The guitar/bass highway_3d renderer self-detects panel-canvas size changes in its draw() loop and re-runs applySize() every frame, because the splitscreen host overrides hw.resize and never calls renderer.resize(). The drum and keys highways lacked that fallback — they only re-framed when the host explicitly called resize(w, h) — so their panels stayed framed for the pre-fullscreen size while the guitar/bass panels adapted. Symptom: a too-small, off-center highway in the drum/keys panels after maximizing a split-screen session. Port highway_3d's per-frame drift check into both draw() loops: re-apply on backing-store change (canvas.width/height) AND on CSS-box drift (clientWidth/clientHeight vs the last applied logical size, throttled to every 10th frame). Track _lastHwW/_lastHwH + _appliedW/_appliedH per instance and reset them in destroy() so a reused instance re-frames on the next song. plugins/drum_highway_3d -> 0.3.1, plugins/keys_highway_3d -> 0.1.1. Tests: tests/js/drum_keys_highway_3d_resize_reframe.test.js. Signed-off-by: Kris Anderson <topkoa@gmail.com> Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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| README.md | ||
| screen.js | ||
| settings.html | ||
3D Drum Highway — Mockup
An exploratory pure-visual sibling of highway_3d. Renders an 8-lane
drum highway (7 lanes for hand pieces + a full-width kick bar) populated
from a hardcoded demo pattern that loops indefinitely. Not yet wired to
song data, hit detection, audio, or note_detect — this is here to play
with the look-and-feel.
To see it, load any song in the player, then pick 3D Drum Highway from the viz picker. The mockup animates regardless of what song is playing.
Layout
[HH] [SNR] [TM1] [TM2] [FT] [CR] [RD] <- 7 lanes, left to right
| | | | | | |
v v v v v v v
----- hit line -----------------------------
▓▓▓▓▓▓▓▓▓▓▓▓▓ KICK BAR ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ <- full-width kick lane
- Drums (snare, toms, floor tom): flat disc geometry (
CylinderGeometry), palette-tinted, with subtle emissive pulse on approach. Snare gets a thin white "wires" stripe. - Cymbals (hi-hat, crash, ride): faceted gem geometry (truncated
CylinderGeometry), metallic material, slightly translucent. - Kick: full-width amber bar across the base, brighter on approach.
Variants visible in the demo
| Variant | How it reads |
|---|---|
accent |
Bigger note + white halo ring |
ghost |
Hollow ring (~65% size) instead of a solid disc |
flam |
Main note + a small grace disc offset slightly before |
bell |
Ride only — adds a bright dot in the center of the gem |
The Fill showcase demo pattern fires every variant at least once in a few bars, plus a tom roll down the kit. Best read of what's possible.
Settings (Settings → Plugins → 3D Drum Highway)
- Palette — shared 3 palettes with
highway_3d(default / neon / pastel). - Demo pattern — rock backbeat / jazz swing / fill showcase.
- Camera angle — 0 (down the lanes) to 1 (top-down). Default 0.35.
All settings persist in localStorage under the drum_h3d_* prefix.
What this plugin is not doing yet
(Historical note: this started as a pure-visual mockup; it now reads
bundle.drumTab + bundle.currentTime and scores MIDI hits against the
chart, so the old "no song-data wiring" caveats are gone.)
- Sustain trails (drums don't sustain meaningfully)
- Sticking labels, double kick, rolls — see the TODOs in
screen.jsfor the variant backlog
Ported helpers (keep in sync with highway_3d)
Visual-parity code copied from plugins/highway_3d/screen.js — same
function names, signatures, and constants on purpose, marked with
PORTED FROM highway_3d comments at each site. If the guitar highway
tunes one of these, mirror the change here (and in keys_highway_3d):
_bloomEnsure()/_bloomDispose()— EffectComposer + UnrealBloomPass (0.65/0.5/0.82) on a multisampled HalfFloat target, ACES↔None tone- mapping switch indraw(); addons dynamic-imported from/static/vendor/three/addons/(no CDN fallback — direct render is the graceful degrade)_sparkBurst()/_sparkUpdate()— pooled additive Points hit sparks (pool 160 here vs the guitar's 256)_makeGaussTex()— soft-falloff DataTexture for the additive lane-flash quads_timingHex()— early/late/on-time feedback colors (green/cyan/amber)_ssActive()— host splitscreen probe (minus the guitar's focus-API checks, which it needs for input routing and we don't)BG_THEMES/_bgThemeColors()— the scene theme table (same ids/values as the guitar's, exceptdefaultwhich is this plugin's original palette); one pick drives both of the guitar's background/highway axes_applyCinematic()— ambient/key rebalance (values tuned per plugin)BG_STYLES(off/particles/lights/geometric) +_bgGetAnalyser()/_bgReadBands()— background ambience + the stems-first audio-analyser bridge (guitar's diagnostics plumbing dropped; butterchurn/image/video out of scope)_drawScoreFx()— the guitar's drawScoreFx overlay adapted to this plugin's internal scoring (pops / tier rings / milestone bursts / streak-break wash)
Why a separate plugin (vs. drum mode inside highway_3d)?
Cleaner iteration. The drum highway is its own geometry, its own gameplay assumptions (lanes ≠ strings, no frets, no chord shapes, no sustains), and likely its own chart format. Forking the visuals in a sibling plugin lets the mockup move fast without risking regressions in the guitar viz that ships today. If the drum highway eventually matures, we can decide whether to merge or keep separate.
