Applies Replit PR #21 feature on top of current main: - buildWorld()/teardown() lifecycle for world rebuild on context restore - disposeWorld(), disposeAgents(), disposeEffects(), disposeInteraction() - getAgentStates()/applyAgentStates() for state preservation across rebuilds - webgl-recovery-overlay in index.html - Canvas reuse on reinit (existingCanvas param in initWorld) - Preserves: visibility-change pause, visitor init, debounced resize
118 lines
3.4 KiB
JavaScript
118 lines
3.4 KiB
JavaScript
import * as THREE from 'three';
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import { getQualityTier } from './quality.js';
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let rainParticles;
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let rainPositions;
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let rainVelocities;
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let rainCount = 0;
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let skipFrames = 0; // 0 = update every frame, 1 = every 2nd frame
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let frameCounter = 0;
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export function initEffects(scene) {
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const tier = getQualityTier();
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skipFrames = tier === 'low' ? 1 : 0; // Low tier: update rain every 2nd frame
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initMatrixRain(scene, tier);
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initStarfield(scene, tier);
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}
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function initMatrixRain(scene, tier) {
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// Scale particle count by quality tier
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rainCount = tier === 'low' ? 500 : tier === 'medium' ? 1200 : 2000;
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const geo = new THREE.BufferGeometry();
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const positions = new Float32Array(rainCount * 3);
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const velocities = new Float32Array(rainCount);
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const colors = new Float32Array(rainCount * 3);
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for (let i = 0; i < rainCount; i++) {
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positions[i * 3] = (Math.random() - 0.5) * 100;
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positions[i * 3 + 1] = Math.random() * 50 + 5;
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positions[i * 3 + 2] = (Math.random() - 0.5) * 100;
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velocities[i] = 0.05 + Math.random() * 0.15;
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const brightness = 0.3 + Math.random() * 0.7;
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colors[i * 3] = 0;
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colors[i * 3 + 1] = brightness;
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colors[i * 3 + 2] = 0;
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}
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geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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geo.setAttribute('color', new THREE.BufferAttribute(colors, 3));
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rainPositions = positions;
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rainVelocities = velocities;
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const mat = new THREE.PointsMaterial({
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size: tier === 'low' ? 0.16 : 0.12,
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vertexColors: true,
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transparent: true,
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opacity: 0.7,
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sizeAttenuation: true,
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});
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rainParticles = new THREE.Points(geo, mat);
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scene.add(rainParticles);
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}
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function initStarfield(scene, tier) {
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const count = tier === 'low' ? 150 : tier === 'medium' ? 350 : 500;
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const geo = new THREE.BufferGeometry();
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const positions = new Float32Array(count * 3);
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for (let i = 0; i < count; i++) {
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positions[i * 3] = (Math.random() - 0.5) * 300;
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positions[i * 3 + 1] = Math.random() * 80 + 10;
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positions[i * 3 + 2] = (Math.random() - 0.5) * 300;
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}
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geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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const mat = new THREE.PointsMaterial({
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color: 0x003300,
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size: 0.08,
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transparent: true,
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opacity: 0.5,
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});
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const stars = new THREE.Points(geo, mat);
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scene.add(stars);
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}
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export function updateEffects(_time) {
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if (!rainParticles) return;
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// On low tier, skip every other frame to halve iteration cost
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if (skipFrames > 0) {
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frameCounter++;
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if (frameCounter % (skipFrames + 1) !== 0) return;
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}
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// When skipping frames, multiply velocity to maintain visual speed
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const velocityMul = skipFrames > 0 ? (skipFrames + 1) : 1;
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for (let i = 0; i < rainCount; i++) {
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rainPositions[i * 3 + 1] -= rainVelocities[i] * velocityMul;
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if (rainPositions[i * 3 + 1] < -1) {
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rainPositions[i * 3 + 1] = 40 + Math.random() * 20;
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rainPositions[i * 3] = (Math.random() - 0.5) * 100;
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rainPositions[i * 3 + 2] = (Math.random() - 0.5) * 100;
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}
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}
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rainParticles.geometry.attributes.position.needsUpdate = true;
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}
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/**
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* Dispose all effect resources (used on world teardown).
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*/
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export function disposeEffects() {
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if (rainParticles) {
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rainParticles.geometry.dispose();
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rainParticles.material.dispose();
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rainParticles = null;
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}
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rainPositions = null;
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rainVelocities = null;
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rainCount = 0;
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frameCounter = 0;
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}
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