Feature: TV screen CRT has a warm up and power down sequence

This commit is contained in:
Dejvino 2025-11-17 14:38:06 +01:00
parent 1a7b93bc7c
commit 293834b704
5 changed files with 99 additions and 10 deletions

View File

@ -1,8 +1,8 @@
import * as THREE from 'three'; import * as THREE from 'three';
import { updateVcrDisplay } from '../scene/vcr-display.js';
import { updateDoor } from '../scene/door.js'; import { updateDoor } from '../scene/door.js';
import { updateVcrDisplay } from '../scene/vcr-display.js';
import { state } from '../state.js'; import { state } from '../state.js';
import { updateScreenEffect } from '../scene/tv-set.js'
function updateCamera() { function updateCamera() {
const globalTime = Date.now() * 0.00003; const globalTime = Date.now() * 0.00003;
@ -166,6 +166,7 @@ export function animate() {
updateBooks(); updateBooks();
updateDoor(); updateDoor();
updatePictureFrame(); updatePictureFrame();
updateScreenEffect();
// RENDER! // RENDER!
state.renderer.render(state.scene, state.camera); state.renderer.render(state.scene, state.camera);

View File

@ -1,6 +1,6 @@
import * as THREE from 'three'; import * as THREE from 'three';
import { state } from '../state.js'; import { state } from '../state.js';
import { turnTvScreenOff, turnTvScreenOn } from '../scene/tv-set.js'; import { turnTvScreenOff, turnTvScreenOn, setScreenEffect } from '../scene/tv-set.js';
// --- Play video by index --- // --- Play video by index ---
export function playVideoByIndex(index) { export function playVideoByIndex(index) {
@ -15,8 +15,10 @@ export function playVideoByIndex(index) {
if (index < 0 || index >= state.videoUrls.length) { if (index < 0 || index >= state.videoUrls.length) {
console.info('End of playlist reached. Reload tapes to start again.'); console.info('End of playlist reached. Reload tapes to start again.');
state.screenLight.intensity = 0.0; setScreenEffect(2, () => { // Power-down effect
turnTvScreenOff(); state.screenLight.intensity = 0.0;
turnTvScreenOff();
});
state.isVideoLoaded = false; state.isVideoLoaded = false;
state.lastUpdateTime = -1; // force VCR to redraw state.lastUpdateTime = -1; // force VCR to redraw
return; return;
@ -41,7 +43,8 @@ export function playVideoByIndex(index) {
// 2. Apply the video texture to the screen mesh // 2. Apply the video texture to the screen mesh
turnTvScreenOn(); turnTvScreenOn();
// 3. Start playback // 3. Start playback and trigger the warm-up effect simultaneously
setScreenEffect(1); // Trigger warm-up
state.videoElement.play().then(() => { state.videoElement.play().then(() => {
state.isVideoLoaded = true; state.isVideoLoaded = true;
// Use the defined base intensity for screen glow // Use the defined base intensity for screen glow

View File

@ -181,7 +181,9 @@ export function turnTvScreenOn() {
state.tvScreen.material = new THREE.ShaderMaterial({ state.tvScreen.material = new THREE.ShaderMaterial({
uniforms: { uniforms: {
videoTexture: { value: state.videoTexture } videoTexture: { value: state.videoTexture },
u_effect_type: { value: 0.0 },
u_effect_strength: { value: 0.0 },
}, },
vertexShader: screenVertexShader, vertexShader: screenVertexShader,
fragmentShader: screenFragmentShader, fragmentShader: screenFragmentShader,
@ -189,4 +191,47 @@ export function turnTvScreenOn() {
}); });
state.tvScreen.material.needsUpdate = true; state.tvScreen.material.needsUpdate = true;
setScreenEffect(1); // Trigger warm-up
}
/**
* Controls the warm-up and power-down effects on the TV screen.
* @param {number} effectType - 0 normal, 1 for warm-up, 2 for power-down.
* @param {function} onComplete - Optional callback when the animation finishes.
*/
export function setScreenEffect(effectType, onComplete) {
const material = state.tvScreen.material;
if (!material.uniforms) return;
state.screenEffect.active = true;
state.screenEffect.type = effectType;
state.screenEffect.startTime = state.clock.getElapsedTime() * 1000;
state.screenEffect.onComplete = onComplete;
}
/**
* Updates the screen effect animation. Should be called in the main render loop.
*/
export function updateScreenEffect() {
if (!state.screenEffect.active) return;
const material = state.tvScreen.material;
if (!material.uniforms) return;
const elapsedTime = (state.clock.getElapsedTime() * 1000) - state.screenEffect.startTime;
const progress = Math.min(elapsedTime / state.screenEffect.duration, 1.0);
const easedProgress = state.screenEffect.easing(progress);
material.uniforms.u_effect_type.value = state.screenEffect.type;
material.uniforms.u_effect_strength.value = easedProgress;
if (progress >= 1.0) {
state.screenEffect.active = false;
material.uniforms.u_effect_strength.value = (state.screenEffect.type === 2) ? 1.0 : 0.0; // Final state
if (state.screenEffect.onComplete) {
state.screenEffect.onComplete();
}
material.uniforms.u_effect_type.value = 0.0; // Reset effect type
}
} }

View File

@ -10,10 +10,41 @@ void main() {
export const screenFragmentShader = ` export const screenFragmentShader = `
varying vec2 vUv; varying vec2 vUv;
uniform sampler2D videoTexture; uniform sampler2D videoTexture;
uniform float u_effect_type; // 0: none, 1: warmup, 2: powerdown
uniform float u_effect_strength; // 0.0 to 1.0
void main() { void main() {
// Sample the video texture vec2 centeredUv = vUv - 0.5;
gl_FragColor = texture2D(videoTexture, vUv); vec4 finalColor;
if (u_effect_type < 0.5) { // No effect
finalColor = texture2D(videoTexture, vUv);
} else if (u_effect_type < 1.5) { // Warm-up effect
// A bright dot expands to reveal the screen content
float effectRadius = u_effect_strength * 0.75; // Max radius of 0.75 (sqrt(0.5*0.5 + 0.5*0.5))
float distanceToCenter = length(centeredUv);
// Smoothly transition the edge of the circle
float vignette = smoothstep(effectRadius, effectRadius - 0.1, distanceToCenter);
vec4 videoColor = texture2D(videoTexture, vUv);
finalColor = videoColor * vignette * u_effect_strength; // Fade in brightness
} else { // Power-down effect
// The image collapses into a bright horizontal line and fades
float collapseFactor = 1.0 - u_effect_strength;
// Squeeze the UVs vertically
vec2 squeezedUv = vec2(vUv.x, 0.5 + (vUv.y - 0.5) * collapseFactor);
vec4 videoColor = texture2D(videoTexture, squeezedUv);
// Create a bright glow where the line is
float lineGlow = pow(1.0 - abs(centeredUv.y) / (0.5 * collapseFactor + 0.01), 20.0);
finalColor = videoColor * collapseFactor + vec4(0.8, 0.9, 1.0, 1.0) * lineGlow * u_effect_strength;
}
gl_FragColor = finalColor;
} }
`; `;

View File

@ -8,12 +8,21 @@ export function initState() {
scene: null, scene: null,
camera: null, camera: null,
renderer: null, renderer: null,
clock: new THREE.Clock(),
tvScreen: null, tvScreen: null,
videoTexture: null, videoTexture: null,
screenLight: null, screenLight: null,
lampLightPoint: null, lampLightPoint: null,
lampLightSpot: null, lampLightSpot: null,
effectsManager: null, effectsManager: null,
screenEffect: {
active: false,
type: 0,
startTime: 0,
duration: 1000, // in ms
onComplete: null,
easing: (t) => t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t, // easeInOutQuad
},
// VCR Display // VCR Display
lastUpdateTime: -1, lastUpdateTime: -1,