Files
gods-eye-view/src/ui/visualEffects.js
T
German KhokhlovandGPT-6 27d4c0ba9c fix(sky): preserve dark model lighting and address review
Merge origin/main and retain both format-scope additions.
Give StarrySky a separate black environment cube map and release it on destroy.
Guard anime updates when StarrySky is absent, require a visible Normal sky
before anime QA, and compare a lit airplane against black and white controls.
Document the sky background contract and its verification.

Co-Authored-By: GPT-6 (Codex) <[email protected]>
2026-10-21 14:21:14 +04:00

243 lines
7.9 KiB
JavaScript

import { PostProcessStage } from 'cesium';
import {
bloomStrengthFromIntensity,
clampBloomIntensity,
BLOOM_INTENSITY_DEFAULT,
} from '../bloom.js';
import {
STYLES,
SHARPEN_SHADER,
TRANSITION_DURATION_MS,
} from './visualPresets.js';
/** Own the post-process stages and their animation, without DOM dependencies. */
export class VisualEffects {
/**
* @param {object} options - Viewer, render ownership callbacks and optional clocks.
* Construction is inert; initStyles/initPostProcess retain startup ordering.
*/
constructor({
viewer,
requestRender,
holdRender,
releaseRender,
requestFrame = (callback) => requestAnimationFrame(callback),
cancelFrame = (id) => cancelAnimationFrame(id),
now = () => performance.now(),
wallNow = () => Date.now(),
createStage = (options) => new PostProcessStage(options),
}) {
this.viewer = viewer;
this.requestRender = requestRender;
this.holdRender = holdRender;
this.releaseRender = releaseRender;
this.requestFrame = requestFrame;
this.cancelFrame = cancelFrame;
this.now = now;
this.wallNow = wallNow;
this.createStage = createStage;
this.stages = {};
this.transitions = new Map();
this.startTime = wallNow();
this.bloomEnabled = false;
this.sharpenEnabled = false;
this.bloomIntensity = BLOOM_INTENSITY_DEFAULT;
this.sharpenIntensity = 0.49;
this.bloomStage = null;
this.sharpenStage = null;
this.frameId = null;
this.stopped = false;
this.destroyed = false;
this.stageEntries = [];
this.previousBloom = null;
}
initStyles() {
if (this.stopped || this.stageEntries.length) return;
for (const [name, shader] of Object.entries(STYLES)) {
const uniforms = { intensity: 0.0 };
if (shader.fragmentShader.includes('uniform float time'))
uniforms.time = 0.0;
for (const [name, meta] of Object.entries(shader.uniforms || {}))
uniforms[name] = meta.default;
const stage = this.createStage({
name: `godsEyeView_${name}`,
fragmentShader: shader.fragmentShader,
uniforms,
});
stage.enabled = false;
this.viewer.scene.postProcessStages.add(stage);
this.stages[name] = stage;
}
this.stageEntries = Object.entries(this.stages);
}
initPostProcess(sharpenIntensity = this.sharpenIntensity) {
if (this.stopped || this.sharpenStage) return;
this.bloomStage = this.viewer.scene.postProcessStages.bloom;
const names = [
'glowOnly',
'contrast',
'brightness',
'delta',
'sigma',
'stepSize',
];
this.previousBloom = {
enabled: this.bloomStage.enabled,
uniforms: Object.fromEntries(
names.map((name) => [name, this.bloomStage.uniforms[name]]),
),
};
this.bloomStage.enabled = false;
Object.assign(this.bloomStage.uniforms, {
glowOnly: false,
contrast: 256.0,
brightness: -0.35,
delta: 0.25,
sigma: 0.35,
stepSize: 1.0,
});
this.sharpenStage = this.createStage({
name: 'godsEyeView_sharpen',
fragmentShader: SHARPEN_SHADER,
uniforms: { amount: 1.3 },
});
this.sharpenStage.enabled = false;
this.viewer.scene.postProcessStages.add(this.sharpenStage);
this.applySharpenIntensity(sharpenIntensity);
}
setStageIntensity(stage, value) {
if (this.stopped || !stage) return;
stage.uniforms.intensity = value;
stage.enabled = value > 0.001;
// Anime's bands turn the faint Milky Way into blotches, and depth cannot
// tell the sky from far geometry, so the glow fades with the style.
if (
stage === this.stages.anime &&
this.viewer.scene.skyBox?.milkyWayVisibility !== undefined
)
this.viewer.scene.skyBox.milkyWayVisibility = 1 - value;
if (stage.enabled && stage.uniforms.time !== undefined)
this.startAnimationLoop();
this.requestRender('style-stage');
}
syncStagesEnabledFromIntensity() {
for (const [, stage] of this.stageEntries)
this.setStageIntensity(stage, stage.uniforms.intensity);
}
syncBloomEnabled() {
if (this.stopped || !this.bloomStage) return;
this.bloomStage.enabled =
this.bloomEnabled &&
bloomStrengthFromIntensity(this.bloomIntensity) > 0.06;
}
applyBloomIntensity(intensity) {
if (this.stopped) return;
this.bloomIntensity = clampBloomIntensity(intensity);
this.requestRender('bloom');
if (!this.bloomStage) return;
const rawStrength = bloomStrengthFromIntensity(this.bloomIntensity);
const strength = rawStrength <= 0.06 ? 0.0 : (rawStrength - 0.06) / 0.94;
const eased = strength * strength * (3.0 - 2.0 * strength);
this.bloomStage.uniforms.contrast = 255.0 - eased * 168.0;
this.bloomStage.uniforms.brightness = -0.5 + eased * 0.36;
this.bloomStage.uniforms.sigma = 0.28 + eased * 6.3;
this.bloomStage.uniforms.delta = 0.2 + eased * 2.25;
this.bloomStage.uniforms.stepSize = 1.0 + eased * 1.25;
this.syncBloomEnabled();
}
setBloomEnabled(enabled) {
if (this.stopped) return;
this.bloomEnabled = !!enabled;
this.syncBloomEnabled();
this.requestRender('bloom');
}
applySharpenIntensity(value) {
if (this.stopped) return;
this.sharpenIntensity = value;
if (this.sharpenStage)
this.sharpenStage.uniforms.amount = 0.1 + value * 2.0;
this.requestRender('sharpen');
}
setSharpenEnabled(enabled) {
if (this.stopped) return;
this.sharpenEnabled = !!enabled;
if (this.sharpenStage) this.sharpenStage.enabled = this.sharpenEnabled;
this.requestRender('sharpen');
}
startTransition(styleName, from, to) {
if (this.stopped) return;
this.transitions.set(styleName, { start: this.now(), from, to });
this.startAnimationLoop();
}
startAnimationLoop() {
if (this.stopped || this.frameId !== null) return;
const update = () => {
if (this.stopped) return;
const now = this.now();
const elapsedSec = (this.wallNow() - this.startTime) / 1000.0;
for (const [name, transition] of this.transitions) {
const t = Math.min(
(now - transition.start) / TRANSITION_DURATION_MS,
1.0,
);
const eased = t < 0.5 ? 2 * t * t : 1 - Math.pow(-2 * t + 2, 2) / 2;
this.setStageIntensity(
this.stages[name],
transition.from + (transition.to - transition.from) * eased,
);
if (t >= 1.0) {
this.setStageIntensity(this.stages[name], transition.to);
this.transitions.delete(name);
}
}
let animatedStageVisible = false;
for (const [, stage] of this.stageEntries) {
if (stage.enabled && stage.uniforms.time !== undefined) {
stage.uniforms.time = elapsedSec;
if (stage.uniforms.intensity > 0.001) animatedStageVisible = true;
}
}
const needed = this.transitions.size > 0 || animatedStageVisible;
if (needed) this.holdRender('style-anim');
else this.releaseRender('style-anim');
this.frameId = needed ? this.requestFrame(update) : null;
};
this.frameId = this.requestFrame(update);
}
/** Revoke animation synchronously while callers finish releasing the stages. */
stop() {
if (this.stopped) return;
this.stopped = true;
if (this.frameId !== null) this.cancelFrame(this.frameId);
this.frameId = null;
this.releaseRender('style-anim');
this.transitions.clear();
}
/** Remove owned stages and restore the borrowed bloom stage after callers release it. */
destroy() {
if (this.destroyed) return;
this.stop();
this.destroyed = true;
const stages = this.viewer.scene.postProcessStages;
for (const [, stage] of this.stageEntries) stages.remove(stage);
if (this.sharpenStage) stages.remove(this.sharpenStage);
if (this.bloomStage && this.previousBloom) {
Object.assign(this.bloomStage.uniforms, this.previousBloom.uniforms);
this.bloomStage.enabled = this.previousBloom.enabled;
}
}
}