Commit Graph
4 Commits
Author SHA1 Message Date
German Khokhlov 65e30546dd fix(globe): Navara sprites keep a full rewrite when a commit follows it
A sprite/point set uploads its instances by update range. When the camera
went far enough to move the set's origin, update() rewrote every instance
(relative to the new origin) — and a commit later in the same frame
cleared the ranges and kept only its own, so the GPU never got the
rewrite: the instances not committed again drew offset by the origin move
(a military glyph at the orbit pose drew 45 px from its point after the
global → city → orbit sequence; the CPU picks, the probe and Cesium had it
in place). Ranges now add up until three uploads them (it clears them
after the upload).

Found by the military side-by-side (11b); flights' sprites had the same
exposure since 10b.
2026-10-17 06:49:53 +04:00
German Khokhlov 311722e6de test(globe): the mover shader test expects decoded sRGB colours
68ff4e1c decodes instance colours in the fragment shader; its shader
test still matched the undecoded line.
2026-10-16 21:04:22 +04:00
German Khokhlov e804351205 fix(globe): Navara sprites, points and lines drawn after tone mapping
Review of Tasks 2–3: on Navara the overlays went through the look's
tone mapping and grading (magenta came out as 247/40/228, green as
147/228/89 in the cinematic look), where Cesium draws billboards and
polylines in the colours asked for.

src/globe/navara/overlay.js: a public Navara EffectDesc (gevOverlay)
inserted after toneMapping and before the gev sharpening, SMAA/FXAA and
final, whose pass renders one three scene over the tone-mapped input
buffer (in Navara's own Pass wrapper: Navara inserts a bare pass only
when it is an instance of its own postprocessing copy); it costs nothing
while the scene is empty. The chain has no depth buffer, so each overlay
material tests the scene depth itself (overlayDepth.js): its log depth
against Navara's MRT depth (RGBA packed), modes always / normal /
depth-fail, disableWithinM as a per-vertex escape. Sprites and points
(moverMesh.js) and line ribbons (lineMesh.js) live in that scene with
their per-frame work as overlay hooks; models stay Navara meshes, lit
and graded like the tiles. The sharpening now sits after the overlay
(Cesium's sharpen stage sharpens billboards too).

Also (review): Navara pixel dashes are measured in CSS pixels
(gl_FragCoord over uGevPixelRatio), and the line viewport uniform is
updated in place.

Measured: a magenta sprite draws 255/0/255. The contract suite's colour
checks are now within 40 of the asked colour on every channel on both
engines (were: dominant channels); Cesium 68/68, Navara 74/74 (its
sharpen-order check accepts the overlay between tone mapping and the
sharpening). Shell: cesium 23/23, cross 4/4; navara 23/25 — the two map
stack pictures from space fail on stddev 7.2/7.6 against 8, as on the
Task 3 commit run at the same hour (the cinematic sun follows the clock
into night over the reset view), not from this change.
2026-10-16 19:04:57 +04:00
German Khokhlov 0109097440 feat(globe): instanced movers on both engines
engine.movers.createSet({ id, kind: sprite|point|model, capacity, order,
depthTest, sprite|point|model, pickable }) → a MoverSet: set(index,
fields) stores an instance (position, screen rotation, orientation, rgba,
scale, atlas cell, show, pickId) in flat arrays, commit() uploads the
changed range once and requests one render, positionsView() reads the
positions, destroy() removes it; movers.list() for QA. The options, the
store and the registry are engine-neutral (src/globe/movers.js); the fake
engine keeps them for layer tests.

- Cesium: one primitive per set in an engine-owned PrimitiveCollection
  added with the first set, in `order`: sprites a BillboardCollection
  (one image per atlas cell, NearFarScalar, disableDepthTestDistance),
  points a PointPrimitiveCollection, models a Model per instance.
- Navara: a public MeshDesc per set. Sprites and points are one
  InstancedMesh of a quad, faced to the screen and sized in CSS pixels in
  the vertex shader from uniforms (the pick pass draws the same
  footprint), atlas uv, rotation, colour and scale per instance, drawn in
  the transparent pass unlit; offsets from an origin that follows the
  camera past max(1 km, 10 % of its height). Models: the glTF once, one
  InstancedMesh per mesh, minimumPixelSize/maximumScale on the CPU per
  drawn frame, colorBlend in the shader. Pickable sets register a
  PickableInstancedMeshWrapper; pickIds.js maps batch ids back to
  instances (used by Task 4).
- The contract suite draws three 24 px sprites on both engines: centred
  within 2 px of worldToWindow, hidden by show:false, recoloured, gone on
  destroy, and no frames added once the commit has drawn.
- qa-engine-bench --scenario=movers: 10 000 synthetic aircraft
  (src/bench/syntheticFlights.js, moved from the Navara spike with its
  test), every instance moved and committed every frame. p95 Navara
  (look=minimal) / Cesium: global 5.2/7.0 ms, city 5.6/9.9, orbit 6.0/7.4
  (0.74, 0.57, 0.81; gate 1.1). Cesium is measured without its 60 fps cap.

Main chunk 2,860,302 bytes (+9,706, +0.34 %: the Cesium movers).
2026-10-16 17:15:24 +04:00