forked from Rockachopa/the-matrix
Fixes: - #22 OrbitControls damping: call updateControls() in animate loop - #23 Empty catch blocks: add console.warn + error surfacing to chat panel - #24 escapeHtml: add quote escaping (" '), use in renderAgentList - #25 WS reconnect: check close code (1000/1001) before reconnecting, add exponential backoff + heartbeat zombie detection - #26 IDLE state visibility: brighten from near-invisible to #005500 - #5 PWA: manifest.json, service worker (network-first), theme-color, favicon, loading screen, safe-area-inset padding, apple-mobile-web-app - #14 Adaptive render quality: new quality.js hardware detection (low/ medium/high tiers), tiered particle counts, grid density, antialias, pixel ratio caps New files: - js/quality.js — hardware detection + quality tier logic - manifest.json — PWA manifest - public/sw.js — service worker (network-first with offline cache) - public/favicon.svg — SVG favicon - icons/icon-192.svg, icons/icon-512.svg — PWA icons
91 lines
2.6 KiB
JavaScript
91 lines
2.6 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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export function initEffects(scene) {
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const tier = getQualityTier();
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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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for (let i = 0; i < rainCount; i++) {
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rainPositions[i * 3 + 1] -= rainVelocities[i];
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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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