@displayxr/inline3d 1.19.0 → 1.19.2

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package/CHANGELOG.md CHANGED
@@ -5,6 +5,58 @@ entry points (`.`, `./three`) are frozen for 1.x, while the **scene subpaths** (
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  `./splat`, `./model`) are a preview tier whose options may change in any release. Entries below say
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  which tier they touch, because that is what tells you whether an upgrade can move your pixels.
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+ ## 1.19.2 — 2026-09-24
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+
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+ Touches the **preview tier** (`./splat`, `engine: 'playcanvas'` only). No API change and no pixel
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+ change: every frame of a `crossfade` or `wavefront` is the one 1.19.1 draws, and the end is still a
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+ plain `cut` (MAE 0.000).
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+
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+ ### Changed
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+
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+ - **The live `wavefront` costs about one photo's draw, not two** (#36).
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+ - Its depth ridge was an entity-scope work-buffer modifier: a full rewrite of the new photo's
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+ 1.18M-gaussian work buffer and a CPU re-sort, every frame (0.9–1.0 of each per frame, measured).
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+ It now runs at render time on the eye camera's gsplat manager, as the particle transitions do:
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+ 0 rewrites and 0 sorts in the window.
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+ - Each photo is drawn only on its side of the front: the new one left of where its commit
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+ starts, the old one right of where it ends, so the two overlap only in the band. A gaussian
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+ whose on-screen footprint (bounded the way the engine sizes its quad) lies wholly on the far
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+ side in every eye gets alpha 0, which the engine culls in the vertex stage. Frames with the
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+ cull on and off are bit-identical (both eyes, colour and alpha, 5 points of the window).
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+ - An engine whose managers are not reachable keeps the entity-scope ridge (`_transitionPath`
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+ says which ran).
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+ - **No shader links inside a `crossfade` or `wavefront` window.** The overlay's two quads compiled
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+ on the window's first frames (30–180 ms on the M1). `prepareSource()` now warms them whatever
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+ transition follows, `prepareSource(src, { transition: 'wavefront' })` also builds the render-time
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+ ridge and cull, and an unprepared `setSource` warms them while its asset loads.
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+
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+ Measured pacing and GPU cost: [`docs/splat-effects.md` § Wavefront: one draw's worth](docs/splat-effects.md#wavefront-one-draws-worth).
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+ The live `crossfade` still draws both photos in full: at mid-fade every pixel needs both images.
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+
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+ ## 1.19.1 — 2026-09-24
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+
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+ Touches packaging only (`./splat` and `./model`, `engine: 'playcanvas'`). No pixels move: the
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+ code is moved, not changed.
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+
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+ ### Fixed
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+
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+ - **A bundled app that uses only `./splat` builds again without `meshoptimizer` installed**
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+ (#36). This was a regression in 1.16.0.
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+ - `setRig('display')` lazily imported `inline3d-model-playcanvas.js` for its look helpers. That
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+ module also contains `import('meshoptimizer/decoder')` for `./model`'s optional meshopt
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+ decoder.
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+ - Bundlers (webpack, Turbopack, Vite/rollup, esbuild) follow every `import()` in the graph, so
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+ the build failed with *Can't resolve 'meshoptimizer/decoder'*.
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+ - The two generated environments, their yaw constants and `prepareTransmission` now live in a
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+ new internal module, `js/inline3d-pc-look.js`. The splat adapter imports that module, which
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+ reaches nothing optional. `inline3d-model-playcanvas.js` re-exports every name it exported
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+ before.
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+ - `./model` still needs `meshoptimizer` only for EXT_meshopt_compression assets, as before.
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+ - A unit test walks the import graph from each package entry. It fails if `./splat` reaches
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+ meshoptimizer, and also if `./model` stops reaching it.
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+ - Gate, on a real GPU: `setRig('display')` vs `addModel` is still **MAE 0.0000** (max 0), mono
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+ and stereo, with `antialias: true`. The renders are pixel-identical to the 1.16 gate's.
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+
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  ## 1.19.0 — 2026-09-24
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  Touches the **preview tier** (`./splat` and `./model`, `engine: 'playcanvas'` only). The defaults
package/README.md CHANGED
@@ -177,6 +177,7 @@ js/
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  preview: the `engine: 'playcanvas'` backend of addSplat(), loaded on demand
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  inline3d-model-entry.js experimental: addModel() — picks the engine (PlayCanvas default)
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  inline3d-model-playcanvas.js the PlayCanvas model backend (Sample-Viewer lighting, engine decoders)
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+ inline3d-pc-look.js PlayCanvas look helpers for both adapters (environments, transmission)
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  inline3d-model.js the three.js model backend (engine:'three'; ./model/three)
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182
  inline3d-playcanvas-engine.js named playcanvas imports for both PlayCanvas adapters (tree-shaking)
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  inline3d-splat-effects.js splat shader effects: the runner, the effect registry (PlayCanvas)
@@ -39,6 +39,38 @@
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  import { PlayCanvasSplatViewer, pageRigTRS, pageViewAxis, pageViewRig } from './inline3d-splat-playcanvas.js';
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  import { resolveControls, normalizeCameraPose, now, MAX_DT_S } from './inline3d-splat-shared.js';
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+ import {
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+ NEUTRAL_STUDIO,
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+ neutralStudioRadiance,
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+ neutralStudioRGBE,
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+ ENV_YAW_DEG,
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+ useNeutralStudio,
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+ useLightingSource,
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+ ROOM_ENVIRONMENT,
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+ roomRadiance,
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+ roomEquirect,
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+ roomRGBE,
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+ ROOM_YAW_DEG,
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+ useRoomEnvironment,
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+ prepareTransmission,
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+ } from './inline3d-pc-look.js';
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+
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+ // The look helpers moved to ./inline3d-pc-look.js (so ./splat never reaches the meshopt decoder
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+ // below); re-exported so every name this module exported before still resolves here.
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+ export {
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+ NEUTRAL_STUDIO,
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+ neutralStudioRadiance,
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+ neutralStudioRGBE,
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+ ENV_YAW_DEG,
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+ useNeutralStudio,
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+ ROOM_ENVIRONMENT,
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+ roomRadiance,
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+ roomEquirect,
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+ roomRGBE,
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+ ROOM_YAW_DEG,
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+ useRoomEnvironment,
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+ prepareTransmission,
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+ };
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  const TAG = '[inline3d/model]';
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@@ -234,155 +266,7 @@ export function meshoptBufferViewHook(decoder) {
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  }
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  // ── lighting ────────────────────────────────────────────────────────────────────────────────
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-
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- /**
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- * THE DEFAULT ENVIRONMENT: a neutral photo studio, generated in memory as an equirect radiance
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- * map — a floor-to-ceiling brightness profile plus a handful of soft area lights (spherical
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- * Gaussians). The parameters were FITTED (least squares, solid-angle weighted) to the glTF Sample
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- * Viewer's "Studio Neutral" environment, so that this backend's default lighting matches the
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- * Khronos reference; the image itself is ours (a dozen numbers, not a copy of the HDRI), so the
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- * SDK ships no asset and carries no attribution requirement. Grey by construction (r = g = b).
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- *
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- * `profile` is the radiance at evenly spaced polar angles from straight up (0) to straight down
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- * (π); `lobes` are [amplitude, sharpness, polar, azimuth] with the direction
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- * (sinθ·cosφ, cosθ, sinθ·sinφ) — Y up, the engine's equirect convention. A lobe's amplitude may
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- * be negative (a dark backdrop); the result is clamped at 0.
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- */
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- export const NEUTRAL_STUDIO = Object.freeze({
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- profile: [5.003, 5.049, 3.917, 1.968, 1.378, 0.893, 0.8074, 0.7525, 0.6427, -0.1814],
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- lobes: [
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- [11.31, 4.869, 0.9712, 6.105],
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- [1.759, 3.839, 1.404, 3.558],
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- [0.9139, 1.621, 1.719, 6.239],
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- [0.572, 7.846, 1.497, 6.066],
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- [0.6379, 7.687, 1.42, 6.385],
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- [-0.7782, 6.701, 1.13, 6.133],
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- [-1.263, 8.179, 1.671, 6.188],
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- [-1.456, 7.734, 1.256, 6.568],
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- [-6.7, 0.8014, 0.449, 6.171],
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- [0.4015, 3.915, 1.621, 5.688],
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- [-0.5387, 6.494, 2.828, 5.614],
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- [6.623, 1.864, 0.7199, 6.135],
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- [0.2623, 6.922, 1.755, 5.903],
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- [0.2597, 6.906, 1.566, 5.934],
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- [0.1584, 6.954, 1.514, 6.179],
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- [0.2272, 6.945, 1.422, 5.891],
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- [0.03496, 6.974, 1.414, 6.205],
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- [0.3804, 6.979, 1.393, 6.08],
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- ],
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- });
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-
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- /** Lobes as [amplitude, sharpness, mx, my, mz] — the trig done once per env, not per texel. */
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- const _lobeCache = new WeakMap();
277
- function lobesOf(env) {
278
- let l = _lobeCache.get(env);
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- if (!l) {
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- l = env.lobes.map(([a, s, th, ph]) => [a, Math.exp(s), Math.sin(th) * Math.cos(ph), Math.cos(th), Math.sin(th) * Math.sin(ph)]);
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- _lobeCache.set(env, l);
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- }
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- return l;
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- }
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-
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- /** Radiance of NEUTRAL_STUDIO (or `env`) toward unit direction (x, y, z). */
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- export function neutralStudioRadiance(x, y, z, env = NEUTRAL_STUDIO) {
288
- const prof = env.profile;
289
- const n = prof.length - 1;
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- const theta = Math.acos(Math.max(-1, Math.min(1, y)));
291
- const t = (theta / Math.PI) * n;
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- const i = Math.min(n - 1, Math.floor(t));
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- const f = t - i;
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- let v = prof[i] * (1 - f) + prof[i + 1] * f;
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- for (const [a, k, mx, my, mz] of lobesOf(env)) v += a * Math.exp(k * (x * mx + y * my + z * mz - 1));
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- return v > 0 ? v : 0;
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- }
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-
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- /** RGBE-encode a grey radiance. */
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- function rgbe(v, out, o) {
301
- if (!(v > 1e-32)) {
302
- out[o] = out[o + 1] = out[o + 2] = out[o + 3] = 0;
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- return;
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- }
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- let e = Math.ceil(Math.log2(v));
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- let m = v / Math.pow(2, e);
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- if (m >= 1) {
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- m /= 2;
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- e += 1;
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- }
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- const b = Math.min(255, Math.floor(m * 256));
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- out[o] = out[o + 1] = out[o + 2] = b;
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- out[o + 3] = e + 128;
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- }
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-
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- /**
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- * The equirect as RGBE bytes, row 0 = straight up. `u` runs with the azimuth φ = 2π·u, which is
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- * the convention the fit used; the engine's own equirect orientation is applied through
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- * `scene.skyboxRotation` (§ ENV_YAW_DEG), not baked in here.
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- */
321
- const _rgbeCache = new Map();
322
- export function neutralStudioRGBE(width = 256, height = 128, env = NEUTRAL_STUDIO) {
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- // Every tile on a page gets the same image: build it once (a copy per call, since the engine
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- // may keep the array it is handed).
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- const key = env === NEUTRAL_STUDIO ? `${width}x${height}` : null;
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- if (key && _rgbeCache.has(key)) return _rgbeCache.get(key).slice();
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- const out = new Uint8Array(width * height * 4);
328
- for (let r = 0; r < height; r++) {
329
- const theta = ((r + 0.5) / height) * Math.PI;
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- const st = Math.sin(theta);
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- const y = Math.cos(theta);
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- for (let c = 0; c < width; c++) {
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- const phi = ((c + 0.5) / width) * 2 * Math.PI;
334
- rgbe(neutralStudioRadiance(st * Math.cos(phi), y, st * Math.sin(phi), env), out, (r * width + c) * 4);
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- }
336
- }
337
- if (key) _rgbeCache.set(key, out.slice());
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- return out;
339
- }
340
-
341
- /**
342
- * Yaw (degrees about +Y) applied to the generated studio, as `scene.skyboxRotation`. Calibrated
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- * headless against the Sample Viewer at its default `environmentRotation` (90°): a sweep over
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- * 0/90/180/270 × mirrored, then ±15/±30, has a clean minimum at 0 on all four reference models
345
- * (the engine's equirect convention already lines up with the layout the fit used). Kept as a
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- * named constant so a future engine that flips its convention is a one-line fix.
347
- */
348
- export const ENV_YAW_DEG = 0;
349
-
350
- /** Build the default environment on this app and set it as the scene's envAtlas. */
351
- export function useNeutralStudio(pc, app, yawDeg) {
352
- return useRgbeEquirect(pc, app, 'inline3d-neutral-studio', neutralStudioRGBE(256, 128), 256, 128, yawDeg);
353
- }
354
-
355
- /** A grey RGBE equirect (row 0 = up) → prefiltered envAtlas on the scene. */
356
- function useRgbeEquirect(pc, app, name, bytes, W, H, yawDeg) {
357
- const tex = new pc.Texture(app.graphicsDevice, {
358
- name,
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- width: W,
360
- height: H,
361
- format: pc.PIXELFORMAT_RGBA8,
362
- type: pc.TEXTURETYPE_RGBE,
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- projection: pc.TEXTUREPROJECTION_EQUIRECT,
364
- mipmaps: false,
365
- addressU: pc.ADDRESS_REPEAT,
366
- addressV: pc.ADDRESS_CLAMP_TO_EDGE,
367
- levels: [bytes],
368
- });
369
- return useLightingSource(pc, app, tex, true, yawDeg);
370
- }
371
-
372
- /** Any equirect/cube source → prefiltered envAtlas on the scene. */
373
- function useLightingSource(pc, app, source, own, yawDeg = 0) {
374
- const lighting = pc.EnvLighting.generateLightingSource(source);
375
- const atlas = pc.EnvLighting.generateAtlas(lighting);
376
- lighting.destroy?.();
377
- if (own) source.destroy?.();
378
- app.scene.envAtlas = atlas;
379
- app.scene.skyboxIntensity = 1;
380
- app.scene.exposure = 1;
381
- // Always written (identity at 0): a later environment on the same scene must not inherit the
382
- // previous one's yaw (setRig switches room ↔ neutral on one app).
383
- if (pc.Quat) app.scene.skyboxRotation = new pc.Quat().setFromEulerAngles(0, yawDeg || 0, 0);
384
- return atlas;
385
- }
269
+ // (The generated environments and prepareTransmission are in ./inline3d-pc-look.js.)
386
270
 
387
271
  /** A texture asset from a URL (an equirect .hdr/.png/.jpg for `envMap`). */
388
272
  function loadTexture(pc, app, url) {
@@ -395,241 +279,6 @@ function loadTexture(pc, app, url) {
395
279
  });
396
280
  }
397
281
 
398
- // ── the room environment (environment: 'room') ─────────────────────────────────────────────
399
-
400
- /**
401
- * `environment: 'room'` — three.js's procedural RoomEnvironment, regenerated here without three:
402
- * the same scene (a white room lit by one point light, six grey boxes, six emissive panels), shaded
403
- * the way three shades it when `PMREMGenerator.fromScene(new RoomEnvironment(), 0.04)` bakes it —
404
- * which is exactly what `addModel(…, { engine: 'three', environment: 'room' })` lights with.
405
- *
406
- * It exists so a page that chose `'room'` on the three path gets that look on this backend. It is
407
- * NOT the default: the default (`'neutral'`) is matched to the Khronos Sample Viewer, and three's
408
- * room is a different, brighter room (mean radiance ~0.97 vs ~0.89, most of it from a 100-nit
409
- * ceiling panel and two 50-nit wall panels).
410
- *
411
- * The scene's numbers (positions, rotations, scales, intensities) are three.js's
412
- * examples/jsm/environments/RoomEnvironment.js (MIT, © three.js authors), itself after
413
- * model-viewer's EnvironmentScene. No image is shipped: `roomRadiance` ray-casts the boxes per
414
- * texel. Checked against three r180's own bake (its PMREM, read back through `textureCubeUV`):
415
- * texel-to-texel ratio median 1.000 (p10 0.989, p90 1.006), solid-angle-weighted MAE 0.03 unblurred
416
- * and 0.04 with the 0.04-rad blur. Solids are [cx, cy, cz, angleY, sx, sy, sz] (boxes) and
417
- * [cx, cy, cz, sx, sy, sz, emissive] (panels), BoxGeometry(1) scaled — i.e. full extents.
418
- */
419
- export const ROOM_ENVIRONMENT = Object.freeze({
420
- light: [0.418, 16.199, 0.3, 900, 28, 2], // point light: position, intensity (cd), cutoff distance, decay
421
- room: [-0.757, 13.219, 0.717, 31.713, 28.305, 28.591], // seen from inside
422
- boxes: [
423
- [-10.906, 2.009, 1.846, -0.195, 2.328, 7.905, 4.651],
424
- [-5.607, -0.754, -0.758, 0.994, 1.97, 1.534, 3.955],
425
- [6.167, 0.857, 7.803, 0.561, 3.927, 6.285, 3.687],
426
- [-2.017, 0.018, 6.124, 0.333, 2.002, 4.566, 2.064],
427
- [2.291, -0.756, -2.621, -0.286, 1.546, 1.552, 1.496],
428
- [-2.193, -0.369, -5.547, 0.516, 3.875, 3.487, 2.986],
429
- ],
430
- panels: [
431
- [-16.116, 14.37, 8.208, 0.1, 2.428, 2.739, 50],
432
- [-16.109, 18.021, -8.207, 0.1, 2.425, 2.751, 50],
433
- [14.904, 12.198, -1.832, 0.15, 4.265, 6.331, 17],
434
- [-0.462, 8.89, 14.52, 4.38, 5.441, 0.088, 43],
435
- [3.235, 11.486, -12.541, 2.5, 2.0, 0.1, 20],
436
- [0.0, 20.0, 0.0, 1.0, 0.1, 1.0, 100],
437
- ],
438
- blur: 0.04, // radians — the sigma addModel's three path passes to fromScene
439
- });
440
-
441
- /** Every solid as [cx, cy, cz, cosY, sinY, hx, hy, hz, kind (0 room, 1 lit box, 2 panel), emissive]. */
442
- const _roomSolids = new WeakMap();
443
- function roomSolids(env) {
444
- let out = _roomSolids.get(env);
445
- if (out) return out;
446
- const [rx, ry, rz, sx, sy, sz] = env.room;
447
- out = [[rx, ry, rz, 1, 0, sx / 2, sy / 2, sz / 2, 0, 0]];
448
- for (const [px, py, pz, a, bx, by, bz] of env.boxes) out.push([px, py, pz, Math.cos(a), Math.sin(a), bx / 2, by / 2, bz / 2, 1, 0]);
449
- for (const [px, py, pz, bx, by, bz, e] of env.panels) out.push([px, py, pz, 1, 0, bx / 2, by / 2, bz / 2, 2, e]);
450
- _roomSolids.set(env, out);
451
- return out;
452
- }
453
-
454
- /**
455
- * Radiance of the room seen from the origin toward unit direction (x, y, z): the nearest solid
456
- * along the ray. A panel is its emissive value; a wall or box (white, roughness 1, non-metal) is
457
- * three's direct physical shading from the one point light, unshadowed as in three (the scene casts
458
- * no shadows) — Lambert plus GGX at alpha 1 (D = 1/π, V = 0.5/(NL+NV), Schlick F0 0.04), with
459
- * three's inverse-square falloff and its (1 − (d/cutoff)⁴)² window.
460
- */
461
- export function roomRadiance(x, y, z, env = ROOM_ENVIRONMENT) {
462
- let best = Infinity;
463
- let nx = 0;
464
- let ny = 0;
465
- let nz = 0;
466
- let emit = -1;
467
- let found = false;
468
- for (const b of roomSolids(env)) {
469
- const c = b[3];
470
- const s = b[4];
471
- // The ray in the solid's frame (a rotation about Y): local = Rᵀ(p − centre).
472
- const ox = -b[0];
473
- const oy = -b[1];
474
- const oz = -b[2];
475
- const o = [c * ox - s * oz, oy, s * ox + c * oz];
476
- const d = [c * x - s * z, y, s * x + c * z];
477
- let t0 = -Infinity;
478
- let t1 = Infinity;
479
- let a0 = 0;
480
- let a1 = 0;
481
- let miss = false;
482
- for (let i = 0; i < 3; i++) {
483
- const h = b[5 + i];
484
- if (Math.abs(d[i]) < 1e-12) {
485
- if (o[i] < -h || o[i] > h) {
486
- miss = true;
487
- break;
488
- }
489
- continue;
490
- }
491
- let n = (-h - o[i]) / d[i];
492
- let f = (h - o[i]) / d[i];
493
- let sn = -1; // the entry face's outward normal is −axis when the ray runs +axis
494
- if (n > f) {
495
- const t = n;
496
- n = f;
497
- f = t;
498
- sn = 1;
499
- }
500
- if (n > t0) {
501
- t0 = n;
502
- a0 = (i + 1) * sn;
503
- }
504
- if (f < t1) {
505
- t1 = f;
506
- a1 = -(i + 1) * sn;
507
- }
508
- }
509
- if (miss || t0 > t1 || t1 < 0) continue;
510
- const inside = b[8] === 0;
511
- const t = inside ? t1 : t0;
512
- if (!(t > 0) || t >= best) continue;
513
- best = t;
514
- found = true;
515
- if (b[8] === 2) {
516
- emit = b[9];
517
- continue;
518
- }
519
- emit = -1;
520
- const a = inside ? a1 : a0;
521
- const sg = (inside ? -1 : 1) * Math.sign(a); // the room is seen from inside: its normals point in
522
- const ax = Math.abs(a) - 1;
523
- const l0 = ax === 0 ? sg : 0;
524
- const l2 = ax === 2 ? sg : 0;
525
- nx = c * l0 + s * l2;
526
- ny = ax === 1 ? sg : 0;
527
- nz = -s * l0 + c * l2;
528
- }
529
- if (!found) return 0;
530
- if (emit >= 0) return emit;
531
- const [lx, ly, lz, I, cutoff, decay] = env.light;
532
- let tx = lx - x * best;
533
- let ty = ly - y * best;
534
- let tz = lz - z * best;
535
- const dist = Math.hypot(tx, ty, tz);
536
- tx /= dist;
537
- ty /= dist;
538
- tz /= dist;
539
- const nl = nx * tx + ny * ty + nz * tz;
540
- if (nl <= 0) return 0;
541
- const win = Math.max(0, Math.min(1, 1 - Math.pow(dist / cutoff, 4)));
542
- const E = (I / Math.max(Math.pow(dist, decay), 0.01)) * win * win * nl;
543
- const nv = Math.max(1e-4, -(nx * x + ny * y + nz * z));
544
- const hx = tx - x;
545
- const hy = ty - y;
546
- const hz = tz - z;
547
- const vh = Math.max(0, (tx * hx + ty * hy + tz * hz) / Math.hypot(hx, hy, hz));
548
- const F = 0.04 + 0.96 * Math.pow(1 - vh, 5);
549
- return (E / Math.PI) * (1 + F * (0.5 / (nl + nv)));
550
- }
551
-
552
- /**
553
- * The room as a float equirect (row 0 = up, the same convention as neutralStudioRGBE), blurred by a
554
- * Gaussian of `sigma` radians — separable on the sphere: σ in rows, σ/sinθ in columns (wrapping).
555
- */
556
- export function roomEquirect(W = 256, H = 128, sigma = ROOM_ENVIRONMENT.blur, env = ROOM_ENVIRONMENT) {
557
- const out = new Float32Array(W * H);
558
- for (let r = 0; r < H; r++) {
559
- const th = ((r + 0.5) / H) * Math.PI;
560
- const st = Math.sin(th);
561
- const y = Math.cos(th);
562
- for (let c = 0; c < W; c++) {
563
- const ph = ((c + 0.5) / W) * 2 * Math.PI;
564
- out[r * W + c] = roomRadiance(st * Math.cos(ph), y, st * Math.sin(ph), env);
565
- }
566
- }
567
- if (!(sigma > 0)) return out;
568
- const perRow = Math.PI / H; // radians per row, and per column at the equator
569
- const tmp = new Float32Array(W * H);
570
- for (let r = 0; r < H; r++) {
571
- const st = Math.max(Math.sin(((r + 0.5) / H) * Math.PI), 1e-3);
572
- const sg = Math.min(sigma / perRow / st, W / 4);
573
- const R = Math.ceil(3 * sg);
574
- const k = [];
575
- let ks = 0;
576
- for (let i = -R; i <= R; i++) {
577
- const v = Math.exp(-(i * i) / (2 * sg * sg));
578
- k.push(v);
579
- ks += v;
580
- }
581
- for (let c = 0; c < W; c++) {
582
- let a = 0;
583
- for (let i = -R; i <= R; i++) a += k[i + R] * out[r * W + (((c + i) % W) + W) % W];
584
- tmp[r * W + c] = a / ks;
585
- }
586
- }
587
- const sg = sigma / perRow;
588
- const R = Math.ceil(3 * sg);
589
- for (let r = 0; r < H; r++) {
590
- for (let c = 0; c < W; c++) {
591
- let a = 0;
592
- let ks = 0;
593
- for (let i = -R; i <= R; i++) {
594
- const rr = r + i;
595
- if (rr < 0 || rr >= H) continue;
596
- const v = Math.exp(-(i * i) / (2 * sg * sg));
597
- a += v * tmp[rr * W + c];
598
- ks += v;
599
- }
600
- out[r * W + c] = a / ks;
601
- }
602
- }
603
- return out;
604
- }
605
-
606
- /** The room as RGBE bytes (cached per size: every tile on a page gets the same image). */
607
- const _roomCache = new Map();
608
- export function roomRGBE(W = 256, H = 128) {
609
- const key = `${W}x${H}`;
610
- let bytes = _roomCache.get(key);
611
- if (!bytes) {
612
- const f = roomEquirect(W, H);
613
- bytes = new Uint8Array(W * H * 4);
614
- for (let i = 0; i < f.length; i++) rgbe(f[i], bytes, i * 4);
615
- _roomCache.set(key, bytes);
616
- }
617
- return bytes.slice();
618
- }
619
-
620
- /**
621
- * Yaw that lines the generated room up with three's world (its +X panel on +X, the ceiling panel
622
- * overhead). Calibrated headless against three r180's own `environment: 'room'` render on two
623
- * catalogue meshes: a sweep over 0/90/180/270 × mirrored has a clean minimum at 90, unmirrored, on
624
- * both. (The neutral studio's 0 is the Sample Viewer's orientation, a different frame.)
625
- */
626
- export const ROOM_YAW_DEG = 90;
627
-
628
- /** Build the room environment on this app and set it as the scene's envAtlas. */
629
- export function useRoomEnvironment(pc, app, yawDeg = ROOM_YAW_DEG) {
630
- return useRgbeEquirect(pc, app, 'inline3d-room', roomRGBE(256, 128), 256, 128, yawDeg);
631
- }
632
-
633
282
  /** Each environment's tone mapping: the look it was matched to. */
634
283
  export const ENVIRONMENT_TONE_MAPPING = Object.freeze({ neutral: 'neutral', room: 'none', studio: 'neutral', none: 'neutral' });
635
284
 
@@ -675,100 +324,6 @@ function addStudioLights(pc, app, root) {
675
324
  app.scene.ambientLight = new pc.Color(amb, amb, amb);
676
325
  }
677
326
 
678
- // ── KHR_materials_transmission / volume on this engine ─────────────────────────────────────
679
-
680
- /**
681
- * The engine reads KHR_materials_transmission (and _volume) into `useDynamicRefraction` +
682
- * `BLEND_NORMAL`, and a dynamic-refraction material samples the camera's SCENE COLOUR MAP. Three
683
- * things the engine leaves to the app, all needed for a glass or transmissive glTF to look like
684
- * it does in the Khronos Sample Viewer (and three):
685
- *
686
- * 1. THE GRAB PASS. Nothing renders the scene colour map unless a camera asks for it; without it
687
- * the material samples an unbound texture — the storm lantern's burner rendered as a MAGENTA
688
- * blob inside its globe (measured). `viewer.useSceneColor()` asks, on every eye camera.
689
- * 2. PASS ORDER. Both references draw opaque → transmissive → blended. The engine puts a
690
- * transmissive material in the ONE back-to-front transparent list with the blended ones, so a
691
- * blended globe (depthWrite off) can be drawn before the transmissive body behind it, which
692
- * then paints over it — the burner showed THROUGH the lantern's opaque-alpha globe. A sort
693
- * distance that puts transmissive draws first (back-to-front among themselves) restores the
694
- * order: object MAE 10.7 → 10.2 vs three, 11.2 → 10.8 vs the Sample Viewer.
695
- * 3. STEREO. The engine turns the refracted point's clip position into a grab-texture UV by
696
- * mapping the VIEW's NDC over the WHOLE target (`getGrabScreenPos`). A stereo tile draws two
697
- * views side by side into one target, so each eye would sample across both. The patched chunk
698
- * measures the offset from THIS fragment instead (NDC delta ÷ NDC-per-pixel, from the
699
- * derivatives), which is exact for any viewport and identical in mono.
700
- */
701
- const GRAB_UV_FN = `
702
- vec2 inline3dGrabUV(vec4 clipPos) {
703
- vec4 p0 = matrix_viewProjection * vec4(vPositionW, 1.0);
704
- vec2 n0 = p0.xy / p0.w;
705
- vec2 dn = clipPos.xy / clipPos.w - n0;
706
- vec2 perPx = vec2(dFdx(n0.x), dFdy(n0.y));
707
- vec2 off = vec2(abs(perPx.x) > 1e-9 ? dn.x / perPx.x : 0.0, abs(perPx.y) > 1e-9 ? dn.y / perPx.y : 0.0);
708
- return (gl_FragCoord.xy + off) * uScreenSize.zw;
709
- }
710
- `;
711
- const _grabChunk = new WeakMap();
712
- let _warnedGrabChunk = false;
713
-
714
- /** The engine's refractionDynamicPS with the per-view grab UV (null if its shape is not the expected one). */
715
- function stereoRefractionChunk(pc, device) {
716
- if (_grabChunk.has(device)) return _grabChunk.get(device);
717
- let out = null;
718
- try {
719
- const src = pc.ShaderChunks?.get?.(device, pc.SHADERLANGUAGE_GLSL)?.get?.('refractionDynamicPS');
720
- const call = /getGrabScreenPos\(\s*projectionPoint\s*\)/;
721
- const def = /vec3\s+evalRefractionColor\s*\(/;
722
- if (typeof src === 'string' && call.test(src) && def.test(src)) {
723
- out = src.replace(def, (m) => `${GRAB_UV_FN}\n${m}`).replace(call, 'inline3dGrabUV(projectionPoint)');
724
- }
725
- } catch {
726
- out = null;
727
- }
728
- if (!out && !_warnedGrabChunk) {
729
- _warnedGrabChunk = true;
730
- console.warn(`${TAG} this engine's refraction shader has an unexpected shape; transmissive materials keep the engine's grab UV (correct in mono, not per eye in stereo).`);
731
- }
732
- _grabChunk.set(device, out);
733
- return out;
734
- }
735
-
736
- /** Transmissive draws first, back-to-front among themselves (the engine's own key + an offset). */
737
- function transmissiveFirst(mi, camPos, camFwd) {
738
- const c = mi.aabb.center;
739
- return 1e6 + (c.x - camPos.x) * camFwd.x + (c.y - camPos.y) * camFwd.y + (c.z - camPos.z) * camFwd.z;
740
- }
741
-
742
- /**
743
- * Apply 1–3 above to every dynamic-refraction mesh under `entity` not already handled (`seen`).
744
- * Returns how many transmissive mesh instances there are under it (handled now or before) —
745
- * the caller turns the grab pass on when that is > 0. Cheap to call again: handled ones are skipped.
746
- */
747
- export function prepareTransmission(pc, entity, device, seen = new WeakSet()) {
748
- const renders = entity?.findComponents ? entity.findComponents('render') : [];
749
- let n = 0;
750
- for (const r of renders) {
751
- for (const mi of r.meshInstances || []) {
752
- const m = mi.material;
753
- if (!m?.useDynamicRefraction) continue;
754
- n++;
755
- if (seen.has(mi)) continue;
756
- seen.add(mi);
757
- mi.calculateSortDistance = transmissiveFirst;
758
- if (!seen.has(m)) {
759
- seen.add(m);
760
- const chunk = device ? stereoRefractionChunk(pc, device) : null;
761
- if (chunk && typeof m.getShaderChunks === 'function') {
762
- m.getShaderChunks(pc.SHADERLANGUAGE_GLSL).set('refractionDynamicPS', chunk);
763
- m.shaderChunksVersion = pc.CHUNKAPI_2_8 ?? '2.8';
764
- m.update?.();
765
- }
766
- }
767
- }
768
- }
769
- return n;
770
- }
771
-
772
327
  // ── framing ─────────────────────────────────────────────────────────────────────────────────
773
328
 
774
329
  /** Union of the render mesh instances' world AABBs (content space, the file's own units). */