mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-18 14:19:30 -07:00
Rebuilt on top of REGL.
This commit is contained in:
300
js/renderer.js
Normal file
300
js/renderer.js
Normal file
@@ -0,0 +1,300 @@
|
||||
import { makePassFBO } from "./utils.js";
|
||||
|
||||
export default (regl, config) => {
|
||||
const state = Array(2)
|
||||
.fill()
|
||||
.map(() =>
|
||||
regl.framebuffer({
|
||||
color: regl.texture({
|
||||
radius: config.numColumns,
|
||||
wrapT: "clamp",
|
||||
type: "half float"
|
||||
}),
|
||||
depthStencil: false
|
||||
})
|
||||
);
|
||||
|
||||
const fbo = makePassFBO(regl);
|
||||
|
||||
const update = regl({
|
||||
frag: `
|
||||
precision highp float;
|
||||
|
||||
#define PI 3.14159265359
|
||||
#define SQRT_2 1.4142135623730951
|
||||
#define SQRT_5 2.23606797749979
|
||||
|
||||
uniform float numColumns;
|
||||
uniform sampler2D lastState;
|
||||
|
||||
uniform bool hasSun;
|
||||
uniform bool hasThunder;
|
||||
uniform bool showComputationTexture;
|
||||
|
||||
uniform float brightnessChangeBias;
|
||||
uniform float brightnessMultiplier;
|
||||
uniform float brightnessOffset;
|
||||
uniform float cursorEffectThreshold;
|
||||
|
||||
uniform float time;
|
||||
uniform float animationSpeed;
|
||||
uniform float cycleSpeed;
|
||||
uniform float fallSpeed;
|
||||
uniform float raindropLength;
|
||||
|
||||
uniform float glyphHeightToWidth;
|
||||
uniform float glyphSequenceLength;
|
||||
uniform float numFontColumns;
|
||||
uniform int cycleStyle;
|
||||
|
||||
uniform float rippleScale;
|
||||
uniform float rippleSpeed;
|
||||
uniform float rippleThickness;
|
||||
uniform int rippleType;
|
||||
|
||||
float max2(vec2 v) {
|
||||
return max(v.x, v.y);
|
||||
}
|
||||
|
||||
highp float rand( const in vec2 uv ) {
|
||||
const highp float a = 12.9898, b = 78.233, c = 43758.5453;
|
||||
highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
|
||||
return fract(sin(sn) * c);
|
||||
}
|
||||
|
||||
vec2 rand2(vec2 p) {
|
||||
return fract(vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077)));
|
||||
}
|
||||
|
||||
highp float blast( const in float x, const in float power ) {
|
||||
return pow(pow(pow(x, power), power), power);
|
||||
}
|
||||
|
||||
float ripple(vec2 uv, float simTime) {
|
||||
if (rippleType == -1) {
|
||||
return 0.;
|
||||
}
|
||||
|
||||
float rippleTime = (simTime * 0.5 + 0.2 * sin(simTime)) * rippleSpeed + 1.;
|
||||
|
||||
vec2 offset = rand2(vec2(floor(rippleTime), 0.)) - 0.5;
|
||||
vec2 ripplePos = uv + offset;
|
||||
float rippleDistance;
|
||||
if (rippleType == 0) {
|
||||
rippleDistance = max2(abs(ripplePos) * vec2(1.0, glyphHeightToWidth));
|
||||
} else if (rippleType == 1) {
|
||||
rippleDistance = length(ripplePos);
|
||||
}
|
||||
|
||||
float rippleValue = fract(rippleTime) * rippleScale - rippleDistance;
|
||||
|
||||
if (rippleValue > 0. && rippleValue < rippleThickness) {
|
||||
return 0.75;
|
||||
} else {
|
||||
return 0.;
|
||||
}
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vec2 uv = gl_FragCoord.xy / numColumns;
|
||||
|
||||
float columnTimeOffset = rand(vec2(gl_FragCoord.x, 0.0));
|
||||
float columnSpeedOffset = rand(vec2(gl_FragCoord.x + 0.1, 0.0));
|
||||
|
||||
vec4 data = texture2D( lastState, uv );
|
||||
|
||||
bool isInitializing = length(data) == 0.;
|
||||
|
||||
if (isInitializing) {
|
||||
data = vec4(
|
||||
rand(uv),
|
||||
showComputationTexture ? 0.5 : rand(uv),
|
||||
0.,
|
||||
0.
|
||||
);
|
||||
}
|
||||
|
||||
float brightness = data.r;
|
||||
float glyphCycle = data.g;
|
||||
|
||||
float simTime = time * animationSpeed;
|
||||
float columnTime = (columnTimeOffset * 1000.0 + simTime * 0.5 * fallSpeed) * (0.5 + columnSpeedOffset * 0.5) + (sin(simTime * fallSpeed * columnSpeedOffset) * 0.2);
|
||||
float glyphTime = (gl_FragCoord.y * 0.01 + columnTime) / raindropLength;
|
||||
|
||||
float value = 1.0 - fract((glyphTime + 0.3 * sin(SQRT_2 * glyphTime) + 0.2 * sin(SQRT_5 * glyphTime)));
|
||||
|
||||
float newBrightness = 3.0 * log(value * 1.25);
|
||||
|
||||
if (hasSun) {
|
||||
newBrightness = pow(fract(newBrightness * 0.5), 3.0) * uv.y * 2.0;
|
||||
}
|
||||
|
||||
if (hasThunder) {
|
||||
vec2 distVec = (gl_FragCoord.xy / numColumns - vec2(0.5, 1.0)) * vec2(1.0, 2.0);
|
||||
float thunder = (blast(sin(SQRT_5 * simTime), 10.0) + blast(sin(SQRT_2 * simTime), 10.0));
|
||||
thunder *= 30.0 * (1.0 - 1.0 * length(distVec));
|
||||
|
||||
newBrightness *= max(0.0, thunder) * 1.0 + 0.7;
|
||||
|
||||
if (newBrightness > brightness) {
|
||||
brightness = newBrightness;
|
||||
} else {
|
||||
brightness = mix(brightness, newBrightness, brightnessChangeBias * 0.1);
|
||||
}
|
||||
} else if (isInitializing) {
|
||||
brightness = newBrightness;
|
||||
} else {
|
||||
brightness = mix(brightness, newBrightness, brightnessChangeBias);
|
||||
}
|
||||
|
||||
float glyphCycleSpeed = 0.0;
|
||||
if (cycleStyle == 1) {
|
||||
glyphCycleSpeed = fract((glyphTime + 0.7 * sin(SQRT_2 * glyphTime) + 1.1 * sin(SQRT_5 * glyphTime))) * 0.75;
|
||||
} else if (cycleStyle == 0) {
|
||||
if (brightness > 0.0) glyphCycleSpeed = pow(1.0 - brightness, 4.0);
|
||||
}
|
||||
|
||||
glyphCycle = fract(glyphCycle + 0.005 * animationSpeed * cycleSpeed * glyphCycleSpeed);
|
||||
float symbol = floor(glyphSequenceLength * glyphCycle);
|
||||
float symbolX = mod(symbol, numFontColumns);
|
||||
float symbolY = ((numFontColumns - 1.0) - (symbol - symbolX) / numFontColumns);
|
||||
|
||||
float effect = 0.;
|
||||
|
||||
effect += ripple(gl_FragCoord.xy / numColumns * 2.0 - 1.0, simTime);
|
||||
|
||||
if (brightness >= cursorEffectThreshold) {
|
||||
effect = 1.0;
|
||||
}
|
||||
|
||||
if (brightness > -1.) {
|
||||
brightness = brightness * brightnessMultiplier + brightnessOffset;
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
gl_FragColor.r = brightness;
|
||||
gl_FragColor.g = glyphCycle;
|
||||
|
||||
if (showComputationTexture) {
|
||||
// Better use of the blue channel, for show and tell
|
||||
gl_FragColor.b = min(1.0, glyphCycleSpeed);
|
||||
gl_FragColor.a = 1.0;
|
||||
} else {
|
||||
gl_FragColor.b = symbolY * numFontColumns + symbolX;
|
||||
gl_FragColor.a = effect;
|
||||
}
|
||||
}
|
||||
`,
|
||||
|
||||
uniforms: {
|
||||
lastState: ({ tick }) => state[tick % 2]
|
||||
},
|
||||
|
||||
framebuffer: ({ tick }) => state[(tick + 1) % 2]
|
||||
});
|
||||
|
||||
const render = regl({
|
||||
vert: `
|
||||
attribute vec2 aPosition;
|
||||
uniform float width;
|
||||
uniform float height;
|
||||
varying vec2 vUV;
|
||||
void main() {
|
||||
vUV = aPosition / 2.0 + 0.5;
|
||||
vec2 size = width > height ? vec2(width / height, 1.) : vec2(1., height / width);
|
||||
gl_Position = vec4( size * aPosition, 0.0, 1.0 );
|
||||
}
|
||||
`,
|
||||
|
||||
frag: `
|
||||
#define PI 3.14159265359
|
||||
#ifdef GL_OES_standard_derivatives
|
||||
#extension GL_OES_standard_derivatives: enable
|
||||
#endif
|
||||
precision lowp float;
|
||||
|
||||
uniform sampler2D msdfTex;
|
||||
uniform sampler2D lastState;
|
||||
uniform float numColumns;
|
||||
uniform float numFontColumns;
|
||||
uniform vec2 slantVec;
|
||||
uniform float slantScale;
|
||||
uniform float glyphHeightToWidth;
|
||||
uniform float glyphEdgeCrop;
|
||||
|
||||
uniform bool isPolar;
|
||||
uniform bool showComputationTexture;
|
||||
|
||||
varying vec2 vUV;
|
||||
|
||||
float median3(vec3 i) {
|
||||
return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vec2 uv = vUV;
|
||||
|
||||
if (isPolar) {
|
||||
uv -= 0.5;
|
||||
uv *= 0.5;
|
||||
uv.y -= 0.5;
|
||||
float radius = length(uv);
|
||||
float angle = atan(uv.y, uv.x) / (2. * PI) + 0.5;
|
||||
uv = vec2(angle * 4. - 0.5, 1.25 - radius * 1.5);
|
||||
} else {
|
||||
uv = vec2(
|
||||
(uv.x - 0.5) * slantVec.x + (uv.y - 0.5) * slantVec.y,
|
||||
(uv.y - 0.5) * slantVec.x - (uv.x - 0.5) * slantVec.y
|
||||
) * slantScale + 0.5;
|
||||
}
|
||||
|
||||
uv.y /= glyphHeightToWidth;
|
||||
|
||||
vec4 glyph = texture2D(lastState, uv);
|
||||
|
||||
if (showComputationTexture) {
|
||||
gl_FragColor = glyph;
|
||||
return;
|
||||
}
|
||||
|
||||
// Unpack the values from the font texture
|
||||
float brightness = glyph.r;
|
||||
|
||||
float effect = glyph.a;
|
||||
brightness = max(effect, brightness);
|
||||
|
||||
float symbolIndex = glyph.b;
|
||||
vec2 symbolUV = vec2(mod(symbolIndex, numFontColumns), floor(symbolIndex / numFontColumns));
|
||||
vec2 glyphUV = fract(uv * numColumns);
|
||||
glyphUV -= 0.5;
|
||||
glyphUV *= clamp(1.0 - glyphEdgeCrop, 0.0, 1.0);
|
||||
glyphUV += 0.5;
|
||||
vec3 dist = texture2D(msdfTex, (glyphUV + symbolUV) / numFontColumns).rgb;
|
||||
|
||||
// The rest is straight up MSDF
|
||||
float sigDist = median3(dist) - 0.5;
|
||||
float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
|
||||
|
||||
gl_FragColor = vec4(vec3(brightness * alpha), 1.0);
|
||||
}
|
||||
`,
|
||||
|
||||
uniforms: {
|
||||
msdfTex: regl.prop("msdfTex"),
|
||||
height: regl.context("viewportWidth"),
|
||||
width: regl.context("viewportHeight"),
|
||||
lastState: ({ tick }) => state[tick % 2]
|
||||
},
|
||||
|
||||
framebuffer: fbo
|
||||
});
|
||||
|
||||
return {
|
||||
resize: fbo.resize,
|
||||
fbo,
|
||||
update,
|
||||
render
|
||||
};
|
||||
};
|
||||
Reference in New Issue
Block a user