mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-17 05:49:30 -07:00
Got GPU-computed matrix particles working, passed in to the shader that makes them look nice. Geometry is just a quad!
This commit is contained in:
@@ -7,23 +7,20 @@
|
||||
const camera = new THREE.OrthographicCamera( -0.5, 0.5, 0.5, -0.5, 0.0001, 10000 );
|
||||
const scene = new THREE.Scene();
|
||||
const renderer = new THREE.WebGLRenderer();
|
||||
renderer.setClearColor(new THREE.Color(1, 1, 1), 1);
|
||||
renderer.setPixelRatio( window.devicePixelRatio );
|
||||
renderer.setSize( window.innerWidth, window.innerHeight );
|
||||
document.body.appendChild( renderer.domElement );
|
||||
|
||||
|
||||
|
||||
const NUM_ROWS = 80;
|
||||
const numColumns = 80;
|
||||
|
||||
// Creates the gpu computation class and sets it up
|
||||
const gpuCompute = new GPUComputationRenderer( NUM_ROWS, NUM_ROWS, renderer );
|
||||
const gpuCompute = new GPUComputationRenderer( numColumns, numColumns, renderer );
|
||||
const glyphValue = gpuCompute.createTexture();
|
||||
// This is how one might initialize data
|
||||
|
||||
const pixels = glyphValue.image.data;
|
||||
for (let i = 0; i < NUM_ROWS * NUM_ROWS; i++) {
|
||||
pixels[i * 4 + 0] = Math.random();
|
||||
for (let i = 0; i < numColumns * numColumns; i++) {
|
||||
pixels[i * 4 + 0] = 0;
|
||||
pixels[i * 4 + 1] = Math.random();
|
||||
pixels[i * 4 + 2] = 0;
|
||||
pixels[i * 4 + 3] = 0;
|
||||
@@ -32,7 +29,7 @@
|
||||
const glyphVariable = gpuCompute.addVariable(
|
||||
"glyph",
|
||||
`
|
||||
// #include <common>
|
||||
precision highp float;
|
||||
#define PI 3.14159265359
|
||||
#define SQRT_2 1.4142135623730951
|
||||
#define SQRT_5 2.23606797749979
|
||||
@@ -46,7 +43,7 @@
|
||||
uniform float c;
|
||||
uniform float brightnessChangeBias;
|
||||
uniform float glyphSequenceLength;
|
||||
uniform float numGlyphRows;
|
||||
uniform float numGlyphColumns;
|
||||
|
||||
highp float rand( const in vec2 uv ) {
|
||||
const highp float a = 12.9898, b = 78.233, c = 43758.5453;
|
||||
@@ -81,14 +78,14 @@
|
||||
float glyphCycleSpeed = delta * cycleSpeed * 0.2 * pow(1.0 - brightness, 4.0);
|
||||
cycle = fract(cycle + glyphCycleSpeed);
|
||||
float symbol = floor(glyphSequenceLength * cycle);
|
||||
float symbolX = mod(symbol, numGlyphRows);
|
||||
float symbolY = (numGlyphRows - 1.0 - (symbol - symbolX) / numGlyphRows);
|
||||
float symbolX = mod(symbol, numGlyphColumns);
|
||||
float symbolY = ((numGlyphColumns - 1.0) - (symbol - symbolX) / numGlyphColumns);
|
||||
|
||||
gl_FragColor = vec4(0.5);
|
||||
gl_FragColor = vec4(1.0);
|
||||
gl_FragColor.r = brightness;
|
||||
gl_FragColor.g = cycle;
|
||||
gl_FragColor.b = symbolX / numGlyphRows;
|
||||
gl_FragColor.a = symbolY / numGlyphRows;
|
||||
gl_FragColor.b = symbolX / numGlyphColumns;
|
||||
gl_FragColor.a = symbolY / numGlyphColumns;
|
||||
}
|
||||
`
|
||||
,
|
||||
@@ -105,31 +102,88 @@
|
||||
fallSpeed: { type: "f", value: 1 },
|
||||
cycleSpeed: {type: "f", value: 1 },
|
||||
glyphSequenceLength: { type: "f", value: glyphSequenceLength },
|
||||
numGlyphRows: {type: "f", value: 8},
|
||||
numGlyphColumns: {type: "f", value: 8},
|
||||
|
||||
a: { type: "f", value: 1.125 },
|
||||
b: { type: "f", value: 1.125 },
|
||||
c: { type: "f", value: 1.25 },
|
||||
brightnessChangeBias: { type: "f", value: brightnessChangeBias },
|
||||
});
|
||||
// This is how one might initialize a const
|
||||
/*
|
||||
Object.assign(glyphVariable.material.defines, {
|
||||
BOUNDS: BOUNDS.toFixed( 1 ),
|
||||
});
|
||||
*/
|
||||
|
||||
const error = gpuCompute.init();
|
||||
if ( error !== null ) {
|
||||
console.error( error );
|
||||
}
|
||||
|
||||
const sharpness = 0.5;
|
||||
const glyphRTT = gpuCompute.getCurrentRenderTarget( glyphVariable ).texture;
|
||||
|
||||
const plane = new THREE.Mesh(
|
||||
new THREE.PlaneBufferGeometry(),
|
||||
new THREE.MeshBasicMaterial({
|
||||
map: gpuCompute.getCurrentRenderTarget( glyphVariable ).texture
|
||||
// map: new THREE.TextureLoader().load( './matrixcode_msdf.png' )
|
||||
new THREE.RawShaderMaterial({
|
||||
uniforms: {
|
||||
glyphs: { type: "t", value: glyphRTT },
|
||||
msdf: { type: "t", value: new THREE.TextureLoader().load( './matrixcode_msdf.png' ) },
|
||||
numColumns: {type: "f", value: numColumns},
|
||||
sharpness: { type: "f", value: sharpness },
|
||||
numGlyphColumns: {type: "f", value: 8},
|
||||
},
|
||||
vertexShader: `
|
||||
attribute vec2 uv;
|
||||
attribute vec3 position;
|
||||
uniform mat4 projectionMatrix;
|
||||
uniform mat4 modelViewMatrix;
|
||||
varying vec2 vUV;
|
||||
void main() {
|
||||
vUV = uv;
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
}
|
||||
`,
|
||||
fragmentShader: `
|
||||
#ifdef GL_OES_standard_derivatives
|
||||
#extension GL_OES_standard_derivatives: enable
|
||||
#endif
|
||||
precision lowp float;
|
||||
#define BIG_ENOUGH 0.001
|
||||
#define MODIFIED_ALPHATEST (0.02 * isBigEnough / BIG_ENOUGH)
|
||||
uniform float sharpness;
|
||||
uniform sampler2D msdf;
|
||||
uniform sampler2D glyphs;
|
||||
uniform float numColumns;
|
||||
uniform float numGlyphColumns;
|
||||
varying vec2 vUV;
|
||||
|
||||
float median(float r, float g, float b) {
|
||||
return max(min(r, g), min(max(r, g), b));
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vec4 glyph = texture2D(glyphs, vUV);
|
||||
float brightness = glyph.r;
|
||||
vec2 symbolUV = glyph.ba;
|
||||
vec4 sample = texture2D(msdf, fract(vUV * numColumns) / numGlyphColumns + symbolUV);
|
||||
|
||||
// MSDF
|
||||
float sigDist = median(sample.r, sample.g, sample.b) - 0.5;
|
||||
float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
|
||||
float dscale = 0.353505 / sharpness;
|
||||
vec2 duv = dscale * (dFdx(vUV) + dFdy(vUV));
|
||||
float isBigEnough = max(abs(duv.x), abs(duv.y));
|
||||
if (isBigEnough > BIG_ENOUGH) {
|
||||
float ratio = BIG_ENOUGH / isBigEnough;
|
||||
alpha = ratio * alpha + (1.0 - ratio) * (sigDist + 0.5);
|
||||
}
|
||||
if (isBigEnough <= BIG_ENOUGH && alpha < 0.5) { discard; return; }
|
||||
if (alpha < 0.5 * MODIFIED_ALPHATEST) { discard; return; }
|
||||
|
||||
gl_FragColor = vec4(vec3(brightness * alpha), 1);
|
||||
}
|
||||
`
|
||||
})
|
||||
/*
|
||||
new THREE.MeshBasicMaterial({ map: glyphRTT })
|
||||
*/
|
||||
);
|
||||
plane.geometry.computeVertexNormals();
|
||||
scene.add( plane );
|
||||
@@ -157,6 +211,29 @@
|
||||
renderer.render( scene, camera );
|
||||
}
|
||||
|
||||
const windowResize = () => {
|
||||
const [width, height] = [window.innerWidth, window.innerHeight];
|
||||
const ratio = height / width;
|
||||
const frac = 0.5;
|
||||
if (ratio < 1) {
|
||||
camera.left = -frac;
|
||||
camera.right = frac;
|
||||
camera.bottom = (camera.left - camera.right) * ratio + frac;
|
||||
camera.top = frac;
|
||||
} else {
|
||||
camera.bottom = -frac;
|
||||
camera.top = frac;
|
||||
camera.left = camera.bottom / ratio;
|
||||
camera.right = camera.top / ratio;
|
||||
}
|
||||
camera.updateProjectionMatrix();
|
||||
renderer.setSize(width, height);
|
||||
// bloomPass.setSize( window.innerWidth, window.innerHeight );
|
||||
}
|
||||
window.addEventListener("resize", windowResize, false);
|
||||
window.addEventListener("orientationchange", windowResize, false);
|
||||
windowResize();
|
||||
|
||||
animate();
|
||||
</script>
|
||||
</body>
|
||||
|
||||
Reference in New Issue
Block a user