fix(scene): remove exit-gate flashes and sub-3 Hz-unsafe flickers

This commit is contained in:
2026-10-10 22:04:09 +03:00
parent 298da54871
commit 32eb3e4d40
7 changed files with 15 additions and 157 deletions

View File

@@ -13,7 +13,7 @@ const PASS_BY_SECONDS = 1.6;
export interface DriveTexture { export interface DriveTexture {
setEnergy(sample: DriveEnergySample): void; setEnergy(sample: DriveEnergySample): void;
/** The exit gates going by: a filtered air sweep across the stereo field. */ /** Passing under the gantry: a filtered air sweep across the stereo field. */
passBy?(): void; passBy?(): void;
dispose(): void; dispose(): void;
} }

View File

@@ -554,8 +554,8 @@ export function createSoundtrackEngine(
}, },
setChapterIntent(intent) { setChapterIntent(intent) {
if (closed) return; if (closed) return;
// The scene runs its exit gates on every chapter change; the drive // Every chapter change passes under the overhead gantry; the drive
// texture answers with the air of the gates going by. // texture answers with the air of the structure going by.
if (intent.sectionId !== latestChapter.sectionId) driveTexture?.passBy?.(); if (intent.sectionId !== latestChapter.sectionId) driveTexture?.passBy?.();
latestChapter = intent; latestChapter = intent;
mixer.setChapterIntent(intent); mixer.setChapterIntent(intent);

View File

@@ -48,8 +48,6 @@ export interface LensState {
time: number; time: number;
/** Letterbox bar height as a fraction of the frame, top and bottom. */ /** Letterbox bar height as a fraction of the frame, top and bottom. */
letterbox: number; letterbox: number;
/** Additive exposure flash, 0 at rest. */
flash: number;
/** Drive energy: widens aberration and streaks a little. */ /** Drive energy: widens aberration and streaks a little. */
energy: number; energy: number;
} }
@@ -70,7 +68,6 @@ export class LensFinishPass extends Pass {
uAberration: { value: 0.0035 }, uAberration: { value: 0.0035 },
uGrain: { value: 0.03 }, uGrain: { value: 0.03 },
uVignette: { value: 0.42 }, uVignette: { value: 0.42 },
uFlash: { value: 0 },
toneMappingExposure: { value: 1 }, toneMappingExposure: { value: 1 },
}; };
@@ -108,7 +105,6 @@ export class LensFinishPass extends Pass {
uniform float uAberration; uniform float uAberration;
uniform float uGrain; uniform float uGrain;
uniform float uVignette; uniform float uVignette;
uniform float uFlash;
varying vec2 vUv; varying vec2 vUv;
#include <tonemapping_pars_fragment> #include <tonemapping_pars_fragment>
#include <colorspace_pars_fragment> #include <colorspace_pars_fragment>
@@ -139,7 +135,6 @@ export class LensFinishPass extends Pass {
float streakLevel = max( dot( streak, vec3( 0.3, 0.45, 0.25 ) ) - 0.08, 0.0 ); float streakLevel = max( dot( streak, vec3( 0.3, 0.45, 0.25 ) ) - 0.08, 0.0 );
color += vec3( 0.32, 0.62, 1.0 ) * streakLevel * uStreak; color += vec3( 0.32, 0.62, 1.0 ) * streakLevel * uStreak;
} }
color *= 1.0 + uFlash;
color = CustomToneMapping( color ); color = CustomToneMapping( color );
color = sRGBTransferOETF( vec4( color, 1.0 ) ).rgb; color = sRGBTransferOETF( vec4( color, 1.0 ) ).rgb;
float vignette = smoothstep( 0.18, 1.05, length( centered * vec2( 1.0, 0.86 ) ) * 1.42 ); float vignette = smoothstep( 0.18, 1.05, length( centered * vec2( 1.0, 0.86 ) ) * 1.42 );
@@ -165,7 +160,6 @@ export class LensFinishPass extends Pass {
const energy = THREE.MathUtils.clamp(state.energy, 0, 1); const energy = THREE.MathUtils.clamp(state.energy, 0, 1);
this.uniforms.uTime.value = state.time; this.uniforms.uTime.value = state.time;
this.uniforms.uLetterbox.value = THREE.MathUtils.clamp(state.letterbox, 0, 0.2); this.uniforms.uLetterbox.value = THREE.MathUtils.clamp(state.letterbox, 0, 0.2);
this.uniforms.uFlash.value = Math.max(0, state.flash);
this.uniforms.uAberration.value = 0.0035 + energy * 0.006; this.uniforms.uAberration.value = 0.0035 + energy * 0.006;
if (this.uniforms.tStreak.value) { if (this.uniforms.tStreak.value) {
this.uniforms.uStreak.value = this.streakStrength * (1 + energy * 0.6); this.uniforms.uStreak.value = this.streakStrength * (1 + energy * 0.6);

View File

@@ -224,11 +224,11 @@ export function createDistricts(
varying float vRise; varying float vRise;
void main() { void main() {
${FADES} ${FADES}
// Neon tubes catch as the district finishes rising: a brief // Neon tubes warm up as the district finishes rising. A smooth
// stutter, then steady (no per-instance CPU work). // ignite, never a stutter: nothing in the scene flashes faster
// than 3 Hz (photosensitivity, round 5).
float on = smoothstep(0.8, 1.0, vRise); float on = smoothstep(0.8, 1.0, vRise);
float stutter = step(0.35, fract(sin(floor(uTime * 22.0) + vWorld.z * 0.07) * 43758.5)); on *= on;
on *= mix(stutter, 1.0, step(0.985, vRise));
vec3 tone = mix(vec3(0.55, 0.95, 1.0), uAccent, ${accentMix.toFixed(2)}); vec3 tone = mix(vec3(0.55, 0.95, 1.0), uAccent, ${accentMix.toFixed(2)});
// Close passes dim, so overhead neon never floods the bloom pass. // Close passes dim, so overhead neon never floods the bloom pass.
float near = mix(0.3, 1.0, smoothstep(5.0, 32.0, vDepth)); float near = mix(0.3, 1.0, smoothstep(5.0, 32.0, vDepth));

View File

@@ -20,7 +20,6 @@ import { createPostProcessor } from '@/scene/post-processing';
import { installCinematicGrade } from '@/scene/cinematic-grade'; import { installCinematicGrade } from '@/scene/cinematic-grade';
import { createSkyline } from '@/scene/world/skyline'; import { createSkyline } from '@/scene/world/skyline';
import { createTraffic } from '@/scene/world/traffic'; import { createTraffic } from '@/scene/world/traffic';
import { createExitGates } from '@/scene/world/exit-gates';
import { createDriveDynamics } from '@/scene/drive-dynamics'; import { createDriveDynamics } from '@/scene/drive-dynamics';
import { HORIZON_FOG_END, HORIZON_FOG_START } from '@/scene/world/metrics'; import { HORIZON_FOG_END, HORIZON_FOG_START } from '@/scene/world/metrics';
import { CHAPTER_COMPOSITIONS } from '@/scene/world/composition'; import { CHAPTER_COMPOSITIONS } from '@/scene/world/composition';
@@ -129,7 +128,6 @@ export async function createProceduralSceneGeneration(
const horizonAir = createHorizonAir(context.resources); const horizonAir = createHorizonAir(context.resources);
const skyline = createSkyline(context.resources); const skyline = createSkyline(context.resources);
const traffic = createTraffic(context.resources, quality); const traffic = createTraffic(context.resources, quality);
const exitGates = createExitGates(context.resources);
const authoredCar = await loadGrandTourer(context.signal); const authoredCar = await loadGrandTourer(context.signal);
const car = createCar(context.resources, authoredCar); const car = createCar(context.resources, authoredCar);
car.setDetail(mobileOrTablet ? 'reduced' : 'full'); car.setDetail(mobileOrTablet ? 'reduced' : 'full');
@@ -149,7 +147,6 @@ export async function createProceduralSceneGeneration(
horizonAir.group, horizonAir.group,
skyline.group, skyline.group,
traffic.group, traffic.group,
exitGates.group,
car.group, car.group,
speedWake.group, speedWake.group,
sign.group, sign.group,
@@ -350,7 +347,6 @@ export async function createProceduralSceneGeneration(
18 + snapshot.driveSpeed * 54 + response.roadEnergy * 48, 18 + snapshot.driveSpeed * 54 + response.roadEnergy * 48,
elapsedSeconds, elapsedSeconds,
); );
const cut = exitGates.update(snapshot.activeSectionId, deltaSeconds);
sun.update( sun.update(
currentPalette, currentPalette,
snapshot.routeProgress, snapshot.routeProgress,
@@ -589,12 +585,11 @@ export async function createProceduralSceneGeneration(
} }
} }
if (postProcessor) { if (postProcessor) {
postProcessor.setDynamics(Math.max(response.bloomEnergy, cut * 0.45)); postProcessor.setDynamics(response.bloomEnergy);
postProcessor.setLens({ postProcessor.setLens({
time: elapsedSeconds, time: elapsedSeconds,
letterbox: 0.115 * (1 - THREE.MathUtils.smoothstep(introProgress, 0.5, 1)), letterbox: 0.115 * (1 - THREE.MathUtils.smoothstep(introProgress, 0.5, 1)),
flash: cut * 0.08, energy: overdrive,
energy: Math.max(overdrive, cut),
}); });
postProcessor.render(scene, camera); postProcessor.render(scene, camera);
} else { } else {

View File

@@ -1,130 +0,0 @@
import * as THREE from 'three';
import type { SceneResourceBag } from '@/scene/resources';
import type { SectionId } from '@/content/types';
/**
* The cut between chapters: on every exit change the car runs a short gallery
* of light gates in the next chapter's accent. Nine portal frames rush past the
* camera in about two seconds while the lens flashes and the field of view
* opens. At rest the gates are hidden and cost no draw call.
*/
const GATES = 9;
const SPACING = 17;
const START_Z = -150;
const TRAVEL = GATES * SPACING + 205;
const DURATION = 2.1;
const HALF_SPAN = 11.2;
const HEIGHT = 10.5;
export const SECTION_ACCENTS: Readonly<Record<SectionId, number>> = {
start: 0xff3f9e,
profile: 0x3fe6f2,
experience: 0xffb15e,
infrastructure: 0x41e9d6,
'selected-builds': 0xff5b8a,
'additional-work': 0xb57bff,
toolkit: 0x47d2ff,
contact: 0xffc078,
};
export function createExitGates(resources: SceneResourceBag) {
const group = new THREE.Group();
group.name = 'exit-gates';
group.visible = false;
const uniforms = {
uColor: { value: new THREE.Color(SECTION_ACCENTS.profile) },
uIntensity: { value: 0 },
};
const material = resources.own(
'material',
new THREE.ShaderMaterial({
uniforms,
vertexShader: /* glsl */ `
varying float vDepth;
varying vec3 vLocal;
void main() {
vLocal = position;
vec4 view = modelViewMatrix * instanceMatrix * vec4(position, 1.0);
vDepth = -view.z;
gl_Position = projectionMatrix * view;
}`,
fragmentShader: /* glsl */ `
uniform vec3 uColor;
uniform float uIntensity;
varying float vDepth;
varying vec3 vLocal;
void main() {
float near = smoothstep(5.0, 26.0, vDepth);
float far = 1.0 - smoothstep(140.0, 230.0, vDepth);
vec3 hot = mix(uColor, vec3(1.0), 0.12);
gl_FragColor = vec4(hot * 1.35 * uIntensity * near * far, 1.0);
#include <tonemapping_fragment>
#include <colorspace_fragment>
}`,
transparent: true,
depthWrite: false,
blending: THREE.AdditiveBlending,
}),
);
const box = resources.own('geometry', new THREE.BoxGeometry(1, 1, 1));
const bars = new THREE.InstancedMesh(box, material, GATES * 4);
bars.name = 'exit-gate-frames';
bars.frustumCulled = false;
bars.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
group.add(bars);
const dummy = new THREE.Object3D();
let progress = 1;
let previous: SectionId | null = null;
let warmFrames = 2;
const place = (index: number, x: number, y: number, z: number, sx: number, sy: number) => {
dummy.position.set(x, y, z);
dummy.scale.set(sx, sy, 0.14);
dummy.updateMatrix();
bars.setMatrixAt(index, dummy.matrix);
};
return {
group,
/** Returns the cut's energy, 0 at rest, for the lens and the camera. */
update(section: SectionId, deltaSeconds: number): number {
if (previous !== null && section !== previous) {
uniforms.uColor.value.setHex(SECTION_ACCENTS[section]);
// A cut already under way keeps its momentum instead of restarting.
if (progress >= 0.7) progress = 0;
}
previous = section;
if (warmFrames > 0) {
// Draw the gates unlit for the first frames so the shader program
// compiles at the on-ramp, not as a stall on the first exit.
warmFrames -= 1;
uniforms.uIntensity.value = 0;
group.visible = true;
return 0;
}
if (progress >= 1) {
group.visible = false;
return 0;
}
progress = Math.min(1, progress + Math.max(0, deltaSeconds) / DURATION);
const eased = 1 - Math.pow(1 - progress, 1.6);
const travel = eased * TRAVEL;
const envelope = THREE.MathUtils.smoothstep(progress, 0, 0.14)
* (1 - THREE.MathUtils.smoothstep(progress, 0.78, 1));
uniforms.uIntensity.value = envelope;
for (let i = 0; i < GATES; i++) {
const z = START_Z - i * SPACING + travel;
const base = i * 4;
place(base, -HALF_SPAN, HEIGHT / 2, z, 0.1, HEIGHT);
place(base + 1, HALF_SPAN, HEIGHT / 2, z, 0.1, HEIGHT);
place(base + 2, 0, HEIGHT, z, HALF_SPAN * 2 + 0.1, 0.1);
// A floor seam makes each gate cross the asphalt as a line of light.
place(base + 3, 0, 0.03, z, HALF_SPAN * 2, 0.05);
}
bars.instanceMatrix.needsUpdate = true;
group.visible = true;
return envelope;
},
};
}

View File

@@ -179,7 +179,7 @@ body::after {
} }
@media (prefers-reduced-motion: no-preference) { @media (prefers-reduced-motion: no-preference) {
.portfolio-section[data-current]::before { .portfolio-section[data-current]::before {
animation: exit-strike 1.1s steps(1, end) both; animation: exit-strike 1.1s ease-out both;
} }
.portfolio-section[data-current] { .portfolio-section[data-current] {
animation: exit-panel-light 1.6s cubic-bezier(0.2, 0.75, 0.2, 1) both; animation: exit-panel-light 1.6s cubic-bezier(0.2, 0.75, 0.2, 1) both;
@@ -192,14 +192,13 @@ body::after {
} }
} }
} }
/* A neon tube catching: two short flickers, then steady. */ /* A neon tube warming up: one soft swell, then steady. Below 3 Hz by design
(photosensitivity): a single rise over the whole duration. */
@keyframes exit-strike { @keyframes exit-strike {
0% { opacity: 0.25; } 0% { opacity: 0.25; }
12% { opacity: 1; } 45% { opacity: 0.85; }
18% { opacity: 0.35; } 60% { opacity: 0.7; }
30% { opacity: 1; } 100% { opacity: 1; }
36% { opacity: 0.55; }
48%, 100% { opacity: 1; }
} }
@keyframes exit-panel-light { @keyframes exit-panel-light {
0% { border-top-color: color-mix(in srgb, var(--chapter-accent, var(--accent)) 95%, transparent); } 0% { border-top-color: color-mix(in srgb, var(--chapter-accent, var(--accent)) 95%, transparent); }