Merge pull request #140 from pascalorg/feat/zone-fix-layer
Feat/zone fix layer
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../../.cursor/rules/layers.mdc
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@@ -1,6 +1,6 @@
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---
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description: How to create and maintain project rules
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globs:
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globs: .cursor/rules/**
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alwaysApply: false
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---
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@@ -76,3 +76,4 @@ Concrete guidance with examples.
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| `events` | Typed event bus — emitting and listening to node and grid events |
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| `node-schemas` | Zod schema pattern for node types, createNode, updateNode |
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| `spatial-queries` | Placement validation (canPlaceOnFloor/Wall/Ceiling) for tools |
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| `layers` | Three.js layer constants, ownership, and rendering separation |
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@@ -0,0 +1,57 @@
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---
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description: Three.js layer conventions — which layer each object type lives on and why
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globs: packages/viewer/**,apps/editor/**
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alwaysApply: false
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---
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# Three.js Layers
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Three.js `Layers` control which objects each camera and render pass sees. We use them to separate scene geometry, editor helpers, and zone overlays into distinct rendering buckets without duplicating scene structure.
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## Layer Map
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| Constant | Value | Package | Purpose |
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|---|---|---|---|
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| `SCENE_LAYER` | `0` | `@pascal-app/viewer` | Default Three.js layer — all regular scene geometry |
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| `EDITOR_LAYER` | `1` | `apps/editor` | Editor-only helpers: grid, tool previews, cursor meshes, snap guides |
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| `ZONE_LAYER` | `2` | `@pascal-app/viewer` | Zone floor fills and wall borders — composited in a separate post-processing pass |
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Import the constants from their owning packages:
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```ts
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// In viewer code
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import { SCENE_LAYER, ZONE_LAYER } from '@pascal-app/viewer'
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// In editor code
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import { EDITOR_LAYER } from '@/lib/constants'
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```
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## Why Separate Zones onto Layer 2
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Zones use semi-transparent, `depthTest: false` materials that must be composited *on top of* the scene without being fed into SSGI or TRAA. The post-processing pipeline in `post-processing.tsx` renders a dedicated `zonePass` with a `Layers` mask that enables only `ZONE_LAYER` (and disables `SCENE_LAYER`), then blends its output into the final composite manually:
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```ts
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const zoneLayers = useMemo(() => {
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const l = new Layers()
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l.enable(ZONE_LAYER)
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l.disable(SCENE_LAYER)
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return l
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}, [])
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zonePass.setLayers(zoneLayers)
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```
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This keeps zones out of the SSGI depth/normal buffers (which would produce incorrect AO on transparent surfaces) while still letting them appear correctly over the scene.
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## Why Separate Editor Helpers onto Layer 1
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The editor camera enables `EDITOR_LAYER` so tools and helpers are visible during editing. The thumbnail generator disables `EDITOR_LAYER` so exports show clean geometry without snap lines or cursor spheres.
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## Rules
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- **Never hardcode layer numbers.** Always use the named constants.
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- **`SCENE_LAYER` and `ZONE_LAYER` belong in `@pascal-app/viewer`** — they are renderer concerns, not editor concerns.
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- **`EDITOR_LAYER` belongs in `apps/editor`** — the viewer must never import it; editor behaviour is injected via props/children.
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- **Zone meshes must set `layers={ZONE_LAYER}`** so they are picked up by `zonePass` and excluded from `scenePass` depth buffers.
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- **Editor helper meshes must set `layers={EDITOR_LAYER}`** so they are invisible to the thumbnail camera and the viewer's render passes.
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- **Do not add new layers without updating this rule** and the post-processing pipeline accordingly.
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@@ -26,6 +26,7 @@ export const CustomCameraControls = () => {
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useEffect(() => {
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camera.layers.enable(EDITOR_LAYER)
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raycaster.layers.enable(EDITOR_LAYER)
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raycaster.layers.enable(2)
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}, [camera, raycaster])
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useEffect(() => {
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@@ -29,13 +29,11 @@ function ZoneLabelEditor({ zoneId }: { zoneId: ZoneNode['id'] }) {
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const el = document.getElementById(`${zoneId}-label`)
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if (!el) return
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setLabelEl(el)
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el.style.pointerEvents = 'auto'
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const textEl = el.children[0] as HTMLElement | undefined
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if (textEl) textEl.style.display = 'none'
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return () => {
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el.style.pointerEvents = ''
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if (textEl) textEl.style.display = ''
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}
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}, [zoneId])
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@@ -79,6 +77,7 @@ function ZoneLabelEditor({ zoneId }: { zoneId: ZoneNode['id'] }) {
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fontSize: 14,
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fontFamily: 'sans-serif',
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userSelect: 'none',
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pointerEvents: 'auto',
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display: 'inline-flex',
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alignItems: 'center',
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gap: 4,
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@@ -5,6 +5,7 @@ import { BufferGeometry, Color, DoubleSide, Float32BufferAttribute, type Group,
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import { color, float, uniform, uv } from 'three/tsl'
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import { MeshBasicNodeMaterial } from 'three/webgpu'
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import { useNodeEvents } from '../../../hooks/use-node-events'
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import { ZONE_LAYER } from '../../../lib/layers'
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const Y_OFFSET = 0.01
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const WALL_HEIGHT = 2.3
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@@ -28,7 +29,7 @@ const createWallGradientMaterial = (zoneColor: string) => {
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colorNode: baseColor,
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opacityNode: finalOpacity,
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side: DoubleSide,
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depthWrite: false,
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depthWrite: true,
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depthTest: false,
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userData: {
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uOpacity: opacity,
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@@ -239,12 +240,13 @@ export const ZoneRenderer = ({ node }: { node: ZoneNode }) => {
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rotation={[-Math.PI / 2, 0, 0]}
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material={floorMaterial}
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name="floor"
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layers={ZONE_LAYER}
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>
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<shapeGeometry args={[floorShape]} />
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</mesh>
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{/* Wall borders with gradient */}
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<mesh geometry={wallGeometry} material={wallMaterial} name="walls" />
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<mesh geometry={wallGeometry} material={wallMaterial} name="walls" layers={ZONE_LAYER} />
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</group>
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)
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}
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@@ -1,8 +1,8 @@
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import { useScene } from '@pascal-app/core'
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import polygonClipping from 'polygon-clipping'
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import { useMemo } from 'react'
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import * as THREE from 'three'
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import useViewer from '../../store/use-viewer'
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import polygonClipping from 'polygon-clipping'
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export const GroundOccluder = () => {
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const theme = useViewer((state) => state.theme)
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@@ -24,15 +24,15 @@ export const GroundOccluder = () => {
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const polygons: [number, number][][] = []
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Object.values(nodes).forEach((node) => {
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if ((node.type === 'slab' || node.type === 'zone') && node.polygon && node.polygon.length >= 3) {
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if (node.type === 'slab' && node.polygon && node.polygon.length >= 3) {
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polygons.push(node.polygon as [number, number][])
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}
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})
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if (polygons.length > 0) {
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// Format for polygon-clipping: [[[x, y], [x, y], ...]]
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const multiPolygons = polygons.map(pts => {
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const ring = pts.map(p => [p[0], -p[1]] as [number, number]) // Negate Y (which was Z)
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const multiPolygons = polygons.map((pts) => {
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const ring = pts.map((p) => [p[0], -p[1]] as [number, number]) // Negate Y (which was Z)
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return [ring]
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})
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@@ -84,7 +84,7 @@ const Viewer: React.FC<ViewerProps> = ({ children, selectionManager = 'default'
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}}
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camera={{ position: [50, 50, 50], fov: 50 }}
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>
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<AnimatedBackground isDark={theme === 'dark'} />
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{/* <AnimatedBackground isDark={theme === 'dark'} /> */}
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<GroundOccluder />
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<ViewerCamera />
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@@ -1,6 +1,6 @@
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import { useFrame, useThree } from '@react-three/fiber'
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import { useEffect, useRef, useState } from 'react'
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import { Color, UnsignedByteType } from 'three'
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import { useEffect, useMemo, useRef, useState } from 'react'
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import { Color, Layers, UnsignedByteType } from 'three'
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import { outline } from 'three/addons/tsl/display/OutlineNode.js'
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import { ssgi } from 'three/addons/tsl/display/SSGINode.js'
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import { traa } from 'three/addons/tsl/display/TRAANode.js'
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@@ -9,6 +9,8 @@ import {
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colorToDirection,
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diffuseColor,
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directionToColor,
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float,
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mix,
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mrt,
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normalView,
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oscSine,
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@@ -23,6 +25,7 @@ import {
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import { RenderPipeline, type WebGPURenderer } from 'three/webgpu'
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import useViewer from '../../store/use-viewer'
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import { SCENE_LAYER, ZONE_LAYER } from '../../lib/layers'
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// SSGI Parameters - adjust these to fine-tune global illumination and ambient occlusion
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export const SSGI_PARAMS = {
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@@ -40,12 +43,29 @@ export const SSGI_PARAMS = {
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useTemporalFiltering: true,
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}
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const DARK_BG = '#1f2433'
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const LIGHT_BG = '#ffffff'
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const PostProcessingPasses = () => {
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const { gl: renderer, scene, camera } = useThree()
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const renderPipelineRef = useRef<RenderPipeline | null>(null)
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const hasPipelineErrorRef = useRef(false)
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const [isInitialized, setIsInitialized] = useState(false)
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// Background color uniform — updated every frame via lerp, read by the TSL pipeline.
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// Initialised from the current theme so there's no flash on first render.
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const initBg = useViewer.getState().theme === 'dark' ? DARK_BG : LIGHT_BG
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const bgUniform = useRef(uniform(new Color(initBg)))
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const bgCurrent = useRef(new Color(initBg))
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const bgTarget = useRef(new Color())
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const zoneLayers = useMemo(() => {
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const l = new Layers()
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l.enable(ZONE_LAYER)
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l.disable(SCENE_LAYER)
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return l
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}, [])
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useEffect(() => {
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let mounted = true
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@@ -111,6 +131,8 @@ const PostProcessingPasses = () => {
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return colorToDirection(scenePassNormal.sample(uv))
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})
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const zonePass = pass(scene, camera)
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zonePass.setLayers(zoneLayers)
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// SSGI Pass (cast to PerspectiveCamera for SSGI)
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const giPass = ssgi(scenePassColor, scenePassDepth, sceneNormal, camera as any)
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@@ -130,10 +152,17 @@ const PostProcessingPasses = () => {
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const gi = giPass.rgb
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const ao = giPass.a
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// Background detection via alpha: renderer clears with alpha=0 (setClearAlpha(0) in useFrame),
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// so background pixels have scenePassColor.a=0 while geometry pixels have output.a=1.
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// WebGPU only applies clearColorValue to MRT attachment 0 (output), so scenePassColor.a
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// is the reliable geometry mask — no normals, no flicker.
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const hasGeometry = scenePassColor.a
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const contentAlpha = hasGeometry.max(zonePass.a)
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// Composite: scene * AO + diffuse * GI
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const compositePass = vec4(
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add(scenePassColor.rgb.mul(ao), scenePassDiffuse.rgb.mul(gi)),
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scenePassColor.a,
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add(scenePassColor.rgb.mul(ao), add(zonePass.rgb, scenePassDiffuse.rgb.mul(gi))),
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contentAlpha,
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)
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function generateSelectedOutlinePass() {
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@@ -194,7 +223,17 @@ const PostProcessingPasses = () => {
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: vec4(add(scenePassColor.rgb, selectedOutlinePass.add(hoverOutlinePass)), scenePassColor.a)
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// TRAA (Temporal Reprojection Anti-Aliasing) - applied AFTER combining everything
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const finalOutput = traa(compositeWithOutlines, scenePassDepth, scenePassVelocity, camera)
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const traaOutput = traa(compositeWithOutlines, scenePassDepth, scenePassVelocity, camera)
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// For zone-over-background pixels, scenePassDepth=1.0 (no scene geometry) causes TRAA
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// to output black. Use hasGeometry to blend: geometry pixels use traaRgb, all others
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// (zones over background, pure background) use compositePass.rgb directly.
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const traaRgb = (traaOutput as any).rgb
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const colorSource = mix(compositePass.rgb, traaRgb, hasGeometry)
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const finalOutput = vec4(
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mix(bgUniform.current, colorSource, contentAlpha),
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float(1),
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)
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const renderPipeline = new RenderPipeline(renderer as unknown as WebGPURenderer)
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renderPipeline.outputNode = finalOutput
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@@ -217,14 +256,22 @@ const PostProcessingPasses = () => {
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}
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renderPipelineRef.current = null
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}
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}, [renderer, scene, camera, isInitialized])
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}, [renderer, scene, camera, isInitialized, zoneLayers])
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useFrame((_, delta) => {
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// Animate background colour toward the current theme target (same lerp as AnimatedBackground)
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bgTarget.current.set(useViewer.getState().theme === 'dark' ? DARK_BG : LIGHT_BG)
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bgCurrent.current.lerp(bgTarget.current, Math.min(delta, 0.1) * 4)
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bgUniform.current.value.copy(bgCurrent.current)
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useFrame(() => {
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if (hasPipelineErrorRef.current || !renderPipelineRef.current) {
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return
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}
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try {
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// Clear alpha=0 so background pixels in the output MRT attachment (index 0) get a=0,
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// making scenePassColor.a a reliable geometry mask (geometry pixels write a=1 via output node).
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;(renderer as any).setClearAlpha(0)
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renderPipelineRef.current.render()
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} catch (error) {
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hasPipelineErrorRef.current = true
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@@ -1,5 +1,6 @@
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export { default as Viewer } from './components/viewer'
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export { default as useViewer } from './store/use-viewer'
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export { ASSETS_CDN_URL, resolveAssetUrl, resolveCdnUrl } from './lib/asset-url'
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export { SCENE_LAYER, ZONE_LAYER } from './lib/layers'
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export { InteractiveSystem } from './systems/interactive/interactive-system'
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export { snapLevelsToTruePositions } from './systems/level/level-utils'
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@@ -0,0 +1,5 @@
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/** Default Three.js layer for main scene geometry. */
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export const SCENE_LAYER = 0
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/** Layer used for zone rendering (floor fills and wall borders). */
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export const ZONE_LAYER = 2
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