@d5techs/3dgs-lib 1.4.60 → 1.4.61
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/3dgs-lib.cjs +28 -25
- package/dist/3dgs-lib.cjs.map +1 -1
- package/dist/3dgs-lib.js +28 -25
- package/dist/3dgs-lib.js.map +1 -1
- package/package.json +1 -1
package/dist/3dgs-lib.js
CHANGED
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@@ -2215,7 +2215,7 @@ struct V { @builtin(position) pos: vec4<f32>, @location(0) dir: vec3<f32> };
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const EQUIRECT_WGSL = (
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/* wgsl */
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`
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-
struct Uniforms { col0: vec4<f32>, col1: vec4<f32>, col2: vec4<f32>,
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+
struct Uniforms { col0: vec4<f32>, col1: vec4<f32>, col2: vec4<f32>, cam: vec4<f32> };
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@group(0) @binding(0) var<uniform> u: Uniforms;
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@group(0) @binding(1) var envSampler: sampler;
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@group(0) @binding(2) var envTexture: texture_2d<f32>;
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@@ -2235,37 +2235,40 @@ fn dirToUv(d: vec3<f32>) -> vec2<f32> {
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}
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@fragment fn fs(i: V) -> @location(0) vec4<f32> {
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let d
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let
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let
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let d = normalize(i.dir);
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let cx = u.cam.x;
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let cy = u.cam.y;
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let cz = u.cam.z;
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let R = u.cam.w;
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-
// --- sky ---
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+
// --- sky (always computed for uniform control flow) ---
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let skyUv = dirToUv(d);
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-
// --- ground:
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+
// --- ground: ray from camera hits Y=0 plane ---
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let dyClamped = min(d.y, -0.0001);
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-
let t = -
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-
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let
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let
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let t = -cy / dyClamped;
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// Hit point in WORLD space (not camera-relative)
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let wx = cx + t * d.x;
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let wz = cz + t * d.z;
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let wDist = sqrt(wx * wx + wz * wz);
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-
// Clamp
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-
let s
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-
let bx =
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2255
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-
let bz =
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//
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// Clamp inside the bowl radius (centered at world origin)
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let s = min(1.0, R * 0.999 / max(wDist, 0.001));
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let bx = wx * s;
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let bz = wz * s;
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// Inverted bowl: y = -sqrt(R² - x² - z²)
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let bowlY = -sqrt(max(R * R - bx * bx - bz * bz, 0.0));
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let groundDir = normalize(vec3(bx, bowlY, bz));
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-
let groundUv
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let groundUv = dirToUv(groundDir);
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// --- sample both (uniform control flow) ---
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-
let skyColor
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let skyColor = textureSample(envTexture, envSampler, skyUv).rgb;
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let groundColor = textureSample(envTexture, envSampler, groundUv).rgb;
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-
// Blend
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// Blend: horizon transition + fade at bowl edge
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let horizonBlend = smoothstep(0.0, -0.08, d.y);
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-
let aboveGround = step(0.01,
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-
let edgeFade = 1.0 - smoothstep(R * 0.7, R,
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let aboveGround = step(0.01, cy);
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let edgeFade = 1.0 - smoothstep(R * 0.7, R, wDist);
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let finalBlend = horizonBlend * aboveGround * edgeFade;
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let c = mix(skyColor, groundColor, finalBlend);
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@@ -2290,7 +2293,7 @@ class SkyboxRenderer {
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__publicField(this, "frameReady", false);
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__publicField(this, "mode", "none");
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/** Ground projection sphere radius (world units). Larger = ground extends further, flatter. */
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-
__publicField(this, "groundRadius",
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__publicField(this, "groundRadius", 100);
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this.device = device;
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const depthStencil = {
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format: depthFormat,
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@@ -2427,10 +2430,10 @@ class SkyboxRenderer {
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ud[9] = viewMatrix[9];
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ud[10] = viewMatrix[10];
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ud[11] = 0;
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ud[12] = cameraPosition ? cameraPosition[
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ud[13] =
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ud[14] = 0;
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ud[15] =
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ud[12] = cameraPosition ? cameraPosition[0] : 0;
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ud[13] = cameraPosition ? cameraPosition[1] : 0;
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ud[14] = cameraPosition ? cameraPosition[2] : 0;
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ud[15] = this.groundRadius;
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this.device.queue.writeBuffer(this.uniformBuffer, 0, ud);
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this.frameReady = true;
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}
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