feat(drum_highway_3d): materials & themes — studio env map, metal cymbals, BG_THEMES, cinematic, glow/vibrancy (D3) (#712)

- _makeStudioEnv: procedural PMREM environment (no RoomEnvironment addon
  vendored) -> scene.environment; rebuilt on kit-change, disposed both
  teardown paths
- Cymbals roughness 0.2 / metalness 0.85 / envMapIntensity 1.2 (metal
  finally reads); discs satin 0.45 + envInt 0.5; floor 0.7 + envInt 0.35;
  hit bar envInt 1.0
- BG_THEMES port (guitar ids/values; drum 'default' = original palette
  byte-for-byte; single pick drives clear/fog + board + lane stripes);
  drumH3dSetTheme + drum_h3d_bg_theme; live _applyTheme
- Cinematic lighting toggle (0.3/1.2 on, 0.4/1.0 off = stock)
- Glow slider (base * glow*2; 0.5 default = stock) across notes/hit
  bar/snare stripe; Lane vibrancy slider (stripe base 0.12+0.24v +
  halo/ghost opacities), stacking under the D2 approach highlight
- Fixed pre-existing floor/hit-bar geometry+material leak on kit change
- Tests: theme table parity + default preservation + fallbacks (13)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Byron Gamatos
2026-07-02 08:54:17 +02:00
committed by GitHub
co-authored by Claude Fable 5
parent 80fc371f11
commit 4214ef365e
5 changed files with 374 additions and 35 deletions
+4
View File
@@ -78,6 +78,10 @@ tunes one of these, mirror the change here (and in `keys_highway_3d`):
- `_timingHex()` — early/late/on-time feedback colors (green/cyan/amber)
- `_ssActive()` — host splitscreen probe (minus the guitar's focus-API
checks, which it needs for input routing and we don't)
- `BG_THEMES` / `_bgThemeColors()` — the scene theme table (same ids/values
as the guitar's, except `default` which is this plugin's original
palette); one pick drives both of the guitar's background/highway axes
- `_applyCinematic()` — ambient/key rebalance (values tuned per plugin)
## Why a separate plugin (vs. drum mode inside highway_3d)?