0.2.5-dev: official scenes merge chunks that share a material / lightmap into one mesh at load (draw calls on the 3D board back within budget, e.g. act2autochess_m02 prep 22 → 13); the boss-round real-server test reads the actual random pairing instead of assuming the host on the left half; golden: unchanged
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@@ -19,6 +19,8 @@
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// static crates (merged, same material),
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// decals (MT_autochess_common), fence pipes, blowers (merged, unlit), gate boxes (additive + alpha, merged per
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// material), cyan field edges, terrain overlays (≤ 4), background plane + its shadow catcher — ~12–16 in total.
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// An official scene replaces the tiles, glass, decals, pipes and background with one mesh per material and lightmap
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// page of the parts the built areas show (load.js mergeSceneChunks). Devices, gates, edges and terrain stay.
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// The key light's shadow map is rendered only when the geometry changes (autoUpdate off).
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import { buildBoard, objToBoard, boxProjectUV, ROWS, COLS, DEVICE_H, AREAS } from './layout.js';
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@@ -28,6 +30,7 @@ import {
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waterMaterial, mireMaterial, infectionMaterial, smogMaterial, dashTexture, environmentMap, sceneMaterial, sceneWaterMaterial,
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} from './materials.js';
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import { syncThreeCamera } from '../projection.js';
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import { mergeSceneChunks, sceneMaterialKey } from './load.js';
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/** Lighting rig (tuned against the official screenshots: bright even tops, darker sides, soft shadows). */
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export const LIGHTING = Object.freeze({
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@@ -343,18 +346,29 @@ export class BoardScene {
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this.sceneRes.delete(pack.key);
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}
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/** The official scene's meshes: one per chunk of a shown part (the base + the fields of the built areas). */
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/**
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* The official scene's meshes: the base plus the fields of the built areas, one mesh per material and lightmap
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* page (`mergeSceneChunks`). A switched-off HIDDEN part is left out before the merge.
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*/
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_buildScene(pack) {
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const T = this.THREE;
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const res = this._sceneResources(pack);
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const infos = pack.doc?.materials || {};
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this.sceneWater = [];
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let n = 0;
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const buckets = new Map();
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for (const c of pack.chunks || []) {
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if (c.group && !sceneGroupVisible(pack.groups?.[c.group], this.area)) continue;
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const info = infos[c.material] || null;
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const mk = sceneMaterialKey(c, info);
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let bucket = buckets.get(mk);
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if (!bucket) { bucket = { info, chunks: [] }; buckets.set(mk, bucket); }
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bucket.chunks.push(c);
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}
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let n = 0;
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for (const [mk, bucket] of buckets) {
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const c = mergeSceneChunks(bucket.chunks);
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const info = bucket.info;
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const water = info?.kind === 'water';
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const mk = `${c.material}|${water ? '' : c.lightmap}`;
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let mat = res.mats.get(mk);
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if (!mat) {
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mat = water
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