mapspinner 0.1.34 → 0.1.35
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/package.json +1 -1
- package/src/gl-render.js +38 -17
package/package.json
CHANGED
package/src/gl-render.js
CHANGED
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@@ -569,6 +569,13 @@ export async function initMapspinnerRender(gl, opts = {}) {
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const vbo=gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER,vbo); gl.bufferData(gl.ARRAY_BUFFER,verts,gl.STATIC_DRAW);
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const ibo=gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,ibo); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,indices,gl.STATIC_DRAW);
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const instBuf=gl.createBuffer(); // per-instance [ox,oy,l,level,face] (filled per frame in render())
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572
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// DATA-CONTINUITY CACHE (2026-06-14): terrain + water get their OWN persistent instance buffers so
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// neither clobbers the other (the shared-buffer clobber forced a re-upload every frame and was the
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// root of the prior 'water drawn as terrain' regression). On a STATIC frame (same quads array object)
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// the instance data is identical -> skip the Float32Array build + bufferData + water dedup Set-loop
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// and just rebind+draw. Pure CPU/GC win (GPU is vertex-bound, the upload is off the critical path).
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const instBufWater=gl.createBuffer();
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let _instQuadsRef=null, _instWaterRef=null, _instWaterN=0;
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// per-face local->world (cube face -> sphere local frame). Column-major mat3 packed
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// into a Float32Array(9). Matches localToWorld3 convention:
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@@ -892,14 +899,19 @@ export async function initMapspinnerRender(gl, opts = {}) {
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// h = composeHeight(dir) for each vertex.
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const FLOATS = 5; // [ox,oy,l,level,face]
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if (n > 0) {
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-
inst[i*FLOATS+0] = q.ox; inst[i*FLOATS+1] = q.oy; inst[i*FLOATS+2] = q.l; inst[i*FLOATS+3] = q.level;
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inst[i*FLOATS+4] = quads[i].face;
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}
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// STATIC-FRAME SKIP: only rebuild + re-upload the instance data when the quad SET changed (the
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// orchestrator passes the SAME quads array object on a static camera, a fresh array on rebuild).
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const _dirty = (quads !== _instQuadsRef);
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gl.bindBuffer(gl.ARRAY_BUFFER, instBuf);
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-
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if (_dirty) {
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const inst = new Float32Array(n * FLOATS);
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for (let i = 0; i < n; i++) {
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const q = quads[i].quad;
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inst[i*FLOATS+0] = q.ox; inst[i*FLOATS+1] = q.oy; inst[i*FLOATS+2] = q.l; inst[i*FLOATS+3] = q.level;
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inst[i*FLOATS+4] = quads[i].face;
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}
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gl.bufferData(gl.ARRAY_BUFFER, inst, gl.DYNAMIC_DRAW);
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}
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const STRIDE = FLOATS * 4;
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gl.enableVertexAttribArray(1); gl.vertexAttribPointer(1, 4, gl.FLOAT, false, STRIDE, 0); gl.vertexAttribDivisor(1, 1); // iOffset
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gl.enableVertexAttribArray(2); gl.vertexAttribPointer(2, 1, gl.FLOAT, false, STRIDE, 4 * 4); gl.vertexAttribDivisor(2, 1); // iFace
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@@ -926,17 +938,24 @@ export async function initMapspinnerRender(gl, opts = {}) {
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// (~1.6km) sag ~5cm, far under any visible bathymetry, still ~16-64x fewer water verts
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// than the deep terrain leaves.
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const WCAP = 9;
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// OWN persistent buffer (instBufWater) + static-frame skip: on an unchanged quad set, reuse the
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// cached water instances (skip the dedup Set-loop + Float32Array + bufferData). Separate buffer
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// means the terrain pass never clobbers it (the prior water-as-terrain regression root).
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gl.bindBuffer(gl.ARRAY_BUFFER, instBufWater);
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if (_dirty || quads !== _instWaterRef) {
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const seen = new Set(); const wl = [];
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for (let i = 0; i < n; i++) {
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const q = quads[i].quad; let ox = q.ox, oy = q.oy, l = q.l, lv = q.level;
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if (lv > WCAP) { const A = l * Math.pow(2, lv - WCAP); ox = Math.floor(ox / A) * A; oy = Math.floor(oy / A) * A; l = A; lv = WCAP; }
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const key = quads[i].face + ':' + ox + ':' + oy + ':' + l;
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if (seen.has(key)) continue; seen.add(key);
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wl.push(ox, oy, l, lv, quads[i].face);
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}
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_instWaterN = wl.length / FLOATS;
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(wl), gl.DYNAMIC_DRAW);
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_instWaterRef = quads;
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}
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const wn =
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gl.bindBuffer(gl.ARRAY_BUFFER, instBuf);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(wl), gl.DYNAMIC_DRAW);
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const wn = _instWaterN;
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gl.enableVertexAttribArray(1); gl.vertexAttribPointer(1, 4, gl.FLOAT, false, STRIDE, 0); gl.vertexAttribDivisor(1, 1);
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gl.enableVertexAttribArray(2); gl.vertexAttribPointer(2, 1, gl.FLOAT, false, STRIDE, 4 * 4); gl.vertexAttribDivisor(2, 1);
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if (_uw) {
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@@ -954,6 +973,8 @@ export async function initMapspinnerRender(gl, opts = {}) {
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gl.disable(gl.BLEND);
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if (typeof window !== 'undefined') window.__lastWaterQuads = wn;
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}
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_instQuadsRef = quads; // mark this quad set uploaded; next frame with the same array skips the rebuild
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if (typeof window !== 'undefined') window.__instUploads = (window.__instUploads | 0) + (_dirty ? 1 : 0);
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}
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if (typeof window !== 'undefined') window.__lastDrawCalls = (n > 0) ? 2 : 0;
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return 0; // glError is checked via checkGlError() once per frame after quadtree (CPU/GPU pipelining)
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