mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Improving the readability of the renderer, I hope.
This commit is contained in:
35
js/config.js
35
js/config.js
@@ -2,32 +2,39 @@ const fonts = {
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coptic: {
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glyphTexURL: "coptic_msdf.png",
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glyphSequenceLength: 32,
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numFontColumns: 8
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glyphTextureColumns: 8
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},
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gothic: {
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glyphTexURL: "gothic_msdf.png",
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glyphSequenceLength: 27,
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numFontColumns: 8
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glyphTextureColumns: 8
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},
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matrixcode: {
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glyphTexURL: "matrixcode_msdf.png",
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glyphSequenceLength: 57,
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numFontColumns: 8
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glyphTextureColumns: 8
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}
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};
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const defaults = {
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// TODO
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};
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const versions = {
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paradise: {
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...defaults,
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...fonts.coptic,
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bloomRadius: 1.15,
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bloomStrength: 1.75,
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highPassThreshold: 0,
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cycleSpeed: 0.05,
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cycleSpeed: 0.1,
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cycleStyleName: "cycleFasterWhenDimmed",
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cursorEffectThreshold: 1,
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brightnessOffset: 0.0,
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brightnessMultiplier: 1.0,
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fallSpeed: 0.05,
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brightnessMix: 0.05,
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brightnessMinimum: 0,
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fallSpeed: 0.08,
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glyphEdgeCrop: 0.0,
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glyphHeightToWidth: 1,
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hasSun: true,
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@@ -45,10 +52,11 @@ const versions = {
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{ rgb: [1.0, 0.74, 0.29], at: 0.9 },
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{ rgb: [1.0, 0.9, 0.8], at: 1.0 }
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],
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raindropLength: 0.5,
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raindropLength: 0.4,
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slant: 0
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},
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nightmare: {
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...defaults,
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...fonts.gothic,
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bloomRadius: 0.8,
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bloomStrength: 1,
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@@ -58,6 +66,8 @@ const versions = {
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cursorEffectThreshold: 1,
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brightnessOffset: 0.0,
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brightnessMultiplier: 1.0,
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brightnessMix: 0.75,
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brightnessMinimum: 0,
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fallSpeed: 2.0,
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glyphEdgeCrop: 0.0,
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glyphHeightToWidth: 1,
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@@ -80,6 +90,7 @@ const versions = {
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slant: 360 / 16
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},
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classic: {
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...defaults,
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...fonts.matrixcode,
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bloomRadius: 0.5,
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bloomStrength: 1,
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@@ -89,6 +100,8 @@ const versions = {
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cursorEffectThreshold: 1,
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brightnessOffset: 0.0,
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brightnessMultiplier: 1.0,
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brightnessMix: 1.0,
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brightnessMinimum: 0,
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fallSpeed: 1,
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glyphEdgeCrop: 0.0,
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glyphHeightToWidth: 1,
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@@ -123,15 +136,18 @@ const versions = {
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slant: 0
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},
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operator: {
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...defaults,
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...fonts.matrixcode,
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bloomRadius: 0.3,
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bloomStrength: 0.75,
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highPassThreshold: 0.0,
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cycleSpeed: 0.05,
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cycleStyleName: "cycleRandomly",
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cursorEffectThreshold: 0.466,
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cursorEffectThreshold: 0.64,
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brightnessOffset: 0.25,
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brightnessMultiplier: 0.0,
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brightnessMix: 1.0,
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brightnessMinimum: -1.0,
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fallSpeed: 0.65,
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glyphEdgeCrop: 0.15,
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glyphHeightToWidth: 1.35,
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@@ -200,10 +216,6 @@ export default (searchString, make1DTexture) => {
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Math.min(1, parseFloat(getParam("bloomSize", 0.5)))
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);
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config.effect = getParam("effect", "plain");
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config.brightnessChangeBias =
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config.animationSpeed * config.fallSpeed == 0
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? 1
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: Math.min(1, Math.abs(config.animationSpeed * config.fallSpeed));
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config.bgURL = getParam(
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"url",
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"https://upload.wikimedia.org/wikipedia/commons/0/0a/Flammarion_Colored.jpg"
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@@ -219,7 +231,6 @@ export default (searchString, make1DTexture) => {
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config.effect !== "none" &&
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config.bloomSize > 0 &&
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config.bloomStrength > 0;
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console.log(config.effect, config.bloomSize, config.bloomStrength);
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switch (config.cycleStyleName) {
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case "cycleFasterWhenDimmed":
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200
js/renderer.js
200
js/renderer.js
@@ -16,6 +16,12 @@ export default (regl, config, { msdfTex }) => {
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const output = makePassFBO(regl);
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// This shader is the star of the show.
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// In normal operation, each pixel represents a glyph's:
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// R: brightness
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// G: progress through the glyph sequence
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// B: current glyph index
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// A: additional brightness, for effects
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const update = regl({
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frag: `
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precision highp float;
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@@ -31,10 +37,10 @@ export default (regl, config, { msdfTex }) => {
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uniform bool hasThunder;
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uniform bool showComputationTexture;
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uniform float brightnessChangeBias;
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uniform float brightnessMinimum;
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uniform float brightnessMultiplier;
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uniform float brightnessOffset;
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uniform float cursorEffectThreshold;
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uniform float brightnessMix;
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uniform float time;
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uniform float animationSpeed;
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@@ -44,7 +50,7 @@ export default (regl, config, { msdfTex }) => {
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uniform float glyphHeightToWidth;
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uniform float glyphSequenceLength;
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uniform float numFontColumns;
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uniform float glyphTextureColumns;
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uniform int cycleStyle;
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uniform float rippleScale;
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@@ -52,6 +58,8 @@ export default (regl, config, { msdfTex }) => {
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uniform float rippleThickness;
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uniform int rippleType;
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uniform float cursorEffectThreshold;
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float max2(vec2 v) {
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return max(v.x, v.y);
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}
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@@ -66,19 +74,61 @@ export default (regl, config, { msdfTex }) => {
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return fract(vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077)));
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}
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highp float blast( const in float x, const in float power ) {
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return pow(pow(pow(x, power), power), power);
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float getRainTime(float simTime, vec2 glyphPos) {
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float columnTimeOffset = rand(vec2(glyphPos.x, 0.0));
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float columnSpeedOffset = rand(vec2(glyphPos.x + 0.1, 0.0));
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float columnTime = (columnTimeOffset * 1000.0 + simTime * 0.5 * fallSpeed) * (0.5 + columnSpeedOffset * 0.5) + (sin(simTime * fallSpeed * columnSpeedOffset) * 0.2);
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return (glyphPos.y * 0.01 + columnTime) / raindropLength;
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}
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float ripple(vec2 uv, float simTime) {
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float getRainBrightness(float rainTime) {
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float value = 1.0 - fract((rainTime + 0.3 * sin(SQRT_2 * rainTime) + 0.2 * sin(SQRT_5 * rainTime)));
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return log(value * 1.25) * 3.0;
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}
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float getGlyphCycleSpeed(float rainTime, float brightness) {
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float glyphCycleSpeed = 0.0;
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if (cycleStyle == 1) {
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glyphCycleSpeed = fract((rainTime + 0.7 * sin(SQRT_2 * rainTime) + 1.1 * sin(SQRT_5 * rainTime))) * 0.75;
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} else if (cycleStyle == 0 && brightness > 0.0) {
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glyphCycleSpeed = pow(1.0 - brightness, 4.0);
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}
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return glyphCycleSpeed;
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}
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float getSymbolIndex(float glyphCycle) {
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float symbol = floor(glyphSequenceLength * glyphCycle);
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float symbolX = mod(symbol, glyphTextureColumns);
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float symbolY = ((glyphTextureColumns - 1.0) - (symbol - symbolX) / glyphTextureColumns);
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return symbolY * glyphTextureColumns + symbolX;
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}
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float applySunShower(float rainBrightness, vec2 screenPos) {
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if (rainBrightness < -4.) {
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return rainBrightness;
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}
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float value = pow(fract(rainBrightness * 0.5), 3.0) * screenPos.y * 1.5;
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return value;
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}
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float applyThunder(float rainBrightness, float simTime, vec2 screenPos) {
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simTime *= 0.5;
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float thunder = 1.0 - fract((simTime + 0.3 * sin(SQRT_2 * simTime) + 0.2 * sin(SQRT_5 * simTime)));
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thunder = log(thunder * 1.5) * 4.0;
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thunder = clamp(thunder, 0., 1.);
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thunder = thunder * pow(screenPos.y, 2.) * 3.;
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return rainBrightness + thunder;
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}
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float applyRippleEffect(float effect, float simTime, vec2 screenPos) {
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if (rippleType == -1) {
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return 0.;
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return effect;
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}
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float rippleTime = (simTime * 0.5 + 0.2 * sin(simTime)) * rippleSpeed + 1.;
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vec2 offset = rand2(vec2(floor(rippleTime), 0.)) - 0.5;
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vec2 ripplePos = uv + offset;
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vec2 ripplePos = screenPos * 2.0 - 1.0 + offset;
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float rippleDistance;
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if (rippleType == 0) {
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rippleDistance = max2(abs(ripplePos) * vec2(1.0, glyphHeightToWidth));
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@@ -89,100 +139,69 @@ export default (regl, config, { msdfTex }) => {
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float rippleValue = fract(rippleTime) * rippleScale - rippleDistance;
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if (rippleValue > 0. && rippleValue < rippleThickness) {
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return 0.75;
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return effect + 0.75;
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} else {
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return 0.;
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return effect;
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}
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}
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float applyCursorEffect(float effect, float brightness) {
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if (brightness >= cursorEffectThreshold) {
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effect = 1.0;
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}
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return effect;
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}
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void main() {
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vec2 uv = gl_FragCoord.xy / numColumns;
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float columnTimeOffset = rand(vec2(gl_FragCoord.x, 0.0));
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float columnSpeedOffset = rand(vec2(gl_FragCoord.x + 0.1, 0.0));
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vec4 data = texture2D( lastState, uv );
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bool isInitializing = length(data) == 0.;
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if (isInitializing) {
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data = vec4(
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rand(uv),
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showComputationTexture ? 0.5 : rand(uv),
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0.,
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0.
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);
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}
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float brightness = data.r;
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float glyphCycle = data.g;
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vec2 glyphPos = gl_FragCoord.xy;
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vec2 screenPos = glyphPos / numColumns;
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float simTime = time * animationSpeed;
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float columnTime = (columnTimeOffset * 1000.0 + simTime * 0.5 * fallSpeed) * (0.5 + columnSpeedOffset * 0.5) + (sin(simTime * fallSpeed * columnSpeedOffset) * 0.2);
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float glyphTime = (gl_FragCoord.y * 0.01 + columnTime) / raindropLength;
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float value = 1.0 - fract((glyphTime + 0.3 * sin(SQRT_2 * glyphTime) + 0.2 * sin(SQRT_5 * glyphTime)));
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float newBrightness = 3.0 * log(value * 1.25);
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if (hasSun) {
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newBrightness = pow(fract(newBrightness * 0.5), 3.0) * uv.y * 2.0;
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// Read the current values of the glyph
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vec4 data = texture2D( lastState, screenPos );
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bool isInitializing = length(data) == 0.;
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float oldRainBrightness = data.r;
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float oldGlyphCycle = data.g;
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if (isInitializing) {
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oldGlyphCycle = showComputationTexture ? 0.5 : rand(screenPos);
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}
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if (hasThunder) {
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vec2 distVec = (gl_FragCoord.xy / numColumns - vec2(0.5, 1.0)) * vec2(1.0, 2.0);
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float thunder = (blast(sin(SQRT_5 * simTime), 10.0) + blast(sin(SQRT_2 * simTime), 10.0));
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thunder *= 20.0 * (1.0 - 0.8 * length(distVec));
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float rainTime = getRainTime(simTime, glyphPos);
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float rainBrightness = getRainBrightness(rainTime);
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newBrightness *= max(0.0, thunder) * 1.0 + 0.7;
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if (hasSun) rainBrightness = applySunShower(rainBrightness, screenPos);
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if (hasThunder) rainBrightness = applyThunder(rainBrightness, simTime, screenPos);
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if (newBrightness > brightness) {
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brightness = newBrightness;
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} else {
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brightness = mix(brightness, newBrightness, brightnessChangeBias * 0.1);
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}
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} else if (isInitializing) {
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brightness = newBrightness;
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} else {
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brightness = mix(brightness, newBrightness, brightnessChangeBias);
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}
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float glyphCycleSpeed = 0.0;
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if (cycleStyle == 1) {
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glyphCycleSpeed = fract((glyphTime + 0.7 * sin(SQRT_2 * glyphTime) + 1.1 * sin(SQRT_5 * glyphTime))) * 0.75;
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} else if (cycleStyle == 0) {
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if (brightness > 0.0) glyphCycleSpeed = pow(1.0 - brightness, 4.0);
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}
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glyphCycle = fract(glyphCycle + 0.005 * animationSpeed * cycleSpeed * glyphCycleSpeed);
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float symbol = floor(glyphSequenceLength * glyphCycle);
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float symbolX = mod(symbol, numFontColumns);
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float symbolY = ((numFontColumns - 1.0) - (symbol - symbolX) / numFontColumns);
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float glyphCycleSpeed = getGlyphCycleSpeed(rainTime, rainBrightness);
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float glyphCycle = fract(oldGlyphCycle + 0.005 * animationSpeed * cycleSpeed * glyphCycleSpeed);
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float effect = 0.;
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effect = applyRippleEffect(effect, simTime, screenPos);
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effect = applyCursorEffect(effect, rainBrightness);
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effect += ripple(gl_FragCoord.xy / numColumns * 2.0 - 1.0, simTime);
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if (brightness >= cursorEffectThreshold) {
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effect = 1.0;
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if (rainBrightness > brightnessMinimum) {
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rainBrightness = rainBrightness * brightnessMultiplier + brightnessOffset;
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}
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if (brightness > -1.) {
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brightness = brightness * brightnessMultiplier + brightnessOffset;
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if (!isInitializing) {
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rainBrightness = mix(oldRainBrightness, rainBrightness, brightnessMix);
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}
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gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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gl_FragColor.r = brightness;
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gl_FragColor.g = glyphCycle;
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if (showComputationTexture) {
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// Better use of the blue channel, for show and tell
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gl_FragColor.b = min(1.0, glyphCycleSpeed);
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gl_FragColor.a = 1.0;
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gl_FragColor = vec4(
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rainBrightness,
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glyphCycle,
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min(1.0, glyphCycleSpeed), // Better use of the blue channel, for show and tell
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1.0
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);
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} else {
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gl_FragColor.b = symbolY * numFontColumns + symbolX;
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gl_FragColor.a = effect;
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gl_FragColor = vec4(
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rainBrightness,
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glyphCycle,
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getSymbolIndex(glyphCycle),
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effect
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);
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}
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}
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`,
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@@ -203,6 +222,7 @@ export default (regl, config, { msdfTex }) => {
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varying vec2 vUV;
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void main() {
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vUV = aPosition / 2.0 + 0.5;
|
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// Scale the geometry to cover the longest dimension of the viewport
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vec2 size = width > height ? vec2(width / height, 1.) : vec2(1., height / width);
|
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gl_Position = vec4( size * aPosition, 0.0, 1.0 );
|
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}
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@@ -218,7 +238,7 @@ export default (regl, config, { msdfTex }) => {
|
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uniform sampler2D msdfTex;
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uniform sampler2D lastState;
|
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uniform float numColumns;
|
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uniform float numFontColumns;
|
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uniform float glyphTextureColumns;
|
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uniform vec2 slantVec;
|
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uniform float slantScale;
|
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uniform float glyphHeightToWidth;
|
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@@ -238,13 +258,16 @@ export default (regl, config, { msdfTex }) => {
|
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vec2 uv = vUV;
|
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|
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if (isPolar) {
|
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// Curves the UV space to make letters appear to radiate from up above
|
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uv -= 0.5;
|
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uv *= 0.5;
|
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uv.y -= 0.5;
|
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float radius = length(uv);
|
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float angle = atan(uv.y, uv.x) / (2. * PI) + 0.5;
|
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uv = vec2(angle * 4. - 0.5, 1.25 - radius * 1.5);
|
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uv = vec2(angle * 4. - 0.5, 1.5 - pow(radius, 0.5) * 1.5);
|
||||
} else {
|
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// Applies the slant, scaling the UV space
|
||||
// to guarantee the viewport is still covered
|
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uv = vec2(
|
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(uv.x - 0.5) * slantVec.x + (uv.y - 0.5) * slantVec.y,
|
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(uv.y - 0.5) * slantVec.x - (uv.x - 0.5) * slantVec.y
|
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@@ -262,19 +285,20 @@ export default (regl, config, { msdfTex }) => {
|
||||
|
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// Unpack the values from the font texture
|
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float brightness = glyph.r;
|
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|
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float effect = glyph.a;
|
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brightness = max(effect, brightness);
|
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|
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float symbolIndex = glyph.b;
|
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vec2 symbolUV = vec2(mod(symbolIndex, numFontColumns), floor(symbolIndex / numFontColumns));
|
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|
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// resolve UV to MSDF texture coord
|
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vec2 symbolUV = vec2(mod(symbolIndex, glyphTextureColumns), floor(symbolIndex / glyphTextureColumns));
|
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vec2 glyphUV = fract(uv * numColumns);
|
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glyphUV -= 0.5;
|
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glyphUV *= clamp(1.0 - glyphEdgeCrop, 0.0, 1.0);
|
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glyphUV += 0.5;
|
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vec3 dist = texture2D(msdfTex, (glyphUV + symbolUV) / numFontColumns).rgb;
|
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vec2 msdfUV = (glyphUV + symbolUV) / glyphTextureColumns;
|
||||
|
||||
// The rest is straight up MSDF
|
||||
// MSDF
|
||||
vec3 dist = texture2D(msdfTex, msdfUV).rgb;
|
||||
float sigDist = median3(dist) - 0.5;
|
||||
float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user