@quake2ts/engine 0.0.840 → 0.0.842
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/browser/index.global.js +18 -16
- package/dist/browser/index.global.js.map +1 -1
- package/dist/cjs/index.cjs +11 -10
- package/dist/cjs/index.cjs.map +1 -1
- package/dist/esm/index.js +11 -10
- package/dist/esm/index.js.map +1 -1
- package/dist/tsconfig.tsbuildinfo +1 -1
- package/dist/types/render/matrix/webgpu.d.ts.map +1 -1
- package/package.json +5 -5
package/dist/cjs/index.cjs
CHANGED
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@@ -10737,7 +10737,7 @@ var SpriteRenderer2 = class {
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};
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// raw-loader:/home/runner/work/quake2/quake2/quake2ts/packages/engine/src/render/webgpu/shaders/skybox.wgsl
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10740
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-
var skybox_default = "struct Uniforms {\n viewProjection: mat4x4<f32>,\n scroll: vec2<f32>,\n}\n\n@group(0) @binding(0) var<uniform> uniforms: Uniforms;\n@group(0) @binding(1) var t_skybox: texture_cube<f32>;\n@group(0) @binding(2) var s_skybox: sampler;\n\nstruct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) direction: vec3<f32>,\n}\n\n@vertex\nfn vertexMain(@location(0) position: vec3<f32>) -> VertexOutput {\n var output: VertexOutput;\n\n //
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+
var skybox_default = "struct Uniforms {\n viewProjection: mat4x4<f32>,\n scroll: vec2<f32>,\n}\n\n@group(0) @binding(0) var<uniform> uniforms: Uniforms;\n@group(0) @binding(1) var t_skybox: texture_cube<f32>;\n@group(0) @binding(2) var s_skybox: sampler;\n\nstruct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) direction: vec3<f32>,\n}\n\n@vertex\nfn vertexMain(@location(0) position: vec3<f32>) -> VertexOutput {\n var output: VertexOutput;\n\n // Pass the RAW position (not normalized) as direction\n // This preserves the face-relative direction and avoids corner tie issues\n // The cubemap sampler handles normalization internally\n var dir = position;\n\n // Apply scrolling in Quake horizontal plane (X/Y)\n // Small scrolling offset that doesn't break dominant component detection\n dir.x += uniforms.scroll.x * 0.01;\n dir.y += uniforms.scroll.y * 0.01;\n\n output.direction = dir;\n output.position = uniforms.viewProjection * vec4<f32>(position, 1.0);\n return output;\n}\n\n@fragment\nfn fragmentMain(@location(0) direction: vec3<f32>) -> @location(0) vec4<f32> {\n // Transform from Quake coordinates to GL/WebGPU cubemap coordinates\n // Quake: +X forward, +Y left, +Z up\n // GL cubemap: +X right, +Y up, -Z forward\n var cubemapDir: vec3<f32>;\n cubemapDir.x = -direction.y; // Quake +Y (left) \u2192 GL -X (left)\n cubemapDir.y = direction.z; // Quake +Z (up) \u2192 GL +Y (up)\n cubemapDir.z = -direction.x; // Quake +X (forward) \u2192 GL -Z (forward)\n\n return textureSample(t_skybox, s_skybox, cubemapDir);\n}\n";
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// src/render/types/coordinates.ts
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var CoordinateSystem = /* @__PURE__ */ ((CoordinateSystem2) => {
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@@ -10761,6 +10761,7 @@ var WebGPUMatrixBuilder = class {
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projection[10] = camera.far * rangeInv;
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projection[11] = -1;
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projection[14] = camera.near * camera.far * rangeInv;
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+
projection[15] = 0;
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return projection;
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}
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buildViewMatrix(camera) {
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@@ -10832,7 +10833,7 @@ var WebGPUMatrixBuilder = class {
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}
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};
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var SKYBOX_POSITIONS2 = new Float32Array([
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-
// Front face (+X) -
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// Front face (+X) - Quake forward direction
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1,
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-1,
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-1,
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@@ -10851,7 +10852,7 @@ var SKYBOX_POSITIONS2 = new Float32Array([
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1,
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-1,
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1,
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-
// Back face (-X) -
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+
// Back face (-X) - Quake backward direction
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-1,
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1,
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-1,
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@@ -10870,7 +10871,7 @@ var SKYBOX_POSITIONS2 = new Float32Array([
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-1,
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1,
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1,
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-
// Left face (+Y) -
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// Left face (+Y) - Quake left direction
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-1,
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1,
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-1,
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@@ -10889,7 +10890,7 @@ var SKYBOX_POSITIONS2 = new Float32Array([
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1,
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-1,
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// Right face (-Y) -
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// Right face (-Y) - Quake right direction
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1,
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-1,
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-1,
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@@ -10908,7 +10909,7 @@ var SKYBOX_POSITIONS2 = new Float32Array([
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-1,
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-1,
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-1,
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-
// Top face (+Z) -
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// Top face (+Z) - Quake up direction
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-1,
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@@ -10927,7 +10928,7 @@ var SKYBOX_POSITIONS2 = new Float32Array([
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-1,
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-
// Bottom face (-Z) -
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// Bottom face (-Z) - Quake down direction
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-1,
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1,
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-1,
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@@ -11037,9 +11038,9 @@ var SkyboxPipeline3 = class {
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},
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depthStencil: {
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format: "depth24plus",
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depthWriteEnabled:
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depthCompare: "
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//
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depthWriteEnabled: true,
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depthCompare: "less-equal"
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// Proper depth testing ensures front faces occlude back faces
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},
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primitive: {
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topology: "triangle-list",
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