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https://github.com/Rezmason/matrix.git
synced 2026-04-18 14:19:30 -07:00
Replaced MatrixGeometry and MatrixMaterial with MatrixRenderer. Got rid of a,b,c variables.
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48
index.html
48
index.html
@@ -20,8 +20,7 @@
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<script src="./js/ImageOverlayPass.js"></script>
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<script src="./js/GPUComputationRenderer.js"></script>
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<script src="./js/MatrixMaterial.js"></script>
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<script src="./js/MatrixGeometry.js"></script>
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<script src="./js/MatrixRenderer.js"></script>
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<script>
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@@ -33,22 +32,14 @@
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const fallSpeed = parseFloat(getParam("fallSpeed", 1));
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const cycleSpeed = parseFloat(getParam("cycleSpeed", 1));
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const numColumns = parseInt(getParam("width", 80));
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const numRows = numColumns;
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const glyphSequenceLength = 57;
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const a = parseFloat(getParam("a", 1.125));
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const b = parseFloat(getParam("b", 1.125));
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const c = parseFloat(getParam("c", 1.25));
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const numGlyphColumns = 8;
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const effect = getParam("effect", "plain");
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document.ontouchmove = (e) => e.preventDefault();
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const element = document.createElement("matrixcode");
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document.body.appendChild(element);
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const camera = new THREE.OrthographicCamera( -0.5, 0.5, 0.5, -0.5, 0.0001, 10000 );
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const scene = new THREE.Scene();
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scene.background = new THREE.Color(0, 0, 0);
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scene.add(camera);
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const renderer = new THREE.WebGLRenderer({ stencil: false, depth: false, precision: "lowp" });
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renderer.sortObjects = true;
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renderer.setPixelRatio(window.devicePixelRatio);
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@@ -57,18 +48,17 @@
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const composer = new THREE.EffectComposer( renderer );
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const texture = new THREE.TextureLoader().load( './matrixcode_msdf.png' );
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const material = makeMatrixMaterial(texture, sharpness);
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const {geometry, update} = makeMatrixGeometry({
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numRows, numColumns,
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const matrixRenderer = makeMatrixRenderer(renderer, texture, {
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sharpness,
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numColumns,
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animationSpeed, fallSpeed, cycleSpeed,
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a, b, c,
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glyphSequenceLength,
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numGlyphColumns
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});
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const mesh = new THREE.Mesh( geometry, material );
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scene.add(mesh);
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composer.addPass( new THREE.RenderPass( scene, camera ) );
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matrixRenderer.pass.renderToScreen = false;
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composer.addPass( matrixRenderer.pass );
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const bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 2, 0.5, 0.3 );
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composer.addPass( bloomPass );
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@@ -110,26 +100,12 @@
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break;
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}
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composer.passes.filter(pass => !pass.enabled).renderToScreen = false;
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composer.passes.filter(pass => pass.enabled).pop().renderToScreen = true;
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composer.passes[composer.passes.length - 1].renderToScreen = true;
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const windowResize = () => {
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const [width, height] = [window.innerWidth, window.innerHeight];
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const ratio = height / width;
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const frac = 0.5;
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if (ratio < 1) {
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camera.left = -frac;
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camera.right = frac;
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camera.bottom = (camera.left - camera.right) * ratio + frac;
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camera.top = frac;
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} else {
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camera.bottom = -frac;
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camera.top = frac;
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camera.left = camera.bottom / ratio;
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camera.right = camera.top / ratio;
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}
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camera.updateProjectionMatrix();
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renderer.setSize(width, height);
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matrixRenderer.resize(width, height);
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bloomPass.setSize( window.innerWidth, window.innerHeight );
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}
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window.addEventListener("resize", windowResize, false);
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@@ -138,7 +114,7 @@
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const render = () => {
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requestAnimationFrame(render);
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update(Date.now());
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matrixRenderer.render();
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composer.render();
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}
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render();
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