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
@@ -0,0 +1,95 @@
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'use client'
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import {
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computeHeroFraming,
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createSnapshotPipeline,
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GRID_LAYER,
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heroCameraPose,
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temporarilyHideNodeTypes,
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useViewer,
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} from '@pascal-app/viewer'
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import { useThree } from '@react-three/fiber'
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import { useEffect, useRef } from 'react'
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import { PerspectiveCamera } from 'three'
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import type { WebGPURenderer } from 'three/webgpu'
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import { EDITOR_LAYER } from '../../lib/constants'
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export function BakeThumbnail({
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active,
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onComplete,
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onError,
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}: {
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active: boolean
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onComplete: (blob: Blob, size: { w: number; h: number }) => void
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onError: (message: string) => void
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}) {
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const renderer = useThree((state) => state.gl)
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const scene = useThree((state) => state.scene)
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const doneRef = useRef(false)
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useEffect(() => {
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if (!(active && !doneRef.current)) return
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doneRef.current = true
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const run = async () => {
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const restoreNodeVisibility = temporarilyHideNodeTypes(['scan', 'guide', 'spawn'])
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let pipeline: Awaited<ReturnType<typeof createSnapshotPipeline>> = null
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try {
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const framing = computeHeroFraming()
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if (!framing) {
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onError('scene has no framable content')
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return
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}
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const { width, height } = renderer.domElement
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const aspect = width / height
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const camera = new PerspectiveCamera(60, aspect, 0.1, 1000)
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camera.layers.disable(EDITOR_LAYER)
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camera.layers.disable(GRID_LAYER)
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const pose = heroCameraPose({
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boxes: framing.boxes,
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aim: framing.aim,
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azimuthRad: framing.azimuthRad,
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aspect,
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})
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camera.position.set(pose.position[0], pose.position[1], pose.position[2])
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camera.lookAt(pose.target[0], pose.target[1], pose.target[2])
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camera.updateMatrixWorld()
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pipeline = await createSnapshotPipeline({
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renderer: renderer as unknown as WebGPURenderer,
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scene,
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camera,
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})
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if (!pipeline) {
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onError('thumbnail pipeline failed to build')
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return
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}
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pipeline.applyEnvironment({
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theme: useViewer.getState().sceneTheme,
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transparent: false,
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grade: true,
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edges: useViewer.getState().edges,
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camera,
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})
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const { blob, outW, outH } = await pipeline.capture({ captureMode: 'standard' })
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onComplete(blob, { w: outW, h: outH })
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} catch (error) {
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console.error(
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'[bake-thumbnail]',
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error instanceof Error ? (error.stack ?? error.message) : error,
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)
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onError(error instanceof Error ? error.message : String(error))
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} finally {
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pipeline?.dispose()
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restoreNodeVisibility()
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}
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}
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void run()
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}, [active, onComplete, onError, renderer, scene])
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return null
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}
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@@ -1,47 +1,25 @@
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'use client'
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'use client'
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import { emitter, sceneRegistry } from '@pascal-app/core'
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import { emitter } from '@pascal-app/core'
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import {
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import {
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backdropGradient,
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computeHeroFraming,
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deepSkyColor,
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createSnapshotPipeline,
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GRID_LAYER,
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GRID_LAYER,
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getSceneTheme,
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heroCameraPose,
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horizonHazeColor,
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type SnapshotPipeline,
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packNormalToRGB,
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SSGI_PARAMS,
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snapLevelsToTruePositions,
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snapLevelsToTruePositions,
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unpackRGBToNormal,
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THUMBNAIL_HEIGHT,
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THUMBNAIL_WIDTH,
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temporarilyHideNodeTypes,
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useViewer,
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useViewer,
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} from '@pascal-app/viewer'
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} from '@pascal-app/viewer'
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import type { CameraControls } from '@react-three/drei'
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import type { CameraControls } from '@react-three/drei'
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import { useThree } from '@react-three/fiber'
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import { useThree } from '@react-three/fiber'
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import { useCallback, useEffect, useRef } from 'react'
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import { useCallback, useEffect, useRef } from 'react'
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import * as THREE from 'three'
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import * as THREE from 'three'
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import { UnsignedByteType } from 'three'
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import type { WebGPURenderer } from 'three/webgpu'
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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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screenUV,
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smoothstep,
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uniform,
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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 { EDITOR_LAYER } from '../../lib/constants'
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import { EDITOR_LAYER } from '../../lib/constants'
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const THUMBNAIL_WIDTH = 1920
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const THUMBNAIL_HEIGHT = 1080
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export interface SnapshotCameraData {
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export interface SnapshotCameraData {
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position: [number, number, number]
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position: [number, number, number]
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target: [number, number, number] | null
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target: [number, number, number] | null
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@@ -64,20 +42,7 @@ export const ThumbnailGenerator = ({ onThumbnailCapture }: ThumbnailGeneratorPro
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const onThumbnailCaptureRef = useRef(onThumbnailCapture)
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const onThumbnailCaptureRef = useRef(onThumbnailCapture)
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const thumbnailCameraRef = useRef<THREE.PerspectiveCamera | null>(null)
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const thumbnailCameraRef = useRef<THREE.PerspectiveCamera | null>(null)
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const pipelineRef = useRef<RenderPipeline | null>(null)
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const pipelineRef = useRef<SnapshotPipeline | null>(null)
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const renderTargetRef = useRef<RenderTarget | null>(null)
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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 = useRef(uniform(new THREE.Color('#ffffff')))
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const bgSkyUniform = useRef(uniform(new THREE.Color('#ffffff')))
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const bgSkyDeepUniform = useRef(uniform(new THREE.Color('#ffffff')))
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const bgHazeUniform = useRef(uniform(new THREE.Color('#ffffff')))
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const bgProjInvUniform = useRef(uniform(new THREE.Matrix4()))
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const bgCamWorldUniform = useRef(uniform(new THREE.Matrix4()))
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const bgMixUniform = useRef(uniform(1))
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useEffect(() => {
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useEffect(() => {
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onThumbnailCaptureRef.current = onThumbnailCapture
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onThumbnailCaptureRef.current = onThumbnailCapture
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@@ -93,116 +58,24 @@ export const ThumbnailGenerator = ({ onThumbnailCapture }: ThumbnailGeneratorPro
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let mounted = true
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let mounted = true
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const buildPipeline = async () => {
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const buildPipeline = async () => {
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try {
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const pipeline = await createSnapshotPipeline({
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if ((gl as any).init) await (gl as any).init()
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renderer: gl as unknown as WebGPURenderer,
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if (!mounted) return
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scene,
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camera: cam,
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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 EDITOR_LAYER + GRID_LAYER objects are filtered.
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const scenePass = pass(scene, cam)
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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, cam as any)
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giPass.sliceCount.value = SSGI_PARAMS.sliceCount
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giPass.stepCount.value = SSGI_PARAMS.stepCount
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giPass.radius.value = SSGI_PARAMS.radius
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giPass.expFactor.value = SSGI_PARAMS.expFactor
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giPass.thickness.value = SSGI_PARAMS.thickness
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giPass.backfaceLighting.value = SSGI_PARAMS.backfaceLighting
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giPass.aoIntensity.value = SSGI_PARAMS.aoIntensity
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giPass.giIntensity.value = SSGI_PARAMS.giIntensity
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giPass.useLinearThickness.value = SSGI_PARAMS.useLinearThickness
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giPass.useScreenSpaceSampling.value = SSGI_PARAMS.useScreenSpaceSampling
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giPass.useTemporalFiltering = SSGI_PARAMS.useTemporalFiltering
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// r185: SSGI's AO lives in its own single-channel texture (getAONode)
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// rather than the alpha of one packed rgba texture.
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const aoTexture = (giPass as any).getAONode()
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const aoAsRgb = vec4(aoTexture.r, aoTexture.r, aoTexture.r, float(1))
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const denoisePass = denoise(aoAsRgb, scenePassDepth, sceneNormal, cam)
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denoisePass.index.value = 0
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denoisePass.radius.value = 4
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// Same far-field AO fade as the viewport pipeline — without it the
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// horizon picks up a visible AO line in captures.
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const aoFarFade = smoothstep(
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float(0.9994),
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float(0.9998),
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scenePassDepth.sample(screenUV).r,
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)
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const ao = mix((denoisePass as any).r, float(1), aoFarFade)
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const sceneRgb = scenePassColor.rgb.mul(ao)
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// Per-pixel world ray from the capture camera → sky gradient above the
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// horizon (dir.y = 0), flat background below — mirrors the viewport
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// backdrop. bgMix 0 bypasses it and keeps the capture transparent.
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const ndc = vec4(
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screenUV.x.mul(2).sub(1),
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float(1).sub(screenUV.y).mul(2).sub(1),
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1,
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1,
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) as any
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const viewRay = (bgProjInvUniform.current as any).mul(ndc)
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const worldDir = (bgCamWorldUniform.current as any)
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.mul(vec4(viewRay.xyz, 0))
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.xyz.normalize()
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const bgGradient = backdropGradient({
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dirY: worldDir.y,
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background: bgColorUniform.current,
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haze: bgHazeUniform.current,
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sky: bgSkyUniform.current,
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skyDeep: bgSkyDeepUniform.current,
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})
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})
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const alpha = scenePassColor.a
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if (!mounted) {
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const finalOutput = vec4(
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pipeline?.dispose()
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mix(sceneRgb, mix(bgGradient, sceneRgb, alpha), bgMixUniform.current),
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return
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mix(alpha, float(1), bgMixUniform.current),
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}
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)
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// FXAA requires a texture node as input; convertToTexture renders finalOutput
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// into an intermediate RT so FXAA can sample it with neighbour UV offsets.
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const aaOutput = fxaa(convertToTexture(finalOutput))
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const pipeline = new RenderPipeline(gl as unknown as WebGPURenderer)
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pipeline.outputNode = aaOutput
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pipelineRef.current = pipeline
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pipelineRef.current = pipeline
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// Dedicated render target — pipeline outputs here instead of the canvas,
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// so R3F's main render loop can never overwrite our capture.
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const { width, height } = gl.domElement
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renderTargetRef.current = new RenderTarget(width, height, { depthBuffer: true })
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} catch (error) {
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console.error(
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'[thumbnail] Failed to build post-processing pipeline, will use fallback render.',
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error,
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)
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}
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}
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}
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buildPipeline()
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void buildPipeline()
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return () => {
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return () => {
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mounted = false
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mounted = false
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pipelineRef.current?.dispose()
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pipelineRef.current?.dispose()
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pipelineRef.current = null
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pipelineRef.current = null
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renderTargetRef.current?.dispose()
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renderTargetRef.current = null
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}
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}
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}, [gl, scene])
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}, [gl, scene])
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@@ -242,16 +115,15 @@ export const ThumbnailGenerator = ({ onThumbnailCapture }: ThumbnailGeneratorPro
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// uniforms below.
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// uniforms below.
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thumbnailCamera.updateMatrixWorld()
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thumbnailCamera.updateMatrixWorld()
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const theme = getSceneTheme(useViewer.getState().sceneTheme)
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const pipeline = pipelineRef.current
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bgColorUniform.current.value.set(theme.background)
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pipeline?.applyEnvironment({
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bgSkyUniform.current.value.set(theme.backgroundSky ?? theme.background)
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theme: useViewer.getState().sceneTheme,
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bgSkyDeepUniform.current.value.set(deepSkyColor(theme.backgroundSky ?? theme.background))
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transparent,
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bgHazeUniform.current.value.set(
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grade: useViewer.getState().shading === 'rendered',
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horizonHazeColor(theme.backgroundSky ?? theme.background, theme.appearance),
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// Preset/item captures stay clean; scene captures mirror the canvas.
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)
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edges: transparent ? 'off' : useViewer.getState().edges,
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bgProjInvUniform.current.value.copy(thumbnailCamera.projectionMatrixInverse)
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camera: thumbnailCamera,
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bgCamWorldUniform.current.value.copy(thumbnailCamera.matrixWorld)
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})
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bgMixUniform.current.value = transparent ? 0 : 1
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// Capture camera data for snapshot storage
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// Capture camera data for snapshot storage
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const pos = mainCamera.position
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const pos = mainCamera.position
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@@ -286,166 +158,66 @@ export const ThumbnailGenerator = ({ onThumbnailCapture }: ThumbnailGeneratorPro
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// are registered. Spawn renders on SCENE_LAYER for occlusion, so the
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// are registered. Spawn renders on SCENE_LAYER for occlusion, so the
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// thumbnail camera's layer mask can't filter it either. Returns a
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// thumbnail camera's layer mask can't filter it either. Returns a
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// function that restores the original visibility.
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// function that restores the original visibility.
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const restoreNodeVisibility = (() => {
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const restoreNodeVisibility = temporarilyHideNodeTypes(['scan', 'guide', 'spawn'])
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const saved = new Map<THREE.Object3D, boolean>()
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for (const type of ['scan', 'guide', 'spawn'] as const) {
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// Auto-save shots don't copy the user's mid-edit camera — they re-pose
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const ids = sceneRegistry.byType[type]!
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// onto the same computed hero angle the published thumbnail uses, so a
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ids.forEach((id) => {
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// project's card never shows a half-zoomed working view. Measured after
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const node = sceneRegistry.nodes.get(id)
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// the level snap so stacked positions frame correctly. User-driven
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if (node) {
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// captures (captureMode set) keep the exact viewport pose.
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saved.set(node, node.visible)
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if (snapLevels) {
|
||||||
node.visible = false
|
const framing = computeHeroFraming()
|
||||||
}
|
if (framing) {
|
||||||
|
const pose = heroCameraPose({
|
||||||
|
boxes: framing.boxes,
|
||||||
|
aim: framing.aim,
|
||||||
|
azimuthRad: framing.azimuthRad,
|
||||||
|
aspect: width / height,
|
||||||
})
|
})
|
||||||
}
|
thumbnailCamera.position.set(pose.position[0], pose.position[1], pose.position[2])
|
||||||
return () => {
|
thumbnailCamera.lookAt(pose.target[0], pose.target[1], pose.target[2])
|
||||||
saved.forEach((wasVisible, node) => {
|
thumbnailCamera.updateMatrixWorld()
|
||||||
node.visible = wasVisible
|
pipeline?.applyEnvironment({
|
||||||
|
theme: useViewer.getState().sceneTheme,
|
||||||
|
transparent,
|
||||||
|
grade: useViewer.getState().shading === 'rendered',
|
||||||
|
edges: transparent ? 'off' : useViewer.getState().edges,
|
||||||
|
camera: thumbnailCamera,
|
||||||
})
|
})
|
||||||
|
cameraData.position = pose.position
|
||||||
|
cameraData.target = pose.target
|
||||||
|
}
|
||||||
}
|
}
|
||||||
})()
|
|
||||||
|
|
||||||
let blob: Blob
|
let blob: Blob
|
||||||
|
|
||||||
if (pipelineRef.current && renderTargetRef.current) {
|
if (pipeline) {
|
||||||
const rt = renderTargetRef.current
|
let capturePromise: ReturnType<SnapshotPipeline['capture']>
|
||||||
|
|
||||||
// Resize RT if the canvas dimensions changed
|
|
||||||
if (rt.width !== width || rt.height !== height) {
|
|
||||||
rt.setSize(width, height)
|
|
||||||
}
|
|
||||||
|
|
||||||
const renderer = gl as unknown as WebGPURenderer
|
|
||||||
|
|
||||||
// Notify other systems (wall cutouts, selection manager) to restore
|
// Notify other systems (wall cutouts, selection manager) to restore
|
||||||
// their overrides before capture and re-apply them after.
|
// their overrides before capture and re-apply them after.
|
||||||
try {
|
try {
|
||||||
emitter.emit('thumbnail:before-capture', undefined)
|
emitter.emit('thumbnail:before-capture', undefined)
|
||||||
;(renderer as any).setClearAlpha(0)
|
capturePromise = pipeline.capture({
|
||||||
renderer.setRenderTarget(rt)
|
captureMode,
|
||||||
pipelineRef.current.render()
|
cropRegion,
|
||||||
|
standardSize,
|
||||||
|
})
|
||||||
} finally {
|
} finally {
|
||||||
// Restore level positions, levelMode, and node visibility immediately
|
// Restore level positions, levelMode, and node visibility immediately
|
||||||
// after the render — before the async GPU readback. Runs in `finally`
|
// after the render — before the async GPU readback. Runs in `finally`
|
||||||
// so a render failure can't leave helpers permanently hidden.
|
// so a render failure can't leave helpers permanently hidden.
|
||||||
renderer.setRenderTarget(null)
|
|
||||||
emitter.emit('thumbnail:after-capture', undefined)
|
emitter.emit('thumbnail:after-capture', undefined)
|
||||||
restoreLevels()
|
restoreLevels()
|
||||||
restoreLevelMode?.()
|
restoreLevelMode?.()
|
||||||
restoreNodeVisibility()
|
restoreNodeVisibility()
|
||||||
}
|
}
|
||||||
|
|
||||||
// Read pixels from the RT asynchronously.
|
const result = await capturePromise
|
||||||
// WebGPU copyTextureToBuffer aligns each row to 256 bytes, so we must
|
blob = result.blob
|
||||||
// depad the rows before constructing ImageData.
|
|
||||||
const pixels = (await (renderer as any).readRenderTargetPixelsAsync(
|
|
||||||
rt,
|
|
||||||
0,
|
|
||||||
0,
|
|
||||||
width,
|
|
||||||
height,
|
|
||||||
)) as Uint8Array
|
|
||||||
|
|
||||||
const actualBytesPerRow = width * 4
|
|
||||||
const tightTotal = actualBytesPerRow * height
|
|
||||||
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 < height; 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 < height; row++) {
|
|
||||||
const srcStart = (height - 1 - row) * actualBytesPerRow
|
|
||||||
tightPixels.set(
|
|
||||||
pixels.subarray(srcStart, srcStart + actualBytesPerRow),
|
|
||||||
row * actualBytesPerRow,
|
|
||||||
)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
const imageData = new ImageData(
|
|
||||||
tightPixels as unknown as Uint8ClampedArray<ArrayBuffer>,
|
|
||||||
width,
|
|
||||||
height,
|
|
||||||
)
|
|
||||||
const srcCanvas = new OffscreenCanvas(width, height)
|
|
||||||
srcCanvas.getContext('2d')!.putImageData(imageData, 0, 0)
|
|
||||||
|
|
||||||
let outW: number
|
|
||||||
let outH: number
|
|
||||||
|
|
||||||
if (captureMode === 'viewport') {
|
|
||||||
outW = width
|
|
||||||
outH = height
|
|
||||||
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 * width)
|
|
||||||
const sy = Math.round(cropRegion.y * height)
|
|
||||||
outW = Math.round(cropRegion.width * width)
|
|
||||||
outH = Math.round(cropRegion.height * height)
|
|
||||||
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 = width / height
|
|
||||||
const dstAspect = standardW / standardH
|
|
||||||
let sx = 0,
|
|
||||||
sy = 0,
|
|
||||||
sWidth = width,
|
|
||||||
sHeight = height
|
|
||||||
if (srcAspect > dstAspect) {
|
|
||||||
sWidth = Math.round(height * dstAspect)
|
|
||||||
sx = Math.round((width - sWidth) / 2)
|
|
||||||
} else if (srcAspect < dstAspect) {
|
|
||||||
sHeight = Math.round(width / dstAspect)
|
|
||||||
sy = Math.round((height - 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' })
|
|
||||||
}
|
|
||||||
|
|
||||||
if (captureMode !== undefined) cameraData.captureMode = captureMode
|
if (captureMode !== undefined) cameraData.captureMode = captureMode
|
||||||
cameraData.resolution = { w: outW, h: outH }
|
cameraData.resolution = { w: result.outW, h: result.outH }
|
||||||
} else {
|
} else {
|
||||||
// Fallback: plain render directly to the canvas
|
// Fallback: plain render directly to the canvas
|
||||||
try {
|
try {
|
||||||
|
|||||||
@@ -26,6 +26,7 @@ export { default as Editor } from './components/editor'
|
|||||||
// surface uses the shorter, shell-friendly names from the unified
|
// surface uses the shorter, shell-friendly names from the unified
|
||||||
// preset-system spec.
|
// preset-system spec.
|
||||||
export { BakeExporter } from './components/editor/bake-exporter'
|
export { BakeExporter } from './components/editor/bake-exporter'
|
||||||
|
export { BakeThumbnail } from './components/editor/bake-thumbnail'
|
||||||
export { FirstPersonControls } from './components/editor/first-person-controls'
|
export { FirstPersonControls } from './components/editor/first-person-controls'
|
||||||
export { FloatingActionMenu as FloatingMenu } from './components/editor/floating-action-menu'
|
export { FloatingActionMenu as FloatingMenu } from './components/editor/floating-action-menu'
|
||||||
// Embed surface — the editor's real in-canvas affordances, so a host can mount
|
// Embed surface — the editor's real in-canvas affordances, so a host can mount
|
||||||
|
|||||||
@@ -74,6 +74,14 @@ export {
|
|||||||
SUBTRACTION,
|
SUBTRACTION,
|
||||||
} from './lib/csg-utils'
|
} from './lib/csg-utils'
|
||||||
export type { EdgeMode } from './lib/edge-style'
|
export type { EdgeMode } from './lib/edge-style'
|
||||||
|
export {
|
||||||
|
computeHeroFraming,
|
||||||
|
DEFAULT_FRAMING_EXCLUDED_TYPES,
|
||||||
|
type HeroFraming,
|
||||||
|
heroCameraPose,
|
||||||
|
temporarilyHideNodeTypes,
|
||||||
|
unionRegisteredNodeBounds,
|
||||||
|
} from './lib/hero-pose'
|
||||||
export {
|
export {
|
||||||
applyIsolation,
|
applyIsolation,
|
||||||
clearIsolation,
|
clearIsolation,
|
||||||
@@ -119,6 +127,16 @@ export {
|
|||||||
SCENE_THEMES,
|
SCENE_THEMES,
|
||||||
type SceneTheme,
|
type SceneTheme,
|
||||||
} from './lib/scene-themes'
|
} from './lib/scene-themes'
|
||||||
|
export {
|
||||||
|
createSnapshotPipeline,
|
||||||
|
type SnapshotCaptureMode,
|
||||||
|
type SnapshotCaptureResult,
|
||||||
|
type SnapshotCropRegion,
|
||||||
|
type SnapshotPipeline,
|
||||||
|
type SnapshotSize,
|
||||||
|
THUMBNAIL_HEIGHT,
|
||||||
|
THUMBNAIL_WIDTH,
|
||||||
|
} from './lib/snapshot-pipeline'
|
||||||
export {
|
export {
|
||||||
getPascalTextureRef,
|
getPascalTextureRef,
|
||||||
type PascalTextureColorSpace,
|
type PascalTextureColorSpace,
|
||||||
|
|||||||
@@ -0,0 +1,275 @@
|
|||||||
|
import { sceneRegistry, useScene } from '@pascal-app/core'
|
||||||
|
import { Box3, type Object3D, Vector3 } from 'three'
|
||||||
|
|
||||||
|
export const DEFAULT_FRAMING_EXCLUDED_TYPES = ['site', 'scan', 'guide', 'spawn'] as const
|
||||||
|
|
||||||
|
export function heroCameraPose({
|
||||||
|
boxes,
|
||||||
|
aspect,
|
||||||
|
aim,
|
||||||
|
fovDeg = 60,
|
||||||
|
azimuthRad = Math.PI / 4,
|
||||||
|
elevationRad = (13 * Math.PI) / 180,
|
||||||
|
padding = 1.03,
|
||||||
|
minDistance = 4,
|
||||||
|
frameShift = 0,
|
||||||
|
}: {
|
||||||
|
boxes: Box3 | readonly Box3[]
|
||||||
|
aspect: number
|
||||||
|
/** Where the camera looks (frame center). Defaults to the union-box center;
|
||||||
|
* pass the building's center to keep it dead-center while outlying boxes
|
||||||
|
* (lot plate, far palms) simply take asymmetric margin — the corner fit
|
||||||
|
* still guarantees every box stays in frame. */
|
||||||
|
aim?: [number, number, number]
|
||||||
|
fovDeg?: number
|
||||||
|
azimuthRad?: number
|
||||||
|
elevationRad?: number
|
||||||
|
padding?: number
|
||||||
|
minDistance?: number
|
||||||
|
/** Fraction of the frustum half-height to drop the aim by. 0 keeps the aim
|
||||||
|
* (the building center) exactly at frame center. */
|
||||||
|
frameShift?: number
|
||||||
|
}): {
|
||||||
|
position: [number, number, number]
|
||||||
|
target: [number, number, number]
|
||||||
|
} {
|
||||||
|
const list = Array.isArray(boxes) ? (boxes as readonly Box3[]) : [boxes as Box3]
|
||||||
|
const union = new Box3()
|
||||||
|
for (const box of list) union.union(box)
|
||||||
|
const center = aim ? new Vector3(aim[0], aim[1], aim[2]) : union.getCenter(new Vector3())
|
||||||
|
const tanVertical = Math.tan(((fovDeg / 2) * Math.PI) / 180)
|
||||||
|
const tanHorizontal = tanVertical * aspect
|
||||||
|
|
||||||
|
// Camera basis for the chosen azimuth/elevation: `dir` points from the
|
||||||
|
// target toward the camera, `forward` is the view direction.
|
||||||
|
const dir = new Vector3(
|
||||||
|
Math.sin(azimuthRad) * Math.cos(elevationRad),
|
||||||
|
Math.sin(elevationRad),
|
||||||
|
Math.cos(azimuthRad) * Math.cos(elevationRad),
|
||||||
|
)
|
||||||
|
const forward = dir.clone().negate()
|
||||||
|
const right = new Vector3().crossVectors(forward, new Vector3(0, 1, 0)).normalize()
|
||||||
|
const up = new Vector3().crossVectors(right, forward)
|
||||||
|
|
||||||
|
// Exact fit: for every corner of every per-node box, the minimal camera
|
||||||
|
// distance along `dir` that keeps it inside the frustum. Fitting the corners
|
||||||
|
// of the UNION box instead reads far too wide at a diagonal azimuth — the
|
||||||
|
// union AABB's extreme corners are the empty diamond tips nothing actually
|
||||||
|
// occupies. (A bounding-sphere fit is worse still for flat, spread scenes.)
|
||||||
|
const corner = new Vector3()
|
||||||
|
const offset = new Vector3()
|
||||||
|
let distance = minDistance
|
||||||
|
for (const box of list) {
|
||||||
|
for (const x of [box.min.x, box.max.x]) {
|
||||||
|
for (const y of [box.min.y, box.max.y]) {
|
||||||
|
for (const z of [box.min.z, box.max.z]) {
|
||||||
|
corner.set(x, y, z)
|
||||||
|
offset.subVectors(corner, center)
|
||||||
|
const lateral = offset.dot(right)
|
||||||
|
const vertical = offset.dot(up)
|
||||||
|
const depth = offset.dot(forward)
|
||||||
|
distance = Math.max(
|
||||||
|
distance,
|
||||||
|
(Math.abs(lateral) / tanHorizontal - depth) * padding,
|
||||||
|
(Math.abs(vertical) / tanVertical - depth) * padding,
|
||||||
|
)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Reframe: slide aim and camera together along the view-up axis — pure
|
||||||
|
// composition shift, no perspective change.
|
||||||
|
const drop = up.clone().multiplyScalar(-frameShift * distance * tanVertical)
|
||||||
|
const target = center.clone().add(drop)
|
||||||
|
|
||||||
|
return {
|
||||||
|
position: [
|
||||||
|
target.x + dir.x * distance,
|
||||||
|
target.y + dir.y * distance,
|
||||||
|
target.z + dir.z * distance,
|
||||||
|
],
|
||||||
|
target: [target.x, target.y, target.z],
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function unionRegisteredNodeBounds({
|
||||||
|
excludeTypes,
|
||||||
|
}: {
|
||||||
|
excludeTypes: readonly string[]
|
||||||
|
}): Box3 | null {
|
||||||
|
const excluded = new Set(excludeTypes)
|
||||||
|
const result = new Box3()
|
||||||
|
|
||||||
|
for (const [type, ids] of Object.entries(sceneRegistry.byType)) {
|
||||||
|
if (excluded.has(type)) continue
|
||||||
|
|
||||||
|
for (const id of ids) {
|
||||||
|
const object = sceneRegistry.nodes.get(id)
|
||||||
|
if (!object) continue
|
||||||
|
const bounds = new Box3().setFromObject(object)
|
||||||
|
if (!bounds.isEmpty()) result.union(bounds)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return result.isEmpty() ? null : result
|
||||||
|
}
|
||||||
|
|
||||||
|
function perNodeBoxes(excludeTypes: readonly string[]): Box3[] {
|
||||||
|
const excluded = new Set(excludeTypes)
|
||||||
|
const boxes: Box3[] = []
|
||||||
|
for (const [type, ids] of Object.entries(sceneRegistry.byType)) {
|
||||||
|
if (excluded.has(type)) continue
|
||||||
|
for (const id of ids) {
|
||||||
|
const object = sceneRegistry.nodes.get(id)
|
||||||
|
if (!object) continue
|
||||||
|
const bounds = new Box3().setFromObject(object)
|
||||||
|
if (!bounds.isEmpty()) boxes.push(bounds)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return boxes
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Matches the `SiteNode` bootstrap polygon (a 30×30 square at the origin) —
|
||||||
|
* same rule as the editor's `computeSceneBoundsXZ`: an untouched default lot
|
||||||
|
* says nothing about the user's intent, so it shouldn't drive framing.
|
||||||
|
*/
|
||||||
|
function isDefaultSitePolygon(points: unknown[]): boolean {
|
||||||
|
if (points.length !== 4) return false
|
||||||
|
const expected: [number, number][] = [
|
||||||
|
[-15, -15],
|
||||||
|
[15, -15],
|
||||||
|
[15, 15],
|
||||||
|
[-15, 15],
|
||||||
|
]
|
||||||
|
for (let i = 0; i < 4; i++) {
|
||||||
|
const p = points[i]
|
||||||
|
const e = expected[i]!
|
||||||
|
if (!Array.isArray(p) || p.length < 2) return false
|
||||||
|
if (p[0] !== e[0] || p[1] !== e[1]) return false
|
||||||
|
}
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Flat boxes for intentionally-shaped site plates, from scene DATA — the
|
||||||
|
* site's Object3D can't be measured (it carries the ±400 m horizon disc). */
|
||||||
|
function sitePlateBoxes(): Box3[] {
|
||||||
|
const boxes: Box3[] = []
|
||||||
|
for (const node of Object.values(useScene.getState().nodes)) {
|
||||||
|
if ((node as { type?: string }).type !== 'site') continue
|
||||||
|
const polygon = (node as { polygon?: { points?: unknown[] } }).polygon
|
||||||
|
const points = polygon?.points
|
||||||
|
if (!Array.isArray(points) || isDefaultSitePolygon(points)) continue
|
||||||
|
const box = new Box3()
|
||||||
|
for (const point of points) {
|
||||||
|
if (Array.isArray(point) && point.length >= 2) {
|
||||||
|
box.expandByPoint(new Vector3(Number(point[0]), 0, Number(point[1])))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (!box.isEmpty()) boxes.push(box)
|
||||||
|
}
|
||||||
|
return boxes
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Dominant wall direction folded to a 90°-periodic axis (length-weighted
|
||||||
|
* vector sum of 4θ), so the hero azimuth sits at a true 45° to the building's
|
||||||
|
* facades no matter how the user rotated their plan. */
|
||||||
|
function dominantWallYaw(): number | null {
|
||||||
|
let vx = 0
|
||||||
|
let vz = 0
|
||||||
|
for (const node of Object.values(useScene.getState().nodes)) {
|
||||||
|
if ((node as { type?: string }).type !== 'wall') continue
|
||||||
|
const { start, end } = node as { start?: unknown; end?: unknown }
|
||||||
|
if (!(Array.isArray(start) && Array.isArray(end))) continue
|
||||||
|
const dx = Number(end[0]) - Number(start[0])
|
||||||
|
const dz = Number(end[1]) - Number(start[1])
|
||||||
|
const length = Math.hypot(dx, dz)
|
||||||
|
if (!(Number.isFinite(length) && length > 0.01)) continue
|
||||||
|
const theta = Math.atan2(dz, dx)
|
||||||
|
vx += length * Math.cos(4 * theta)
|
||||||
|
vz += length * Math.sin(4 * theta)
|
||||||
|
}
|
||||||
|
if (vx === 0 && vz === 0) return null
|
||||||
|
return Math.atan2(vz, vx) / 4
|
||||||
|
}
|
||||||
|
|
||||||
|
export type HeroFraming = {
|
||||||
|
/** Fit constraints — everything that must stay in frame. */
|
||||||
|
boxes: Box3[]
|
||||||
|
/** Frame center: plate/structure center on XZ, building center on Y. */
|
||||||
|
aim: [number, number, number]
|
||||||
|
/** 45° to the dominant facade (falls back to world 45°). */
|
||||||
|
azimuthRad: number
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Framing for a scene hero shot. The base set is the built structure (walls,
|
||||||
|
* roofs, slabs, …) plus any intentionally-shaped site plate; an item joins
|
||||||
|
* only when it sits near that base — one palm at the far lot corner must not
|
||||||
|
* shrink the building. `building`/`level` container groups are skipped (their
|
||||||
|
* Object3D holds the whole subtree). The aim keeps the building dead-center:
|
||||||
|
* XZ from the plate+structure union, Y from the structure alone so the
|
||||||
|
* building — not the ground — is vertically centered. Scenes with no
|
||||||
|
* structure (pure furniture arrangements) fall back to framing every
|
||||||
|
* non-helper node.
|
||||||
|
*/
|
||||||
|
export function computeHeroFraming(): HeroFraming | null {
|
||||||
|
const structural = perNodeBoxes([...DEFAULT_FRAMING_EXCLUDED_TYPES, 'item', 'building', 'level'])
|
||||||
|
if (structural.length === 0) {
|
||||||
|
const all = perNodeBoxes([...DEFAULT_FRAMING_EXCLUDED_TYPES, 'building', 'level'])
|
||||||
|
if (all.length === 0) return null
|
||||||
|
const union = new Box3()
|
||||||
|
for (const box of all) union.union(box)
|
||||||
|
const center = union.getCenter(new Vector3())
|
||||||
|
return { boxes: all, aim: [center.x, center.y, center.z], azimuthRad: Math.PI / 4 }
|
||||||
|
}
|
||||||
|
|
||||||
|
const structuralUnion = new Box3()
|
||||||
|
for (const box of structural) structuralUnion.union(box)
|
||||||
|
|
||||||
|
const plates = sitePlateBoxes()
|
||||||
|
const groundUnion = structuralUnion.clone()
|
||||||
|
for (const box of plates) groundUnion.union(box)
|
||||||
|
|
||||||
|
const nearby = groundUnion
|
||||||
|
.clone()
|
||||||
|
.expandByVector(groundUnion.getSize(new Vector3()).multiplyScalar(0.15))
|
||||||
|
|
||||||
|
const boxes = [...structural, ...plates]
|
||||||
|
const itemIds = sceneRegistry.byType.item!
|
||||||
|
for (const id of itemIds) {
|
||||||
|
const object = sceneRegistry.nodes.get(id)
|
||||||
|
if (!object) continue
|
||||||
|
const bounds = new Box3().setFromObject(object)
|
||||||
|
if (!bounds.isEmpty() && nearby.intersectsBox(bounds)) boxes.push(bounds)
|
||||||
|
}
|
||||||
|
|
||||||
|
const groundCenter = groundUnion.getCenter(new Vector3())
|
||||||
|
const structuralCenter = structuralUnion.getCenter(new Vector3())
|
||||||
|
const yaw = dominantWallYaw()
|
||||||
|
return {
|
||||||
|
boxes,
|
||||||
|
aim: [groundCenter.x, structuralCenter.y, groundCenter.z],
|
||||||
|
azimuthRad: Math.PI / 4 - (yaw ?? 0),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function temporarilyHideNodeTypes(types: readonly string[]): () => void {
|
||||||
|
const saved = new Map<Object3D, boolean>()
|
||||||
|
for (const type of types) {
|
||||||
|
const ids = sceneRegistry.byType[type]!
|
||||||
|
ids.forEach((id) => {
|
||||||
|
const node = sceneRegistry.nodes.get(id)
|
||||||
|
if (node) {
|
||||||
|
saved.set(node, node.visible)
|
||||||
|
node.visible = false
|
||||||
|
}
|
||||||
|
})
|
||||||
|
}
|
||||||
|
return () => {
|
||||||
|
saved.forEach((wasVisible, node) => {
|
||||||
|
node.visible = wasVisible
|
||||||
|
})
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,379 @@
|
|||||||
|
import { type Camera, Color, Matrix4, type Scene, UnsignedByteType } from 'three'
|
||||||
|
import { ssgi } from 'three/addons/tsl/display/SSGINode.js'
|
||||||
|
import { denoise } from 'three/examples/jsm/tsl/display/DenoiseNode.js'
|
||||||
|
import { fxaa } from 'three/examples/jsm/tsl/display/FXAANode.js'
|
||||||
|
import {
|
||||||
|
convertToTexture,
|
||||||
|
diffuseColor,
|
||||||
|
float,
|
||||||
|
mix,
|
||||||
|
mrt,
|
||||||
|
normalView,
|
||||||
|
output,
|
||||||
|
pass,
|
||||||
|
sample,
|
||||||
|
saturation,
|
||||||
|
screenUV,
|
||||||
|
smoothstep,
|
||||||
|
uniform,
|
||||||
|
vec3,
|
||||||
|
vec4,
|
||||||
|
} from 'three/tsl'
|
||||||
|
import { RenderPipeline, RenderTarget, type WebGPURenderer } from 'three/webgpu'
|
||||||
|
import { GRADE_PARAMS, SSGI_PARAMS } from '../components/viewer/post-processing'
|
||||||
|
import { backdropGradient, deepSkyColor, horizonHazeColor } from './backdrop'
|
||||||
|
import { type EdgeMode, edgeColorFor, edgeOpacityScaleFor } from './edge-style'
|
||||||
|
import { inkedEdges } from './ink-edges'
|
||||||
|
import { getSceneTheme } from './scene-themes'
|
||||||
|
import { packNormalToRGB, unpackRGBToNormal } from './tsl-compat'
|
||||||
|
|
||||||
|
export const THUMBNAIL_WIDTH = 1920
|
||||||
|
export const THUMBNAIL_HEIGHT = 1080
|
||||||
|
|
||||||
|
export type SnapshotCaptureMode = 'standard' | 'viewport' | 'area'
|
||||||
|
|
||||||
|
export type SnapshotCropRegion = {
|
||||||
|
x: number
|
||||||
|
y: number
|
||||||
|
width: number
|
||||||
|
height: number
|
||||||
|
}
|
||||||
|
|
||||||
|
export type SnapshotSize = {
|
||||||
|
w: number
|
||||||
|
h: number
|
||||||
|
}
|
||||||
|
|
||||||
|
export type SnapshotCaptureResult = {
|
||||||
|
blob: Blob
|
||||||
|
outW: number
|
||||||
|
outH: number
|
||||||
|
}
|
||||||
|
|
||||||
|
export type SnapshotPipeline = {
|
||||||
|
applyEnvironment: ({
|
||||||
|
theme,
|
||||||
|
transparent,
|
||||||
|
grade,
|
||||||
|
edges,
|
||||||
|
camera,
|
||||||
|
}: {
|
||||||
|
theme: string
|
||||||
|
transparent: boolean
|
||||||
|
grade: boolean
|
||||||
|
edges: EdgeMode
|
||||||
|
camera: Camera
|
||||||
|
}) => void
|
||||||
|
capture: ({
|
||||||
|
captureMode,
|
||||||
|
cropRegion,
|
||||||
|
standardSize,
|
||||||
|
}: {
|
||||||
|
captureMode?: SnapshotCaptureMode
|
||||||
|
cropRegion?: SnapshotCropRegion
|
||||||
|
standardSize?: SnapshotSize
|
||||||
|
}) => Promise<SnapshotCaptureResult>
|
||||||
|
dispose: () => void
|
||||||
|
}
|
||||||
|
|
||||||
|
export async function createSnapshotPipeline({
|
||||||
|
renderer,
|
||||||
|
scene,
|
||||||
|
camera,
|
||||||
|
}: {
|
||||||
|
renderer: WebGPURenderer
|
||||||
|
scene: Scene
|
||||||
|
camera: Camera
|
||||||
|
}): Promise<SnapshotPipeline | null> {
|
||||||
|
try {
|
||||||
|
if ((renderer as any).init) await (renderer as any).init()
|
||||||
|
|
||||||
|
// Backdrop compositing for scene snapshots (studio renders, project
|
||||||
|
// thumbnails): theme background + sky gradient, same world-ray math as the
|
||||||
|
// viewport backdrop in viewer's post-processing. Uniform-driven so the one
|
||||||
|
// cached pipeline serves both opaque and transparent (preset/item) captures.
|
||||||
|
const bgColorUniform = uniform(new Color('#ffffff'))
|
||||||
|
const bgSkyUniform = uniform(new Color('#ffffff'))
|
||||||
|
const bgSkyDeepUniform = uniform(new Color('#ffffff'))
|
||||||
|
const bgHazeUniform = uniform(new Color('#ffffff'))
|
||||||
|
const bgProjInvUniform = uniform(new Matrix4())
|
||||||
|
const bgCamWorldUniform = uniform(new Matrix4())
|
||||||
|
const bgMixUniform = uniform(1)
|
||||||
|
const gradeMixUniform = uniform(0)
|
||||||
|
const inkMixUniform = uniform(0)
|
||||||
|
const inkColorUniform = uniform(new Color('#1a1d24'))
|
||||||
|
const inkOpacityUniform = uniform(0.5)
|
||||||
|
const inkOpacityScaleUniform = uniform(1)
|
||||||
|
|
||||||
|
// pass() handles MRT internally for all material types, including custom
|
||||||
|
// shaders — unlike renderer.setMRT() which crashes on non-NodeMaterials.
|
||||||
|
// pass() also respects camera.layers, so caller-disabled objects are filtered.
|
||||||
|
const scenePass = pass(scene, camera)
|
||||||
|
scenePass.setMRT(
|
||||||
|
mrt({
|
||||||
|
output,
|
||||||
|
diffuseColor,
|
||||||
|
normal: packNormalToRGB(normalView),
|
||||||
|
}),
|
||||||
|
)
|
||||||
|
|
||||||
|
const scenePassColor = scenePass.getTextureNode('output')
|
||||||
|
const scenePassDepth = scenePass.getTextureNode('depth')
|
||||||
|
const scenePassNormal = scenePass.getTextureNode('normal')
|
||||||
|
|
||||||
|
scenePass.getTexture('diffuseColor').type = UnsignedByteType
|
||||||
|
scenePass.getTexture('normal').type = UnsignedByteType
|
||||||
|
|
||||||
|
const sceneNormal = sample((uv) => unpackRGBToNormal(scenePassNormal.sample(uv)))
|
||||||
|
|
||||||
|
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