Adding "glint", the shapes that appear on top of the glyphs in the Resurrections opening titles.

This commit is contained in:
Rezmason
2022-09-17 01:24:23 -07:00
parent 6a3d38e965
commit 9c2d6d7ed8
17 changed files with 122 additions and 39 deletions

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@@ -17,14 +17,11 @@ Playdate version
Maybe crank sounds? Not sure yet
Support Resurrections anomaly streaks
Kind of like the cursor: new rain pass output channel, new config prop
MSDF
They should line up in Photoshop without too much trouble, actually
Texture
Maybe give normal Matrix code a pixel grill texture
grit texture multiply
Lighting
Different parts of a streak glow at different intensities, at different times
The streaks often dim slower, ie. are brighter, than the glyphs beneath them
Different brightness/contrast?
Imagine they're metallic or something
Support Resurrections SDF bevel and "lights"

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After

Width:  |  Height:  |  Size: 94 KiB

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@@ -26,6 +26,7 @@ const fonts = {
resurrections: {
// The glyphs seen in the film trilogy
glyphTexURL: "assets/resurrections_msdf.png",
glintTexURL: "assets/resurrections_glint_msdf.png",
glyphSequenceLength: 135,
glyphTextureGridSize: [13, 12],
},
@@ -57,6 +58,8 @@ const defaults = {
backgroundColor: [0, 0, 0], // The color "behind" the glyphs
isolateCursor: true, // Whether the "cursor"— the brightest glyph at the bottom of a raindrop— has its own color
cursorColor: [1.5, 2, 0.9], // The color of the cursor
isolateGlint: false, // Whether the "glint"— highlights on certain symbols in the font— should appear
glintColor: [1, 1, 1], // The color of the glint
volumetric: false, // A mode where the raindrops appear in perspective
animationSpeed: 1, // The global rate that all animations progress
forwardSpeed: 0.25, // The speed volumetric rain approaches the eye
@@ -188,6 +191,28 @@ const versions = {
{ hsl: [0.375, 1.0, 1.0], at: 1.0 },
],
},
trinity: {
font: "resurrections",
glyphEdgeCrop: 0.1,
cursorColor: [1.4, 2, 1.2],
isolateGlint: true,
glintColor: [2, 1.5, 0.5],
baseBrightness: -0.9,
baseContrast: 1.5,
highPassThreshold: 0,
numColumns: 50,
cycleSpeed: 0.03,
bloomStrength: 0.7,
fallSpeed: 0.3,
paletteEntries: [
{ hsl: [0.4, 0.9, 0.0], at: 0.0 },
{ hsl: [0.4, 1.0, 0.5], at: 1.0 },
],
volumetric: true,
forwardSpeed: 0.2,
raindropLength: 0.3,
density: 0.5,
},
palimpsest: {
font: "huberfishA",
isolateCursor: false,
@@ -303,6 +328,7 @@ const paramMapping = {
stripeColors: { key: "stripeColors", parser: (s) => s },
backgroundColor: { key: "backgroundColor", parser: (s) => s.split(",").map(parseFloat) },
cursorColor: { key: "cursorColor", parser: (s) => s.split(",").map(parseFloat) },
glintColor: { key: "glintColor", parser: (s) => s.split(",").map(parseFloat) },
volumetric: { key: "volumetric", parser: (s) => s.toLowerCase().includes("true") },
loops: { key: "loops", parser: (s) => s.toLowerCase().includes("true") },
renderer: { key: "renderer", parser: (s) => s },
@@ -321,8 +347,14 @@ export default (urlParams) => {
.filter(([_, value]) => value != null)
);
if (validParams.effect != null && validParams.cursorColor == null) {
validParams.cursorColor = [2, 2, 2];
if (validParams.effect != null) {
if (validParams.cursorColor == null) {
validParams.cursorColor = [2, 2, 2];
}
if (validParams.glintColor == null) {
validParams.glintColor = [1, 1, 1];
}
}
const version = validParams.version in versions ? versions[validParams.version] : versions.classic;

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@@ -65,7 +65,7 @@ const makePalette = (regl, entries) => {
export default ({ regl, config }, inputs) => {
const output = makePassFBO(regl, config.useHalfFloat);
const palette = makePalette(regl, config.paletteEntries);
const { backgroundColor, cursorColor, ditherMagnitude, bloomStrength } = config;
const { backgroundColor, cursorColor, glintColor, ditherMagnitude, bloomStrength } = config;
const palettePassFrag = loadText("shaders/glsl/palettePass.frag.glsl");
@@ -75,6 +75,7 @@ export default ({ regl, config }, inputs) => {
uniforms: {
backgroundColor,
cursorColor,
glintColor,
ditherMagnitude,
bloomStrength,
tex: inputs.primary,

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@@ -116,6 +116,7 @@ export default ({ regl, config, lkg }) => {
// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
const msdf = loadImage(regl, config.glyphTexURL);
const glintMSDF = loadImage(regl, config.glintTexURL);
const rainPassVert = loadText("shaders/glsl/rainPass.vert.glsl");
const rainPassFrag = loadText("shaders/glsl/rainPass.frag.glsl");
const output = makePassFBO(regl, config.useHalfFloat);
@@ -131,6 +132,7 @@ export default ({ regl, config, lkg }) => {
"brightnessThreshold",
"brightnessOverride",
"isolateCursor",
"isolateGlint",
"glyphEdgeCrop",
"isPolar",
]),
@@ -160,6 +162,7 @@ export default ({ regl, config, lkg }) => {
symbolState: symbolDoubleBuffer.front,
effectState: effectDoubleBuffer.front,
glyphTex: msdf.texture,
glintTex: glintMSDF.texture,
camera: regl.prop("camera"),
transform: regl.prop("transform"),
@@ -201,7 +204,7 @@ export default ({ regl, config, lkg }) => {
{
primary: output,
},
Promise.all([msdf.loaded, rainPassShine.loaded, rainPassSymbol.loaded, rainPassVert.loaded, rainPassFrag.loaded]),
Promise.all([msdf.loaded, glintMSDF.loaded, rainPassShine.loaded, rainPassSymbol.loaded, rainPassVert.loaded, rainPassFrag.loaded]),
(w, h) => {
output.resize(w, h);
const aspectRatio = w / h;

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@@ -31,7 +31,7 @@ const prideStripeColors = [
export default ({ regl, config }, inputs) => {
const output = makePassFBO(regl, config.useHalfFloat);
const { backgroundColor, cursorColor, ditherMagnitude, bloomStrength } = config;
const { backgroundColor, cursorColor, glintColor, ditherMagnitude, bloomStrength } = config;
// Expand and convert stripe colors into 1D texture data
const stripeColors =
@@ -50,6 +50,7 @@ export default ({ regl, config }, inputs) => {
uniforms: {
backgroundColor,
cursorColor,
glintColor,
ditherMagnitude,
bloomStrength,
tex: inputs.primary,

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@@ -30,7 +30,7 @@ const loadImage = (regl, url) => {
let loaded = false;
return {
texture: () => {
if (!loaded) {
if (!loaded && url != null) {
console.warn(`texture still loading: ${url}`);
}
return texture;

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@@ -108,6 +108,7 @@ export default ({ config, device, timeBuffer }) => {
ditherMagnitude: config.ditherMagnitude,
backgroundColor: config.backgroundColor,
cursorColor: config.cursorColor,
glintColor: config.glintColor,
});
const paletteUniforms = paletteShaderUniforms.Palette;

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@@ -26,7 +26,7 @@ const makeConfigBuffer = (device, configUniforms, config, density, gridSize) =>
export default ({ config, device, timeBuffer }) => {
const { mat4, vec3 } = glMatrix;
const assets = [loadTexture(device, config.glyphTexURL), loadShader(device, "shaders/wgsl/rainPass.wgsl")];
const assets = [loadTexture(device, config.glyphTexURL), loadTexture(device, config.glintTexURL), loadShader(device, "shaders/wgsl/rainPass.wgsl")];
// The volumetric mode multiplies the number of columns
// to reach the desired density, and then overlaps them
@@ -85,7 +85,7 @@ export default ({ config, device, timeBuffer }) => {
let highPassOutput;
const loaded = (async () => {
const [msdfTexture, rainShader] = await Promise.all(assets);
const [msdfTexture, glintMSDFTexture, rainShader] = await Promise.all(assets);
const rainShaderUniforms = structs.from(rainShader.code);
configBuffer = makeConfigBuffer(device, rainShaderUniforms.Config, config, density, gridSize);
@@ -143,7 +143,15 @@ export default ({ config, device, timeBuffer }) => {
]);
computeBindGroup = makeBindGroup(device, computePipeline, 0, [configBuffer, timeBuffer, cellsBuffer]);
renderBindGroup = makeBindGroup(device, renderPipeline, 0, [configBuffer, timeBuffer, sceneBuffer, linearSampler, msdfTexture.createView(), cellsBuffer]);
renderBindGroup = makeBindGroup(device, renderPipeline, 0, [
configBuffer,
timeBuffer,
sceneBuffer,
linearSampler,
msdfTexture.createView(),
glintMSDFTexture.createView(),
cellsBuffer,
]);
})();
const build = (size) => {

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@@ -79,6 +79,7 @@ export default ({ config, device, timeBuffer }) => {
ditherMagnitude: config.ditherMagnitude,
backgroundColor: config.backgroundColor,
cursorColor: config.cursorColor,
glintColor: config.glintColor,
});
})();

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@@ -20,6 +20,14 @@ const loadTexture = async (device, url) => {
*/
const loadTexture = async (device, url) => {
if (url == null) {
return device.createTexture({
size: [1, 1, 1],
format: "rgba8unorm",
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
});
}
const image = new Image();
image.crossOrigin = "Anonymous";
image.src = url;

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@@ -7,7 +7,7 @@ uniform sampler2D palette;
uniform float bloomStrength;
uniform float ditherMagnitude;
uniform float time;
uniform vec3 backgroundColor, cursorColor;
uniform vec3 backgroundColor, cursorColor, glintColor;
varying vec2 vUV;
highp float rand( const in vec2 uv, const in float t ) {
@@ -26,12 +26,13 @@ void main() {
vec4 brightness = getBrightness(vUV);
// Dither: subtract a random value from the brightness
brightness -= rand( gl_FragCoord.xy, time ) * ditherMagnitude;
brightness -= rand( gl_FragCoord.xy, time ) * ditherMagnitude / 3.0;
// Map the brightness to a position in the palette texture
gl_FragColor = vec4(
texture2D( palette, vec2(brightness.r, 0.0)).rgb
+ min(cursorColor * brightness.g, vec3(1.0))
+ min(glintColor * brightness.b, vec3(1.0))
+ backgroundColor,
1.0
);

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@@ -6,7 +6,7 @@ precision lowp float;
uniform sampler2D raindropState, symbolState, effectState;
uniform float numColumns, numRows;
uniform sampler2D glyphTex;
uniform sampler2D glyphTex, glintTex;
uniform float glyphHeightToWidth, glyphSequenceLength, glyphEdgeCrop;
uniform float baseContrast, baseBrightness;
uniform float brightnessOverride, brightnessThreshold;
@@ -16,7 +16,7 @@ uniform float slantScale;
uniform bool isPolar;
uniform bool showDebugView;
uniform bool volumetric;
uniform bool isolateCursor;
uniform bool isolateCursor, isolateGlint;
varying vec2 vUV;
varying vec4 vRaindrop, vSymbol, vEffect;
@@ -87,7 +87,7 @@ vec2 getSymbolUV(float index) {
return vec2(symbolX, symbolY);
}
float getSymbol(vec2 uv, float index) {
vec2 getSymbol(vec2 uv, float index) {
// resolve UV to cropped position of glyph in MSDF texture
uv = fract(uv * vec2(numColumns, numRows));
uv -= 0.5;
@@ -96,9 +96,20 @@ float getSymbol(vec2 uv, float index) {
uv = (uv + getSymbolUV(index)) / glyphTextureGridSize;
// MSDF: calculate brightness of fragment based on distance to shape
vec3 dist = texture2D(glyphTex, uv).rgb;
float sigDist = median3(dist) - 0.5;
return clamp(sigDist / fwidth(sigDist) + 0.5, 0., 1.);
vec2 symbol;
{
vec3 dist = texture2D(glyphTex, uv).rgb;
float sigDist = median3(dist) - 0.5;
symbol.r = clamp(sigDist / fwidth(sigDist) + 0.5, 0., 1.);
}
if (isolateGlint) {
vec3 dist = texture2D(glintTex, uv).rgb;
float sigDist = median3(dist) - 0.5;
symbol.g = clamp(sigDist / fwidth(sigDist) + 0.5, 0., 1.);
}
return symbol;
}
void main() {
@@ -111,7 +122,7 @@ void main() {
vec4 effectData = volumetric ? vEffect : texture2D( effectState, uv);
vec2 brightness = getBrightness(raindropData.r, raindropData.g, effectData.r, effectData.g);
float symbol = getSymbol(uv, symbolData.r);
vec2 symbol = getSymbol(uv, symbolData.r);
if (showDebugView) {
gl_FragColor = vec4(
@@ -121,10 +132,10 @@ void main() {
1. - (raindropData.r * 3.),
1. - (raindropData.r * 8.)
) * (1. - raindropData.g)
) * symbol,
) * symbol.r,
1.
);
} else {
gl_FragColor = vec4(brightness * symbol, 0., 0.);
gl_FragColor = vec4(brightness * symbol.r, brightness.r * symbol.g, 0.);
}
}

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@@ -7,7 +7,7 @@ uniform float bloomStrength;
uniform sampler2D stripes;
uniform float ditherMagnitude;
uniform float time;
uniform vec3 backgroundColor, cursorColor;
uniform vec3 backgroundColor, cursorColor, glintColor;
varying vec2 vUV;
highp float rand( const in vec2 uv, const in float t ) {
@@ -28,11 +28,12 @@ void main() {
vec4 brightness = getBrightness(vUV);
// Dither: subtract a random value from the brightness
brightness -= rand( gl_FragCoord.xy, time ) * ditherMagnitude;
brightness -= rand( gl_FragCoord.xy, time ) * ditherMagnitude / 3.0;
gl_FragColor = vec4(
color * brightness.r
+ min(cursorColor * brightness.g, 1.0)
+ min(cursorColor * brightness.g, vec3(1.0))
+ min(glintColor * brightness.b, vec3(1.0))
+ backgroundColor,
1.0
);

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@@ -2,7 +2,8 @@ struct Config {
bloomStrength : f32,
ditherMagnitude : f32,
backgroundColor : vec3<f32>,
cursorColor : vec3<f32>
cursorColor : vec3<f32>,
glintColor : vec3<f32>,
};
struct Palette {
@@ -58,7 +59,7 @@ fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
var brightness = getBrightness(uv);
// Dither: subtract a random value from the brightness
brightness -= randomFloat( uv + vec2<f32>(time.seconds) ) * config.ditherMagnitude;
brightness -= randomFloat( uv + vec2<f32>(time.seconds) ) * config.ditherMagnitude / 3.0;
// Map the brightness to a position in the palette texture
var paletteIndex = clamp(i32(brightness.r * 512.0), 0, 511);
@@ -66,6 +67,7 @@ fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
textureStore(outputTex, coord, vec4<f32>(
palette.colors[paletteIndex]
+ min(config.cursorColor * brightness.g, vec3<f32>(1.0))
+ min(config.glintColor * brightness.b, vec3<f32>(1.0))
+ config.backgroundColor,
1.0
));

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@@ -37,6 +37,7 @@ struct Config {
slantVec : vec2<f32>,
volumetric : i32,
isolateCursor : i32,
isolateGlint : i32,
loops : i32,
highPassThreshold : f32,
};
@@ -76,7 +77,8 @@ struct CellData {
@group(0) @binding(2) var<uniform> scene : Scene;
@group(0) @binding(3) var linearSampler : sampler;
@group(0) @binding(4) var msdfTexture : texture_2d<f32>;
@group(0) @binding(5) var<storage, read> cells_RO : CellData;
@group(0) @binding(5) var glintMSDFTexture : texture_2d<f32>;
@group(0) @binding(6) var<storage, read> cells_RO : CellData;
// Shader params
@@ -401,7 +403,7 @@ fn getSymbolUV(symbol : i32) -> vec2<f32> {
return vec2<f32>(f32(symbolX), f32(symbolY));
}
fn getSymbol(cellUV : vec2<f32>, index : i32) -> f32 {
fn getSymbol(cellUV : vec2<f32>, index : i32) -> vec2<f32> {
// resolve UV to cropped position of glyph in MSDF texture
var uv = fract(cellUV * config.gridSize);
uv.y = 1.0 - uv.y; // WebGL -> WebGPU y-flip
@@ -410,10 +412,22 @@ fn getSymbol(cellUV : vec2<f32>, index : i32) -> f32 {
uv += 0.5;
uv = (uv + getSymbolUV(index)) / vec2<f32>(config.glyphTextureGridSize);
var symbol = vec2<f32>();
// MSDF: calculate brightness of fragment based on distance to shape
var dist = textureSample(msdfTexture, linearSampler, uv).rgb;
var sigDist = median3(dist) - 0.5;
return clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
{
var dist = textureSample(msdfTexture, linearSampler, uv).rgb;
var sigDist = median3(dist) - 0.5;
symbol.r = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
}
if (bool(config.isolateGlint)) {
var dist = textureSample(glintMSDFTexture, linearSampler, uv).rgb;
var sigDist = median3(dist) - 0.5;
symbol.g = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
}
return symbol;
}
// Fragment shader
@@ -446,11 +460,11 @@ fn getSymbol(cellUV : vec2<f32>, index : i32) -> f32 {
1.0 - (cell.raindrop.r * 3.0),
1.0 - (cell.raindrop.r * 8.0)
) * (1.0 - cell.raindrop.g)
) * symbol,
) * symbol.r,
1.0
);
} else {
output.color = vec4(brightness * symbol, 0.0, 0.0);
output.color = vec4(brightness * symbol.r, brightness.r * symbol.g, 0.0);
}
var highPassColor = output.color;

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@@ -2,7 +2,8 @@ struct Config {
bloomStrength : f32,
ditherMagnitude : f32,
backgroundColor : vec3<f32>,
cursorColor : vec3<f32>
cursorColor : vec3<f32>,
glintColor : vec3<f32>,
};
struct Time {
@@ -56,11 +57,12 @@ fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
var brightness = getBrightness(uv);
// Dither: subtract a random value from the brightness
brightness -= randomFloat( uv + vec2<f32>(time.seconds) ) * config.ditherMagnitude;
brightness -= randomFloat( uv + vec2<f32>(time.seconds) ) * config.ditherMagnitude / 3.0;
textureStore(outputTex, coord, vec4<f32>(
color * brightness.r
+ min(config.cursorColor * brightness.g, vec3<f32>(1.0))
+ min(config.glintColor * brightness.b, vec3<f32>(1.0))
+ config.backgroundColor,
1.0
));