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feat(highway_3d): hit-feedback juice + Hit-sparks toggle (#618)
* feat(highway_3d): hit-feedback juice — cinematic lighting, strike line, sparks, intensity dial Charrette wave 1 (additive, default-tasteful, all behind settings): - #8 Hit-feedback settings: hitFx (0..1), cinematic, verdictMarks, timingFx, streakFx in BG_DEFAULTS + h3dBgSet* setters + settings.html (intensity slider + cinematic toggle). hitFx=0 → colour verdict only. - #2 Cinematic lighting: ambient 0.85→0.35 + stronger key light when cinematic on, so emissive gems have a dark surround to pop against. Live-toggleable. - #1 Strike line: a glowing bar at the hit line (Z=0) that flashes green on a verified hit / red on a miss, eased from the per-frame verdict alpha. - #3 Hit sparks: a pooled additive Points burst at the gem on a verified hit (deduped one burst per note), scaled by hitFx; disposed on teardown. Staged for wave 2 (after dogfooding): bloom+ACES (#4), colorblind verdict glyphs (#6), early/late timing tint (#5), streak heat + clean-bar (#7), gem scale-punch. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq * feat(highway_3d): wave 2 — gem scale-punch, streak heat, colorblind verdict marks - #3 (completion) gem scale-punch: the hit gem briefly grows (1 + 0.22·hitFx·alpha), biggest at the strike and easing with the verdict — the per-gem impulse. - #7 streak heat: a renderer-side consecutive-hit counter eases a 0..1 "heat" (plateau at 16) that grows the spark burst + warms the strike-line idle glow; a miss eases it back down. Behind the Streak-feedback toggle. - #6 colorblind verdict marks: a redundant ✓ (hit) / ✗ (miss) glyph on the verdict via the existing 2D label overlay, so the green/red pair isn't the only signal — notably also covers the provider path (where the timing labels don't show). - settings.html: Streak-feedback + Accessible-marks toggles. Deferred: #4 bloom+ACES (needs the Three.js postprocessing addons vendored into core static/vendor/three/ — not present; warrants its own infra change), and #5's timing tint (the early/late ±ms labels already render on the event path; surfacing them on the provider path needs a notedetect verdict field — a cross-plugin item). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq * feat(highway_3d): #4 bloom + ACES — vendored Three.js postprocessing, perf-gated The single biggest fidelity lever from the charrette. Core had only three.module.min.js (no postprocessing addons), so this vendors the r170 EffectComposer/RenderPass/UnrealBloomPass/OutputPass + their shader deps into static/vendor/three/addons/, with every `from 'three'` rewritten to the SAME vendored three (../../three.module.min.js) so the addons share the plugin's three instance (a CDN copy would be a second, non-interoperable module). highway_3d wiring: - Lazy-loads the addons only when the new `bloom` setting is on (dynamic import), builds EffectComposer(RenderPass → UnrealBloomPass(strength .65/radius .5/ threshold .82 — high so only emissive gems + the hit flash bloom) → OutputPass). - Render loop uses composer.render() with ACES tone-mapping when bloom is active, else the unchanged direct ren.render() with NoToneMapping (bloom-off = today's look). - Perf-gated: OFF in splitscreen; graceful fallback to direct render if the modules or composer fail; composer.setSize on canvas resize; disposed on teardown. - settings.html: "Glow bloom" toggle (default on). Verified the import chain resolves + renders via a same-origin module-load test (EffectComposer built + a bloom frame rendered, three r170). Charrette status: 7/8 (only #5's early/late timing tint remains — a notedetect verdict-field change, outside the highway). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq * feat(highway_3d): #5 early/late timing — colour the hit feedback by timing Surfaces the detector's timing on every hit (the charrette's last item), fully highway-side: notedetect already dispatches the judgment (timingState/timingError) on notedetect:hit/miss, so we carry timingState onto the event mark and tint the hit's spark burst + the ✓ verdict glyph by it — on-time green, early cyan, late amber. Gracefully falls back to green when no timing is known (pure-provider path), so it never invents data. Behind the new "Timing feedback" toggle (default on). Charrette: 8/8 complete. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq * feat(highway_3d): add a "Hit sparks" on/off toggle (note-hit particles) The on-hit spark burst (the particle effect that fires the instant note_detect confirms a hit) could previously only be removed by dragging Hit-feedback intensity to 0 — which also kills the strike-line flash and the scale-punch. Add a dedicated "Hit sparks" toggle (default on) under 3D Highway settings, in the hit-feedback group beside the intensity slider, that gates ONLY the spark particles; the strike flash and colour verdict are unaffected. Wired the same way as the sibling juice toggles: a `sparks` boolean in BG_DEFAULTS, in _BG_BOOL_KEYS, a window.h3dBgSetSparks setter, the per-instance _sparks state + settings re-read, and a guard on the _sparkBurst spawn. Reuses existing Tailwind utility classes, so assets/plugin.css is unchanged; plugin.json version bumped to 3.28.0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * feat(highway_3d): act on tester charrette — strike line, fog readability, AA Addresses the alpha-tester 3D-highway feedback thread via the design panel's recommendations: - Strike line (panel rec 1a): now a HIT-ONLY faint "now" line — flashes green on a confirmed hit, no red miss branch (misses already show at the gem: red wash + ✗). Moved off the bottom edge to the vertical CENTRE of the string field, which was the "incorrectly placed" complaint (it read as the board's lower border and fused with open-string gems on a miss). Added a "Strike line" on/off toggle (`strikeLine`, default on). - Horizon readability (#2): the note gems + their outlines are now fog-exempt (`material.fog = false` on mStr/mGlow/mStrHitOutline/mHitBright/mWhiteOutline/ mMissOutline), so upcoming notes punch through the distance fog and stay legible as they render in — the board, lane, sustains and scenery keep their atmospheric fog, so depth is preserved. - Cinematic lighting softened: cinematic ambient 0.35 -> 0.45 so the dark stage doesn't crush note/fret legibility. - Anti-aliasing under bloom (perf rec): give the bloom EffectComposer a multisampled (WebGL2 MSAA x4) HalfFloat render target. The default target had no `samples`, so bloom-on bypassed MSAA — the "too HD / jagged on Windows, fine on Mac" report (Mac only won via Retina supersampling). This is the highest-value, smallest fix for the jaggies. plugin.json -> 3.29.0. The renderScale quality-oscillation is core (static/highway.js) and will be a separate feedBack PR. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * feat(highway_3d): remove the strike line; sparks-only hit feedback, subtler Second tester-charrette pass. The strike line (even hit-only/centred from the last pass) was still too distracting/confusing on a hit, so it's removed entirely — strings + fret markers already orient the player, and the hit is fully carried at the gem (bright outline + scale-punch + spark burst) with the timing-coloured ✓/✗ verdict as the knowledge-of-results channel. - Deleted the strike-line mesh, its per-frame update, the `strikeLine` setting (BG_DEFAULTS / _BG_BOOL_KEYS / setter / settings-load), the settings.html toggle, and the now-dead `_strikeLine`/`_ndHitFlash`/`_ndMissFlash` state + their verdict-block feeds. - Made the spark burst subtler now that it's the sole celebration: point size 1.7→1.0·K, opacity 0.95→0.8, burst count (7+13·hitFx)→(4+7·hitFx), radial speed (7+r·20)→(5+r·12)·K, life (0.40+r·0.28)→(0.30+r·0.16)s. - Toggles for Hit sparks and the ✓/✗ verdict marks already exist in settings (kept). Minimal hit-feedback set now: gem bright + subtle spark (celebration) + timing-coloured ✓/✗ (the KR) + ambient streak heat. plugin.json -> 3.30.0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * fix(highway_3d): hydrate hit-feedback settings controls from saved state The 7 new juice controls (Hit sparks, Cinematic, Streak, Verdict marks, Bloom, Timing, Hit-feedback intensity) were hard-coded to their default markup and never read back from localStorage when the settings panel reopened — so a saved non-default (e.g. Hit sparks off) showed as the default (checked) even though the renderer correctly honored it. The sibling controls in the same panel were already hydrated; this restores that pattern for the new ones. Reads h3d_bg_* directly; defaults mirror BG_DEFAULTS (all bools on, hitFx 0.70) and the _bgCoerceBool 'true'/'1' vs 'false'/'0' coercion. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> Co-authored-by: byrongamatos <xasiklas@gmail.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
byrongamatos
parent
b206633131
commit
290783b80b
@@ -1,7 +1,7 @@
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{
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"id": "highway_3d",
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"name": "3D Highway",
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"version": "3.27.0",
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"version": "3.30.0",
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"type": "visualization",
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"bundled": true,
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"script": "screen.js",
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@@ -1768,7 +1768,7 @@
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return _bgBandsCache;
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}
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const BG_DEFAULTS = { style: 'particles', intensity: 0.5, reactive: true, palette: 'default', bgTheme: 'default', hwTheme: 'default', showFretOnNote: true, fretNumberGhostScope: 'chords', cameraSmoothing: 0.5, zoomSmoothing: 0.5, tiltSmoothing: 0.5, cameraLockLow: false, cameraLockZoom: 0.5, cameraMode: 'lookahead', nutHeadstockVisible: true, tuningLabelsVisible: true, nutColor: '#f5f3f0', headstockColor: '#d4b48a', textSize: 0.5, vibrancy: 0.85, glow: 0.25, customImageDataUrl: '', customImageName: '', customVideoName: '', chordDiagramVisible: true, chordDiagramSize: 0.5, chordDiagramPosition: 'tl', fretColumnMarkerCadence: 1, projectionVisible: true, inlayLabelsVisible: false, sectionLabelsOnHighway: false, sectionHudVisible: false, sectionHudPosition: 'tr', sectionHudSize: 0.5, toneHudVisible: false, toneHudPosition: 'tl', toneHudSize: 0.5, fpsVisible: false, fretDividersVisible: true, slideArrowApproachVisible: true, slideArrowNeckVisible: true, slideArrowChainPreviewVisible: true };
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const BG_DEFAULTS = { style: 'particles', intensity: 0.5, reactive: true, palette: 'default', bgTheme: 'default', hwTheme: 'default', showFretOnNote: true, fretNumberGhostScope: 'chords', cameraSmoothing: 0.5, zoomSmoothing: 0.5, tiltSmoothing: 0.5, cameraLockLow: false, cameraLockZoom: 0.5, cameraMode: 'lookahead', nutHeadstockVisible: true, tuningLabelsVisible: true, nutColor: '#f5f3f0', headstockColor: '#d4b48a', textSize: 0.5, vibrancy: 0.85, glow: 0.25, customImageDataUrl: '', customImageName: '', customVideoName: '', chordDiagramVisible: true, chordDiagramSize: 0.5, chordDiagramPosition: 'tl', fretColumnMarkerCadence: 1, projectionVisible: true, inlayLabelsVisible: false, sectionLabelsOnHighway: false, sectionHudVisible: false, sectionHudPosition: 'tr', sectionHudSize: 0.5, toneHudVisible: false, toneHudPosition: 'tl', toneHudSize: 0.5, fpsVisible: false, fretDividersVisible: true, slideArrowApproachVisible: true, slideArrowNeckVisible: true, slideArrowChainPreviewVisible: true, hitFx: 0.7, sparks: true, cinematic: true, verdictMarks: true, timingFx: true, streakFx: true, bloom: true };
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// User-selectable, persistable bg styles — must mirror settings.html's
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// VALID_STYLES. 'venue' is deliberately NOT here: it is an internal effective
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// style reached only via _venueSceneOverride (the viz-picker Venue flow), so
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@@ -2115,7 +2115,7 @@
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// means (fall back to default rather than silently flipping to
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// false). Add new boolean keys to BG_DEFAULTS and they pick this
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// up via the dispatch below.
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const _BG_BOOL_KEYS = new Set(['reactive', 'showFretOnNote', 'cameraLockLow', 'inlayLabelsVisible', 'sectionLabelsOnHighway', 'sectionHudVisible', 'nutHeadstockVisible', 'tuningLabelsVisible', 'projectionVisible', 'chordDiagramVisible', 'fpsVisible', 'toneHudVisible', 'fretDividersVisible', 'slideArrowApproachVisible', 'slideArrowNeckVisible', 'slideArrowChainPreviewVisible']);
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const _BG_BOOL_KEYS = new Set(['reactive', 'showFretOnNote', 'cameraLockLow', 'inlayLabelsVisible', 'sectionLabelsOnHighway', 'sectionHudVisible', 'nutHeadstockVisible', 'tuningLabelsVisible', 'projectionVisible', 'chordDiagramVisible', 'fpsVisible', 'toneHudVisible', 'fretDividersVisible', 'slideArrowApproachVisible', 'slideArrowNeckVisible', 'slideArrowChainPreviewVisible', 'sparks', 'cinematic', 'verdictMarks', 'timingFx', 'streakFx', 'bloom']);
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function _bgCoerceBool(val, fallback) {
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if (val === 'true' || val === '1') return true;
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if (val === 'false' || val === '0') return false;
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@@ -2125,7 +2125,7 @@
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// hysteresis; zoomSmoothing the zoom dead zone; tiltSmoothing the
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// vertical-tilt deadband + correction strength. All three slider-
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// shaped settings share the same parse + clamp behaviour.
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const _BG_FLOAT_KEYS = new Set(['intensity', 'cameraSmoothing', 'zoomSmoothing', 'tiltSmoothing', 'cameraLockZoom', 'textSize', 'vibrancy', 'glow', 'chordDiagramSize', 'sectionHudSize', 'toneHudSize']);
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const _BG_FLOAT_KEYS = new Set(['intensity', 'cameraSmoothing', 'zoomSmoothing', 'tiltSmoothing', 'cameraLockZoom', 'textSize', 'vibrancy', 'glow', 'chordDiagramSize', 'sectionHudSize', 'toneHudSize', 'hitFx']);
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function _bgCoerce(key, val) {
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if (_BG_FLOAT_KEYS.has(key)) {
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const n = parseFloat(val);
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@@ -2259,6 +2259,13 @@
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window.h3dBgSetTextSize = (v) => _bgWriteGlobal('textSize', v);
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window.h3dBgSetVibrancy = (v) => _bgWriteGlobal('vibrancy', v);
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window.h3dBgSetGlow = (v) => _bgWriteGlobal('glow', v);
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window.h3dBgSetHitFx = (v) => _bgWriteGlobal('hitFx', v);
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window.h3dBgSetSparks = (v) => _bgWriteGlobal('sparks', !!v);
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window.h3dBgSetCinematic = (v) => _bgWriteGlobal('cinematic', !!v);
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window.h3dBgSetVerdictMarks = (v) => _bgWriteGlobal('verdictMarks', !!v);
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window.h3dBgSetTimingFx = (v) => _bgWriteGlobal('timingFx', !!v);
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window.h3dBgSetStreakFx = (v) => _bgWriteGlobal('streakFx', !!v);
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window.h3dBgSetBloom = (v) => _bgWriteGlobal('bloom', !!v);
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window.h3dBgSetToneHudVisible = (v) => _bgWriteGlobal('toneHudVisible', !!v);
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window.h3dBgSetToneHudPosition = (v) => _bgWriteGlobal('toneHudPosition', v);
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window.h3dBgSetToneHudSize = (v) => _bgWriteGlobal('toneHudSize', v);
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@@ -3552,6 +3559,19 @@
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// linear blend every frame.
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let vibrancy = BG_DEFAULTS.vibrancy;
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let glowMul = BG_DEFAULTS.glow;
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let _hitFx = BG_DEFAULTS.hitFx;
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let _sparks = BG_DEFAULTS.sparks;
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let _cinematic = BG_DEFAULTS.cinematic;
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let _verdictMarks = BG_DEFAULTS.verdictMarks;
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let _timingFx = BG_DEFAULTS.timingFx;
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let _streakFx = BG_DEFAULTS.streakFx;
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let _bloom = BG_DEFAULTS.bloom;
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let _composer = null, _bloomPass = null, _bloomLoad = null, _bloomW = 0, _bloomH = 0;
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let _sparkPts = null, _sparkPos = null, _sparkCol = null, _sparkVel = null, _sparkLife = null;
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const _SPARK_N = 256;
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const _sparkSeen = new Map(); // note-key -> expiry; one burst per hit
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let _juiceLastT = 0; // frame-dt clock for the juice layer
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let _streakHits = 0, _streakHeat = 0; // #7 consecutive-hit escalation
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let fpsVisible = BG_DEFAULTS.fpsVisible;
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let fretDividersVisible = BG_DEFAULTS.fretDividersVisible;
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let chordDiagramVisible = BG_DEFAULTS.chordDiagramVisible;
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@@ -5912,10 +5932,23 @@
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dirLight = new T.DirectionalLight(0xffffff, 0.8);
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dirLight.position.set(40 * K, 120 * K, 80 * K);
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scene.add(dirLight);
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_applyCinematic();
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fretG = new T.Group(); scene.add(fretG);
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tuningLblG = new T.Group(); scene.add(tuningLblG);
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noteG = new T.Group(); scene.add(noteG);
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// Hit sparks (#3): a pooled additive Points cloud; a small burst fires at a
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// gem on a verified hit (spawned in the verdict block, advanced in the render loop).
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_sparkPos = new Float32Array(_SPARK_N * 3); _sparkCol = new Float32Array(_SPARK_N * 3);
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_sparkVel = new Float32Array(_SPARK_N * 3); _sparkLife = new Float32Array(_SPARK_N);
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{
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const sg = new T.BufferGeometry();
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sg.setAttribute('position', new T.BufferAttribute(_sparkPos, 3).setUsage(T.DynamicDrawUsage));
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sg.setAttribute('color', new T.BufferAttribute(_sparkCol, 3).setUsage(T.DynamicDrawUsage));
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const sm = new T.PointsMaterial({ size: 1.0 * K, vertexColors: true, transparent: true, opacity: 0.8, depthWrite: false, blending: T.AdditiveBlending, sizeAttenuation: true });
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_sparkPts = new T.Points(sg, sm); _sparkPts.frustumCulled = false; _sparkPts.renderOrder = 8;
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scene.add(_sparkPts);
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}
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beatG = new T.Group(); scene.add(beatG);
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lblG = new T.Group(); scene.add(lblG);
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@@ -6134,6 +6167,13 @@
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transparent: true, opacity: 1.0, depthWrite: false,
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}));
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mHitBrightArrays = mHitBright.map(m => [m, m, m, m, mEdgeTransparent, mEdgeTransparent]);
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// Readability (#2 / charrette): the note gems + their outlines punch THROUGH
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// the distance fog so upcoming notes stay legible as they render in at the
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// horizon. The board, lane, sustains and background scenery keep their
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// atmospheric fog — only the note-defining materials are exempted, so the
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// highway still reads as deep while the notes never dissolve into the haze.
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[mWhiteOutline, mMissOutline].forEach(m => { if (m) m.fog = false; });
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[mStr, mGlow, mStrHitOutline, mHitBright].forEach(arr => arr && arr.forEach(m => { if (m) m.fog = false; }));
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// Outline materials render at a lower renderOrder than the body.
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// The body is rendered on top with opacity:1 on hit/miss, which
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// fully covers the outline center — only the fringe that extends
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@@ -7191,7 +7231,7 @@
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color: '#66c7ff',
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});
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}
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return { s: note.s, f: note.f, noteTime: d.noteTime, labels };
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return { s: note.s, f: note.f, noteTime: d.noteTime, labels, timingState: d.timingState || null };
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};
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const _ndPushMark = (arr, d) => {
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const mark = _ndNormalizeMark(d);
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@@ -7347,6 +7387,14 @@
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textSize = _bgReadSetting(panelKey, 'textSize');
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vibrancy = _bgReadSetting(panelKey, 'vibrancy');
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glowMul = _bgReadSetting(panelKey, 'glow');
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_hitFx = _bgReadSetting(panelKey, 'hitFx');
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_sparks = _bgReadSetting(panelKey, 'sparks');
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_cinematic = _bgReadSetting(panelKey, 'cinematic');
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_verdictMarks = _bgReadSetting(panelKey, 'verdictMarks');
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_timingFx = _bgReadSetting(panelKey, 'timingFx');
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_streakFx = _bgReadSetting(panelKey, 'streakFx');
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_bloom = _bgReadSetting(panelKey, 'bloom');
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_applyCinematic();
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fpsVisible = _bgReadSetting(panelKey, 'fpsVisible');
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fretDividersVisible = _bgReadSetting(panelKey, 'fretDividersVisible');
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chordDiagramVisible = _bgReadSetting(panelKey, 'chordDiagramVisible');
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@@ -7785,6 +7833,85 @@
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: d;
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return parseInt(s.slice(1), 16);
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}
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// Cinematic lighting (#2): darken ambient so emissive gems have a dark
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// surround to pop against; strengthen the key light for modelling.
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// Toggle via the 'cinematic' setting so it's directly comparable.
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function _applyCinematic() {
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if (!ambLight || !dirLight) return;
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ambLight.intensity = _cinematic ? 0.45 : 0.85;
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dirLight.intensity = _cinematic ? 1.15 : 0.8;
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}
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// #5 early/late: tint the hit feedback by timing — on-time green, early cyan,
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// late amber. Falls back to green when timing is unknown (pure-provider path).
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function _timingHex(ts) {
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if (!_timingFx || !ts || ts === 'OK') return 0x22ff88;
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if (ts === 'EARLY') return 0x35d6ff;
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if (ts === 'LATE') return 0xffb84d;
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return 0x22ff88;
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}
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function _sparkBurst(x, y, z, hex, count) {
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if (!_sparkPts || count <= 0) return;
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const r = ((hex >> 16) & 255) / 255, g = ((hex >> 8) & 255) / 255, b = (hex & 255) / 255;
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let made = 0;
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for (let i = 0; i < _SPARK_N && made < count; i++) {
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if (_sparkLife[i] > 0) continue;
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const j = i * 3, ang = Math.random() * Math.PI * 2, sp = (5 + Math.random() * 12) * K;
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_sparkPos[j] = x; _sparkPos[j + 1] = y; _sparkPos[j + 2] = z;
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_sparkVel[j] = Math.cos(ang) * sp; _sparkVel[j + 1] = (12 + Math.random() * 24) * K; _sparkVel[j + 2] = Math.sin(ang) * sp * 0.55;
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_sparkCol[j] = r; _sparkCol[j + 1] = g; _sparkCol[j + 2] = b;
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_sparkLife[i] = 0.30 + Math.random() * 0.16; made++;
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}
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}
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function _sparkUpdate(dt) {
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if (!_sparkPts) return;
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const grav = 55 * K; let any = false;
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for (let i = 0; i < _SPARK_N; i++) {
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if (_sparkLife[i] <= 0) continue;
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const j = i * 3;
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_sparkLife[i] -= dt;
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if (_sparkLife[i] <= 0) { _sparkCol[j] = _sparkCol[j + 1] = _sparkCol[j + 2] = 0; continue; }
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any = true;
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_sparkVel[j + 1] -= grav * dt;
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||||
_sparkPos[j] += _sparkVel[j] * dt; _sparkPos[j + 1] += _sparkVel[j + 1] * dt; _sparkPos[j + 2] += _sparkVel[j + 2] * dt;
|
||||
const fade = 1 - Math.min(1, dt * 3.2);
|
||||
_sparkCol[j] *= fade; _sparkCol[j + 1] *= fade; _sparkCol[j + 2] *= fade;
|
||||
}
|
||||
_sparkPts.geometry.attributes.position.needsUpdate = true;
|
||||
_sparkPts.geometry.attributes.color.needsUpdate = true;
|
||||
_sparkPts.visible = any;
|
||||
}
|
||||
// #4 Bloom: lazy-load the vendored postprocessing addons and build an
|
||||
// EffectComposer (RenderPass -> UnrealBloomPass -> OutputPass/ACES). Returns
|
||||
// the composer once ready, or null (caller falls back to a direct render).
|
||||
function _bloomEnsure() {
|
||||
if (_composer) return _composer;
|
||||
if (_bloomLoad || !ren || !scene || !cam) return null;
|
||||
const A = '/static/vendor/three/addons/';
|
||||
_bloomLoad = Promise.all([
|
||||
import(A + 'postprocessing/EffectComposer.js'),
|
||||
import(A + 'postprocessing/RenderPass.js'),
|
||||
import(A + 'postprocessing/UnrealBloomPass.js'),
|
||||
import(A + 'postprocessing/OutputPass.js'),
|
||||
]).then(([EC, RP, UB, OP]) => {
|
||||
try {
|
||||
const sz = canvasSize(highwayCanvas) || { w: 1280, h: 720 };
|
||||
const w = Math.max(2, sz.w | 0), h = Math.max(2, sz.h | 0);
|
||||
// Multisampled (WebGL2 MSAA) HalfFloat target so anti-aliasing
|
||||
// survives the bloom path — EffectComposer's default target has no
|
||||
// `samples`, which is why bloom-on looked jagged (worst on non-Retina
|
||||
// DPR1 displays that have no supersampling cushion).
|
||||
const _bloomRT = new T.WebGLRenderTarget(w, h, { type: T.HalfFloatType, samples: 4 });
|
||||
const comp = new EC.EffectComposer(ren, _bloomRT);
|
||||
comp.addPass(new RP.RenderPass(scene, cam));
|
||||
_bloomPass = new UB.UnrealBloomPass(new T.Vector2(w, h), 0.65, 0.5, 0.82); // strength, radius, threshold (high → only emissive blooms)
|
||||
comp.addPass(_bloomPass);
|
||||
comp.addPass(new OP.OutputPass());
|
||||
comp.setSize(w, h);
|
||||
_bloomW = w; _bloomH = h; _composer = comp;
|
||||
} catch (e) { console.warn('[3D-Hwy] bloom init failed', e); _composer = null; }
|
||||
}).catch((e) => console.warn('[3D-Hwy] bloom modules failed', e));
|
||||
return null;
|
||||
}
|
||||
function buildBoard() {
|
||||
// Dispose before clearing (traverse: nut/headstock may live in a Group).
|
||||
while (fretG.children.length) {
|
||||
@@ -12585,6 +12712,7 @@
|
||||
// blocks, so _showHit can be a const and _ndGood is available for the
|
||||
// sustain trail (which renders even when skipBody=true for slide targets).
|
||||
let _ndGood = false; // true when provider confirms hit/active
|
||||
let _hitPunch = 1; // #3 per-gem scale-punch on a fresh hit
|
||||
let _ndState = null; // 'hit'|'active'|'miss'|null; null → fall back to proximity heuristic
|
||||
let _ndCs = null; // raw provider response — truthy when provider returned a verdict
|
||||
let _ndCsIsObj = false; // typeof _ndCs === 'object'
|
||||
@@ -12760,12 +12888,27 @@
|
||||
// hit/active → green outline (mHitBright[s]) + green lateral faces;
|
||||
// miss → magenta-red outline (mMissOutline) + dark lateral faces; front/back stay transparent.
|
||||
if (_ndCs) {
|
||||
const _vAlpha = (_ndCsIsObj && typeof _ndCs.alpha === 'number') ? _ndCs.alpha : 1;
|
||||
if (_ndState === 'miss') {
|
||||
_ndOutline = mMissOutline;
|
||||
_ndFaceMat = mMissEdgeArrays;
|
||||
_streakHits = 0; // #7 break the streak (heat eases down)
|
||||
if (_verdictMarks) _ndLabels.push({ x, y: y + NH * 1.7, z: noteZ + 0.02, labels: [{ text: '✗', color: '#ff5a7a' }] }); // #6
|
||||
} else if (_ndGood) {
|
||||
_ndOutline = mHitBright[s] ?? mGlow[s];
|
||||
_ndFaceMat = mHitBrightArrays[s] ?? null;
|
||||
_hitPunch = 1 + 0.22 * _hitFx * _vAlpha; // #3 scale-punch (biggest at strike, eases)
|
||||
if (_verdictMarks) { const _tc = _timingHex(_ndMatchedMark && _ndMatchedMark.timingState); _ndLabels.push({ x, y: y + NH * 1.7, z: noteZ + 0.02, labels: [{ text: '✓', color: '#' + _tc.toString(16).padStart(6, '0') }] }); } // #6 + #5
|
||||
if (_sparks && _hitFx > 0 && _vAlpha > 0.5) {
|
||||
const _spk = s + '|' + n.f + '|' + n.t.toFixed(2);
|
||||
if (!(_sparkSeen.get(_spk) > now)) {
|
||||
_sparkSeen.set(_spk, now + 1.0);
|
||||
if (_sparkSeen.size > 600) _sparkSeen.clear();
|
||||
_streakHits++;
|
||||
const _heatMul = _streakFx ? (1 + 0.85 * _streakHeat) : 1; // #7 escalate
|
||||
_sparkBurst(x, y, noteZ, _timingHex(_ndMatchedMark && _ndMatchedMark.timingState), Math.round((4 + 7 * _hitFx) * _heatMul));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12878,6 +13021,7 @@
|
||||
} else {
|
||||
core.scale.set(rimXY, rimXY, 2.5 * rimZ);
|
||||
}
|
||||
if (_hitPunch !== 1) core.scale.multiplyScalar(_hitPunch); // #3 hit scale-punch
|
||||
// Fret digits on fretted (n.f > 0) flying notes deliberately
|
||||
// omitted: the showFretOnNote setting and its UI helper text
|
||||
// promise digits on the fretboard ghost only, never on the
|
||||
@@ -14012,6 +14156,8 @@
|
||||
for (const g of _ownedSharedGeos) g?.dispose?.();
|
||||
_ownedSharedGeos.length = 0;
|
||||
txtCache = {};
|
||||
if (_sparkPts) { try { _sparkPts.geometry.dispose(); _sparkPts.material.dispose(); } catch (e) {} _sparkPts = null; }
|
||||
if (_composer) { try { _composer.dispose(); if (_bloomPass && _bloomPass.dispose) _bloomPass.dispose(); } catch (e) {} _composer = null; _bloomPass = null; }
|
||||
if (ren) { ren.dispose(); ren = null; }
|
||||
scene = cam = noteG = beatG = lblG = fretG = tuningLblG = null;
|
||||
ambLight = dirLight = null;
|
||||
@@ -14337,7 +14483,27 @@
|
||||
}
|
||||
bcCtrl.render();
|
||||
}
|
||||
pbBeg(6); ren.render(scene, cam); pbEnd(6);
|
||||
{
|
||||
const _jNow = performance.now();
|
||||
const _jdt = _juiceLastT === 0 ? 1 / 60 : Math.min(0.05, (_jNow - _juiceLastT) / 1000);
|
||||
_juiceLastT = _jNow;
|
||||
_sparkUpdate(_jdt);
|
||||
_streakHeat += (Math.min(1, _streakHits / 16) - _streakHeat) * 0.08; // #7 ease heat
|
||||
}
|
||||
{
|
||||
const comp = (_bloom && !_ssActive()) ? _bloomEnsure() : null;
|
||||
if (comp) {
|
||||
const bsz = canvasSize(highwayCanvas);
|
||||
if (bsz && bsz.w > 0 && bsz.h > 0 && (bsz.w !== _bloomW || bsz.h !== _bloomH)) {
|
||||
comp.setSize(bsz.w | 0, bsz.h | 0); _bloomW = bsz.w | 0; _bloomH = bsz.h | 0;
|
||||
}
|
||||
if (ren.toneMapping !== T.ACESFilmicToneMapping) ren.toneMapping = T.ACESFilmicToneMapping;
|
||||
pbBeg(6); comp.render(); pbEnd(6);
|
||||
} else {
|
||||
if (ren.toneMapping !== T.NoToneMapping) ren.toneMapping = T.NoToneMapping;
|
||||
pbBeg(6); ren.render(scene, cam); pbEnd(6);
|
||||
}
|
||||
}
|
||||
if (lyricsCtx && lyricsCanvas) {
|
||||
lyricsCtx.clearRect(0, 0, lyricsCanvas.width, lyricsCanvas.height);
|
||||
// Capture the actual lyrics-banner bottom so overlay cards
|
||||
|
||||
@@ -577,6 +577,80 @@
|
||||
<span>Glowy</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="mt-4">
|
||||
<label for="h3d-hitfx" class="text-xs font-medium text-gray-400 mb-1 block">
|
||||
Hit feedback intensity: <span id="h3d-hitfx-label">0.70</span>
|
||||
</label>
|
||||
<input type="range" id="h3d-hitfx" min="0" max="1" step="0.05" value="0.70"
|
||||
oninput="document.getElementById('h3d-hitfx-label').textContent = parseFloat(this.value).toFixed(2); window.h3dBgSetHitFx && window.h3dBgSetHitFx(this.value)"
|
||||
onchange="window.h3dBgSetHitFx && window.h3dBgSetHitFx(this.value)"
|
||||
class="w-full accent-accent">
|
||||
<p class="text-[10px] text-gray-500 mt-1">
|
||||
How much "juice" a nailed note gets — the strike-line flash and the
|
||||
spark burst at the hit line. <em>0</em> = colour verdict only (no sparks).
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="mt-3 flex items-start justify-between gap-3">
|
||||
<label for="h3d-sparks" class="text-xs font-medium text-gray-400">
|
||||
Hit sparks
|
||||
<span class="block text-[10px] text-gray-500 font-normal">The particle burst that pops off a note the instant it's detected as a hit. Turn off for a calmer highway — the strike-line flash and colour verdict stay.</span>
|
||||
</label>
|
||||
<input type="checkbox" id="h3d-sparks" checked
|
||||
onchange="window.h3dBgSetSparks && window.h3dBgSetSparks(this.checked)"
|
||||
class="accent-accent mt-0.5">
|
||||
</div>
|
||||
|
||||
<div class="mt-3 flex items-start justify-between gap-3">
|
||||
<label for="h3d-cinematic" class="text-xs font-medium text-gray-400">
|
||||
Cinematic lighting
|
||||
<span class="block text-[10px] text-gray-500 font-normal">Darker stage so the glowing notes pop against it. Turn off for the brighter, flatter look.</span>
|
||||
</label>
|
||||
<input type="checkbox" id="h3d-cinematic" checked
|
||||
onchange="window.h3dBgSetCinematic && window.h3dBgSetCinematic(this.checked)"
|
||||
class="accent-accent mt-0.5">
|
||||
</div>
|
||||
|
||||
<div class="mt-3 flex items-start justify-between gap-3">
|
||||
<label for="h3d-streakfx" class="text-xs font-medium text-gray-400">
|
||||
Streak feedback
|
||||
<span class="block text-[10px] text-gray-500 font-normal">A clean run quietly "heats up" — bigger sparks the longer you stay accurate. Eases back on a miss.</span>
|
||||
</label>
|
||||
<input type="checkbox" id="h3d-streakfx" checked
|
||||
onchange="window.h3dBgSetStreakFx && window.h3dBgSetStreakFx(this.checked)"
|
||||
class="accent-accent mt-0.5">
|
||||
</div>
|
||||
|
||||
<div class="mt-3 flex items-start justify-between gap-3">
|
||||
<label for="h3d-verdictmarks" class="text-xs font-medium text-gray-400">
|
||||
Accessible verdict marks (✓ / ✗)
|
||||
<span class="block text-[10px] text-gray-500 font-normal">Adds a shape mark to each hit/miss so the result doesn't rely on the green/red colour pair alone.</span>
|
||||
</label>
|
||||
<input type="checkbox" id="h3d-verdictmarks" checked
|
||||
onchange="window.h3dBgSetVerdictMarks && window.h3dBgSetVerdictMarks(this.checked)"
|
||||
class="accent-accent mt-0.5">
|
||||
</div>
|
||||
|
||||
<div class="mt-3 flex items-start justify-between gap-3">
|
||||
<label for="h3d-bloom" class="text-xs font-medium text-gray-400">
|
||||
Glow bloom
|
||||
<span class="block text-[10px] text-gray-500 font-normal">Real light-bleed around the glowing notes and hit flash (higher fidelity). Turns itself off in split-screen. If your machine struggles, turn this off first.</span>
|
||||
</label>
|
||||
<input type="checkbox" id="h3d-bloom" checked
|
||||
onchange="window.h3dBgSetBloom && window.h3dBgSetBloom(this.checked)"
|
||||
class="accent-accent mt-0.5">
|
||||
</div>
|
||||
|
||||
<div class="mt-3 flex items-start justify-between gap-3">
|
||||
<label for="h3d-timingfx" class="text-xs font-medium text-gray-400">
|
||||
Timing feedback
|
||||
<span class="block text-[10px] text-gray-500 font-normal">Colours a hit by your timing — on-time green, a touch <span style="color:#35d6ff">early (cyan)</span> or <span style="color:#ffb84d">late (amber)</span> — so you can feel where you sit in the beat.</span>
|
||||
</label>
|
||||
<input type="checkbox" id="h3d-timingfx" checked
|
||||
onchange="window.h3dBgSetTimingFx && window.h3dBgSetTimingFx(this.checked)"
|
||||
class="accent-accent mt-0.5">
|
||||
</div>
|
||||
</div>
|
||||
</details>
|
||||
</div>
|
||||
@@ -1299,6 +1373,35 @@
|
||||
if (thsi) thsi.value = String(toneHudSize);
|
||||
if (thslbl) thslbl.textContent = toneHudSize.toFixed(2);
|
||||
|
||||
// Hit-feedback "juice" controls — hydrate from saved state so the
|
||||
// panel reflects persistence on reopen (the renderer already reads
|
||||
// these via _bgReadSetting; without this the controls always showed
|
||||
// their default markup, misrepresenting a saved non-default). Reads
|
||||
// h3d_bg_* directly; defaults mirror BG_DEFAULTS (all bools on,
|
||||
// hitFx 0.70) and the _bgCoerceBool 'true'/'1' vs 'false'/'0' rules.
|
||||
try {
|
||||
const _bgBool = (k, def) => {
|
||||
const v = localStorage.getItem('h3d_bg_' + k);
|
||||
return v == null ? def : !(v === 'false' || v === '0');
|
||||
};
|
||||
const _setChk = (id, on) => { const el = document.getElementById(id); if (el) el.checked = on; };
|
||||
_setChk('h3d-sparks', _bgBool('sparks', true));
|
||||
_setChk('h3d-cinematic', _bgBool('cinematic', true));
|
||||
_setChk('h3d-streakfx', _bgBool('streakFx', true));
|
||||
_setChk('h3d-verdictmarks', _bgBool('verdictMarks', true));
|
||||
_setChk('h3d-bloom', _bgBool('bloom', true));
|
||||
_setChk('h3d-timingfx', _bgBool('timingFx', true));
|
||||
const _hf = document.getElementById('h3d-hitfx');
|
||||
if (_hf) {
|
||||
let v = parseFloat(localStorage.getItem('h3d_bg_hitFx'));
|
||||
if (!isFinite(v)) v = 0.70;
|
||||
v = Math.max(0, Math.min(1, v));
|
||||
_hf.value = String(v);
|
||||
const _hfl = document.getElementById('h3d-hitfx-label');
|
||||
if (_hfl) _hfl.textContent = v.toFixed(2);
|
||||
}
|
||||
} catch (_) { /* storage blocked — controls keep their default markup */ }
|
||||
|
||||
// (3D Highway palette picker removed — string colors are now set
|
||||
// via the core "Highway String Colors" UI above, which drives both
|
||||
// the 2D and 3D highways. The bg-settings 'palette' key still exists
|
||||
|
||||
Reference in New Issue
Block a user