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https://github.com/Rezmason/matrix.git
synced 2026-04-17 13:59:30 -07:00
Rearranging the shaders and scripts to hopefully make the project easier to work on
This commit is contained in:
186
js/rainPass.js
186
js/rainPass.js
@@ -1,186 +0,0 @@
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import { loadImage, loadText, makePassFBO, makeDoubleBuffer, makePass } from "./utils.js";
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const extractEntries = (src, keys) => Object.fromEntries(Array.from(Object.entries(src)).filter(([key]) => keys.includes(key)));
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const rippleTypes = {
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box: 0,
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circle: 1,
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};
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const cycleStyles = {
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cycleFasterWhenDimmed: 0,
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cycleRandomly: 1,
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};
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const numVerticesPerQuad = 2 * 3;
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const tlVert = [0, 0];
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const trVert = [0, 1];
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const blVert = [1, 0];
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const brVert = [1, 1];
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const quadVertices = [tlVert, trVert, brVert, tlVert, brVert, blVert];
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export default (regl, 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 density = volumetric && config.effect !== "none" ? config.density : 1;
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const [numRows, numColumns] = [config.numColumns, config.numColumns * density];
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// The volumetric mode requires us to create a grid of quads,
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// rather than a single quad for our geometry
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const [numQuadRows, numQuadColumns] = volumetric ? [numRows, numColumns] : [1, 1];
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const numQuads = numQuadRows * numQuadColumns;
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const quadSize = [1 / numQuadColumns, 1 / numQuadRows];
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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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const cycleStyle = config.cycleStyleName in cycleStyles ? cycleStyles[config.cycleStyleName] : 0;
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const slantVec = [Math.cos(config.slant), Math.sin(config.slant)];
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const slantScale = 1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1);
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const showComputationTexture = config.effect === "none";
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const commonUniforms = {
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...extractEntries(config, ["animationSpeed", "glyphHeightToWidth", "glyphSequenceLength", "glyphTextureColumns", "resurrectingCodeRatio"]),
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numColumns,
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numRows,
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showComputationTexture,
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};
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// These two framebuffers are used to compute the raining code.
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// they take turns being the source and destination of the "compute" shader.
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// The half float data type is crucial! It lets us store almost any real number,
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// whereas the default type limits us to integers between 0 and 255.
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// This double buffer is smaller than the screen, because its pixels correspond
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// with glyphs in the final image, and the glyphs are much larger than a pixel.
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const doubleBuffer = makeDoubleBuffer(regl, {
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width: numColumns,
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height: numRows,
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wrapT: "clamp",
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type: "half float",
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});
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const rainPassCompute = loadText("shaders/rainPass.compute.frag.glsl");
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const computeUniforms = {
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...commonUniforms,
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...extractEntries(config, [
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"brightnessThreshold",
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"brightnessOverride",
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"brightnessDecay",
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"cursorEffectThreshold",
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"cycleSpeed",
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"cycleFrameSkip",
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"fallSpeed",
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"hasSun",
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"hasThunder",
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"raindropLength",
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"rippleScale",
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"rippleSpeed",
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"rippleThickness",
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]),
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cycleStyle,
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rippleType,
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};
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const compute = regl({
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frag: regl.prop("frag"),
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uniforms: {
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...computeUniforms,
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previousState: doubleBuffer.back,
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},
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framebuffer: doubleBuffer.front,
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});
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const quadPositions = Array(numQuadRows)
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.fill()
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.map((_, y) =>
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Array(numQuadColumns)
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.fill()
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.map((_, x) => Array(numVerticesPerQuad).fill([x, y]))
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);
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// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
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const msdf = loadImage(regl, config.glyphTexURL);
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const rainPassVert = loadText("shaders/rainPass.vert.glsl");
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const rainPassFrag = loadText("shaders/rainPass.frag.glsl");
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const output = makePassFBO(regl, config.useHalfFloat);
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const renderUniforms = {
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...commonUniforms,
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...extractEntries(config, [
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// vertex
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"forwardSpeed",
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"glyphVerticalSpacing",
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// fragment
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"glyphEdgeCrop",
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"isPolar",
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]),
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density,
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numQuadColumns,
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numQuadRows,
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quadSize,
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slantScale,
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slantVec,
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volumetric,
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};
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const render = regl({
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blend: {
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enable: true,
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func: {
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src: "one",
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dst: "one",
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},
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},
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vert: regl.prop("vert"),
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frag: regl.prop("frag"),
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uniforms: {
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...renderUniforms,
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state: doubleBuffer.front,
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glyphTex: msdf.texture,
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camera: regl.prop("camera"),
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transform: regl.prop("transform"),
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screenSize: regl.prop("screenSize"),
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},
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attributes: {
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aPosition: quadPositions,
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aCorner: Array(numQuads).fill(quadVertices),
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},
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count: numQuads * numVerticesPerQuad,
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framebuffer: 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 { mat4, vec3 } = glMatrix;
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const camera = mat4.create();
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const translation = vec3.set(vec3.create(), 0, 0, -1);
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const scale = vec3.set(vec3.create(), 1, 1, 1);
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const transform = mat4.create();
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mat4.translate(transform, transform, translation);
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mat4.scale(transform, transform, scale);
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return makePass(
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{
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primary: output,
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},
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() => {
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compute({ frag: rainPassCompute.text() });
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regl.clear({
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depth: 1,
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color: [0, 0, 0, 1],
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framebuffer: output,
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});
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render({ camera, transform, screenSize, vert: rainPassVert.text(), frag: rainPassFrag.text() });
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},
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(w, h) => {
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output.resize(w, h);
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const aspectRatio = w / h;
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glMatrix.mat4.perspective(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
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[screenSize[0], screenSize[1]] = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
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},
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[msdf.loaded, rainPassCompute.loaded, rainPassVert.loaded, rainPassFrag.loaded]
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);
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};
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