Drive the visual styles, bloom and sharpen through the effects port

VisualEffects defines each preset on the renderer and keeps its own
records of intensities and parameters, written through to the port, so
crossfades, the anime sky fade, bloom and sharpen behave as before. The
renderer animates the animated styles. Sensor picks read the style
records instead of the renderer's stages. The application renderer now
has the effects port and its capabilities.
This commit is contained in:
Sameh Khamis committed 2026-11-06 16:32:49 -08:00
1 parent d6b553646e
commit d0ef3a902b
18 files changed
+375 -186

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+7 -4
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@@ -150,7 +150,7 @@ try {
manager._bloomSlider.focus();
return {
value: Number(manager._bloomSlider.value),
contrast: manager._bloomStage.uniforms.contrast,
contrast: manager.viewer.scene.postProcessStages.bloom.uniforms.contrast,
};
});
await page.keyboard.press('ArrowRight');
@@ -160,7 +160,8 @@ try {
const manager = window.__godsEyeView.styleManager;
return (
Number(manager._bloomSlider.value) > before.value &&
manager._bloomStage.uniforms.contrast < before.contrast
manager.viewer.scene.postProcessStages.bloom.uniforms.contrast <
before.contrast
);
}, displayBefore),
);
@@ -267,13 +268,15 @@ try {
const manager = window.__godsEyeView.styleManager;
manager._displayBindings._detachDisplayControls();
const before = manager.bloomEnabled;
const contrast = manager._bloomStage.uniforms.contrast;
const contrast =
manager.viewer.scene.postProcessStages.bloom.uniforms.contrast;
manager._bloomBtn.click();
manager._bloomSlider.value = '15';
manager._bloomSlider.dispatchEvent(new Event('input', { bubbles: true }));
return (
manager.bloomEnabled === before &&
manager._bloomStage.uniforms.contrast === contrast
manager.viewer.scene.postProcessStages.bloom.uniforms.contrast ===
contrast
);
}),
);