
/**
* Optimize an existing texture
*/
function optimizeTexture(texture, options = {}) {
const maxSize = options.maxSize || SIZE_LIMITS[_currentTier];
const format = options.format || 'auto';
// Limit texture size
const width = texture.image?.width || texture.image?.videoWidth || 0;
const height = texture.image?.height || texture.image?.videoHeight || 0;
if (width > maxSize || height > maxSize) {
const scale = maxSize / Math.max(width, height);
const newWidth = Math.floor(width * scale);
const newHeight = Math.floor(height * scale);
// Create resized canvas
const canvas = document.createElement('canvas');
canvas.width = newWidth;
canvas.height = newHeight;
const ctx = canvas.getContext('2d');
ctx.drawImage(texture.image, 0, 0, newWidth, newHeight);
texture.image = canvas;
texture.needsUpdate = true;
console.log(`[TextureOptimizer] Resized texture from ${width}x${height} to ${newWidth}x${newHeight}`);
}
// Mipmap settings based on tier
if (_currentTier === 'low') {
texture.generateMipmaps = false;
texture.minFilter = THREE.LinearFilter;
} else if (_currentTier === 'medium') {
texture.generateMipmaps = true;
texture.minFilter = THREE.LinearMipmapLinearFilter;
}
// Anisotropic filtering
if (options.anisotropy !== undefined) {
texture.anisotropy = options.anisotropy;
} else if (_currentTier === 'low') {
texture.anisotropy = 1;
} else if (_currentTier === 'medium') {
texture.anisotropy = 4;
} else {
texture.anisotropy = 8;
}
// Format conversion hint (for server-side preprocessing)
if (format === 'webp' && !urlEndsWith(texture.image?.src, '.webp')) {
console.warn(`[TextureOptimizer] Consider converting to WebP: ${texture.image?.src}`);
}
// Track memory usage
trackMemory(texture);
return texture;
}
function urlEndsWith(url, suffix) {
return url && url.toLowerCase().endsWith(suffix);
}
function trackMemory(texture) {
const width = texture.image?.width || 0;
const height = texture.image?.height || 0;
const bytesPerPixel = 4; // RGBA
const mipmaps = texture.generateMipmaps ? 1.33 : 1; // Mipmaps add ~33%
const memoryMB = (width * height * bytesPerPixel * mipmaps) / (1024 * 1024);
_textureMemory += memoryMB;
texture.userData.memoryMB = memoryMB;
const budget = MEMORY_BUDGETS[_currentTier];
if (_textureMemory > budget) {
console.warn(`[TextureOptimizer] Memory budget exceeded: ${_textureMemory.toFixed(1)}MB / ${budget}MB`);
cleanupTextures();
}
}
function cleanupTextures() {
const budget = MEMORY_BUDGETS[_currentTier];
if (_textureMemory <= budget) return;
// Sort by last used time (if available)
const sorted = Array.from(_textures).sort((a, b) => {
return (a.userData.lastUsed || 0) - (b.userData.lastUsed || 0);
});
for (const tex of sorted) {
if (_textureMemory <= budget * 0.8) break;
if (tex.userData.memoryMB) {
_textureMemory -= tex.userData.memoryMB;
tex.dispose();
_textures.delete(tex);
}
}
console.log(`[TextureOptimizer] Cleaned up textures. Memory: ${_textureMemory.toFixed(1)}MB`);
}
function getMemoryUsage() {
return {
used: _textureMemory,
budget: MEMORY_BUDGETS[_currentTier],
count: _textures.size
};
}
/**
* Audit all textures in a scene
*/
function auditScene(scene) {
const audit = {
textures: [],
totalMemory: 0,
oversized: [],
uncompressed: []
};
scene.traverse((object) => {
if (object.material) {
const materials = Array.isArray(object.material) ? object.material : [object.material];
materials.forEach(mat => {
['map', 'normalMap', 'roughnessMap', 'metalnessMap', 'emissiveMap', 'aoMap'].forEach(mapType => {
const texture = mat[mapType];
if (texture && texture.image) {
const width = texture.image.width || 0;
const height = texture.image.height || 0;
const memoryMB = (width * height * 4) / (1024 * 1024);
audit.textures.push({
type: mapType,
size: `${width}x${height}`,
memoryMB: memoryMB.toFixed(2),
url: texture.image.src || 'generated'
});
audit.totalMemory += memoryMB;
if (width > SIZE_LIMITS[_currentTier] || height > SIZE_LIMITS[_currentTier]) {
audit.oversized.push({
type: mapType,
size: `${width}x${height}`,
limit: SIZE_LIMITS[_currentTier]
});
}
const src = texture.image.src || '';
if (src && !src.endsWith('.webp') && !src.endsWith('.ktx2') && !src.endsWith('.basis')) {
audit.uncompressed.push(src);
}
}
});
});
}
});
return audit;
}
/**
* Convert image to WebP (client-side, for runtime generated textures)
*/
async function convertToWebP(imageElement, quality = 0.85) {
const canvas = document.createElement('canvas');
canvas.width = imageElement.width;
canvas.height = imageElement.height;
const ctx = canvas.getContext('2d');
ctx.drawImage(imageElement, 0, 0);
return new Promise((resolve) => {
canvas.toBlob((blob) => {
resolve(blob);
}, 'image/webp', quality);
});
}
return {
init,
load,
optimizeTexture,
getMemoryUsage,
auditScene,
convertToWebP,
SIZE_LIMITS,
MEMORY_BUDGETS
};
})();
window.TextureOptimizer = TextureOptimizer;