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The single biggest fidelity lever from the charrette. Core had only three.module.min.js (no postprocessing addons), so this vendors the r170 EffectComposer/RenderPass/UnrealBloomPass/OutputPass + their shader deps into static/vendor/three/addons/, with every `from 'three'` rewritten to the SAME vendored three (../../three.module.min.js) so the addons share the plugin's three instance (a CDN copy would be a second, non-interoperable module). highway_3d wiring: - Lazy-loads the addons only when the new `bloom` setting is on (dynamic import), builds EffectComposer(RenderPass → UnrealBloomPass(strength .65/radius .5/ threshold .82 — high so only emissive gems + the hit flash bloom) → OutputPass). - Render loop uses composer.render() with ACES tone-mapping when bloom is active, else the unchanged direct ren.render() with NoToneMapping (bloom-off = today's look). - Perf-gated: OFF in splitscreen; graceful fallback to direct render if the modules or composer fail; composer.setSize on canvas resize; disposed on teardown. - settings.html: "Glow bloom" toggle (default on). Verified the import chain resolves + renders via a same-origin module-load test (EffectComposer built + a bloom frame rendered, three r170). Charrette status: 7/8 (only #5's early/late timing tint remains — a notedetect verdict-field change, outside the highway). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq
105 lines
2.2 KiB
JavaScript
105 lines
2.2 KiB
JavaScript
import { Pass } from './Pass.js';
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class MaskPass extends Pass {
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constructor( scene, camera ) {
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super();
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this.scene = scene;
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this.camera = camera;
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this.clear = true;
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this.needsSwap = false;
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this.inverse = false;
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}
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render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
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const context = renderer.getContext();
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const state = renderer.state;
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// don't update color or depth
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state.buffers.color.setMask( false );
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state.buffers.depth.setMask( false );
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// lock buffers
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state.buffers.color.setLocked( true );
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state.buffers.depth.setLocked( true );
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// set up stencil
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let writeValue, clearValue;
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if ( this.inverse ) {
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writeValue = 0;
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clearValue = 1;
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} else {
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writeValue = 1;
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clearValue = 0;
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}
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state.buffers.stencil.setTest( true );
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state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );
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state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );
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state.buffers.stencil.setClear( clearValue );
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state.buffers.stencil.setLocked( true );
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// draw into the stencil buffer
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renderer.setRenderTarget( readBuffer );
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if ( this.clear ) renderer.clear();
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renderer.render( this.scene, this.camera );
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renderer.setRenderTarget( writeBuffer );
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if ( this.clear ) renderer.clear();
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renderer.render( this.scene, this.camera );
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// unlock color and depth buffer and make them writable for subsequent rendering/clearing
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state.buffers.color.setLocked( false );
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state.buffers.depth.setLocked( false );
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state.buffers.color.setMask( true );
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state.buffers.depth.setMask( true );
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// only render where stencil is set to 1
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state.buffers.stencil.setLocked( false );
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state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
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state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );
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state.buffers.stencil.setLocked( true );
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}
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}
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class ClearMaskPass extends Pass {
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constructor() {
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super();
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this.needsSwap = false;
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}
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render( renderer /*, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
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renderer.state.buffers.stencil.setLocked( false );
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renderer.state.buffers.stencil.setTest( false );
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}
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}
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export { MaskPass, ClearMaskPass };
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