mapspinner 0.1.37 → 0.1.39

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "mapspinner",
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- "version": "0.1.37",
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+ "version": "0.1.39",
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  "description": "WebGL2 Earth-scale terrain rendering SDK for interactive globe applications",
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  "main": "src/index.js",
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  "exports": {
package/src/gl-render.js CHANGED
@@ -272,6 +272,72 @@ export async function initMapspinnerRender(gl, opts = {}) {
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  return out[0];
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  }
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+ // ===== THC HEIGHT-CACHE BAKE (2026-06-14, NON-DESTRUCTIVE) =====
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+ // A separate program renders composeHeight for one tile into an R32F grid (a fullscreen tri; each
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+ // fragment = one tile parametric texel). Used FIRST as a readback witness (bake vs procedural
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+ // sampleGroundM) to prove the bake matches the geometry; the pool/LRU + the VS-sample switch are
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+ // later DAG nodes. _faceFrames mirror terrain.glsl faceFrame() columns (column-major mat3).
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+ const THC_BAKE_RES = 130;
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+ const _faceFrames = [
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+ [0,0,-1, 0,1,0, 1,0,0], [0,0,1, 0,1,0, -1,0,0],
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+ [1,0,0, 0,0,-1, 0,1,0], [1,0,0, 0,0,1, 0,-1,0],
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+ [1,0,0, 0,1,0, 0,0,1], [-1,0,0, 0,1,0, 0,0,-1],
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+ ];
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+ let bakeProg=null, bakeTex=null, bakeFbo=null, _bakeBuilding=null; const _bakeUloc=new Map();
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+ const BU = n => { let l=_bakeUloc.get(n); if(l===undefined){ l=gl.getUniformLocation(bakeProg,n); _bakeUloc.set(n,l);} return l; };
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+ function ensureBake(){
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+ if (bakeProg || _bakeBuilding) return;
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+ _bakeBuilding = (async () => {
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+ try {
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+ const bvs = hdr + 'void main(){ vec2 p=vec2((gl_VertexID==1)?3.0:-1.0,(gl_VertexID==2)?3.0:-1.0); gl_Position=vec4(p,0.0,1.0); }';
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+ const bfs = hdr + '\n#define _HEIGHTBAKE_\n' + src;
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+ const bv=gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(bv,bvs); gl.compileShader(bv);
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+ const bf=gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(bf,bfs); gl.compileShader(bf);
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+ const bp=gl.createProgram(); gl.attachShader(bp,bv); gl.attachShader(bp,bf); gl.linkProgram(bp);
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+ await awaitProgramLink(bp, bv, bf, 'bake');
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+ const tex=gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex);
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+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.R32F, THC_BAKE_RES, THC_BAKE_RES);
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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+ const fbo=gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
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+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
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+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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+ _bakeUloc.clear(); bakeTex=tex; bakeFbo=fbo; bakeProg=bp;
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+ } catch(e){ bakeProg=null; try{ if(typeof window!=='undefined') window.__bakeErr=String(e.message||e); }catch(_){} }
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+ finally { _bakeBuilding=null; }
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+ })();
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+ }
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+ const bakeVao = gl.createVertexArray();
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+ // bake ONE tile into bakeTex + read it back (Float32Array of THC_BAKE_RES^2 heights). Returns null
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+ // until the program is built (lazy). NON-DESTRUCTIVE: does not touch the live render path.
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+ function bakeTileReadback(face, ox, oy, l, level){
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+ if (!bakeProg){ ensureBake(); return null; }
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+ gl.bindFramebuffer(gl.FRAMEBUFFER, bakeFbo);
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+ gl.viewport(0,0,THC_BAKE_RES,THC_BAKE_RES);
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+ gl.useProgram(bakeProg);
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+ gl.bindVertexArray(bakeVao);
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+ if (_hpfTex){ gl.activeTexture(gl.TEXTURE3); gl.bindTexture(gl.TEXTURE_2D_ARRAY,_hpfTex); gl.uniform1i(BU('hpfPool'),3); }
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+ if (_hpfTex2){ gl.activeTexture(gl.TEXTURE5); gl.bindTexture(gl.TEXTURE_2D_ARRAY,_hpfTex2); gl.uniform1i(BU('hpfPool2'),5); }
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+ gl.uniform1i(BU('hasHpf'), _hpfTex?1:0);
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+ setComposeHeightUniforms(BU);
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+ gl.uniform1f(BU('defRadius'), R);
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+ gl.uniformMatrix3fv(BU('uBakeFrame'), false, new Float32Array(_faceFrames[face|0]));
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+ gl.uniform4f(BU('uBakeOffset'), ox, oy, l, level);
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+ gl.uniform1f(BU('uBakeRes'), THC_BAKE_RES);
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+ gl.disable(gl.DEPTH_TEST);
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+ gl.drawArrays(gl.TRIANGLES, 0, 3);
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+ const buf = new Float32Array(THC_BAKE_RES*THC_BAKE_RES*4);
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+ gl.readPixels(0,0,THC_BAKE_RES,THC_BAKE_RES, gl.RGBA, gl.FLOAT, buf);
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+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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+ gl.bindVertexArray(null);
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+ const out = new Float32Array(THC_BAKE_RES*THC_BAKE_RES);
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+ for (let i=0;i<out.length;i++) out[i]=buf[i*4];
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+ let dbg=null; try{ dbg={ offLoc: BU('uBakeOffset')!=null, resLoc: BU('uBakeRes')!=null, frameLoc: BU('uBakeFrame')!=null,
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+ offRead: BU('uBakeOffset')?Array.from(gl.getUniform(bakeProg, BU('uBakeOffset'))):null,
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+ resRead: BU('uBakeRes')?gl.getUniform(bakeProg, BU('uBakeRes')):null }; }catch(e){ dbg={err:String(e)}; }
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+ return { heights: out, res: THC_BAKE_RES, dbg };
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+ }
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+ if (typeof window !== 'undefined') { window.__thcBakeReadback = bakeTileReadback; window.__thcEnsureBake = ensureBake; }
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+
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  // FLOAT-LINEAR FORMAT PROBE (NOT a quality tier): OES_texture_float_linear lets the HPF atlas pools
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  // filter LINEAR in hardware -> hpfSample collapses to one texture() call. 0 = manual 4-tap fallback.
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  const _halfFloatLinearOK = !!gl.getExtension('OES_texture_float_linear') || !!gl.getExtension('OES_texture_half_float_linear');
@@ -286,6 +352,7 @@ export async function initMapspinnerRender(gl, opts = {}) {
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  gl.uniform1f(loc('uDetailOverlay'), g('detailOverlay', 6.0)); // perlin-everywhere ELEVATION term in composeHeight -- probe must match the VS or collision diverges
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  gl.uniform1f(loc('vtxDetail'), g('vtxDetail', 1.0)); // DECISIVE: vtxDisplace strength (early-return on 0)
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  gl.uniform1f(loc('canyonDepthMul'), g('canyonDepth', 1.0));
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+ gl.uniform1f(loc('uVsCheap'), (typeof window!=='undefined' && window.__vsCheap) ? 1.0 : 0.0); // VS carve-cost profiling A/B
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  gl.uniform1f(loc('uBeachShelfM'), g('beachShelf', 2400.0)); // land coastal shelf (geometry); probe MUST match render
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  gl.uniform1f(loc('cliffAmt'), g('cliffAmt', 1.0));
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  gl.uniform1i(loc('uFloatLinearOK'), _halfFloatLinearOK ? 1 : 0);
@@ -806,6 +873,7 @@ export async function initMapspinnerRender(gl, opts = {}) {
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  // literals so the look is unchanged until the user dials a window global.
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  const _g = (n,d)=> (typeof window!=='undefined' && window['__'+n]!=null) ? +window['__'+n] : d;
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  gl.uniform1f(U('canyonDepthMul'), _g('canyonDepth', 1.0));
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+ gl.uniform1f(U('uVsCheap'), (typeof window!=='undefined' && window.__vsCheap) ? 1.0 : 0.0); // VS carve-cost profiling A/B
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  gl.uniform1f(U('uBeachShelfM'), _g('beachShelf', 2400.0)); // land coastal shelf (geometry): h<S eased h*h/S = wide beach
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  gl.uniform1f(U('uHiFreqCut'), _g('hiFreqCut', 0.25)); // 0.5->0.25 (2026-06-10 'blotchy' -- see setComposeHeightUniforms)
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  gl.uniform1f(U('uVertexAO'), _g('vertexAO', 1.0)); // per-vertex shading/AO strength (DEFECT 2, 2026-06-06)
@@ -198,6 +198,7 @@ float riverCarveM(vec3 dir, out float wet){
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  float riverCarveM(vec3 dir){ float w; return riverCarveM(dir, w); }
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  const float CANYON_INCISE_DEPTH = 1400.0; // metres at the gorge floor (user 2026-06-02: deepen+widen so canyons visibly sculpt the elevation; was 480m = invisible vs multi-km relief)
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  uniform float canyonDepthMul; // LIVE canyon-depth lever (window.__canyonDepth; 1.0 default)
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+ uniform float uVsCheap; // VS profiling: >0.5 skips all carves in composeHeight (window.__vsCheap; gpuTimer carve-cost A/B)
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  // W5: uNrmGain deleted (only fed the removed VS slopeGain).
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  uniform float uVertexAO; // per-vertex shading/AO strength lever (window.__vertexAO; 1.0 default)
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  // SEPARATE WATER SURFACE (user 2026-06-11 'the ocean should be a separate surface'): the same
@@ -389,7 +390,7 @@ highp vec2 faceWarp(highp vec2 p){ return defRadius * tan((p / defRadius) * 0.78
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  uniform float uDetailOverlay; // amplitude lever (user-tuned 6; 0 = off; __detailOverlay)
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  uniform float uGrid; // interior cells per tile edge (GRID=16); for mesh-based vertex normals
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  uniform float uNrmStepM; // lit-normal FD step in metres (150); uniform-fed to defeat FXC constant folding
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- #if defined(_VERTEX_) || defined(_PROBE_)
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+ #if defined(_VERTEX_) || defined(_PROBE_) || defined(_HEIGHTBAKE_)
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  highp float broadShapeM(vec3 dir, float reliefMul, float ridgeMul){ // W7: returns metres (~13000) -> highp
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  if (hasHpf == 0) return 0.0;
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  float mtnAmp = 1.0; // mountain-amplitude (was a window.__mtnAmp uniform; inlined at neutral 1.0)
@@ -643,6 +644,10 @@ highp float composeHeight(vec3 dir0, highp vec2 faceLocal, float tileM){ // W7
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  // Shore-gated (fades in over the first 250m of land) so the coastline and the flat water planes are
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  // untouched and no noise islets pop offshore. The VS FD lit-normal picks it up automatically.
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  h += detailFbm(dir0) * uDetailOverlay * 30.0 * step(0.0, h);
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+ // VS-PROFILING GATE (2026-06-14): uVsCheap>0.5 returns BEFORE all the carves (valley/lake/river/
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+ // canyon/cliff/dune) so gpuTimer can A/B the per-vertex CARVE cost (the doctrine's suspected
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+ // dominant term). Transient profiling toggle (window.__vsCheap); 0 = full path (default).
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+ if (uVsCheap > 0.5) return h;
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  // FLAT-AREA VALLEY NETWORKS + LAKES (user 2026-06-13): incised valley systems in low-relief
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  // plains. Replaces the old noise bumps with a ridge-field valley network for connected
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  // linear depressions and lakes that fill the valley bottoms. Fades to zero by reliefMul ~0.5.
@@ -2224,3 +2229,22 @@ void main(){
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  probeOut = vec4(h, 0.0, 0.0, 1.0);
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  }
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  #endif
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+
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+ #ifdef _HEIGHTBAKE_
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+ // THC HEIGHT-CACHE BAKE (2026-06-14): render ONE tile's composeHeight into a height-pool texel grid.
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+ // Each fragment = one parametric (u,v) of the tile; the dir + faceLocal mapping is IDENTICAL to the
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+ // mesh VS (faceWarp(vertex.xy*defOffset.z+defOffset.xy), normalize(frame*vec3(faceLocal,defRadius)))
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+ // so the baked height matches the procedural geometry exactly. NON-DESTRUCTIVE: this is a separate
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+ // program; the live VS still computes composeHeight until thc-vs-sample switches it to a pool sample.
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+ uniform mat3 uBakeFrame; // face-local -> world for this tile's face (== faceFrame(face))
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+ uniform vec4 uBakeOffset; // tile (ox, oy, l, level) face-local metres (== iOffset)
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+ uniform float uBakeRes; // bake grid resolution (texels per edge)
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+ out vec4 bakeOut;
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+ void main(){
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+ highp vec2 uv = (gl_FragCoord.xy - 0.5) / max(uBakeRes - 1.0, 1.0); // texel -> parametric [0,1]
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+ highp vec2 faceLocal = faceWarp(uv * uBakeOffset.z + uBakeOffset.xy);
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+ highp vec3 dir0 = normalize(uBakeFrame * vec3(faceLocal, defRadius));
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+ highp float h = composeHeight(dir0, faceLocal, uBakeOffset.z);
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+ bakeOut = vec4(h, 0.0, 0.0, 1.0);
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+ }
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+ #endif