Lazy-load page textures with LRU cache and double-sided materials
Replace eager texture generation with a reference-counted pool that loads only the visible window and evicts unused pages, and swap front/back mesh pairs for single meshes using a two-sided material to halve draw calls. The timeline now drives its texture window from the camera's visible world range each frame, and the binder tracks a current-page window. Flip animations also finalize immediately so rapid flips chain smoothly.
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+77
-31
@@ -1,6 +1,6 @@
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import * as THREE from 'three';
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import { ENTRIES } from '../data/entries.js';
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import { PAGE_W, PAGE_H, HOLE_U, getPageTextures } from '../textures/pages.js';
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import { PAGE_W, PAGE_H, HOLE_U, acquirePageTextures, releasePageTextures, getPlaceholderTextures, makeTwoSidedMaterial } from '../textures/pages.js';
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import { clamp, easeOutCubic } from '../utils/easing.js';
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const RING_R = 0.085;
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@@ -280,6 +280,8 @@ export class Binder {
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this.suedeTex = makeSuedeTexture();
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this.suedeNormalTex = makeSuedeNormalMap();
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this.placeholder = getPlaceholderTextures();
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this._textured = new Set();
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this._buildCovers();
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this._buildHingePlate();
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this._buildRings();
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@@ -385,26 +387,17 @@ export class Binder {
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}
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pa.needsUpdate = true;
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const base = Float32Array.from(geo.attributes.position.array);
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const { front, back } = getPageTextures(entry);
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const frontMat = new THREE.MeshStandardMaterial({
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map: front, roughness: 0.88, metalness: 0.0, side: THREE.FrontSide,
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transparent: true, alphaTest: 0.5,
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// 单 mesh + 双面材质:正面登记卡、背面素描(gl_FrontFacing 自动选择)
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// 活页孔用 alphaTest 直接丢弃透明像素(不启用 transparent,避免透明+双面拆两次 draw call)
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const mat = makeTwoSidedMaterial(this.placeholder.front, this.placeholder.back, {
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alphaTest: 0.5,
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});
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const backMat = new THREE.MeshStandardMaterial({
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map: back, roughness: 0.88, metalness: 0.0, side: THREE.BackSide,
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transparent: true, alphaTest: 0.5,
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});
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const frontMesh = new THREE.Mesh(geo, frontMat);
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frontMesh.position.z = 0.0008;
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frontMesh.castShadow = true;
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const backMesh = new THREE.Mesh(geo, backMat);
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backMesh.position.z = -0.0008;
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backMesh.castShadow = false;
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const mesh = new THREE.Mesh(geo, mat);
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mesh.castShadow = false; // 由 _restack 依据是否为顶层页控制
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const g = new THREE.Group();
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g.add(frontMesh, backMesh);
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g.add(mesh);
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g.userData.index = i;
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g.userData.entry = entry;
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@@ -412,8 +405,9 @@ export class Binder {
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group: g,
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geometry: geo,
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base,
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frontMat,
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backMat,
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material: mat,
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mesh,
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isPlaceholder: true,
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angle: 0,
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y: 0,
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z: 0,
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@@ -442,10 +436,45 @@ export class Binder {
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p.group.position.x = 0;
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// 下层页略暗
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const dim = 1 - Math.min(depth * 0.06, 0.22);
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p.frontMat.color.setScalar(dim);
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p.backMat.color.setScalar(dim);
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p.material.color.setScalar(dim);
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// 只让顶层(当前右页 + 左侧页)投影,栈内被遮挡页不投影,省阴影 pass
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p.mesh.castShadow = (j === this.current || j === this.current - 1);
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});
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this._updateCurvature();
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this._ensureTextures();
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}
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// 需要真实纹理的窗口:当前页 ±1(左右可见页 + 翻页缓冲)
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_pageWindow() {
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const len = this.pages.length;
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const win = new Set();
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for (let d = -1; d <= 1; d++) {
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const i = this.current + d;
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if (i >= 0 && i < len) win.add(i);
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}
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return win;
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}
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// 懒加载:窗口内页生成真实纹理,窗口外释放回占位纹理
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_ensureTextures() {
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const win = this._pageWindow();
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const prev = this._textured;
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for (const i of win) {
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if (prev.has(i)) continue;
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const p = this.pages[i];
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const { front, back } = acquirePageTextures(ENTRIES[i]);
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p.material.setPageMaps(front, back);
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p.isPlaceholder = false;
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prev.add(i);
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}
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for (const i of [...prev]) {
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if (win.has(i)) continue;
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const p = this.pages[i];
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releasePageTextures(ENTRIES[i]);
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p.material.setPageMaps(this.placeholder.front, this.placeholder.back);
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p.isPlaceholder = true;
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prev.delete(i);
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}
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}
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_updateCurvature(index = null) {
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@@ -483,20 +512,36 @@ export class Binder {
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canFlipForward() { return !this.flip; }
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canFlipBackward() { return !this.flip && this.current > 0; }
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_finalizeFlip() {
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// 立即把正在翻的页收到目标位置,好让下一页马上开始翻
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if (!this.flip) return;
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const f = this.flip;
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const p = this.pages[f.index];
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p.angle = f.to;
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p.group.rotation.y = f.to;
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p.z = 0;
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p.group.position.z = 0;
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if (f.to === -Math.PI) {
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this.current = (this.current + 1) % this.pages.length;
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} else {
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this.current -= 1;
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}
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this.flip = null;
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this._restack(false);
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}
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flipForward() {
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if (this.flip) this._finalizeFlip(); // 前一页没翻完也能继续翻
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if (!this.canFlipForward()) return;
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this.flip = { index: this.current, from: 0, to: -Math.PI, t: 0, duration: 0.6 };
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const p = this.pages[this.current];
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p.z = 0.006; p.targetZ = 0.006; p.group.position.z = 0.006;
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// 优先更新底部导航与信息卡(翻页开始即切换目标页)
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if (this.onChange) this.onChange((this.current + 1) % this.pages.length);
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}
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flipBackward() {
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if (this.flip) this._finalizeFlip();
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if (!this.canFlipBackward()) return;
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this.flip = { index: this.current - 1, from: -Math.PI, to: 0, t: 0, duration: 0.6 };
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const p = this.pages[this.current - 1];
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p.z = 0.006; p.targetZ = 0.006; p.group.position.z = 0.006;
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// 优先更新底部导航与信息卡
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if (this.onChange) this.onChange(this.current - 1);
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}
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@@ -512,6 +557,9 @@ export class Binder {
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const p = this.pages[f.index];
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p.angle = angle;
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p.group.rotation.y = angle;
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// 翻页时 z 随进度同步起伏(中途 0.006,起止为 0),不瞬跳
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p.z = 0.006 * Math.sin(Math.PI * k);
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p.group.position.z = p.z;
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this._updateCurvature(f.index);
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if (k >= 1) {
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@@ -524,9 +572,10 @@ export class Binder {
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}
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}
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// 页面堆叠进退动画:z 平滑过渡到目标
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// 页面堆叠进退动画:z 平滑过渡到目标(翻页中的那一页由上面进度直接驱动)
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const lerpK = Math.min(1, dt * 14);
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this.pages.forEach((p) => {
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this.pages.forEach((p, i) => {
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if (this.flip && i === this.flip.index) return;
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p.z += (p.targetZ - p.z) * lerpK;
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p.group.position.z = p.z;
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});
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@@ -535,10 +584,7 @@ export class Binder {
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dispose() {
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this.pages.forEach((p) => {
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p.geometry.dispose();
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p.frontMat.map.dispose();
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p.frontMat.dispose();
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p.backMat.map.dispose();
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p.backMat.dispose();
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p.material.dispose();
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});
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}
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}
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