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feat(keys_highway_3d): anti-plastic materials, studio env, themes, gradient sky, cinematic + glow (K3) (#711)
- Note gems -> MeshPhysicalMaterial: clearcoat 1.0/0.18, roughness 0.32, envMapIntensity 0.9 — lacquered glass, not plastic (the explicit ask) - _makeStudioEnv (PORTED drum_highway_3d): PMREM studio -> scene.environment; black keys 0.22 roughness / 1.3 envInt (glossy piano black), whites 0.42/0.55 ivory, floor 0.55/0.15/0.4 stage sheen - Vertical-gradient background (light horizon -> theme clear -> dark deck), sRGB-tagged for the composer path - BG_THEMES port (guitar ids/values; keys 'default' = original palette; themes drive gradient/fog/floor/rails, never the pitch-class colors); keys3dSetTheme + keys3d_bg_theme, live _applyTheme - Cinematic lighting toggle (0.55/1.3 on; stock 0.75/1.1 off); Glow slider across NOTE_EMISSIVE_BASE / consume-flash / key approach-glow - Env RT + gradient texture disposed in teardown - Tests: theme table parity + default preservation (28 total) Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -11,6 +11,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- **Player frame-time hotspots removed (trace-backed) + weak-hardware hardening.** A Chrome performance trace of a 3D-highway session surfaced two core per-frame layout-thrash sources, now fixed: the highway's visibility check read `canvas.offsetParent` every rAF frame (forces style/layout recalc — now sampled every 10th frame with a cached value, force-refreshed on init/canvas-replace/resize/override-clear), and the v3 player chrome loop called `matches(':hover')` per frame and unconditionally rewrote the Up-Next pill's `textContent`/bar width at 6 Hz (now hover-tracked via mouseenter/mouseleave, DOM writes only on value change, progress bar moved from `width` to compositor-only `scaleX`). The 3D highway pre-warms shader programs (`ren.compile`) and deterministic label textures at init — and chart-dependent chord/section label textures on first draw — so first-appearance shader-compile/texture-upload frame spikes move into the load spinner. For weaker hardware: the per-frame renderer bundle is now a single reused object instead of a fresh ~35-field allocation per frame (object identity is stable and meaningless; array fields still swap reference on chart changes), custom viz get `bundle.lowerBoundT`/`bundle.lowerBoundTime` binary-search helpers for visible-window culling, the default 2D highway's beat lines no longer scan every beat in the song per frame, and the 3D highway stops reading `localStorage` per frame (1 Hz poll) and caches its lyrics text-measurement layout per displayed line instead of re-measuring every syllable every frame. A second, throttled-CPU trace pass additionally removed: shader-program re-resolution churn from label texture swaps (`material.needsUpdate` is now only set on a null↔texture transition — swapping between two cached label textures never changes the compiled program), the 3D highway's per-frame `getBoundingClientRect` layout read in its canvas-size self-check (now every 10th frame, still immediate on backing-store change), and the core 60 Hz HUD clock rewriting `textContent` on every tick (now write-on-change, ~1/s). The dominant residual — steady `getParameters` shader-program re-resolution (~4% of throttled main thread) — turned out to be Three r158+'s transparent-DoubleSide two-pass rendering, which sets `material.needsUpdate` twice per object per frame; all 18 of the 3D highway's transparent DoubleSide materials are flat unlit quads (labels, rails, chord frames, lanes), so they now declare `forceSinglePass: true`, eliminating the recompile churn and halving those objects' draw calls.
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### Added
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- **3D Keys Highway: the anti-plastic pass — lacquered note gems, glossy piano-black keys, a studio environment, scene themes and a gradient sky (parity slice 3).** The note gems move to `MeshPhysicalMaterial` with a full **clearcoat** (roughness 0.32, clearcoat 1.0/0.18, envMapIntensity 0.9): a sharp lacquer highlight over the colored body instead of the old dead matte surface — glass, not plastic. What sells it is **image-based lighting**: the same procedural PMREM "studio" environment as the drum highway (dark room + cool overhead / warm+cool side light strips, no addon dependency) feeds `scene.environment`, so the **black keys finally read as glossy piano black** (roughness 0.55 → 0.22, envMapIntensity 1.3) with visible strip reflections, whites keep an ivory sheen (0.42/0.55), and the highway floor gets a stage sheen (roughness 0.9 → 0.55, metalness 0.15). The flat background becomes a **vertical gradient** (lighter above the horizon → theme color → darker toward the keyboard), and the guitar highway's **11 scene themes** arrive (same names/values — your look carries across instruments; `default` preserves the original keys palette; pitch-class note/key colors are never themed — themes own the scene, Synthesia colors own the notes). Plus **Cinematic lighting** (ambient 0.55/key 1.3, on by default) and a **Glow strength** slider multiplying the note glow, key approach-glow and the sustain consume-flash (0.5 = stock). All live-applying from the Graphics settings (`keys3d_bg_theme` + `keys3d_bg_*`); the PMREM target and gradient texture are disposed with the scene. Tests: theme-table id parity + default-look preservation + fallbacks (28 total).
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- **3D Drum Highway: hit FX — sparks, timing-colored lane flashes, kick camera pulse, approach glow, and open hi-hat notation (parity slice 2).** Striking a pad now *feels* struck: a pooled additive **spark burst** fires at the lane (ported from the guitar highway's Points-cloud system, pool 160), colored by **timing** — on-time green, early cyan, late amber (same `_timingHex` vocabulary as `highway_3d`, classified against the ±50 ms hit window with the inner 40% reading as on-time); with **Streak feedback** on, bursts grow with your combo. The **lane flash** feedback that was removed when note-recoloring landed is resurrected properly: pooled additive quads with a soft gaussian falloff light up the struck lane at the hit line (timing-colored; red for wrong-pad hits), and a **kick** hit fires triple amber bursts across the bar plus a subtle **camera dip + amber floor wash** that decays exponentially. Lanes also glow ahead of time: each stripe brightens as its next note approaches the hit line, so the eye is led to where the next hit lands. **Open hi-hat finally renders distinctly** — `hh_open` chart hits get a thin warm ring around the cymbal gem (standard notation's "o"), closing the long-standing TODO; the flag is orthogonal to accents/ghosts/flams so combined cues stack. All of it is settings-gated (Graphics → Hit sparks / Timing colours / Streak feedback / a 0–1 **Hit feedback intensity** slider driving flashes, approach glow and the kick pulse; everything on by default, `drum_h3d_bg_*` keys, live-applying) and GPU-frugal: every new visual is pooled or shares geometry/materials — zero per-note allocation on top of the per-frame notes rebuild, all registered in both dispose paths (kit-change renderer recreation included). Tests: timing-classifier boundaries + FX defaults added to `plugins/drum_highway_3d/tests/data_layer.test.js` (10 total).
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- **3D Keys Highway: hit FX — vibrant note gems, timing-colored sparks, and a hit-line that reacts to your playing (parity slice 2).** The washed-out note look is gone: gem opacity is now driven by a **Note vibrancy** slider (default 0.85 → opacity 0.92, up from a fixed 0.8; lane guides scale with it too, live-applying without a chart rebuild) and the resting emissive glow rises 0.08 → 0.22, so the falling notes finally read saturated against the dark floor. Scored key presses fire a pooled additive **spark burst** at the struck key (guitar-highway port, pool 96) **colored by timing** — on-time green, early cyan, late amber, classified against the ±100 ms window with the inner 40% reading as on-time (the timing delta is recovered from the matched note's key, so `judgeHit`'s tested contract is untouched); the per-pitch-class flame sprite keeps its identity color so pitch and timing stay separate signals. With **Streak feedback** on, bursts grow with the combo. The **hit line kicks brighter** for a beat on every scored press (exponential decay, scaled by a 0–1 **Hit feedback intensity** slider). All new controls live in the plugin's Graphics settings (on by default, `keys3d_bg_*` keys, live-applying), and the spark pool is disposed with the scene like every other GPU resource. Tests: timing-classifier boundaries, the noteKey time round-trip that the delta recovery relies on, and the new FX defaults (26 total).
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- **3D Drum Highway: bloom glow + adaptive-resolution support — the first slice of visual parity with the guitar highway.** The drum highway now renders through the same post-processing path as `highway_3d`: an `UnrealBloomPass` (strength 0.65, radius 0.5, threshold 0.82 — high, so only emissive/bright surfaces bleed) on a multisampled HalfFloat target with ACES filmic tone mapping, so the white hit-line bar and proximity-lit notes get a real glow instead of a flat emissive tint. **On by default**, with a new **Graphics → "Glow (bloom)"** toggle in the plugin settings (`drum_h3d_bg_bloom`, applies live, no reload); if the vendored postprocessing addons can't load (older self-hosted core), the plugin silently falls back to the direct render path. The plugin also now honors the host's **adaptive render scale** (`bundle.renderScale` — the Quality/"Min res" controls that the guitar highway already respected), multiplying it into the device pixel ratio, and caps DPR at 1.25 when more than one viz instance is live (splitscreen) so two panels don't double the GPU fill cost. Groundwork for the rest of the parity series: an FX-settings scaffold (`FX_DEFAULTS`/`readFxSettings`/`window.drumH3dSetFx`, `drum_h3d_bg_*` localStorage keys) that the sparks/themes/backgrounds PRs extend, plus a first node test suite for the plugin (`plugins/drum_highway_3d/tests/data_layer.test.js` — vm-loaded like the keys plugin's, covering the hit-variant precedence, the Auto-mode steal-guard predicate, and FX defaults; 8 tests, runs in CI via the `plugins/*/tests/*.test.js` glob).
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