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https://github.com/got-feedBack/feedBack.git
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refactor(h3d-carve-8): extract Q-helpers (lighting/FX) → src/fx.js
Six functions extracted from Q-section of screen.js into a new
src/fx.js ES module behind a createFx({...}) factory:
_h3dHexOrDefault, _applyCinematic, _timingHex,
_sparkBurst, _sparkUpdate, _bloomEnsure
buildBoard (330 lines) deferred to plan §3 row 16 (P-section cut):
its write-back surface spans 9 factory-scope vars owned by P/U/Y —
premature extraction would require ~50 DI params. See plans/highway3d-carve.md.
DI surface (26 beyond-subst rewires):
BG_DEFAULTS, K — plain IIFE-scope constants
getT — live-accessor (Three.js, lazy)
getAmbLight/getDirLight/getCinematic/getTimingFx — live-accessors
getSparkPts/.../getSparkN — live-accessors (per-call, not init-cached)
setSparkPts/setSparkPos/setSparkVel/setSparkCol/setSparkLife — setters
getComposer/setComposer — getter+setter (_bloomEnsure lazy reassigns)
getBloomLoad/setBloomLoad/getBloomPass/setBloomPass — getter+setter pairs
getBloomW/setBloomW/getBloomH/setBloomH — getter+setter pairs
getRen/getScene/getCam/getHighwayCanvas — live-accessors (null pre-init)
canvasSize — factory function ref (stable)
Class-killers (all mutations verified RED before commit):
- _timingHex EARLY branch removed → RED
- _sparkBurst stale init-time sparkPos cache → RED (live-accessor required)
- setBloomLoad silenced → RED (synchronous write-back path)
- setComposer getComposer init-cached → RED (live getComposer() required)
GAP declared: setComposer(comp) inside .then() (async, no import() mock)
Tests: 1266/1268 (2 pre-existing failures unrelated to this cut)
plugin.json: 3.43.0 → 3.44.0
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_014uZ169yfoFYArXz962g7KW
This commit is contained in:
co-authored by
Claude Sonnet 4.6
parent
4b87db0c17
commit
9b98d78cbe
@@ -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": "3.43.0",
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"version": "3.44.0",
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"type": "visualization",
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"scriptType": "module",
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"bundled": true,
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@@ -13,6 +13,7 @@ import { _bcIsDesktop, _bcCreateController, _bcLoadSettings, _bcFfIdx } from './
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import { createBgControl } from './src/bg-control.js'; // h3d-carve-5
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import { createMaterialBuilders } from './src/materials.js'; // h3d-carve-6
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import { createOverlay } from './src/overlay.js'; // h3d-carve-7
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import { createFx } from './src/fx.js'; // h3d-carve-8
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(function () {
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'use strict';
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@@ -6378,93 +6379,26 @@ import { createOverlay } from './src/overlay.js'; // h3d-carve-7
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else _laneTargetColor = new T.Color(laneLit);
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}
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/* ── Fretboard (static geometry) ────────────────────────────────── */
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function _h3dHexOrDefault(hexStr, defHex) {
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const d = defHex || BG_DEFAULTS.nutColor;
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const s = (typeof hexStr === 'string' && /^#[0-9a-fA-F]{6}$/.test(hexStr.trim()))
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? hexStr.trim().toLowerCase()
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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;
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const fade = 1 - Math.min(1, dt * 3.2);
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_sparkCol[j] *= fade; _sparkCol[j + 1] *= fade; _sparkCol[j + 2] *= fade;
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}
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_sparkPts.geometry.attributes.position.needsUpdate = true;
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_sparkPts.geometry.attributes.color.needsUpdate = true;
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_sparkPts.visible = any;
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}
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// #4 Bloom: lazy-load the vendored postprocessing addons and build an
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// EffectComposer (RenderPass -> UnrealBloomPass -> OutputPass/ACES). Returns
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// the composer once ready, or null (caller falls back to a direct render).
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function _bloomEnsure() {
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if (_composer) return _composer;
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if (_bloomLoad || !ren || !scene || !cam) return null;
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const A = '/static/vendor/three/addons/';
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_bloomLoad = Promise.all([
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import(A + 'postprocessing/EffectComposer.js'),
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import(A + 'postprocessing/RenderPass.js'),
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import(A + 'postprocessing/UnrealBloomPass.js'),
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import(A + 'postprocessing/OutputPass.js'),
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]).then(([EC, RP, UB, OP]) => {
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try {
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const sz = canvasSize(highwayCanvas) || { w: 1280, h: 720 };
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const w = Math.max(2, sz.w | 0), h = Math.max(2, sz.h | 0);
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// Multisampled (WebGL2 MSAA) HalfFloat target so anti-aliasing
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// survives the bloom path — EffectComposer's default target has no
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// `samples`, which is why bloom-on looked jagged (worst on non-Retina
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// DPR1 displays that have no supersampling cushion).
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const _bloomRT = new T.WebGLRenderTarget(w, h, { type: T.HalfFloatType, samples: 4 });
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const comp = new EC.EffectComposer(ren, _bloomRT);
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comp.addPass(new RP.RenderPass(scene, cam));
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_bloomPass = new UB.UnrealBloomPass(new T.Vector2(w, h), 0.65, 0.5, 0.82); // strength, radius, threshold (high → only emissive blooms)
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comp.addPass(_bloomPass);
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comp.addPass(new OP.OutputPass());
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comp.setSize(w, h);
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_bloomW = w; _bloomH = h; _composer = comp;
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} catch (e) { console.warn('[3D-Hwy] bloom init failed', e); _composer = null; }
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}).catch((e) => console.warn('[3D-Hwy] bloom modules failed', e));
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return null;
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}
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/* ── h3d-carve-8: Q-helpers (lighting/FX) → src/fx.js ─────────── */
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/* buildBoard deferred: see plans/highway3d-carve.md §3 row 16. */
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const { _h3dHexOrDefault, _applyCinematic, _timingHex, _sparkBurst, _sparkUpdate, _bloomEnsure } = createFx({
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BG_DEFAULTS, K,
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getT: () => T,
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getAmbLight: () => ambLight, getDirLight: () => dirLight, getCinematic: () => _cinematic,
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getTimingFx: () => _timingFx,
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getSparkPts: () => _sparkPts, setSparkPts: (v) => { _sparkPts = v; }, getSparkN: () => _SPARK_N,
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getSparkPos: () => _sparkPos, setSparkPos: (v) => { _sparkPos = v; },
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getSparkVel: () => _sparkVel, setSparkVel: (v) => { _sparkVel = v; },
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getSparkCol: () => _sparkCol, setSparkCol: (v) => { _sparkCol = v; },
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getSparkLife: () => _sparkLife, setSparkLife: (v) => { _sparkLife = v; },
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getComposer: () => _composer, setComposer: (v) => { _composer = v; },
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getBloomLoad: () => _bloomLoad, setBloomLoad: (v) => { _bloomLoad = v; },
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getBloomPass: () => _bloomPass, setBloomPass: (v) => { _bloomPass = v; },
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getBloomW: () => _bloomW, setBloomW: (v) => { _bloomW = v; },
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getBloomH: () => _bloomH, setBloomH: (v) => { _bloomH = v; },
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getRen: () => ren, getScene: () => scene, getCam: () => cam, getHighwayCanvas: () => highwayCanvas,
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canvasSize,
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});
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function buildBoard() {
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// Dispose before clearing (traverse: nut/headstock may live in a Group).
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while (fretG.children.length) {
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@@ -0,0 +1,142 @@
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// h3d-carve-8: Q-section partial — lighting/FX utilities.
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// buildBoard stays in screen.js (deferred to plan §3 row 16, P-section cut)
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// because its write-back surface spans 9 factory-scope vars that P/U/Y also
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// own; premature extraction would require a ~50-param DI. See plans/highway3d-carve.md.
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//
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// DI surface (per-call live-accessors — never cache at factory init):
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// BG_DEFAULTS, K — plain IIFE-scope constants
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// getT — live-accessor (Three.js, lazy-loaded)
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// getAmbLight/getDirLight — live-accessors (null until initScene)
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// getCinematic/getTimingFx — live-accessors (toggle flags)
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// getSparkPts/setSparkPts — live-accessor + setter (Points object, set by buildBoard)
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// getSparkN/getSparkPos/… — live-accessors for particle buffers (element-mutated in place)
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// getComposer/setComposer — getter+setter (lazy-assigned inside _bloomEnsure)
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// getBloomLoad/setBloomLoad — getter+setter (Promise, assigned inside _bloomEnsure)
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// getBloomPass/setBloomPass — getter+setter (pass object, assigned inside _bloomEnsure)
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// getBloomW/setBloomW/H — getter+setter (dimensions, assigned inside _bloomEnsure)
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// getRen/getScene/getCam/getHighwayCanvas — live-accessors (null until initScene)
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// canvasSize — factory-scope function ref (stable)
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export function createFx({
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BG_DEFAULTS, K,
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getT,
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getAmbLight, getDirLight, getCinematic,
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getTimingFx,
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getSparkPts, setSparkPts, getSparkN,
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getSparkPos, setSparkPos, getSparkVel, setSparkVel,
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getSparkCol, setSparkCol, getSparkLife, setSparkLife,
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getComposer, setComposer,
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getBloomLoad, setBloomLoad,
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getBloomPass, setBloomPass,
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getBloomW, setBloomW, getBloomH, setBloomH,
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getRen, getScene, getCam, getHighwayCanvas,
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canvasSize,
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}) {
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function _h3dHexOrDefault(hexStr, defHex) {
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// VERBATIM MOVE. BG_DEFAULTS from plain DI param.
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const d = defHex || BG_DEFAULTS.nutColor;
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const s = (typeof hexStr === 'string' && /^#[0-9a-fA-F]{6}$/.test(hexStr.trim()))
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? hexStr.trim().toLowerCase()
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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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// VERBATIM MOVE. DI rewire: ambLight/dirLight/_cinematic from live-accessors.
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const ambLight = getAmbLight(), dirLight = getDirLight(), _cinematic = getCinematic();
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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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// VERBATIM MOVE. DI rewire: _timingFx from getTimingFx().
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if (!getTimingFx() || !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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// VERBATIM MOVE. DI rewire: spark vars from live-accessors (per-call,
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// not cached at factory init — buildBoard may reassign the refs).
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const _sparkPts = getSparkPts();
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if (!_sparkPts || count <= 0) return;
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const _sparkPos = getSparkPos(), _sparkVel = getSparkVel(), _sparkCol = getSparkCol(), _sparkLife = getSparkLife();
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const _SPARK_N = getSparkN();
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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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// VERBATIM MOVE. DI rewire: spark vars from live-accessors (per-call).
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const _sparkPts = getSparkPts();
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if (!_sparkPts) return;
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const _sparkPos = getSparkPos(), _sparkVel = getSparkVel(), _sparkCol = getSparkCol(), _sparkLife = getSparkLife();
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const _SPARK_N = getSparkN();
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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;
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const fade = 1 - Math.min(1, dt * 3.2);
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_sparkCol[j] *= fade; _sparkCol[j + 1] *= fade; _sparkCol[j + 2] *= fade;
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}
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_sparkPts.geometry.attributes.position.needsUpdate = true;
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_sparkPts.geometry.attributes.color.needsUpdate = true;
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_sparkPts.visible = any;
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}
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// #4 Bloom: lazy-load the vendored postprocessing addons and build an
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// EffectComposer (RenderPass -> UnrealBloomPass -> OutputPass/ACES). Returns
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// the composer once ready, or null (caller falls back to a direct render).
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function _bloomEnsure() {
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// VERBATIM MOVE. DI rewire: all factory-scope vars via get/set accessors.
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// _composer, _bloomLoad, _bloomPass, _bloomW, _bloomH are REASSIGNED here
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// so setters are required — these must NOT silently become locals.
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if (getComposer()) return getComposer();
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const ren = getRen(), scene = getScene(), cam = getCam();
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if (getBloomLoad() || !ren || !scene || !cam) return null;
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const T = getT(), highwayCanvas = getHighwayCanvas();
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const A = '/static/vendor/three/addons/';
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setBloomLoad(Promise.all([
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import(A + 'postprocessing/EffectComposer.js'),
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import(A + 'postprocessing/RenderPass.js'),
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import(A + 'postprocessing/UnrealBloomPass.js'),
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import(A + 'postprocessing/OutputPass.js'),
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]).then(([EC, RP, UB, OP]) => {
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try {
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const sz = canvasSize(highwayCanvas) || { w: 1280, h: 720 };
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const w = Math.max(2, sz.w | 0), h = Math.max(2, sz.h | 0);
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// Multisampled (WebGL2 MSAA) HalfFloat target so anti-aliasing
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// survives the bloom path — EffectComposer's default target has no
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// `samples`, which is why bloom-on looked jagged (worst on non-Retina
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// DPR1 displays that have no supersampling cushion).
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const _bloomRT = new T.WebGLRenderTarget(w, h, { type: T.HalfFloatType, samples: 4 });
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const comp = new EC.EffectComposer(ren, _bloomRT);
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comp.addPass(new RP.RenderPass(scene, cam));
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const bp = new UB.UnrealBloomPass(new T.Vector2(w, h), 0.65, 0.5, 0.82); // strength, radius, threshold (high → only emissive blooms)
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setBloomPass(bp);
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comp.addPass(bp);
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comp.addPass(new OP.OutputPass());
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comp.setSize(w, h);
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setBloomW(w); setBloomH(h); setComposer(comp);
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} catch (e) { console.warn('[3D-Hwy] bloom init failed', e); setComposer(null); }
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}).catch((e) => console.warn('[3D-Hwy] bloom modules failed', e)));
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return null;
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}
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return { _h3dHexOrDefault, _applyCinematic, _timingHex, _sparkBurst, _sparkUpdate, _bloomEnsure };
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}
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