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import { pipeline, SamModel, AutoModel, AutoProcessor, RawImage } from 'https://cdn.jsdelivr.net/npm/@huggingface/transformers@3.8.1';

// Reference the elements that we will need
const status = document.getElementById('status');
const fileUpload = document.getElementById('upload');
const imageContainer = document.getElementById('container');
const example = document.getElementById('example');
const modelSelect = document.getElementById('model-select');

const EXAMPLE_URL = 'https://huggingface.co/datasets/Xenova/transformers.js-docs/resolve/main/city-streets.jpg';

// State and Model Caches
let currentRawImage = null;
let currentImageDataUrl = null;

const models = {
    detr: { detector: null, samModel: null, samProcessor: null },
    gelan: { model: null, processor: null, samModel: null, samProcessor: null },
    segformer: { segmenter: null },
    depth: { estimator: null }
};

// Listen for model changes and re-run if we have an image
modelSelect.addEventListener('change', () => {
    if (currentImageDataUrl) detect(currentImageDataUrl);
});

example.addEventListener('click', (e) => {
    e.preventDefault();
    detect(EXAMPLE_URL);
});

const randomBtn = document.getElementById('random-img');
randomBtn.addEventListener('click', () => {
    // Append timestamp to bust cache and get a new random image each time
    detect(`https://picsum.photos/640/480?t=${Date.now()}`);
});

fileUpload.addEventListener('change', function (e) {
    const file = e.target.files[0];
    if (!file) {
        return;
    }

    const reader = new FileReader();
    reader.onload = e2 => detect(e2.target.result);
    reader.readAsDataURL(file);
});

async function loadModelsForSelection() {
    const selection = modelSelect.value;

    if (selection === 'detr') {
        if (!models.detr.detector) {
            status.textContent = 'Loading DETR & SAM models...';
            models.detr.detector = await pipeline('object-detection', 'Xenova/detr-resnet-50');
            models.detr.samModel = await SamModel.from_pretrained('Xenova/slimsam-77-uniform');
            models.detr.samProcessor = await AutoProcessor.from_pretrained('Xenova/slimsam-77-uniform');
        }
    } else if (selection === 'gelan') {
        if (!models.gelan.model) {
            status.textContent = 'Loading GELAN & SAM models...';
            // Use AutoModel because YOLOv9 is not yet supported in pipeline()
            models.gelan.model = await AutoModel.from_pretrained('Xenova/gelan-c_all', { dtype: 'fp32' });
            models.gelan.processor = await AutoProcessor.from_pretrained('Xenova/gelan-c_all');
            models.gelan.samModel = await SamModel.from_pretrained('Xenova/slimsam-77-uniform');
            models.gelan.samProcessor = await AutoProcessor.from_pretrained('Xenova/slimsam-77-uniform');
        }
    } else if (selection === 'segformer') {
        if (!models.segformer.segmenter) {
            status.textContent = 'Loading Segformer model...';
            models.segformer.segmenter = await pipeline('image-segmentation', 'Xenova/segformer-b0-finetuned-ade-512-512');
        }
    } else if (selection === 'depth') {
        if (!models.depth.estimator) {
            status.textContent = 'Loading Depth Estimation model...';
            models.depth.estimator = await pipeline('depth-estimation', 'onnx-community/depth-anything-v2-small');
        }
    }
}

// Detect objects in the image
async function detect(img) {
    currentImageDataUrl = img;
    imageContainer.innerHTML = '';

    // Use an actual img tag instead of background tricks
    const imageElement = document.createElement('img');
    imageElement.crossOrigin = 'anonymous';
    imageElement.src = img;
    imageContainer.appendChild(imageElement);

    // Wait for image to load, then snapshot to data URL so all panels use the same image
    await new Promise((resolve, reject) => {
        if (imageElement.complete) return resolve();
        imageElement.onload = resolve;
        imageElement.onerror = reject;
    });
    const snapCanvas = document.createElement('canvas');
    snapCanvas.width = imageElement.naturalWidth;
    snapCanvas.height = imageElement.naturalHeight;
    snapCanvas.getContext('2d').drawImage(imageElement, 0, 0);
    const stableImgUrl = snapCanvas.toDataURL('image/png');
    imageElement.src = stableImgUrl;
    img = stableImgUrl;

    await loadModelsForSelection();

    status.textContent = 'Loading image...';
    try {
        currentRawImage = await RawImage.read(img);
    } catch (err) {
        console.error(err);
        status.textContent = 'Failed to read image';
        return;
    }

    const selection = modelSelect.value;
    status.textContent = 'Analysing image...';

    const renderWrapper = document.createElement('div');
    renderWrapper.style.position = 'absolute';
    renderWrapper.style.top = '0';
    renderWrapper.style.left = '0';
    renderWrapper.style.width = '100%';
    renderWrapper.style.height = '100%';
    renderWrapper.style.pointerEvents = 'none';
    imageContainer.appendChild(renderWrapper);

    try {
        if (selection === 'detr') {
            const output = await models.detr.detector(img, { threshold: 0.5, percentage: true });
            status.textContent = 'Ready';
            output.forEach(boxInfo => renderBox(boxInfo, renderWrapper, models.detr));
        } else if (selection === 'gelan') {
            // Manual AutoModel processing path for YOLOv9
            const inputs = await models.gelan.processor(currentRawImage);
            const { outputs } = await models.gelan.model(inputs);
            const predictions = outputs.tolist();

            status.textContent = 'Ready';

            predictions.forEach(pred => {
                const [xmin, ymin, xmax, ymax, score, id] = pred;
                if (score > 0.5) {
                    // Convert raw coordinates to percentage
                    const boxPercentage = {
                        xmin: xmin / currentRawImage.width,
                        ymin: ymin / currentRawImage.height,
                        xmax: xmax / currentRawImage.width,
                        ymax: ymax / currentRawImage.height
                    };

                    const label = models.gelan.model.config.id2label[id];

                    renderBox({ box: boxPercentage, label }, renderWrapper, models.gelan);
                }
            });

        } else if (selection === 'segformer') {
            const output = await models.segformer.segmenter(img);
            status.textContent = 'Ready';

            // output is an array of objects containing { label, mask } where mask is a RawImage
            output.forEach(segmentData => renderSemanticMask(segmentData, renderWrapper));
        } else if (selection === 'depth') {
            const { depth } = await models.depth.estimator(img);
            status.textContent = 'Ready';

            // Remove the default renderWrapper
            imageContainer.removeChild(renderWrapper);

            // Override container styles for 3-panel horizontal layout
            imageContainer.style.overflow = 'visible';
            imageContainer.style.display = 'flex';
            imageContainer.style.flexDirection = 'row';
            imageContainer.style.gap = '8px';
            imageContainer.style.minWidth = '0';
            imageContainer.style.minHeight = '0';
            imageContainer.style.border = 'none';
            imageContainer.style.maxWidth = '100%';

            // Helper: create a labeled panel with an image + overlay area
            function createPanel(label) {
                const panel = document.createElement('div');
                panel.style.cssText = 'flex:1; min-width:0; max-width:33.33%;';
                const panelLabel = document.createElement('div');
                panelLabel.textContent = label;
                panelLabel.style.cssText = 'font-size:12px; font-weight:bold; margin-bottom:4px; color:#666;';
                const wrap = document.createElement('div');
                wrap.style.cssText = 'position:relative; width:100%;';
                const panelImg = document.createElement('img');
                panelImg.crossOrigin = 'anonymous';
                panelImg.src = img;
                panelImg.style.cssText = 'display:block; width:100%; height:auto;';
                wrap.appendChild(panelImg);
                panel.appendChild(panelLabel);
                panel.appendChild(wrap);
                imageContainer.appendChild(panel);
                return { panel, wrap, panelImg };
            }

            // Panel 1: Original image (reuse the already-appended img)
            const origPanel = document.createElement('div');
            origPanel.style.cssText = 'flex:1; min-width:0; max-width:33.33%;';
            const origLabel = document.createElement('div');
            origLabel.textContent = 'Original';
            origLabel.style.cssText = 'font-size:12px; font-weight:bold; margin-bottom:4px; color:#666;';
            const origWrap = document.createElement('div');
            origWrap.style.cssText = 'position:relative; width:100%;';
            const existingImg = imageContainer.querySelector('img');
            existingImg.style.cssText = 'display:block; width:100%; height:auto;';
            origWrap.appendChild(existingImg);
            origPanel.appendChild(origLabel);
            origPanel.appendChild(origWrap);
            imageContainer.appendChild(origPanel);

            // Panel 2: Greyscale depth overlay
            const { wrap: gsWrap, panelImg: gsImg } = createPanel('Depth Map');
            gsImg.style.visibility = 'hidden';
            renderGreyscaleDepth(depth, gsWrap);

            // Panel 3: 3D layers
            const { wrap: wrap3d, panelImg: img3d } = createPanel('3D Layers');
            // Wait for image to load so container has dimensions for WebGL canvas
            if (img3d.complete) {
                renderDepthMap(depth, wrap3d);
            } else {
                img3d.onload = () => renderDepthMap(depth, wrap3d);
            }
        }
    } catch (e) {
        console.error(e);
        status.textContent = 'Error during analysis';
    }
}

// Draw the output from Segformer
function renderSemanticMask({ label, mask }, container) {
    // Generate a random color for the mask
    const color = '#' + Math.floor(Math.random() * 0xFFFFFF).toString(16).padStart(6, 0);
    const r = parseInt(color.slice(1, 3), 16);
    const g = parseInt(color.slice(3, 5), 16);
    const b = parseInt(color.slice(5, 7), 16);

    const canvas = document.createElement('canvas');
    canvas.width = mask.width;
    canvas.height = mask.height;
    const ctx = canvas.getContext('2d');
    const imgData = ctx.createImageData(mask.width, mask.height);

    const maskSize = mask.width * mask.height;

    for (let i = 0; i < maskSize; ++i) {
        const val = mask.data[i];
        if (val > 128) {
            imgData.data[i * 4 + 0] = r;
            imgData.data[i * 4 + 1] = g;
            imgData.data[i * 4 + 2] = b;
            imgData.data[i * 4 + 3] = 150;
        } else {
            imgData.data[i * 4 + 0] = 0;
            imgData.data[i * 4 + 1] = 0;
            imgData.data[i * 4 + 2] = 0;
            imgData.data[i * 4 + 3] = 0;
        }
    }
    ctx.putImageData(imgData, 0, 0);

    canvas.style.position = 'absolute';
    canvas.style.top = '0';
    canvas.style.left = '0';
    canvas.style.width = '100%';
    canvas.style.height = '100%';

    let firstIdx = mask.data.findIndex(v => v > 128);
    if (firstIdx !== -1) {
        const labelElement = document.createElement('span');
        labelElement.textContent = label;
        labelElement.className = 'bounding-box-label';
        labelElement.style.backgroundColor = color;
        labelElement.style.display = 'block';

        const labelY = Math.floor(firstIdx / mask.width);
        const labelX = firstIdx % mask.width;

        labelElement.style.left = (labelX / mask.width * 100) + '%';
        labelElement.style.top = (labelY / mask.height * 100) + '%';

        container.appendChild(labelElement);
    }

    container.appendChild(canvas);
}

// Render a bounding box and label on the image
function renderBox({ box, label }, container, activeModelCache) {
    const { xmax, xmin, ymax, ymin } = box;

    const color = '#' + Math.floor(Math.random() * 0xFFFFFF).toString(16).padStart(6, 0);

    const boxElement = document.createElement('div');
    boxElement.className = 'bounding-box';
    Object.assign(boxElement.style, {
        borderColor: color,
        left: 100 * xmin + '%',
        top: 100 * ymin + '%',
        width: 100 * (xmax - xmin) + '%',
        height: 100 * (ymax - ymin) + '%',
        cursor: 'crosshair',
        zIndex: 10,
        pointerEvents: 'auto',
    });

    const labelElement = document.createElement('span');
    labelElement.textContent = label;
    labelElement.className = 'bounding-box-label';
    labelElement.style.backgroundColor = color;
    labelElement.style.display = 'none';

    boxElement.appendChild(labelElement);
    container.appendChild(boxElement);

    boxElement.addEventListener('click', async (e) => {
        e.stopPropagation();
        if (!currentRawImage) return;

        status.textContent = `Generating mask for ${label}...`;

        const originalXmin = xmin * currentRawImage.width;
        const originalYmin = ymin * currentRawImage.height;
        const originalXmax = xmax * currentRawImage.width;
        const originalYmax = ymax * currentRawImage.height;

        const centerX = (originalXmin + originalXmax) / 2;
        const centerY = (originalYmin + originalYmax) / 2;

        const input_boxes = [[[originalXmin, originalYmin, originalXmax, originalYmax]]];
        const input_points = [[[centerX, centerY]]];

        try {
            const inputs = await activeModelCache.samProcessor(currentRawImage, { input_boxes, input_points });
            const modelInputs = { ...inputs };
            delete modelInputs.input_boxes;

            const outputs = await activeModelCache.samModel(modelInputs);
            const masks = await activeModelCache.samProcessor.post_process_masks(outputs.pred_masks, inputs.original_sizes, inputs.reshaped_input_sizes);

            const scores = outputs.iou_scores.data;
            let bestScoreIdx = 0;
            let maxScore = -Infinity;
            for (let i = 0; i < scores.length; i++) {
                if (scores[i] > maxScore) {
                    maxScore = scores[i];
                    bestScoreIdx = i;
                }
            }

            const H = masks[0].dims[2];
            const W = masks[0].dims[3];
            const rawMaskData = masks[0].data;
            const maskSize = H * W;

            const canvas = document.createElement('canvas');
            canvas.width = W;
            canvas.height = H;
            const ctx = canvas.getContext('2d');
            const imgData = ctx.createImageData(W, H);

            const r = parseInt(color.slice(1, 3), 16);
            const g = parseInt(color.slice(3, 5), 16);
            const b = parseInt(color.slice(5, 7), 16);

            const channelOffset = bestScoreIdx * maskSize;
            for (let i = 0; i < maskSize; ++i) {
                const val = rawMaskData[channelOffset + i];
                if (val) {
                    imgData.data[i * 4 + 0] = r;
                    imgData.data[i * 4 + 1] = g;
                    imgData.data[i * 4 + 2] = b;
                    imgData.data[i * 4 + 3] = 150;
                } else {
                    imgData.data[i * 4 + 0] = 0;
                    imgData.data[i * 4 + 1] = 0;
                    imgData.data[i * 4 + 2] = 0;
                    imgData.data[i * 4 + 3] = 0;
                }
            }
            ctx.putImageData(imgData, 0, 0);

            canvas.style.position = 'absolute';
            canvas.style.top = '0';
            canvas.style.left = '0';
            canvas.style.width = '100%';
            canvas.style.height = '100%';
            canvas.style.pointerEvents = 'none';
            canvas.style.zIndex = '5';

            container.appendChild(canvas);
            labelElement.style.display = 'block';

            status.textContent = 'Ready';
        } catch (err) {
            console.error(err);
            status.textContent = 'Error during segmentation';
        }
    });
}

// ── Greyscale Depth Overlay (Xenova-style) ──────────────────────────

function renderGreyscaleDepth(depthImage, container) {
    const W = depthImage.width;
    const H = depthImage.height;
    const pixelCount = W * H;
    const depthData = depthImage.data;

    let mn = Infinity, mx = -Infinity;
    for (let i = 0; i < pixelCount; i++) {
        if (depthData[i] < mn) mn = depthData[i];
        if (depthData[i] > mx) mx = depthData[i];
    }
    const rng = mx - mn || 1;

    const rgba = new Uint8ClampedArray(4 * pixelCount);
    for (let i = 0; i < pixelCount; i++) {
        const idx = 4 * i;
        rgba[idx] = 255;  // Red channel
        rgba[idx + 3] = Math.round(255 * (1 - (depthData[i] - mn) / rng));
    }

    const canvas = document.createElement('canvas');
    canvas.width = W;
    canvas.height = H;
    canvas.getContext('2d').putImageData(new ImageData(rgba, W, H), 0, 0);
    Object.assign(canvas.style, {
        position: 'absolute', top: '0', left: '0',
        width: '100%', height: '100%', pointerEvents: 'none', zIndex: '10'
    });
    container.appendChild(canvas);
}

// ── Per-Pixel Depth Layer Renderer ──────────────────────────────────

function renderDepthMap(depthImage, container) {
    const Z_SPREAD = 1.6;
    const NUM_LAYERS = 4;

    const W = depthImage.width;
    const H = depthImage.height;
    const pixelCount = W * H;
    const depthData = depthImage.data;

    // ── 1. Normalize depth to 0..1 ──
    let dMin = Infinity, dMax = -Infinity;
    for (let i = 0; i < pixelCount; i++) {
        if (depthData[i] < dMin) dMin = depthData[i];
        if (depthData[i] > dMax) dMax = depthData[i];
    }
    const dRange = dMax - dMin || 1;
    const norm = new Float32Array(pixelCount);
    for (let i = 0; i < pixelCount; i++) {
        norm[i] = (depthData[i] - dMin) / dRange;
    }

    // ── 2. Build histogram of per-pixel depths, find natural boundaries ──
    const HIST_BINS = 256;
    const histogram = new Float32Array(HIST_BINS);
    for (let i = 0; i < pixelCount; i++) {
        const bin = Math.min(HIST_BINS - 1, Math.floor(norm[i] * HIST_BINS));
        histogram[bin]++;
    }

    // Smooth histogram with a wide Gaussian kernel
    const smoothed = new Float32Array(HIST_BINS);
    const KERNEL_RADIUS = 8;
    for (let i = 0; i < HIST_BINS; i++) {
        let sum = 0, wt = 0;
        for (let k = -KERNEL_RADIUS; k <= KERNEL_RADIUS; k++) {
            const idx = Math.max(0, Math.min(HIST_BINS - 1, i + k));
            const w = Math.exp(-0.5 * (k / (KERNEL_RADIUS / 2)) ** 2);
            sum += histogram[idx] * w;
            wt += w;
        }
        smoothed[i] = sum / wt;
    }

    // Find valleys (local minima) in smoothed histogram
    const valleys = [];
    for (let i = 2; i < HIST_BINS - 2; i++) {
        if (smoothed[i] <= smoothed[i - 1] && smoothed[i] <= smoothed[i + 1] &&
            smoothed[i] < smoothed[i - 2] && smoothed[i] < smoothed[i + 2]) {
            valleys.push({ bin: i, value: smoothed[i] });
        }
    }

    // Sort by depth of valley (lowest count = best separator)
    valleys.sort((a, b) => a.value - b.value);

    // Pick the best (NUM_LAYERS-1) valleys as cut points
    const numCuts = NUM_LAYERS - 1;
    let cutBins;
    if (valleys.length >= numCuts) {
        cutBins = valleys.slice(0, numCuts).map(v => v.bin).sort((a, b) => a - b);
    } else {
        // Fallback: uniform cuts
        cutBins = [];
        for (let i = 1; i < NUM_LAYERS; i++) {
            cutBins.push(Math.round((i / NUM_LAYERS) * HIST_BINS));
        }
    }

    // Convert bin indices to depth boundaries
    const boundaries = [0, ...cutBins.map(b => b / HIST_BINS), 1.01];
    console.log(`Depth: ${NUM_LAYERS} layers, boundaries: [${boundaries.map(b => b.toFixed(2)).join(', ')}]`);

    // ── 3. Assign each pixel to a layer ──
    const pixelLayer = new Uint8Array(pixelCount);
    for (let i = 0; i < pixelCount; i++) {
        const d = norm[i];
        for (let l = 0; l < NUM_LAYERS; l++) {
            if (d >= boundaries[l] && d < boundaries[l + 1]) {
                pixelLayer[i] = l;
                break;
            }
        }
    }

    // Merge small layers into the one above (nearer)
    const MIN_PIXEL_RATIO = 0.05; // layers with < 5% of pixels get merged
    const layerCounts = new Uint32Array(NUM_LAYERS);
    for (let i = 0; i < pixelCount; i++) layerCounts[pixelLayer[i]]++;

    const mergeMap = new Uint8Array(NUM_LAYERS);
    for (let l = 0; l < NUM_LAYERS; l++) mergeMap[l] = l;

    for (let l = 0; l < NUM_LAYERS; l++) {
        if (layerCounts[l] < pixelCount * MIN_PIXEL_RATIO) {
            // Merge into the layer above (l+1), or below if it's the last
            const target = l < NUM_LAYERS - 1 ? l + 1 : l - 1;
            if (target >= 0) mergeMap[l] = mergeMap[target];
        }
    }

    // Apply merge and remap to contiguous indices
    const usedLayers = [...new Set(Array.from(mergeMap))].sort((a, b) => a - b);
    const remapTable = new Uint8Array(NUM_LAYERS);
    usedLayers.forEach((old, idx) => remapTable[old] = idx);
    for (let i = 0; i < pixelCount; i++) {
        pixelLayer[i] = remapTable[mergeMap[pixelLayer[i]]];
    }
    const FINAL_LAYERS = usedLayers.length;
    console.log(`After merge: ${FINAL_LAYERS} layers (from ${NUM_LAYERS})`);

    // ── 4. Get original image pixels ──
    const tmpCanvas = document.createElement('canvas');
    tmpCanvas.width = W; tmpCanvas.height = H;
    const tmpCtx = tmpCanvas.getContext('2d');
    const imgEl = container.querySelector('img');
    tmpCtx.drawImage(imgEl, 0, 0, W, H);
    const origPixels = tmpCtx.getImageData(0, 0, W, H).data;
    imgEl.style.visibility = 'hidden';

    // ── 5. Create masked textures per layer + build wall geometry ──
    const levelTextures = [];
    const aspect = W / H;

    // Per-layer: collect wall quad vertices (position xyz + color rgb, 6 floats/vertex)
    const wallVertArrays = []; // wallVertArrays[layer] = Float32Array of wall verts

    for (let layer = 0; layer < FINAL_LAYERS; layer++) {
        const rgba = new Uint8Array(W * H * 4);
        const wallVerts = []; // temp array to collect wall vertex data

        for (let i = 0; i < pixelCount; i++) {
            if (pixelLayer[i] !== layer) continue;
            rgba[i * 4] = origPixels[i * 4];
            rgba[i * 4 + 1] = origPixels[i * 4 + 1];
            rgba[i * 4 + 2] = origPixels[i * 4 + 2];
            rgba[i * 4 + 3] = 255;

            // Only build walls for layers that have a layer behind them
            if (layer === 0) continue;

            const px = i % W, py = (i / W) | 0;
            const r = origPixels[i * 4] / 255;
            const g = origPixels[i * 4 + 1] / 255;
            const b = origPixels[i * 4 + 2] / 255;

            // Map pixel bounds to world coords
            const xL = aspect * (2 * px / W - 1);
            const xR = aspect * (2 * (px + 1) / W - 1);
            const yT = 1 - 2 * py / H;
            const yB = 1 - 2 * (py + 1) / H;

            // Check each face - if neighbor is a different layer, create a wall quad
            // Wall quad: z=0 is front (this layer), z=1 is back (layer behind)
            // Each quad = 2 triangles = 6 vertices, each vertex = (x,y,z, r,g,b)

            // Right wall
            if (px < W - 1 && pixelLayer[i + 1] !== layer) {
                wallVerts.push(xR, yT, 0, r, g, b, xR, yT, 1, r, g, b, xR, yB, 0, r, g, b);
                wallVerts.push(xR, yB, 0, r, g, b, xR, yT, 1, r, g, b, xR, yB, 1, r, g, b);
            }
            // Left wall
            if (px > 0 && pixelLayer[i - 1] !== layer) {
                wallVerts.push(xL, yT, 0, r, g, b, xL, yB, 0, r, g, b, xL, yT, 1, r, g, b);
                wallVerts.push(xL, yB, 0, r, g, b, xL, yB, 1, r, g, b, xL, yT, 1, r, g, b);
            }
            // Bottom wall
            if (py < H - 1 && pixelLayer[i + W] !== layer) {
                wallVerts.push(xL, yB, 0, r, g, b, xR, yB, 1, r, g, b, xR, yB, 0, r, g, b);
                wallVerts.push(xL, yB, 0, r, g, b, xL, yB, 1, r, g, b, xR, yB, 1, r, g, b);
            }
            // Top wall
            if (py > 0 && pixelLayer[i - W] !== layer) {
                wallVerts.push(xL, yT, 0, r, g, b, xR, yT, 0, r, g, b, xR, yT, 1, r, g, b);
                wallVerts.push(xL, yT, 0, r, g, b, xR, yT, 1, r, g, b, xL, yT, 1, r, g, b);
            }
        }
        levelTextures.push(rgba);
        wallVertArrays.push(new Float32Array(wallVerts));
    }

    console.log(`Wall geometry: ${wallVertArrays.map((a, i) => `L${i}:${a.length / 6} verts`).join(', ')}`);

    // ── 6. WebGL 3D Render ──
    const glCanvas = document.createElement('canvas');
    const rect = container.getBoundingClientRect();
    glCanvas.width = rect.width * devicePixelRatio;
    glCanvas.height = rect.height * devicePixelRatio;
    Object.assign(glCanvas.style, {
        position: 'absolute', top: '0', left: '0',
        width: '100%', height: '100%', zIndex: '20', pointerEvents: 'auto', cursor: 'grab'
    });
    container.appendChild(glCanvas);

    const gl = glCanvas.getContext('webgl', { alpha: true, premultipliedAlpha: false });
    if (!gl) { console.error('WebGL not supported'); return; }
    gl.enable(gl.BLEND);
    gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
    gl.enable(gl.DEPTH_TEST);
    gl.depthFunc(gl.LEQUAL);

    function compileShader(src, type) {
        const s = gl.createShader(type); gl.shaderSource(s, src); gl.compileShader(s);
        if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) { console.error(gl.getShaderInfoLog(s)); return null; }
        return s;
    }

    // ── Face shader (textured quads) ──
    const faceProg = gl.createProgram();
    gl.attachShader(faceProg, compileShader(`
        attribute vec2 aPos; attribute vec2 aUV; uniform mat4 uMVP; varying vec2 vUV;
        void main() { vUV = aUV; gl_Position = uMVP * vec4(aPos, 0.0, 1.0); }`, gl.VERTEX_SHADER));
    gl.attachShader(faceProg, compileShader(`
        precision mediump float; varying vec2 vUV; uniform sampler2D uTex;
        void main() { vec4 c = texture2D(uTex, vUV); if (c.a < 0.01) discard; gl_FragColor = c; }`, gl.FRAGMENT_SHADER));
    gl.linkProgram(faceProg);

    const faceAPos = gl.getAttribLocation(faceProg, 'aPos');
    const faceAUV = gl.getAttribLocation(faceProg, 'aUV');
    const faceUMVP = gl.getUniformLocation(faceProg, 'uMVP');
    const faceUTex = gl.getUniformLocation(faceProg, 'uTex');

    const faceVerts = new Float32Array([-aspect, 1, 0, 0, aspect, 1, 1, 0, -aspect, -1, 0, 1, aspect, -1, 1, 1]);
    const faceVBO = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, faceVBO);
    gl.bufferData(gl.ARRAY_BUFFER, faceVerts, gl.STATIC_DRAW);

    // Upload face textures
    const glTextures = [];
    for (let lvl = 0; lvl < FINAL_LAYERS; lvl++) {
        const tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex);
        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, W, H, 0, gl.RGBA, gl.UNSIGNED_BYTE, levelTextures[lvl]);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
        glTextures.push(tex);
    }

    // ── Wall shader (solid colored geometry) ──
    const wallProg = gl.createProgram();
    gl.attachShader(wallProg, compileShader(`
        attribute vec3 aWallPos; attribute vec3 aWallColor;
        uniform mat4 uMVP; uniform float uZFront; uniform float uZBack;
        varying vec3 vColor;
        void main() {
            float z = mix(uZFront, uZBack, aWallPos.z);
            gl_Position = uMVP * vec4(aWallPos.xy, z, 1.0);
            vColor = aWallColor;
        }`, gl.VERTEX_SHADER));
    gl.attachShader(wallProg, compileShader(`
        precision mediump float; varying vec3 vColor;
        void main() { gl_FragColor = vec4(vColor, 1.0); }`, gl.FRAGMENT_SHADER));
    gl.linkProgram(wallProg);

    const wallAPos = gl.getAttribLocation(wallProg, 'aWallPos');
    const wallAColor = gl.getAttribLocation(wallProg, 'aWallColor');
    const wallUMVP = gl.getUniformLocation(wallProg, 'uMVP');
    const wallUZFront = gl.getUniformLocation(wallProg, 'uZFront');
    const wallUZBack = gl.getUniformLocation(wallProg, 'uZBack');

    // Upload wall geometry buffers
    const wallVBOs = [];
    const wallVertCounts = [];
    for (let lvl = 0; lvl < FINAL_LAYERS; lvl++) {
        const vbo = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
        gl.bufferData(gl.ARRAY_BUFFER, wallVertArrays[lvl], gl.STATIC_DRAW);
        wallVBOs.push(vbo);
        wallVertCounts.push(wallVertArrays[lvl].length / 6); // 6 floats per vertex
    }

    // Matrix helpers
    const m4 = {
        perspective(fovY, asp, near, far) {
            const f = 1 / Math.tan(fovY / 2), nf = 1 / (near - far);
            return new Float32Array([f / asp, 0, 0, 0, 0, f, 0, 0, 0, 0, (far + near) * nf, -1, 0, 0, 2 * far * near * nf, 0]);
        },
        rotY(a) { const c = Math.cos(a), s = Math.sin(a); return new Float32Array([c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1]); },
        rotX(a) { const c = Math.cos(a), s = Math.sin(a); return new Float32Array([1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1]); },
        translate(x, y, z) { return new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x, y, z, 1]); },
        mul(a, b) {
            const o = new Float32Array(16);
            for (let i = 0; i < 4; i++) for (let j = 0; j < 4; j++) {
                o[j * 4 + i] = 0; for (let k = 0; k < 4; k++) o[j * 4 + i] += a[k * 4 + i] * b[j * 4 + k];
            }
            return o;
        }
    };

    const canvasAspect = glCanvas.width / glCanvas.height;
    const fov = Math.PI / 4;
    const proj = m4.perspective(fov, canvasAspect, 0.1, 100);
    const camDist = 1.0 / Math.tan(fov / 2) + 0.1;

    let rotYAngle = 0, rotXAngle = 0, dragging = false, lastMX = 0, lastMY = 0;
    glCanvas.addEventListener('mousedown', e => { dragging = true; lastMX = e.clientX; lastMY = e.clientY; glCanvas.style.cursor = 'grabbing'; });
    window.addEventListener('mouseup', () => { dragging = false; glCanvas.style.cursor = 'grab'; });
    window.addEventListener('mousemove', e => {
        if (!dragging) return;
        rotYAngle += (e.clientX - lastMX) * 0.006; rotXAngle += (e.clientY - lastMY) * 0.006;
        rotXAngle = Math.max(-Math.PI / 3, Math.min(Math.PI / 3, rotXAngle));
        lastMX = e.clientX; lastMY = e.clientY;
    });
    glCanvas.addEventListener('touchstart', e => { dragging = true; lastMX = e.touches[0].clientX; lastMY = e.touches[0].clientY; }, { passive: true });
    window.addEventListener('touchend', () => { dragging = false; });
    window.addEventListener('touchmove', e => {
        if (!dragging) return;
        rotYAngle += (e.touches[0].clientX - lastMX) * 0.006; rotXAngle += (e.touches[0].clientY - lastMY) * 0.006;
        rotXAngle = Math.max(-Math.PI / 3, Math.min(Math.PI / 3, rotXAngle));
        lastMX = e.touches[0].clientX; lastMY = e.touches[0].clientY;
    }, { passive: true });

    const startTime = performance.now();
    const INTRO_MS = 1000;
    function easeOut(t) { return 1 - Math.pow(1 - t, 3); }

    function draw() {
        gl.viewport(0, 0, glCanvas.width, glCanvas.height);
        gl.clearColor(0, 0, 0, 0);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

        const t = Math.min((performance.now() - startTime) / INTRO_MS, 1);
        const spread = Z_SPREAD * easeOut(t);

        const view = m4.translate(0, 0, -camDist);
        const rot = m4.mul(m4.rotY(rotYAngle), m4.rotX(rotXAngle));
        const vp = m4.mul(proj, m4.mul(view, rot));

        // Compute Z positions for each layer
        const zPositions = [];
        for (let lvl = 0; lvl < FINAL_LAYERS; lvl++) {
            zPositions.push(FINAL_LAYERS > 1 ? (lvl / (FINAL_LAYERS - 1)) * spread - spread / 2 : 0);
        }

        for (let lvl = 0; lvl < FINAL_LAYERS; lvl++) {
            const zFront = zPositions[lvl];

            // Draw wall geometry between this layer and the one behind
            if (lvl > 0 && wallVertCounts[lvl] > 0) {
                const zBack = zPositions[lvl - 1];
                gl.useProgram(wallProg);
                gl.bindBuffer(gl.ARRAY_BUFFER, wallVBOs[lvl]);
                gl.enableVertexAttribArray(wallAPos);
                gl.vertexAttribPointer(wallAPos, 3, gl.FLOAT, false, 24, 0);
                gl.enableVertexAttribArray(wallAColor);
                gl.vertexAttribPointer(wallAColor, 3, gl.FLOAT, false, 24, 12);
                gl.uniformMatrix4fv(wallUMVP, false, vp);
                gl.uniform1f(wallUZFront, zFront);
                gl.uniform1f(wallUZBack, zBack);
                gl.drawArrays(gl.TRIANGLES, 0, wallVertCounts[lvl]);
            }

            // Draw the face quad
            gl.useProgram(faceProg);
            gl.bindBuffer(gl.ARRAY_BUFFER, faceVBO);
            gl.enableVertexAttribArray(faceAPos);
            gl.vertexAttribPointer(faceAPos, 2, gl.FLOAT, false, 16, 0);
            gl.enableVertexAttribArray(faceAUV);
            gl.vertexAttribPointer(faceAUV, 2, gl.FLOAT, false, 16, 8);
            const mvp = m4.mul(vp, m4.translate(0, 0, zFront));
            gl.uniformMatrix4fv(faceUMVP, false, mvp);
            gl.activeTexture(gl.TEXTURE0);
            gl.bindTexture(gl.TEXTURE_2D, glTextures[lvl]);
            gl.uniform1i(faceUTex, 0);
            gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
        }
        requestAnimationFrame(draw);
    }
    draw();
}