@volter/blender-engine 0.1.130 → 0.1.132

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@@ -129,6 +129,7 @@ export interface BlenderEngineOptions {
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  * answered as a whole frame is.
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  */
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  export interface SessionAsk {
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+ evaluation?: 'render';
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  checkpoint?: string;
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  frame?: unknown;
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  hold?: unknown;
@@ -105,6 +105,11 @@ export type WorkerRequest =
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  export type WorkerReply =
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  | { op: 'frame-stream'; id: number; chunk: FrameChunk }
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  | { op: 'document-dirty'; dirty: boolean }
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+ /** THE DOCUMENT FOLLOWED BLENDER: a script's `save_as_mainfile` (or `open_mainfile`) left
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+ * another project `.blend` open, and the session's saves now go there
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+ * (`session.py::follow_open_file`). Both paths are project-relative. Posted before the
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+ * call's own answer, so the tab's handle already names the new file when the call returns. */
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+ | { op: 'document-moved'; from: string; document: string }
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  | { op: 'history'; entries: NativeHistoryEntry[] }
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  | { id: number; result: unknown }
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  | { id: number; error: string }
@@ -174,6 +179,9 @@ export interface FileListSnapshot {
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  }
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  export interface CaptureRequest {
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+ /** Geometry was exported from the render engine's RENDER depsgraph. It belongs
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+ * to this capture alone and must never replace the live viewport frame. */
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+ evaluation?: 'render';
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  /** A viewport screenshot's bound, the longer side of a square frame.
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  * Absent on a render, which states its exact pixel dimensions instead. */
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  size?: number;
@@ -33,7 +33,7 @@ type Request = DistributiveOmit<WorkerRequest, 'id'>;
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  export interface BlenderRuntimeOptions {
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  /** Stage one verified mesh/image without replacing the displayed frame. */
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- stage?(part: { session: string; revision: number; abort?: boolean; mesh?: string; image?: string; piece?: unknown }): Promise<void> | void;
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+ stage?(part: { session: string; revision: number; evaluation?: 'render'; abort?: boolean; mesh?: string; image?: string; piece?: unknown }): Promise<void> | void;
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  /** Operation-only diagnostics, never request payloads. The optional observer
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  * must not affect work, even if it throws. End calls balance overlapping work. */
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  work?(label: string): () => void;
@@ -52,6 +52,11 @@ export interface BlenderRuntimeOptions {
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  capture?: CaptureRequest,
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  ): Promise<PresentAnswer> | PresentAnswer;
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  log?(level: 'log' | 'warn' | 'error', text: string): void;
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+ /** The session's document followed Blender to another project `.blend` (a script's Save As,
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+ * `protocol.ts`'s `document-moved`). Called after {@link BlenderRuntime.document} already
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+ * names the new file and before the call that moved it answers. An observer: a throw here
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+ * changes nothing. */
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+ documentMoved?(moved: { readonly from: string; readonly document: string }): void;
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  }
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57
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  /**
@@ -237,7 +242,9 @@ export class BlenderRuntime {
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  return this.#project;
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  }
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240
- /** The startup document owned by this worker, including while boot is pending. */
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+ /** The document owned by this worker, including while boot is pending: the startup one, until
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+ * a script's Save As leaves Blender holding another project `.blend` and the session follows
247
+ * it there (`session.py::follow_open_file`). */
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  get document(): string | null {
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  return this.#document;
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  }
@@ -638,7 +645,7 @@ export class BlenderRuntime {
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  }
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646
 
640
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  readonly #frameStream = new FrameStreamReader();
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- #stagedIdentity: { session: string; revision: number } | null = null;
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+ #stagedIdentity: { session: string; revision: number; evaluation?: 'render' } | null = null;
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  #discardStagedFrame(): void {
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  this.#frameStream.reset();
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  const part = this.#stagedIdentity; this.#stagedIdentity = null;
@@ -654,13 +661,13 @@ export class BlenderRuntime {
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  try {
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  const decoded = await this.#frameStream.accept(reply.chunk);
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  if (decoded) {
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- const value = decoded.value as ({ op: 'stage'; session: string; revision: number } | Omit<Extract<WorkerReply, { op: 'present' }>, 'id'>);
664
+ const value = decoded.value as ({ op: 'stage'; session: string; revision: number; evaluation?: 'render' } | Omit<Extract<WorkerReply, { op: 'present' }>, 'id'>);
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  if (value.op === 'present') {
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  await this.#receive({ ...value, id: reply.id } as WorkerReply);
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  return;
661
668
  }
662
669
  if (value.op !== 'stage' || !this.#options.stage) throw new Error('The presenter does not support staged Blender frames');
663
- this.#stagedIdentity = { session: value.session, revision: value.revision };
670
+ this.#stagedIdentity = { session: value.session, revision: value.revision, ...(value.evaluation ? { evaluation: value.evaluation } : {}) };
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  await this.#options.stage(value);
665
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  }
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  this.#worker.postMessage({ op: 'present-result', id: reply.id } satisfies WorkerRequest);
@@ -674,6 +681,14 @@ export class BlenderRuntime {
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  this.#dirty = reply.dirty;
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  return;
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  }
684
+ if (reply.op === 'document-moved') {
685
+ // The worker already saves to the new file; this handle must claim it too, or the
686
+ // editor refuses the new file's own Model tab as a resource conflict.
687
+ this.#document = reply.document;
688
+ try { this.#options.documentMoved?.({ from: reply.from, document: reply.document }); }
689
+ catch { /* an observer cannot undo the move Blender made */ }
690
+ return;
691
+ }
677
692
  if (reply.op === 'history') {
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  this.#options.history?.(reply.entries);
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694
  return;
@@ -693,7 +708,7 @@ export class BlenderRuntime {
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  // true the moment the frame arrives. A presenter that refuses the frame
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  // has not un-modelled it.
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  const frame = reply.frame as { session?: unknown; revision?: unknown } | null;
696
- if (typeof frame?.session === 'string' && typeof frame.revision === 'number')
711
+ if (reply.capture?.evaluation !== 'render' && typeof frame?.session === 'string' && typeof frame.revision === 'number')
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712
  this.#presented = { session: frame.session, revision: frame.revision };
698
713
  const end = this.#work('presenting worker frame');
699
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  try {
@@ -1085,7 +1085,10 @@ def material_graph(material):
1085
1085
  if surface is None or surface.bl_idname not in _GRAPH_SURFACES:
1086
1086
  return None
1087
1087
  sockets = [surface.inputs[name] for name in _GRAPH_SURFACES[surface.bl_idname]]
1088
- if not any(_links_into(s) for s in sockets):
1088
+ # Emission reflects no light even when its inputs are constants. The
1089
+ # reduced MeshPhysicalMaterial otherwise adds diffuse/specular response
1090
+ # to it (including a black Emission used as an unlit control).
1091
+ if surface.bl_idname != "ShaderNodeEmission" and not any(_links_into(s) for s in sockets):
1089
1092
  return None
1090
1093
  # The door is quiet about a material whose graph ships, so a linked input
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1094
  # the graph does not carry is named here.
@@ -1464,6 +1467,9 @@ class Session:
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  # Set by a present that left the document behind the model; cleared by
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  # the save. The tab reads it as `saveDue` beside the frame.
1466
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  self.save_due = False
1470
+ # The OUTSIDE-THE-PROJECT file Blender was last found holding, once said
1471
+ # (`follow_open_file`): the refusal is told once per file, not per call.
1472
+ self._outside_file = None
1467
1473
  # WHAT THE PRESENTER LAST REPORTED HOLDING, as an instrument: the
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1474
  # `(session, revision)` it held BEFORE the last frame, None when it
1469
1475
  # held nothing, and the string "unreported" for a presenter that does
@@ -1477,7 +1483,7 @@ class Session:
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1483
 
1478
1484
  # -- the export
1479
1485
 
1480
- def _export(self):
1486
+ def _export(self, depsgraph=None):
1481
1487
  """THE EXPORT IS THE C++ DOOR (`bpy_web_export.cc`).
1482
1488
 
1483
1489
  One call evaluates the scene, walks the depsgraph's own update record
@@ -1494,14 +1500,14 @@ class Session:
1494
1500
  bones and the active vertex group's weights (`_armatures`,
1495
1501
  `_weights`). All per-scene, none of them geometry.
1496
1502
  """
1497
- scene = bpy.context.scene
1503
+ scene = depsgraph.scene if depsgraph is not None else bpy.context.scene
1498
1504
  graphs = material_graphs(scene)
1499
1505
  _mark("export:graphs")
1500
1506
  # An IMAGE EMPTY's picture travels with the graphs' images: the overlay draws it
1501
1507
  # (`overlay_empty.hh` `image_sync`).
1502
1508
  empty_images = {obj.data.name for obj in scene.objects
1503
1509
  if obj.type == "EMPTY" and obj.empty_display_type == "IMAGE" and obj.data is not None}
1504
- options = {"session": self.session, "evaluate": True, "known": self._known, "instance_sources": True,
1510
+ options = {"session": self.session, "evaluate": depsgraph is None, "known": self._known, "instance_sources": True,
1505
1511
  "graph_materials": sorted(graphs),
1506
1512
  "graph_images": sorted({i for g in graphs.values() for i in g["images"]} | empty_images),
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1513
  "graph_generated": sorted(n for n, g in graphs.items() if g["generated"])}
@@ -1560,7 +1566,7 @@ class Session:
1560
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  # A MANUAL TEXTURE SPACE, which Generated coordinates map through; the
1561
1567
  # automatic one is the evaluated bounds the presenter already holds.
1562
1568
  if graphs:
1563
- depsgraph = bpy.context.evaluated_depsgraph_get()
1569
+ depsgraph = depsgraph if depsgraph is not None else bpy.context.evaluated_depsgraph_get()
1564
1570
  # BY NAME THROUGH ONE MAP: `scene.objects.get` searches the collection linearly, so a
1565
1571
  # lookup per row was quadratic -- measured on the Stoneguard file (11,702 rows): 11,343
1566
1572
  # calls, 14.4 s of every present.
@@ -1595,7 +1601,8 @@ class Session:
1595
1601
  "roughness": float(material.roughness),
1596
1602
  "metallic": float(material.metallic),
1597
1603
  }
1598
- frame["instances"] = _depsgraph_placements(frame, bpy.context.evaluated_depsgraph_get())
1604
+ graph = depsgraph if depsgraph is not None else bpy.context.evaluated_depsgraph_get()
1605
+ frame["instances"] = _depsgraph_placements(frame, graph)
1599
1606
  frame["world"] = draw_world(scene)
1600
1607
  frame["cameras"] = {
1601
1608
  obj.name: draw_camera(obj) for obj in scene.objects if obj.type == "CAMERA"
@@ -1607,7 +1614,7 @@ class Session:
1607
1614
  render = scene.render
1608
1615
  frame["camera_view"] = {
1609
1616
  "scene_camera": scene.camera.name if scene.camera is not None else None,
1610
- "view_layer_cameras": [o.name for o in bpy.context.view_layer.objects if o.type == "CAMERA"],
1617
+ "view_layer_cameras": [o.name for o in graph.view_layer.objects if o.type == "CAMERA"],
1611
1618
  "aspect": (render.resolution_x * render.pixel_aspect_x) / max(render.resolution_y * render.pixel_aspect_y, 1e-6),
1612
1619
  }
1613
1620
  # THE 3D CURSOR, `Scene.cursor`: where Blender's own "to 3D Cursor"
@@ -1617,7 +1624,7 @@ class Session:
1617
1624
  frame["cursor"] = [[float(v) for v in row] for row in scene.cursor.matrix]
1618
1625
  # THE OVERLAYS, after the door's frame stands: `_weights` reads the
1619
1626
  # mesh's own revision out of it (see there), so it cannot run before.
1620
- view_layer = bpy.context.view_layer
1627
+ view_layer = graph.view_layer
1621
1628
  # THE VIEWPORT'S SUBJECT LINE and the units its grid step is named in: Blender composes
1622
1629
  # both from the scene, so they come from here (`_subject_line`).
1623
1630
  frame["subject"] = _subject_line(scene, view_layer)
@@ -1662,12 +1669,12 @@ class Session:
1662
1669
  self._known.clear()
1663
1670
  return self._present(capture)
1664
1671
 
1665
- def _present(self, capture=None):
1672
+ def _present(self, capture=None, depsgraph=None):
1666
1673
  known = dict(self._known)
1667
1674
  _mark("present:before")
1668
- frame = self._export()
1675
+ frame = self._export(depsgraph)
1669
1676
  _mark("present:exported")
1670
- pulled = self._pull(frame)
1677
+ pulled = self._pull(frame, render=depsgraph is not None)
1671
1678
  _mark("present:pulled")
1672
1679
  self._drop_unreachable_textures(frame)
1673
1680
  # WHAT THIS FRAME SHIPPED, for the session's own accounting: the ids
@@ -1726,7 +1733,7 @@ class Session:
1726
1733
  self._reconcile_with_presenter(answer, frame)
1727
1734
  return answer
1728
1735
 
1729
- def _pull(self, frame):
1736
+ def _pull(self, frame, render=False):
1730
1737
  """THE PULL, one datablock at a time, as Hydra's render delegate pulls each prim's data
1731
1738
  during Sync after the scene index's notice (`HydraSceneIndex::populate`). The door named
1732
1739
  the changed meshes and pictures as deferred; the worker first copies the frame's own
@@ -1740,9 +1747,9 @@ class Session:
1740
1747
  anything was pulled; the worker then presents the frame with its pieces."""
1741
1748
  meshes = [key for key, mesh in frame["meshes"].items() if mesh.get("deferred")]
1742
1749
  images = [name for name, image in frame["images"].items() if image.get("deferred")]
1743
- if not meshes and not images:
1750
+ if not meshes and not images and not render:
1744
1751
  return False
1745
- _asked({"hold": frame})
1752
+ _asked({"hold": frame, **({"evaluation": "render"} if render else {})})
1746
1753
  options = {"buffer_path": EXPORT_BUFFER_PATH} if EXPORT_BUFFER_PATH else {}
1747
1754
  for kind, keys, door in (("mesh", meshes, _blender_web.export_mesh),
1748
1755
  ("image", images, _blender_web.export_image)):
@@ -1762,6 +1769,20 @@ class Session:
1762
1769
  _asked({kind: key, "piece": piece[kind]})
1763
1770
  return True
1764
1771
 
1772
+ def photograph(self, depsgraph, capture):
1773
+ """Render evaluation owns different geometry and visibility than a viewport.
1774
+ Keep its native revisions, deferred pulls and presenter separate for the
1775
+ entire blocking capture, and restore the authoring export in finally."""
1776
+ if not hasattr(_blender_web, "begin_render_export"):
1777
+ raise RuntimeError("This Blender artifact has no render-evaluated export; update the artifact and its corresponding source")
1778
+ _blender_web.begin_render_export(depsgraph)
1779
+ try:
1780
+ rendering = Session()
1781
+ rendering.session = "%s:render:%d" % (self.session, time.time_ns())
1782
+ return rendering._present({**capture, "evaluation": "render"}, depsgraph)
1783
+ finally:
1784
+ _blender_web.end_render_export()
1785
+
1765
1786
  def _send_encoded_image(self, key, deferred):
1766
1787
  """A PICTURE AS ITS FILE'S OWN BYTES, when that is exactly what the frame would carry.
1767
1788
 
@@ -1964,10 +1985,11 @@ class Session:
1964
1985
  def bind_document(self, relative_path):
1965
1986
  """Name the session's document and OPEN it when the project has one.
1966
1987
 
1967
- One session holds one document. The path is stated at start and never
1968
- moves afterwards: a script's own `save_as_mainfile` to somewhere else
1969
- is an ordinary thing for a script to do and is left alone -- it retargets
1970
- Blender's `bpy.data.filepath`, not this.
1988
+ One session holds one document. The path is stated at start and moves
1989
+ only where Blender itself moved: a script's own `save_as_mainfile` (or
1990
+ `open_mainfile`) to another `.blend` in the project retargets
1991
+ `bpy.data.filepath`, and `follow_open_file` moves the document with it
1992
+ after the call.
1971
1993
 
1972
1994
  `open_mainfile` runs the session's `_load_post` like any other load
1973
1995
  (the export door's revision table is reset, the render engine ids are
@@ -2011,6 +2033,58 @@ class Session:
2011
2033
  if self.document is not None:
2012
2034
  self.save_due = True
2013
2035
 
2036
+ def follow_open_file(self):
2037
+ """FOLLOW BLENDER'S SAVE AS: the document is the file Blender has open.
2038
+
2039
+ Read after every `execute`, because a script is the one request that can
2040
+ change which file Blender holds. `save_as_mainfile(filepath=X)` writes X
2041
+ and leaves X OPEN -- `bpy.data.filepath` becomes X, and Blender's next
2042
+ Save goes there. The session used to keep saving to the file it was
2043
+ started on, so the model a script had just saved as X was written over
2044
+ the OLD file on the next idle save, and the editor refused X's own tab
2045
+ because the worker still claimed the old one. SEEN 2026-10-07: an
2046
+ agent built an obby through the Blender MCP, saved it as
2047
+ `src/models/obby.blend`, and its level landed in `src/models/cube.blend`
2048
+ instead -- so Play looked for `cube.play.ts`.
2049
+
2050
+ What does NOT move, by Blender's own rules rather than ours:
2051
+ `save_mainfile()` and a Save As to the same path leave the path where it
2052
+ is, and `save_as_mainfile(copy=True)` writes a copy and keeps the
2053
+ original open (which is also how `save_document` writes, so the
2054
+ session's own save never moves anything). `open_mainfile` does move it:
2055
+ Blender then holds that file, and saving the old path would write one
2056
+ file's model over another's.
2057
+
2058
+ Answers None when nothing moved, `{"moved": True, "from", "document"}`
2059
+ when the document followed Blender to another project `.blend`, and
2060
+ `{"moved": False, "from", "outside"}` -- once per file -- when Blender
2061
+ holds a file outside the project: the editor has no document there, so
2062
+ the session keeps its own and keeps saving to it.
2063
+ """
2064
+ if self.document is None or not bpy.data.filepath:
2065
+ return None
2066
+ current = os.path.normpath(os.path.abspath(bpy.data.filepath))
2067
+ if current == os.path.normpath(self.document):
2068
+ self._outside_file = None
2069
+ return None
2070
+ root = os.path.normpath(self.project)
2071
+ relative = current[len(root) + 1:] if current.startswith(root + "/") else None
2072
+ # The same shape the worker and the server check (`worker.ts::isDocumentPath`).
2073
+ if (relative is not None and relative.endswith(".blend") and "\\" not in relative
2074
+ and all(part not in ("", ".", "..") for part in relative.split("/"))):
2075
+ previous = self.document_relative
2076
+ self.document = current
2077
+ self.document_relative = relative
2078
+ self._outside_file = None
2079
+ # The file Blender wrote sits only in the engine's filesystem until the
2080
+ # session's own save carries it to the project.
2081
+ self.save_due = True
2082
+ return {"moved": True, "from": previous, "document": relative}
2083
+ if current == self._outside_file:
2084
+ return None
2085
+ self._outside_file = current
2086
+ return {"moved": False, "from": self.document_relative, "outside": current}
2087
+
2014
2088
  def save_document(self):
2015
2089
  """Write the document -- Blender's own format, by Blender's own operator.
2016
2090
 
@@ -2280,8 +2354,8 @@ def _photograph(depsgraph, width, height, linear=False):
2280
2354
  # result is what a render leaves, and it holds scene-linear pixels.
2281
2355
  if linear:
2282
2356
  render["linear"] = True
2283
- answer = SESSION.present(
2284
- {"position": position, "target": target, "up": up, "render": render}
2357
+ answer = SESSION.photograph(
2358
+ depsgraph, {"position": position, "target": target, "up": up, "render": render}
2285
2359
  )
2286
2360
  if not isinstance(answer, dict) or "base64" not in answer:
2287
2361
  raise RuntimeError("The renderer did not answer with a photograph")
@@ -5329,6 +5403,11 @@ def _dispatch(request):
5329
5403
  HISTORY.changed()
5330
5404
  SESSION.mark_changed()
5331
5405
  answer = execute(request["code"])
5406
+ # Read before the present, so the save that present asks for goes to the
5407
+ # file Blender now holds (`Session.follow_open_file`).
5408
+ followed = SESSION.follow_open_file()
5409
+ if followed is not None:
5410
+ answer["document"] = followed
5332
5411
  # Every mutation is presented, the rule: the Model
5333
5412
  # document is what the agent is looking at.
5334
5413
  try:
@@ -14,6 +14,7 @@
14
14
  * built from the mesh's texture space (`orcoAttribute`).
15
15
  */
16
16
  import * as THREE from 'three';
17
+ import {ISLAND_RANDOM_ATTRIBUTE} from './blender-island-random';
17
18
  import {presenterChanged} from './blender-presenter-change';
18
19
  import {attributeVarying, type CompiledGraph, rampTexture, uvVarying} from './blender-node-graph';
19
20
  import {graphAttributeName} from './blender-runtime-geometry';
@@ -458,7 +459,7 @@ varying vec3 vBlenderObjectNormal;
458
459
  varying vec3 vBlenderWorldPosition;
459
460
  varying vec3 vBlenderWorldNormal;
460
461
  varying vec3 vBlenderOrco;
461
- ${compiled.attributes.map(n => `varying vec4 ${attributeVarying(n)};`).join('\n')}
462
+ ${compiled.attributes.map(n => `${n===ISLAND_RANDOM_ATTRIBUTE?'flat ':''}varying vec4 ${attributeVarying(n)};`).join('\n')}
462
463
  ${compiled.uvs.map(n => `varying vec2 ${uvVarying(n)};`).join('\n')}`;
463
464
  const attributes = compiled.attributes.map(n => `attribute vec4 ${graphAttributeName(n)};`).join('\n');
464
465
  shader.vertexShader = `attribute vec3 blenderOrco;\n${attributes}\n${varyings}\n${shader.vertexShader}`.replace(
@@ -0,0 +1,41 @@
1
+ /* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
2
+ * SPDX-License-Identifier: Apache-2.0 */
3
+ /** Cycles' attr_create_random_per_island, util/disjoint_set.h and
4
+ * util/hash.h (Blender Foundation, Apache-2.0). Connectivity uses the
5
+ * evaluated mesh's STORED edge order and union-by-rank representative,
6
+ * including loose edges. It is independent of draw/UV/normal splitting. */
7
+ export const ISLAND_RANDOM_ATTRIBUTE='.cycles.random_per_island';
8
+
9
+ function hashUint(value:number):number {
10
+ let a=(0xdeadbeef+17+value)>>>0,b=(0xdeadbeef+17)>>>0,c=b;
11
+ const rotate=(x:number,n:number)=>(x<<n)|(x>>>(32-n));
12
+ c=((c^b)-rotate(b,14))>>>0;a=((a^c)-rotate(c,11))>>>0;
13
+ b=((b^a)-rotate(a,25))>>>0;c=((c^b)-rotate(b,16))>>>0;
14
+ a=((a^c)-rotate(c,4))>>>0;b=((b^a)-rotate(a,14))>>>0;
15
+ c=((c^b)-rotate(b,24))>>>0;
16
+ // Native converts uint to float BEFORE the float reciprocal/multiply.
17
+ return Math.fround(Math.fround(c)*Math.fround(1/Math.fround(0xffffffff)));
18
+ }
19
+
20
+ export function cyclesIslandRandom(vertexCount:number,edges:Iterable<readonly [number,number]>):Float32Array {
21
+ const parents=Uint32Array.from({length:vertexCount},(_,i)=>i),ranks=new Uint8Array(vertexCount);
22
+ const find=(x:number):number=>{
23
+ let root=x;while(parents[root]!==root)root=parents[root]!;
24
+ while(parents[x]!==root){const parent=parents[x]!;parents[x]=root;x=parent;}
25
+ return root;
26
+ };
27
+ for(const [x,y] of edges) {
28
+ if(x<0 || y<0 || x>=vertexCount || y>=vertexCount || !Number.isInteger(x) || !Number.isInteger(y))
29
+ throw new Error('Island connectivity references a missing Blender vertex');
30
+ let a=find(x),b=find(y);if(a===b)continue;
31
+ if(ranks[a]!<ranks[b]!)[a,b]=[b,a];
32
+ parents[b]=a;if(ranks[a]===ranks[b])ranks[a]=ranks[a]!+1;
33
+ }
34
+ const result=new Float32Array(vertexCount);
35
+ for(let i=0;i<vertexCount;i++)result[i]=hashUint(find(i));
36
+ return result;
37
+ }
38
+
39
+ export function* storedMeshEdges(edges:Uint32Array):Iterable<readonly [number,number]> {
40
+ for(let i=0;i<edges.length;i+=2)yield [edges[i]!,edges[i+1]!];
41
+ }
@@ -25,6 +25,7 @@ import * as THREE from 'three';
25
25
  import {z} from 'zod';
26
26
  import {BLENDER_NODE_GLSL, BLENDER_NODE_GLSL_PRELUDE} from './blender-node-glsl.generated';
27
27
  import {graphAttributeName} from './blender-runtime-geometry';
28
+ import {ISLAND_RANDOM_ATTRIBUTE} from './blender-island-random';
28
29
 
29
30
  const scalar = z.number().finite();
30
31
  const gpuType = z.enum(['float', 'vec2', 'vec3', 'vec4']);
@@ -436,6 +437,13 @@ class Compiler {
436
437
  if (!node) throw new Error(`The graph links to ${key}, which it does not carry`);
437
438
  if (node.type === 'ShaderNodeParticleInfo' && node.outputs[index]?.id !== 'Random')
438
439
  throw new Error(`Particle Info output ${node.outputs[index]?.id ?? index} is not compiled by the presenter`);
440
+ // EEVEE's node_geometry returns zero here; reference rendering uses
441
+ // Cycles' evaluated per-island attribute instead. Keep it face constant.
442
+ if(node.type==='ShaderNodeNewGeometry' && node.outputs[index]?.id==='Random Per Island') {
443
+ this.s.attributes.add(ISLAND_RANDOM_ATTRIBUTE);
444
+ this.s.structure.push(['cycles-island',key,index]);
445
+ return convert(`${attributeVarying(ISLAND_RANDOM_ATTRIBUTE)}.x`,'float',to);
446
+ }
439
447
  const outputs = this.node(key, node);
440
448
  const output = outputs[index];
441
449
  if (!output) throw new Error(`${key} has no output ${index}`);
@@ -7,6 +7,7 @@ import {z} from 'zod';
7
7
  import {applyGraphShader, bindGraphDraw, bindPaletteGraph, borrowGraphDrawBinding, graphProgramKey, graphUvChannels, setGraphViewport} from './blender-graph-material';
8
8
  import type {CompiledGraph} from './blender-node-graph';
9
9
  import {bindNamedUvChannels} from './blender-texture-samplers';
10
+ import {copyWorldVisibility,worldVisibilityShader,worldVisibilityUniforms} from './blender-world-visibility';
10
11
 
11
12
  const scalar = z.number().finite();
12
13
  const color = z.tuple([scalar, scalar, scalar]);
@@ -55,6 +56,7 @@ function graphShadow(material: THREE.MeshPhysicalMaterial): THREE.MeshPhysicalMa
55
56
  // which `copy` replaces with the material's own (it leaves hooks alone).
56
57
  applyPhysicalMaterial(shadow);
57
58
  shadow.copy(material);
59
+ copyWorldVisibility(material,shadow);
58
60
  const values = uniforms.get(shadow)!;
59
61
  if (held) {
60
62
  values.blenderCoatIor.value = held.blenderCoatIor.value;
@@ -149,6 +151,7 @@ export function syncPhysicalDrawMaterial(source: THREE.Material, target?: THREE.
149
151
  return null;
150
152
  }
151
153
  copy.copy(source);
154
+ copyWorldVisibility(source,copy);
152
155
  const held = uniforms.get(source)!;
153
156
  const values = uniforms.get(copy)!;
154
157
  values.blenderCoatIor.value = held.blenderCoatIor.value;
@@ -192,7 +195,7 @@ export function applyPhysicalMaterial(material: THREE.MeshPhysicalMaterial, inpu
192
195
  blenderWorldExtinction: {value: new THREE.Vector3()}};
193
196
  uniforms.set(material, values);
194
197
  const held = values;
195
- material.customProgramCacheKey = () => `blender-principled-physical-v5${graphProgramKey(material)}`;
198
+ material.customProgramCacheKey = () => `blender-principled-physical-v6${graphProgramKey(material)}`;
196
199
  material.onBeforeRender = (renderer, scene, camera, geometry, object) => {
197
200
  bindNamedUvChannels(material, geometry);
198
201
  bindGraphDraw(material, geometry, renderer, scene, camera, object, graphShadow);
@@ -210,6 +213,12 @@ export function applyPhysicalMaterial(material: THREE.MeshPhysicalMaterial, inpu
210
213
  .map(i => (i <= 3 ? `#ifndef USE_UV${i}\nattribute vec2 uv${i};\n#endif` : `attribute vec2 uv${i};`))
211
214
  .join('\n') + '\n' + shader.vertexShader;
212
215
  Object.assign(shader.uniforms, held);
216
+ worldVisibilityUniforms(material,shader.uniforms);
217
+ shader.vertexShader='varying vec3 blenderWorldPosition;\n'+shader.vertexShader;
218
+ shader.vertexShader=shader.vertexShader.replace('#include <worldpos_vertex>',
219
+ '#include <worldpos_vertex>\n#if defined(USE_ENVMAP) || defined(USE_SHADOWMAP) || defined(USE_TRANSMISSION)\nblenderWorldPosition=worldPosition.xyz;\n#else\nblenderWorldPosition=(modelMatrix*vec4(transformed,1.)).xyz;\n#endif');
220
+ shader.fragmentShader=shader.fragmentShader.replace('#include <envmap_physical_pars_fragment>',
221
+ '#include <envmap_physical_pars_fragment>\n'+worldVisibilityShader);
213
222
  shader.fragmentShader = `uniform float blenderCoatIor;
214
223
  uniform vec3 blenderWorldExtinction;
215
224
  vec3 blenderInfiniteTransmission() { return vec3(
@@ -255,6 +264,10 @@ export function applyPhysicalMaterial(material: THREE.MeshPhysicalMaterial, inpu
255
264
  'rectAreaLight = rectAreaLights[ i ]; rectAreaLight.color *= exp(-blenderWorldExtinction * length(rectAreaLight.position-geometryPosition));')
256
265
  .replace('getAmbientLightIrradiance( ambientLightColor )', 'getAmbientLightIrradiance( ambientLightColor ) * blenderInfiniteTransmission()');
257
266
  const environment = THREE.ShaderChunk.lights_fragment_maps
267
+ .replace('getIBLIrradiance( geometryNormal )',
268
+ 'blenderWorldIrradiance( geometryNormal, getIBLIrradiance( geometryNormal ) )')
269
+ .replaceAll(/(getIBL(?:Radiance|AnisotropyRadiance)\([^;]+\))/g,
270
+ '$1 * blenderWorldReflectionVisibility(geometryViewDir,geometryNormal,material.roughness)')
258
271
  .replaceAll(/(getIBL(?:Irradiance|Radiance|AnisotropyRadiance)\([^;]+\))/g, '$1 * blenderInfiniteTransmission()');
259
272
  shader.fragmentShader = shader.fragmentShader.replace('#include <lights_physical_fragment>', physical)
260
273
  .replace('#include <lights_fragment_begin>', lighting)
@@ -19,6 +19,7 @@ import * as THREE from 'three';
19
19
  import { customCornerNormals, type Normal } from './blender-corner-normals';
20
20
  import { ATTRIBUTE_LAYOUT, type MeshColumns } from './blender-frame-columns';
21
21
  import { triangulatePolygon } from './blender-triangulate';
22
+ import {cyclesIslandRandom,ISLAND_RANDOM_ATTRIBUTE,storedMeshEdges} from './blender-island-random';
22
23
 
23
24
  type MeshData = {
24
25
  v: [number, number, number][];
@@ -43,7 +44,8 @@ export interface DrawArrays {
43
44
  uvLayers?: {name: string; data: Float32Array}[] | undefined;
44
45
  /** The mesh's generic attribute layers a material's Attribute or Color
45
46
  * Attribute node can read, four floats per drawn vertex as EEVEE loads them
46
- * (`graphAttributeLayers`). */
47
+ * (`graphAttributeLayers`). The derived Cycles island layer stores one
48
+ * scalar per drawn vertex rather than an authored float4. */
47
49
  attributeLayers?: {name: string; data: Float32Array}[] | undefined;
48
50
  /** Per drawn vertex, a deformed mesh's Generated coordinates (0..1), or
49
51
  * null when the positions are undeformed and orco derives from them. */
@@ -294,7 +296,11 @@ export function geometryFromDrawArrays(
294
296
  }
295
297
  geometry.userData['blenderUvChannels'] = channels;
296
298
  for (const layer of arrays.attributeLayers ?? [])
297
- geometry.setAttribute(graphAttributeName(layer.name), new THREE.BufferAttribute(layer.data, 4));
299
+ // Engine-derived island values use one float, while ordinary Blender
300
+ // material attributes retain EEVEE's float4 storage. Snapshots preserve
301
+ // the same name/stride, without inventing an authored mesh attribute.
302
+ geometry.setAttribute(graphAttributeName(layer.name), new THREE.BufferAttribute(layer.data,
303
+ layer.name===ISLAND_RANDOM_ATTRIBUTE?1:4));
298
304
  geometry.userData['blenderAttributes'] = (arrays.attributeLayers ?? []).map(layer => layer.name);
299
305
  if (arrays.orco) {
300
306
  geometry.setAttribute('blenderOrco', new THREE.BufferAttribute(arrays.orco, 3));
@@ -419,7 +425,7 @@ function drawNativeColumns(c: MeshColumns, hash: string): DrawArrays {
419
425
 
420
426
  /** The worker's door: the mesh store's columns, drawn into buffers. */
421
427
  export function drawArraysFromColumns(c: MeshColumns, hash: string): DrawArrays {
422
- if (c.cornerTri && c.cornerNormal) return drawNativeColumns(c, hash);
428
+ if (c.cornerTri && c.cornerNormal) return withIslandRandom(drawNativeColumns(c, hash),c.co.length/3,storedMeshEdges(c.edge));
423
429
  const nv = c.co.length / 3;
424
430
  const maps = c.attributes.filter((a) => a.type === 'FLOAT2' && a.domain === 'CORNER');
425
431
  const mapName = c.renderUv ?? c.activeUv ?? maps[0]?.name;
@@ -482,7 +488,15 @@ export function drawArraysFromColumns(c: MeshColumns, hash: string): DrawArrays
482
488
  attributeLayers: graphAttributeLayers(c.attributes, data => data as ArrayLike<number>),
483
489
  };
484
490
  if (map && ATTRIBUTE_LAYOUT.FLOAT2.size !== 2) throw new Error('FLOAT2 layout');
485
- return { ...drawCore(view), hash };
491
+ return {...withIslandRandom(drawCore(view),nv,edges),hash};
492
+ }
493
+
494
+ function withIslandRandom<T extends Omit<DrawArrays,'hash'>>(arrays:T,vertexCount:number,
495
+ edges:Iterable<readonly [number,number]>):T {
496
+ const native=cyclesIslandRandom(vertexCount,edges);
497
+ const data=Float32Array.from(arrays.sourceVertex,vertex=>native[vertex]!);
498
+ arrays.attributeLayers=[...(arrays.attributeLayers??[]),{name:ISLAND_RANDOM_ATTRIBUTE,data}];
499
+ return arrays;
486
500
  }
487
501
 
488
502
  /** The boundary JSON door. */
@@ -546,5 +560,8 @@ export function drawRuntimeGeometry(data: MeshData): THREE.BufferGeometry {
546
560
  attributeLayers: graphAttributeLayers(data.attributes ?? [],
547
561
  values => (Array.from(values) as (number | number[])[]).flat()),
548
562
  };
549
- return geometryFromDrawArrays(drawCore(view));
563
+ // Native frames always supply stored edges. Legacy JSON without that
564
+ // order retains its old unsupported zero input rather than guessing IDs.
565
+ const arrays=drawCore(view);
566
+ return geometryFromDrawArrays(view.edges?withIslandRandom(arrays,vertices.length,view.edges):arrays);
550
567
  }
@@ -724,6 +724,7 @@ export type WorldData = z.infer<typeof worldSchema>;
724
724
  * Constants and linked colors use the same radiometric path. The environment
725
725
  * samples the field at 256×128; features below a texel are filtered. */
726
726
  export class WorldBackground {
727
+ lightingTexture():THREE.Texture|null {return this.environmentTexture??this.texture;}
727
728
  readonly solarLights: THREE.DirectionalLight[] = [];
728
729
  private readonly solarDirections = new Map<THREE.DirectionalLight, THREE.Vector3>();
729
730
 
@@ -58,6 +58,11 @@ export function fitModelDirectionalShadow(
58
58
  casters: THREE.Box3[],
59
59
  ): void {
60
60
  if (!light.castShadow || !receivers.length) return;
61
+ // A detached photograph fits before its first render. Newly composed suns
62
+ // and their targets have not yet passed through Scene.updateMatrixWorld;
63
+ // fitting in those stale axes produces a different map on the first draw.
64
+ light.updateWorldMatrix(true, false);
65
+ light.target.updateWorldMatrix(true, false);
61
66
  light.shadow.updateMatrices(light);
62
67
  const camera = light.shadow.camera;
63
68
  const view = camera.matrixWorldInverse;
@@ -26,6 +26,7 @@ import {
26
26
  worldSchema,
27
27
  } from './blender-runtime-lighting';
28
28
  import { fitModelDirectionalShadow, visibleShadowReceivers } from './blender-runtime-shadows';
29
+ import {BlenderWorldVisibility,bindWorldVisibility} from './blender-world-visibility';
29
30
  import { volumeMesh, volumeSchema } from './blender-runtime-volume';
30
31
  import { applyPhysicalMaterial, applyWorldExtinction, physicalMaterialSchema } from './blender-physical-material';
31
32
  import { prepareGraphGeometry, setMaterialGraph } from './blender-graph-material';
@@ -681,6 +682,7 @@ export class BlenderRuntimeView {
681
682
  private readonly lights = new Map<string, THREE.Light>();
682
683
  private readonly lighting = new ViewportLighting();
683
684
  private readonly world = new WorldBackground();
685
+ private readonly worldVisibility=new BlenderWorldVisibility();
684
686
  /**
685
687
  * THE INSPECTION OVERLAYS (I4). They are NOT children of {@link root}, and
686
688
  * that is the whole design: an overlay is EDITOR FURNITURE, so its
@@ -1333,6 +1335,13 @@ export class BlenderRuntimeView {
1333
1335
  // objects. Fit shadows for that draw, rather than the camera's pose
1334
1336
  // when Rendered shading was first entered. Captures use this path too.
1335
1337
  if (this.rendered) this.applyShadows(true, camera);
1338
+ this.worldVisibility.sync(this.objects.values(),this.world.lightingTexture(),this.root,this.rendered);
1339
+ for(const material of [...this.materials.values(),this.fallback])bindWorldVisibility(material,this.worldVisibility);
1340
+ for(const object of this.objects.values()) {
1341
+ const mesh=object as THREE.Mesh;if(!mesh.isMesh)continue;
1342
+ for(const material of Array.isArray(mesh.material)?mesh.material:[mesh.material])bindWorldVisibility(material,this.worldVisibility);
1343
+ }
1344
+ if(options?.renderer)this.worldVisibility.prepare(options.renderer);
1336
1345
  const opaqueDone = performance.now();
1337
1346
  const motion = this.motionGeometry.prepare(camera, !this.rendered && (this.mode ?? this.frame?.mode) === 'OBJECT' &&
1338
1347
  options?.interactive === true, options?.height ?? 0);
@@ -2222,7 +2231,7 @@ export class BlenderRuntimeView {
2222
2231
  }
2223
2232
 
2224
2233
  drawStatistics() {
2225
- return {enabled: this.drawBatching, preparation: {...this.drawPreparation}, materialRanges: this.materialRanges.inspect(), opaque: this.instances.inspect(), transparent: this.transparentInstances.inspect(), motion: this.motionGeometry.inspect()};
2234
+ return {enabled: this.drawBatching, preparation: {...this.drawPreparation}, worldVisibility:this.worldVisibility.diagnostics(), materialRanges: this.materialRanges.inspect(), opaque: this.instances.inspect(), transparent: this.transparentInstances.inspect(), motion: this.motionGeometry.inspect()};
2226
2235
  }
2227
2236
 
2228
2237
  snapshot() {
@@ -2404,10 +2413,48 @@ export class BlenderRuntimeView {
2404
2413
  if (disposed) throw new Error('Blender capture snapshot is disposed');
2405
2414
  return detached.setRendered(true, camera);
2406
2415
  },
2416
+ prepareDraw:(renderer:THREE.WebGLRenderer,camera:THREE.Camera)=>{
2417
+ if(disposed)throw new Error('Blender capture snapshot is disposed');
2418
+ return detached.prepareDraw(camera,{interactive:false,height:renderer.domElement.height,renderer});
2419
+ },
2407
2420
  dispose,
2408
2421
  };
2409
2422
  }
2410
2423
 
2424
+ /** Build a render-evaluated frame without ever publishing it to a viewport. */
2425
+ static forPhotograph(): BlenderRuntimeView {
2426
+ const view = new BlenderRuntimeView();
2427
+ view.photograph = true;
2428
+ return view;
2429
+ }
2430
+
2431
+ /** Transfer this render-only view to its capture owner. Its resources are
2432
+ * already independent, so a second geometry/texture copy is unnecessary. */
2433
+ takeCaptureSnapshot(): ReturnType<BlenderRuntimeView['captureSnapshot']> {
2434
+ if (!this.photograph || !this.frame) throw new Error('A render-evaluated frame is required');
2435
+ const source = this.frame;
2436
+ const effect = this.createWorldVolumePass();
2437
+ let disposed = false;
2438
+ return {
2439
+ effect, root: this.root, session: source.session, revision: source.revision,
2440
+ prepare: camera => {
2441
+ if (disposed) throw new Error('Blender capture snapshot is disposed');
2442
+ return this.setRendered(true, camera);
2443
+ },
2444
+ prepareDraw: (renderer, camera) => {
2445
+ if (disposed) throw new Error('Blender capture snapshot is disposed');
2446
+ return this.prepareDraw(camera, { interactive: false, height: renderer.domElement.height, renderer });
2447
+ },
2448
+ dispose: () => {
2449
+ if (disposed) return;
2450
+ disposed = true;
2451
+ effect?.dispose();
2452
+ this.dispose();
2453
+ this.root.removeFromParent();
2454
+ },
2455
+ };
2456
+ }
2457
+
2411
2458
  createWorldVolumePass(): WorldVolumePass | undefined {
2412
2459
  const medium = worldMedium(this.frame?.world);
2413
2460
  return medium ? new WorldVolumePass(medium) : undefined;
@@ -2452,6 +2499,7 @@ export class BlenderRuntimeView {
2452
2499
  }
2453
2500
 
2454
2501
  private clear() {
2502
+ this.worldVisibility.dispose();
2455
2503
  this.objectInfoMaterials.clear();
2456
2504
  this.materialRanges.clear();
2457
2505
  this.motionGeometry.clear();
@@ -0,0 +1,264 @@
1
+ /** Directional world-light visibility. One shared depth atlas replaces repeated
2
+ * per-pixel triangle traversal. Geometry/placements are derived draw resources;
3
+ * Blender data and the visible canvas are never changed. This is finite
4
+ * directional quadrature, not indirect light transport. */
5
+ import * as THREE from 'three';
6
+
7
+ const SAMPLE_COUNT=16, TILES=4, TILE_SIZE=512;
8
+ type Segment={mesh:THREE.Mesh; geometry:THREE.BufferGeometry; position:THREE.BufferAttribute|THREE.InterleavedBufferAttribute;
9
+ index:THREE.BufferAttribute|null; positionVersion:number; indexVersion:number; start:number; count:number;
10
+ offset:number; matrix:THREE.Matrix4; shown:boolean; bounds:THREE.Box3; dynamic:boolean};
11
+ const version=(attribute:THREE.BufferAttribute|THREE.InterleavedBufferAttribute)=>
12
+ 'isInterleavedBufferAttribute' in attribute ? attribute.data.version : attribute.version;
13
+ function shown(mesh:THREE.Mesh):boolean {
14
+ if(!mesh.castShadow || !mesh.layers.isEnabled(0))return false;
15
+ for(let parent:THREE.Object3D|null=mesh;parent;parent=parent.parent)if(!parent.visible)return false;
16
+ return true;
17
+ }
18
+
19
+ export class BlenderWorldVisibility {
20
+ readonly uniforms={
21
+ blenderWorldVisibilityEnabled:{value:false},
22
+ blenderWorldDepth:{value:null as THREE.Texture|null},
23
+ blenderWorldDynamicDepth:{value:null as THREE.Texture|null},
24
+ blenderWorldHasDynamicDepth:{value:false},
25
+ blenderWorldRadiance:{value:null as THREE.Texture|null},
26
+ blenderWorldDirections:{value:Array.from({length:SAMPLE_COUNT},(_,i)=>{
27
+ const z=1-2*(i+.5)/SAMPLE_COUNT,angle=i*2.399963229728653;
28
+ return new THREE.Vector3(Math.sqrt(1-z*z)*Math.cos(angle),z,Math.sqrt(1-z*z)*Math.sin(angle));
29
+ })},
30
+ blenderWorldMatrices:{value:Array.from({length:SAMPLE_COUNT},()=>new THREE.Matrix4())},
31
+ blenderWorldToNative:{value:new THREE.Matrix3()},
32
+ blenderWorldRayOffset:{value:1e-5},
33
+ };
34
+ private target:THREE.WebGLRenderTarget|null=null;
35
+ private dynamicTarget:THREE.WebGLRenderTarget|null=null;
36
+ private readonly dynamicScene=new THREE.Scene();
37
+ private readonly dynamicMeshes=new Map<THREE.Mesh,THREE.Mesh>();
38
+ private readonly scene=new THREE.Scene();
39
+ private readonly geometry=new THREE.BufferGeometry();
40
+ private readonly material=new THREE.MeshDepthMaterial({side:THREE.DoubleSide});
41
+ private readonly mesh=new THREE.Mesh(this.geometry,this.material);
42
+ private readonly camera=new THREE.OrthographicCamera();
43
+ private segments:Segment[]=[];
44
+ private dirty=true;
45
+ private staticDirty=true;
46
+ private dynamicDirty=false;
47
+ private fittedBounds=new THREE.Box3();
48
+ private passes=0;
49
+ private staticPasses=0;
50
+ private dynamicPasses=0;
51
+ constructor(){this.mesh.frustumCulled=false;this.scene.add(this.mesh);}
52
+
53
+ sync(objects:Iterable<THREE.Object3D>,world:THREE.Texture|null,root:THREE.Object3D,enabled:boolean):void {
54
+ this.uniforms.blenderWorldVisibilityEnabled.value=enabled && world!==null;
55
+ this.uniforms.blenderWorldRadiance.value=world;
56
+ this.uniforms.blenderWorldToNative.value.setFromMatrix4(root.matrixWorld).invert();
57
+ if(!enabled || !world)return;
58
+ const meshes=[...objects].filter((object):object is THREE.Mesh=>(object as THREE.Mesh).isMesh===true &&
59
+ !!(object as THREE.Mesh).geometry.getAttribute('position'));
60
+ const layoutChanged=meshes.length!==this.segments.length || meshes.some((mesh,i)=>{
61
+ const previous=this.segments[i],geometry=mesh.geometry;
62
+ return !previous || previous.mesh!==mesh || previous.geometry!==geometry ||
63
+ previous.position!==geometry.getAttribute('position') || previous.index!==geometry.index ||
64
+ previous.start!==geometry.drawRange.start || previous.count!==Math.min(geometry.drawRange.count,
65
+ (geometry.index?.count ?? geometry.getAttribute('position').count)-geometry.drawRange.start);
66
+ });
67
+ if(layoutChanged) {
68
+ for(const mesh of this.dynamicMeshes.values()){mesh.removeFromParent();mesh.geometry.dispose();}
69
+ this.dynamicMeshes.clear();this.dynamicDirty=true;this.fittedBounds.makeEmpty();
70
+ let offset=0;
71
+ this.segments=meshes.map(mesh=>{
72
+ const geometry=mesh.geometry,position=geometry.getAttribute('position'),index=geometry.index;
73
+ const start=geometry.drawRange.start,count=Math.max(0,Math.min(geometry.drawRange.count,(index?.count??position.count)-start));
74
+ const segment={mesh,geometry,position,index,positionVersion:-1,indexVersion:-1,start,count,
75
+ offset,matrix:new THREE.Matrix4(),shown:!shown(mesh),bounds:new THREE.Box3(),dynamic:false};
76
+ offset+=count;return segment;
77
+ });
78
+ this.geometry.setAttribute('position',new THREE.BufferAttribute(new Float32Array(offset*3),3));
79
+ this.dirty=true;this.staticDirty=true;
80
+ }
81
+ const attribute=this.geometry.getAttribute('position') as THREE.BufferAttribute|undefined;
82
+ if(!attribute)return;
83
+ const point=new THREE.Vector3();
84
+ for(const segment of this.segments) {
85
+ const visible=shown(segment.mesh),pv=version(segment.position),iv=segment.index?.version??0;
86
+ if(segment.shown===visible && segment.matrix.equals(segment.mesh.matrixWorld) &&
87
+ segment.positionVersion===pv && segment.indexVersion===iv)continue;
88
+ // Once an object moves/deforms, keep it in the small dynamic atlas. Its
89
+ // later poses must never redraw every static triangle in the environment.
90
+ if(!segment.dynamic && segment.positionVersion>=0 &&
91
+ (!segment.matrix.equals(segment.mesh.matrixWorld) || segment.positionVersion!==pv || segment.indexVersion!==iv)) {
92
+ const geometry=new THREE.BufferGeometry();
93
+ geometry.setAttribute('position',new THREE.BufferAttribute(new Float32Array(segment.count*3),3));
94
+ const mesh=new THREE.Mesh(geometry,this.material);mesh.frustumCulled=false;
95
+ this.dynamicScene.add(mesh);this.dynamicMeshes.set(segment.mesh,mesh);segment.dynamic=true;
96
+ (attribute.array as Float32Array).fill(0,segment.offset*3,(segment.offset+segment.count)*3);
97
+ attribute.addUpdateRange(segment.offset*3,segment.count*3);attribute.needsUpdate=true;this.staticDirty=true;
98
+ }
99
+ const dynamicMesh=this.dynamicMeshes.get(segment.mesh);
100
+ const written=(dynamicMesh?.geometry.getAttribute('position')??attribute) as THREE.BufferAttribute;
101
+ if(dynamicMesh)dynamicMesh.visible=visible;
102
+ segment.bounds.makeEmpty();
103
+ for(let i=0;i<segment.count;i++) {
104
+ if(visible) {
105
+ const vertex=segment.index?.getX(segment.start+i) ?? segment.start+i;
106
+ point.fromBufferAttribute(segment.position,vertex).applyMatrix4(segment.mesh.matrixWorld);
107
+ segment.bounds.expandByPoint(point);
108
+ } else point.set(0,0,0); // Degenerate the hidden range without changing its layout.
109
+ written.setXYZ(dynamicMesh?i:segment.offset+i,point.x,point.y,point.z);
110
+ }
111
+ written.addUpdateRange(dynamicMesh?0:segment.offset*3,segment.count*3);written.needsUpdate=true;
112
+ if(dynamicMesh)this.dynamicDirty=true;else this.staticDirty=true;
113
+ segment.shown=visible;segment.matrix.copy(segment.mesh.matrixWorld);
114
+ segment.positionVersion=pv;segment.indexVersion=iv;this.dirty=true;
115
+ }
116
+ }
117
+
118
+ /** Draw the atlas only when a caster changes. All directional samples share
119
+ * one texture sampler and one merged depth draw, retaining offscreen casters. */
120
+ prepare(renderer:THREE.WebGLRenderer):void {
121
+ if(!this.uniforms.blenderWorldVisibilityEnabled.value || !this.dirty)return;
122
+ if(!this.target) {
123
+ const size=TILES*TILE_SIZE;
124
+ this.target=new THREE.WebGLRenderTarget(size,size,{depthBuffer:true,stencilBuffer:false});
125
+ this.target.depthTexture=new THREE.DepthTexture(size,size,THREE.UnsignedIntType);
126
+ this.target.depthTexture.minFilter=this.target.depthTexture.magFilter=THREE.NearestFilter;
127
+ this.uniforms.blenderWorldDepth.value=this.target.depthTexture;
128
+ }
129
+ if(this.dynamicMeshes.size && !this.dynamicTarget) {
130
+ const size=TILES*TILE_SIZE;
131
+ this.dynamicTarget=new THREE.WebGLRenderTarget(size,size,{depthBuffer:true,stencilBuffer:false});
132
+ this.dynamicTarget.depthTexture=new THREE.DepthTexture(size,size,THREE.UnsignedIntType);
133
+ this.dynamicTarget.depthTexture.minFilter=this.dynamicTarget.depthTexture.magFilter=THREE.NearestFilter;
134
+ this.uniforms.blenderWorldDynamicDepth.value=this.dynamicTarget.depthTexture;
135
+ }
136
+ this.uniforms.blenderWorldHasDynamicDepth.value=this.dynamicMeshes.size>0;
137
+ const bounds=this.segments.reduce((all,segment)=>all.union(segment.bounds),new THREE.Box3());
138
+ if(this.fittedBounds.isEmpty() || !this.fittedBounds.containsBox(bounds)) {
139
+ this.fittedBounds.union(bounds);this.staticDirty=true;
140
+ }
141
+ const sphere=this.fittedBounds.getBoundingSphere(new THREE.Sphere());
142
+ this.mesh.visible=(this.geometry.getAttribute('position')?.count??0)>0;
143
+ const radius=Math.max(sphere.radius,1e-3),distance=radius*2+1;
144
+ this.uniforms.blenderWorldRayOffset.value=radius*1e-5;
145
+ this.camera.left=-radius;this.camera.right=radius;this.camera.top=radius;this.camera.bottom=-radius;
146
+ this.camera.near=.001;this.camera.far=distance+radius*2;
147
+ this.camera.updateProjectionMatrix();
148
+ const target=renderer.getRenderTarget(),autoClear=renderer.autoClear,shadowMap=renderer.shadowMap.enabled;
149
+ try {
150
+ renderer.autoClear=false;renderer.shadowMap.enabled=false;
151
+ const targets:[THREE.WebGLRenderTarget,THREE.Scene,boolean][]=[[this.target,this.scene,this.staticDirty]];
152
+ if(this.dynamicTarget)targets.push([this.dynamicTarget,this.dynamicScene,this.dynamicDirty||this.staticDirty]);
153
+ for(const [target,,draw] of targets)if(draw) {
154
+ target.viewport.set(0,0,TILES*TILE_SIZE,TILES*TILE_SIZE);target.scissorTest=false;
155
+ renderer.setRenderTarget(target);renderer.clear(true,true,false);
156
+ }
157
+ for(let i=0;i<SAMPLE_COUNT;i++) {
158
+ const direction=this.uniforms.blenderWorldDirections.value[i]!;
159
+ this.camera.position.copy(sphere.center).addScaledVector(direction,distance);
160
+ this.camera.up.set(0,1,0);this.camera.lookAt(sphere.center);this.camera.updateMatrixWorld(true);
161
+ this.uniforms.blenderWorldMatrices.value[i]!.multiplyMatrices(this.camera.projectionMatrix,this.camera.matrixWorldInverse);
162
+ const x=(i%TILES)*TILE_SIZE,y=Math.floor(i/TILES)*TILE_SIZE;
163
+ // Render-target viewports use device pixels. Renderer.setViewport uses
164
+ // logical pixels even offscreen, so a HiDPI view would overlap the tiles.
165
+ for(const [target,scene,draw] of targets)if(draw) {
166
+ target.viewport.set(x,y,TILE_SIZE,TILE_SIZE);target.scissor.set(x,y,TILE_SIZE,TILE_SIZE);target.scissorTest=true;
167
+ renderer.setRenderTarget(target);renderer.render(scene,this.camera);
168
+ }
169
+ }
170
+ if(this.staticDirty){this.passes+=SAMPLE_COUNT;this.staticPasses+=SAMPLE_COUNT;}
171
+ if(this.dynamicTarget && (this.dynamicDirty||this.staticDirty)){this.passes+=SAMPLE_COUNT;this.dynamicPasses+=SAMPLE_COUNT;}
172
+ this.dirty=false;this.staticDirty=false;this.dynamicDirty=false;
173
+ } finally {
174
+ renderer.setRenderTarget(target);renderer.autoClear=autoClear;renderer.shadowMap.enabled=shadowMap;
175
+ }
176
+ }
177
+ diagnostics(){return {enabled:this.uniforms.blenderWorldVisibilityEnabled.value,world:!!this.uniforms.blenderWorldRadiance.value,
178
+ depth:!!this.uniforms.blenderWorldDepth.value,passes:this.passes,staticPasses:this.staticPasses,dynamicPasses:this.dynamicPasses,
179
+ dynamicObjects:this.dynamicMeshes.size,vertices:this.geometry.getAttribute('position')?.count??0,
180
+ casters:this.segments.filter(segment=>segment.shown).length,dirty:this.dirty};}
181
+ dispose():void {
182
+ this.uniforms.blenderWorldVisibilityEnabled.value=false;
183
+ this.target?.dispose();this.target=null;this.uniforms.blenderWorldDepth.value=null;
184
+ this.dynamicTarget?.dispose();this.dynamicTarget=null;this.uniforms.blenderWorldDynamicDepth.value=null;
185
+ this.uniforms.blenderWorldHasDynamicDepth.value=false;
186
+ for(const mesh of this.dynamicMeshes.values()){mesh.removeFromParent();mesh.geometry.dispose();}this.dynamicMeshes.clear();
187
+ this.geometry.dispose();this.material.dispose();this.segments=[];
188
+ this.geometry.deleteAttribute('position');this.dirty=true;this.staticDirty=true;this.dynamicDirty=false;this.fittedBounds.makeEmpty();
189
+ }
190
+ }
191
+
192
+ const bindings=new WeakMap<THREE.Material,BlenderWorldVisibility>();
193
+ const compiled=new WeakMap<THREE.Material,Set<THREE.WebGLProgramParametersWithUniforms['uniforms']>>();
194
+ const inactive=new BlenderWorldVisibility();
195
+ export function bindWorldVisibility(material:THREE.Material,visibility:BlenderWorldVisibility):void {
196
+ if(bindings.get(material)===visibility)return;
197
+ bindings.set(material,visibility);
198
+ for(const uniforms of compiled.get(material)??[])Object.assign(uniforms,visibility.uniforms);
199
+ }
200
+ export function copyWorldVisibility(source:THREE.Material,target:THREE.Material):void {
201
+ const visibility=bindings.get(source);if(visibility)bindWorldVisibility(target,visibility);
202
+ }
203
+ export function worldVisibilityUniforms(material:THREE.Material,uniforms:THREE.WebGLProgramParametersWithUniforms['uniforms']):void {
204
+ let held=compiled.get(material);if(!held){held=new Set();compiled.set(material,held);}held.add(uniforms);
205
+ Object.assign(uniforms,(bindings.get(material)??inactive).uniforms);
206
+ }
207
+
208
+ export const worldVisibilityShader=/* glsl */`
209
+ varying vec3 blenderWorldPosition;
210
+ uniform bool blenderWorldVisibilityEnabled;
211
+ uniform sampler2D blenderWorldDepth, blenderWorldDynamicDepth, blenderWorldRadiance;
212
+ uniform bool blenderWorldHasDynamicDepth;
213
+ uniform vec3 blenderWorldDirections[16];
214
+ uniform mat4 blenderWorldMatrices[16];
215
+ uniform mat3 blenderWorldToNative;
216
+ uniform float blenderWorldRayOffset;
217
+ float blenderWorldVisible(int i, vec3 position, vec3 worldDx, vec3 worldDy) {
218
+ vec4 clip=blenderWorldMatrices[i]*vec4(position,1.);
219
+ vec3 point=clip.xyz/clip.w*.5+.5;
220
+ if(any(lessThan(point,vec3(0.))) || any(greaterThan(point,vec3(1.))))return 1.;
221
+ vec2 tile=vec2(float(i%4),float(i/4));
222
+ vec2 samplePoint=clamp((floor(point.xy*512.)+.5)/512.,vec2(.5/512.),vec2(1.-.5/512.));
223
+ vec2 uv=(tile+samplePoint)/4.;
224
+ float depth=texture2D(blenderWorldDepth,uv).x;
225
+ if(blenderWorldHasDynamicDepth)depth=min(depth,texture2D(blenderWorldDynamicDepth,uv).x);
226
+ // Compare the receiver plane AT THE DEPTH TEXEL, not at its nearby fragment.
227
+ // A fixed depth bias falsely shadows an unoccluded tilted plane; increasing
228
+ // that bias leaks through thin walls. Derivatives retain its actual slope.
229
+ vec3 dx=(blenderWorldMatrices[i]*vec4(worldDx,0.)).xyz*.5;
230
+ vec3 dy=(blenderWorldMatrices[i]*vec4(worldDy,0.)).xyz*.5;
231
+ float determinant=dx.x*dy.y-dx.y*dy.x;
232
+ vec2 gradient=abs(determinant)>1e-12 ? vec2(dx.z*dy.y-dy.z*dx.y,dy.z*dx.x-dx.z*dy.x)/determinant : vec2(0.);
233
+ float receiverDepth=point.z+dot(gradient,samplePoint-point.xy);
234
+ return receiverDepth<=depth+1e-6 ? 1. : 0.;
235
+ }
236
+ vec3 blenderWorldIrradiance(vec3 normal, vec3 fallbackIrradiance) {
237
+ if(!blenderWorldVisibilityEnabled)return fallbackIrradiance;
238
+ vec3 n=inverseTransformDirection(normal,viewMatrix),sum=vec3(0.);
239
+ float weights=0.;vec3 origin=blenderWorldPosition+n*blenderWorldRayOffset;
240
+ vec3 worldDx=dFdx(blenderWorldPosition),worldDy=dFdy(blenderWorldPosition);
241
+ for(int i=0;i<16;i++) {
242
+ vec3 direction=blenderWorldDirections[i];float weight=max(0.,dot(n,direction));weights+=weight;
243
+ if(weight>0. && blenderWorldVisible(i,origin,worldDx,worldDy)>0.) {
244
+ vec3 nativeDirection=normalize(blenderWorldToNative*direction);
245
+ vec2 uv=vec2(atan(-nativeDirection.y,nativeDirection.x)/6.28318530718+.5,
246
+ asin(clamp(nativeDirection.z,-1.,1.))/3.14159265359+.5);
247
+ sum+=texture2D(blenderWorldRadiance,uv).rgb*weight;
248
+ }
249
+ }
250
+ return sum*(3.14159265359/max(weights,1e-8));
251
+ }
252
+ float blenderWorldReflectionVisibility(vec3 viewDirection,vec3 normal,float roughness) {
253
+ if(!blenderWorldVisibilityEnabled)return 1.;
254
+ vec3 n=inverseTransformDirection(normal,viewMatrix),r=inverseTransformDirection(reflect(-viewDirection,normal),viewMatrix);
255
+ vec3 origin=blenderWorldPosition+n*blenderWorldRayOffset;
256
+ vec3 worldDx=dFdx(blenderWorldPosition),worldDy=dFdy(blenderWorldPosition);
257
+ float sum=0.,weights=0.;
258
+ for(int i=0;i<16;i++) {
259
+ float weight=pow(max(0.,dot(r,blenderWorldDirections[i])),mix(64.,1.,roughness));
260
+ weights+=weight;sum+=weight*blenderWorldVisible(i,origin,worldDx,worldDy);
261
+ }
262
+ return sum/max(weights,1e-8);
263
+ }
264
+ `;
@@ -90,6 +90,22 @@ export function createPresenter(options: PresenterOptions = {}): Presenter {
90
90
  frame: unknown,
91
91
  description: unknown,
92
92
  capture?: CaptureRequest,
93
+ ): Promise<PresentAnswer> {
94
+ if (capture?.evaluation === 'render') {
95
+ const detached = BlenderRuntimeView.forPhotograph();
96
+ const captureScene = new THREE.Scene();
97
+ view.root.updateWorldMatrix(true, false);
98
+ detached.root.matrix.copy(view.root.matrixWorld);
99
+ captureScene.add(detached.root);
100
+ try { return await presentFrame(detached, captureScene, frame, description, capture); }
101
+ finally { detached.dispose(); detached.root.removeFromParent(); }
102
+ }
103
+ return presentFrame(view, scene, frame, description, capture);
104
+ }
105
+
106
+ async function presentFrame(
107
+ view: BlenderRuntimeView, scene: THREE.Scene, frame: unknown, description: unknown,
108
+ capture?: CaptureRequest,
93
109
  ): Promise<PresentAnswer> {
94
110
  const applied = view.applyFrame(frame) as { held?: unknown } | null | undefined;
95
111
  const held =
@@ -169,6 +185,7 @@ export function createPresenter(options: PresenterOptions = {}): Presenter {
169
185
  renderer.setClearColor(0, 0);
170
186
  }
171
187
  try {
188
+ view.prepareDraw(camera, { interactive: false, height, renderer });
172
189
  renderer.render(scene, camera);
173
190
  } finally {
174
191
  scene.background = background;
@@ -212,7 +212,7 @@ def _world(scene):
212
212
  }
213
213
 
214
214
 
215
- def _export():
215
+ def _export(depsgraph):
216
216
  """The C++ door's frame, with what the door does not describe merged in.
217
217
 
218
218
  `known` is ALWAYS EMPTY: this process keeps no record of what a presenter
@@ -221,7 +221,7 @@ def _export():
221
221
  """
222
222
  options = {
223
223
  "session": SESSION,
224
- "evaluate": True,
224
+ "evaluate": False,
225
225
  "known": {},
226
226
  "buffer_path": EXPORT_BUFFER_PATH,
227
227
  }
@@ -236,7 +236,7 @@ def _export():
236
236
  _REVISION[0] += 1
237
237
  frame["session"] = SESSION
238
238
  frame["revision"] = _REVISION[0]
239
- scene = bpy.context.scene
239
+ scene = depsgraph.scene
240
240
  frame["world"] = _world(scene)
241
241
  frame["volumes"] = {}
242
242
  # THE INSPECTION OVERLAYS ARE THE EDITOR'S, and a render hides them anyway.
@@ -249,8 +249,14 @@ def _export():
249
249
  return frame
250
250
 
251
251
 
252
- def _present(capture):
253
- answer = ask({"frame": _export(), "capture": capture})
252
+ def _present(depsgraph, capture):
253
+ if not hasattr(_blender_web, "begin_render_export"):
254
+ raise RuntimeError("This Blender artifact has no render-evaluated export")
255
+ _blender_web.begin_render_export(depsgraph)
256
+ try:
257
+ answer = ask({"frame": _export(depsgraph), "capture": {**capture, "evaluation": "render"}})
258
+ finally:
259
+ _blender_web.end_render_export()
254
260
  if isinstance(answer, dict) and answer.get("error"):
255
261
  raise RuntimeError(answer["error"])
256
262
  return answer
@@ -334,7 +340,7 @@ def _photograph(depsgraph, width, height, linear=False):
334
340
  if linear:
335
341
  render["linear"] = True
336
342
  answer = _present(
337
- {"position": position, "target": target, "up": up, "render": render}
343
+ depsgraph, {"position": position, "target": target, "up": up, "render": render}
338
344
  )
339
345
  if not isinstance(answer, dict) or "base64" not in answer:
340
346
  raise RuntimeError("The renderer did not answer with a photograph")
package/browser/worker.ts CHANGED
@@ -116,6 +116,7 @@ interface Copied {
116
116
  description: unknown;
117
117
  }
118
118
  interface PendingFrame {
119
+ evaluation?: 'render';
119
120
  session: string;
120
121
  revision: number;
121
122
  columns: Map<number, Copied>;
@@ -270,7 +271,7 @@ async function startBlender(project: string, document?: string): Promise<unknown
270
271
  const started = await startBlenderEngine({
271
272
  project,
272
273
  log,
273
- ask: async ({ frame, hold, mesh, image, piece, present, capture, saveDue, checkpoint }) => {
274
+ ask: async ({ frame, hold, mesh, image, piece, present, capture, saveDue, checkpoint, evaluation }) => {
274
275
  if (typeof checkpoint === 'string') { await loadCheckpoint?.(checkpoint); return {}; }
275
276
  if (!holder.engine) throw new Error('The Blender session presented before it started');
276
277
  // Save once after the whole command, never during a partial frame.
@@ -286,8 +287,8 @@ async function startBlender(project: string, document?: string): Promise<unknown
286
287
  // gets the whole frame at `present`.
287
288
  if (hold !== undefined) {
288
289
  const identity = hold as { session: string; revision: number };
289
- pending = { session: identity.session, revision: identity.revision, columns: await copyColumns(arena, hold), meshes: new Map(), images: new Map() };
290
- await streamToTab({ op: 'stage', session: identity.session, revision: identity.revision });
290
+ pending = { ...(evaluation ? { evaluation } : {}), session: identity.session, revision: identity.revision, columns: await copyColumns(arena, hold), meshes: new Map(), images: new Map() };
291
+ await streamToTab({ op: 'stage', evaluation, session: identity.session, revision: identity.revision });
291
292
  return {};
292
293
  }
293
294
  if (mesh !== undefined || image !== undefined) {
@@ -312,7 +313,7 @@ async function startBlender(project: string, document?: string): Promise<unknown
312
313
  description: await describeFrame(arena, piece),
313
314
  };
314
315
  }
315
- await streamToTab({ op: 'stage', session: pending.session, revision: pending.revision,
316
+ await streamToTab({ op: 'stage', evaluation: pending.evaluation, session: pending.session, revision: pending.revision,
316
317
  ...(mesh !== undefined ? { mesh } : { image }), piece: copied.typed });
317
318
  // Keep only the manifest and digest; the presenter already built this
318
319
  // resource, and the next pull may overwrite the engine arena.
@@ -577,6 +578,43 @@ async function stageProjectFiles(files_: BlenderFiles, project: string): Promise
577
578
  return failed;
578
579
  }
579
580
 
581
+ /** What `session.py::follow_open_file` says after a script changed the file Blender holds. */
582
+ type FollowedDocument =
583
+ | { moved: true; from: string; document: string }
584
+ | { moved: false; from: string; outside: string };
585
+
586
+ /**
587
+ * THE DOCUMENT FOLLOWS BLENDER'S SAVE AS, and the script's caller is told in its own answer.
588
+ *
589
+ * A move retargets the session's saves here (the save this call ends with lands the new file
590
+ * in the project, which is where the editor's Model tab for it opens from) and tells the tab,
591
+ * whose runtime handle holds the same path. A file outside the project is refused: the editor
592
+ * has no document there, so the session keeps its own and keeps saving to it, and says so
593
+ * naming both files, since the script believes it is now working in the other one.
594
+ */
595
+ function followDocument(followed: FollowedDocument | undefined): string {
596
+ if (!followed) return '';
597
+ if (!followed.moved) {
598
+ const line = `Blender now has ${followed.outside} open, which is outside the project, so the editor cannot ` +
599
+ `follow it there: this session's document stays ${followed.from}, and the model keeps saving to ` +
600
+ `${followed.from}. To move the model to another file, save it inside the project (src/models/<name>.blend).`;
601
+ log('warn', line);
602
+ return `\n\n${line}`;
603
+ }
604
+ if (!isDocumentPath(followed.document)) {
605
+ // The session checks the same shape, so this is a broken promise, not a refusal to explain.
606
+ throw new Error(`Blender moved its document to ${JSON.stringify(followed.document)}, which is not a project .blend path`);
607
+ }
608
+ documentPath = followed.document;
609
+ // Even a present that failed must not leave the new file only in the engine's filesystem.
610
+ setDocumentDirty(true);
611
+ post({ op: 'document-moved', from: followed.from, document: followed.document });
612
+ const line = `Blender now has ${followed.document} open (this code saved or opened it), so the editor follows it: ` +
613
+ `the model saves to ${followed.document} from now on, and ${followed.from} keeps what it last saved.`;
614
+ log('log', `@@VOLTER-DOCUMENT-MOVED ${JSON.stringify({ from: followed.from, document: followed.document })}`);
615
+ return `\n\n${line}`;
616
+ }
617
+
580
618
  /** The failures `stageProjectFiles` answered, as one paragraph a script's caller can read. */
581
619
  function stagingNote(failed: readonly string[]): string {
582
620
  return failed.length === 0 ? '' :
@@ -678,9 +716,10 @@ async function handle(request: WorkerRequest): Promise<unknown> {
678
716
  const note = stagingNote(await stageProjectFiles(files, projectRoot));
679
717
  const answer = await ask({ op: 'execute', code: request.code, history: request.history ?? true,
680
718
  label: request.label ?? 'Blender Python' }) as {
681
- error?: string; result: string;
719
+ error?: string; result: string; document?: FollowedDocument;
682
720
  };
683
- return (answer.error ? `Error executing code: ${answer.error}` : `Code executed successfully: ${answer.result}`) + note;
721
+ return (answer.error ? `Error executing code: ${answer.error}` : `Code executed successfully: ${answer.result}`) +
722
+ note + followDocument(answer.document);
684
723
  }
685
724
  case 'present':
686
725
  // Straight through to `session.py`'s own `present` op — the worker adds
package/package.json CHANGED
@@ -2,7 +2,7 @@
2
2
  "name": "@volter/blender-engine",
3
3
  "author": "Volter AI, Inc.",
4
4
  "license": "GPL-3.0-or-later",
5
- "version": "0.1.130",
5
+ "version": "0.1.132",
6
6
  "publishConfig": {
7
7
  "access": "public"
8
8
  },
package/wasm/BUNDLE.json CHANGED
@@ -1,9 +1,9 @@
1
1
  {
2
2
  "blender": "5.2.0 LTS",
3
- "source": "434072350c0577eb155068d5a1b62bb45daf19f9",
3
+ "source": "5a3cb1250fc1fd7df59e3ff823949c06e52d9422",
4
4
  "upstream": "fbe6228777e7d9afefcd61a413844e790ae75db7",
5
5
  "sourceRepository": "https://github.com/volter-ai/blender",
6
- "sourceRecipe": "https://github.com/volter-ai/blender/blob/434072350c0577eb155068d5a1b62bb45daf19f9/build_files/emscripten/RELEASE.md",
6
+ "sourceRecipe": "https://github.com/volter-ai/blender/blob/5a3cb1250fc1fd7df59e3ff823949c06e52d9422/build_files/emscripten/RELEASE.md",
7
7
  "factoryEngine": "BLENDER_EEVEE",
8
8
  "files": {
9
9
  "blender_browser.js": "raw",
@@ -16,8 +16,8 @@
16
16
  "sha256": "d818e8d746bc62ebf810206ac564d2dc75dc645b3121f4a3919d13ecef11e419"
17
17
  },
18
18
  "blender_browser.wasm": {
19
- "bytes": 86344416,
20
- "sha256": "f5b988d30a9f29708254bc84600f7b88d9c9eb41af904b84c9f398d5c41595e4"
19
+ "bytes": 86351436,
20
+ "sha256": "d4c3a8002cb1686f3c5299e28bcbb356934bbe910f2485b2572032b115cf67bd"
21
21
  },
22
22
  "blender_browser.data": {
23
23
  "bytes": 52699590,
@@ -30,8 +30,8 @@
30
30
  "sha256": "d818e8d746bc62ebf810206ac564d2dc75dc645b3121f4a3919d13ecef11e419"
31
31
  },
32
32
  "blender_browser.wasm.br": {
33
- "bytes": 18611942,
34
- "sha256": "b415a2fce0f2d2f796a2a3362b38420df063866898cc04c61d4604c5caf13e0d"
33
+ "bytes": 18605311,
34
+ "sha256": "97e3bc2c772e9fd6da5a3e28086c1ee1dfd62b35ebdeb127a413b4bd5904031f"
35
35
  },
36
36
  "blender_browser.data.br": {
37
37
  "bytes": 8056485,
@@ -42,9 +42,9 @@
42
42
  "sha256": "4085e9336266cf66f061d4d5c962a5929cc96d5732c746b5c13ea05cd104a75b"
43
43
  }
44
44
  },
45
- "note": "Stoneguard c7/c14/c15 engine. Emscripten 6.0.5, Release -O3 objects and -O2 link. Portable native arm64 matrix reciprocal plus fused generic OpenSubdiv stencil and patch accumulation; bodice four-stage comparison 28/28 arrays exact. Full-scene comparison and memory scope recorded in provenance/stoneguard-memory.json. Historical battery absent; no full-battery or hosted acceptance claim. Rebuilt from the public instance-source commit with the same Emscripten 6.0.5, Release -O3 objects and -O2 link. All 6287 drawable Lone Monk placements resolve to 26 native source objects and 24 deferred mesh resources. Live raster rendering still differs from native Cycles; no full-scene visual parity claim. Rebuilt from the public evaluated-geometry identity commit with the same Emscripten 6.0.5 Release recipe. Distinct Array/Mirror/deformation outputs no longer borrow another object’s geometry. Native linked-input sharing and every deferred probe vertex are checked independently. Live raster illumination remains unoccluded environment lighting and differs substantially from native Cycles; no visual parity claim.",
45
+ "note": "Emscripten 6.0.5, Release -O3 objects and -O2 link, retained public build recipe and dependency licenses. Scoped render-evaluated export preserves render-only geometry and render-specific modifier results without replacing the viewport export state. Prior geometry identity and memory fixes remain. Full-scene Three versus Cycles rendering parity remains incomplete.",
46
46
  "callTrampoline": "CPython 3.13.13 is compiled with PY_CALL_TRAMPOLINE for Blender CPython slot arity casts. This applies to CPython dispatch, not arbitrary indirect calls.",
47
47
  "engineIds": "The session preserves the compiled native CYCLES engine. VOLTER_THREE selects the explicit raster presenter; BLENDER_EEVEE and BLENDER_WORKBENCH remain presentation engines.",
48
- "exportDoor": "The source-owned bpy_web_export.cc exports Principled physical inputs, normal images, eight named UV layers and evaluated corner normals, and takes graph_materials/graph_images/graph_generated (a graph-drawn shader mix reduced to the one Principled BSDF it reaches, graph images at the door revisions with every UDIM tile, orco for deformed meshes whose graph reads Generated coordinates). A frame can defer its changed meshes and pictures (defer) for the caller to pull one at a time (export_mesh, export_image), each call freeing the previous one's columns and a picture it decoded; an undo step keeps the revisions when Blender kept the depsgraph (session_undo); Blender's CPU subdivision descriptor is released once a mesh is read; the memory door reports malloc in-use and free. Datablock revisions are keyed by session_uid. writefile.cc writes one copy of the document per save in the browser build. CPU evaluators adopt stencil tables without cloning; browser subdivision descriptors are released immediately after CPU tessellation/deformation. Native evaluated corner triangles accompany corner normals. Consumed local conversion stencils are released before later UV channels are constructed. Caller-thread file-read, evaluated-object and subdivision checkpoints provide backpressure for resumable startup. Shared geometry revisions advance once per frame. Existing synchronous export remains available. Optional instance_sources exports stable evaluated collection and particle source meshes, including excluded library meshes and converted curves. Frame-local instance_geometry tokens verify Python placement metadata against the exported geometry and are consumed before presentation. Geometry resource identity preserves implicit input storage only for unmodified geometry and separates evaluated modifier/deformation outputs. Object and mesh resource keys have independent namespaces.",
48
+ "exportDoor": "The source-owned bpy_web_export.cc exports Principled physical inputs, normal images, eight named UV layers and evaluated corner normals, and takes graph_materials/graph_images/graph_generated (a graph-drawn shader mix reduced to the one Principled BSDF it reaches, graph images at the door revisions with every UDIM tile, orco for deformed meshes whose graph reads Generated coordinates). A frame can defer its changed meshes and pictures (defer) for the caller to pull one at a time (export_mesh, export_image), each call freeing the previous one's columns and a picture it decoded; an undo step keeps the revisions when Blender kept the depsgraph (session_undo); Blender's CPU subdivision descriptor is released once a mesh is read; the memory door reports malloc in-use and free. Datablock revisions are keyed by session_uid. writefile.cc writes one copy of the document per save in the browser build. CPU evaluators adopt stencil tables without cloning; browser subdivision descriptors are released immediately after CPU tessellation/deformation. Native evaluated corner triangles accompany corner normals. Consumed local conversion stencils are released before later UV channels are constructed. Caller-thread file-read, evaluated-object and subdivision checkpoints provide backpressure for resumable startup. Shared geometry revisions advance once per frame. Existing synchronous export remains available. Optional instance_sources exports stable evaluated collection and particle source meshes, including excluded library meshes and converted curves. Frame-local instance_geometry tokens verify Python placement metadata against the exported geometry and are consumed before presentation. Geometry resource identity preserves implicit input storage only for unmodified geometry and separates evaluated modifier/deformation outputs. Object and mesh resource keys have independent namespaces. Scoped begin_render_export/end_render_export reads the render engine depsgraph and isolates viewport revision, undo, deferred resource and image watcher state. Geometry resource identity preserves implicit input storage only for unmodified geometry and separates evaluated modifier/deformation outputs. Object and mesh resource keys have independent namespaces.",
49
49
  "preloadedPayload": "releasePreloadedFileData releases the JS preload buffer after session ready. The measured working payload exclusions are retained."
50
50
  }
Binary file