mapspinner 0.1.48 → 0.1.50

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 CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "mapspinner",
3
- "version": "0.1.48",
3
+ "version": "0.1.50",
4
4
  "description": "WebGL2 Earth-scale terrain rendering SDK for interactive globe applications",
5
5
  "main": "src/index.js",
6
6
  "exports": {
package/planet.html CHANGED
@@ -531,16 +531,24 @@ function frameLoop(){
531
531
  // the eye lands exactly eyeHeight (2.0m) above it. (The old +130m, then +3m, margin made __altM read
532
532
  // a height above an inflated reference -> the eye was really ground+margin+2m, not 2m.) The mirror
533
533
  // fallback keeps a small +3m only because the CPU jsBroadShape can under-predict vs the GPU.
534
+ let doClamp = true;
534
535
  if (gpuM != null && isFinite(gpuM)) {
535
536
  renderedM = gpuM + 1.0; // +1m margin for sub-vertex micro-relief (vtxDisplace peaks exceed 2m in rugged terrain)
537
+ } else if (r >= RADIUS) {
538
+ renderedM = jsBroadShape(cam.pos[0], cam.pos[1], cam.pos[2]) + 3.0; // above sea level: mirror is fine for land
536
539
  } else {
537
- renderedM = jsBroadShape(cam.pos[0], cam.pos[1], cam.pos[2]) + 3.0; // mirror fallback (CPU under-predicts)
540
+ // UNDERWATER DIVE FIX (user 2026-06-14 'camera stops at sea level'): below sea level with NO GPU
541
+ // probe this frame, the CPU mirror (jsBroadShape) OMITS the seaBias/bathymetry remap, so it reports
542
+ // ~sea-level over ocean and the clamp would shove the camera back up to the surface = 'stuck at sea
543
+ // level'. Skip the clamp this frame; the GPU probe (the only thing that knows the seabed) resumes
544
+ // collision next frame, so you can descend through the surface and explore the seabed.
545
+ doClamp = false; renderedM = -11000.0;
538
546
  }
539
547
  // cap to composeHeight's CMAX=15000; allow negative for seabed
540
548
  const surfElev = Math.min(renderedM, 15000.0) / WEBGL2_TERRAIN_R_M;
541
549
  const eyeHeight = 2.0 / WEBGL2_M_PER_UNIT; // EXACTLY 2.0 m above ground (km-units = 2m / m-per-unit)
542
550
  const minR = RADIUS * (1.0 + surfElev) + eyeHeight;
543
- if (r < minR) { const s = minR/r; cam.pos[0]*=s; cam.pos[1]*=s; cam.pos[2]*=s; }
551
+ if (doClamp && r < minR) { const s = minR/r; cam.pos[0]*=s; cam.pos[1]*=s; cam.pos[2]*=s; }
544
552
  const maxR = RADIUS * 50;
545
553
  if (r > maxR) { const s = maxR/r; cam.pos[0]*=s; cam.pos[1]*=s; cam.pos[2]*=s; }
546
554
 
package/src/gl-render.js CHANGED
@@ -1105,7 +1105,11 @@ export async function initMapspinnerRender(gl, opts = {}) {
1105
1105
  // shows. Cap every visible leaf at level WCAP and DEDUP to its ancestor tile: a coarse,
1106
1106
  // LOD-churn-free cover of the same footprint, typically ~10-50x fewer water vertices.
1107
1107
  // __waterSurface=0 disables live.
1108
- if (typeof window === 'undefined' || window.__waterSurface !== false) {
1108
+ // UNDERWATER: skip the sea-level water surface entirely (user 2026-06-14 'underwater looks weird,
1109
+ // we cant see anything / it must draw the sea bed'). The surface mesh drawn from below was an
1110
+ // opaque sheet that occluded the seabed; with it gone, the underwater camera sees the seabed
1111
+ // terrain directly (with the underwater fog). Above water it draws normally.
1112
+ if ((typeof window === 'undefined' || window.__waterSurface !== false) && !_uw) {
1109
1113
  // WCAP 7 -> 9 (coast witness caught it: a level-7 tile's 16-cell mesh chord sags
1110
1114
  // A_cell^2/(8R) ~ 0.8m below the true sphere mid-cell -- BELOW the metres-deep shelf
1111
1115
  // seabed, so the depth test culled the water across entire shorelines. Level-9 cells
@@ -631,10 +631,14 @@ highp float composeHeight(vec3 dir0, highp vec2 faceLocal, float tileM){ // W7
631
631
  // whole ocean into 'almost-land everywhere', user 2026-06-14) with the flat-at-waterline curve so
632
632
  // both sides meet the waterline at slope 0 (no crease); beyond SEABED_EASE the true bathymetry
633
633
  // resumes so the ocean goes DEEP.
634
- const highp float SEABED_EASE = 300.0; // metres of depth flattened at the shore (decoupled from the land beach)
634
+ const highp float SEABED_EASE = 120.0; // metres of depth flattened at the shore (decoupled from the land beach)
635
635
  highp float d0 = -h;
636
636
  highp float d = (d0 < SEABED_EASE) ? (d0 * d0 / SEABED_EASE) * (2.0 - d0 / SEABED_EASE) : d0;
637
- h = -(min(d, 500.0) * 0.24 + max(d - 500.0, 0.0) * 1.19);
637
+ // STEEPER DROP-OFF (user 2026-06-14 'seabed flat/close to waterline; steeper + more relief'):
638
+ // narrow shelf 500->150m raw, steeper shelf 0.24->0.6, steeper continental slope 1.19->1.5 so the
639
+ // seabed plunges to deep water just offshore (less flat shallow shelf) and the deep bathymetry
640
+ // carries 1.5x the bShape relief = more dramatic underwater terrain to explore.
641
+ h = -(min(d, 150.0) * 0.6 + max(d - 150.0, 0.0) * 1.5);
638
642
  h = max(h, -11000.0); // cap depth at Mariana Trench (~11km)
639
643
  } else {
640
644
  // LAND COASTAL SHELF (user 2026-06-14: 'beaches not wide enough'): the underwater shelf above
@@ -652,7 +656,10 @@ highp float composeHeight(vec3 dir0, highp vec2 faceLocal, float tileM){ // W7
652
656
  }
653
657
  // displacement now continues UNDERWATER (the old land-only gate served the flat-clamped ocean,
654
658
  // gone since 026d530): the seabed carries the same micro-relief as land = realistic continuation.
655
- h += vDisp;
659
+ // SEABED RELIEF BOOST (user 2026-06-14 'more relief' to explore): amplify the micro-relief with DEPTH
660
+ // (1x at the shore -> 2.2x by 600m down) so the deep seabed is rugged/interesting, while shallow water
661
+ // stays calm so the boost never lifts the bed toward sea level (no 'almost-land').
662
+ h += vDisp * mix(1.0, 2.2, clamp((h + 50.0) / -550.0, 0.0, 1.0));
656
663
  // PERLIN-EVERYWHERE ELEVATION (user 2026-06-10 'it must also affect elevation'): the same detailFbm
657
664
  // the FS albedo overlay shows, as real relief (~30m per lever unit -> ~180m at the user-tuned 6).
658
665
  // Shore-gated (fades in over the first 250m of land) so the coastline and the flat water planes are
@@ -862,17 +869,17 @@ void main() {
862
869
  // shelf/slope bathymetry remap + underwater displacement -- MUST mirror composeHeight exactly
863
870
  // (this is the FS-material running value; composeHeight is the geometry/probe height).
864
871
  if (vH < 0.0) {
865
- const highp float SEABED_EASE = 300.0; // mirror composeHeight: narrow waterline ease, deep ocean beyond
872
+ const highp float SEABED_EASE = 120.0; // mirror composeHeight: narrow waterline ease, deep ocean beyond
866
873
  highp float dSea0 = -vH;
867
874
  highp float dSea = (dSea0 < SEABED_EASE) ? (dSea0 * dSea0 / SEABED_EASE) * (2.0 - dSea0 / SEABED_EASE) : dSea0;
868
- vH = -(min(dSea, 500.0) * 0.24 + max(dSea - 500.0, 0.0) * 1.19);
875
+ vH = -(min(dSea, 150.0) * 0.6 + max(dSea - 150.0, 0.0) * 1.5); // steeper drop-off (mirror composeHeight)
869
876
  vH = max(vH, -11000.0); // cap depth at Mariana Trench (~11km)
870
877
  } else {
871
878
  highp float bShelf = uBeachShelfM > 1.0 ? uBeachShelfM : 600.0; // LAND COASTAL SHELF -- mirror composeHeight exactly (wide beach, user 2026-06-14); guard stale/unset uniform
872
879
  if (vH < bShelf) vH = (vH * vH / bShelf) * (2.0 - vH / bShelf); // C1-continuous (mirror composeHeight) -- removes the beach-top slope kink / hard shading line
873
880
 
874
881
  }
875
- vH += vDisp;
882
+ vH += vDisp * mix(1.0, 2.2, clamp((vH + 50.0) / -550.0, 0.0, 1.0)); // seabed relief boost (mirror composeHeight)
876
883
  vH += detailFbm(dir0) * uDetailOverlay * 30.0 * step(0.0, vH);
877
884
  // FLAT-AREA VALLEY NETWORKS + LAKES (user 2026-06-13): incised valley systems in low-relief
878
885
  // plains -- must mirror composeHeight for FS material consistency.
@@ -1067,7 +1074,11 @@ void main() {
1067
1074
  // water pass: NO skirt (user 2026-06-11) -- the surface is an exact sphere at R, so adjacent
1068
1075
  // LODs agree exactly and there are no T-junction cracks to hide; a skirt would only drape a
1069
1076
  // visible curtain through the transparent shallows.
1070
- 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
1077
+ // SKIRT halved (user 2026-06-14 'we keep seeing skirts' -- visible underwater/through the now-clear
1078
+ // water): 0.12->0.06 tile-scaled + floor 60->30. Still reaches below a coarser neighbor to hide the
1079
+ // LOD T-junction crack (the real discontinuity is tens of m, far under 0.06*tilespan), but the
1080
+ // vertical curtain is half as tall = far less visible when the seabed is seen through clear water.
1081
+ 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
1071
1082
  vWorld = dir0 * (R + hR - skirt); // ABSOLUTE world pos (RENDER height: ocean top flat) -> FS lighting/atmosphere
1072
1083
  // TEXTURE DOMAIN WARP -- VS-side, DOUBLED BACK (user 2026-06-12): 225/900/3500 -> 450/1800/7000.
1073
1084
  {