Replaced MatrixGeometry and MatrixMaterial with MatrixRenderer. Got rid of a,b,c variables.

This commit is contained in:
Rezmason
2018-09-05 15:28:01 -07:00
parent 1c6e351352
commit a287bccd1c
6 changed files with 240 additions and 465 deletions

View File

@@ -20,8 +20,7 @@
<script src="./js/ImageOverlayPass.js"></script>
<script src="./js/GPUComputationRenderer.js"></script>
<script src="./js/MatrixMaterial.js"></script>
<script src="./js/MatrixGeometry.js"></script>
<script src="./js/MatrixRenderer.js"></script>
<script>
@@ -33,22 +32,14 @@
const fallSpeed = parseFloat(getParam("fallSpeed", 1));
const cycleSpeed = parseFloat(getParam("cycleSpeed", 1));
const numColumns = parseInt(getParam("width", 80));
const numRows = numColumns;
const glyphSequenceLength = 57;
const a = parseFloat(getParam("a", 1.125));
const b = parseFloat(getParam("b", 1.125));
const c = parseFloat(getParam("c", 1.25));
const numGlyphColumns = 8;
const effect = getParam("effect", "plain");
document.ontouchmove = (e) => e.preventDefault();
const element = document.createElement("matrixcode");
document.body.appendChild(element);
const camera = new THREE.OrthographicCamera( -0.5, 0.5, 0.5, -0.5, 0.0001, 10000 );
const scene = new THREE.Scene();
scene.background = new THREE.Color(0, 0, 0);
scene.add(camera);
const renderer = new THREE.WebGLRenderer({ stencil: false, depth: false, precision: "lowp" });
renderer.sortObjects = true;
renderer.setPixelRatio(window.devicePixelRatio);
@@ -57,18 +48,17 @@
const composer = new THREE.EffectComposer( renderer );
const texture = new THREE.TextureLoader().load( './matrixcode_msdf.png' );
const material = makeMatrixMaterial(texture, sharpness);
const {geometry, update} = makeMatrixGeometry({
numRows, numColumns,
const matrixRenderer = makeMatrixRenderer(renderer, texture, {
sharpness,
numColumns,
animationSpeed, fallSpeed, cycleSpeed,
a, b, c,
glyphSequenceLength,
numGlyphColumns
});
const mesh = new THREE.Mesh( geometry, material );
scene.add(mesh);
composer.addPass( new THREE.RenderPass( scene, camera ) );
matrixRenderer.pass.renderToScreen = false;
composer.addPass( matrixRenderer.pass );
const bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 2, 0.5, 0.3 );
composer.addPass( bloomPass );
@@ -110,26 +100,12 @@
break;
}
composer.passes.filter(pass => !pass.enabled).renderToScreen = false;
composer.passes.filter(pass => pass.enabled).pop().renderToScreen = true;
composer.passes[composer.passes.length - 1].renderToScreen = true;
const windowResize = () => {
const [width, height] = [window.innerWidth, window.innerHeight];
const ratio = height / width;
const frac = 0.5;
if (ratio < 1) {
camera.left = -frac;
camera.right = frac;
camera.bottom = (camera.left - camera.right) * ratio + frac;
camera.top = frac;
} else {
camera.bottom = -frac;
camera.top = frac;
camera.left = camera.bottom / ratio;
camera.right = camera.top / ratio;
}
camera.updateProjectionMatrix();
renderer.setSize(width, height);
matrixRenderer.resize(width, height);
bloomPass.setSize( window.innerWidth, window.innerHeight );
}
window.addEventListener("resize", windowResize, false);
@@ -138,7 +114,7 @@
const render = () => {
requestAnimationFrame(render);
update(Date.now());
matrixRenderer.render();
composer.render();
}
render();