forked from Rockachopa/the-matrix
Fixes: - #29 agents.js: share geometries across agents (3 shared vs 12 duplicates) - #30 agents.js: single connection line material, dispose old geometries - #31 agents.js: add Agent.dispose() for proper GPU resource cleanup - #32 main.js: debounce window resize with rAF (1 call/frame vs dozens) - #33 main.js: pause rAF loop on visibilitychange (battery savings on iPad) - #34 effects.js: skip every 2nd rain update on low tier (halves iterations) - #35 index.html: responsive HUD with clamp(), mobile stack layout <500px - #36 vite.config.js: code-split Three.js into separate cacheable chunk Build output: - App code: 28.7KB (was bundled into 514KB single chunk) - Three.js: 486KB (cached independently after first visit) - FPS: 31 (up from 28-29)
103 lines
3.0 KiB
JavaScript
103 lines
3.0 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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