fix(scene): preserve viewport settings

Reuse full VPort records during camera and tile synchronization so
navigation cannot replace file-defined display state with defaults.

Honor image, ground, IBL, and sun-backed sky parameters in
background rendering.
This commit is contained in:
Hakan Seven committed 2026-08-12 13:11:12 +03:00
1 parent 0be9c41773
commit 15ab027d70
3 files changed
+357 -179

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+39 -15
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@@ -66,8 +66,12 @@ fn vs_main(@builtin(vertex_index) index: u32) -> VertexOutput {
return out;
}
fn world_direction(ndc: vec2<f32>) -> vec3<f32> {
return normalize((u.environment_view * vec4<f32>(ndc, -1.0, 0.0)).xyz);
}
fn equirect_uv(ndc: vec2<f32>, rotation: f32) -> vec2<f32> {
let direction = normalize((u.environment_view * vec4<f32>(ndc, -1.0, 0.0)).xyz);
let direction = world_direction(ndc);
let longitude = atan2(direction.x, -direction.z) + rotation;
let latitude = asin(clamp(direction.y, -1.0, 1.0));
return vec2<f32>(fract(longitude / (2.0 * 3.14159265359) + 0.5),
@@ -75,8 +79,11 @@ fn equirect_uv(ndc: vec2<f32>, rotation: f32) -> vec2<f32> {
}
fn image_uv(source_uv: vec2<f32>) -> vec2<f32> {
var uv = (source_uv - u.background_image_transform.xy)
/ max(abs(u.background_image_transform.zw), vec2<f32>(1e-6));
var uv = source_uv;
if u.background_image_params.x < 0.5 {
uv = (source_uv - u.background_image_transform.xy)
/ max(abs(u.background_image_transform.zw), vec2<f32>(1e-6));
}
if u.background_image_params.y > 0.5 {
let image_aspect = max(u.background_image_params.w, 1e-6);
let viewport_aspect = max(u.viewport_size.x / max(u.viewport_size.y, 1.0), 1e-6);
@@ -91,7 +98,7 @@ fn image_uv(source_uv: vec2<f32>) -> vec2<f32> {
if u.background_image_params.z > 0.5 {
return fract(uv);
}
return clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));
return uv;
}
@fragment
@@ -111,24 +118,41 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let low_color = mix(u.background_bottom.rgb, u.background_middle.rgb, lower);
color = mix(low_color, u.background_top.rgb, upper);
} else if mode == 3u {
let horizon = 0.5;
if in.uv.y <= horizon {
let sky = smoothstep(0.0, horizon, in.uv.y);
color = mix(u.background_top.rgb, u.background_middle.rgb, sky);
let direction = world_direction(in.ndc);
if direction.z >= 0.0 {
let sky = smoothstep(0.0, 1.0, direction.z);
color = mix(u.background_middle.rgb, u.background_top.rgb, sky);
} else {
let ground = smoothstep(horizon, 1.0, in.uv.y);
let underground = mix(u.background_bottom.rgb, u.background_aux0.rgb, ground);
let distance_tint = mix(u.background_aux1.rgb, u.viewport_background.rgb, ground);
color = mix(underground, distance_tint, 0.35);
let depth = smoothstep(0.0, 1.0, -direction.z);
let underground = mix(u.background_bottom.rgb, u.background_aux0.rgb, depth);
let ground = mix(u.viewport_background.rgb, u.background_aux1.rgb, depth);
color = mix(underground, ground, 0.65);
}
} else if mode == 4u {
color = textureSample(background_texture, background_sampler, image_uv(in.uv)).rgb;
let uv = image_uv(in.uv);
if u.background_image_params.z < 0.5
&& (any(uv < vec2<f32>(0.0)) || any(uv > vec2<f32>(1.0))) {
color = u.viewport_background.rgb;
} else {
color = textureSample(background_texture, background_sampler, uv).rgb;
}
} else if mode == 5u {
color = textureSample(background_texture, background_sampler,
equirect_uv(in.ndc, u.background_params.w)).rgb;
} else if mode == 6u {
let t = smoothstep(0.0, 1.0, in.uv.y);
color = mix(u.background_bottom.rgb, u.background_top.rgb, t);
let direction = world_direction(in.ndc);
let elevation = clamp(direction.z, 0.0, 1.0);
color = mix(u.background_bottom.rgb, u.background_top.rgb,
smoothstep(0.0, 1.0, elevation));
let sun_length = length(u.background_params.yzw);
if sun_length > 0.5 {
let sun_direction = u.background_params.yzw / sun_length;
let alignment = dot(direction, sun_direction);
let glow = smoothstep(0.96, 1.0, alignment) * 0.18;
let disk = smoothstep(0.9997, 0.99995, alignment);
let intensity = max(u.background_middle.a, 0.0);
color += u.background_middle.rgb * intensity * (glow + disk);
}
} else {
color = u.viewport_background.rgb;
}