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8
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88e822dafb |
@@ -51,6 +51,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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||||
- **3D highway: section + tone HUD cards now default OFF.** The v0.3.0 player chrome carries a persistent "Up Next" pill, making the in-canvas section card redundant by default (it doubled the readout, feedBack feedback); the tone HUD follows the same less-is-more default. Both remain available in Settings → 3D Highway (visibility/position/size unchanged); users who previously toggled either explicitly keep their stored preference — only the untouched default flips. `plugins/highway_3d` v3.24.1.
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- **Perf**: replace runtime Tailwind Play CDN with a prebuilt static stylesheet (`static/tailwind.min.css`). The Play CDN's runtime JIT scanned the DOM ~1.8x/sec on the main thread (~37 ms blocking spans), dropping ~26% of frames in long playback sessions with the 3D highway as default. Theme extensions (dark/accent/gold colors, Inter font) move to `tailwind.config.js`; regen via `bash scripts/build-tailwind.sh`. No runtime build step — the generated CSS is committed. Fixes feedBack-desktop#110.
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- **Perf**: reduce per-frame allocations in the 2D highway chord + lyric render paths. `_ensureChordRenderCache` now also caches `sortedNotes` / `nonZeroNotes` / `nonZeroFrets` / `allMuted` / `hasMultipleNotes` (computed once per chord, invalidated on `src` / `_inverted` / `chordTemplates` change — the third key catches a stale `isOpen`-derived classification when the WS `chord_templates` message lands after the final `chords` chunk), so `drawChords` no longer re-sorts / re-filters / spreads min-max per visible chord per frame. The in-chord unison bend classification is folded inline (no `chordPositions.filter` × 2 per frame). `drawLyrics` memoizes `ctx.measureText` results in a two-level `Map<fontSize, Map<text, width>>` so cache hits don't allocate a composite string key. Lit-sustain shimmer in `drawSustains` swaps the 4 per-note-per-frame `Math.random()` calls for a 64-entry precomputed jitter LUT (xorshift32-seeded — the LUT contents are reload-stable and test-reproducible; rendered shimmer is deterministic per `createHighway()` instance, since the seed includes that instance's `_frameIdx`) indexed by `(frameIdx + n.s + ⌊n.t·60⌋)`, visually indistinguishable and allocation-free.
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- **Perf**: the load-adaptive render scale (`_adaptRenderScale`, #654) no longer visibly hunts up/down on passages that hover near the frame budget (testers saw "quality going up and down" with the 3D highway). Downscaling stays prompt to protect the frame rate, but **upscaling is now lazy**: a smaller step (×1.06 vs ×1.1) on a longer cooldown (`_AUTO_UPSCALE_COOLDOWN_MS` 2500 ms vs the 600 ms adjust cooldown), reset on any downscale, and gated by a predictive guard — it only upscales when the projected cost *after* the step (≈ cost × step², since draw cost tracks the pixel count) still clears the high budget. The scale therefore settles just inside the 7–12 ms deadband instead of oscillating across it. No new public API; the `_autoScaleMin` "Min res" floor is unchanged.
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### Removed
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- **`c` library hotkey ("Convert to .sloppak") removed from core.** Core hardcoded a plugin-specific shortcut: a documentation-only `registerShortcut({ key: 'c', scope: 'library' })` no-op plus a `c → button.sloppak-convert-btn` entry in the library keydown handler that fired the Sloppak Converter plugin's button. Per the plugins-own-their-behavior principle, core no longer ships this hotkey — the convert button still works by click, and the Sloppak Converter plugin can register its own `c` shortcut via `window.registerShortcut()` if keyboard access is wanted. The `f` (favorite) and `e` (edit) library hotkeys, which drive core buttons, are unchanged. Help-modal/registry tests in `tests/browser/keyboard-shortcuts.spec.ts` updated to drop the `c` assertions.
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@@ -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": "3.27.0",
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"version": "3.30.0",
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"type": "visualization",
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"bundled": true,
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"script": "screen.js",
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@@ -1768,7 +1768,7 @@
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return _bgBandsCache;
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}
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const BG_DEFAULTS = { style: 'particles', intensity: 0.5, reactive: true, palette: 'default', bgTheme: 'default', hwTheme: 'default', showFretOnNote: true, fretNumberGhostScope: 'chords', cameraSmoothing: 0.5, zoomSmoothing: 0.5, tiltSmoothing: 0.5, cameraLockLow: false, cameraLockZoom: 0.5, cameraMode: 'lookahead', nutHeadstockVisible: true, tuningLabelsVisible: true, nutColor: '#f5f3f0', headstockColor: '#d4b48a', textSize: 0.5, vibrancy: 0.85, glow: 0.25, customImageDataUrl: '', customImageName: '', customVideoName: '', chordDiagramVisible: true, chordDiagramSize: 0.5, chordDiagramPosition: 'tl', fretColumnMarkerCadence: 1, projectionVisible: true, inlayLabelsVisible: false, sectionLabelsOnHighway: false, sectionHudVisible: false, sectionHudPosition: 'tr', sectionHudSize: 0.5, toneHudVisible: false, toneHudPosition: 'tl', toneHudSize: 0.5, fpsVisible: false, fretDividersVisible: true, slideArrowApproachVisible: true, slideArrowNeckVisible: true, slideArrowChainPreviewVisible: true };
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const BG_DEFAULTS = { style: 'particles', intensity: 0.5, reactive: true, palette: 'default', bgTheme: 'default', hwTheme: 'default', showFretOnNote: true, fretNumberGhostScope: 'chords', cameraSmoothing: 0.5, zoomSmoothing: 0.5, tiltSmoothing: 0.5, cameraLockLow: false, cameraLockZoom: 0.5, cameraMode: 'lookahead', nutHeadstockVisible: true, tuningLabelsVisible: true, nutColor: '#f5f3f0', headstockColor: '#d4b48a', textSize: 0.5, vibrancy: 0.85, glow: 0.25, customImageDataUrl: '', customImageName: '', customVideoName: '', chordDiagramVisible: true, chordDiagramSize: 0.5, chordDiagramPosition: 'tl', fretColumnMarkerCadence: 1, projectionVisible: true, inlayLabelsVisible: false, sectionLabelsOnHighway: false, sectionHudVisible: false, sectionHudPosition: 'tr', sectionHudSize: 0.5, toneHudVisible: false, toneHudPosition: 'tl', toneHudSize: 0.5, fpsVisible: false, fretDividersVisible: true, slideArrowApproachVisible: true, slideArrowNeckVisible: true, slideArrowChainPreviewVisible: true, hitFx: 0.7, sparks: true, cinematic: true, verdictMarks: true, timingFx: true, streakFx: true, bloom: true };
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// User-selectable, persistable bg styles — must mirror settings.html's
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// VALID_STYLES. 'venue' is deliberately NOT here: it is an internal effective
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// style reached only via _venueSceneOverride (the viz-picker Venue flow), so
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@@ -2115,7 +2115,7 @@
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// means (fall back to default rather than silently flipping to
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// false). Add new boolean keys to BG_DEFAULTS and they pick this
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// up via the dispatch below.
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const _BG_BOOL_KEYS = new Set(['reactive', 'showFretOnNote', 'cameraLockLow', 'inlayLabelsVisible', 'sectionLabelsOnHighway', 'sectionHudVisible', 'nutHeadstockVisible', 'tuningLabelsVisible', 'projectionVisible', 'chordDiagramVisible', 'fpsVisible', 'toneHudVisible', 'fretDividersVisible', 'slideArrowApproachVisible', 'slideArrowNeckVisible', 'slideArrowChainPreviewVisible']);
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const _BG_BOOL_KEYS = new Set(['reactive', 'showFretOnNote', 'cameraLockLow', 'inlayLabelsVisible', 'sectionLabelsOnHighway', 'sectionHudVisible', 'nutHeadstockVisible', 'tuningLabelsVisible', 'projectionVisible', 'chordDiagramVisible', 'fpsVisible', 'toneHudVisible', 'fretDividersVisible', 'slideArrowApproachVisible', 'slideArrowNeckVisible', 'slideArrowChainPreviewVisible', 'sparks', 'cinematic', 'verdictMarks', 'timingFx', 'streakFx', 'bloom']);
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function _bgCoerceBool(val, fallback) {
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if (val === 'true' || val === '1') return true;
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if (val === 'false' || val === '0') return false;
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@@ -2125,7 +2125,7 @@
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// hysteresis; zoomSmoothing the zoom dead zone; tiltSmoothing the
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// vertical-tilt deadband + correction strength. All three slider-
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// shaped settings share the same parse + clamp behaviour.
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const _BG_FLOAT_KEYS = new Set(['intensity', 'cameraSmoothing', 'zoomSmoothing', 'tiltSmoothing', 'cameraLockZoom', 'textSize', 'vibrancy', 'glow', 'chordDiagramSize', 'sectionHudSize', 'toneHudSize']);
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const _BG_FLOAT_KEYS = new Set(['intensity', 'cameraSmoothing', 'zoomSmoothing', 'tiltSmoothing', 'cameraLockZoom', 'textSize', 'vibrancy', 'glow', 'chordDiagramSize', 'sectionHudSize', 'toneHudSize', 'hitFx']);
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function _bgCoerce(key, val) {
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if (_BG_FLOAT_KEYS.has(key)) {
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const n = parseFloat(val);
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@@ -2259,6 +2259,13 @@
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window.h3dBgSetTextSize = (v) => _bgWriteGlobal('textSize', v);
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window.h3dBgSetVibrancy = (v) => _bgWriteGlobal('vibrancy', v);
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window.h3dBgSetGlow = (v) => _bgWriteGlobal('glow', v);
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window.h3dBgSetHitFx = (v) => _bgWriteGlobal('hitFx', v);
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window.h3dBgSetSparks = (v) => _bgWriteGlobal('sparks', !!v);
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window.h3dBgSetCinematic = (v) => _bgWriteGlobal('cinematic', !!v);
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window.h3dBgSetVerdictMarks = (v) => _bgWriteGlobal('verdictMarks', !!v);
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window.h3dBgSetTimingFx = (v) => _bgWriteGlobal('timingFx', !!v);
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window.h3dBgSetStreakFx = (v) => _bgWriteGlobal('streakFx', !!v);
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window.h3dBgSetBloom = (v) => _bgWriteGlobal('bloom', !!v);
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window.h3dBgSetToneHudVisible = (v) => _bgWriteGlobal('toneHudVisible', !!v);
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window.h3dBgSetToneHudPosition = (v) => _bgWriteGlobal('toneHudPosition', v);
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window.h3dBgSetToneHudSize = (v) => _bgWriteGlobal('toneHudSize', v);
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@@ -3552,6 +3559,19 @@
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// linear blend every frame.
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let vibrancy = BG_DEFAULTS.vibrancy;
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let glowMul = BG_DEFAULTS.glow;
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let _hitFx = BG_DEFAULTS.hitFx;
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let _sparks = BG_DEFAULTS.sparks;
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let _cinematic = BG_DEFAULTS.cinematic;
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let _verdictMarks = BG_DEFAULTS.verdictMarks;
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let _timingFx = BG_DEFAULTS.timingFx;
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let _streakFx = BG_DEFAULTS.streakFx;
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let _bloom = BG_DEFAULTS.bloom;
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let _composer = null, _bloomPass = null, _bloomLoad = null, _bloomW = 0, _bloomH = 0;
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let _sparkPts = null, _sparkPos = null, _sparkCol = null, _sparkVel = null, _sparkLife = null;
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const _SPARK_N = 256;
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const _sparkSeen = new Map(); // note-key -> expiry; one burst per hit
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let _juiceLastT = 0; // frame-dt clock for the juice layer
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let _streakHits = 0, _streakHeat = 0; // #7 consecutive-hit escalation
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let fpsVisible = BG_DEFAULTS.fpsVisible;
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let fretDividersVisible = BG_DEFAULTS.fretDividersVisible;
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let chordDiagramVisible = BG_DEFAULTS.chordDiagramVisible;
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@@ -5912,10 +5932,23 @@
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dirLight = new T.DirectionalLight(0xffffff, 0.8);
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dirLight.position.set(40 * K, 120 * K, 80 * K);
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scene.add(dirLight);
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_applyCinematic();
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fretG = new T.Group(); scene.add(fretG);
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tuningLblG = new T.Group(); scene.add(tuningLblG);
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noteG = new T.Group(); scene.add(noteG);
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// Hit sparks (#3): a pooled additive Points cloud; a small burst fires at a
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// gem on a verified hit (spawned in the verdict block, advanced in the render loop).
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_sparkPos = new Float32Array(_SPARK_N * 3); _sparkCol = new Float32Array(_SPARK_N * 3);
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_sparkVel = new Float32Array(_SPARK_N * 3); _sparkLife = new Float32Array(_SPARK_N);
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{
|
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const sg = new T.BufferGeometry();
|
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sg.setAttribute('position', new T.BufferAttribute(_sparkPos, 3).setUsage(T.DynamicDrawUsage));
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sg.setAttribute('color', new T.BufferAttribute(_sparkCol, 3).setUsage(T.DynamicDrawUsage));
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const sm = new T.PointsMaterial({ size: 1.0 * K, vertexColors: true, transparent: true, opacity: 0.8, depthWrite: false, blending: T.AdditiveBlending, sizeAttenuation: true });
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_sparkPts = new T.Points(sg, sm); _sparkPts.frustumCulled = false; _sparkPts.renderOrder = 8;
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scene.add(_sparkPts);
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}
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beatG = new T.Group(); scene.add(beatG);
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lblG = new T.Group(); scene.add(lblG);
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@@ -6134,6 +6167,13 @@
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transparent: true, opacity: 1.0, depthWrite: false,
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}));
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mHitBrightArrays = mHitBright.map(m => [m, m, m, m, mEdgeTransparent, mEdgeTransparent]);
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// Readability (#2 / charrette): the note gems + their outlines punch THROUGH
|
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// the distance fog so upcoming notes stay legible as they render in at the
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// horizon. The board, lane, sustains and background scenery keep their
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// atmospheric fog — only the note-defining materials are exempted, so the
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// highway still reads as deep while the notes never dissolve into the haze.
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[mWhiteOutline, mMissOutline].forEach(m => { if (m) m.fog = false; });
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[mStr, mGlow, mStrHitOutline, mHitBright].forEach(arr => arr && arr.forEach(m => { if (m) m.fog = false; }));
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// Outline materials render at a lower renderOrder than the body.
|
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// The body is rendered on top with opacity:1 on hit/miss, which
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// fully covers the outline center — only the fringe that extends
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@@ -7191,7 +7231,7 @@
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color: '#66c7ff',
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});
|
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}
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return { s: note.s, f: note.f, noteTime: d.noteTime, labels };
|
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return { s: note.s, f: note.f, noteTime: d.noteTime, labels, timingState: d.timingState || null };
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};
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const _ndPushMark = (arr, d) => {
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const mark = _ndNormalizeMark(d);
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@@ -7347,6 +7387,14 @@
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textSize = _bgReadSetting(panelKey, 'textSize');
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vibrancy = _bgReadSetting(panelKey, 'vibrancy');
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glowMul = _bgReadSetting(panelKey, 'glow');
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_hitFx = _bgReadSetting(panelKey, 'hitFx');
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_sparks = _bgReadSetting(panelKey, 'sparks');
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_cinematic = _bgReadSetting(panelKey, 'cinematic');
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_verdictMarks = _bgReadSetting(panelKey, 'verdictMarks');
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_timingFx = _bgReadSetting(panelKey, 'timingFx');
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_streakFx = _bgReadSetting(panelKey, 'streakFx');
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_bloom = _bgReadSetting(panelKey, 'bloom');
|
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_applyCinematic();
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fpsVisible = _bgReadSetting(panelKey, 'fpsVisible');
|
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fretDividersVisible = _bgReadSetting(panelKey, 'fretDividersVisible');
|
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chordDiagramVisible = _bgReadSetting(panelKey, 'chordDiagramVisible');
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@@ -7785,6 +7833,85 @@
|
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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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}
|
||||
// #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;
|
||||
return 0x22ff88;
|
||||
}
|
||||
function _sparkBurst(x, y, z, hex, count) {
|
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if (!_sparkPts || count <= 0) return;
|
||||
const r = ((hex >> 16) & 255) / 255, g = ((hex >> 8) & 255) / 255, b = (hex & 255) / 255;
|
||||
let made = 0;
|
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for (let i = 0; i < _SPARK_N && made < count; i++) {
|
||||
if (_sparkLife[i] > 0) continue;
|
||||
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;
|
||||
_sparkCol[j] = r; _sparkCol[j + 1] = g; _sparkCol[j + 2] = b;
|
||||
_sparkLife[i] = 0.30 + Math.random() * 0.16; made++;
|
||||
}
|
||||
}
|
||||
function _sparkUpdate(dt) {
|
||||
if (!_sparkPts) return;
|
||||
const grav = 55 * K; let any = false;
|
||||
for (let i = 0; i < _SPARK_N; i++) {
|
||||
if (_sparkLife[i] <= 0) continue;
|
||||
const j = i * 3;
|
||||
_sparkLife[i] -= dt;
|
||||
if (_sparkLife[i] <= 0) { _sparkCol[j] = _sparkCol[j + 1] = _sparkCol[j + 2] = 0; continue; }
|
||||
any = true;
|
||||
_sparkVel[j + 1] -= grav * dt;
|
||||
_sparkPos[j] += _sparkVel[j] * dt; _sparkPos[j + 1] += _sparkVel[j + 1] * dt; _sparkPos[j + 2] += _sparkVel[j + 2] * dt;
|
||||
const fade = 1 - Math.min(1, dt * 3.2);
|
||||
_sparkCol[j] *= fade; _sparkCol[j + 1] *= fade; _sparkCol[j + 2] *= fade;
|
||||
}
|
||||
_sparkPts.geometry.attributes.position.needsUpdate = true;
|
||||
_sparkPts.geometry.attributes.color.needsUpdate = true;
|
||||
_sparkPts.visible = any;
|
||||
}
|
||||
// #4 Bloom: lazy-load the vendored postprocessing addons and build an
|
||||
// EffectComposer (RenderPass -> UnrealBloomPass -> OutputPass/ACES). Returns
|
||||
// the composer once ready, or null (caller falls back to a direct render).
|
||||
function _bloomEnsure() {
|
||||
if (_composer) return _composer;
|
||||
if (_bloomLoad || !ren || !scene || !cam) return null;
|
||||
const A = '/static/vendor/three/addons/';
|
||||
_bloomLoad = Promise.all([
|
||||
import(A + 'postprocessing/EffectComposer.js'),
|
||||
import(A + 'postprocessing/RenderPass.js'),
|
||||
import(A + 'postprocessing/UnrealBloomPass.js'),
|
||||
import(A + 'postprocessing/OutputPass.js'),
|
||||
]).then(([EC, RP, UB, OP]) => {
|
||||
try {
|
||||
const sz = canvasSize(highwayCanvas) || { w: 1280, h: 720 };
|
||||
const w = Math.max(2, sz.w | 0), h = Math.max(2, sz.h | 0);
|
||||
// Multisampled (WebGL2 MSAA) HalfFloat target so anti-aliasing
|
||||
// survives the bloom path — EffectComposer's default target has no
|
||||
// `samples`, which is why bloom-on looked jagged (worst on non-Retina
|
||||
// DPR1 displays that have no supersampling cushion).
|
||||
const _bloomRT = new T.WebGLRenderTarget(w, h, { type: T.HalfFloatType, samples: 4 });
|
||||
const comp = new EC.EffectComposer(ren, _bloomRT);
|
||||
comp.addPass(new RP.RenderPass(scene, cam));
|
||||
_bloomPass = new UB.UnrealBloomPass(new T.Vector2(w, h), 0.65, 0.5, 0.82); // strength, radius, threshold (high → only emissive blooms)
|
||||
comp.addPass(_bloomPass);
|
||||
comp.addPass(new OP.OutputPass());
|
||||
comp.setSize(w, h);
|
||||
_bloomW = w; _bloomH = h; _composer = comp;
|
||||
} catch (e) { console.warn('[3D-Hwy] bloom init failed', e); _composer = null; }
|
||||
}).catch((e) => console.warn('[3D-Hwy] bloom modules failed', e));
|
||||
return null;
|
||||
}
|
||||
function buildBoard() {
|
||||
// Dispose before clearing (traverse: nut/headstock may live in a Group).
|
||||
while (fretG.children.length) {
|
||||
@@ -12585,6 +12712,7 @@
|
||||
// blocks, so _showHit can be a const and _ndGood is available for the
|
||||
// sustain trail (which renders even when skipBody=true for slide targets).
|
||||
let _ndGood = false; // true when provider confirms hit/active
|
||||
let _hitPunch = 1; // #3 per-gem scale-punch on a fresh hit
|
||||
let _ndState = null; // 'hit'|'active'|'miss'|null; null → fall back to proximity heuristic
|
||||
let _ndCs = null; // raw provider response — truthy when provider returned a verdict
|
||||
let _ndCsIsObj = false; // typeof _ndCs === 'object'
|
||||
@@ -12760,12 +12888,27 @@
|
||||
// hit/active → green outline (mHitBright[s]) + green lateral faces;
|
||||
// miss → magenta-red outline (mMissOutline) + dark lateral faces; front/back stay transparent.
|
||||
if (_ndCs) {
|
||||
const _vAlpha = (_ndCsIsObj && typeof _ndCs.alpha === 'number') ? _ndCs.alpha : 1;
|
||||
if (_ndState === 'miss') {
|
||||
_ndOutline = mMissOutline;
|
||||
_ndFaceMat = mMissEdgeArrays;
|
||||
_streakHits = 0; // #7 break the streak (heat eases down)
|
||||
if (_verdictMarks) _ndLabels.push({ x, y: y + NH * 1.7, z: noteZ + 0.02, labels: [{ text: '✗', color: '#ff5a7a' }] }); // #6
|
||||
} else if (_ndGood) {
|
||||
_ndOutline = mHitBright[s] ?? mGlow[s];
|
||||
_ndFaceMat = mHitBrightArrays[s] ?? null;
|
||||
_hitPunch = 1 + 0.22 * _hitFx * _vAlpha; // #3 scale-punch (biggest at strike, eases)
|
||||
if (_verdictMarks) { const _tc = _timingHex(_ndMatchedMark && _ndMatchedMark.timingState); _ndLabels.push({ x, y: y + NH * 1.7, z: noteZ + 0.02, labels: [{ text: '✓', color: '#' + _tc.toString(16).padStart(6, '0') }] }); } // #6 + #5
|
||||
if (_sparks && _hitFx > 0 && _vAlpha > 0.5) {
|
||||
const _spk = s + '|' + n.f + '|' + n.t.toFixed(2);
|
||||
if (!(_sparkSeen.get(_spk) > now)) {
|
||||
_sparkSeen.set(_spk, now + 1.0);
|
||||
if (_sparkSeen.size > 600) _sparkSeen.clear();
|
||||
_streakHits++;
|
||||
const _heatMul = _streakFx ? (1 + 0.85 * _streakHeat) : 1; // #7 escalate
|
||||
_sparkBurst(x, y, noteZ, _timingHex(_ndMatchedMark && _ndMatchedMark.timingState), Math.round((4 + 7 * _hitFx) * _heatMul));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12878,6 +13021,7 @@
|
||||
} else {
|
||||
core.scale.set(rimXY, rimXY, 2.5 * rimZ);
|
||||
}
|
||||
if (_hitPunch !== 1) core.scale.multiplyScalar(_hitPunch); // #3 hit scale-punch
|
||||
// Fret digits on fretted (n.f > 0) flying notes deliberately
|
||||
// omitted: the showFretOnNote setting and its UI helper text
|
||||
// promise digits on the fretboard ghost only, never on the
|
||||
@@ -14012,6 +14156,8 @@
|
||||
for (const g of _ownedSharedGeos) g?.dispose?.();
|
||||
_ownedSharedGeos.length = 0;
|
||||
txtCache = {};
|
||||
if (_sparkPts) { try { _sparkPts.geometry.dispose(); _sparkPts.material.dispose(); } catch (e) {} _sparkPts = null; }
|
||||
if (_composer) { try { _composer.dispose(); if (_bloomPass && _bloomPass.dispose) _bloomPass.dispose(); } catch (e) {} _composer = null; _bloomPass = null; }
|
||||
if (ren) { ren.dispose(); ren = null; }
|
||||
scene = cam = noteG = beatG = lblG = fretG = tuningLblG = null;
|
||||
ambLight = dirLight = null;
|
||||
@@ -14337,7 +14483,27 @@
|
||||
}
|
||||
bcCtrl.render();
|
||||
}
|
||||
pbBeg(6); ren.render(scene, cam); pbEnd(6);
|
||||
{
|
||||
const _jNow = performance.now();
|
||||
const _jdt = _juiceLastT === 0 ? 1 / 60 : Math.min(0.05, (_jNow - _juiceLastT) / 1000);
|
||||
_juiceLastT = _jNow;
|
||||
_sparkUpdate(_jdt);
|
||||
_streakHeat += (Math.min(1, _streakHits / 16) - _streakHeat) * 0.08; // #7 ease heat
|
||||
}
|
||||
{
|
||||
const comp = (_bloom && !_ssActive()) ? _bloomEnsure() : null;
|
||||
if (comp) {
|
||||
const bsz = canvasSize(highwayCanvas);
|
||||
if (bsz && bsz.w > 0 && bsz.h > 0 && (bsz.w !== _bloomW || bsz.h !== _bloomH)) {
|
||||
comp.setSize(bsz.w | 0, bsz.h | 0); _bloomW = bsz.w | 0; _bloomH = bsz.h | 0;
|
||||
}
|
||||
if (ren.toneMapping !== T.ACESFilmicToneMapping) ren.toneMapping = T.ACESFilmicToneMapping;
|
||||
pbBeg(6); comp.render(); pbEnd(6);
|
||||
} else {
|
||||
if (ren.toneMapping !== T.NoToneMapping) ren.toneMapping = T.NoToneMapping;
|
||||
pbBeg(6); ren.render(scene, cam); pbEnd(6);
|
||||
}
|
||||
}
|
||||
if (lyricsCtx && lyricsCanvas) {
|
||||
lyricsCtx.clearRect(0, 0, lyricsCanvas.width, lyricsCanvas.height);
|
||||
// Capture the actual lyrics-banner bottom so overlay cards
|
||||
|
||||
@@ -577,6 +577,80 @@
|
||||
<span>Glowy</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="mt-4">
|
||||
<label for="h3d-hitfx" class="text-xs font-medium text-gray-400 mb-1 block">
|
||||
Hit feedback intensity: <span id="h3d-hitfx-label">0.70</span>
|
||||
</label>
|
||||
<input type="range" id="h3d-hitfx" min="0" max="1" step="0.05" value="0.70"
|
||||
oninput="document.getElementById('h3d-hitfx-label').textContent = parseFloat(this.value).toFixed(2); window.h3dBgSetHitFx && window.h3dBgSetHitFx(this.value)"
|
||||
onchange="window.h3dBgSetHitFx && window.h3dBgSetHitFx(this.value)"
|
||||
class="w-full accent-accent">
|
||||
<p class="text-[10px] text-gray-500 mt-1">
|
||||
How much "juice" a nailed note gets — the strike-line flash and the
|
||||
spark burst at the hit line. <em>0</em> = colour verdict only (no sparks).
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="mt-3 flex items-start justify-between gap-3">
|
||||
<label for="h3d-sparks" class="text-xs font-medium text-gray-400">
|
||||
Hit sparks
|
||||
<span class="block text-[10px] text-gray-500 font-normal">The particle burst that pops off a note the instant it's detected as a hit. Turn off for a calmer highway — the strike-line flash and colour verdict stay.</span>
|
||||
</label>
|
||||
<input type="checkbox" id="h3d-sparks" checked
|
||||
onchange="window.h3dBgSetSparks && window.h3dBgSetSparks(this.checked)"
|
||||
class="accent-accent mt-0.5">
|
||||
</div>
|
||||
|
||||
<div class="mt-3 flex items-start justify-between gap-3">
|
||||
<label for="h3d-cinematic" class="text-xs font-medium text-gray-400">
|
||||
Cinematic lighting
|
||||
<span class="block text-[10px] text-gray-500 font-normal">Darker stage so the glowing notes pop against it. Turn off for the brighter, flatter look.</span>
|
||||
</label>
|
||||
<input type="checkbox" id="h3d-cinematic" checked
|
||||
onchange="window.h3dBgSetCinematic && window.h3dBgSetCinematic(this.checked)"
|
||||
class="accent-accent mt-0.5">
|
||||
</div>
|
||||
|
||||
<div class="mt-3 flex items-start justify-between gap-3">
|
||||
<label for="h3d-streakfx" class="text-xs font-medium text-gray-400">
|
||||
Streak feedback
|
||||
<span class="block text-[10px] text-gray-500 font-normal">A clean run quietly "heats up" — bigger sparks the longer you stay accurate. Eases back on a miss.</span>
|
||||
</label>
|
||||
<input type="checkbox" id="h3d-streakfx" checked
|
||||
onchange="window.h3dBgSetStreakFx && window.h3dBgSetStreakFx(this.checked)"
|
||||
class="accent-accent mt-0.5">
|
||||
</div>
|
||||
|
||||
<div class="mt-3 flex items-start justify-between gap-3">
|
||||
<label for="h3d-verdictmarks" class="text-xs font-medium text-gray-400">
|
||||
Accessible verdict marks (✓ / ✗)
|
||||
<span class="block text-[10px] text-gray-500 font-normal">Adds a shape mark to each hit/miss so the result doesn't rely on the green/red colour pair alone.</span>
|
||||
</label>
|
||||
<input type="checkbox" id="h3d-verdictmarks" checked
|
||||
onchange="window.h3dBgSetVerdictMarks && window.h3dBgSetVerdictMarks(this.checked)"
|
||||
class="accent-accent mt-0.5">
|
||||
</div>
|
||||
|
||||
<div class="mt-3 flex items-start justify-between gap-3">
|
||||
<label for="h3d-bloom" class="text-xs font-medium text-gray-400">
|
||||
Glow bloom
|
||||
<span class="block text-[10px] text-gray-500 font-normal">Real light-bleed around the glowing notes and hit flash (higher fidelity). Turns itself off in split-screen. If your machine struggles, turn this off first.</span>
|
||||
</label>
|
||||
<input type="checkbox" id="h3d-bloom" checked
|
||||
onchange="window.h3dBgSetBloom && window.h3dBgSetBloom(this.checked)"
|
||||
class="accent-accent mt-0.5">
|
||||
</div>
|
||||
|
||||
<div class="mt-3 flex items-start justify-between gap-3">
|
||||
<label for="h3d-timingfx" class="text-xs font-medium text-gray-400">
|
||||
Timing feedback
|
||||
<span class="block text-[10px] text-gray-500 font-normal">Colours a hit by your timing — on-time green, a touch <span style="color:#35d6ff">early (cyan)</span> or <span style="color:#ffb84d">late (amber)</span> — so you can feel where you sit in the beat.</span>
|
||||
</label>
|
||||
<input type="checkbox" id="h3d-timingfx" checked
|
||||
onchange="window.h3dBgSetTimingFx && window.h3dBgSetTimingFx(this.checked)"
|
||||
class="accent-accent mt-0.5">
|
||||
</div>
|
||||
</div>
|
||||
</details>
|
||||
</div>
|
||||
|
||||
+21
-2
@@ -248,6 +248,7 @@ function createHighway() {
|
||||
let _frameMsEMA = 0; // smoothed frame interval (for the HUD)
|
||||
let _lastFramePerf = 0;
|
||||
let _lastAutoAdjustAt = 0;
|
||||
let _lastUpscaleAt = 0; // separate, longer clock for UPscaling (lazy)
|
||||
let _perfHud = null;
|
||||
let _hudOn = false; // cached highwayPerfHud flag (re-read ~2x/sec, not per-frame)
|
||||
let _hudFlagAt = 0;
|
||||
@@ -266,6 +267,11 @@ function createHighway() {
|
||||
return Number.isFinite(v) ? Math.max(_AUTO_SCALE_MIN, Math.min(1, v)) : _AUTO_SCALE_MIN;
|
||||
})();
|
||||
const _AUTO_ADJUST_COOLDOWN_MS = 600;
|
||||
// Upscaling is deliberately LAZY (longer cooldown than the downscale path) so
|
||||
// the resolution doesn't visibly hunt up/down on passages that hover near the
|
||||
// budget — testers saw "quality going up and down" as parts got busier (#618
|
||||
// charrette). Downscale stays prompt to protect the frame rate.
|
||||
const _AUTO_UPSCALE_COOLDOWN_MS = 2500;
|
||||
let _inverted = localStorage.getItem('invertHighway') === 'true';
|
||||
let _lefty = localStorage.getItem('lefty') === '1';
|
||||
let _lastChordOnFretLine = null; // chord object currently shown on fret line
|
||||
@@ -1291,9 +1297,22 @@ function createHighway() {
|
||||
const eff = _effectiveRenderScale();
|
||||
let next = _autoScale;
|
||||
if (_drawMsEMA > _DRAW_BUDGET_HI_MS && eff > _autoScaleMin) {
|
||||
// Over budget — downscale promptly to protect the frame rate, and reset
|
||||
// the upscale clock so we don't immediately bounce back up.
|
||||
next = _autoScale * 0.85;
|
||||
} else if (_drawMsEMA < _DRAW_BUDGET_LO_MS && eff < 1) {
|
||||
next = _autoScale * 1.1;
|
||||
_lastUpscaleAt = nowP;
|
||||
} else if (_drawMsEMA < _DRAW_BUDGET_LO_MS && eff < 1
|
||||
&& nowP - _lastUpscaleAt >= _AUTO_UPSCALE_COOLDOWN_MS) {
|
||||
// Headroom — upscale LAZILY: a smaller step on a longer cooldown, and
|
||||
// only when the projected cost AFTER the step (cost scales ~with the
|
||||
// pixel count, i.e. step²) still clears the high budget. That predictive
|
||||
// guard is what stops the up→over-budget→down ping-pong testers saw: the
|
||||
// scale settles just inside the deadband instead of oscillating across it.
|
||||
const step = 1.06;
|
||||
if (_drawMsEMA * step * step < _DRAW_BUDGET_HI_MS) {
|
||||
next = _autoScale * step;
|
||||
_lastUpscaleAt = nowP;
|
||||
}
|
||||
}
|
||||
// Clamp so _renderScale * _autoScale stays within [_autoScaleMin, 1].
|
||||
// Cap `lo` at 1: when the floor exceeds the manual ceiling (e.g. quality
|
||||
|
||||
@@ -0,0 +1,231 @@
|
||||
import {
|
||||
Clock,
|
||||
HalfFloatType,
|
||||
NoBlending,
|
||||
Vector2,
|
||||
WebGLRenderTarget
|
||||
} from '../../three.module.min.js';
|
||||
import { CopyShader } from '../shaders/CopyShader.js';
|
||||
import { ShaderPass } from './ShaderPass.js';
|
||||
import { MaskPass } from './MaskPass.js';
|
||||
import { ClearMaskPass } from './MaskPass.js';
|
||||
|
||||
class EffectComposer {
|
||||
|
||||
constructor( renderer, renderTarget ) {
|
||||
|
||||
this.renderer = renderer;
|
||||
|
||||
this._pixelRatio = renderer.getPixelRatio();
|
||||
|
||||
if ( renderTarget === undefined ) {
|
||||
|
||||
const size = renderer.getSize( new Vector2() );
|
||||
this._width = size.width;
|
||||
this._height = size.height;
|
||||
|
||||
renderTarget = new WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType } );
|
||||
renderTarget.texture.name = 'EffectComposer.rt1';
|
||||
|
||||
} else {
|
||||
|
||||
this._width = renderTarget.width;
|
||||
this._height = renderTarget.height;
|
||||
|
||||
}
|
||||
|
||||
this.renderTarget1 = renderTarget;
|
||||
this.renderTarget2 = renderTarget.clone();
|
||||
this.renderTarget2.texture.name = 'EffectComposer.rt2';
|
||||
|
||||
this.writeBuffer = this.renderTarget1;
|
||||
this.readBuffer = this.renderTarget2;
|
||||
|
||||
this.renderToScreen = true;
|
||||
|
||||
this.passes = [];
|
||||
|
||||
this.copyPass = new ShaderPass( CopyShader );
|
||||
this.copyPass.material.blending = NoBlending;
|
||||
|
||||
this.clock = new Clock();
|
||||
|
||||
}
|
||||
|
||||
swapBuffers() {
|
||||
|
||||
const tmp = this.readBuffer;
|
||||
this.readBuffer = this.writeBuffer;
|
||||
this.writeBuffer = tmp;
|
||||
|
||||
}
|
||||
|
||||
addPass( pass ) {
|
||||
|
||||
this.passes.push( pass );
|
||||
pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
|
||||
|
||||
}
|
||||
|
||||
insertPass( pass, index ) {
|
||||
|
||||
this.passes.splice( index, 0, pass );
|
||||
pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
|
||||
|
||||
}
|
||||
|
||||
removePass( pass ) {
|
||||
|
||||
const index = this.passes.indexOf( pass );
|
||||
|
||||
if ( index !== - 1 ) {
|
||||
|
||||
this.passes.splice( index, 1 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
isLastEnabledPass( passIndex ) {
|
||||
|
||||
for ( let i = passIndex + 1; i < this.passes.length; i ++ ) {
|
||||
|
||||
if ( this.passes[ i ].enabled ) {
|
||||
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
render( deltaTime ) {
|
||||
|
||||
// deltaTime value is in seconds
|
||||
|
||||
if ( deltaTime === undefined ) {
|
||||
|
||||
deltaTime = this.clock.getDelta();
|
||||
|
||||
}
|
||||
|
||||
const currentRenderTarget = this.renderer.getRenderTarget();
|
||||
|
||||
let maskActive = false;
|
||||
|
||||
for ( let i = 0, il = this.passes.length; i < il; i ++ ) {
|
||||
|
||||
const pass = this.passes[ i ];
|
||||
|
||||
if ( pass.enabled === false ) continue;
|
||||
|
||||
pass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );
|
||||
pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );
|
||||
|
||||
if ( pass.needsSwap ) {
|
||||
|
||||
if ( maskActive ) {
|
||||
|
||||
const context = this.renderer.getContext();
|
||||
const stencil = this.renderer.state.buffers.stencil;
|
||||
|
||||
//context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
|
||||
stencil.setFunc( context.NOTEQUAL, 1, 0xffffffff );
|
||||
|
||||
this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );
|
||||
|
||||
//context.stencilFunc( context.EQUAL, 1, 0xffffffff );
|
||||
stencil.setFunc( context.EQUAL, 1, 0xffffffff );
|
||||
|
||||
}
|
||||
|
||||
this.swapBuffers();
|
||||
|
||||
}
|
||||
|
||||
if ( MaskPass !== undefined ) {
|
||||
|
||||
if ( pass instanceof MaskPass ) {
|
||||
|
||||
maskActive = true;
|
||||
|
||||
} else if ( pass instanceof ClearMaskPass ) {
|
||||
|
||||
maskActive = false;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
this.renderer.setRenderTarget( currentRenderTarget );
|
||||
|
||||
}
|
||||
|
||||
reset( renderTarget ) {
|
||||
|
||||
if ( renderTarget === undefined ) {
|
||||
|
||||
const size = this.renderer.getSize( new Vector2() );
|
||||
this._pixelRatio = this.renderer.getPixelRatio();
|
||||
this._width = size.width;
|
||||
this._height = size.height;
|
||||
|
||||
renderTarget = this.renderTarget1.clone();
|
||||
renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
|
||||
|
||||
}
|
||||
|
||||
this.renderTarget1.dispose();
|
||||
this.renderTarget2.dispose();
|
||||
this.renderTarget1 = renderTarget;
|
||||
this.renderTarget2 = renderTarget.clone();
|
||||
|
||||
this.writeBuffer = this.renderTarget1;
|
||||
this.readBuffer = this.renderTarget2;
|
||||
|
||||
}
|
||||
|
||||
setSize( width, height ) {
|
||||
|
||||
this._width = width;
|
||||
this._height = height;
|
||||
|
||||
const effectiveWidth = this._width * this._pixelRatio;
|
||||
const effectiveHeight = this._height * this._pixelRatio;
|
||||
|
||||
this.renderTarget1.setSize( effectiveWidth, effectiveHeight );
|
||||
this.renderTarget2.setSize( effectiveWidth, effectiveHeight );
|
||||
|
||||
for ( let i = 0; i < this.passes.length; i ++ ) {
|
||||
|
||||
this.passes[ i ].setSize( effectiveWidth, effectiveHeight );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
setPixelRatio( pixelRatio ) {
|
||||
|
||||
this._pixelRatio = pixelRatio;
|
||||
|
||||
this.setSize( this._width, this._height );
|
||||
|
||||
}
|
||||
|
||||
dispose() {
|
||||
|
||||
this.renderTarget1.dispose();
|
||||
this.renderTarget2.dispose();
|
||||
|
||||
this.copyPass.dispose();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { EffectComposer };
|
||||
@@ -0,0 +1,104 @@
|
||||
import { Pass } from './Pass.js';
|
||||
|
||||
class MaskPass extends Pass {
|
||||
|
||||
constructor( scene, camera ) {
|
||||
|
||||
super();
|
||||
|
||||
this.scene = scene;
|
||||
this.camera = camera;
|
||||
|
||||
this.clear = true;
|
||||
this.needsSwap = false;
|
||||
|
||||
this.inverse = false;
|
||||
|
||||
}
|
||||
|
||||
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
|
||||
|
||||
const context = renderer.getContext();
|
||||
const state = renderer.state;
|
||||
|
||||
// don't update color or depth
|
||||
|
||||
state.buffers.color.setMask( false );
|
||||
state.buffers.depth.setMask( false );
|
||||
|
||||
// lock buffers
|
||||
|
||||
state.buffers.color.setLocked( true );
|
||||
state.buffers.depth.setLocked( true );
|
||||
|
||||
// set up stencil
|
||||
|
||||
let writeValue, clearValue;
|
||||
|
||||
if ( this.inverse ) {
|
||||
|
||||
writeValue = 0;
|
||||
clearValue = 1;
|
||||
|
||||
} else {
|
||||
|
||||
writeValue = 1;
|
||||
clearValue = 0;
|
||||
|
||||
}
|
||||
|
||||
state.buffers.stencil.setTest( true );
|
||||
state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );
|
||||
state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );
|
||||
state.buffers.stencil.setClear( clearValue );
|
||||
state.buffers.stencil.setLocked( true );
|
||||
|
||||
// draw into the stencil buffer
|
||||
|
||||
renderer.setRenderTarget( readBuffer );
|
||||
if ( this.clear ) renderer.clear();
|
||||
renderer.render( this.scene, this.camera );
|
||||
|
||||
renderer.setRenderTarget( writeBuffer );
|
||||
if ( this.clear ) renderer.clear();
|
||||
renderer.render( this.scene, this.camera );
|
||||
|
||||
// unlock color and depth buffer and make them writable for subsequent rendering/clearing
|
||||
|
||||
state.buffers.color.setLocked( false );
|
||||
state.buffers.depth.setLocked( false );
|
||||
|
||||
state.buffers.color.setMask( true );
|
||||
state.buffers.depth.setMask( true );
|
||||
|
||||
// only render where stencil is set to 1
|
||||
|
||||
state.buffers.stencil.setLocked( false );
|
||||
state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
|
||||
state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );
|
||||
state.buffers.stencil.setLocked( true );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class ClearMaskPass extends Pass {
|
||||
|
||||
constructor() {
|
||||
|
||||
super();
|
||||
|
||||
this.needsSwap = false;
|
||||
|
||||
}
|
||||
|
||||
render( renderer /*, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
|
||||
|
||||
renderer.state.buffers.stencil.setLocked( false );
|
||||
renderer.state.buffers.stencil.setTest( false );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { MaskPass, ClearMaskPass };
|
||||
@@ -0,0 +1,97 @@
|
||||
import {
|
||||
ColorManagement,
|
||||
RawShaderMaterial,
|
||||
UniformsUtils,
|
||||
LinearToneMapping,
|
||||
ReinhardToneMapping,
|
||||
CineonToneMapping,
|
||||
AgXToneMapping,
|
||||
ACESFilmicToneMapping,
|
||||
NeutralToneMapping,
|
||||
SRGBTransfer
|
||||
} from '../../three.module.min.js';
|
||||
import { Pass, FullScreenQuad } from './Pass.js';
|
||||
import { OutputShader } from '../shaders/OutputShader.js';
|
||||
|
||||
class OutputPass extends Pass {
|
||||
|
||||
constructor() {
|
||||
|
||||
super();
|
||||
|
||||
//
|
||||
|
||||
const shader = OutputShader;
|
||||
|
||||
this.uniforms = UniformsUtils.clone( shader.uniforms );
|
||||
|
||||
this.material = new RawShaderMaterial( {
|
||||
name: shader.name,
|
||||
uniforms: this.uniforms,
|
||||
vertexShader: shader.vertexShader,
|
||||
fragmentShader: shader.fragmentShader
|
||||
} );
|
||||
|
||||
this.fsQuad = new FullScreenQuad( this.material );
|
||||
|
||||
// internal cache
|
||||
|
||||
this._outputColorSpace = null;
|
||||
this._toneMapping = null;
|
||||
|
||||
}
|
||||
|
||||
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive */ ) {
|
||||
|
||||
this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
|
||||
this.uniforms[ 'toneMappingExposure' ].value = renderer.toneMappingExposure;
|
||||
|
||||
// rebuild defines if required
|
||||
|
||||
if ( this._outputColorSpace !== renderer.outputColorSpace || this._toneMapping !== renderer.toneMapping ) {
|
||||
|
||||
this._outputColorSpace = renderer.outputColorSpace;
|
||||
this._toneMapping = renderer.toneMapping;
|
||||
|
||||
this.material.defines = {};
|
||||
|
||||
if ( ColorManagement.getTransfer( this._outputColorSpace ) === SRGBTransfer ) this.material.defines.SRGB_TRANSFER = '';
|
||||
|
||||
if ( this._toneMapping === LinearToneMapping ) this.material.defines.LINEAR_TONE_MAPPING = '';
|
||||
else if ( this._toneMapping === ReinhardToneMapping ) this.material.defines.REINHARD_TONE_MAPPING = '';
|
||||
else if ( this._toneMapping === CineonToneMapping ) this.material.defines.CINEON_TONE_MAPPING = '';
|
||||
else if ( this._toneMapping === ACESFilmicToneMapping ) this.material.defines.ACES_FILMIC_TONE_MAPPING = '';
|
||||
else if ( this._toneMapping === AgXToneMapping ) this.material.defines.AGX_TONE_MAPPING = '';
|
||||
else if ( this._toneMapping === NeutralToneMapping ) this.material.defines.NEUTRAL_TONE_MAPPING = '';
|
||||
|
||||
this.material.needsUpdate = true;
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
if ( this.renderToScreen === true ) {
|
||||
|
||||
renderer.setRenderTarget( null );
|
||||
this.fsQuad.render( renderer );
|
||||
|
||||
} else {
|
||||
|
||||
renderer.setRenderTarget( writeBuffer );
|
||||
if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
|
||||
this.fsQuad.render( renderer );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
dispose() {
|
||||
|
||||
this.material.dispose();
|
||||
this.fsQuad.dispose();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { OutputPass };
|
||||
@@ -0,0 +1,95 @@
|
||||
import {
|
||||
BufferGeometry,
|
||||
Float32BufferAttribute,
|
||||
OrthographicCamera,
|
||||
Mesh
|
||||
} from '../../three.module.min.js';
|
||||
|
||||
class Pass {
|
||||
|
||||
constructor() {
|
||||
|
||||
this.isPass = true;
|
||||
|
||||
// if set to true, the pass is processed by the composer
|
||||
this.enabled = true;
|
||||
|
||||
// if set to true, the pass indicates to swap read and write buffer after rendering
|
||||
this.needsSwap = true;
|
||||
|
||||
// if set to true, the pass clears its buffer before rendering
|
||||
this.clear = false;
|
||||
|
||||
// if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
|
||||
this.renderToScreen = false;
|
||||
|
||||
}
|
||||
|
||||
setSize( /* width, height */ ) {}
|
||||
|
||||
render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
|
||||
|
||||
console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
|
||||
|
||||
}
|
||||
|
||||
dispose() {}
|
||||
|
||||
}
|
||||
|
||||
// Helper for passes that need to fill the viewport with a single quad.
|
||||
|
||||
const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
|
||||
|
||||
// https://github.com/mrdoob/three.js/pull/21358
|
||||
|
||||
class FullscreenTriangleGeometry extends BufferGeometry {
|
||||
|
||||
constructor() {
|
||||
|
||||
super();
|
||||
|
||||
this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
|
||||
this.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
const _geometry = new FullscreenTriangleGeometry();
|
||||
|
||||
class FullScreenQuad {
|
||||
|
||||
constructor( material ) {
|
||||
|
||||
this._mesh = new Mesh( _geometry, material );
|
||||
|
||||
}
|
||||
|
||||
dispose() {
|
||||
|
||||
this._mesh.geometry.dispose();
|
||||
|
||||
}
|
||||
|
||||
render( renderer ) {
|
||||
|
||||
renderer.render( this._mesh, _camera );
|
||||
|
||||
}
|
||||
|
||||
get material() {
|
||||
|
||||
return this._mesh.material;
|
||||
|
||||
}
|
||||
|
||||
set material( value ) {
|
||||
|
||||
this._mesh.material = value;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { Pass, FullScreenQuad };
|
||||
@@ -0,0 +1,99 @@
|
||||
import {
|
||||
Color
|
||||
} from '../../three.module.min.js';
|
||||
import { Pass } from './Pass.js';
|
||||
|
||||
class RenderPass extends Pass {
|
||||
|
||||
constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {
|
||||
|
||||
super();
|
||||
|
||||
this.scene = scene;
|
||||
this.camera = camera;
|
||||
|
||||
this.overrideMaterial = overrideMaterial;
|
||||
|
||||
this.clearColor = clearColor;
|
||||
this.clearAlpha = clearAlpha;
|
||||
|
||||
this.clear = true;
|
||||
this.clearDepth = false;
|
||||
this.needsSwap = false;
|
||||
this._oldClearColor = new Color();
|
||||
|
||||
}
|
||||
|
||||
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
|
||||
|
||||
const oldAutoClear = renderer.autoClear;
|
||||
renderer.autoClear = false;
|
||||
|
||||
let oldClearAlpha, oldOverrideMaterial;
|
||||
|
||||
if ( this.overrideMaterial !== null ) {
|
||||
|
||||
oldOverrideMaterial = this.scene.overrideMaterial;
|
||||
|
||||
this.scene.overrideMaterial = this.overrideMaterial;
|
||||
|
||||
}
|
||||
|
||||
if ( this.clearColor !== null ) {
|
||||
|
||||
renderer.getClearColor( this._oldClearColor );
|
||||
renderer.setClearColor( this.clearColor, renderer.getClearAlpha() );
|
||||
|
||||
}
|
||||
|
||||
if ( this.clearAlpha !== null ) {
|
||||
|
||||
oldClearAlpha = renderer.getClearAlpha();
|
||||
renderer.setClearAlpha( this.clearAlpha );
|
||||
|
||||
}
|
||||
|
||||
if ( this.clearDepth == true ) {
|
||||
|
||||
renderer.clearDepth();
|
||||
|
||||
}
|
||||
|
||||
renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
|
||||
|
||||
if ( this.clear === true ) {
|
||||
|
||||
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
|
||||
renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
|
||||
|
||||
}
|
||||
|
||||
renderer.render( this.scene, this.camera );
|
||||
|
||||
// restore
|
||||
|
||||
if ( this.clearColor !== null ) {
|
||||
|
||||
renderer.setClearColor( this._oldClearColor );
|
||||
|
||||
}
|
||||
|
||||
if ( this.clearAlpha !== null ) {
|
||||
|
||||
renderer.setClearAlpha( oldClearAlpha );
|
||||
|
||||
}
|
||||
|
||||
if ( this.overrideMaterial !== null ) {
|
||||
|
||||
this.scene.overrideMaterial = oldOverrideMaterial;
|
||||
|
||||
}
|
||||
|
||||
renderer.autoClear = oldAutoClear;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { RenderPass };
|
||||
@@ -0,0 +1,77 @@
|
||||
import {
|
||||
ShaderMaterial,
|
||||
UniformsUtils
|
||||
} from '../../three.module.min.js';
|
||||
import { Pass, FullScreenQuad } from './Pass.js';
|
||||
|
||||
class ShaderPass extends Pass {
|
||||
|
||||
constructor( shader, textureID ) {
|
||||
|
||||
super();
|
||||
|
||||
this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
|
||||
|
||||
if ( shader instanceof ShaderMaterial ) {
|
||||
|
||||
this.uniforms = shader.uniforms;
|
||||
|
||||
this.material = shader;
|
||||
|
||||
} else if ( shader ) {
|
||||
|
||||
this.uniforms = UniformsUtils.clone( shader.uniforms );
|
||||
|
||||
this.material = new ShaderMaterial( {
|
||||
|
||||
name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
|
||||
defines: Object.assign( {}, shader.defines ),
|
||||
uniforms: this.uniforms,
|
||||
vertexShader: shader.vertexShader,
|
||||
fragmentShader: shader.fragmentShader
|
||||
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
this.fsQuad = new FullScreenQuad( this.material );
|
||||
|
||||
}
|
||||
|
||||
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
|
||||
|
||||
if ( this.uniforms[ this.textureID ] ) {
|
||||
|
||||
this.uniforms[ this.textureID ].value = readBuffer.texture;
|
||||
|
||||
}
|
||||
|
||||
this.fsQuad.material = this.material;
|
||||
|
||||
if ( this.renderToScreen ) {
|
||||
|
||||
renderer.setRenderTarget( null );
|
||||
this.fsQuad.render( renderer );
|
||||
|
||||
} else {
|
||||
|
||||
renderer.setRenderTarget( writeBuffer );
|
||||
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
|
||||
if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
|
||||
this.fsQuad.render( renderer );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
dispose() {
|
||||
|
||||
this.material.dispose();
|
||||
|
||||
this.fsQuad.dispose();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { ShaderPass };
|
||||
@@ -0,0 +1,415 @@
|
||||
import {
|
||||
AdditiveBlending,
|
||||
Color,
|
||||
HalfFloatType,
|
||||
MeshBasicMaterial,
|
||||
ShaderMaterial,
|
||||
UniformsUtils,
|
||||
Vector2,
|
||||
Vector3,
|
||||
WebGLRenderTarget
|
||||
} from '../../three.module.min.js';
|
||||
import { Pass, FullScreenQuad } from './Pass.js';
|
||||
import { CopyShader } from '../shaders/CopyShader.js';
|
||||
import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
|
||||
|
||||
/**
|
||||
* UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
|
||||
* mip map chain of bloom textures and blurs them with different radii. Because
|
||||
* of the weighted combination of mips, and because larger blurs are done on
|
||||
* higher mips, this effect provides good quality and performance.
|
||||
*
|
||||
* Reference:
|
||||
* - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
|
||||
*/
|
||||
class UnrealBloomPass extends Pass {
|
||||
|
||||
constructor( resolution, strength, radius, threshold ) {
|
||||
|
||||
super();
|
||||
|
||||
this.strength = ( strength !== undefined ) ? strength : 1;
|
||||
this.radius = radius;
|
||||
this.threshold = threshold;
|
||||
this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
|
||||
|
||||
// create color only once here, reuse it later inside the render function
|
||||
this.clearColor = new Color( 0, 0, 0 );
|
||||
|
||||
// render targets
|
||||
this.renderTargetsHorizontal = [];
|
||||
this.renderTargetsVertical = [];
|
||||
this.nMips = 5;
|
||||
let resx = Math.round( this.resolution.x / 2 );
|
||||
let resy = Math.round( this.resolution.y / 2 );
|
||||
|
||||
this.renderTargetBright = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
|
||||
this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
|
||||
this.renderTargetBright.texture.generateMipmaps = false;
|
||||
|
||||
for ( let i = 0; i < this.nMips; i ++ ) {
|
||||
|
||||
const renderTargetHorizontal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
|
||||
|
||||
renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i;
|
||||
renderTargetHorizontal.texture.generateMipmaps = false;
|
||||
|
||||
this.renderTargetsHorizontal.push( renderTargetHorizontal );
|
||||
|
||||
const renderTargetVertical = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
|
||||
|
||||
renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
|
||||
renderTargetVertical.texture.generateMipmaps = false;
|
||||
|
||||
this.renderTargetsVertical.push( renderTargetVertical );
|
||||
|
||||
resx = Math.round( resx / 2 );
|
||||
|
||||
resy = Math.round( resy / 2 );
|
||||
|
||||
}
|
||||
|
||||
// luminosity high pass material
|
||||
|
||||
const highPassShader = LuminosityHighPassShader;
|
||||
this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
|
||||
|
||||
this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
|
||||
this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
|
||||
|
||||
this.materialHighPassFilter = new ShaderMaterial( {
|
||||
uniforms: this.highPassUniforms,
|
||||
vertexShader: highPassShader.vertexShader,
|
||||
fragmentShader: highPassShader.fragmentShader
|
||||
} );
|
||||
|
||||
// gaussian blur materials
|
||||
|
||||
this.separableBlurMaterials = [];
|
||||
const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
|
||||
resx = Math.round( this.resolution.x / 2 );
|
||||
resy = Math.round( this.resolution.y / 2 );
|
||||
|
||||
for ( let i = 0; i < this.nMips; i ++ ) {
|
||||
|
||||
this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
|
||||
|
||||
this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
|
||||
|
||||
resx = Math.round( resx / 2 );
|
||||
|
||||
resy = Math.round( resy / 2 );
|
||||
|
||||
}
|
||||
|
||||
// composite material
|
||||
|
||||
this.compositeMaterial = this.getCompositeMaterial( this.nMips );
|
||||
this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
|
||||
this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
|
||||
this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
|
||||
this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
|
||||
this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
|
||||
this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
|
||||
this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
|
||||
|
||||
const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
|
||||
this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
|
||||
this.bloomTintColors = [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ];
|
||||
this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
|
||||
|
||||
// blend material
|
||||
|
||||
const copyShader = CopyShader;
|
||||
|
||||
this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
|
||||
|
||||
this.blendMaterial = new ShaderMaterial( {
|
||||
uniforms: this.copyUniforms,
|
||||
vertexShader: copyShader.vertexShader,
|
||||
fragmentShader: copyShader.fragmentShader,
|
||||
blending: AdditiveBlending,
|
||||
depthTest: false,
|
||||
depthWrite: false,
|
||||
transparent: true
|
||||
} );
|
||||
|
||||
this.enabled = true;
|
||||
this.needsSwap = false;
|
||||
|
||||
this._oldClearColor = new Color();
|
||||
this.oldClearAlpha = 1;
|
||||
|
||||
this.basic = new MeshBasicMaterial();
|
||||
|
||||
this.fsQuad = new FullScreenQuad( null );
|
||||
|
||||
}
|
||||
|
||||
dispose() {
|
||||
|
||||
for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
|
||||
|
||||
this.renderTargetsHorizontal[ i ].dispose();
|
||||
|
||||
}
|
||||
|
||||
for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
|
||||
|
||||
this.renderTargetsVertical[ i ].dispose();
|
||||
|
||||
}
|
||||
|
||||
this.renderTargetBright.dispose();
|
||||
|
||||
//
|
||||
|
||||
for ( let i = 0; i < this.separableBlurMaterials.length; i ++ ) {
|
||||
|
||||
this.separableBlurMaterials[ i ].dispose();
|
||||
|
||||
}
|
||||
|
||||
this.compositeMaterial.dispose();
|
||||
this.blendMaterial.dispose();
|
||||
this.basic.dispose();
|
||||
|
||||
//
|
||||
|
||||
this.fsQuad.dispose();
|
||||
|
||||
}
|
||||
|
||||
setSize( width, height ) {
|
||||
|
||||
let resx = Math.round( width / 2 );
|
||||
let resy = Math.round( height / 2 );
|
||||
|
||||
this.renderTargetBright.setSize( resx, resy );
|
||||
|
||||
for ( let i = 0; i < this.nMips; i ++ ) {
|
||||
|
||||
this.renderTargetsHorizontal[ i ].setSize( resx, resy );
|
||||
this.renderTargetsVertical[ i ].setSize( resx, resy );
|
||||
|
||||
this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
|
||||
|
||||
resx = Math.round( resx / 2 );
|
||||
resy = Math.round( resy / 2 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
|
||||
|
||||
renderer.getClearColor( this._oldClearColor );
|
||||
this.oldClearAlpha = renderer.getClearAlpha();
|
||||
const oldAutoClear = renderer.autoClear;
|
||||
renderer.autoClear = false;
|
||||
|
||||
renderer.setClearColor( this.clearColor, 0 );
|
||||
|
||||
if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
|
||||
|
||||
// Render input to screen
|
||||
|
||||
if ( this.renderToScreen ) {
|
||||
|
||||
this.fsQuad.material = this.basic;
|
||||
this.basic.map = readBuffer.texture;
|
||||
|
||||
renderer.setRenderTarget( null );
|
||||
renderer.clear();
|
||||
this.fsQuad.render( renderer );
|
||||
|
||||
}
|
||||
|
||||
// 1. Extract Bright Areas
|
||||
|
||||
this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
|
||||
this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
|
||||
this.fsQuad.material = this.materialHighPassFilter;
|
||||
|
||||
renderer.setRenderTarget( this.renderTargetBright );
|
||||
renderer.clear();
|
||||
this.fsQuad.render( renderer );
|
||||
|
||||
// 2. Blur All the mips progressively
|
||||
|
||||
let inputRenderTarget = this.renderTargetBright;
|
||||
|
||||
for ( let i = 0; i < this.nMips; i ++ ) {
|
||||
|
||||
this.fsQuad.material = this.separableBlurMaterials[ i ];
|
||||
|
||||
this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
|
||||
this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
|
||||
renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
|
||||
renderer.clear();
|
||||
this.fsQuad.render( renderer );
|
||||
|
||||
this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
|
||||
this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
|
||||
renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
|
||||
renderer.clear();
|
||||
this.fsQuad.render( renderer );
|
||||
|
||||
inputRenderTarget = this.renderTargetsVertical[ i ];
|
||||
|
||||
}
|
||||
|
||||
// Composite All the mips
|
||||
|
||||
this.fsQuad.material = this.compositeMaterial;
|
||||
this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
|
||||
this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
|
||||
this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
|
||||
|
||||
renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
|
||||
renderer.clear();
|
||||
this.fsQuad.render( renderer );
|
||||
|
||||
// Blend it additively over the input texture
|
||||
|
||||
this.fsQuad.material = this.blendMaterial;
|
||||
this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
|
||||
|
||||
if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
|
||||
|
||||
if ( this.renderToScreen ) {
|
||||
|
||||
renderer.setRenderTarget( null );
|
||||
this.fsQuad.render( renderer );
|
||||
|
||||
} else {
|
||||
|
||||
renderer.setRenderTarget( readBuffer );
|
||||
this.fsQuad.render( renderer );
|
||||
|
||||
}
|
||||
|
||||
// Restore renderer settings
|
||||
|
||||
renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
|
||||
renderer.autoClear = oldAutoClear;
|
||||
|
||||
}
|
||||
|
||||
getSeperableBlurMaterial( kernelRadius ) {
|
||||
|
||||
const coefficients = [];
|
||||
|
||||
for ( let i = 0; i < kernelRadius; i ++ ) {
|
||||
|
||||
coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
|
||||
|
||||
}
|
||||
|
||||
return new ShaderMaterial( {
|
||||
|
||||
defines: {
|
||||
'KERNEL_RADIUS': kernelRadius
|
||||
},
|
||||
|
||||
uniforms: {
|
||||
'colorTexture': { value: null },
|
||||
'invSize': { value: new Vector2( 0.5, 0.5 ) }, // inverse texture size
|
||||
'direction': { value: new Vector2( 0.5, 0.5 ) },
|
||||
'gaussianCoefficients': { value: coefficients } // precomputed Gaussian coefficients
|
||||
},
|
||||
|
||||
vertexShader:
|
||||
`varying vec2 vUv;
|
||||
void main() {
|
||||
vUv = uv;
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
}`,
|
||||
|
||||
fragmentShader:
|
||||
`#include <common>
|
||||
varying vec2 vUv;
|
||||
uniform sampler2D colorTexture;
|
||||
uniform vec2 invSize;
|
||||
uniform vec2 direction;
|
||||
uniform float gaussianCoefficients[KERNEL_RADIUS];
|
||||
|
||||
void main() {
|
||||
float weightSum = gaussianCoefficients[0];
|
||||
vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;
|
||||
for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
|
||||
float x = float(i);
|
||||
float w = gaussianCoefficients[i];
|
||||
vec2 uvOffset = direction * invSize * x;
|
||||
vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
|
||||
vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
|
||||
diffuseSum += (sample1 + sample2) * w;
|
||||
weightSum += 2.0 * w;
|
||||
}
|
||||
gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
|
||||
}`
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
getCompositeMaterial( nMips ) {
|
||||
|
||||
return new ShaderMaterial( {
|
||||
|
||||
defines: {
|
||||
'NUM_MIPS': nMips
|
||||
},
|
||||
|
||||
uniforms: {
|
||||
'blurTexture1': { value: null },
|
||||
'blurTexture2': { value: null },
|
||||
'blurTexture3': { value: null },
|
||||
'blurTexture4': { value: null },
|
||||
'blurTexture5': { value: null },
|
||||
'bloomStrength': { value: 1.0 },
|
||||
'bloomFactors': { value: null },
|
||||
'bloomTintColors': { value: null },
|
||||
'bloomRadius': { value: 0.0 }
|
||||
},
|
||||
|
||||
vertexShader:
|
||||
`varying vec2 vUv;
|
||||
void main() {
|
||||
vUv = uv;
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
}`,
|
||||
|
||||
fragmentShader:
|
||||
`varying vec2 vUv;
|
||||
uniform sampler2D blurTexture1;
|
||||
uniform sampler2D blurTexture2;
|
||||
uniform sampler2D blurTexture3;
|
||||
uniform sampler2D blurTexture4;
|
||||
uniform sampler2D blurTexture5;
|
||||
uniform float bloomStrength;
|
||||
uniform float bloomRadius;
|
||||
uniform float bloomFactors[NUM_MIPS];
|
||||
uniform vec3 bloomTintColors[NUM_MIPS];
|
||||
|
||||
float lerpBloomFactor(const in float factor) {
|
||||
float mirrorFactor = 1.2 - factor;
|
||||
return mix(factor, mirrorFactor, bloomRadius);
|
||||
}
|
||||
|
||||
void main() {
|
||||
gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
|
||||
lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
|
||||
lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
|
||||
lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
|
||||
lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
|
||||
}`
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
|
||||
UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
|
||||
|
||||
export { UnrealBloomPass };
|
||||
@@ -0,0 +1,45 @@
|
||||
/**
|
||||
* Full-screen textured quad shader
|
||||
*/
|
||||
|
||||
const CopyShader = {
|
||||
|
||||
name: 'CopyShader',
|
||||
|
||||
uniforms: {
|
||||
|
||||
'tDiffuse': { value: null },
|
||||
'opacity': { value: 1.0 }
|
||||
|
||||
},
|
||||
|
||||
vertexShader: /* glsl */`
|
||||
|
||||
varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
|
||||
vUv = uv;
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
|
||||
}`,
|
||||
|
||||
fragmentShader: /* glsl */`
|
||||
|
||||
uniform float opacity;
|
||||
|
||||
uniform sampler2D tDiffuse;
|
||||
|
||||
varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
|
||||
vec4 texel = texture2D( tDiffuse, vUv );
|
||||
gl_FragColor = opacity * texel;
|
||||
|
||||
|
||||
}`
|
||||
|
||||
};
|
||||
|
||||
export { CopyShader };
|
||||
@@ -0,0 +1,64 @@
|
||||
import {
|
||||
Color
|
||||
} from '../../three.module.min.js';
|
||||
|
||||
/**
|
||||
* Luminosity
|
||||
* http://en.wikipedia.org/wiki/Luminosity
|
||||
*/
|
||||
|
||||
const LuminosityHighPassShader = {
|
||||
|
||||
name: 'LuminosityHighPassShader',
|
||||
|
||||
shaderID: 'luminosityHighPass',
|
||||
|
||||
uniforms: {
|
||||
|
||||
'tDiffuse': { value: null },
|
||||
'luminosityThreshold': { value: 1.0 },
|
||||
'smoothWidth': { value: 1.0 },
|
||||
'defaultColor': { value: new Color( 0x000000 ) },
|
||||
'defaultOpacity': { value: 0.0 }
|
||||
|
||||
},
|
||||
|
||||
vertexShader: /* glsl */`
|
||||
|
||||
varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
|
||||
vUv = uv;
|
||||
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
|
||||
}`,
|
||||
|
||||
fragmentShader: /* glsl */`
|
||||
|
||||
uniform sampler2D tDiffuse;
|
||||
uniform vec3 defaultColor;
|
||||
uniform float defaultOpacity;
|
||||
uniform float luminosityThreshold;
|
||||
uniform float smoothWidth;
|
||||
|
||||
varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
|
||||
vec4 texel = texture2D( tDiffuse, vUv );
|
||||
|
||||
float v = luminance( texel.xyz );
|
||||
|
||||
vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
|
||||
|
||||
float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
|
||||
|
||||
gl_FragColor = mix( outputColor, texel, alpha );
|
||||
|
||||
}`
|
||||
|
||||
};
|
||||
|
||||
export { LuminosityHighPassShader };
|
||||
@@ -0,0 +1,85 @@
|
||||
const OutputShader = {
|
||||
|
||||
name: 'OutputShader',
|
||||
|
||||
uniforms: {
|
||||
|
||||
'tDiffuse': { value: null },
|
||||
'toneMappingExposure': { value: 1 }
|
||||
|
||||
},
|
||||
|
||||
vertexShader: /* glsl */`
|
||||
precision highp float;
|
||||
|
||||
uniform mat4 modelViewMatrix;
|
||||
uniform mat4 projectionMatrix;
|
||||
|
||||
attribute vec3 position;
|
||||
attribute vec2 uv;
|
||||
|
||||
varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
|
||||
vUv = uv;
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
|
||||
}`,
|
||||
|
||||
fragmentShader: /* glsl */`
|
||||
|
||||
precision highp float;
|
||||
|
||||
uniform sampler2D tDiffuse;
|
||||
|
||||
#include <tonemapping_pars_fragment>
|
||||
#include <colorspace_pars_fragment>
|
||||
|
||||
varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
|
||||
gl_FragColor = texture2D( tDiffuse, vUv );
|
||||
|
||||
// tone mapping
|
||||
|
||||
#ifdef LINEAR_TONE_MAPPING
|
||||
|
||||
gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
|
||||
|
||||
#elif defined( REINHARD_TONE_MAPPING )
|
||||
|
||||
gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
|
||||
|
||||
#elif defined( CINEON_TONE_MAPPING )
|
||||
|
||||
gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );
|
||||
|
||||
#elif defined( ACES_FILMIC_TONE_MAPPING )
|
||||
|
||||
gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
|
||||
|
||||
#elif defined( AGX_TONE_MAPPING )
|
||||
|
||||
gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
|
||||
|
||||
#elif defined( NEUTRAL_TONE_MAPPING )
|
||||
|
||||
gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );
|
||||
|
||||
#endif
|
||||
|
||||
// color space
|
||||
|
||||
#ifdef SRGB_TRANSFER
|
||||
|
||||
gl_FragColor = sRGBTransferOETF( gl_FragColor );
|
||||
|
||||
#endif
|
||||
|
||||
}`
|
||||
|
||||
};
|
||||
|
||||
export { OutputShader };
|
||||
Reference in New Issue
Block a user