rainPass now renders multiple cameras and viewports, using data from the hardware.

Added quiltPass (which uses holoplay’s quilting shader).
Added a holoplay effect version. (Versions can also now specify a preferred renderer.)
This commit is contained in:
Rezmason
2021-12-15 07:20:33 -08:00
parent 68ad689e1e
commit 2364bbc8bc
7 changed files with 1047 additions and 12 deletions

View File

@@ -6,6 +6,9 @@ import makePalettePass from "./palettePass.js";
import makeStripePass from "./stripePass.js";
import makeImagePass from "./imagePass.js";
import makeResurrectionPass from "./resurrectionPass.js";
import makeQuiltPass from "./quiltPass.js";
import * as HoloPlayCore from "../../lib/holoplaycore.module.js";
const effects = {
none: null,
@@ -48,10 +51,100 @@ export default async (canvas, config) => {
optionalExtensions: ["EXT_color_buffer_half_float", "WEBGL_color_buffer_float", "OES_standard_derivatives"],
});
const lkg = await new Promise((resolve, reject) => {
const client = new HoloPlayCore.Client((data) => {
/*
data = {
devices: [
{
buttons: [ 0, 0, 0, 0 ],
calibration:
{
DPI: { value: 324 },
center: { value: 0.15018756687641144 },
configVersion: "3.0",
flipImageX: { value: 0 },
flipImageY: { value: 0 },
flipSubp: { value: 0 },
fringe: { value: 0 },
invView: { value: 1 },
pitch: { value: 52.58013153076172 },
screenH: { value: 2048 },
screenW: { value: 1536 },
slope: { value: -7.145165920257568 },
verticalAngle: { value: 0 },
viewCone: { value: 40 }
},
defaultQuilt:
{
quiltAspect: 0.75,
quiltX: 3840,
quiltY: 3840,
tileX: 8,
tileY: 6
},
hardwareVersion: "portrait",
hwid: "LKG-P11063",
index: 0,
joystickIndex: -1,
state: "ok",
unityIndex: 1,
windowCoords: [ 1440, 900 ]
}
],
error: 0,
version: "1.2.2"
};
/**/
if (data.devices.length === 0) {
resolve({ tileX: 1, tileY: 1, fov: 90 });
return;
}
const device = data.devices[0];
const defaultQuilt = device.defaultQuilt;
const {quiltX, quiltY, tileX, tileY} = defaultQuilt;
const fov = 15; // But is it?
const calibration = Object.fromEntries(
Object.entries(device.calibration)
.map(([key, value]) => ([key, value.value]))
.filter(([key, value]) => (value != null))
);
const screenInches = calibration.screenW / calibration.DPI;
const pitch = calibration.pitch * screenInches * Math.cos(Math.atan(1.0 / calibration.slope));
const tilt = calibration.screenH / (calibration.screenW * calibration.slope) * (calibration.flipImageX * 2 - 1);
const subp = 1 / (calibration.screenW * 3);
const quiltViewPortion = [
(Math.floor(quiltX / tileX) * tileX) / quiltX,
(Math.floor(quiltY / tileY) * tileY) / quiltY,
];
const output = {
...defaultQuilt,
...calibration,
pitch,
tilt,
subp,
quiltViewPortion,
fov
};
resolve(output);
}, reject);
});
// All this takes place in a full screen quad.
const fullScreenQuad = makeFullScreenQuad(regl);
const effectName = config.effect in effects ? config.effect : "plain";
const pipeline = makePipeline({ regl, config }, [makeRain, makeBloomPass, effects[effectName]]);
const pipeline = makePipeline({ regl, config, lkg }, [makeRain, makeBloomPass, effects[effectName], makeQuiltPass]);
const screenUniforms = { tex: pipeline[pipeline.length - 1].outputs.primary };
const drawToScreen = regl({ uniforms: screenUniforms });
await Promise.all(pipeline.map((step) => step.ready));