mapspinner 0.1.47 → 0.1.49

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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": "0.1.47",
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+ "version": "0.1.49",
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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/planet.html CHANGED
@@ -531,16 +531,24 @@ function frameLoop(){
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  // the eye lands exactly eyeHeight (2.0m) above it. (The old +130m, then +3m, margin made __altM read
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  // a height above an inflated reference -> the eye was really ground+margin+2m, not 2m.) The mirror
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  // fallback keeps a small +3m only because the CPU jsBroadShape can under-predict vs the GPU.
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+ let doClamp = true;
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  if (gpuM != null && isFinite(gpuM)) {
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  renderedM = gpuM + 1.0; // +1m margin for sub-vertex micro-relief (vtxDisplace peaks exceed 2m in rugged terrain)
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+ } else if (r >= RADIUS) {
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+ renderedM = jsBroadShape(cam.pos[0], cam.pos[1], cam.pos[2]) + 3.0; // above sea level: mirror is fine for land
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  } else {
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- renderedM = jsBroadShape(cam.pos[0], cam.pos[1], cam.pos[2]) + 3.0; // mirror fallback (CPU under-predicts)
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+ // UNDERWATER DIVE FIX (user 2026-06-14 'camera stops at sea level'): below sea level with NO GPU
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+ // probe this frame, the CPU mirror (jsBroadShape) OMITS the seaBias/bathymetry remap, so it reports
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+ // ~sea-level over ocean and the clamp would shove the camera back up to the surface = 'stuck at sea
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+ // level'. Skip the clamp this frame; the GPU probe (the only thing that knows the seabed) resumes
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+ // collision next frame, so you can descend through the surface and explore the seabed.
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+ doClamp = false; renderedM = -11000.0;
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  }
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  // cap to composeHeight's CMAX=15000; allow negative for seabed
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  const surfElev = Math.min(renderedM, 15000.0) / WEBGL2_TERRAIN_R_M;
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  const eyeHeight = 2.0 / WEBGL2_M_PER_UNIT; // EXACTLY 2.0 m above ground (km-units = 2m / m-per-unit)
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  const minR = RADIUS * (1.0 + surfElev) + eyeHeight;
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- if (r < minR) { const s = minR/r; cam.pos[0]*=s; cam.pos[1]*=s; cam.pos[2]*=s; }
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+ if (doClamp && r < minR) { const s = minR/r; cam.pos[0]*=s; cam.pos[1]*=s; cam.pos[2]*=s; }
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  const maxR = RADIUS * 50;
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  if (r > maxR) { const s = maxR/r; cam.pos[0]*=s; cam.pos[1]*=s; cam.pos[2]*=s; }
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package/src/gl-render.js CHANGED
@@ -421,8 +421,8 @@ export async function initMapspinnerRender(gl, opts = {}) {
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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', 28000.0)); // land coastal shelf (geometry); probe MUST match render
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- gl.uniform1f(loc('uLandBias'), g('landBias', 680.0)); // +650m hypsometry bias = ~+30% land:sea (measured: landFrac 0.041 -> 0.054 over a 700-dir sphere grid, user 2026-06-14). window.__landBias dials it live.
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+ gl.uniform1f(loc('uBeachShelfM'), g('beachShelf', 0.0)); // land coastal shelf (geometry); probe MUST match render
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+ gl.uniform1f(loc('uLandBias'), g('landBias', 0.0)); // +650m hypsometry bias = ~+30% land:sea (measured: landFrac 0.041 -> 0.054 over a 700-dir sphere grid, user 2026-06-14). window.__landBias dials it live.
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  gl.uniform1f(loc('cliffAmt'), g('cliffAmt', 1.0));
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  gl.uniform1i(loc('uFloatLinearOK'), _halfFloatLinearOK ? 1 : 0);
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  // FXC unroll-defeat (2026-06-12 AMD d3d11 fix): runtime octave bound for broadShapeM; the shader
@@ -961,8 +961,8 @@ export async function initMapspinnerRender(gl, opts = {}) {
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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', 28000.0)); // land coastal shelf (geometry): h<S eased h*h/S = wide beach
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- gl.uniform1f(U('uLandBias'), _g('landBias', 680.0)); // +650m hypsometry bias = ~+30% land:sea (window.__landBias); MUST match the probe (setComposeHeightUniforms) for collision parity
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+ gl.uniform1f(U('uBeachShelfM'), _g('beachShelf', 0.0)); // land coastal shelf (geometry): h<S eased h*h/S = wide beach
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+ gl.uniform1f(U('uLandBias'), _g('landBias', 0.0)); // +650m hypsometry bias = ~+30% land:sea (window.__landBias); MUST match the probe (setComposeHeightUniforms) for collision parity
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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)
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  gl.uniform1f(U('cliffAmt'), _g('cliffAmt', 1.0));
@@ -1105,7 +1105,11 @@ export async function initMapspinnerRender(gl, opts = {}) {
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  // shows. Cap every visible leaf at level WCAP and DEDUP to its ancestor tile: a coarse,
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  // LOD-churn-free cover of the same footprint, typically ~10-50x fewer water vertices.
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  // __waterSurface=0 disables live.
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- if (typeof window === 'undefined' || window.__waterSurface !== false) {
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+ // UNDERWATER: skip the sea-level water surface entirely (user 2026-06-14 'underwater looks weird,
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+ // we cant see anything / it must draw the sea bed'). The surface mesh drawn from below was an
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+ // opaque sheet that occluded the seabed; with it gone, the underwater camera sees the seabed
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+ // terrain directly (with the underwater fog). Above water it draws normally.
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+ if ((typeof window === 'undefined' || window.__waterSurface !== false) && !_uw) {
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  // WCAP 7 -> 9 (coast witness caught it: a level-7 tile's 16-cell mesh chord sags
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  // A_cell^2/(8R) ~ 0.8m below the true sphere mid-cell -- BELOW the metres-deep shelf
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  // seabed, so the depth test culled the water across entire shorelines. Level-9 cells
@@ -627,11 +627,13 @@ highp float composeHeight(vec3 dir0, highp vec2 faceLocal, float tileM){ // W7
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  // C1 WATERLINE (user 2026-06-14 'geometry crease + shading/rock hard line where land meets beach'):
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  // the land shelf is FLAT at the waterline (slope 0) but the seabed used slope 0.24 from h=0 -> a
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  // slope discontinuity = a crease (+ the shading brightness line + rock where steep) right at the
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- // shore. Ease the shallow seabed with the SAME flat-at-waterline shelf curve (mirror of the land
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- // side) before the 0.24/1.19 bathymetry, so BOTH sides meet the waterline with slope 0 = no crease.
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- highp float bShelfS = uBeachShelfM > 1.0 ? uBeachShelfM : 600.0;
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+ // shore. Ease ONLY a NARROW band of depth (NOT the 28km land beach width -- that shallowed the
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+ // whole ocean into 'almost-land everywhere', user 2026-06-14) with the flat-at-waterline curve so
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+ // both sides meet the waterline at slope 0 (no crease); beyond SEABED_EASE the true bathymetry
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+ // resumes so the ocean goes DEEP.
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+ const highp float SEABED_EASE = 300.0; // metres of depth flattened at the shore (decoupled from the land beach)
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  highp float d0 = -h;
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- highp float d = (d0 < bShelfS) ? (d0 * d0 / bShelfS) * (2.0 - d0 / bShelfS) : d0;
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+ highp float d = (d0 < SEABED_EASE) ? (d0 * d0 / SEABED_EASE) * (2.0 - d0 / SEABED_EASE) : d0;
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  h = -(min(d, 500.0) * 0.24 + max(d - 500.0, 0.0) * 1.19);
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  h = max(h, -11000.0); // cap depth at Mariana Trench (~11km)
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  } else {
@@ -860,9 +862,9 @@ void main() {
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  // shelf/slope bathymetry remap + underwater displacement -- MUST mirror composeHeight exactly
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  // (this is the FS-material running value; composeHeight is the geometry/probe height).
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  if (vH < 0.0) {
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- highp float bShelfS = uBeachShelfM > 1.0 ? uBeachShelfM : 600.0; // C1 waterline -- mirror composeHeight exactly
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+ const highp float SEABED_EASE = 300.0; // mirror composeHeight: narrow waterline ease, deep ocean beyond
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  highp float dSea0 = -vH;
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- highp float dSea = (dSea0 < bShelfS) ? (dSea0 * dSea0 / bShelfS) * (2.0 - dSea0 / bShelfS) : dSea0;
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+ highp float dSea = (dSea0 < SEABED_EASE) ? (dSea0 * dSea0 / SEABED_EASE) * (2.0 - dSea0 / SEABED_EASE) : dSea0;
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  vH = -(min(dSea, 500.0) * 0.24 + max(dSea - 500.0, 0.0) * 1.19);
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  vH = max(vH, -11000.0); // cap depth at Mariana Trench (~11km)
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  } else {
@@ -1065,7 +1067,11 @@ void main() {
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  // water pass: NO skirt (user 2026-06-11) -- the surface is an exact sphere at R, so adjacent
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  // LODs agree exactly and there are no T-junction cracks to hide; a skirt would only drape a
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  // visible curtain through the transparent shallows.
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- highp float skirt = (vertex.z > 0.5 && uIsWater < 0.5) ? max(defOffset.z * 0.12, 60.0) : 0.0; // W7: metres (tile-size scaled) -> highp
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+ // SKIRT halved (user 2026-06-14 'we keep seeing skirts' -- visible underwater/through the now-clear
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+ // water): 0.12->0.06 tile-scaled + floor 60->30. Still reaches below a coarser neighbor to hide the
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+ // LOD T-junction crack (the real discontinuity is tens of m, far under 0.06*tilespan), but the
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+ // vertical curtain is half as tall = far less visible when the seabed is seen through clear water.
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+ highp float skirt = (vertex.z > 0.5 && uIsWater < 0.5) ? max(defOffset.z * 0.06, 30.0) : 0.0; // W7: metres (tile-size scaled) -> highp
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  vWorld = dir0 * (R + hR - skirt); // ABSOLUTE world pos (RENDER height: ocean top flat) -> FS lighting/atmosphere
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  // TEXTURE DOMAIN WARP -- VS-side, DOUBLED BACK (user 2026-06-12): 225/900/3500 -> 450/1800/7000.
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  {
@@ -2156,11 +2162,14 @@ void main() {
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  highp vec3 segKm = pAtm - camA;
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  highp float dKm = length(segKm);
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  float depth = max(0.0, terrainR - length(camWorld));
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- // Water absorption coefficients (per km): red attenuates fastest, blue slowest.
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- vec3 absorb = vec3(4.0, 0.8, 0.3) * (1.0 + depth * 0.0003);
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+ // CLEARER WATER + LONG VISIBILITY (user 2026-06-14 'fix underwater visibility so we can explore
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+ // under the ocean'): the old absorb (4,0.8,0.3)/km + a 50->500m hard fog fade closed the view to
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+ // opaque blue within ~500m. Lower the coefficients (still red-first absorption) and push the hard
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+ // fade to ~3-15km so the seabed landscape is explorable; red still fades fast (realistic blue cast).
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+ vec3 absorb = vec3(1.0, 0.30, 0.15) * (1.0 + depth * 0.0002);
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  vec3 uwTrans = exp(-absorb * dKm);
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- vec3 uwFog = vec3(0.002, 0.06, 0.16) + vec3(0.0, 0.02, 0.04) * depth / 1000.0;
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- color = mix(color * uwTrans + uwFog * (1.0 - uwTrans), uwFog, smoothstep(50.0, 500.0, dKm * 1000.0));
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+ vec3 uwFog = vec3(0.004, 0.10, 0.22) + vec3(0.0, 0.02, 0.04) * depth / 1000.0;
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+ color = mix(color * uwTrans + uwFog * (1.0 - uwTrans), uwFog, smoothstep(3000.0, 15000.0, dKm * 1000.0));
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  }
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  // RIVERS post-lighting (witnessed browser-2115/2118: the river-blue in ALBEDO is multiplied
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  // by the warm sun irradiance (sunIrr.b is low) so land rivers lose their blue in the lit