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This commit is contained in:
@@ -0,0 +1,16 @@
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{
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"name": "Distributed: Three.js WebGL boundary",
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"description": "2s composition (20 frames @ 10fps) with a Three.js purple cube on a dark background. Validates that the GSAP batching proxy correctly handles onUpdate callbacks in to() vars and that CDP screenshot capture composites WebGL canvas layers.",
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"tags": ["distributed", "threejs", "webgl"],
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"minPsnr": 25,
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"maxFrameFailures": 0,
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"minAudioCorrelation": 0.9,
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"maxAudioLagWindows": 120,
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"renderConfig": {
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"fps": 10,
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"chunkSize": 10
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}
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}
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@@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:cc8c784064e83a62324b4968ef71d3f9c5e151ccf9f3e96a725660bb6c9bb3b9
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size 22114
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@@ -0,0 +1,90 @@
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<title>chunk-boundary: Three.js</title>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/3.12.2/gsap.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.min.js"></script>
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<style>
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body,
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html {
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margin: 0;
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padding: 0;
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width: 320px;
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height: 180px;
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background: #0f172a;
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overflow: hidden;
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}
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#main-comp {
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position: relative;
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width: 320px;
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height: 180px;
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}
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canvas {
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display: block;
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width: 320px;
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height: 180px;
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}
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</style>
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</head>
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<body>
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<div
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id="main-comp"
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data-composition-id="main-comp"
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data-width="320"
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data-height="180"
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data-start="0"
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data-duration="2"
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></div>
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<script>
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// Minimal Three.js scene driven by window.__hfThreeTime. The runtime
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// sets this per frame; the render loop reads it and derives all
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// rotation/position from time-in-seconds so output is fully
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// determined by the seek position.
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const canvas = document.createElement("canvas");
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canvas.width = 320;
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canvas.height = 180;
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document.getElementById("main-comp").appendChild(canvas);
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const scene = new THREE.Scene();
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scene.background = new THREE.Color(0x0f172a);
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const camera = new THREE.PerspectiveCamera(45, 320 / 180, 0.1, 50);
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camera.position.set(0, 0, 4);
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const renderer = new THREE.WebGLRenderer({ canvas: canvas, antialias: true });
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renderer.setSize(320, 180, false);
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const geo = new THREE.BoxGeometry(1, 1, 1);
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const mat = new THREE.MeshStandardMaterial({ color: 0xa855f7 });
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const cube = new THREE.Mesh(geo, mat);
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scene.add(cube);
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scene.add(new THREE.AmbientLight(0xffffff, 0.4));
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const light = new THREE.DirectionalLight(0xffffff, 0.7);
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light.position.set(2, 2, 3);
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scene.add(light);
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window.__hfThreeTime = 0;
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function renderFrame() {
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const t = window.__hfThreeTime || 0;
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cube.rotation.x = t * Math.PI;
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cube.rotation.y = t * Math.PI * 0.5;
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renderer.render(scene, camera);
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}
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// Listen for the runtime's `hf-seek` event in case the engine pushes
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// a seek before our render loop polls __hfThreeTime.
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window.addEventListener("hf-seek", (e) => {
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if (e && e.detail && typeof e.detail.time === "number") {
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window.__hfThreeTime = e.detail.time;
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}
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renderFrame();
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});
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renderFrame();
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const dur = gsap.timeline({ paused: true });
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window.__timelines = window.__timelines || {};
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window.__timelines["main-comp"] = dur;
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dur.to({}, { duration: 2, onUpdate: renderFrame }, 0);
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</script>
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</body>
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</html>
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