mapspinner 0.1.38 → 0.1.39
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 +66 -0
- package/src/shaders/terrain.glsl +20 -1
package/package.json
CHANGED
package/src/gl-render.js
CHANGED
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@@ -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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// 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');
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package/src/shaders/terrain.glsl
CHANGED
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@@ -390,7 +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)
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@@ -2229,3 +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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#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
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