rename: slopsmith -> feedBack, byron -> got-feedBack

Renames across the entire codebase:
- slopsmith/Slopsmith/SLOPSMITH/SlopSmith -> feedBack/FeedBack/FEEDBACK/FeedBack
- byron/Byron/Byrongamatos -> got-feedBack/got-feedBack/got-feedBack
- /home/byron/ -> /opt/got-feedBack/
- byron@ougsoft.com -> hi@got-feedBack.org
- github.com/byrongamatos/ -> github.com/got-feedback/
- com.byron. -> com.got-feedback.
- SLOPSMITH_ env vars -> FEEDBACK_ with backward-compat fallback
- Protocol/storage strings migrated with read-old/write-new pattern
- window.slopsmith JS API -> window.feedBack (canonical) + backward-compat alias

Refs: #rename-slopsmith
This commit is contained in:
Bret Mogilefsky
2026-06-23 10:04:23 +02:00
committed by byrongamatos
parent fdbab2a9e1
commit d3037b903e
248 changed files with 2244 additions and 2244 deletions
+15 -15
View File
@@ -2,9 +2,9 @@
This guide tells future AI assistants where each visual element lives in `screen.js`, what controls it, and the gotchas to watch for. The goal is for small polishes (color tweaks, sizing, animation timing, add/remove a label) to land in the right place on the first try without grep spelunking.
The whole renderer is **one file**`screen.js`, wrapped in an IIFE, registered as `window.slopsmithViz_highway_3d` (a slopsmith#36 setRenderer factory). No imports beyond Three.js loaded from the vendored `/static/vendor/three/three.module.min.js` (pinned r170; swapped from CDN when bundled into core).
The whole renderer is **one file**`screen.js`, wrapped in an IIFE, registered as `window.feedBackViz_highway_3d` (a feedBack#36 setRenderer factory). No imports beyond Three.js loaded from the vendored `/static/vendor/three/three.module.min.js` (pinned r170; swapped from CDN when bundled into core).
**Styling (slopsmith `styles` capability).** This plugin owns its Tailwind CSS: it ships `assets/plugin.css` and declares `"styles": "assets/plugin.css"` in `plugin.json`, so core's prebuilt `static/tailwind.min.css` no longer scans it (it's excluded from core's content globs). The frontend injects `assets/plugin.css` as a `<link>` when the renderer activates. This is the one maintainer-time build step: after you add/change a Tailwind class in `screen.js` or `settings.html`, run `bash build-tailwind.sh` (pinned `tailwindcss@3.4.19`, `corePlugins.preflight=false` — utilities only) and **bump the `version` in `plugin.json`** so the injected `<link>`'s `?v=` cache-buster fetches the fresh file. The generated `assets/plugin.css` is committed; end users never build. See [docs/plugin-styles.md](../../docs/plugin-styles.md).
**Styling (feedBack `styles` capability).** This plugin owns its Tailwind CSS: it ships `assets/plugin.css` and declares `"styles": "assets/plugin.css"` in `plugin.json`, so core's prebuilt `static/tailwind.min.css` no longer scans it (it's excluded from core's content globs). The frontend injects `assets/plugin.css` as a `<link>` when the renderer activates. This is the one maintainer-time build step: after you add/change a Tailwind class in `screen.js` or `settings.html`, run `bash build-tailwind.sh` (pinned `tailwindcss@3.4.19`, `corePlugins.preflight=false` — utilities only) and **bump the `version` in `plugin.json`** so the injected `<link>`'s `?v=` cache-buster fetches the fresh file. The generated `assets/plugin.css` is committed; end users never build. See [docs/plugin-styles.md](../../docs/plugin-styles.md).
> **Navigation note:** This guide references functions by name and uses the existing banner comments (`/* ── Scene initialisation ─ */`, etc.) as section anchors. Line numbers are deliberately avoided so this stays correct as the file evolves. Use `Grep` for the function name or banner text to jump to a section.
@@ -15,7 +15,7 @@ The file is laid out top-to-bottom as:
1. **Constants block** — palette (`S_COL`), scale (`SCALE`, `K`), fret/string counts, geometry sizes, camera, fog
2. **Pure helpers**`fretX`, `fretMid`, `dZ`, `computeBPM`
3. **Three.js loader**`loadThree()` (loads vendored `/static/vendor/three/three.module.min.js`, memoized)
4. **Splitscreen helpers**`_ssActive`, `_ssIsCanvasFocused` (read `window.slopsmithSplitscreen`)
4. **Splitscreen helpers**`_ssActive`, `_ssIsCanvasFocused` (read `window.feedBackSplitscreen`)
5. **`createFactory()`** — the rest of the file is one big closure
- Per-instance state (Three.js refs, pools, camera state, lifecycle flags)
- `txtMat()` text-sprite cache, `pool()` factory
@@ -63,7 +63,7 @@ Each entry names the function or banner you should grep for, plus key sub-blocks
### Strings
- **String colors** → `S_COL` array in the top-level constants block. Eight-element vibrant palette; index `s` is the string (0 = high E for guitar). `MAX_RENDER_STRINGS` keys off `S_COL.length`.
- **String count for the active arrangement** → `resolveStringCount(bundle)` (top-level helper). Reads `bundle.stringCount` (slopsmith#93) with a `bass`-name fallback. Don't reintroduce `tuning.length` — see Pitfall #4.
- **String count for the active arrangement** → `resolveStringCount(bundle)` (top-level helper). Reads `bundle.stringCount` (feedBack#93) with a `bass`-name fallback. Don't reintroduce `tuning.length` — see Pitfall #4.
- **String thickness / gap / base Y** → `STR_THICK`, `S_BASE`, `S_GAP` constants.
- **String-to-Y mapping (respects invert)** → the `sY(s)` arrow function inside `createFactory()`. Single source of truth for "where on Y is string s."
- **Static string mesh creation** → `buildBoard()`, the `// Thin Line strings (glow layer)` and `// BoxGeometry strings — emissive glow ...` comment blocks. Two layers: low-opacity `Line` for soft glow, `BoxGeometry` mesh per string with its own material clone (kept in `stringLines[]` for live emissive updates).
@@ -87,7 +87,7 @@ Each entry names the function or banner you should grep for, plus key sub-blocks
- **Technique markers** (bend, slide, hammer/pull/tap, accent, tremolo, palm-mute, pinch harmonic) → `// ── Technique labels ──` block in `drawNote()`. Most are small if-blocks using `txtMat(text, color, wide, style)` (cached sprite material; `'technique'` preset in `TXT_STYLES`). Exceptions: a **bend** draws a string-coloured chevron strength stack (`bendChevronMat`, one chevron per half-step), and **hammer-on / pull-off** draw a white ▲/▼ triangle with a string-coloured border (`triMat`) — both pinned to the gem; the bend ribbon's up→hold→down contour is driven by `bendSemisAtTime`.
- **Open-string note** → special-cased throughout `drawNote()`: `n.f === 0`. Wider/flatter geometry, "0" label sprite, uses `openX` (the chord's open-string centroid) when supplied.
- **Board projection ("ghost" preview)** → `// ── Board projection ──` block in `drawNote()`. Two meshes per string (`projMeshArr`, `projGlowArr`), one visible per frame for the next note. Linger window `PROJ_WIN`. Gated on the `projectionVisible` setting (BG_DEFAULTS / `h3dBgSetProjectionVisible` / the "Show note preview on the fretboard" checkbox in `settings.html`) — when off, the block is skipped and `update()`'s per-frame `m.visible = false` reset leaves the ghost hidden. **The glow has `renderOrder = -1`** which fights the strings — see Pitfall #6.
- **Note-hit "sizzle" (slopsmith#254)** → `drawNotedetectSizzle()` (called from the `lyricsCtx` block in `draw()`, just before `drawNotedetectLabels()`). For each confirmed hit/active note (`_ndGood` in `drawNote()` pushes `{x, y, z, s, alpha, color}` onto the per-frame `_ndSizzle` array — `alpha` is the provider's clamped fade, `color` an optional palette override), it projects the note's world point through the up-to-date `cam`, sizes the burst from a fretboard-X-axis offset projection (reliable even when the note's rotated flat at the line), and twinkles a few short crackling ellipse-arc segments + tiny dots hugging the note's rectangle — re-randomised every frame, contained to ≲1.4× the note, half white / half the string colour (or the provider's `color` when given). Every dot/arc's `globalAlpha` and `shadowBlur` are scaled by the entry's `alpha`, and the per-element "off-this-frame" probability rises as `alpha` decays, so a struck-note glow visibly thins and fades. Also: `_ndGood` swaps the note's outline to `mGlow[s]` (bright string-tinted, not green). Knobs are inline: arc/dot count, base on-probability, line widths, `shadowBlur`, spread radii. Lives entirely on the 2D overlay layer — no Three.js geometry/disposal.
- **Note-hit "sizzle" (feedBack#254)** → `drawNotedetectSizzle()` (called from the `lyricsCtx` block in `draw()`, just before `drawNotedetectLabels()`). For each confirmed hit/active note (`_ndGood` in `drawNote()` pushes `{x, y, z, s, alpha, color}` onto the per-frame `_ndSizzle` array — `alpha` is the provider's clamped fade, `color` an optional palette override), it projects the note's world point through the up-to-date `cam`, sizes the burst from a fretboard-X-axis offset projection (reliable even when the note's rotated flat at the line), and twinkles a few short crackling ellipse-arc segments + tiny dots hugging the note's rectangle — re-randomised every frame, contained to ≲1.4× the note, half white / half the string colour (or the provider's `color` when given). Every dot/arc's `globalAlpha` and `shadowBlur` are scaled by the entry's `alpha`, and the per-element "off-this-frame" probability rises as `alpha` decays, so a struck-note glow visibly thins and fades. Also: `_ndGood` swaps the note's outline to `mGlow[s]` (bright string-tinted, not green). Knobs are inline: arc/dot count, base on-probability, line widths, `shadowBlur`, spread radii. Lives entirely on the 2D overlay layer — no Three.js geometry/disposal.
### Chords
- **Chord rendering loop** → `update()`, `// ── Chords ──` block. Iterates `bundle.chords`, calls `drawNote()` per chord-note, then draws the frame box, name label, and barre indicator.
@@ -131,7 +131,7 @@ Each entry names the function or banner you should grep for, plus key sub-blocks
## The `bundle` object
Every per-frame renderer call receives a `bundle` from slopsmith core. Fields used by this plugin:
Every per-frame renderer call receives a `bundle` from feedBack core. Fields used by this plugin:
- `currentTime` — playback time in seconds (drives `dt` for everything)
- `notes`, `chords`, `beats`, `sections` — chart arrays (already difficulty-filtered by core)
@@ -141,9 +141,9 @@ Every per-frame renderer call receives a `bundle` from slopsmith core. Fields us
- `lyricsVisible` — gate for lyrics overlay
- `renderScale` — pixel-ratio multiplier from the user's quality setting
- `songInfo.arrangement` — only field of `songInfo` this plugin reads, used as the bass-name fallback in `resolveStringCount()`
- `stringCount`slopsmith#93; always prefer this over deriving from tuning/arrangement
- `stringCount`feedBack#93; always prefer this over deriving from tuning/arrangement
- `lefty` — display flag consumed by this renderer from `bundle.lefty`. Captured into `_leftyCached` before each frame so `xFret()`, `xFretMid()`, `boardSpanX()`, board geometry, note placement, and the camera shoulder offset mirror the fret axis for left-handed mode. A runtime lefty flip rebuilds board state and mirrors `curX`/`tgtX` plus the lookahead camera X cache so the camera does not drift across the neck.
- `getNoteState(note, chartTime)`slopsmith#254; per-note judgment from a scorer (note_detect). Captured each frame into `_ndGetNoteState` at the top of `update()` and consulted in `drawNote()` AFTER the event-driven `_ndHitMarks`/`_ndMissMarks` lookup AND over the proximity-based `hit` heuristic, both of which it overrides when it has a verdict: `'hit'`/`'active'``mGlow[s]` outline (bright string-tinted, *not* green) + `mGlow[s]` body + `mGlow[s]` sustain trail + a queue entry for `drawNotedetectSizzle` (so a held sustain keeps glowing/sparkling as long as the provider keeps returning `'active'`); `'miss'``mMissOutline` and `_showHit = false` (suppresses the bright body even if the note is near the line). Called with the note's chart time (`n.t`), which is how note_detect keys its `noteResults` map — *not* `now`. Returns null on cores without the API or songs with no scorer — then the event path / `hit` heuristic drive feedback for older note_detect builds. **notedetect ≥1.13 object verdicts additionally carry `{ points, mult, popKey }`** (game-scoring layer): `points` is the note's awarded score, `mult` the multiplier tier it landed at, and `popKey` a dedup key — chord members all return the chord-level judgment's key so a chord pops once, not once per gem. Consumed by the score-pop spawn in `drawNote()` (see Score FX below); all three are absent on older notedetect builds, so guard with `!== undefined`.
- `getNoteState(note, chartTime)`feedBack#254; per-note judgment from a scorer (note_detect). Captured each frame into `_ndGetNoteState` at the top of `update()` and consulted in `drawNote()` AFTER the event-driven `_ndHitMarks`/`_ndMissMarks` lookup AND over the proximity-based `hit` heuristic, both of which it overrides when it has a verdict: `'hit'`/`'active'``mGlow[s]` outline (bright string-tinted, *not* green) + `mGlow[s]` body + `mGlow[s]` sustain trail + a queue entry for `drawNotedetectSizzle` (so a held sustain keeps glowing/sparkling as long as the provider keeps returning `'active'`); `'miss'``mMissOutline` and `_showHit = false` (suppresses the bright body even if the note is near the line). Called with the note's chart time (`n.t`), which is how note_detect keys its `noteResults` map — *not* `now`. Returns null on cores without the API or songs with no scorer — then the event path / `hit` heuristic drive feedback for older note_detect builds. **notedetect ≥1.13 object verdicts additionally carry `{ points, mult, popKey }`** (game-scoring layer): `points` is the note's awarded score, `mult` the multiplier tier it landed at, and `popKey` a dedup key — chord members all return the chord-level judgment's key so a chord pops once, not once per gem. Consumed by the score-pop spawn in `drawNote()` (see Score FX below); all three are absent on older notedetect builds, so guard with `!== undefined`.
`tuning` and `capo` aren't consumed by this plugin.
@@ -151,11 +151,11 @@ Every per-frame renderer call receives a `bundle` from slopsmith core. Fields us
- **"+N" score pops** → `_fxSpawnPop()` from `drawNote()` (just after the provider verdict-override block), drawn by `drawScoreFx()` (called from the `lyricsCtx` block in `draw()`, right after `drawNotedetectLabels()`). Fixed 24-slot pool (`_fxPops`), deduped per `popKey` via the TTL'd `_fxSeen` map (pruned in `drawScoreFx`). Pops rise/fade over 700 ms; font size scales with the multiplier tier.
- **Session FX** → `notedetect:fx` events (`{ fxType: 'multiplier'|'milestone'|'streakBreak', ... }`). notedetect dispatches each detail object twice in the same task: on `window` (unscoped, first) and as a bubbling CustomEvent from its per-panel instanceRoot (scoped, second). The listener (`_fxOnFx`, bound with the other notedetect listeners) treats element-targeted copies as authoritative — accepted only when their root lives in this panel's container — and **defers the window copy by a task** (`setTimeout 0`): if the element copy (same detail reference) arrived meanwhile it's dropped as a duplicate, otherwise it's the compat fallback for a detector whose root isn't in the DOM. This keeps splitscreen panels from rendering each other's FX even for the first event of a session. Effects: milestone → particle burst from a 4-slot Float32Array pool (`_fxBursts`), multiplier tier-up → expanding ring pulse at the strike-line centre, streak break → brief red wash.
- **Skin palette** → `_fxResolvePalette()` reads `localStorage['slopsmith_notedetect_skin']` (`neon`/`esports`/`metal``_FX_PALETTES`) at listener-bind time and on the `notedetect:skin` bus event. The display fonts are document-loaded by notedetect's stylesheet, so the overlay canvas can reference the family names directly.
- **Skin palette** → `_fxResolvePalette()` reads `localStorage['feedBack_notedetect_skin']` (`neon`/`esports`/`metal``_FX_PALETTES`) at listener-bind time and on the `notedetect:skin` bus event. The display fonts are document-loaded by notedetect's stylesheet, so the overlay canvas can reference the family names directly.
- Everything lives on the 2D overlay layer — no Three.js geometry, no `txtMat()` cache traffic, nothing to dispose; `teardown()` deactivates the pools and removes both listeners.
- **This block is the reference implementation for other renderer plugins** (drum highway, piano, custom highways) that want score pops / session FX: copy the `_fxOnFx` dedup+scoping listener, the `popKey`-keyed seen-map (cleared on backward seek), and the `_FX_PALETTES` skin mapping. The full consumer contract (events, payloads, provider verdict fields, theming variables) is documented in slopsmith-plugin-notedetect's `CLAUDE.md`.
- **This block is the reference implementation for other renderer plugins** (drum highway, piano, custom highways) that want score pops / session FX: copy the `_fxOnFx` dedup+scoping listener, the `popKey`-keyed seen-map (cleared on backward seek), and the `_FX_PALETTES` skin mapping. The full consumer contract (events, payloads, provider verdict fields, theming variables) is documented in feedBack-plugin-notedetect's `CLAUDE.md`.
If you need a bundle field that isn't here yet, check `_makeBundle()` in `static/highway.js` in the **slopsmith core repo** — this is the plugin repo, `static/highway.js` is not here. The full path in the parent slopsmith checkout is `slopsmith/static/highway.js`.
If you need a bundle field that isn't here yet, check `_makeBundle()` in `static/highway.js` in the **feedBack core repo** — this is the plugin repo, `static/highway.js` is not here. The full path in the parent feedBack checkout is `feedBack/static/highway.js`.
## Per-string state arrays
@@ -185,7 +185,7 @@ If a pool's mesh has per-instance state (its own material clone, its own texture
1. **Adding a new pool? Reset it.** The reset block at the top of `update()` is easy to miss when adding a new pool elsewhere.
2. **`txtMat()` is cache-keyed by `(style, text, color, wide)`.** Calling it with a numeric `text` works (it's coerced via `String(...)`), but new label content creates a new texture forever. Don't generate dynamic per-frame text (e.g. interpolated values) through `txtMat()` or you'll leak GPU memory. For static labels that change occasionally (chord names, fret numbers), the cache is fine. The `style` arg picks a preset from the `TXT_STYLES` table — see "Tweaking text-sprite styling" below.
3. **Disposal in `teardown()` matters.** Three.js doesn't garbage-collect GPU resources. Every `material.dispose()`, `geometry.dispose()`, `map.dispose()`, and `ren.dispose()` call there is load-bearing. `teardown()` is called from `init()` (when re-initing), `destroy()` (setRenderer swap or `highway.stop()`), and on init failure.
4. **Don't use `tuning.length` for string count.** `bundle.tuning` (and `arr.tuning` server-side) is always 6 elements even for bass — slopsmith pre-fills the array with zeros for unused strings. Use `bundle.stringCount` (slopsmith#93), with `/bass/i.test(arrangement)` as the only acceptable fallback. There's a comment in `resolveStringCount()` documenting this.
4. **Don't use `tuning.length` for string count.** `bundle.tuning` (and `arr.tuning` server-side) is always 6 elements even for bass — feedBack pre-fills the array with zeros for unused strings. Use `bundle.stringCount` (feedBack#93), with `/bass/i.test(arrangement)` as the only acceptable fallback. There's a comment in `resolveStringCount()` documenting this.
5. **lyricsCanvas DOM order.** The 2D overlay canvas is appended to `wrap` AFTER `ren.domElement` and given `z-index:1`. This is the empirically-correct order — earlier versions had it before the WebGL canvas, which broke in splitscreen panels with `position:relative; overflow:hidden`. Don't reorder without testing both modes.
6. **Projection glow `renderOrder = -1`** in `initScene()`. This is a known-suboptimal setting — it forces the glow to draw before the strings in the transparent queue, so the string visibly cuts through the preview. Removing the line lets natural Z-sort layer it correctly. Plus the projection's world-Y matches the string Y, which after perspective projection puts the preview slightly screen-lower than the string; bumping `projY = y + NH * 0.4` recenters it. (Both fixes live on the `fix/preview-stacking` branch.)
7. **`renderOrder` on transparent objects is sticky.** Three.js sorts the transparent queue by `renderOrder` first, then back-to-front. A stray `m.renderOrder = -1` on something will pull it under everything regardless of Z. When in doubt, leave `renderOrder` at the default 0 and rely on Z position.
@@ -231,21 +231,21 @@ Style fields:
## Lifecycle (setRenderer contract)
Per slopsmith#36, the factory returns `{ init, draw, resize, destroy }`:
Per feedBack#36, the factory returns `{ init, draw, resize, destroy }`:
- **`init(canvas, bundle)`** tears down any prior state, sets `highwayCanvas`, lazily loads Three.js, runs `initScene()`, calls `applySize()` (with a `retrySize` rAF loop fallback if the canvas isn't laid out yet).
- **`draw(bundle)`** is gated on `_isReady`. Re-resolves `nStr` / inverted / renderScale, then `update(bundle) → camUpdate(bundle) → ren.render → 2D overlays`. The `_lastHwW/_lastHwH` check at the top auto-resizes when the splitscreen plugin bypasses `resize()`.
- **`resize(w, h)`** is gated on `_isReady`. Just calls `applySize()`.
- **`destroy()`** is idempotent. Sets flags, runs `teardown()`, drops `highwayCanvas`. Tolerates being called on an instance that's been destroyed and re-init'd already (resets `_lastHwW/H`, `_diagChord`, etc.).
The factory **returns a fresh instance per call**, so splitscreen's per-panel `setRenderer(slopsmithViz_highway_3d())` gets independent state per panel — important because the chord diagram, projection meshes, etc. are all per-instance.
The factory **returns a fresh instance per call**, so splitscreen's per-panel `setRenderer(feedBackViz_highway_3d())` gets independent state per panel — important because the chord diagram, projection meshes, etc. are all per-instance.
## Branching / PR conventions
- Feature branches off `main`, descriptive name (e.g. `fix/preview-stacking`, `feat/palette-picker`).
- PR target: target the contributor's own fork by default unless they ask otherwise; confirm before opening a PR upstream. Run `git remote -v` in this directory to see the remotes that are configured locally.
- Commit messages: short imperative subject, optional body explaining *why*. Don't summarize the diff — the diff already does that.
- This plugin is bundled **in-tree** at `plugins/highway_3d/` inside the `got-feedback/feedBack` repository (not a gitlink/submodule). It ships with the default container image. Changes go through the normal slopsmith PR process — no separate upstream repo to sync.
- This plugin is bundled **in-tree** at `plugins/highway_3d/` inside the `got-feedback/feedBack` repository (not a gitlink/submodule). It ships with the default container image. Changes go through the normal feedBack PR process — no separate upstream repo to sync.
## When in doubt