@nakednous/host 0.0.9 → 0.0.10

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package/README.md CHANGED
@@ -82,6 +82,7 @@ dependency first and an options object last, and registers with the context so
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  | `host.poseTrack(opts)` · `host.cameraTrack(cam, opts)` | core tracks ticked while they play; `{ handles }` builds `TrackHandles`, one handle per keyframe. `add(depth)` — the transport panel's `+` — authors where the camera is looking: a pose track places the pose at the centre of the installed camera's frustum, `depth` `0`…`1` from the near plane to the far one, aimed along that camera (the view bag's matrices; never deduplicated), a camera track captures its camera state, a placement depth being nothing a camera keyframe could use. `remove()` — the transport panel's `−` — retracts the last keyframe, one per call; `remove(i)` is the core track's own |
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  | `host.hid(opts)` · `host.gamepad(opts)` | rate streams — `lin[3]` / `ang[3]` in raw device units, `bind(helm)` feeds it each tick; `available`, `connected` |
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  | `host.image(url)` · `host.video(opts)` · `host.raster(draw, w, h)` | texture sources — an `ImageBitmap`, a hidden `<video>` from a file or the camera with a `ready` promise, a Canvas2D drawing |
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+ | `decodeRGBE(bytes, opts)` · `encodeRGBE(r, g, b, out)` | a Radiance `.hdr` file's RGBE bytes decoded to `{ data, width, height }` in linear light — three 8-bit mantissas and a shared exponent, `level · 2^(e − 136)` — and the inverse. A floating-point texture's pixels, which no browser image decoder gives: `loadImage` hands back 8-bit codes clamped at 1.0, so a tone-mapping pass would have nothing left to compress. Rows come back in the file's own order (`rowOrder: 'BOTTOM_UP'` for GL's, which is what `webgl.tree`'s `loadHDR` asks for); `maxPixels` refuses past 16 Mpixel rather than exhaust the tab. Pure, DOM-free, one allocation. Verified against three.js's `HDRLoader` and ImageMagick |
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  | `host.mesh(url, opts)` | one mesh — the arrays shape `{ position, indices, normal?, tangent?, texcoord?, color?, joints?, weights? }` with its `bounds` `{ min, max, center, diag }` beside them — from an OBJ file, a one-part glTF 2.0 file (`.glb`, `.gltf`), or any format through `{ parse: (arrayBuffer) => arrays }`; what a bridge's buffer upload takes as it is, and `size / mesh.bounds.diag` fits any file to `size`. A file of several parts rejects, naming `model`. `{ format }` when the URL does not say. **`normals`**: left out, the file's normals are kept and a mesh without any gets smooth ones; `'smooth'` always recomputes them, summed per position, so a faceted file or a texture seam smooths too; `'flat'` always recomputes them on the flattened mesh (every triangle owning its vertices: more vertices, indices counting up); `false` computes nothing. The procedure, its limits and sources are tree's `mesh` module's; glTF viewers compute flat normals for a file without any — here that is `'flat'` |
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  | `host.model(url, opts)` | a model with its structure — `{ parts: [{ name, node, skin, mesh, targets, color }], nodes: { names, parents, rest }, skins: [{ name, joints, inverseBind }], clips: [{ name, duration, channels }] }` — what a rig, morph targets or animation need. A part's `mesh` is as `host.mesh` returns it, in the part's own space; `targets` are morph deltas; nodes come parents first with a rest pose, and with `skins` and `clips` feed tree's `clipSample` · `poseBlend` · `poseWorld` · `jointPalette` as they are. Same options; `'flat'` flattens each part's morph targets with its mesh. An OBJ file is one white part under one identity node. host's own parsers: no textures, cameras, sparse accessors or compressed geometry |
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  | `host.labels` · `host.hasLabels` | the label layer, created on first access — `set(id, text, x, y, z, opts)` at a world anchor, `setScreen(id, text, sx, sy, opts)` in canvas px, `{ frame: true }` for a label that lives one frame, `tick()`; `hasLabels` probes without creating |
@@ -92,7 +93,8 @@ dependency first and an options object last, and registers with the context so
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  The module-level functions behind the methods are exported too (`createView`, `createPointer`,
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  `createPlayers`, `createLoop`, `observeCanvas`, `Handle`, `PointerRouter`, `cameraHelm`,
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  `poseHelm`, `helmBasis`, `poseTrack`, `cameraTrack`, `TrackHandles`, `createHid`,
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- `createGamepad`, `decodeSpaceNavigator`, `loadImage`, `createVideo`, `raster`, `loadMesh`, `loadModel`, `createLabels`,
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+ `createGamepad`, `decodeSpaceNavigator`, `loadImage`, `createVideo`, `raster`, `loadMesh`, `loadModel`,
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+ `decodeRGBE`, `encodeRGBE`, `createLabels`,
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  `createOrbit`), so an adapter can compose them on its own context.
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  ---
package/dist/index.js CHANGED
@@ -2868,6 +2868,204 @@ function createOrbit(host, cam, opts) {
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  return host.register(orbit);
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  }
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+ /**
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+ * @file HDR — Radiance (.hdr) RGBE bytes decoded to the pixels a bridge uploads.
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+ * @module host/hdr
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+ * @license AGPL-3.0-only
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+ *
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+ * A floating-point texture needs radiance, and no image decoder in the browser
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+ * gives it any: `loadImage` hands back an `ImageBitmap` of 8-bit codes, clamped
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+ * at 1.0, so a tone-mapping pass would have nothing left to compress. Radiance's
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+ * RGBE is the one high-range format a few dozen lines decode.
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+ *
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+ * ```
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+ * const hdr = decodeRGBE(bytes) // { data, width, height } — radiance
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+ * const tex = texture(gl, hdr) // the bridge's upload, RGBA32F
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+ * ```
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+
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+ *
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+ * A pixel is three 8-bit mantissas and a shared exponent — `v · 2^(e − 136)` —
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+ * the format of Greg Ward's RADIANCE (Ward, *Real Pixels*, Graphics Gems II,
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+ * 1991). The reader follows `rgbe.c`'s structure and three.js's `HDRLoader`
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+ * (itself adapted from Bruce Walter's code), with the exact scale above rather
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+ * than that implementation's `v · 2^(e − 128) / 255`, and no `+ 0.5` — the
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+ * offset `rgbe.c`'s floating read carries, which lifts every pixel by half a
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+ * mantissa step (0.04 % of the mean on a Poly Haven HDRI) and which no file
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+ * declares. Rows keep the order the file states and are never flipped here: GL's
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+ * bottom-up space is the upload's concern (see texture.js).
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+ *
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+ * `loadHDR` — the fetch and the GL row order — is `webgl.tree`'s, and it
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+ * re-exports these two; a reader with no bridge to feed uses them directly. Rows
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+ * come back in the file's own order unless `rowOrder: 'BOTTOM_UP'` asks for GL's.
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+ * The decoder is trusted by round-tripping through the encoder and by agreeing
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+ * with three.js's `HDRLoader` and ImageMagick on real Radiance files.
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+ */
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+
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+
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+ // Radiance's own threshold: at or below it a float holds no light, so a pixel
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+ // that low is written as four zero bytes and read back as black.
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+ const _MIN_RADIANCE = 1e-32;
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+ // 16 Mpixel of RGBA32F is 256 MB of output: past this the tab is gone before
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+ // anything on screen says why, so the refusal comes from here.
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+ const _DEFAULT_MAX_PIXELS = 16 * 1024 * 1024;
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+
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+ const _fv = new DataView(new ArrayBuffer(4));
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+
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+ // The shared exponent as a float32: the bit pattern of 2^(e − 136) — mantissa
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+ // zero, biased exponent — read straight out of the view, no Math.pow per pixel.
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+ // 256 entries, made once at load, indexed by the exponent byte a pixel carries.
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+ const _SCALES = new Float32Array(256);
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+ for (let e = 0; e < 256; e++) {
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+ _fv.setUint32(0, e < 10 ? 0 : (e - 9) << 23, true); // e < 10 underflows to zero
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+ _SCALES[e] = _fv.getFloat32(0, true);
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+ }
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+
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+ /**
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+ * Encode three linear radiance samples and a shared exponent to RGBE bytes.
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+ * The inverse of a pixel in `decodeRGBE`: the largest component becomes a byte
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+ * level between 128 and 255 — `level = round(v / 2^(e − 136))` with e the
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+ * exponent that carries it — so all eight bits are spent and the components
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+ * keep their ratio. The level is an integer: 0.0 comes back exactly, and
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+ * everything else to within half a level, the 1/512 an 8-bit mantissa costs at
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+ * worst.
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+ * @param {number} r Red, ≥ 0.
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+ * @param {number} g Green.
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+ * @param {number} b Blue.
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+ * @param {Uint8Array} [out] Four bytes to write; a new one when absent.
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+ * @returns {Uint8Array} out
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+ */
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+ function encodeRGBE(r, g, b, out) {
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+ const o = out || new Uint8Array(4);
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+ const max = Math.max(r, g, b);
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+ if (!(max >= _MIN_RADIANCE)) { o[0] = o[1] = o[2] = o[3] = 0; return o; }
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+ // The exponent whose scale carries max as a byte level of 128 to 255 — the
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+ // finest step the format has for this magnitude. The float32's own exponent
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+ // sets the base, one scale step below the level 255 needs, and the search
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+ // steps up until max fits a byte. `_SCALES` is the decoder's own table, so
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+ // the two cannot drift apart.
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+ _fv.setFloat32(0, max, true);
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+ let e = Math.min(255, Math.max(1, ((_fv.getUint32(0, true) >>> 23) & 0xff) - 127 + 128));
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+ while (e < 255 && max / _SCALES[e] > 255) e++;
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+ o[0] = Math.min(255, Math.round(r / _SCALES[e]));
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+ o[1] = Math.min(255, Math.round(g / _SCALES[e]));
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+ o[2] = Math.min(255, Math.round(b / _SCALES[e]));
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+ o[3] = e;
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+ return o;
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+ }
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+
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+ // The header: a magic line, keyed lines and comments, a blank line, then the
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+ // resolution string (`-Y 512 +X 1024`). Anything before the resolution is
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+ // skipped — XMP and other writers put blocks there — so the walk stops at the
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+ // first line that states a dimension.
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+ function _headerAt(data) {
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+ let pos = 0, height = 0, width = 0, flipRows = false;
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+ const n = data.length;
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+ while (pos < n) {
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+ let end = pos;
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+ while (end < n && data[end] !== 10) end++;
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+ const line = String.fromCharCode.apply(null, data.subarray(pos, Math.min(end, pos + 400)));
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+ pos = end + 1;
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+ if (/^#\?/.test(line)) continue;
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+ const res = /^\s*([-+])([XY])\s+(\d+)\s+([-+])([XY])\s+(\d+)\s*$/.exec(line);
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+ if (res) {
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+ const first = res[2].toUpperCase(), second = res[5].toUpperCase();
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+ if (first === 'Y' && second === 'X') {
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+ height = +res[3]; width = +res[6];
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+ flipRows = res[1] === '+'; // +Y: row 0 at the bottom
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+ } else if (first === 'X' && second === 'Y') {
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+ width = +res[3]; height = +res[6];
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+ flipRows = res[1] === '+'; // +X: column 0 on the right
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+ } else {
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+ throw new Error('[host] hdr: the resolution names ' + first + ' then ' + second + '; -Y h +X w expected.');
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+ }
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+ return { width, height, flipRows, pos };
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+ }
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+ if (line === '') continue; // a writer may separate the keys from the resolution
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+ }
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+ throw new Error('[host] hdr: no resolution line — the file is not a Radiance image.');
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+ }
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+
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+ // One scanline of RGBE bytes into `row`: either the new-style RLE (4 planes,
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+ // runs of 128 bytes or fewer) or the flat tuples an old writer leaves.
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+ function _scanline(data, pos, row, w, off, rowBytes) {
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+ const end = data.length;
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+ if (w >= 8 && w < 32768 && pos + 3 < end && data[pos] === 2 && data[pos + 1] === 2 && (data[pos + 2] & 0x80) === 0) {
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+ const scanline = (data[pos + 2] << 8) | data[pos + 3];
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+ if (scanline !== w) throw new Error('[host] hdr: scanline width ' + scanline + ', image width ' + w + '.');
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+ pos += 4;
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+ for (let c = 0; c < 4; c++) {
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+ let x = 0;
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+ while (x < w) {
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+ if (pos >= end) throw new Error('[host] hdr: the file ends inside scanline ' + (off / rowBytes) + '.');
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+ const count = data[pos++];
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+ if (count > 128) { // a run of one byte
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+ if (pos >= end) throw new Error('[host] hdr: the file ends inside a run.');
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+ const v = data[pos++];
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+ for (let i = 0; i < count - 128; i++) row[(x + i) * 4 + c] = v;
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+ x += count - 128;
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+ } else { // a literal run
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+ if (count === 0 || pos + count > end) throw new Error('[host] hdr: bad run length in scanline ' + (off / rowBytes) + '.');
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+ for (let i = 0; i < count; i++) row[(x + i) * 4 + c] = data[pos + i];
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+ pos += count;
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+ x += count;
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+ }
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+ if (x > w) throw new Error('[host] hdr: a run overruns scanline ' + (off / rowBytes) + '.');
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+ }
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+ }
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+ return pos;
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+ }
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+ // flat: 4 bytes per pixel, in file order (the scanline is one plane-less array)
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+ if (pos + w * 4 > end) throw new Error('[host] hdr: the file ends inside scanline ' + (off / rowBytes) + '.');
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+ for (let i = 0; i < w * 4; i++) row[i] = data[pos + i];
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+ return pos + w * 4;
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+ }
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+
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+ /**
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+ * Decode Radiance RGBE bytes into the pixel source `texture` takes.
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+ * @details Every pixel becomes four float channels — R, G, B and 1 — and the
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+ * rows come back in the order the file states, top-down for the `-Y` every
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+ * writer emits. `loadHDR` is the one that turns them over for GL; a caller
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+ * here that wants the same passes `rowOrder: 'BOTTOM_UP'`. The decoder holds no
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+ * state, allocates its output once, and needs no DOM, so it runs under
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+ * node:test as well as in the browser.
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+ * @param {ArrayBuffer|Uint8Array} bytes The whole file.
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+ * @param {{ rowOrder?:string, maxPixels?:number }} [opts]
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+ * rowOrder: `FILE` (default) or `BOTTOM_UP` — the latter for GL's
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+ * texture space, row 0 at v = 0.
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+ * maxPixels: refuse past this many pixels (default 16 MPixel).
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+ * @returns {{ data:Float32Array, width:number, height:number }} Radiance in
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+ * linear light: what `texture` uploads as RGBA32F, and the range a
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+ * tone operator compresses.
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+ */
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+ function decodeRGBE(bytes, opts) {
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+ const o = opts || {};
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+ const data = bytes instanceof Uint8Array ? bytes : new Uint8Array(bytes);
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+ const head = _headerAt(data);
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+ const { width: w, height: h } = head;
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+ if (!(w > 0) || !(h > 0)) throw new Error('[host] hdr: the resolution states ' + w + ' × ' + h + '.');
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+ const max = o.maxPixels || _DEFAULT_MAX_PIXELS;
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+ if (w * h > max) {
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+ throw new Error('[host] hdr: ' + w + ' × ' + h + ' is past maxPixels (' + max +
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+ '); pass a bigger one, or decode at a lower resolution.');
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+ }
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+ const flip = o.rowOrder === 'BOTTOM_UP';
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+ const out = new Float32Array(w * h * 4);
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+ const row = new Uint8Array(w * 4);
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+ let pos = head.pos;
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+ for (let y = 0; y < h; y++) {
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+ pos = _scanline(data, pos, row, w, y * w * 4, w * 4);
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+ const at = (flip ? h - 1 - y : y) * w * 4;
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+ for (let x = 0; x < w; x++) {
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+ const p = x * 4, s = _SCALES[row[p + 3]], d = at + p;
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+ out[d] = row[p] * s;
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+ out[d + 1] = row[p + 1] * s;
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+ out[d + 2] = row[p + 2] * s;
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+ out[d + 3] = 1;
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+ }
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+ }
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+ return { data: out, width: w, height: h };
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+ }
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+
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  /**
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  * @file The host context — one per canvas: pointer, view bag, players, loop, observer.
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  * @module host
@@ -3039,5 +3237,5 @@ function createHost(canvas, opts) {
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  return host;
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  }
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- export { GAMEPAD_MAP, HID_FILTERS, Handle, PointerRouter, TrackHandles, VIEW, cameraHelm, cameraTrack, createGamepad, createHid, createHost, createLabels, createLoop, createOrbit, createPlayers, createPointer, createVideo, createView, decodeSpaceNavigator, helmBasis, isConstraint, loadImage, loadMesh, loadModel, measureCanvas, observeCanvas, poseHelm, poseTrack, raster, validConstraint };
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+ export { GAMEPAD_MAP, HID_FILTERS, Handle, PointerRouter, TrackHandles, VIEW, cameraHelm, cameraTrack, createGamepad, createHid, createHost, createLabels, createLoop, createOrbit, createPlayers, createPointer, createVideo, createView, decodeRGBE, decodeSpaceNavigator, encodeRGBE, helmBasis, isConstraint, loadImage, loadMesh, loadModel, measureCanvas, observeCanvas, poseHelm, poseTrack, raster, validConstraint };
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  //# sourceMappingURL=index.js.map