Fixing the asterisk glyph in the font and glyph sets.

Adding the megacity glyph to the font and added a megacity glyph set.
Fixed a bug in the rain pass's fragment shader that caused glyphs in the last column to go missing
This commit is contained in:
Rezmason
2022-04-28 18:18:15 -07:00
parent d3905387fb
commit b56f63b74b
8 changed files with 19 additions and 7 deletions

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@@ -1,5 +1,11 @@
TODO:
Resurrections
Support random glyph order
Support annomaly streaks
Eventually improve expanded new glyph set
Make font
WebGPU
Try https://github.com/brendan-duncan/wgsl_reflect
Get rid of end pass once it's possible to copy a bgra8unorm to a canvas texture
@@ -22,11 +28,6 @@ gpu-buffer, working title
Capture expected requirements down the road, make roadmap
License it and put it somewhere else
Resurrection
Modified glyph order?
New glyphs?
Good luck with that, champ
Zion Control's matrix variant
From Reloaded

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assets/Matrix-Code.ttf Executable file → Normal file

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@@ -17,6 +17,12 @@ const fonts = {
glyphSequenceLength: 57,
glyphTextureGridSize: [8, 8],
},
megacity: {
// The glyphs seen in the film trilogy
glyphTexURL: "assets/megacity_msdf.png",
glyphSequenceLength: 64,
glyphTextureGridSize: [8, 8],
},
resurrections: {
// The glyphs seen in the film trilogy
glyphTexURL: "assets/resurrections_msdf.png",
@@ -94,6 +100,9 @@ const defaults = {
const versions = {
classic: {},
megacity: {
font: "megacity"
},
operator: {
bloomStrength: 0.75,
highPassThreshold: 0.0,

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@@ -25,8 +25,9 @@ float median3(vec3 i) {
vec2 getSymbolUV(float glyphCycle) {
float symbol = floor((glyphSequenceLength) * glyphCycle) + 1.0;
float symbolX = mod(symbol, glyphTextureGridSize.x) - 1.0;
float symbolY = glyphTextureGridSize.y - 1.0 - (mod(floor(symbol / glyphTextureGridSize.x), glyphTextureGridSize.y));
float symbolX = mod(symbol, glyphTextureGridSize.x);
float symbolY = mod(floor(symbol / glyphTextureGridSize.x), glyphTextureGridSize.y);
symbolY = glyphTextureGridSize.y - symbolY - 1.0;
return vec2(symbolX, symbolY);
}

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@@ -377,6 +377,7 @@ fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
var symbol = i32(f32(config.glyphSequenceLength) * glyphCycle);
var symbolX = symbol % config.glyphTextureGridSize.x;
var symbolY = symbol / config.glyphTextureGridSize.x;
// TODO: make sure this is working properly, it had a bug in the GLSL for a while.
return vec2<f32>(f32(symbolX), f32(symbolY));
}