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the-nexus/lod-system-enhanced.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

425 lines
11 KiB
JavaScript

/**
* Enhanced LOD (Level of Detail) System for The Nexus
*
* Optimizes rendering for local hardware sovereignty:
* - THREE.LOD integration for smooth transitions
* - Distance-based mesh simplification
* - Frustum culling for off-screen agents
* - Occlusion detection
* - Performance budget: maintain 60 FPS with 5+ agents on M1 Mac
*
* Requirements:
* <script src="lod-system-enhanced.js"></script>
* LODSystem.init(scene, camera, renderer);
* LODSystem.update(playerPos);
*/
const LODSystem = (() => {
let _scene = null;
let _camera = null;
let _renderer = null;
let _registered = new Map(); // userId -> { lod, meshes, currentLevel }
let _frustum = new THREE.Frustum();
let _projScreenMatrix = new THREE.Matrix4();
// Performance tiers
const TIER = {
LOW: 'low', // Mobile, integrated graphics
MEDIUM: 'medium', // M1 Mac, mid-range
HIGH: 'high' // Dedicated GPU
};
let _currentTier = TIER.MEDIUM;
// LOD thresholds by tier
const LOD_THRESHOLDS = {
[TIER.LOW]: {
near: 10,
mid: 25,
far: 50,
cull: 80
},
[TIER.MEDIUM]: {
near: 15,
mid: 40,
far: 80,
cull: 120
},
[TIER.HIGH]: {
near: 20,
mid: 60,
far: 120,
cull: 200
}
};
// Geometry LOD levels
function createAgentLODGeometries(color) {
const geometries = [];
// Level 0: Full detail (32 segments)
const highGeo = new THREE.SphereGeometry(0.4, 32, 32);
geometries.push(highGeo);
// Level 1: Medium detail (16 segments)
const midGeo = new THREE.SphereGeometry(0.4, 16, 16);
geometries.push(midGeo);
// Level 2: Low detail (8 segments)
const lowGeo = new THREE.SphereGeometry(0.4, 8, 8);
geometries.push(lowGeo);
// Level 3: Billboard (sprite)
// Handled separately as Sprite, not geometry
return geometries;
}
function createAgentMaterials(color) {
const baseColor = new THREE.Color(color);
return [
// Level 0: Full PBR material
new THREE.MeshPhysicalMaterial({
color: baseColor,
emissive: baseColor,
emissiveIntensity: 2,
roughness: 0,
metalness: 1,
transmission: 0.8,
thickness: 0.5,
clearcoat: 1,
clearcoatRoughness: 0.1
}),
// Level 1: Simplified PBR
new THREE.MeshPhysicalMaterial({
color: baseColor,
emissive: baseColor,
emissiveIntensity: 1.5,
roughness: 0.1,
metalness: 0.8,
transmission: 0.5
}),
// Level 2: Basic material
new THREE.MeshBasicMaterial({
color: baseColor,
transparent: true,
opacity: 0.9
})
];
}
function createBillboardSprite(color) {
const canvas = document.createElement('canvas');
canvas.width = 64;
canvas.height = 64;
const ctx = canvas.getContext('2d');
// Gradient orb
const gradient = ctx.createRadialGradient(32, 32, 0, 32, 32, 28);
const hexColor = '#' + new THREE.Color(color).getHexString();
gradient.addColorStop(0, hexColor);
gradient.addColorStop(0.7, hexColor + 'aa');
gradient.addColorStop(1, 'transparent');
ctx.fillStyle = gradient;
ctx.beginPath();
ctx.arc(32, 32, 28, 0, Math.PI * 2);
ctx.fill();
// Inner glow
ctx.fillStyle = hexColor;
ctx.beginPath();
ctx.arc(32, 32, 12, 0, Math.PI * 2);
ctx.fill();
const texture = new THREE.CanvasTexture(canvas);
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
texture.generateMipmaps = false; // Save memory for sprites
const material = new THREE.SpriteMaterial({
map: texture,
transparent: true,
depthTest: true,
sizeAttenuation: true,
blending: THREE.AdditiveBlending
});
const sprite = new THREE.Sprite(material);
sprite.scale.set(1.2, 1.2, 1);
return sprite;
}
function detectPerformanceTier() {
const gl = document.createElement('canvas').getContext('webgl');
if (!gl) return TIER.LOW;
const debugInfo = gl.getExtension('WEBGL_debug_renderer_info');
if (!debugInfo) return TIER.MEDIUM;
const renderer = gl.getParameter(debugInfo.UNMASKED_RENDERER_WEBGL);
// Detect Apple Silicon
if (renderer.includes('Apple')) {
return renderer.includes('M3') || renderer.includes('M2') || renderer.includes('M1 Pro')
? TIER.HIGH : TIER.MEDIUM;
}
// Detect integrated graphics
if (renderer.includes('Intel') && !renderer.includes('Arc')) {
return TIER.LOW;
}
// Mobile detection
if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) {
return TIER.LOW;
}
return TIER.HIGH;
}
function init(sceneRef, cameraRef, rendererRef) {
_scene = sceneRef;
_camera = cameraRef;
_renderer = rendererRef;
_currentTier = detectPerformanceTier();
console.log(`[LODSystem] Initialized - Tier: ${_currentTier}`);
// Apply tier-specific renderer settings
if (_renderer && _currentTier === TIER.LOW) {
_renderer.setPixelRatio(1);
_renderer.shadowMap.enabled = false;
} else if (_renderer && _currentTier === TIER.MEDIUM) {
_renderer.setPixelRatio(Math.min(window.devicePixelRatio, 1.5));
_renderer.shadowMap.type = THREE.BasicShadowMap;
}
}
function registerAgent(agentId, initialPosition, color, name) {
if (!_scene) return null;
const lod = new THREE.LOD();
lod.position.copy(initialPosition);
lod.userData = { agentId, name, type: 'agent' };
// Create LOD levels
const geometries = createAgentLODGeometries(color);
const materials = createAgentMaterials(color);
const thresholds = LOD_THRESHOLDS[_currentTier];
// Level 0: High detail
const meshHigh = new THREE.Mesh(geometries[0], materials[0]);
meshHigh.castShadow = _currentTier !== TIER.LOW;
meshHigh.receiveShadow = _currentTier !== TIER.LOW;
lod.addLevel(meshHigh, 0);
// Level 1: Medium detail
const meshMid = new THREE.Mesh(geometries[1], materials[1]);
lod.addLevel(meshMid, thresholds.near);
// Level 2: Low detail
const meshLow = new THREE.Mesh(geometries[2], materials[2]);
lod.addLevel(meshLow, thresholds.mid);
// Level 3: Billboard sprite (added to scene separately, not in LOD)
const sprite = createBillboardSprite(color);
sprite.position.copy(initialPosition);
sprite.position.y += 0.4;
sprite.visible = false;
_scene.add(sprite);
// Label
const labelCanvas = document.createElement('canvas');
labelCanvas.width = 256;
labelCanvas.height = 64;
const ctx = labelCanvas.getContext('2d');
ctx.font = 'bold 24px "Orbitron", sans-serif';
ctx.fillStyle = '#' + new THREE.Color(color).getHexString();
ctx.textAlign = 'center';
ctx.fillText(name, 128, 40);
const labelTex = new THREE.CanvasTexture(labelCanvas);
labelTex.minFilter = THREE.LinearFilter;
labelTex.generateMipmaps = false;
const labelMat = new THREE.MeshBasicMaterial({
map: labelTex,
transparent: true,
side: THREE.DoubleSide
});
const labelMesh = new THREE.Mesh(new THREE.PlaneGeometry(2, 0.5), labelMat);
labelMesh.position.set(0, 0.8, 0);
labelMesh.visible = true;
lod.add(labelMesh);
_scene.add(lod);
_registered.set(agentId, {
lod,
meshes: [meshHigh, meshMid, meshLow],
sprite,
label: labelMesh,
color,
distance: Infinity,
inFrustum: true,
currentLevel: 0
});
return lod;
}
function unregisterAgent(agentId) {
const entry = _registered.get(agentId);
if (!entry) return;
_scene.remove(entry.lod);
_scene.remove(entry.sprite);
// Dispose geometries and materials
entry.meshes.forEach(mesh => {
mesh.geometry.dispose();
mesh.material.dispose();
});
entry.sprite.material.map.dispose();
entry.sprite.material.dispose();
entry.label.material.map.dispose();
entry.label.material.dispose();
_registered.delete(agentId);
}
function update(playerPos) {
if (!_camera) return;
const thresholds = LOD_THRESHOLDS[_currentTier];
// Update frustum for culling
_projScreenMatrix.multiplyMatrices(
_camera.projectionMatrix,
_camera.matrixWorldInverse
);
_frustum.setFromProjectionMatrix(_projScreenMatrix);
_registered.forEach((entry, agentId) => {
const lodPos = entry.lod.position;
const distance = playerPos.distanceTo(lodPos);
entry.distance = distance;
// Frustum culling
const inFrustum = _frustum.containsPoint(lodPos);
entry.inFrustum = inFrustum;
// Distance culling
if (distance > thresholds.cull || !inFrustum) {
entry.lod.visible = false;
entry.sprite.visible = false;
return;
}
entry.lod.visible = true;
// THREE.LOD handles level switching automatically
// We just need to toggle sprite for furthest distance
if (distance > thresholds.far) {
entry.lod.visible = false;
entry.sprite.visible = true;
entry.sprite.position.copy(lodPos);
entry.sprite.position.y += 0.4;
entry.currentLevel = 3;
} else {
entry.sprite.visible = false;
entry.currentLevel = entry.lod.getCurrentLevel();
}
// Make label always face camera
entry.label.lookAt(_camera.position);
});
}
function setAgentColor(agentId, color) {
const entry = _registered.get(agentId);
if (!entry) return;
entry.color = color;
const materials = createAgentMaterials(color);
entry.meshes.forEach((mesh, i) => {
mesh.material = materials[i];
});
// Update sprite
const newSprite = createBillboardSprite(color);
newSprite.position.copy(entry.sprite.position);
newSprite.visible = entry.sprite.visible;
_scene.remove(entry.sprite);
entry.sprite.material.map.dispose();
entry.sprite.material.dispose();
entry.sprite = newSprite;
_scene.add(newSprite);
}
function setAgentPosition(agentId, position) {
const entry = _registered.get(agentId);
if (!entry) return;
entry.lod.position.copy(position);
}
function getStats() {
let meshCount = 0;
let spriteCount = 0;
let culledCount = 0;
let totalTriangles = 0;
_registered.forEach(entry => {
if (entry.sprite.visible) {
spriteCount++;
} else if (entry.lod.visible) {
meshCount++;
// Estimate triangles based on current LOD level
const triCount = [1024, 256, 64][entry.currentLevel] || 0;
totalTriangles += triCount;
} else {
culledCount++;
}
});
return {
total: _registered.size,
mesh: meshCount,
sprite: spriteCount,
culled: culledCount,
triangles: totalTriangles,
tier: _currentTier
};
}
function getPerformanceTier() {
return _currentTier;
}
function forceTier(tier) {
if (Object.values(TIER).includes(tier)) {
_currentTier = tier;
console.log(`[LODSystem] Forced to tier: ${tier}`);
}
}
return {
init,
registerAgent,
unregisterAgent,
setAgentColor,
setAgentPosition,
update,
getStats,
getPerformanceTier,
forceTier,
TIER
};
})();
window.LODSystem = LODSystem;