viewer: snapshot capture pipeline + hero framing for thumbnails (#538)
* feat(viewer,editor): extract snapshot pipeline, add hero framing + BakeThumbnail Move the offscreen SSGI capture pipeline out of ThumbnailGenerator into viewer's snapshot-pipeline (adding the missing scene-referred GRADE, uniform- driven), add hero-pose per-node-box corner framing helpers, and a BakeThumbnail component so the community bake page can render a publish-quality hero shot headlessly. Auto-save thumbnails now re-pose onto the same hero angle instead of copying the user's mid-edit camera; user-driven captures keep the exact viewport pose. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(viewer): tune hero framing — 19° elevation, tighter fit Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(viewer,editor): ink edges in snapshot captures Captures now run the viewport's AO -> ink -> grade order with the same soft/strong edge derivation (edgeColorFor/edgeOpacityScaleFor), uniform-gated so one cached pipeline serves all modes. Radius scales with render height so supersampled captures keep the viewport's line weight. Preset/item (transparent) captures stay ink-free. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(viewer): lower hero elevation to 13°, exact fit — match reference framing Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(viewer): hero framing — site plate in frame, building-centered aim, facade-relative 45° Three framing fixes from review: the intentionally-shaped site plate joins the fit constraints (from scene data — the site Object3D carries the ±400m horizon disc and can't be measured), the aim centers the building (plate+structure on XZ, structure alone on Y) so outlying boxes take asymmetric margin instead of shifting the subject, and the azimuth sits 45° to the dominant wall axis (length-weighted fold-4 vector sum) so rotated plans still read as a proper corner shot. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
f6d28f6794
commit
7cfb88dcad
@@ -74,6 +74,14 @@ export {
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SUBTRACTION,
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} from './lib/csg-utils'
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export type { EdgeMode } from './lib/edge-style'
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export {
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computeHeroFraming,
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DEFAULT_FRAMING_EXCLUDED_TYPES,
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type HeroFraming,
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heroCameraPose,
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temporarilyHideNodeTypes,
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unionRegisteredNodeBounds,
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} from './lib/hero-pose'
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export {
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applyIsolation,
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clearIsolation,
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@@ -119,6 +127,16 @@ export {
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SCENE_THEMES,
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type SceneTheme,
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} from './lib/scene-themes'
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export {
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createSnapshotPipeline,
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type SnapshotCaptureMode,
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type SnapshotCaptureResult,
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type SnapshotCropRegion,
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type SnapshotPipeline,
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type SnapshotSize,
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THUMBNAIL_HEIGHT,
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THUMBNAIL_WIDTH,
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} from './lib/snapshot-pipeline'
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export {
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getPascalTextureRef,
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type PascalTextureColorSpace,
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@@ -0,0 +1,275 @@
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import { sceneRegistry, useScene } from '@pascal-app/core'
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import { Box3, type Object3D, Vector3 } from 'three'
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export const DEFAULT_FRAMING_EXCLUDED_TYPES = ['site', 'scan', 'guide', 'spawn'] as const
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export function heroCameraPose({
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boxes,
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aspect,
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aim,
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fovDeg = 60,
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azimuthRad = Math.PI / 4,
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elevationRad = (13 * Math.PI) / 180,
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padding = 1.03,
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minDistance = 4,
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frameShift = 0,
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}: {
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boxes: Box3 | readonly Box3[]
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aspect: number
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/** Where the camera looks (frame center). Defaults to the union-box center;
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* pass the building's center to keep it dead-center while outlying boxes
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* (lot plate, far palms) simply take asymmetric margin — the corner fit
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* still guarantees every box stays in frame. */
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aim?: [number, number, number]
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fovDeg?: number
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azimuthRad?: number
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elevationRad?: number
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padding?: number
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minDistance?: number
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/** Fraction of the frustum half-height to drop the aim by. 0 keeps the aim
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* (the building center) exactly at frame center. */
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frameShift?: number
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}): {
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position: [number, number, number]
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target: [number, number, number]
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} {
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const list = Array.isArray(boxes) ? (boxes as readonly Box3[]) : [boxes as Box3]
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const union = new Box3()
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for (const box of list) union.union(box)
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const center = aim ? new Vector3(aim[0], aim[1], aim[2]) : union.getCenter(new Vector3())
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const tanVertical = Math.tan(((fovDeg / 2) * Math.PI) / 180)
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const tanHorizontal = tanVertical * aspect
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// Camera basis for the chosen azimuth/elevation: `dir` points from the
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// target toward the camera, `forward` is the view direction.
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const dir = new Vector3(
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Math.sin(azimuthRad) * Math.cos(elevationRad),
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Math.sin(elevationRad),
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Math.cos(azimuthRad) * Math.cos(elevationRad),
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)
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const forward = dir.clone().negate()
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const right = new Vector3().crossVectors(forward, new Vector3(0, 1, 0)).normalize()
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const up = new Vector3().crossVectors(right, forward)
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// Exact fit: for every corner of every per-node box, the minimal camera
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// distance along `dir` that keeps it inside the frustum. Fitting the corners
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// of the UNION box instead reads far too wide at a diagonal azimuth — the
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// union AABB's extreme corners are the empty diamond tips nothing actually
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// occupies. (A bounding-sphere fit is worse still for flat, spread scenes.)
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const corner = new Vector3()
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const offset = new Vector3()
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let distance = minDistance
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for (const box of list) {
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for (const x of [box.min.x, box.max.x]) {
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for (const y of [box.min.y, box.max.y]) {
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for (const z of [box.min.z, box.max.z]) {
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corner.set(x, y, z)
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offset.subVectors(corner, center)
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const lateral = offset.dot(right)
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const vertical = offset.dot(up)
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const depth = offset.dot(forward)
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distance = Math.max(
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distance,
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(Math.abs(lateral) / tanHorizontal - depth) * padding,
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(Math.abs(vertical) / tanVertical - depth) * padding,
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)
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}
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}
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}
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}
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// Reframe: slide aim and camera together along the view-up axis — pure
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// composition shift, no perspective change.
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const drop = up.clone().multiplyScalar(-frameShift * distance * tanVertical)
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const target = center.clone().add(drop)
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return {
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position: [
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target.x + dir.x * distance,
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target.y + dir.y * distance,
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target.z + dir.z * distance,
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],
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target: [target.x, target.y, target.z],
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}
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}
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export function unionRegisteredNodeBounds({
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excludeTypes,
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}: {
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excludeTypes: readonly string[]
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}): Box3 | null {
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const excluded = new Set(excludeTypes)
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const result = new Box3()
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for (const [type, ids] of Object.entries(sceneRegistry.byType)) {
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if (excluded.has(type)) continue
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for (const id of ids) {
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const object = sceneRegistry.nodes.get(id)
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if (!object) continue
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const bounds = new Box3().setFromObject(object)
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if (!bounds.isEmpty()) result.union(bounds)
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}
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}
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return result.isEmpty() ? null : result
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}
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function perNodeBoxes(excludeTypes: readonly string[]): Box3[] {
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const excluded = new Set(excludeTypes)
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const boxes: Box3[] = []
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for (const [type, ids] of Object.entries(sceneRegistry.byType)) {
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if (excluded.has(type)) continue
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for (const id of ids) {
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const object = sceneRegistry.nodes.get(id)
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if (!object) continue
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const bounds = new Box3().setFromObject(object)
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if (!bounds.isEmpty()) boxes.push(bounds)
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}
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}
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return boxes
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}
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/**
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* Matches the `SiteNode` bootstrap polygon (a 30×30 square at the origin) —
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* same rule as the editor's `computeSceneBoundsXZ`: an untouched default lot
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* says nothing about the user's intent, so it shouldn't drive framing.
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*/
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function isDefaultSitePolygon(points: unknown[]): boolean {
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if (points.length !== 4) return false
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const expected: [number, number][] = [
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[-15, -15],
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[15, -15],
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[15, 15],
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[-15, 15],
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]
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for (let i = 0; i < 4; i++) {
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const p = points[i]
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const e = expected[i]!
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if (!Array.isArray(p) || p.length < 2) return false
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if (p[0] !== e[0] || p[1] !== e[1]) return false
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}
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return true
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}
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/** Flat boxes for intentionally-shaped site plates, from scene DATA — the
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* site's Object3D can't be measured (it carries the ±400 m horizon disc). */
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function sitePlateBoxes(): Box3[] {
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const boxes: Box3[] = []
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for (const node of Object.values(useScene.getState().nodes)) {
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if ((node as { type?: string }).type !== 'site') continue
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const polygon = (node as { polygon?: { points?: unknown[] } }).polygon
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const points = polygon?.points
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if (!Array.isArray(points) || isDefaultSitePolygon(points)) continue
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const box = new Box3()
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for (const point of points) {
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if (Array.isArray(point) && point.length >= 2) {
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box.expandByPoint(new Vector3(Number(point[0]), 0, Number(point[1])))
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}
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}
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if (!box.isEmpty()) boxes.push(box)
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}
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return boxes
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}
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/** Dominant wall direction folded to a 90°-periodic axis (length-weighted
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* vector sum of 4θ), so the hero azimuth sits at a true 45° to the building's
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* facades no matter how the user rotated their plan. */
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function dominantWallYaw(): number | null {
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let vx = 0
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let vz = 0
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for (const node of Object.values(useScene.getState().nodes)) {
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if ((node as { type?: string }).type !== 'wall') continue
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const { start, end } = node as { start?: unknown; end?: unknown }
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if (!(Array.isArray(start) && Array.isArray(end))) continue
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const dx = Number(end[0]) - Number(start[0])
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const dz = Number(end[1]) - Number(start[1])
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const length = Math.hypot(dx, dz)
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if (!(Number.isFinite(length) && length > 0.01)) continue
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const theta = Math.atan2(dz, dx)
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vx += length * Math.cos(4 * theta)
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vz += length * Math.sin(4 * theta)
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}
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if (vx === 0 && vz === 0) return null
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return Math.atan2(vz, vx) / 4
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}
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export type HeroFraming = {
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/** Fit constraints — everything that must stay in frame. */
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boxes: Box3[]
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/** Frame center: plate/structure center on XZ, building center on Y. */
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aim: [number, number, number]
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/** 45° to the dominant facade (falls back to world 45°). */
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azimuthRad: number
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}
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/**
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* Framing for a scene hero shot. The base set is the built structure (walls,
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* roofs, slabs, …) plus any intentionally-shaped site plate; an item joins
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* only when it sits near that base — one palm at the far lot corner must not
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* shrink the building. `building`/`level` container groups are skipped (their
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* Object3D holds the whole subtree). The aim keeps the building dead-center:
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* XZ from the plate+structure union, Y from the structure alone so the
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* building — not the ground — is vertically centered. Scenes with no
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* structure (pure furniture arrangements) fall back to framing every
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* non-helper node.
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*/
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export function computeHeroFraming(): HeroFraming | null {
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const structural = perNodeBoxes([...DEFAULT_FRAMING_EXCLUDED_TYPES, 'item', 'building', 'level'])
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if (structural.length === 0) {
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const all = perNodeBoxes([...DEFAULT_FRAMING_EXCLUDED_TYPES, 'building', 'level'])
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if (all.length === 0) return null
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const union = new Box3()
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for (const box of all) union.union(box)
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const center = union.getCenter(new Vector3())
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return { boxes: all, aim: [center.x, center.y, center.z], azimuthRad: Math.PI / 4 }
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}
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const structuralUnion = new Box3()
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for (const box of structural) structuralUnion.union(box)
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const plates = sitePlateBoxes()
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const groundUnion = structuralUnion.clone()
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for (const box of plates) groundUnion.union(box)
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const nearby = groundUnion
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.clone()
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.expandByVector(groundUnion.getSize(new Vector3()).multiplyScalar(0.15))
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const boxes = [...structural, ...plates]
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const itemIds = sceneRegistry.byType.item!
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for (const id of itemIds) {
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const object = sceneRegistry.nodes.get(id)
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if (!object) continue
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const bounds = new Box3().setFromObject(object)
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if (!bounds.isEmpty() && nearby.intersectsBox(bounds)) boxes.push(bounds)
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}
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const groundCenter = groundUnion.getCenter(new Vector3())
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const structuralCenter = structuralUnion.getCenter(new Vector3())
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const yaw = dominantWallYaw()
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return {
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boxes,
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aim: [groundCenter.x, structuralCenter.y, groundCenter.z],
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azimuthRad: Math.PI / 4 - (yaw ?? 0),
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}
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}
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export function temporarilyHideNodeTypes(types: readonly string[]): () => void {
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const saved = new Map<Object3D, boolean>()
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for (const type of types) {
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const ids = sceneRegistry.byType[type]!
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ids.forEach((id) => {
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const node = sceneRegistry.nodes.get(id)
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if (node) {
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saved.set(node, node.visible)
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node.visible = false
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}
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})
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}
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return () => {
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saved.forEach((wasVisible, node) => {
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node.visible = wasVisible
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})
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}
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}
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@@ -0,0 +1,379 @@
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import { type Camera, Color, Matrix4, type Scene, UnsignedByteType } from 'three'
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import { ssgi } from 'three/addons/tsl/display/SSGINode.js'
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import { denoise } from 'three/examples/jsm/tsl/display/DenoiseNode.js'
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import { fxaa } from 'three/examples/jsm/tsl/display/FXAANode.js'
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import {
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convertToTexture,
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diffuseColor,
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float,
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mix,
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mrt,
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normalView,
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output,
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pass,
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sample,
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saturation,
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screenUV,
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smoothstep,
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uniform,
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vec3,
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vec4,
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} from 'three/tsl'
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import { RenderPipeline, RenderTarget, type WebGPURenderer } from 'three/webgpu'
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import { GRADE_PARAMS, SSGI_PARAMS } from '../components/viewer/post-processing'
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import { backdropGradient, deepSkyColor, horizonHazeColor } from './backdrop'
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import { type EdgeMode, edgeColorFor, edgeOpacityScaleFor } from './edge-style'
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import { inkedEdges } from './ink-edges'
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import { getSceneTheme } from './scene-themes'
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import { packNormalToRGB, unpackRGBToNormal } from './tsl-compat'
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export const THUMBNAIL_WIDTH = 1920
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export const THUMBNAIL_HEIGHT = 1080
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export type SnapshotCaptureMode = 'standard' | 'viewport' | 'area'
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export type SnapshotCropRegion = {
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x: number
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y: number
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width: number
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height: number
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}
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export type SnapshotSize = {
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w: number
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h: number
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}
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export type SnapshotCaptureResult = {
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blob: Blob
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outW: number
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outH: number
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}
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export type SnapshotPipeline = {
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applyEnvironment: ({
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theme,
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transparent,
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grade,
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edges,
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camera,
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}: {
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theme: string
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transparent: boolean
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grade: boolean
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edges: EdgeMode
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camera: Camera
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}) => void
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capture: ({
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captureMode,
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cropRegion,
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standardSize,
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}: {
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captureMode?: SnapshotCaptureMode
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cropRegion?: SnapshotCropRegion
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standardSize?: SnapshotSize
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}) => Promise<SnapshotCaptureResult>
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dispose: () => void
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}
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export async function createSnapshotPipeline({
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renderer,
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scene,
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camera,
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}: {
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renderer: WebGPURenderer
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scene: Scene
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camera: Camera
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}): Promise<SnapshotPipeline | null> {
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try {
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if ((renderer as any).init) await (renderer as any).init()
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// Backdrop compositing for scene snapshots (studio renders, project
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// thumbnails): theme background + sky gradient, same world-ray math as the
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// viewport backdrop in viewer's post-processing. Uniform-driven so the one
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// cached pipeline serves both opaque and transparent (preset/item) captures.
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const bgColorUniform = uniform(new Color('#ffffff'))
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const bgSkyUniform = uniform(new Color('#ffffff'))
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const bgSkyDeepUniform = uniform(new Color('#ffffff'))
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const bgHazeUniform = uniform(new Color('#ffffff'))
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const bgProjInvUniform = uniform(new Matrix4())
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const bgCamWorldUniform = uniform(new Matrix4())
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const bgMixUniform = uniform(1)
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const gradeMixUniform = uniform(0)
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const inkMixUniform = uniform(0)
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const inkColorUniform = uniform(new Color('#1a1d24'))
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const inkOpacityUniform = uniform(0.5)
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const inkOpacityScaleUniform = uniform(1)
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// pass() handles MRT internally for all material types, including custom
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// shaders — unlike renderer.setMRT() which crashes on non-NodeMaterials.
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// pass() also respects camera.layers, so caller-disabled objects are filtered.
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const scenePass = pass(scene, camera)
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scenePass.setMRT(
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mrt({
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output,
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diffuseColor,
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normal: packNormalToRGB(normalView),
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}),
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)
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const scenePassColor = scenePass.getTextureNode('output')
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const scenePassDepth = scenePass.getTextureNode('depth')
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const scenePassNormal = scenePass.getTextureNode('normal')
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scenePass.getTexture('diffuseColor').type = UnsignedByteType
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scenePass.getTexture('normal').type = UnsignedByteType
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const sceneNormal = sample((uv) => unpackRGBToNormal(scenePassNormal.sample(uv)))
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const giPass = ssgi(scenePassColor, scenePassDepth, sceneNormal, camera as any)
|
||||
giPass.sliceCount.value = SSGI_PARAMS.sliceCount
|
||||
giPass.stepCount.value = SSGI_PARAMS.stepCount
|
||||
giPass.radius.value = SSGI_PARAMS.radius
|
||||
giPass.expFactor.value = SSGI_PARAMS.expFactor
|
||||
giPass.thickness.value = SSGI_PARAMS.thickness
|
||||
giPass.backfaceLighting.value = SSGI_PARAMS.backfaceLighting
|
||||
giPass.aoIntensity.value = SSGI_PARAMS.aoIntensity
|
||||
giPass.giIntensity.value = SSGI_PARAMS.giIntensity
|
||||
giPass.useLinearThickness.value = SSGI_PARAMS.useLinearThickness
|
||||
giPass.useScreenSpaceSampling.value = SSGI_PARAMS.useScreenSpaceSampling
|
||||
giPass.useTemporalFiltering = SSGI_PARAMS.useTemporalFiltering
|
||||
|
||||
// r185: SSGI's AO lives in its own single-channel texture (getAONode)
|
||||
// rather than the alpha of one packed rgba texture.
|
||||
const aoTexture = (giPass as any).getAONode()
|
||||
const aoAsRgb = vec4(aoTexture.r, aoTexture.r, aoTexture.r, float(1))
|
||||
const denoisePass = denoise(aoAsRgb, scenePassDepth, sceneNormal, camera)
|
||||
denoisePass.index.value = 0
|
||||
denoisePass.radius.value = 4
|
||||
|
||||
// Same far-field AO fade as the viewport pipeline — without it the
|
||||
// horizon picks up a visible AO line in captures.
|
||||
const aoFarFade = smoothstep(float(0.9994), float(0.9998), scenePassDepth.sample(screenUV).r)
|
||||
const ao = mix((denoisePass as any).r, float(1), aoFarFade)
|
||||
const aoRgb = scenePassColor.rgb.mul(ao)
|
||||
|
||||
// Ink edges, mirroring the viewport pipeline (AO → ink → grade) so
|
||||
// captures carry the same soft/strong edge look the canvas shows.
|
||||
// Uniform-gated like grade/backdrop: one cached pipeline serves all modes.
|
||||
// Radius scales with render height: a supersampled capture (4K → 1080p)
|
||||
// would otherwise halve the apparent line weight vs the viewport's 1px.
|
||||
const inkRadius = Math.max(1, Math.round(renderer.domElement.height / 1080))
|
||||
const inkedRgb = inkedEdges({
|
||||
sceneRgb: aoRgb,
|
||||
depthTex: scenePassDepth,
|
||||
normalTex: scenePassNormal,
|
||||
inkColor: inkColorUniform,
|
||||
radius: inkRadius,
|
||||
opacity: float(inkOpacityUniform).mul(inkOpacityScaleUniform),
|
||||
})
|
||||
const ungradedSceneRgb = mix(aoRgb, inkedRgb, inkMixUniform)
|
||||
const gradeRgb = (rgb: any) =>
|
||||
saturation(rgb.div(0.18).pow(vec3(GRADE_PARAMS.contrast)).mul(0.18), GRADE_PARAMS.saturation)
|
||||
const sceneRgb = mix(ungradedSceneRgb, gradeRgb(ungradedSceneRgb), gradeMixUniform)
|
||||
|
||||
// Per-pixel world ray from the capture camera → sky gradient above the
|
||||
// horizon (dir.y = 0), flat background below — mirrors the viewport
|
||||
// backdrop. bgMix 0 bypasses it and keeps the capture transparent.
|
||||
const ndc = vec4(screenUV.x.mul(2).sub(1), float(1).sub(screenUV.y).mul(2).sub(1), 1, 1) as any
|
||||
const viewRay = (bgProjInvUniform as any).mul(ndc)
|
||||
const worldDir = (bgCamWorldUniform as any).mul(vec4(viewRay.xyz, 0)).xyz.normalize()
|
||||
const ungradedBgGradient = backdropGradient({
|
||||
dirY: worldDir.y,
|
||||
background: bgColorUniform,
|
||||
haze: bgHazeUniform,
|
||||
sky: bgSkyUniform,
|
||||
skyDeep: bgSkyDeepUniform,
|
||||
})
|
||||
const bgGradient = mix(ungradedBgGradient, gradeRgb(ungradedBgGradient), gradeMixUniform)
|
||||
const alpha = scenePassColor.a
|
||||
const finalOutput = vec4(
|
||||
mix(sceneRgb, mix(bgGradient, sceneRgb, alpha), bgMixUniform),
|
||||
mix(alpha, float(1), bgMixUniform),
|
||||
)
|
||||
|
||||
// FXAA requires a texture node as input; convertToTexture renders finalOutput
|
||||
// into an intermediate RT so FXAA can sample it with neighbour UV offsets.
|
||||
const aaOutput = fxaa(convertToTexture(finalOutput))
|
||||
|
||||
const pipeline = new RenderPipeline(renderer)
|
||||
pipeline.outputNode = aaOutput
|
||||
|
||||
// Dedicated render target — pipeline outputs here instead of the canvas,
|
||||
// so R3F's main render loop can never overwrite our capture.
|
||||
const { width, height } = renderer.domElement
|
||||
const renderTarget = new RenderTarget(width, height, { depthBuffer: true })
|
||||
|
||||
return {
|
||||
applyEnvironment: ({ theme, transparent, grade, edges, camera: captureCamera }) => {
|
||||
const sceneTheme = getSceneTheme(theme)
|
||||
inkMixUniform.value = edges === 'off' ? 0 : 1
|
||||
inkOpacityUniform.value = edges === 'strong' ? 1 : 0.5
|
||||
inkColorUniform.value.set(edgeColorFor(sceneTheme.background))
|
||||
inkOpacityScaleUniform.value = edgeOpacityScaleFor(sceneTheme.background)
|
||||
bgColorUniform.value.set(sceneTheme.background)
|
||||
bgSkyUniform.value.set(sceneTheme.backgroundSky ?? sceneTheme.background)
|
||||
bgSkyDeepUniform.value.set(deepSkyColor(sceneTheme.backgroundSky ?? sceneTheme.background))
|
||||
bgHazeUniform.value.set(
|
||||
horizonHazeColor(
|
||||
sceneTheme.backgroundSky ?? sceneTheme.background,
|
||||
sceneTheme.appearance,
|
||||
),
|
||||
)
|
||||
bgMixUniform.value = transparent ? 0 : 1
|
||||
gradeMixUniform.value = grade ? 1 : 0
|
||||
|
||||
// The capture camera never joins the scene graph, so its matrixWorld
|
||||
// is only refreshed by the render itself — too late for the backdrop
|
||||
// uniforms below.
|
||||
captureCamera.updateMatrixWorld()
|
||||
bgProjInvUniform.value.copy(captureCamera.projectionMatrixInverse)
|
||||
bgCamWorldUniform.value.copy(captureCamera.matrixWorld)
|
||||
},
|
||||
capture: async ({ captureMode, cropRegion, standardSize }) => {
|
||||
const standardW = standardSize?.w ?? THUMBNAIL_WIDTH
|
||||
const standardH = standardSize?.h ?? THUMBNAIL_HEIGHT
|
||||
const { width: captureWidth, height: captureHeight } = renderer.domElement
|
||||
|
||||
// Resize RT if the canvas dimensions changed
|
||||
if (renderTarget.width !== captureWidth || renderTarget.height !== captureHeight) {
|
||||
renderTarget.setSize(captureWidth, captureHeight)
|
||||
}
|
||||
|
||||
try {
|
||||
;(renderer as any).setClearAlpha(0)
|
||||
renderer.setRenderTarget(renderTarget)
|
||||
pipeline.render()
|
||||
} finally {
|
||||
renderer.setRenderTarget(null)
|
||||
}
|
||||
|
||||
// Let callers restore visibility and other capture policy immediately
|
||||
// after the render, before the asynchronous GPU readback begins.
|
||||
await Promise.resolve()
|
||||
|
||||
// Read pixels from the RT asynchronously.
|
||||
// WebGPU copyTextureToBuffer aligns each row to 256 bytes, so we must
|
||||
// depad the rows before constructing ImageData.
|
||||
const pixels = (await (renderer as any).readRenderTargetPixelsAsync(
|
||||
renderTarget,
|
||||
0,
|
||||
0,
|
||||
captureWidth,
|
||||
captureHeight,
|
||||
)) as Uint8Array
|
||||
|
||||
const actualBytesPerRow = captureWidth * 4
|
||||
const tightTotal = actualBytesPerRow * captureHeight
|
||||
const paddedBytesPerRow = Math.ceil(actualBytesPerRow / 256) * 256
|
||||
// Two readback shapes to handle:
|
||||
// - WebGPU (`copyTextureToBuffer`): top-down + 256-byte row padding
|
||||
// when width*4 isn't already a multiple of 256.
|
||||
// - WebGL2 fallback (iOS Chrome, etc.): tightly-packed but bottom-up
|
||||
// (OpenGL framebuffer convention).
|
||||
// `isWebGPURenderer` lies — it stays true even when the renderer
|
||||
// falls back to the WebGL backend. Inspect the actual backend
|
||||
// instead (presence of a GPU device, or backend constructor name).
|
||||
const backend = (renderer as any).backend
|
||||
const isWebGPU =
|
||||
!!backend?.device ||
|
||||
backend?.isWebGPUBackend === true ||
|
||||
backend?.constructor?.name === 'WebGPUBackend'
|
||||
let tightPixels: Uint8ClampedArray
|
||||
if (isWebGPU) {
|
||||
// WebGPU: depad rows if needed; orientation is already top-down.
|
||||
if (paddedBytesPerRow === actualBytesPerRow) {
|
||||
tightPixels = new Uint8ClampedArray(
|
||||
pixels.buffer,
|
||||
pixels.byteOffset,
|
||||
Math.min(pixels.byteLength, tightTotal),
|
||||
)
|
||||
} else {
|
||||
tightPixels = new Uint8ClampedArray(tightTotal)
|
||||
for (let row = 0; row < captureHeight; row++) {
|
||||
tightPixels.set(
|
||||
pixels.subarray(
|
||||
row * paddedBytesPerRow,
|
||||
row * paddedBytesPerRow + actualBytesPerRow,
|
||||
),
|
||||
row * actualBytesPerRow,
|
||||
)
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// WebGL2: tight buffer in bottom-up order — flip rows.
|
||||
tightPixels = new Uint8ClampedArray(tightTotal)
|
||||
for (let row = 0; row < captureHeight; row++) {
|
||||
const srcStart = (captureHeight - 1 - row) * actualBytesPerRow
|
||||
tightPixels.set(
|
||||
pixels.subarray(srcStart, srcStart + actualBytesPerRow),
|
||||
row * actualBytesPerRow,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
const imageData = new ImageData(
|
||||
tightPixels as unknown as Uint8ClampedArray<ArrayBuffer>,
|
||||
captureWidth,
|
||||
captureHeight,
|
||||
)
|
||||
const srcCanvas = new OffscreenCanvas(captureWidth, captureHeight)
|
||||
srcCanvas.getContext('2d')!.putImageData(imageData, 0, 0)
|
||||
|
||||
let outW: number
|
||||
let outH: number
|
||||
let blob: Blob
|
||||
|
||||
if (captureMode === 'viewport') {
|
||||
outW = captureWidth
|
||||
outH = captureHeight
|
||||
const offscreen = new OffscreenCanvas(outW, outH)
|
||||
offscreen.getContext('2d')!.drawImage(srcCanvas, 0, 0)
|
||||
blob = await offscreen.convertToBlob({ type: 'image/png' })
|
||||
} else if (captureMode === 'area' && cropRegion) {
|
||||
const sx = Math.round(cropRegion.x * captureWidth)
|
||||
const sy = Math.round(cropRegion.y * captureHeight)
|
||||
outW = Math.round(cropRegion.width * captureWidth)
|
||||
outH = Math.round(cropRegion.height * captureHeight)
|
||||
const offscreen = new OffscreenCanvas(outW, outH)
|
||||
offscreen.getContext('2d')!.drawImage(srcCanvas, sx, sy, outW, outH, 0, 0, outW, outH)
|
||||
blob = await offscreen.convertToBlob({ type: 'image/png' })
|
||||
} else {
|
||||
// Standard: center-crop to the requested aspect (default 1920×1080)
|
||||
const srcAspect = captureWidth / captureHeight
|
||||
const dstAspect = standardW / standardH
|
||||
let sx = 0
|
||||
let sy = 0
|
||||
let sWidth = captureWidth
|
||||
let sHeight = captureHeight
|
||||
if (srcAspect > dstAspect) {
|
||||
sWidth = Math.round(captureHeight * dstAspect)
|
||||
sx = Math.round((captureWidth - sWidth) / 2)
|
||||
} else if (srcAspect < dstAspect) {
|
||||
sHeight = Math.round(captureWidth / dstAspect)
|
||||
sy = Math.round((captureHeight - sHeight) / 2)
|
||||
}
|
||||
outW = standardW
|
||||
outH = standardH
|
||||
const offscreen = new OffscreenCanvas(outW, outH)
|
||||
offscreen
|
||||
.getContext('2d')!
|
||||
.drawImage(srcCanvas, sx, sy, sWidth, sHeight, 0, 0, outW, outH)
|
||||
blob = await offscreen.convertToBlob({ type: 'image/png' })
|
||||
}
|
||||
|
||||
return { blob, outW, outH }
|
||||
},
|
||||
dispose: () => {
|
||||
pipeline.dispose()
|
||||
renderTarget.dispose()
|
||||
},
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(
|
||||
'[thumbnail] Failed to build post-processing pipeline, will use fallback render.',
|
||||
error,
|
||||
)
|
||||
return null
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user