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Merge pull request #12 from web3dev1337/feature/editor-usability-work1
fix: remove redundant Ritual Preview 3D from showcase
2 parents ba63772 + b39f011 commit 86fa62d

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showcase.html

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@@ -161,7 +161,6 @@ <h2>Dark Ritual Portal — Sprite Build <span class="new">NEW</span></h2>
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</div>
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<div class="section-note">Pipeline overview</div>
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<div id="grid-ritual"></div>
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<div class="preview-wrap" id="grid-ritual-3d"></div>
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</section>
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<div class="arrow">&#x25BC;</div>
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@@ -771,55 +770,6 @@ <h2>From Single Effect to Texture Studio</h2>
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renderFrame(frame);
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});
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// Build PBR maps from the ritual composite for the embedded 3D preview
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doPBR(ritualRT.blend,normalM,ritualRT.normal);
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doPBR(ritualRT.blend,roughM,ritualRT.rough);
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doPBR(ritualRT.blend,aoM,ritualRT.ao);
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doPBR(ritualRT.blend,metalM,ritualRT.metal);
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const wrap=document.getElementById("grid-ritual-3d");
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const r=new THREE.WebGLRenderer({antialias:true,alpha:true});
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const W=360,H=280;
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r.setSize(W,H);r.setPixelRatio(Math.min(window.devicePixelRatio,1.5));
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r.toneMapping=THREE.ACESFilmicToneMapping;r.toneMappingExposure=1.2;
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r.domElement.style.cssText="border-radius:10px;border:1px solid #222;background:#0a0a12";
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wrap.appendChild(r.domElement);
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const scene=new THREE.Scene();
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scene.background=new THREE.Color(0x08080f);
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const cam=new THREE.PerspectiveCamera(40,W/H,.1,50);
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cam.position.set(0,0,3.2);
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const mat=new THREE.MeshStandardMaterial({
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color:0xffffff,roughness:.4,metalness:.6,
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map:ritualRT.blend.texture,
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normalMap:ritualRT.normal.texture,
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roughnessMap:ritualRT.rough.texture,
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aoMap:ritualRT.ao.texture,
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metalnessMap:ritualRT.metal.texture
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});
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mat.normalScale.set(1.2,1.2);
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const mesh=new THREE.Mesh(new THREE.SphereGeometry(1,48,48),mat);
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scene.add(mesh);
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const amb=new THREE.AmbientLight(0x445566,.9);scene.add(amb);
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const key=new THREE.DirectionalLight(0xffffff,1.4);key.position.set(2,3,4);scene.add(key);
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const rim=new THREE.DirectionalLight(0x6633ff,.6);rim.position.set(-2,1,-3);scene.add(rim);
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r.render(scene,cam);
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const info=document.createElement("div");info.className="preview-info";
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info.innerHTML=`
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<h3>Ritual Preview (Static)</h3>
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<p>The final composite is converted into PBR maps and applied to a 3D surface for material validation.</p>
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<ul class="map-list">
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<li>Color map (Dark Ritual composite)</li>
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<li>Normal map (Sobel)</li>
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<li>Roughness map (luminance)</li>
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<li>AO + Metallic maps</li>
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</ul>`;
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wrap.appendChild(info);
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}
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// ===================================================================

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