Palette hue was pinned to the spectral centroid, which is essentially a bass-vs-treble number most mastered pop lands mid-range on, so different songs converged on the same blue/green/purple wedge and warm red/yellow was unreachable. Derive the base hue from a timbre signature instead: the track's spectral mass in the body (sub/low/mid) against the trebles (high/air), mapped onto a cool(blue)->warm(red) ramp, with BPM+tonality +dynamics driving vibrance. Energy and timbre are now two orthogonal axes, and palettes vary meaningfully between tracks. Grain was also overused: every scene adds its own surface grain and the grade adds another on top. Drop the per-scene texture floor, the grade's grain range, and the default, so tonal tracks read clean.
345 lines
12 KiB
JavaScript
345 lines
12 KiB
JavaScript
import * as THREE from 'three';
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import { makePassMaterial } from './Renderer.js';
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import {
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BLEND_FRAG, FEEDBACK_FRAG, BRIGHT_FRAG, BLUR_FRAG, COMPOSITE_FRAG, COPY_FRAG,
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BLEND_MODE_IDS,
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} from './passes.js';
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const DEFAULT_POST = {
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bloom: 0.35,
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bloomThreshold: 0.6,
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bloomKnee: 0.3,
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chroma: 0.15,
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grain: 0.02,
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vignette: 0.35,
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contrast: 1.05,
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saturation: 1.1,
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lift: 0.0,
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exposure: 1.0,
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};
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const DEFAULT_FEEDBACK = {
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amount: 0.0,
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decay: 0.9,
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zoom: 0.995,
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rotate: 0.0,
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};
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/**
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* The layer stack. Layers render into their own target, then blend into an
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* accumulator; the result goes through feedback and the post chain.
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*
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* Every target is explicitly cleared on allocation and on reset, because
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* inheriting stale GPU memory is exactly the kind of thing that makes an export
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* differ from a preview.
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*/
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export class Compositor {
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constructor(renderer, { width, height } = {}) {
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this.renderer = renderer;
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this.width = width || renderer.width;
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this.height = height || renderer.height;
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this.layers = [];
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this.post = { ...DEFAULT_POST };
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this.feedback = { ...DEFAULT_FEEDBACK };
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this.fade = 1;
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this.soloIndex = -1; // debug: render one layer alone
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this.postEnabled = true;
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this._primed = new WeakSet();
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this._buildTargets();
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this._buildMaterials();
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}
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_buildTargets() {
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const r = this.renderer;
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const w = this.width, h = this.height;
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const bw = Math.max(1, Math.floor(w / 2));
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const bh = Math.max(1, Math.floor(h / 2));
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this.layerTarget = r.createTarget(w, h, { depth: true });
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this.accumA = r.createTarget(w, h);
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this.accumB = r.createTarget(w, h);
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this.historyA = r.createTarget(w, h, { float: true });
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this.historyB = r.createTarget(w, h, { float: true });
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this.bloomA = r.createTarget(bw, bh);
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this.bloomB = r.createTarget(bw, bh);
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this.outputTarget = r.createTarget(w, h);
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}
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_buildMaterials() {
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this.blendMaterial = makePassMaterial(BLEND_FRAG, {
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u_base: { value: null },
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u_src: { value: null },
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u_amount: { value: 1 },
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u_mode: { value: 0 },
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});
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this.feedbackMaterial = makePassMaterial(FEEDBACK_FRAG, {
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u_current: { value: null },
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u_history: { value: null },
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u_decay: { value: 0.9 },
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u_amount: { value: 0 },
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u_zoom: { value: 0.995 },
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u_rotate: { value: 0 },
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u_aspect: { value: 1 },
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});
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this.brightMaterial = makePassMaterial(BRIGHT_FRAG, {
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u_tex: { value: null },
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u_threshold: { value: 0.6 },
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u_knee: { value: 0.3 },
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});
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this.blurMaterial = makePassMaterial(BLUR_FRAG, {
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u_tex: { value: null },
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u_direction: { value: new THREE.Vector2(0, 0) },
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});
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this.compositeMaterial = makePassMaterial(COMPOSITE_FRAG, {
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u_tex: { value: null },
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u_bloom: { value: null },
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u_bloomAmount: { value: 0 },
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u_chroma: { value: 0 },
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u_grain: { value: 0 },
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u_vignette: { value: 0 },
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u_contrast: { value: 1 },
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u_saturation: { value: 1 },
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u_lift: { value: 0 },
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u_exposure: { value: 1 },
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u_fade: { value: 1 },
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u_frame: { value: 0 },
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u_resolution: { value: new THREE.Vector2(1, 1) },
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});
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this.copyMaterial = makePassMaterial(COPY_FRAG, { u_tex: { value: null } });
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}
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setSize(width, height) {
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if (width === this.width && height === this.height) return;
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this.width = width;
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this.height = height;
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this.disposeTargets();
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this._buildTargets();
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}
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/**
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* The compositor does NOT own its layers and never disposes them — the arc
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* driver caches Layer instances across sections and swaps them in and out
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* every crossfade, and disposing on removal would destroy shaders that are
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* about to be reused (and recompile them on the way back).
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*/
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setLayers(layers) {
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for (const layer of layers) {
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if (!this._primed.has(layer)) {
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this._primeLayer(layer);
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this._primed.add(layer);
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}
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}
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this.layers = layers;
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return this;
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}
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/**
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* Compile layers that are not on screen yet, so the frame they first appear
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* on does not pay for the link. Used by the arc driver's prewarm pass.
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*/
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primeLayers(layers) {
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for (const layer of layers) {
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if (this._primed.has(layer)) continue;
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this._primeLayer(layer);
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this._primed.add(layer);
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}
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return this;
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}
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/**
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* Force a layer's shader program to finish linking before it is used for real.
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*
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* three.js links programs through KHR_parallel_shader_compile, so the first
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* draws after a material is created can run against a program that is not
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* ready and produce wrong output. Measured on the heaviest scene in the
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* library, the first TEN frames rendered differently from every later render
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* of the same frames. Preview hides this — the frames go by and the next pass
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* is correct — but an export renders each frame exactly once, so those frames
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* would ship broken.
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*
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* Rendering a throwaway frame and reading it back is NOT sufficient: measured,
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* it left 3-5 frames still wrong. WebGLRenderer.compile() is the API that
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* actually waits for the link, and it clears the problem completely.
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*/
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_primeLayer(layer) {
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try {
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if (layer.material) this.renderer.compileMaterial(layer.material);
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else if (layer.scene && layer.camera) this.renderer.compileScene(layer.scene, layer.camera);
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} catch (err) {
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console.warn('[compositor] priming failed for', layer.module && layer.module.name, err);
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}
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}
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/**
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* Bring the whole chain to a state where the next rendered frame is correct.
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*
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* Shader programs link asynchronously (KHR_parallel_shader_compile), and until
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* they are ready a draw produces wrong output. compile() covers the programs;
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* the discarded frame covers everything else that is lazily created on first
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* use. Cheap, and it converts "the first few frames may be wrong" into "the
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* first few frames were thrown away".
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*
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* The exporter calls this before encoding anything, because an export renders
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* each frame exactly once and has no second chance to get frame 0 right.
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*/
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prime(ctx = null) {
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const materials = [
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this.blendMaterial, this.feedbackMaterial, this.brightMaterial,
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this.blurMaterial, this.compositeMaterial, this.copyMaterial,
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];
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for (const material of materials) {
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try { this.renderer.compileMaterial(material); } catch { /* non-fatal */ }
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}
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for (const layer of this.layers) this._primeLayer(layer);
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if (ctx) {
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try { this.render(ctx); } catch { /* non-fatal */ }
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}
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this.reset();
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}
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setPost(post) {
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this.post = { ...this.post, ...post };
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return this;
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}
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setFeedback(feedback) {
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this.feedback = { ...this.feedback, ...feedback };
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return this;
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}
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/**
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* Wipe all history. Called on seek and before an export run so a render never
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* depends on what was on screen beforehand.
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*/
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reset() {
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const r = this.renderer;
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[this.accumA, this.accumB, this.historyA, this.historyB,
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this.bloomA, this.bloomB, this.layerTarget, this.outputTarget]
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.forEach((t) => r.clear(t));
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}
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/**
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* Render one frame. Returns the target holding the finished image, so the
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* caller decides whether it goes to the canvas or to the encoder.
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*/
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render(ctx) {
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const r = this.renderer;
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const { timeline, features } = ctx;
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r.clear(this.accumA);
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let accum = this.accumA;
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let spare = this.accumB;
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const active = this.soloIndex >= 0
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? this.layers.slice(this.soloIndex, this.soloIndex + 1)
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: this.layers;
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for (const layer of active) {
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if (layer.opacity <= 0.001) continue;
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r.clear(this.layerTarget);
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layer.render(r, this.layerTarget, {
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timeline,
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features,
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prevTexture: this.historyA.texture,
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});
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const bu = this.blendMaterial.uniforms;
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bu.u_base.value = accum.texture;
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bu.u_src.value = this.layerTarget.texture;
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bu.u_amount.value = 1.0; // layer opacity already applied in-shader
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bu.u_mode.value = BLEND_MODE_IDS[layer.blend] ?? 0;
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r.blit(this.blendMaterial, spare);
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const t = accum; accum = spare; spare = t;
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}
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// --- feedback -------------------------------------------------------
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let composited = accum;
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if (this.feedback.amount > 0.001) {
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const fu = this.feedbackMaterial.uniforms;
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fu.u_current.value = accum.texture;
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fu.u_history.value = this.historyA.texture;
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fu.u_decay.value = Math.min(0.99, this.feedback.decay);
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fu.u_amount.value = this.feedback.amount;
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fu.u_zoom.value = this.feedback.zoom;
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fu.u_rotate.value = this.feedback.rotate;
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fu.u_aspect.value = this.width / this.height;
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r.blit(this.feedbackMaterial, this.historyB);
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composited = this.historyB;
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const t = this.historyA; this.historyA = this.historyB; this.historyB = t;
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} else {
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// Keep history tracking the image even when feedback is off, so
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// enabling it mid-track doesn't pop from black.
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this.copyMaterial.uniforms.u_tex.value = accum.texture;
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r.blit(this.copyMaterial, this.historyA);
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}
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if (!this.postEnabled) {
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this.copyMaterial.uniforms.u_tex.value = composited.texture;
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r.blit(this.copyMaterial, this.outputTarget);
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return this.outputTarget;
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}
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// --- bloom ----------------------------------------------------------
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const p = this.post;
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if (p.bloom > 0.001) {
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this.brightMaterial.uniforms.u_tex.value = composited.texture;
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this.brightMaterial.uniforms.u_threshold.value = p.bloomThreshold;
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this.brightMaterial.uniforms.u_knee.value = p.bloomKnee;
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r.blit(this.brightMaterial, this.bloomA);
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const bw = this.bloomA.width, bh = this.bloomA.height;
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for (let i = 0; i < 2; i++) {
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this.blurMaterial.uniforms.u_tex.value = this.bloomA.texture;
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this.blurMaterial.uniforms.u_direction.value.set((1 + i) / bw, 0);
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r.blit(this.blurMaterial, this.bloomB);
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this.blurMaterial.uniforms.u_tex.value = this.bloomB.texture;
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this.blurMaterial.uniforms.u_direction.value.set(0, (1 + i) / bh);
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r.blit(this.blurMaterial, this.bloomA);
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}
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} else {
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r.clear(this.bloomA);
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}
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// --- final grade ----------------------------------------------------
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const cu = this.compositeMaterial.uniforms;
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cu.u_tex.value = composited.texture;
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cu.u_bloom.value = this.bloomA.texture;
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cu.u_bloomAmount.value = p.bloom;
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cu.u_chroma.value = p.chroma;
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cu.u_grain.value = p.grain;
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cu.u_vignette.value = p.vignette;
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cu.u_contrast.value = p.contrast;
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cu.u_saturation.value = p.saturation;
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cu.u_lift.value = p.lift;
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cu.u_exposure.value = p.exposure;
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cu.u_fade.value = this.fade;
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cu.u_frame.value = timeline.frame;
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cu.u_resolution.value.set(this.width, this.height);
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r.blit(this.compositeMaterial, this.outputTarget);
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return this.outputTarget;
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}
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/** Present a finished target to the canvas. */
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present(target) {
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this.copyMaterial.uniforms.u_tex.value = target.texture;
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this.renderer.blit(this.copyMaterial, null);
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}
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disposeTargets() {
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[this.layerTarget, this.accumA, this.accumB, this.historyA, this.historyB,
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this.bloomA, this.bloomB, this.outputTarget].forEach((t) => t && t.dispose());
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}
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dispose() {
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this.layers = []; // owned elsewhere; see setLayers
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this.disposeTargets();
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}
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}
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