rayzee 7.18.0 → 7.19.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "rayzee",
3
- "version": "7.18.0",
3
+ "version": "7.19.0",
4
4
  "type": "module",
5
5
  "description": "Real-time WebGPU path tracing engine built on Three.js",
6
6
  "main": "dist/rayzee.umd.js",
@@ -17,7 +17,7 @@ import { Compositor } from './Stages/Compositor.js';
17
17
  import { RenderPipeline } from './Pipeline/RenderPipeline.js';
18
18
  import { CompletionTracker } from './Pipeline/CompletionTracker.js';
19
19
  import { ENGINE_DEFAULTS as DEFAULT_STATE, PRODUCTION_RENDER_CONFIG, INTERACTIVE_RENDER_CONFIG, MAX_STORAGE_TEXTURE_SIZE, MAX_RESERVABLE_RENDER_SIZE, setReservedRenderSize } from './EngineDefaults.js';
20
- import { updateStats, updateLoading, resetLoading, setStatusCallback, getDisplaySamples, disposeObjectFromMemory } from './Processor/utils.js';
20
+ import { updateStats, updateLoading, resetLoading, setStatusCallback, getDisplaySamples, disposeObjectFromMemory, disposeRenderer } from './Processor/utils.js';
21
21
  import { BuildTimer } from './Processor/BuildTimer.js';
22
22
  import { createLogger, fmt } from './utils/Logger.js';
23
23
  import { InteractionManager } from './managers/InteractionManager.js';
@@ -35,6 +35,7 @@ import { DenoisingManager } from './managers/DenoisingManager.js';
35
35
  import { OverlayManager } from './managers/OverlayManager.js';
36
36
  import { AnimationManager } from './managers/AnimationManager.js';
37
37
  import { TransformManager } from './managers/TransformManager.js';
38
+ import { TransformGizmoHelper } from './managers/helpers/TransformGizmoHelper.js';
38
39
 
39
40
  // One app per canvas — auto-dispose a prior owner if the caller double-
40
41
  // instantiates (StrictMode, HMR, etc.) so its rAF loop can't burn CPU.
@@ -216,7 +217,7 @@ export class PathTracerApp extends EventDispatcher {
216
217
  this._initScenes();
217
218
  this._initAssetPipeline();
218
219
  this._initPipeline();
219
- this._initManagers();
220
+ await this._initManagers();
220
221
  this._wireEvents();
221
222
 
222
223
  // Seed path tracer with minimal empty scene data
@@ -511,35 +512,19 @@ export class PathTracerApp extends EventDispatcher {
511
512
  this.scene?.clear();
512
513
  this.scene = null;
513
514
 
514
- // Three.js 0.184 leaks (confirmed via heap-snapshot retainer analysis):
515
+ // Three.js 0.184 leak (confirmed via heap-snapshot retainer analysis): the
516
+ // Textures manager (one per renderer) registers a per-texture 'dispose'
517
+ // listener that closes over `this = Textures` — which transitively captures
518
+ // backend → renderer. These listeners are removed only when the texture
519
+ // itself is destroyed. For module-level singletons like EmptyTexture (new
520
+ // Texture in TextureNode.js) and its CubeTexture counterpart, the texture is
521
+ // never destroyed, so every renderer ever created leaks through the
522
+ // singleton's listener array.
515
523
  //
516
- // 1) Renderer.dispose() does not remove the 'resize' listener it installs on
517
- // _canvasTarget. The bound handler closes over the renderer, pinning the
518
- // entire WebGPU graph (Backend, Nodes, Bindings, Pipelines, GPUDevice,
519
- // every TSL node) alive indefinitely.
520
- // See three/src/renderers/common/Renderer.js:292 (attach) and
521
- // :2503 (dispose — missing removal).
522
- //
523
- // 2) Textures manager (one per renderer) registers a per-texture 'dispose'
524
- // listener that closes over `this = Textures` — which transitively
525
- // captures backend → renderer. These listeners are removed only when
526
- // the texture itself is destroyed. For module-level singletons like
527
- // EmptyTexture (new Texture in TextureNode.js) and its CubeTexture
528
- // counterpart, the texture is never destroyed, so every renderer ever
529
- // created leaks through the singleton's listener array.
530
- //
531
- // Both workarounds are safe when only a single PathTracerApp is active at a
532
- // time. If you run multiple in parallel, reset listeners only on the renderer
533
- // being disposed (not the shared singletons).
534
- if ( this.renderer?._canvasTarget && this.renderer._onCanvasTargetResize ) {
535
-
536
- this.renderer._canvasTarget.removeEventListener(
537
- 'resize',
538
- this.renderer._onCanvasTargetResize
539
- );
540
-
541
- }
542
-
524
+ // Safe when only a single PathTracerApp is active at a time. If you run
525
+ // multiple in parallel, reset listeners only on the renderer being disposed
526
+ // (not the shared singletons). The sibling _canvasTarget leak is handled by
527
+ // disposeRenderer().
543
528
  try {
544
529
 
545
530
  const emptyTex = _tslTexture().value;
@@ -553,8 +538,7 @@ export class PathTracerApp extends EventDispatcher {
553
538
 
554
539
  }
555
540
 
556
- this.renderer?.dispose();
557
- if ( this.renderer ) this.renderer._canvasTarget = null;
541
+ disposeRenderer( this.renderer );
558
542
  this.renderer = null;
559
543
 
560
544
  this.stages = {};
@@ -1304,13 +1288,6 @@ export class PathTracerApp extends EventDispatcher {
1304
1288
  this.cameraManager.camera.aspect = width / height;
1305
1289
  this.cameraManager.camera.updateProjectionMatrix();
1306
1290
 
1307
- // Overlay helpers always render at display resolution
1308
- const dpr = window.devicePixelRatio || 1;
1309
- this.overlayManager?.setSize(
1310
- Math.round( width * dpr ),
1311
- Math.round( height * dpr )
1312
- );
1313
-
1314
1291
  const lastW = this.denoisingManager?._lastRenderWidth ?? 0;
1315
1292
  const lastH = this.denoisingManager?._lastRenderHeight ?? 0;
1316
1293
  if ( width === lastW && height === lastH ) return;
@@ -1905,7 +1882,7 @@ export class PathTracerApp extends EventDispatcher {
1905
1882
 
1906
1883
  }
1907
1884
 
1908
- _initManagers() {
1885
+ async _initManagers() {
1909
1886
 
1910
1887
  this.interactionManager = new InteractionManager( {
1911
1888
  scene: this.meshScene,
@@ -1929,7 +1906,7 @@ export class PathTracerApp extends EventDispatcher {
1929
1906
  onReset: () => this.reset(),
1930
1907
  } );
1931
1908
  this._setupDenoisingManager();
1932
- this._setupOverlayManager();
1909
+ await this._setupOverlayManager();
1933
1910
 
1934
1911
  this.transformManager = new TransformManager( {
1935
1912
  camera: this.cameraManager.camera,
@@ -1938,6 +1915,10 @@ export class PathTracerApp extends EventDispatcher {
1938
1915
  app: this,
1939
1916
  } );
1940
1917
 
1918
+ // The gizmo is part of the scene overlay layer, so it draws on the same
1919
+ // view-resolution surface as the light helpers and the outline.
1920
+ this.overlayManager.register( 'transform', new TransformGizmoHelper( this.transformManager ) );
1921
+
1941
1922
  // Wire cross-manager dependencies
1942
1923
  this.interactionManager.setDependencies( {
1943
1924
  overlayManager: this.overlayManager,
@@ -2209,13 +2190,12 @@ export class PathTracerApp extends EventDispatcher {
2209
2190
 
2210
2191
  this.scene.updateMatrixWorld();
2211
2192
  this.overlayManager?.render();
2212
- this.transformManager?.render( this.renderer );
2213
2193
 
2214
2194
  }
2215
2195
 
2216
- _setupOverlayManager() {
2196
+ async _setupOverlayManager() {
2217
2197
 
2218
- this.overlayManager = new OverlayManager( this.renderer, this.cameraManager.camera );
2198
+ this.overlayManager = new OverlayManager( this.cameraManager.camera );
2219
2199
  this.overlayManager.setupDefaultHelpers( {
2220
2200
  helperScene: this._sceneHelpers,
2221
2201
  meshScene: this.meshScene,
@@ -2226,6 +2206,13 @@ export class PathTracerApp extends EventDispatcher {
2226
2206
  renderHeight: this.denoisingManager?._lastRenderHeight || this.canvas.clientHeight || 1,
2227
2207
  } );
2228
2208
 
2209
+ // Helpers draw at the size the canvas is displayed at, not the size it is
2210
+ // rendered at. Shares the main device, so this is a swapchain, not a context.
2211
+ await this.overlayManager.initViewRenderer( {
2212
+ device: this.renderer.backend?.device,
2213
+ sizeSource: this.canvas,
2214
+ } );
2215
+
2229
2216
  this._container = this._container || this.canvas.parentNode || null;
2230
2217
  this.overlayManager.mount( this._container );
2231
2218
 
@@ -102,6 +102,36 @@ export function distroyBuffers( { material, geometry, children } ) {
102
102
 
103
103
  }
104
104
 
105
+ /**
106
+ * Disposes a renderer without leaking it.
107
+ *
108
+ * Three.js 0.184–0.185: `Renderer.dispose()` does not remove the 'resize' listener
109
+ * it installs on `_canvasTarget`. The bound handler closes over the renderer,
110
+ * pinning the entire WebGPU graph (Backend, Nodes, Bindings, Pipelines, GPUDevice,
111
+ * every TSL node) alive indefinitely — confirmed via heap-snapshot retainer
112
+ * analysis. See three/src/renderers/common/Renderer.js:292 (attach) and :2503
113
+ * (dispose — missing removal).
114
+ *
115
+ * Renderers constructed with an external `device` do not destroy it here; three
116
+ * only destroys a device it created itself.
117
+ *
118
+ * @param {import('three/webgpu').WebGPURenderer} renderer
119
+ */
120
+ export function disposeRenderer( renderer ) {
121
+
122
+ if ( ! renderer ) return;
123
+
124
+ if ( renderer._canvasTarget && renderer._onCanvasTargetResize ) {
125
+
126
+ renderer._canvasTarget.removeEventListener( 'resize', renderer._onCanvasTargetResize );
127
+
128
+ }
129
+
130
+ renderer.dispose();
131
+ renderer._canvasTarget = null;
132
+
133
+ }
134
+
105
135
  export function disposeObjectFromMemory( object, exeptions = [] ) {
106
136
 
107
137
  if ( ! object ) return;
@@ -65,6 +65,16 @@ export class SceneHelpers {
65
65
 
66
66
  }
67
67
 
68
+ /**
69
+ * Whether a render() would actually put anything on screen. `visible` alone
70
+ * is the enable flag and can be true with no lights in the scene.
71
+ */
72
+ get isDrawing() {
73
+
74
+ return this.visible && this._helpers.size > 0;
75
+
76
+ }
77
+
68
78
  /**
69
79
  * Syncs all helpers with their source objects.
70
80
  */
@@ -132,7 +142,7 @@ export class SceneHelpers {
132
142
  */
133
143
  render( renderer, camera ) {
134
144
 
135
- if ( ! this.visible || this._helpers.size === 0 ) return;
145
+ if ( ! this.isDrawing ) return;
136
146
 
137
147
  const prevAutoClear = renderer.autoClear;
138
148
  renderer.autoClear = false;
@@ -1,21 +1,34 @@
1
1
  import { TileHelper } from './helpers/TileHelper.js';
2
2
  import { OutlineHelper } from './helpers/OutlineHelper.js';
3
+ import { ViewOverlayRenderer } from './helpers/ViewOverlayRenderer.js';
4
+ import { createOverlayCanvas, viewPixelSize } from './helpers/overlaySurface.js';
5
+ import { createLogger } from '../utils/Logger.js';
6
+
7
+ const log = createLogger( 'overlay' );
8
+
9
+ /** Whether a helper wants to draw into the given layer this frame. */
10
+ const drawsOn = ( helper, layer ) => helper.visible && helper.layer === layer && helper.render;
3
11
 
4
12
  /**
5
13
  * OverlayManager — Unified overlay system for visual helpers.
6
14
  *
7
- * Two rendering layers:
8
- * 1. **HelperScene** — A Three.js Scene rendered on top of the WebGPU backbuffer
9
- * (light gizmos, bounding boxes, outlines). Renders at display resolution.
15
+ * Two rendering layers, both sized to the **view** (what the user sees on
16
+ * screen) rather than to the path tracer's render resolution:
17
+ * 1. **Scene layer** — Three.js content (light gizmos, transform gizmo,
18
+ * selection outline) drawn by {@link ViewOverlayRenderer} into its own
19
+ * transparent canvas stacked over the main one.
10
20
  * 2. **HUDCanvas** — A 2D `<canvas>` element overlaid via CSS for screen-space
11
- * elements (AF points, debug labels). Completely separate
12
- * from the WebGPU canvas, so it is never captured in saved images.
21
+ * elements (denoise/upscale tile progress).
22
+ *
23
+ * Neither layer touches the main canvas, so helpers can never be captured in a
24
+ * saved image.
13
25
  *
14
26
  * Helpers are registered by name and implement a simple interface:
15
27
  * { update?(), render?(ctx, w, h), show(), hide(), dispose(), visible, layer }
16
28
  *
17
29
  * @example
18
- * const overlay = new OverlayManager( renderer, camera );
30
+ * const overlay = new OverlayManager( camera );
31
+ * await overlay.initViewRenderer( { device, sizeSource: canvas } );
19
32
  * overlay.register( 'outline', new OutlineHelper() );
20
33
  * overlay.show( 'outline' );
21
34
  * // in animate():
@@ -24,25 +37,51 @@ import { OutlineHelper } from './helpers/OutlineHelper.js';
24
37
  export class OverlayManager {
25
38
 
26
39
  /**
27
- * @param {import('three/webgpu').WebGPURenderer} renderer
28
40
  * @param {import('three').PerspectiveCamera} camera
29
41
  */
30
- constructor( renderer, camera ) {
42
+ constructor( camera ) {
31
43
 
32
- this.renderer = renderer;
33
44
  this.camera = camera;
34
45
 
35
46
  /** @type {Map<string, Object>} */
36
47
  this._helpers = new Map();
37
48
 
38
49
  // ── HUD Canvas (2D overlay) ──
39
- this._hudCanvas = document.createElement( 'canvas' );
40
- this._hudCanvas.style.cssText = 'position:absolute;top:0;left:0;width:100%;height:100%;pointer-events:none;';
50
+ this._hudCanvas = createOverlayCanvas();
41
51
  this._hudCtx = this._hudCanvas.getContext( '2d' );
42
52
 
43
53
  // ── HelperScene reference (set via setHelperScene) ──
44
54
  this._helperScene = null;
45
55
 
56
+ /** @type {ViewOverlayRenderer|null} */
57
+ this._viewOverlay = null;
58
+
59
+ }
60
+
61
+ /**
62
+ * Creates the view-resolution surface the scene layer draws into. On failure
63
+ * the scene layer stays off rather than degrading onto the main backbuffer —
64
+ * drawing there would bake helpers into saved images.
65
+ *
66
+ * @param {Object} config
67
+ * @param {GPUDevice} config.device - Shared with the main renderer
68
+ * @param {HTMLElement} config.sizeSource - Element whose on-screen box defines the size
69
+ */
70
+ async initViewRenderer( { device, sizeSource } ) {
71
+
72
+ if ( ! device || ! sizeSource ) return;
73
+
74
+ try {
75
+
76
+ this._viewOverlay = await new ViewOverlayRenderer().init( { device, sizeSource } );
77
+
78
+ } catch ( err ) {
79
+
80
+ log.error( 'overlay surface unavailable — light gizmos, transform gizmo and outlines are disabled', err );
81
+ this._viewOverlay = null;
82
+
83
+ }
84
+
46
85
  }
47
86
 
48
87
  /**
@@ -67,14 +106,19 @@ export class OverlayManager {
67
106
  }
68
107
 
69
108
  /**
70
- * Mounts the HUD canvas into the given container. Idempotent — safe to call
71
- * multiple times; re-mounts only when the parent differs.
109
+ * Mounts the overlay canvases into the given container. Idempotent — safe to
110
+ * call multiple times; re-mounts only when the parent differs. The 3D surface
111
+ * goes in first so the HUD stacks above it.
72
112
  * @param {HTMLElement} container
73
113
  */
74
114
  mount( container ) {
75
115
 
76
- if ( ! container || this._hudCanvas.parentElement === container ) return;
77
- container.appendChild( this._hudCanvas );
116
+ if ( ! container ) return;
117
+
118
+ const viewCanvas = this._viewOverlay?.canvas;
119
+ if ( viewCanvas && viewCanvas.parentElement !== container ) container.appendChild( viewCanvas );
120
+
121
+ if ( this._hudCanvas.parentElement !== container ) container.appendChild( this._hudCanvas );
78
122
 
79
123
  }
80
124
 
@@ -116,7 +160,7 @@ export class OverlayManager {
116
160
  this._wireDenoiserTileEvents( tileHelper, denoisingManager );
117
161
 
118
162
  // ── Outline helper ──
119
- const outlineHelper = new OutlineHelper( this.renderer, meshScene, this.camera );
163
+ const outlineHelper = new OutlineHelper( meshScene, this.camera );
120
164
  this.register( 'outline', outlineHelper );
121
165
 
122
166
  }
@@ -170,7 +214,7 @@ export class OverlayManager {
170
214
 
171
215
  if ( this._helpers.has( name ) ) {
172
216
 
173
- console.warn( `OverlayManager: helper "${name}" already registered — replacing.` );
217
+ log.warn( `helper "${name}" already registered — replacing.` );
174
218
  this._helpers.get( name ).dispose?.();
175
219
 
176
220
  }
@@ -259,42 +303,54 @@ export class OverlayManager {
259
303
  */
260
304
  render() {
261
305
 
262
- // 1. Render 3D HelperScene overlay (light gizmos, etc.)
263
- if ( this._helperScene ) {
306
+ const overlay = this._viewOverlay;
264
307
 
265
- this._helperScene.render( this.renderer, this.camera );
308
+ if ( overlay ) {
266
309
 
267
- }
268
-
269
- // 2. Render scene-layer helpers (outline, etc.)
270
- for ( const helper of this._helpers.values() ) {
310
+ const hasSceneOverlay = this._hasVisibleSceneOverlay();
271
311
 
272
- if ( helper.visible && helper.layer === 'scene' && helper.render ) {
312
+ if ( hasSceneOverlay || overlay.isVisible ) {
273
313
 
274
- helper.render( this.renderer, this.camera );
314
+ overlay.syncSize();
315
+ // Doubles as the wipe of last frame's content when parking.
316
+ overlay.begin();
317
+ if ( hasSceneOverlay ) this._renderSceneLayer( overlay.renderer );
318
+ overlay.setVisible( hasSceneOverlay );
275
319
 
276
320
  }
277
321
 
278
322
  }
279
323
 
280
- // 3. Draw HUD canvas (2D helpers)
281
324
  this.refreshHUD();
282
325
 
283
326
  }
284
327
 
285
- /**
286
- * Forwards display dimensions to helpers that need resize.
287
- * @param {number} width - Display width in pixels
288
- * @param {number} height - Display height in pixels
289
- */
290
- setSize( width, height ) {
328
+ /** Draws the helper scene + every visible scene-layer helper. */
329
+ _renderSceneLayer( renderer ) {
330
+
331
+ this._helperScene?.render( renderer, this.camera );
332
+
333
+ for ( const helper of this._helpers.values() ) {
334
+
335
+ if ( drawsOn( helper, 'scene' ) ) helper.render( renderer, this.camera );
336
+
337
+ }
338
+
339
+ }
340
+
341
+ /** Whether anything at all wants to draw into the scene layer this frame. */
342
+ _hasVisibleSceneOverlay() {
343
+
344
+ if ( this._helperScene?.isDrawing ) return true;
291
345
 
292
346
  for ( const helper of this._helpers.values() ) {
293
347
 
294
- helper.setSize?.( width, height );
348
+ if ( drawsOn( helper, 'scene' ) ) return true;
295
349
 
296
350
  }
297
351
 
352
+ return false;
353
+
298
354
  }
299
355
 
300
356
  /**
@@ -310,7 +366,7 @@ export class OverlayManager {
310
366
  let hasVisibleHUD = false;
311
367
  for ( const helper of this._helpers.values() ) {
312
368
 
313
- if ( helper.visible && helper.layer === 'hud' && helper.render ) {
369
+ if ( drawsOn( helper, 'hud' ) ) {
314
370
 
315
371
  hasVisibleHUD = true;
316
372
  break;
@@ -326,30 +382,28 @@ export class OverlayManager {
326
382
 
327
383
  }
328
384
 
329
- const dpr = window.devicePixelRatio || 1;
385
+ // Helpers draw in CSS-pixel coordinates of the unscaled layout box; the
386
+ // backing store is sized off the on-screen box, so nothing is drawn below
387
+ // view resolution.
330
388
  const displayW = canvas.clientWidth;
331
389
  const displayH = canvas.clientHeight;
332
- const pixelW = Math.round( displayW * dpr );
333
- const pixelH = Math.round( displayH * dpr );
390
+ const size = displayW > 0 && displayH > 0 ? viewPixelSize( canvas ) : null;
391
+ if ( ! size ) return;
334
392
 
335
- if ( canvas.width !== pixelW || canvas.height !== pixelH ) {
393
+ if ( canvas.width !== size.width || canvas.height !== size.height ) {
336
394
 
337
- canvas.width = pixelW;
338
- canvas.height = pixelH;
395
+ canvas.width = size.width;
396
+ canvas.height = size.height;
339
397
 
340
398
  }
341
399
 
342
- ctx.clearRect( 0, 0, pixelW, pixelH );
400
+ ctx.clearRect( 0, 0, size.width, size.height );
343
401
  ctx.save();
344
- ctx.scale( dpr, dpr );
402
+ ctx.scale( size.width / displayW, size.height / displayH );
345
403
 
346
404
  for ( const helper of this._helpers.values() ) {
347
405
 
348
- if ( helper.visible && helper.layer === 'hud' && helper.render ) {
349
-
350
- helper.render( ctx, displayW, displayH );
351
-
352
- }
406
+ if ( drawsOn( helper, 'hud' ) ) helper.render( ctx, displayW, displayH );
353
407
 
354
408
  }
355
409
 
@@ -372,6 +426,9 @@ export class OverlayManager {
372
426
 
373
427
  this._helpers.clear();
374
428
 
429
+ this._viewOverlay?.dispose();
430
+ this._viewOverlay = null;
431
+
375
432
  if ( this._hudCanvas.parentElement ) {
376
433
 
377
434
  this._hudCanvas.parentElement.removeChild( this._hudCanvas );
@@ -1,49 +1,43 @@
1
1
  import { outline } from 'three/addons/tsl/display/OutlineNode.js';
2
2
  import { MeshBasicNodeMaterial, QuadMesh } from 'three/webgpu';
3
- import { AdditiveBlending, Color } from 'three';
3
+ import { AddEquation, Color, CustomBlending, OneFactor } from 'three';
4
4
  import { uniform, vec4 } from 'three/tsl';
5
5
 
6
6
  /**
7
7
  * OutlineHelper — Renders selection outlines as a post-pipeline overlay.
8
8
  *
9
9
  * Uses Three.js OutlineNode internally but renders to a separate fullscreen
10
- * quad with additive blending, composited on top of the Display output.
11
- * Renders at **display resolution** (not render resolution), so outlines
12
- * stay sharp regardless of path tracer resolution scaling.
10
+ * quad, composited on top of the path traced image. Drawn by OverlayManager's
11
+ * scene layer, which runs at **view resolution** — so outlines stay a crisp
12
+ * screen-space width regardless of the path tracer's render resolution.
13
+ *
14
+ * The quad is additive, but writes coverage into alpha (rather than a constant
15
+ * 1.0) so it composites correctly onto the transparent overlay surface instead
16
+ * of turning the whole frame opaque.
13
17
  *
14
18
  * Layer: 'scene' (rendered by OverlayManager's 3D pass, not HUD canvas).
15
19
  *
16
20
  * @example
17
- * const outlineHelper = new OutlineHelper( renderer, meshScene, camera );
21
+ * const outlineHelper = new OutlineHelper( meshScene, camera );
18
22
  * overlayManager.register( 'outline', outlineHelper );
19
23
  * outlineHelper.setSelectedObjects( [ mesh ] );
20
24
  */
21
25
  export class OutlineHelper {
22
26
 
23
- constructor( renderer, scene, camera ) {
27
+ constructor( scene, camera ) {
24
28
 
25
29
  this.layer = 'scene';
26
- this.visible = true;
30
+ this._enabled = true;
27
31
 
28
- // Outline node (handles its own multi-pass rendering via updateBefore)
32
+ // Outline node (handles its own multi-pass rendering via updateBefore).
33
+ // It sizes its render targets from the drawing buffer of whatever renderer
34
+ // draws it — the view overlay surface — so no size override is needed.
29
35
  this._outlineNode = outline( scene, camera, {
30
36
  selectedObjects: [],
31
37
  edgeThickness: uniform( 1.0 ),
32
38
  edgeGlow: uniform( 0.0 ),
33
39
  } );
34
40
 
35
- // OutlineNode calls its own setSize() internally during updateBefore()
36
- // with the renderer's current render target size. Override to force
37
- // display resolution so outlines stay sharp at any render scale.
38
- this._displayWidth = 1;
39
- this._displayHeight = 1;
40
- const origSetSize = this._outlineNode.setSize.bind( this._outlineNode );
41
- this._outlineNode.setSize = () => {
42
-
43
- origSetSize( this._displayWidth, this._displayHeight );
44
-
45
- };
46
-
47
41
  // Build the outline color from visible + hidden edges
48
42
  const edgeStrength = uniform( 3.0 );
49
43
  const visibleEdgeColor = uniform( new Color( 0xffffff ) );
@@ -53,10 +47,21 @@ export class OutlineHelper {
53
47
  .add( hiddenEdge.mul( hiddenEdgeColor ) )
54
48
  .mul( edgeStrength );
55
49
 
56
- // Fullscreen quad with additive blending — composites outline on top
50
+ const coverage = outlineColorNode.r.max( outlineColorNode.g ).max( outlineColorNode.b ).clamp( 0.0, 1.0 );
51
+
52
+ // Fullscreen quad, premultiplied-additive: dst.rgb += src.rgb, dst.a += src.a.
53
+ // Spelled out rather than AdditiveBlending + premultipliedAlpha, because the
54
+ // latter also makes NodeMaterial multiply rgb by alpha — squaring a soft edge.
57
55
  this._material = new MeshBasicNodeMaterial();
58
- this._material.colorNode = vec4( outlineColorNode, 1.0 );
59
- this._material.blending = AdditiveBlending;
56
+ this._material.colorNode = vec4( outlineColorNode, coverage );
57
+ this._material.transparent = true;
58
+ this._material.blending = CustomBlending;
59
+ this._material.blendEquation = AddEquation;
60
+ this._material.blendSrc = OneFactor;
61
+ this._material.blendDst = OneFactor;
62
+ this._material.blendEquationAlpha = AddEquation;
63
+ this._material.blendSrcAlpha = OneFactor;
64
+ this._material.blendDstAlpha = OneFactor;
60
65
  this._material.toneMapped = false;
61
66
  this._material.depthTest = false;
62
67
  this._material.depthWrite = false;
@@ -75,13 +80,23 @@ export class OutlineHelper {
75
80
 
76
81
  }
77
82
 
83
+ /**
84
+ * Nothing selected means nothing to draw — reported here so the overlay
85
+ * surface can stay parked instead of clearing every frame.
86
+ */
87
+ get visible() {
88
+
89
+ return this._enabled && this._outlineNode.selectedObjects.length > 0;
90
+
91
+ }
92
+
78
93
  /**
79
94
  * Renders the outline overlay onto the current backbuffer.
80
95
  * Called by OverlayManager after Display has rendered.
81
96
  */
82
97
  render( renderer ) {
83
98
 
84
- if ( this._outlineNode.selectedObjects.length === 0 ) return;
99
+ if ( ! this.visible ) return;
85
100
 
86
101
  const prevAutoClear = renderer.autoClear;
87
102
  renderer.autoClear = false;
@@ -91,34 +106,21 @@ export class OutlineHelper {
91
106
 
92
107
  }
93
108
 
94
- /**
95
- * Updates internal render target sizes.
96
- * @param {number} width - Display width in pixels
97
- * @param {number} height - Display height in pixels
98
- */
99
- setSize( width, height ) {
100
-
101
- this._displayWidth = width;
102
- this._displayHeight = height;
103
- this._outlineNode.setSize( width, height );
104
-
105
- }
106
-
107
109
  show() {
108
110
 
109
- this.visible = true;
111
+ this._enabled = true;
110
112
 
111
113
  }
112
114
 
113
115
  hide() {
114
116
 
115
- this.visible = false;
117
+ this._enabled = false;
116
118
 
117
119
  }
118
120
 
119
121
  dispose() {
120
122
 
121
- this.visible = false;
123
+ this._enabled = false;
122
124
  this._outlineNode?.dispose();
123
125
  this._material?.dispose();
124
126
  // QuadMesh extends Mesh — no dispose method on the mesh itself;