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feat(drum_highway_3d): foundation for guitar-highway visual parity (D1) (#695)
- Consume host adaptive-quality bundle.renderScale; fold into DPR like highway_3d (splitscreen proxy: >1 instance caps baseDPR at 1.25) - Bloom: port _bloomEnsure/_bloomDispose (UnrealBloomPass 0.65/0.5/0.82, MSAA HalfFloat target, ACES<->None tone-mapping switch); rebuilt across the kit-change renderer recreation; direct render is the degrade path - FX settings scaffold: FX_DEFAULTS + readFxSettings + drumH3dSetFx (drum_h3d_bg_* keys), Graphics section in settings.html (bloom toggle, default ON, live-applies) - _applyLaneFlashes dead-code comment updated (visual consumer lands in the hit-FX PR) - __test export + tests/data_layer.test.js (vm harness, 8 tests) — picked up by the CI glob from the bundling PR; README refreshed Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -49,15 +49,28 @@ a few bars, plus a tom roll down the kit. Best read of what's possible.
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All settings persist in `localStorage` under the `drum_h3d_*` prefix.
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## What this mockup is *not* doing yet
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## What this plugin is *not* doing yet
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(Historical note: this started as a pure-visual mockup; it now reads
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`bundle.drumTab` + `bundle.currentTime` and scores MIDI hits against the
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chart, so the old "no song-data wiring" caveats are gone.)
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- Reading `bundle.notes` / `bundle.chords` / `bundle.currentTime`
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- Hit detection / scoring / note_detect integration
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- Real drum chart parsing (the chart doesn't ship drum charts; this
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would need a new arrangement format or a Guitar Pro/MIDI source)
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- Sustain trails (drums don't sustain meaningfully)
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- Sticking labels, double kick, foot hi-hat, cross-stick, rolls — see
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the TODOs in `screen.js` for the variant backlog
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- Sticking labels, double kick, rolls — see the TODOs in `screen.js`
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for the variant backlog
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## Ported helpers (keep in sync with highway_3d)
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Visual-parity code copied from `plugins/highway_3d/screen.js` — same
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function names, signatures, and constants on purpose, marked with
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`PORTED FROM highway_3d` comments at each site. If the guitar highway
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tunes one of these, mirror the change here (and in `keys_highway_3d`):
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- `_bloomEnsure()` / `_bloomDispose()` — EffectComposer + UnrealBloomPass
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(0.65/0.5/0.82) on a multisampled HalfFloat target, ACES↔None tone-
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mapping switch in `draw()`; addons dynamic-imported from
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`/static/vendor/three/addons/` (no CDN fallback — direct render is the
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graceful degrade)
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## Why a separate plugin (vs. drum mode inside highway_3d)?
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