Adding intro and skipIntro option

This commit is contained in:
Rezmason
2022-09-24 06:47:16 -07:00
parent 4ed481c8b5
commit 965e21d3ba
8 changed files with 159 additions and 26 deletions

View File

@@ -43,6 +43,7 @@ struct Config {
isolateCursor : i32,
isolateGlint : i32,
loops : i32,
skipIntro : i32,
highPassThreshold : f32,
};
@@ -70,12 +71,22 @@ struct CellData {
cells: array<Cell>,
};
struct IntroCell {
progress : vec4<f32>,
};
// The array of cells that the compute shader updates, and the fragment shader draws.
struct IntroCellData {
cells: array<IntroCell>,
};
// Shared bindings
@group(0) @binding(0) var<uniform> config : Config;
@group(0) @binding(1) var<uniform> time : Time;
// Compute-specific bindings
@group(0) @binding(2) var<storage, read_write> cells_RW : CellData;
@group(0) @binding(3) var<storage, read_write> introCells_RW : IntroCellData;
// Render-specific bindings
@group(0) @binding(2) var<uniform> scene : Scene;
@@ -205,11 +216,32 @@ fn getRipple(simTime : f32, screenPos : vec2<f32>) -> f32 {
// Compute shader main functions
fn computeRaindrop (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, screenPos : vec2<f32>, previous : vec4<f32>) -> vec4<f32> {
fn computeIntro (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, screenPos : vec2<f32>, previous : vec4<f32>) -> vec4<f32> {
if (bool(config.skipIntro)) {
return vec4<f32>(1.0, 0.0, 0.0, 0.0);
}
var columnTimeOffset = randomFloat(glyphPos) * -10.0;
columnTimeOffset += sin(glyphPos.x / config.gridSize.x * PI) - 1.0;
var introTime = (simTime + columnTimeOffset) * config.fallSpeed / config.gridSize.y * 100.0;
var result = vec4<f32>(introTime, 0.0, 0.0, 0.0);
return result;
}
fn computeRaindrop (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, screenPos : vec2<f32>, previous : vec4<f32>, progress : vec4<f32>) -> vec4<f32> {
var brightness = getRainBrightness(simTime, glyphPos);
var brightnessBelow = getRainBrightness(simTime, glyphPos + vec2(0., -1.));
var cursor = select(0.0, 1.0, brightness > brightnessBelow);
var brightnessBelow = getRainBrightness(simTime, glyphPos + vec2(0.0, -1.0));
var introProgress = progress.r - (1.0 - glyphPos.y / config.gridSize.y);
var introProgressBelow = progress.r - (1.0 - (glyphPos.y - 1.0) / config.gridSize.y);
var skipIntro = bool(config.skipIntro);
var activated = bool(previous.b) || skipIntro || introProgress > 0.0;
var activatedBelow = skipIntro || introProgressBelow > 0.0;
var cursor = brightness > brightnessBelow || (activated && !activatedBelow);
// Blend the glyph's brightness with its previous brightness, so it winks on and off organically
if (!isFirstFrame) {
@@ -217,7 +249,7 @@ fn computeRaindrop (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, sc
brightness = mix(previousBrightness, brightness, config.brightnessDecay);
}
var result = vec4<f32>(brightness, cursor, 0.0, 0.0);
var result = vec4<f32>(brightness, f32(cursor), f32(activated), introProgress);
return result;
}
@@ -277,8 +309,15 @@ fn computeEffect (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, scre
var glyphPos = vec2<f32>(f32(column), f32(row));
var screenPos = glyphPos / config.gridSize;
var introCell = introCells_RW.cells[column];
if (row == i32(config.gridSize.y - 1)) {
introCell.progress = computeIntro(simTime, isFirstFrame, glyphPos, screenPos, introCell.progress);
introCells_RW.cells[column] = introCell;
}
var cell = cells_RW.cells[i];
cell.raindrop = computeRaindrop(simTime, isFirstFrame, glyphPos, screenPos, cell.raindrop);
cell.raindrop = computeRaindrop(simTime, isFirstFrame, glyphPos, screenPos, cell.raindrop, introCell.progress);
cell.symbol = computeSymbol(simTime, isFirstFrame, glyphPos, screenPos, cell.symbol, cell.raindrop);
cell.effect = computeEffect(simTime, isFirstFrame, glyphPos, screenPos, cell.effect, cell.raindrop);
cells_RW.cells[i] = cell;
@@ -379,7 +418,7 @@ fn getUV(inputUV : vec2<f32>) -> vec2<f32> {
fn getBrightness(raindrop : vec4<f32>, effect : vec4<f32>, uv : vec2<f32>, quadDepth : f32) -> vec3<f32> {
var base = raindrop.r;
var base = raindrop.r + max(0.0, 1.0 - raindrop.a * 5.0);
var isCursor = bool(raindrop.g) && bool(config.isolateCursor);
var glint = base;
var multipliedEffects = effect.r;
@@ -412,7 +451,7 @@ fn getBrightness(raindrop : vec4<f32>, effect : vec4<f32>, uv : vec2<f32>, quadD
return vec3<f32>(
select(vec2<f32>(1.0, 0.0), vec2<f32>(0.0, 1.0), isCursor) * base,
glint
);
) * raindrop.b;
}
fn getSymbolUV(symbol : i32) -> vec2<f32> {