feat: layer the nightdrive sky and atmosphere
This commit is contained in:
@@ -74,13 +74,14 @@ export function createScrollDriveController(): ScrollDriveController {
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return cruiseSnapshot(input);
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}
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const deltaY = input.scrollY - previousSample.scrollY;
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const direction: -1 | 0 | 1 = deltaY > 0 ? 1 : deltaY < 0 ? -1 : 0;
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if (elapsedMs > BACKGROUND_GAP_MS) {
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previousSample = { ...input };
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smoothedAcceleration = 0;
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return cruiseSnapshot(input);
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return { ...cruiseSnapshot(input), direction };
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}
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const deltaY = input.scrollY - previousSample.scrollY;
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const rawSpeed = Math.abs(deltaY) / elapsedMs;
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const impulse = clamp(rawSpeed / MAX_RAW_SPEED, 0, 1);
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const timeConstantMs = impulse > smoothedAcceleration
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@@ -93,7 +94,6 @@ export function createScrollDriveController(): ScrollDriveController {
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}
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previousSample = { ...input };
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const direction: -1 | 0 | 1 = deltaY > 0 ? 1 : deltaY < 0 ? -1 : 0;
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return {
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scrollY: input.scrollY,
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routeProgress: routeProgress(input),
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92
src/scene/post-processing.ts
Normal file
92
src/scene/post-processing.ts
Normal file
@@ -0,0 +1,92 @@
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import * as THREE from 'three';
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import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';
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import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';
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import { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass.js';
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import type { SceneResourceBag } from '@/scene/resources';
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export interface PostProcessor {
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resize(width: number, height: number, pixelRatio: number): void;
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render(scene: unknown, camera: unknown): void;
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dispose(): void;
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}
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interface ComposerLike {
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addPass(pass: unknown): void;
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setPixelRatio(pixelRatio: number): void;
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setSize(width: number, height: number): void;
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render(): void;
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dispose(): void;
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}
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interface RenderPassLike {
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scene: unknown;
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camera: unknown;
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dispose(): void;
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}
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interface BloomPassLike {
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dispose(): void;
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}
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export interface PostProcessingFactories {
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createComposer(renderer: unknown): ComposerLike;
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createRenderPass(scene: unknown, camera: unknown): RenderPassLike;
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createBloomPass(): BloomPassLike;
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}
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const productionFactories: PostProcessingFactories = {
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createComposer: (renderer) => new EffectComposer(renderer),
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createRenderPass: (scene, camera) => new RenderPass(scene, camera),
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createBloomPass: () => new UnrealBloomPass(
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new THREE.Vector2(1, 1),
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0.46,
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0.32,
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0.84,
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),
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};
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export function createPostProcessor(
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resources: SceneResourceBag,
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renderer: unknown,
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factories: PostProcessingFactories = productionFactories,
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): PostProcessor {
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const composer = factories.createComposer(renderer);
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const renderPass = factories.createRenderPass(new THREE.Scene(), new THREE.Camera());
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const bloomPass = factories.createBloomPass();
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composer.addPass(renderPass);
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composer.addPass(bloomPass);
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let disposed = false;
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const processor: PostProcessor = {
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resize(width, height, pixelRatio) {
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if (disposed) return;
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composer.setPixelRatio(clamp(pixelRatio, 0.5, 2));
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composer.setSize(
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Math.max(1, Math.floor(finiteOr(width, 1))),
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Math.max(1, Math.floor(finiteOr(height, 1))),
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);
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},
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render(scene, camera) {
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if (disposed) return;
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renderPass.scene = scene;
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renderPass.camera = camera;
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composer.render();
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},
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dispose() {
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if (disposed) return;
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disposed = true;
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renderPass.dispose();
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bloomPass.dispose();
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composer.dispose();
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},
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};
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return resources.own('pass', processor);
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}
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function finiteOr(value: number, fallback: number): number {
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return Number.isFinite(value) ? value : fallback;
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}
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function clamp(value: number, minimum: number, maximum: number): number {
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return THREE.MathUtils.clamp(finiteOr(value, minimum), minimum, maximum);
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}
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@@ -5,8 +5,9 @@ export interface RenderQualitySettings {
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roadSegments: number;
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terrainSegments: number;
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terrainOctaves: 1 | 2 | 3;
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particleCount: number;
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starCount: number;
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streakCount: number;
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postScale: number;
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postEffects: boolean;
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}
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@@ -16,8 +17,9 @@ const settings: Readonly<Record<LiveQualityTier, Omit<RenderQualitySettings, 'pi
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roadSegments: 192,
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terrainSegments: 96,
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terrainOctaves: 3,
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particleCount: 384,
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starCount: 384,
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streakCount: 48,
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postScale: 1,
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postEffects: true,
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},
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medium: {
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@@ -25,8 +27,9 @@ const settings: Readonly<Record<LiveQualityTier, Omit<RenderQualitySettings, 'pi
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roadSegments: 144,
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terrainSegments: 64,
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terrainOctaves: 2,
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particleCount: 192,
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starCount: 192,
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streakCount: 28,
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postScale: 0.7,
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postEffects: true,
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},
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low: {
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@@ -34,8 +37,9 @@ const settings: Readonly<Record<LiveQualityTier, Omit<RenderQualitySettings, 'pi
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roadSegments: 96,
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terrainSegments: 32,
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terrainOctaves: 1,
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particleCount: 64,
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starCount: 64,
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streakCount: 12,
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postScale: 0,
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postEffects: false,
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},
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};
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@@ -52,8 +56,9 @@ export function renderQualityFor(
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roadSegments: selected.roadSegments,
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terrainSegments: selected.terrainSegments,
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terrainOctaves: selected.terrainOctaves,
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particleCount: selected.particleCount,
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starCount: selected.starCount,
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streakCount: selected.streakCount,
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postScale: selected.postScale,
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postEffects: selected.postEffects,
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};
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}
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3
src/scene/three.d.ts
vendored
3
src/scene/three.d.ts
vendored
@@ -2,3 +2,6 @@
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// The scene remains isolated behind typed application interfaces; this ambient declaration
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// prevents the untyped renderer dependency from leaking into Vue or journey modules.
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declare module 'three';
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declare module 'three/examples/jsm/postprocessing/EffectComposer.js';
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declare module 'three/examples/jsm/postprocessing/RenderPass.js';
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declare module 'three/examples/jsm/postprocessing/UnrealBloomPass.js';
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273
src/scene/world/atmosphere.ts
Normal file
273
src/scene/world/atmosphere.ts
Normal file
@@ -0,0 +1,273 @@
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import * as THREE from 'three';
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import type { RenderQualitySettings } from '@/scene/render-quality';
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import type { SceneResourceBag } from '@/scene/resources';
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import type { MutableChapterPalette } from '@/scene/world/palette';
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import { CHAPTER_PALETTES } from '@/scene/world/palette';
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export interface AtmosphereWorld {
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group: WorldGroup;
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update(
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distance: number,
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speed: number,
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acceleration: number,
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palette: Readonly<MutableChapterPalette>,
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): void;
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}
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interface WorldGroup {
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add(...objects: unknown[]): void;
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getObjectByName(name: string): unknown;
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}
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export function createAtmosphere(
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resources: SceneResourceBag,
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quality: RenderQualitySettings,
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): AtmosphereWorld {
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const group = new THREE.Group();
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group.name = 'atmosphere-world';
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const night = CHAPTER_PALETTES['deep-night'];
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const skyGeometry = resources.own('geometry', new THREE.PlaneGeometry(520, 280));
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const skyMaterial = resources.own('material', new THREE.ShaderMaterial({
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uniforms: {
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uSkyColor: { value: new THREE.Color(night.sky) },
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uHazeColor: { value: new THREE.Color(night.haze) },
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uWarmth: { value: night.warmth },
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},
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vertexShader: `
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varying vec2 vSkyUv;
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void main() {
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vSkyUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`,
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fragmentShader: `
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uniform vec3 uSkyColor;
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uniform vec3 uHazeColor;
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uniform float uWarmth;
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varying vec2 vSkyUv;
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void main() {
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float horizon = 1.0 - smoothstep(0.08, 0.72, vSkyUv.y);
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float upperNight = smoothstep(0.35, 1.0, vSkyUv.y);
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vec3 color = mix(uSkyColor, uHazeColor, horizon * (0.38 + uWarmth * 0.2));
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color *= mix(1.04, 0.72, upperNight);
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gl_FragColor = vec4(color, 1.0);
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}
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`,
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depthWrite: false,
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depthTest: false,
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fog: false,
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toneMapped: true,
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}));
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const sky = new THREE.Mesh(skyGeometry, skyMaterial);
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sky.name = 'atmosphere-sky';
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sky.position.set(0, 69, -300);
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sky.renderOrder = -100;
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group.add(sky);
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const starGeometry = resources.own('geometry', createStarGeometry(quality.starCount));
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const starMaterial = resources.own('material', new THREE.ShaderMaterial({
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uniforms: {
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uVisibility: { value: night.starVisibility },
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uDistance: { value: 0 },
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uColor: { value: new THREE.Color(0xb9ecf2) },
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},
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vertexShader: `
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attribute float starSize;
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attribute float brightness;
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uniform float uDistance;
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varying float vBrightness;
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void main() {
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vec3 star = position;
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star.x += sin(position.z * 0.017 + uDistance * 0.004) * 0.08;
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vec4 viewPosition = modelViewMatrix * vec4(star, 1.0);
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vBrightness = brightness;
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gl_PointSize = starSize * (250.0 / max(1.0, -viewPosition.z));
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gl_Position = projectionMatrix * viewPosition;
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}
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`,
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fragmentShader: `
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uniform vec3 uColor;
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uniform float uVisibility;
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varying float vBrightness;
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void main() {
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float radius = distance(gl_PointCoord, vec2(0.5));
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float point = 1.0 - smoothstep(0.2, 0.5, radius);
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gl_FragColor = vec4(uColor, point * vBrightness * uVisibility);
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}
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`,
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transparent: true,
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depthWrite: false,
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depthTest: true,
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blending: THREE.AdditiveBlending,
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toneMapped: true,
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}));
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const stars = new THREE.Points(starGeometry, starMaterial);
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stars.name = 'atmosphere-stars';
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stars.frustumCulled = false;
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group.add(stars);
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const hazeGeometry = resources.own('geometry', new THREE.PlaneGeometry(260, 58));
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const nearHazeMaterial = resources.own('material', createHazeMaterial(night.haze, 0.2));
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const farHazeMaterial = resources.own('material', createHazeMaterial(night.haze, 0.12));
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const farHaze = new THREE.Mesh(hazeGeometry, farHazeMaterial);
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farHaze.name = 'horizon-haze-far';
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farHaze.position.set(0, 10, -214);
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farHaze.scale.set(1.35, 1.1, 1);
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group.add(farHaze);
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const nearHaze = new THREE.Mesh(hazeGeometry, nearHazeMaterial);
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nearHaze.name = 'horizon-haze-near';
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nearHaze.position.set(0, 8, -132);
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group.add(nearHaze);
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const streakGeometry = resources.own('geometry', createStreakGeometry(quality.streakCount));
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const streakMaterial = resources.own('material', new THREE.ShaderMaterial({
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uniforms: {
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uDistance: { value: 0 },
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uAcceleration: { value: 0 },
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uVisibility: { value: 0 },
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uColor: { value: new THREE.Color(0x79dae5) },
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},
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vertexShader: `
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attribute float endFactor;
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uniform float uDistance;
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uniform float uAcceleration;
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varying float vTail;
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void main() {
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vec3 streak = position;
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float depthCycle = mod(streak.z + uDistance * 1.4 + 280.0, 286.0) - 280.0;
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streak.z = depthCycle + endFactor * (1.2 + uAcceleration * 18.0);
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vTail = endFactor;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(streak, 1.0);
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}
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`,
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fragmentShader: `
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uniform vec3 uColor;
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uniform float uVisibility;
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varying float vTail;
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void main() {
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gl_FragColor = vec4(uColor, uVisibility * mix(0.15, 0.72, vTail));
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}
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`,
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transparent: true,
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depthWrite: false,
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depthTest: true,
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blending: THREE.AdditiveBlending,
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toneMapped: true,
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}));
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const streaks = new THREE.LineSegments(streakGeometry, streakMaterial);
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streaks.name = 'atmosphere-streaks';
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streaks.frustumCulled = false;
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group.add(streaks);
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return {
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group,
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update(distance, speed, acceleration, palette) {
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const safeAcceleration = clamp01(acceleration);
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const visibility = smoothstep(0.18, 0.82, safeAcceleration) * palette.streakEnergy;
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starMaterial.uniforms.uDistance.value = finiteOrZero(distance);
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starMaterial.uniforms.uVisibility.value = palette.starVisibility;
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streakMaterial.uniforms.uDistance.value = finiteOrZero(distance) * (0.72 + clamp01(speed) * 0.28);
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streakMaterial.uniforms.uAcceleration.value = safeAcceleration;
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streakMaterial.uniforms.uVisibility.value = visibility;
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skyMaterial.uniforms.uSkyColor.value.copy(palette.sky);
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skyMaterial.uniforms.uHazeColor.value.copy(palette.haze);
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skyMaterial.uniforms.uWarmth.value = palette.warmth;
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nearHazeMaterial.uniforms.uColor.value.copy(palette.haze);
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farHazeMaterial.uniforms.uColor.value.copy(palette.haze);
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nearHazeMaterial.uniforms.uEnergy.value = 0.16 + palette.warmth * 0.08;
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farHazeMaterial.uniforms.uEnergy.value = 0.09 + palette.warmth * 0.06;
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},
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};
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}
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function createStarGeometry(count: number) {
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const positions = new Float32Array(count * 3);
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const sizes = new Float32Array(count);
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const brightness = new Float32Array(count);
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for (let index = 0; index < count; index += 1) {
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const offset = index * 3;
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positions[offset] = seeded(index, 11) * 210 - 105;
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positions[offset + 1] = 8 + seeded(index, 23) * 72;
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positions[offset + 2] = -18 - seeded(index, 37) * 270;
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sizes[index] = 2.4 + seeded(index, 53) * 4.8;
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brightness[index] = 0.28 + seeded(index, 71) * 0.72;
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}
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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geometry.setAttribute('starSize', new THREE.BufferAttribute(sizes, 1));
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geometry.setAttribute('brightness', new THREE.BufferAttribute(brightness, 1));
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return geometry;
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}
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function createStreakGeometry(count: number) {
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const positions = new Float32Array(count * 2 * 3);
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const ends = new Float32Array(count * 2);
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for (let index = 0; index < count; index += 1) {
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const x = (seeded(index, 101) > 0.5 ? 1 : -1) * (12 + seeded(index, 103) * 52);
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const y = 0.8 + seeded(index, 107) * 12;
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const z = -8 - seeded(index, 109) * 272;
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const offset = index * 6;
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positions[offset] = x;
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positions[offset + 1] = y;
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positions[offset + 2] = z;
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positions[offset + 3] = x;
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positions[offset + 4] = y + seeded(index, 113) * 0.8;
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positions[offset + 5] = z;
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ends[index * 2] = 0;
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ends[index * 2 + 1] = 1;
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}
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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geometry.setAttribute('endFactor', new THREE.BufferAttribute(ends, 1));
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return geometry;
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}
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function createHazeMaterial(color: number, energy: number) {
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return new THREE.ShaderMaterial({
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uniforms: {
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uColor: { value: new THREE.Color(color) },
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uEnergy: { value: energy },
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},
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vertexShader: `
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varying vec2 vHazeUv;
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void main() {
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vHazeUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`,
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fragmentShader: `
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uniform vec3 uColor;
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uniform float uEnergy;
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varying vec2 vHazeUv;
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void main() {
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float vertical = 1.0 - smoothstep(0.04, 0.84, abs(vHazeUv.y - 0.42) * 1.9);
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float horizontal = 1.0 - smoothstep(0.26, 0.5, abs(vHazeUv.x - 0.5));
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gl_FragColor = vec4(uColor, vertical * horizontal * uEnergy);
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||||
}
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||||
`,
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||||
transparent: true,
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||||
depthWrite: false,
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||||
depthTest: true,
|
||||
blending: THREE.AdditiveBlending,
|
||||
toneMapped: true,
|
||||
});
|
||||
}
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||||
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||||
function seeded(index: number, salt: number): number {
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||||
const result = Math.sin((index + 1) * 91.713 + salt * 17.17) * 43_758.5453;
|
||||
return result - Math.floor(result);
|
||||
}
|
||||
|
||||
function finiteOrZero(value: number): number {
|
||||
return Number.isFinite(value) ? value : 0;
|
||||
}
|
||||
|
||||
function clamp01(value: number): number {
|
||||
return THREE.MathUtils.clamp(finiteOrZero(value), 0, 1);
|
||||
}
|
||||
|
||||
function smoothstep(edge0: number, edge1: number, value: number): number {
|
||||
const progress = THREE.MathUtils.clamp((value - edge0) / (edge1 - edge0), 0, 1);
|
||||
return progress * progress * (3 - 2 * progress);
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
import * as THREE from 'three';
|
||||
import type { EnvironmentChapter, JourneySnapshot } from '@/journey/types';
|
||||
import type { JourneySnapshot } from '@/journey/types';
|
||||
import type { SceneResourceBag } from '@/scene/resources';
|
||||
import type { SceneBuildContext, SceneGeneration } from '@/scene/types';
|
||||
import { renderQualityFor } from '@/scene/render-quality';
|
||||
@@ -8,21 +8,18 @@ import { createTerrain } from '@/scene/world/terrain';
|
||||
import { createSun } from '@/scene/world/sun';
|
||||
import { createCar } from '@/scene/world/car';
|
||||
import { createSign } from '@/scene/world/sign';
|
||||
import { createParticles } from '@/scene/world/particles';
|
||||
import { createAtmosphere } from '@/scene/world/atmosphere';
|
||||
import { createPostProcessor } from '@/scene/post-processing';
|
||||
import {
|
||||
createMutableChapterPalette,
|
||||
writeChapterPalette,
|
||||
type MutableChapterPalette,
|
||||
} from '@/scene/world/palette';
|
||||
import { isTestFault, recordTestFaultEvent } from '@/testing/fault-hooks';
|
||||
|
||||
declare const __PORTFOLIO_TEST_BUILD__: boolean;
|
||||
const TEST_BUILD = typeof __PORTFOLIO_TEST_BUILD__ !== 'undefined' && __PORTFOLIO_TEST_BUILD__;
|
||||
|
||||
const skyColors: Readonly<Record<EnvironmentChapter, number>> = {
|
||||
'deep-night': 0x040713,
|
||||
systems: 0x060918,
|
||||
infrastructure: 0x080b1d,
|
||||
builds: 0x0d1025,
|
||||
'pre-dawn': 0x18152c,
|
||||
destination: 0x2b2035,
|
||||
};
|
||||
|
||||
export function createChaseCamera(aspect = 1) {
|
||||
const camera = new THREE.PerspectiveCamera(52, aspect, 0.1, 320);
|
||||
camera.position.set(0, 4.8, 12.5);
|
||||
@@ -62,9 +59,11 @@ export async function createProceduralSceneGeneration(
|
||||
renderer.toneMappingExposure = 1.05;
|
||||
|
||||
const scene = new THREE.Scene();
|
||||
const background = new THREE.Color(skyColors['deep-night']);
|
||||
const currentPalette = createMutableChapterPalette('deep-night');
|
||||
const targetPalette = createMutableChapterPalette('deep-night');
|
||||
const background = currentPalette.sky.clone();
|
||||
scene.background = background;
|
||||
scene.fog = new THREE.FogExp2(0x080c18, 0.012);
|
||||
scene.fog = new THREE.FogExp2(currentPalette.fog.getHex(), 0.012);
|
||||
const camera = createChaseCamera();
|
||||
|
||||
const ambient = new THREE.HemisphereLight(0x6aa9c5, 0x100812, 1.25);
|
||||
@@ -78,43 +77,19 @@ export async function createProceduralSceneGeneration(
|
||||
const sun = createSun(context.resources);
|
||||
const car = createCar(context.resources);
|
||||
const sign = createSign(context.resources);
|
||||
const particles = createParticles(context.resources, quality.particleCount);
|
||||
scene.add(road.group, terrain.group, sun.mesh, car.group, sign.group, particles.points);
|
||||
const atmosphere = createAtmosphere(context.resources, quality);
|
||||
scene.add(
|
||||
atmosphere.group,
|
||||
road.group,
|
||||
terrain.group,
|
||||
sun.group,
|
||||
car.group,
|
||||
sign.group,
|
||||
);
|
||||
|
||||
const postTarget = quality.postEffects
|
||||
? context.resources.own('target', new THREE.WebGLRenderTarget(1, 1, {
|
||||
depthBuffer: true,
|
||||
minFilter: THREE.LinearFilter,
|
||||
magFilter: THREE.LinearFilter,
|
||||
}))
|
||||
const postProcessor = quality.postEffects
|
||||
? createPostProcessor(context.resources, renderer)
|
||||
: null;
|
||||
const postScene = postTarget ? new THREE.Scene() : null;
|
||||
const postCamera = postTarget ? new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1) : null;
|
||||
if (postScene && postTarget) {
|
||||
const postGeometry = context.resources.own('geometry', new THREE.PlaneGeometry(2, 2));
|
||||
const postMaterial = context.resources.own('material', new THREE.ShaderMaterial({
|
||||
uniforms: { source: { value: postTarget.texture } },
|
||||
vertexShader: `
|
||||
varying vec2 vUv;
|
||||
void main() {
|
||||
vUv = uv;
|
||||
gl_Position = vec4(position.xy, 0.0, 1.0);
|
||||
}
|
||||
`,
|
||||
fragmentShader: `
|
||||
uniform sampler2D source;
|
||||
varying vec2 vUv;
|
||||
void main() {
|
||||
vec4 color = texture2D(source, vUv);
|
||||
float vignette = smoothstep(0.92, 0.24, distance(vUv, vec2(0.5)));
|
||||
gl_FragColor = vec4(color.rgb * mix(0.82, 1.0, vignette), color.a);
|
||||
}
|
||||
`,
|
||||
depthTest: false,
|
||||
depthWrite: false,
|
||||
}));
|
||||
postScene.add(new THREE.Mesh(postGeometry, postMaterial));
|
||||
}
|
||||
let width = 0;
|
||||
let height = 0;
|
||||
let driveDistance = 0;
|
||||
@@ -132,10 +107,7 @@ export async function createProceduralSceneGeneration(
|
||||
renderer.setSize(width, height, false);
|
||||
camera.aspect = width / height;
|
||||
camera.updateProjectionMatrix();
|
||||
postTarget?.setSize(
|
||||
Math.max(1, Math.floor(width * quality.pixelRatio)),
|
||||
Math.max(1, Math.floor(height * quality.pixelRatio)),
|
||||
);
|
||||
postProcessor?.resize(width, height, quality.pixelRatio * quality.postScale);
|
||||
if (TEST_BUILD && context.quality !== 'medium') {
|
||||
window.__PORTFOLIO_PERFORMANCE__?.recordRuntimeAllocation(context.resources.gpuBudgetSnapshot({
|
||||
tier: context.quality,
|
||||
@@ -176,6 +148,8 @@ export async function createProceduralSceneGeneration(
|
||||
resize();
|
||||
const deltaSeconds = lastNow === null ? 0 : Math.min(0.1, Math.max(0, (now - lastNow) / 1000));
|
||||
lastNow = now;
|
||||
writeChapterPalette(targetPalette, snapshot.chapter, snapshot.chapter, 0);
|
||||
dampPalette(currentPalette, targetPalette, deltaSeconds);
|
||||
driveDistance += snapshot.driveSpeed * deltaSeconds * 18;
|
||||
road.update(driveDistance, snapshot.driveSpeed, snapshot.acceleration);
|
||||
terrain.update(
|
||||
@@ -183,22 +157,27 @@ export async function createProceduralSceneGeneration(
|
||||
snapshot.driveSpeed,
|
||||
snapshot.chapter,
|
||||
snapshot.routeProgress,
|
||||
currentPalette,
|
||||
);
|
||||
sun.update(snapshot.chapter, snapshot.routeProgress);
|
||||
sun.update(currentPalette, snapshot.routeProgress);
|
||||
car.update(snapshot.driveSpeed, snapshot.acceleration, now / 1000);
|
||||
sign.update(snapshot.sign);
|
||||
particles.update(driveDistance, snapshot.driveSpeed, snapshot.acceleration);
|
||||
background.setHex(skyColors[snapshot.chapter]);
|
||||
atmosphere.update(
|
||||
driveDistance,
|
||||
snapshot.driveSpeed,
|
||||
snapshot.acceleration,
|
||||
currentPalette,
|
||||
);
|
||||
background.copy(currentPalette.sky);
|
||||
scene.fog.color.copy(currentPalette.fog);
|
||||
scene.fog.density = 0.0105 + (1 - currentPalette.warmth) * 0.0025;
|
||||
const fov = 52 + Math.min(7, snapshot.acceleration * 4.5);
|
||||
if (camera.fov !== fov) {
|
||||
camera.fov = fov;
|
||||
camera.updateProjectionMatrix();
|
||||
}
|
||||
if (postTarget) {
|
||||
renderer.setRenderTarget(postTarget);
|
||||
renderer.render(scene, camera);
|
||||
renderer.setRenderTarget(null);
|
||||
renderer.render(postScene, postCamera);
|
||||
if (postProcessor) {
|
||||
postProcessor.render(scene, camera);
|
||||
} else {
|
||||
renderer.render(scene, camera);
|
||||
}
|
||||
@@ -211,3 +190,21 @@ export async function createProceduralSceneGeneration(
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
function dampPalette(
|
||||
current: MutableChapterPalette,
|
||||
target: Readonly<MutableChapterPalette>,
|
||||
deltaSeconds: number,
|
||||
): void {
|
||||
const mix = 1 - Math.exp(-Math.max(0, deltaSeconds) * 2.8);
|
||||
current.sky.lerp(target.sky, mix);
|
||||
current.fog.lerp(target.fog, mix);
|
||||
current.terrainLow.lerp(target.terrainLow, mix);
|
||||
current.terrainHigh.lerp(target.terrainHigh, mix);
|
||||
current.sun.lerp(target.sun, mix);
|
||||
current.haze.lerp(target.haze, mix);
|
||||
current.warmth = THREE.MathUtils.lerp(current.warmth, target.warmth, mix);
|
||||
current.terrainEnergy = THREE.MathUtils.lerp(current.terrainEnergy, target.terrainEnergy, mix);
|
||||
current.starVisibility = THREE.MathUtils.lerp(current.starVisibility, target.starVisibility, mix);
|
||||
current.streakEnergy = THREE.MathUtils.lerp(current.streakEnergy, target.streakEnergy, mix);
|
||||
}
|
||||
|
||||
@@ -29,7 +29,9 @@ export interface MutableChapterPalette {
|
||||
|
||||
export interface MutableColor {
|
||||
clone(): MutableColor;
|
||||
copy(source: MutableColor): MutableColor;
|
||||
getHex(): number;
|
||||
lerp(target: MutableColor, progress: number): MutableColor;
|
||||
lerpColors(from: MutableColor, to: MutableColor, progress: number): MutableColor;
|
||||
setHex(value: number): MutableColor;
|
||||
}
|
||||
|
||||
@@ -1,40 +0,0 @@
|
||||
import * as THREE from 'three';
|
||||
import type { SceneResourceBag } from '@/scene/resources';
|
||||
|
||||
export function createParticles(resources: SceneResourceBag, count: number) {
|
||||
const positions = new Float32Array(count * 3);
|
||||
for (let index = 0; index < count; index += 1) {
|
||||
const offset = index * 3;
|
||||
positions[offset] = seeded(index * 3) * 30 - 15;
|
||||
positions[offset + 1] = seeded(index * 3 + 1) * 7 + 0.2;
|
||||
positions[offset + 2] = -(seeded(index * 3 + 2) * 150);
|
||||
}
|
||||
const geometry = resources.own('geometry', new THREE.BufferGeometry());
|
||||
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
|
||||
const material = resources.own('material', new THREE.PointsMaterial({
|
||||
color: 0xa8f5ff,
|
||||
size: 0.07,
|
||||
transparent: true,
|
||||
opacity: 0.42,
|
||||
depthWrite: false,
|
||||
}));
|
||||
const points = new THREE.Points(geometry, material);
|
||||
|
||||
return {
|
||||
points,
|
||||
update(distance: number, speed: number, acceleration: number) {
|
||||
points.position.z = modulo(distance * (1 + speed * 2), 150);
|
||||
material.opacity = Math.min(0.78, 0.25 + speed * 0.28 + acceleration * 0.18);
|
||||
material.size = 0.055 + Math.min(0.1, speed * 0.04);
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
function seeded(value: number): number {
|
||||
const result = Math.sin(value * 91.713 + 17.17) * 43758.5453;
|
||||
return result - Math.floor(result);
|
||||
}
|
||||
|
||||
function modulo(value: number, divisor: number): number {
|
||||
return ((value % divisor) + divisor) % divisor;
|
||||
}
|
||||
@@ -1,33 +1,153 @@
|
||||
import * as THREE from 'three';
|
||||
import type { EnvironmentChapter } from '@/journey/types';
|
||||
import type { SceneResourceBag } from '@/scene/resources';
|
||||
import type { MutableChapterPalette } from '@/scene/world/palette';
|
||||
import { CHAPTER_PALETTES } from '@/scene/world/palette';
|
||||
|
||||
const chapterWarmth: Readonly<Record<EnvironmentChapter, number>> = {
|
||||
'deep-night': 0,
|
||||
systems: 0.12,
|
||||
infrastructure: 0.24,
|
||||
builds: 0.42,
|
||||
'pre-dawn': 0.68,
|
||||
destination: 1,
|
||||
export interface SunWorld {
|
||||
group: WorldGroup;
|
||||
update(palette: Readonly<MutableChapterPalette>, routeProgress: number): void;
|
||||
}
|
||||
|
||||
interface WorldGroup {
|
||||
add(...objects: unknown[]): void;
|
||||
getObjectByName(name: string): unknown;
|
||||
}
|
||||
|
||||
export function createSun(resources: SceneResourceBag): SunWorld {
|
||||
const group = new THREE.Group();
|
||||
group.name = 'sun-world';
|
||||
const night = CHAPTER_PALETTES['deep-night'];
|
||||
const sunColor = new THREE.Color(night.sun);
|
||||
const uniforms = {
|
||||
uColor: { value: sunColor },
|
||||
uScanBands: { value: 14 },
|
||||
uWarmth: { value: night.warmth },
|
||||
uRouteProgress: { value: 0 },
|
||||
};
|
||||
const geometry = resources.own('geometry', new THREE.CircleGeometry(20, 96));
|
||||
const material = resources.own('material', new THREE.ShaderMaterial({
|
||||
uniforms,
|
||||
vertexShader: `
|
||||
varying vec2 vSunUv;
|
||||
|
||||
export function createSun(resources: SceneResourceBag) {
|
||||
const geometry = resources.own('geometry', new THREE.CircleGeometry(18, 64));
|
||||
const material = resources.own('material', new THREE.MeshBasicMaterial({
|
||||
color: 0xff6f83,
|
||||
void main() {
|
||||
vSunUv = uv;
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
|
||||
}
|
||||
`,
|
||||
fragmentShader: `
|
||||
uniform vec3 uColor;
|
||||
uniform float uScanBands;
|
||||
uniform float uWarmth;
|
||||
uniform float uRouteProgress;
|
||||
varying vec2 vSunUv;
|
||||
|
||||
void main() {
|
||||
float radius = distance(vSunUv, vec2(0.5));
|
||||
float softEdge = 1.0 - smoothstep(0.435, 0.5, radius);
|
||||
float lowerDisc = 1.0 - smoothstep(0.42, 0.76, vSunUv.y);
|
||||
float scanBand = smoothstep(0.16, 0.28, fract(vSunUv.y * uScanBands));
|
||||
float bandCut = mix(1.0, 0.32 + scanBand * 0.68, lowerDisc * 0.82);
|
||||
float horizonFade = smoothstep(0.02, 0.14, vSunUv.y);
|
||||
float luminance = 0.72 + uWarmth * 0.18 + uRouteProgress * 0.06;
|
||||
gl_FragColor = vec4(uColor * luminance, softEdge * bandCut * horizonFade * 0.9);
|
||||
}
|
||||
`,
|
||||
transparent: true,
|
||||
opacity: 0.82,
|
||||
fog: false,
|
||||
depthWrite: false,
|
||||
depthTest: true,
|
||||
blending: THREE.AdditiveBlending,
|
||||
toneMapped: true,
|
||||
}));
|
||||
const mesh = new THREE.Mesh(geometry, material);
|
||||
mesh.position.set(0, 12, -128);
|
||||
const disc = new THREE.Mesh(geometry, material);
|
||||
disc.name = 'sun-disc';
|
||||
disc.position.set(0, 11.5, -142);
|
||||
group.add(disc);
|
||||
|
||||
const haloTexture = resources.own('texture', createHaloTexture());
|
||||
const haloMaterial = resources.own('material', new THREE.SpriteMaterial({
|
||||
map: haloTexture,
|
||||
color: sunColor.clone(),
|
||||
transparent: true,
|
||||
opacity: 0.24,
|
||||
depthWrite: false,
|
||||
depthTest: true,
|
||||
blending: THREE.AdditiveBlending,
|
||||
toneMapped: true,
|
||||
}));
|
||||
const halo = new THREE.Sprite(haloMaterial);
|
||||
halo.name = 'sun-halo';
|
||||
halo.position.copy(disc.position);
|
||||
halo.position.z -= 0.5;
|
||||
halo.scale.set(57, 43, 1);
|
||||
group.add(halo);
|
||||
|
||||
return {
|
||||
mesh,
|
||||
update(chapter: EnvironmentChapter, routeProgress: number) {
|
||||
const warmth = Math.max(chapterWarmth[chapter], routeProgress);
|
||||
material.color.setRGB(1, 0.34 + warmth * 0.24, 0.42 + warmth * 0.22);
|
||||
mesh.position.y = 12 + warmth * 5;
|
||||
group,
|
||||
update(palette, routeProgress) {
|
||||
const progress = clamp01(routeProgress);
|
||||
sunColor.copy(palette.sun);
|
||||
haloMaterial.color.copy(palette.sun);
|
||||
uniforms.uWarmth.value = clamp01(palette.warmth);
|
||||
uniforms.uRouteProgress.value = progress;
|
||||
haloMaterial.opacity = 0.18 + palette.warmth * 0.12;
|
||||
disc.position.y = 11.5 + palette.warmth * 4.8;
|
||||
halo.position.y = disc.position.y;
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
function createHaloTexture() {
|
||||
const size = 64;
|
||||
if (typeof document !== 'undefined') {
|
||||
const canvas = document.createElement('canvas');
|
||||
canvas.width = size;
|
||||
canvas.height = size;
|
||||
let context: CanvasRenderingContext2D | null = null;
|
||||
try {
|
||||
context = canvas.getContext('2d');
|
||||
} catch {
|
||||
context = null;
|
||||
}
|
||||
if (context) {
|
||||
const gradient = context.createRadialGradient(
|
||||
size / 2,
|
||||
size / 2,
|
||||
0,
|
||||
size / 2,
|
||||
size / 2,
|
||||
size / 2,
|
||||
);
|
||||
gradient.addColorStop(0, 'rgb(255 255 255 / 90%)');
|
||||
gradient.addColorStop(0.26, 'rgb(255 255 255 / 32%)');
|
||||
gradient.addColorStop(1, 'rgb(255 255 255 / 0%)');
|
||||
context.fillStyle = gradient;
|
||||
context.fillRect(0, 0, size, size);
|
||||
const texture = new THREE.CanvasTexture(canvas);
|
||||
texture.colorSpace = THREE.SRGBColorSpace;
|
||||
texture.generateMipmaps = false;
|
||||
return texture;
|
||||
}
|
||||
}
|
||||
|
||||
const pixels = new Uint8Array(size * size * 4);
|
||||
for (let y = 0; y < size; y += 1) {
|
||||
for (let x = 0; x < size; x += 1) {
|
||||
const distance = Math.hypot(x - size / 2, y - size / 2) / (size / 2);
|
||||
const alpha = Math.round(255 * Math.max(0, 1 - distance) ** 2.4);
|
||||
const offset = (y * size + x) * 4;
|
||||
pixels[offset] = 255;
|
||||
pixels[offset + 1] = 255;
|
||||
pixels[offset + 2] = 255;
|
||||
pixels[offset + 3] = alpha;
|
||||
}
|
||||
}
|
||||
const texture = new THREE.DataTexture(pixels, size, size, THREE.RGBAFormat);
|
||||
texture.needsUpdate = true;
|
||||
texture.generateMipmaps = false;
|
||||
return texture;
|
||||
}
|
||||
|
||||
function clamp01(value: number): number {
|
||||
return Number.isFinite(value) ? THREE.MathUtils.clamp(value, 0, 1) : 0;
|
||||
}
|
||||
|
||||
@@ -2,7 +2,7 @@ import * as THREE from 'three';
|
||||
import type { EnvironmentChapter } from '@/journey/types';
|
||||
import type { RenderQualitySettings } from '@/scene/render-quality';
|
||||
import type { SceneResourceBag } from '@/scene/resources';
|
||||
import { CHAPTER_PALETTES } from '@/scene/world/palette';
|
||||
import { CHAPTER_PALETTES, type MutableChapterPalette } from '@/scene/world/palette';
|
||||
|
||||
export interface TerrainWorld {
|
||||
group: WorldGroup;
|
||||
@@ -11,6 +11,7 @@ export interface TerrainWorld {
|
||||
speed: number,
|
||||
chapter: EnvironmentChapter,
|
||||
routeProgress: number,
|
||||
palette?: Readonly<MutableChapterPalette>,
|
||||
): void;
|
||||
}
|
||||
|
||||
@@ -131,14 +132,19 @@ export function createTerrain(
|
||||
|
||||
return {
|
||||
group,
|
||||
update(distance, speed, chapter, routeProgress) {
|
||||
const palette = CHAPTER_PALETTES[chapter];
|
||||
update(distance, speed, chapter, routeProgress, palette) {
|
||||
const chapterPalette = CHAPTER_PALETTES[chapter];
|
||||
uniforms.uDistance.value = finiteOrZero(distance);
|
||||
uniforms.uSpeed.value = clamp01(speed);
|
||||
uniforms.uRouteProgress.value = clamp01(routeProgress);
|
||||
uniforms.uTerrainEnergy.value = palette.terrainEnergy;
|
||||
lowColor.setHex(palette.terrainLow);
|
||||
highColor.setHex(palette.terrainHigh);
|
||||
uniforms.uTerrainEnergy.value = palette?.terrainEnergy ?? chapterPalette.terrainEnergy;
|
||||
if (palette) {
|
||||
lowColor.copy(palette.terrainLow);
|
||||
highColor.copy(palette.terrainHigh);
|
||||
} else {
|
||||
lowColor.setHex(chapterPalette.terrainLow);
|
||||
highColor.setHex(chapterPalette.terrainHigh);
|
||||
}
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
@@ -29,23 +29,83 @@
|
||||
object-fit: cover;
|
||||
background:
|
||||
radial-gradient(
|
||||
circle at 50% 53%,
|
||||
rgb(247 105 115 / 82%) 0 7%,
|
||||
transparent 7.3%
|
||||
ellipse at 42% 89%,
|
||||
rgb(255 45 85 / 72%) 0 0.65%,
|
||||
rgb(255 45 85 / 20%) 0.9% 2.6%,
|
||||
transparent 4.8%
|
||||
),
|
||||
radial-gradient(
|
||||
ellipse at 58% 89%,
|
||||
rgb(255 45 85 / 72%) 0 0.65%,
|
||||
rgb(255 45 85 / 20%) 0.9% 2.6%,
|
||||
transparent 4.8%
|
||||
),
|
||||
linear-gradient(
|
||||
166deg,
|
||||
transparent 0 67%,
|
||||
rgb(12 21 31 / 98%) 67.2% 76%,
|
||||
transparent 76.2%
|
||||
),
|
||||
linear-gradient(
|
||||
194deg,
|
||||
transparent 0 67%,
|
||||
rgb(12 21 31 / 98%) 67.2% 76%,
|
||||
transparent 76.2%
|
||||
),
|
||||
radial-gradient(
|
||||
ellipse at 50% 91%,
|
||||
rgb(5 9 15 / 100%) 0 13%,
|
||||
transparent 13.4%
|
||||
),
|
||||
radial-gradient(
|
||||
ellipse at 50% 55.8%,
|
||||
transparent 0 4.8%,
|
||||
rgb(4 8 20 / 88%) 5% 5.35%,
|
||||
transparent 5.55%
|
||||
),
|
||||
radial-gradient(
|
||||
ellipse at 50% 54.6%,
|
||||
rgb(244 173 103 / 92%) 0 6.7%,
|
||||
rgb(199 75 145 / 65%) 7.1% 9.8%,
|
||||
transparent 14%
|
||||
),
|
||||
repeating-linear-gradient(
|
||||
0deg,
|
||||
transparent 0 5.2%,
|
||||
rgb(4 8 20 / 88%) 5.3% 5.65%,
|
||||
transparent 5.75% 7.2%
|
||||
),
|
||||
linear-gradient(
|
||||
165deg,
|
||||
transparent 0 60%,
|
||||
rgb(73 198 215 / 34%) 60.2% 60.5%,
|
||||
transparent 60.7%
|
||||
transparent 0 55%,
|
||||
rgb(120 216 229 / 54%) 55.12% 55.32%,
|
||||
transparent 55.5%
|
||||
),
|
||||
linear-gradient(
|
||||
195deg,
|
||||
transparent 0 60%,
|
||||
rgb(73 198 215 / 34%) 60.2% 60.5%,
|
||||
transparent 60.7%
|
||||
transparent 0 55%,
|
||||
rgb(120 216 229 / 54%) 55.12% 55.32%,
|
||||
transparent 55.5%
|
||||
),
|
||||
linear-gradient(180deg, #050817 0 48%, #24142c 67%, #080c17 100%);
|
||||
conic-gradient(
|
||||
from 167deg at 50% 55%,
|
||||
rgb(5 9 17 / 96%) 0 12deg,
|
||||
transparent 12.4deg 335.6deg,
|
||||
rgb(5 9 17 / 96%) 336deg 360deg
|
||||
),
|
||||
repeating-linear-gradient(
|
||||
0deg,
|
||||
transparent 0 6.5%,
|
||||
rgb(73 198 215 / 14%) 6.65% 6.8%,
|
||||
transparent 6.95% 9.5%
|
||||
),
|
||||
radial-gradient(
|
||||
ellipse at 50% 62%,
|
||||
rgb(131 41 109 / 42%) 0,
|
||||
transparent 48%
|
||||
),
|
||||
linear-gradient(180deg, #030713 0 38%, #0c1025 54%, #26162e 69%, #050a14 100%);
|
||||
background-size: cover;
|
||||
}
|
||||
|
||||
.journey-canvas {
|
||||
@@ -276,13 +336,7 @@
|
||||
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
.journey-poster {
|
||||
background:
|
||||
radial-gradient(
|
||||
circle at 50% 53%,
|
||||
rgb(247 105 115 / 48%) 0 7%,
|
||||
transparent 7.3%
|
||||
),
|
||||
linear-gradient(180deg, #050817 0 48%, #24142c 67%, #080c17 100%);
|
||||
filter: saturate(0.86) brightness(0.92);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -22,6 +22,13 @@ test('keeps navigation, HUD, progress, chapter, and arrival on the same next-fra
|
||||
page,
|
||||
distUrl,
|
||||
}) => {
|
||||
const graphicsErrors: string[] = [];
|
||||
page.on('console', (message) => {
|
||||
if (
|
||||
message.type() === 'error'
|
||||
&& /THREE\.WebGLProgram|Shader Error|VALIDATE_STATUS/iu.test(message.text())
|
||||
) graphicsErrors.push(message.text());
|
||||
});
|
||||
await page.goto(distUrl, { waitUntil: 'domcontentloaded' });
|
||||
await expect(page.locator('.journey-world')).toHaveAttribute('data-scene-state', /running|failed|static/u);
|
||||
const chapterColors: string[] = [];
|
||||
@@ -60,16 +67,13 @@ test('keeps navigation, HUD, progress, chapter, and arrival on the same next-fra
|
||||
|
||||
const instrumentation = await readSceneInstrumentation(page);
|
||||
expect(instrumentation.maximumCanvasCount).toBeLessThanOrEqual(1);
|
||||
const expectedChapterColors = (page.viewportSize()?.width ?? 0) < 768
|
||||
? [
|
||||
'#040713', '#040713', '#060918', '#080b1d',
|
||||
'#0d1025', '#0d1025', '#18152c', '#2b2035',
|
||||
]
|
||||
: [
|
||||
'#000102', '#000102', '#000102', '#010103',
|
||||
'#010105', '#010105', '#020206', '#060409',
|
||||
];
|
||||
expect(chapterColors).toEqual(expectedChapterColors);
|
||||
const chapterEnergy = chapterColors.map(colorEnergy);
|
||||
for (let index = 1; index < chapterEnergy.length; index += 1) {
|
||||
expect(chapterEnergy[index]).toBeGreaterThanOrEqual(chapterEnergy[index - 1] ?? 0);
|
||||
}
|
||||
expect(chapterEnergy.at(-1)).toBeGreaterThan(chapterEnergy[0] ?? 0);
|
||||
expect(new Set(chapterColors).size).toBeGreaterThanOrEqual(4);
|
||||
expect(graphicsErrors).toEqual([]);
|
||||
});
|
||||
|
||||
test('draws only the independently eligible next roadside sign during passive forward travel', async ({
|
||||
@@ -99,3 +103,8 @@ test('draws only the independently eligible next roadside sign during passive fo
|
||||
const labels = (await readSceneInstrumentation(page)).routeLabelsDrawn;
|
||||
expect([...new Set(labels)]).toEqual([oracle.expectedLabel]);
|
||||
});
|
||||
|
||||
function colorEnergy(color: string): number {
|
||||
const value = Number.parseInt(color.slice(1), 16);
|
||||
return ((value >> 16) & 0xff) + ((value >> 8) & 0xff) + (value & 0xff);
|
||||
}
|
||||
|
||||
@@ -160,8 +160,9 @@ describe('scene render quality', () => {
|
||||
roadSegments: 192,
|
||||
terrainSegments: 96,
|
||||
terrainOctaves: 3,
|
||||
particleCount: 384,
|
||||
starCount: 384,
|
||||
streakCount: 48,
|
||||
postScale: 1,
|
||||
postEffects: true,
|
||||
});
|
||||
expect(medium).toEqual({
|
||||
@@ -169,8 +170,9 @@ describe('scene render quality', () => {
|
||||
roadSegments: 144,
|
||||
terrainSegments: 64,
|
||||
terrainOctaves: 2,
|
||||
particleCount: 192,
|
||||
starCount: 192,
|
||||
streakCount: 28,
|
||||
postScale: 0.7,
|
||||
postEffects: true,
|
||||
});
|
||||
expect(low).toEqual({
|
||||
@@ -178,8 +180,9 @@ describe('scene render quality', () => {
|
||||
roadSegments: 96,
|
||||
terrainSegments: 32,
|
||||
terrainOctaves: 1,
|
||||
particleCount: 64,
|
||||
starCount: 64,
|
||||
streakCount: 12,
|
||||
postScale: 0,
|
||||
postEffects: false,
|
||||
});
|
||||
});
|
||||
|
||||
@@ -100,7 +100,7 @@ describe('scroll drive controller', () => {
|
||||
expect(snapshot.driveSpeed).toBeCloseTo(0.9490152503018645, 14);
|
||||
});
|
||||
|
||||
it('resets transient velocity and establishes a baseline after a gap over 250 ms', () => {
|
||||
it('resets transient velocity and establishes a baseline after a stationary gap over 250 ms', () => {
|
||||
const controller = createScrollDriveController();
|
||||
controller.sample({ scrollY: 0, now: 0, maxScrollY: 1000 });
|
||||
controller.sample({ scrollY: 500, now: 100, maxScrollY: 1000 });
|
||||
@@ -115,6 +115,19 @@ describe('scroll drive controller', () => {
|
||||
expect(controller.sample({ scrollY: 600, now: 451, maxScrollY: 1000 }).direction).toBe(1);
|
||||
});
|
||||
|
||||
it('preserves signed movement while dropping acceleration on the first delayed sample', () => {
|
||||
const controller = createScrollDriveController();
|
||||
controller.sample({ scrollY: 0, now: 0, maxScrollY: 1000 });
|
||||
|
||||
expect(controller.sample({ scrollY: 500, now: 351, maxScrollY: 1000 })).toEqual({
|
||||
scrollY: 500,
|
||||
routeProgress: 0.5,
|
||||
direction: 1,
|
||||
acceleration: 0,
|
||||
driveSpeed: 0.18,
|
||||
});
|
||||
});
|
||||
|
||||
it.each([
|
||||
['downward', 0, 1000, 1],
|
||||
['upward', 1000, 0, -1],
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import { describe, expect, it, vi } from 'vitest';
|
||||
import * as THREE from 'three';
|
||||
import type { EnvironmentChapter } from '@/journey/types';
|
||||
import { renderQualityFor } from '@/scene/render-quality';
|
||||
@@ -10,6 +10,9 @@ import {
|
||||
} from '@/scene/world/palette';
|
||||
import { createRoad } from '@/scene/world/road';
|
||||
import { createTerrain } from '@/scene/world/terrain';
|
||||
import { createSun } from '@/scene/world/sun';
|
||||
import { createAtmosphere } from '@/scene/world/atmosphere';
|
||||
import { createPostProcessor } from '@/scene/post-processing';
|
||||
|
||||
describe('procedural world models', () => {
|
||||
it('scales geometry and atmosphere work monotonically by live quality tier', () => {
|
||||
@@ -132,6 +135,99 @@ describe('procedural world models', () => {
|
||||
expect(target.warmth).toBeGreaterThan(CHAPTER_PALETTES['deep-night'].warmth);
|
||||
expect(target.warmth).toBeLessThan(CHAPTER_PALETTES.destination.warmth);
|
||||
});
|
||||
|
||||
it('renders the sun as a scan-banded disc with a separately owned halo', () => {
|
||||
const resources = new SceneResourceBag();
|
||||
const sun = createSun(resources);
|
||||
const disc = sun.group.getObjectByName('sun-disc') as ShaderRenderable;
|
||||
const halo = sun.group.getObjectByName('sun-halo');
|
||||
|
||||
expect(disc).toBeInstanceOf(THREE.Mesh);
|
||||
expect(halo).toBeInstanceOf(THREE.Sprite);
|
||||
expect(disc.material.uniforms).toMatchObject({
|
||||
uScanBands: { value: 14 },
|
||||
uWarmth: { value: CHAPTER_PALETTES['deep-night'].warmth },
|
||||
});
|
||||
expect(disc.material.fragmentShader).toContain('scanBand');
|
||||
expect(resources.snapshot().owned.texture).toBe(1);
|
||||
|
||||
const palette = createMutableChapterPalette('destination');
|
||||
sun.update(palette, 1);
|
||||
expect(disc.material.uniforms.uWarmth?.value).toBe(1);
|
||||
expect(disc.material.uniforms.uRouteProgress?.value).toBe(1);
|
||||
resources.dispose();
|
||||
});
|
||||
|
||||
it('builds deterministic stars, haze layers, and quality-capped speed streaks', () => {
|
||||
const highResources = new SceneResourceBag();
|
||||
const lowResources = new SceneResourceBag();
|
||||
const highQuality = renderQualityFor('high', 1, false);
|
||||
const lowQuality = renderQualityFor('low', 1, true);
|
||||
const high = createAtmosphere(highResources, highQuality);
|
||||
const low = createAtmosphere(lowResources, lowQuality);
|
||||
const highStars = high.group.getObjectByName('atmosphere-stars') as ShaderRenderable;
|
||||
const lowStars = low.group.getObjectByName('atmosphere-stars') as ShaderRenderable;
|
||||
const highStreaks = high.group.getObjectByName('atmosphere-streaks') as ShaderRenderable;
|
||||
const lowStreaks = low.group.getObjectByName('atmosphere-streaks') as ShaderRenderable;
|
||||
|
||||
expect(highStars.geometry.getAttribute('position').count).toBe(highQuality.starCount);
|
||||
expect(lowStars.geometry.getAttribute('position').count).toBe(lowQuality.starCount);
|
||||
expect(highStreaks.geometry.getAttribute('position').count).toBe(highQuality.streakCount * 2);
|
||||
expect(lowStreaks.geometry.getAttribute('position').count).toBe(lowQuality.streakCount * 2);
|
||||
expect(high.group.getObjectByName('horizon-haze-near')).toBeInstanceOf(THREE.Mesh);
|
||||
expect(high.group.getObjectByName('horizon-haze-far')).toBeInstanceOf(THREE.Mesh);
|
||||
|
||||
const highStarPositions = Array.from(highStars.geometry.getAttribute('position').array);
|
||||
const secondResources = new SceneResourceBag();
|
||||
const secondHigh = createAtmosphere(secondResources, highQuality);
|
||||
const secondStars = secondHigh.group.getObjectByName('atmosphere-stars') as ShaderRenderable;
|
||||
expect(Array.from(secondStars.geometry.getAttribute('position').array)).toEqual(highStarPositions);
|
||||
|
||||
const palette = createMutableChapterPalette('builds');
|
||||
const before = highResources.snapshot();
|
||||
for (let index = 0; index < 300; index += 1) {
|
||||
high.update(index, 0.7, 0.8, palette);
|
||||
}
|
||||
expect(highResources.snapshot()).toEqual(before);
|
||||
expect(highStreaks.material.uniforms.uAcceleration?.value).toBe(0.8);
|
||||
expect(highStreaks.material.uniforms.uVisibility?.value).toBeGreaterThan(0);
|
||||
|
||||
highResources.dispose();
|
||||
lowResources.dispose();
|
||||
secondResources.dispose();
|
||||
});
|
||||
|
||||
it('disposes a composer and its passes exactly once', () => {
|
||||
const resources = new SceneResourceBag();
|
||||
const composer = {
|
||||
addPass: vi.fn(),
|
||||
setPixelRatio: vi.fn(),
|
||||
setSize: vi.fn(),
|
||||
render: vi.fn(),
|
||||
dispose: vi.fn(),
|
||||
};
|
||||
const renderPass = { scene: null, camera: null, setSize: vi.fn(), dispose: vi.fn() };
|
||||
const bloomPass = { setSize: vi.fn(), dispose: vi.fn() };
|
||||
const processor = createPostProcessor(resources, {}, {
|
||||
createComposer: () => composer,
|
||||
createRenderPass: () => renderPass,
|
||||
createBloomPass: () => bloomPass,
|
||||
});
|
||||
|
||||
processor.resize(1_200, 800, 1.25);
|
||||
processor.render({}, {});
|
||||
processor.dispose();
|
||||
processor.dispose();
|
||||
resources.dispose();
|
||||
|
||||
expect(composer.addPass).toHaveBeenCalledTimes(2);
|
||||
expect(composer.setPixelRatio).toHaveBeenCalledWith(1.25);
|
||||
expect(composer.setSize).toHaveBeenCalledWith(1_200, 800);
|
||||
expect(composer.render).toHaveBeenCalledOnce();
|
||||
expect(renderPass.dispose).toHaveBeenCalledOnce();
|
||||
expect(bloomPass.dispose).toHaveBeenCalledOnce();
|
||||
expect(composer.dispose).toHaveBeenCalledOnce();
|
||||
});
|
||||
});
|
||||
|
||||
function paletteSnapshot(palette: ReturnType<typeof createMutableChapterPalette>) {
|
||||
|
||||
Reference in New Issue
Block a user