mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-17 05:49:30 -07:00
Added glyph SVGs, and began implementing the rain pass.
This commit is contained in:
@@ -14,6 +14,7 @@ const fonts = {
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matrixcode: {
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// The glyphs seen in the film trilogy
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glyphMSDFURL: "assets/matrixcode_msdf.png",
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glyphSVGURL: "assets/svg/matrixcode.svg",
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glyphSequenceLength: 57,
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glyphTextureGridSize: [8, 8],
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},
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@@ -27,6 +28,7 @@ const fonts = {
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// The glyphs seen in the film trilogy
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glyphMSDFURL: "assets/resurrections_msdf.png",
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glintMSDFURL: "assets/resurrections_glint_msdf.png",
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glyphSVGURL: "assets/svg/resurrections.svg",
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glyphSequenceLength: 135,
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glyphTextureGridSize: [13, 12],
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},
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@@ -555,7 +557,10 @@ export default (urlParams) => {
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const version = validParams.version in versions ? versions[validParams.version] : versions.classic;
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const fontName = [validParams.font, version.font, defaults.font].find((name) => name in fonts);
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const font = fonts[fontName];
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let font = fonts[fontName];
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if (validParams.renderer === "svg" && font.glyphSVGURL == null) {
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font = fonts.matrixcode;
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}
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const baseTextureURL = textureURLs[[version.baseTexture, defaults.baseTexture].find((name) => name in textureURLs)];
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const hasBaseTexture = baseTextureURL != null;
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@@ -60,4 +60,6 @@ export default async (artboard, config) => {
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for (const step of pipeline) {
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step.execute(true);
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}
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// TODO: add output to artboard
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};
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@@ -13,8 +13,9 @@ export default ({ artboard, config }) => {
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// The volumetric mode multiplies the number of columns
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// to reach the desired density, and then overlaps them
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const volumetric = config.volumetric;
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const numColumns = config.numColumns;
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const density = volumetric && config.effect !== "none" ? config.density : 1;
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const [numRows, numColumns] = [config.numColumns, Math.floor(config.numColumns * density)];
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const [numGridRows, numGridColumns] = [config.numColumns, Math.floor(config.numColumns * density)];
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// Various effect-related values
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const rippleType = config.rippleTypeName in rippleTypes ? rippleTypes[config.rippleTypeName] : -1;
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@@ -25,42 +26,47 @@ export default ({ artboard, config }) => {
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const glyphTransform = mat2.fromScaling(mat2.create(), vec2.fromValues(config.glyphFlip ? -1 : 1, 1));
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mat2.rotate(glyphTransform, glyphTransform, (config.glyphRotation * Math.PI) / 180);
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const glyphPositions = Array(numRows)
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const glyphPositions = Array(numGridRows)
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.fill()
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.map((_, y) =>
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Array(numColumns)
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Array(numGridColumns)
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.fill()
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.map((_, x) => vec2.fromValues(x, y))
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).flat();
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const glyphs = Array(numRows * numColumns).fill(null);
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const glyphs = Array(numGridRows * numGridColumns).fill(null);
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// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
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const glyphMSDF = loadImage(config.glyphMSDFURL);
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const glintMSDF = loadImage(config.glintMSDFURL);
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// We render the code into an SVG using the imported symbols
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const glyphSVG = loadText(config.glyphSVGURL);
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const baseTexture = loadImage(config.baseTextureURL, true);
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const glintTexture = loadImage(config.glintTextureURL, true);
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const output = makePassSVG();
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const randomAB = vec2.fromValues(12.9898, 78.233);
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const randomFloat = (uv) => {
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const dt = vec2.dot(uv, randomAB);
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return (Math.sin(dt % Math.PI) * 43758.5453) % 1;
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}
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const raindrop = () => {
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const SQRT_2 = Math.sqrt(2);
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const SQRT_5 = Math.sqrt(5);
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const randomAB = vec2.fromValues(12.9898, 78.233);
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const randomFloat = (uv) => {
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const dt = vec2.dot(uv, randomAB);
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return (Math.sin(dt % Math.PI) * 43758.5453) % 1;
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}
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const wobble = (x) => {
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return x + 0.3 * Math.sin(SQRT_2 * x) + 0.2 * Math.sin(SQRT_5 * x);
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}
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const columnPos = vec2.create();
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const getRainBrightness = (pos) => {
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const getRainBrightness = (time, pos) => {
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columnPos[0] = pos[0];
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const columnTime = randomFloat(columnPos) * 1000;
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const columnTimeOffset = randomFloat(columnPos) * 1000;
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columnPos[0] += 0.1;
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const columnSpeedOffset = randomFloat(columnPos) * 0.5 + 0.5;
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if (config.loops) {
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columnSpeedOffset = 0.5;
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}
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const columnTime = columnTimeOffset + time * config.fallSpeed * columnSpeedOffset;
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let rainTime = (pos[1] * 0.01 + columnTime) / config.raindropLength;
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if (!config.loops) {
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rainTime = wobble(rainTime);
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@@ -68,15 +74,20 @@ export default ({ artboard, config }) => {
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return 1.0 - (rainTime % 1);
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}
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const gridSize = vec2.fromValues(numColumns, numRows);
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const gridSize = vec2.fromValues(numGridColumns, numGridRows);
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const posBelow = vec2.create();
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const symbolCoord = vec2.create();
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const time = 1 * config.animationSpeed;
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for (let i = 0; i < glyphPositions.length; i++) {
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const pos = glyphPositions[i];
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vec2.set(posBelow, pos[0], pos[1] - 1);
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const brightness = getRainBrightness(pos);
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const brightnessBelow = getRainBrightness(posBelow);
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const brightness = getRainBrightness(time, pos);
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const brightnessBelow = getRainBrightness(time, posBelow);
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const isCursor = brightness > brightnessBelow;
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const symbol = Math.floor(config.glyphSequenceLength * Math.random());
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vec2.divide(symbolCoord, pos, gridSize);
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const symbol = Math.floor(config.glyphSequenceLength * randomFloat(symbolCoord));
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glyphs[i] = {
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pos, brightness, isCursor, symbol
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};
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@@ -84,21 +95,112 @@ export default ({ artboard, config }) => {
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};
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const glyphElements = [];
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const xmlParser = new DOMParser();
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const render = () => {
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// TODO: rain pass vert, rain pass frag
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output.setAttribute("viewBox", `0 0 ${numColumns} ${numColumns}`);
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output.setAttribute("preserveAspectRatio", "xMidYMid slice");
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const xml = xmlParser.parseFromString(glyphSVG.text(), "image/svg+xml");
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const defs = xml.querySelector("defs");
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const symbols = [...defs.querySelectorAll("symbol")];
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const symbolsByID = new Map(symbols.map(symbol => (["#" + symbol.id, symbol])));
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const symbolSize = symbols[0].getAttribute("width") || 64;
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const time = 1 * config.animationSpeed;
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// TODO: effect
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// TODO: rain pass frag
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// TODO: move on to next pass
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const randPos = vec2.create();
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const glyphPos = vec2.create();
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const glyphScale = vec2.create();
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const pos4 = vec4.create();
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for (const {pos, brightness, isCursor, symbol} of glyphs) {
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if (brightness < 0) {
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if (brightness < 0.1) {
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continue;
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}
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glyphElements.push(`<use fill="#${Math.floor(0xFF * brightness).toString(16)}" href="#sym_${symbol}" transform="translate(${pos[0]},${pos[1]})"></use>`);
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// Calculate the world space position
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let depth = 0.0;
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if (volumetric) {
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vec2.set(randPos, pos[0], 0);
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let startDepth = randomFloat(randPos);
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depth = (startDepth + time * config.animationSpeed * config.forwardSpeed) % 1;
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}
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vec2.set(glyphPos,
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pos[0] * 1 / (numColumns * density),
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pos[1] * config.glyphVerticalSpacing / numColumns
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);
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vec2.set(glyphScale, 1, config.glyphVerticalSpacing);
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if (volumetric) {
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vec2.set(randPos, pos[0], 1);
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glyphPos[1] += randomFloat(randPos);
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vec4.set(pos4,
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(glyphPos[0] - 0.5) * 2,
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(glyphPos[1] - 0.5) * 2,
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depth,
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1
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);
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// pos.x /= glyphHeightToWidth;
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// pos = camera * transform * pos;
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vec4.transformMat4(pos4, pos4, transform);
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vec4.transformMat4(pos4, pos4, camera);
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vec2.set(glyphPos,
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(pos4[0] / pos4[3] / 2) + 0.5,
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(pos4[1] / pos4[3] / 2) + 0.5,
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);
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vec2.scale(glyphScale, glyphScale, 1 / pos4[3]);
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depth = pos4[2];
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}
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glyphPos[0] *= numColumns;
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glyphPos[1] *= numColumns;
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const glyphTransform = `translate(${
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[glyphPos[0], (numColumns - 1) - glyphPos[1]].join(",")
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}) rotate(${
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0
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}) scale(${
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[glyphScale[0] / symbolSize, glyphScale[1] / symbolSize].join(",")
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})`;
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const base = `#sym_${symbol}`;
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const baseBrightness = brightness ** 5;
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const baseChannel = Math.floor(0xFF * baseBrightness);
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const baseColor = "#" + (baseChannel << 8).toString(16).padStart(6, "0");
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const cursorChannel = Math.floor(0xFF * brightness * 0.8);
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const cursorColor = "#" + ((cursorChannel) << 16 | 0xFF << 8 | cursorChannel).toString(16).padStart(6, "0");
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const group = [];
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// group.push(`<rect fill="none" stroke="red" width="64" height="64" />`);
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group.push(`<use fill="${isCursor ? cursorColor : baseColor}" href="${base}"></use>`);
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const glintBrightness = brightness * 2 - 1;
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const glint = `#sym_${symbol}_glint`;
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if (glintBrightness > 0 && symbolsByID.has(glint)) {
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const glintChannel = Math.floor(0xFF * glintBrightness);
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const glintColor = "#" + (glintChannel << 16 | glintChannel << 8).toString(16).padStart(6, "0");
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group.push(`<use fill="${glintColor}" href="${glint}"></use>`);
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}
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glyphElements.push([depth, `<g transform="${glyphTransform}">${group.join(" ")}</g>`]);
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}
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console.log(glyphElements.join("\n"));
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glyphElements.sort((p, q) => q[0] - p[0])
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output.innerHTML = `<style>path { mix-blend-mode: screen; }</style>${defs.outerHTML}${glyphElements.map(([depth, tag]) => tag).join("\n")}`;
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artboard.appendChild(output);
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};
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// Camera and transform math for the volumetric mode
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const screenSize = [1, 1];
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const screenSize = vec2.fromValues(1, 1);
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const transform = mat4.create();
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if (volumetric && config.isometric) {
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mat4.rotateX(transform, transform, (Math.PI * 1) / 8);
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@@ -115,8 +217,7 @@ export default ({ artboard, config }) => {
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primary: output,
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},
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Promise.all([
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glyphMSDF.loaded,
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glintMSDF.loaded,
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glyphSVG.loaded,
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baseTexture.loaded,
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glintTexture.loaded,
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// rainPassRaindrop.loaded,
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@@ -125,7 +226,8 @@ export default ({ artboard, config }) => {
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// rainPassFrag.loaded,
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]),
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(w, h) => {
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// output.resize(w, h);
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output.setAttribute("width", w);
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output.setAttribute("height", h);
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const aspectRatio = w / h;
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if (volumetric && config.isometric) {
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