mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 04:19:29 -07:00
Adding an FPS argument. The renderers now determine whether the current frame should be rendered, and passes use that to determine whether to render or not. The rain pass, however, will still update the simulation at full speed.
This commit is contained in:
@@ -135,7 +135,7 @@ Now you know link fu. Here's a list of customization options:
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- `paletteHSL`, `stripeHSL`, `backgroundHSL`, `cursorHSL`, and `glintHSL` — the same as the above, except they use *H,S,L* (hue, saturation, lightness) instead of *R,G,B*.
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- `url` - if you set the effect to "image", this is how you specify which image to load. It doesn't work with any URL; I suggest grabbing them from Wikipedia: [https://rezmason.github.io/matrix/?effect=image&url=https://upload.wikimedia.org/wikipedia/commons/f/f5/EagleRock.jpg](https://rezmason.github.io/matrix/?effect=image&url=https://upload.wikimedia.org/wikipedia/commons/f/f5/EagleRock.jpg)
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- `loops` - (WIP) if set to "true", this causes the effect to loop, so that it can be converted into a looping video.
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- `fps` — the framerate of the effect. Can be any number between 0 and 60. Default is 60.
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## Troubleshooting
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@@ -75,6 +75,7 @@ const defaults = {
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glintColor: { space: "rgb", values: [1, 1, 1] }, // The color of the glint
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volumetric: false, // A mode where the raindrops appear in perspective
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animationSpeed: 1, // The global rate that all animations progress
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fps: 60, // The target frame rate (frames per second) of the effect
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forwardSpeed: 0.25, // The speed volumetric rain approaches the eye
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bloomStrength: 0.7, // The intensity of the bloom
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bloomSize: 0.4, // The amount the bloom calculation is scaled
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@@ -117,6 +118,7 @@ const defaults = {
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useHoloplay: false,
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loops: false,
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skipIntro: true,
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testFix: null,
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};
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const versions = {
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@@ -457,6 +459,7 @@ const paramMapping = {
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volumetric: { key: "volumetric", parser: (s) => s.toLowerCase().includes("true") },
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loops: { key: "loops", parser: (s) => s.toLowerCase().includes("true") },
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fps: { key: "fps", parser: (s) => nullNaN(range(parseFloat(s), 0, 60)) },
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skipIntro: { key: "skipIntro", parser: (s) => s.toLowerCase().includes("true") },
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renderer: { key: "renderer", parser: (s) => s },
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once: { key: "once", parser: (s) => s.toLowerCase().includes("true") },
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@@ -98,7 +98,11 @@ export default ({ regl, config }, inputs) => {
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resizePyramid(vBlurPyramid, w, h, bloomSize);
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output.resize(w, h);
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},
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() => {
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(shouldRender) => {
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if (!shouldRender) {
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return;
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}
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for (let i = 0; i < pyramidHeight; i++) {
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const highPassFBO = highPassPyramid[i];
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const hBlurFBO = hBlurPyramid[i];
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@@ -26,6 +26,10 @@ export default ({ regl, config }, inputs) => {
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},
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Promise.all([background.loaded, imagePassFrag.loaded]),
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(w, h) => output.resize(w, h),
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() => render({ frag: imagePassFrag.text() })
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(shouldRender) => {
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if (shouldRender) {
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render({ frag: imagePassFrag.text() });
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}
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}
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);
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};
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@@ -88,10 +88,29 @@ export default async (canvas, config) => {
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const screenUniforms = { tex: pipeline[pipeline.length - 1].outputs.primary };
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const drawToScreen = regl({ uniforms: screenUniforms });
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await Promise.all(pipeline.map((step) => step.ready));
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const targetFrameTimeMilliseconds = 1000 / config.fps;
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let last = NaN;
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const tick = regl.frame(({ viewportWidth, viewportHeight }) => {
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if (config.once) {
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tick.cancel();
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}
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const now = regl.now() * 1000;
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if (isNaN(last)) {
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last = now;
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}
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const shouldRender = config.fps >= 60 || now - last >= targetFrameTimeMilliseconds || config.once == true;
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if (shouldRender) {
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while (now - targetFrameTimeMilliseconds > last) {
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last += targetFrameTimeMilliseconds;
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}
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}
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if (config.useCamera) {
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cameraTex(cameraCanvas);
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}
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@@ -104,7 +123,7 @@ export default async (canvas, config) => {
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}
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fullScreenQuad(() => {
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for (const step of pipeline) {
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step.execute();
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step.execute(shouldRender);
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}
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drawToScreen();
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});
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@@ -41,6 +41,10 @@ export default ({ regl, config, cameraTex, cameraAspectRatio }, inputs) => {
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output.resize(w, h);
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aspectRatio = w / h;
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},
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() => render({ frag: mirrorPassFrag.text() })
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(shouldRender) => {
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if (shouldRender) {
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render({ frag: mirrorPassFrag.text() });
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}
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}
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);
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};
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@@ -83,6 +83,10 @@ export default ({ regl, config }, inputs) => {
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},
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palettePassFrag.loaded,
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(w, h) => output.resize(w, h),
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() => render({ frag: palettePassFrag.text() })
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(shouldRender) => {
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if (shouldRender) {
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render({ frag: palettePassFrag.text() });
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}
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}
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);
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};
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@@ -25,6 +25,10 @@ export default ({ regl, config, lkg }, inputs) => {
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},
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Promise.all([quiltPassFrag.loaded]),
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(w, h) => output.resize(w, h),
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() => render({ frag: quiltPassFrag.text() })
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(shouldRender) => {
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if (shouldRender) {
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render({ frag: quiltPassFrag.text() });
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}
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}
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);
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};
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@@ -292,19 +292,22 @@ export default ({ regl, config, lkg }) => {
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}
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[screenSize[0], screenSize[1]] = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
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},
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() => {
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(shouldRender) => {
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intro({ frag: rainPassIntro.text() });
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raindrop({ frag: rainPassRaindrop.text() });
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symbol({ frag: rainPassSymbol.text() });
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effect({ frag: rainPassEffect.text() });
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regl.clear({
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depth: 1,
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color: [0, 0, 0, 1],
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framebuffer: output,
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});
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for (const vantagePoint of vantagePoints) {
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render({ ...vantagePoint, transform, screenSize, vert: rainPassVert.text(), frag: rainPassFrag.text() });
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if (shouldRender) {
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regl.clear({
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depth: 1,
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color: [0, 0, 0, 1],
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framebuffer: output,
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});
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for (const vantagePoint of vantagePoints) {
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render({ ...vantagePoint, transform, screenSize, vert: rainPassVert.text(), frag: rainPassFrag.text() });
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}
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}
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}
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);
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@@ -63,6 +63,10 @@ export default ({ regl, config }, inputs) => {
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},
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stripePassFrag.loaded,
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(w, h) => output.resize(w, h),
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() => render({ frag: stripePassFrag.text() })
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(shouldRender) => {
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if (shouldRender) {
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render({ frag: stripePassFrag.text() });
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}
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}
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);
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};
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@@ -135,7 +135,11 @@ export default ({ config, device }) => {
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};
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};
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const run = (encoder) => {
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const run = (encoder, shouldRender) => {
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if (!shouldRender) {
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return;
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}
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const computePass = encoder.beginComputePass();
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computePass.setPipeline(blurPipeline);
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@@ -49,7 +49,11 @@ export default ({ device, canvasFormat, canvasContext }) => {
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return null;
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};
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const run = (encoder) => {
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const run = (encoder, shouldRender) => {
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if (!shouldRender) {
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return;
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}
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renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
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const renderPass = encoder.beginRenderPass(renderPassConfig);
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renderPass.setPipeline(renderPipeline);
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@@ -53,7 +53,11 @@ export default ({ config, device }) => {
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return { primary: output };
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};
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const run = (encoder) => {
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const run = (encoder, shouldRender) => {
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if (!shouldRender) {
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return;
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}
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const computePass = encoder.beginComputePass();
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computePass.setPipeline(computePipeline);
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computePass.setBindGroup(0, computeBindGroup);
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@@ -92,8 +92,10 @@ export default async (canvas, config) => {
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const effectName = config.effect in effects ? config.effect : "palette";
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const pipeline = await makePipeline(context, [makeRain, makeBloomPass, effects[effectName], makeEndPass]);
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const targetFrameTimeMilliseconds = 1000 / config.fps;
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let frames = 0;
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let start = NaN;
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let last = NaN;
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let outputs;
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const renderLoop = (now) => {
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@@ -101,6 +103,17 @@ export default async (canvas, config) => {
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start = now;
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}
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if (isNaN(last)) {
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last = start;
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}
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const shouldRender = config.fps >= 60 || now - last >= targetFrameTimeMilliseconds || config.once;
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if (shouldRender) {
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while (now - targetFrameTimeMilliseconds > last) {
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last += targetFrameTimeMilliseconds;
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}
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}
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const devicePixelRatio = window.devicePixelRatio ?? 1;
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const canvasWidth = canvas.clientWidth * devicePixelRatio;
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const canvasHeight = canvas.clientHeight * devicePixelRatio;
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@@ -119,10 +132,11 @@ export default async (canvas, config) => {
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frames++;
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const encoder = device.createCommandEncoder();
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pipeline.run(encoder);
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pipeline.run(encoder, shouldRender);
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// Eventually, when WebGPU allows it, we'll remove the endPass and just copy from our pipeline's output to the canvas texture.
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// encoder.copyTextureToTexture({ texture: outputs?.primary }, { texture: canvasContext.getCurrentTexture() }, canvasSize);
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device.queue.submit([encoder.finish()]);
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if (!config.once) {
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requestAnimationFrame(renderLoop);
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}
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@@ -82,7 +82,11 @@ export default ({ config, device, cameraTex, cameraAspectRatio, timeBuffer }) =>
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return { primary: output };
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};
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const run = (encoder) => {
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const run = (encoder, shouldRender) => {
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if (!shouldRender) {
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return;
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}
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if (touchesChanged) {
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touchesChanged = false;
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device.queue.writeBuffer(touchBuffer, 0, touchUniforms.toBuffer({ touches }));
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@@ -123,7 +123,11 @@ export default ({ config, device, timeBuffer }) => {
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return { primary: output };
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};
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const run = (encoder) => {
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const run = (encoder, shouldRender) => {
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if (!shouldRender) {
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return;
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}
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const computePass = encoder.beginComputePass();
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computePass.setPipeline(computePipeline);
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computePass.setBindGroup(0, computeBindGroup);
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@@ -207,7 +207,7 @@ export default ({ config, device, timeBuffer }) => {
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};
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};
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const run = (encoder) => {
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const run = (encoder, shouldRender) => {
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// We render the code into an Target using MSDFs: https://github.com/Chlumsky/msdfgen
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const introPass = encoder.beginComputePass();
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@@ -222,13 +222,15 @@ export default ({ config, device, timeBuffer }) => {
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computePass.dispatchWorkgroups(Math.ceil(gridSize[0] / 32), gridSize[1], 1);
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computePass.end();
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renderPassConfig.colorAttachments[0].view = output.createView();
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renderPassConfig.colorAttachments[1].view = highPassOutput.createView();
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const renderPass = encoder.beginRenderPass(renderPassConfig);
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renderPass.setPipeline(renderPipeline);
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renderPass.setBindGroup(0, renderBindGroup);
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renderPass.draw(numVerticesPerQuad * numQuads, 1, 0, 0);
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renderPass.end();
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if (shouldRender) {
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renderPassConfig.colorAttachments[0].view = output.createView();
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renderPassConfig.colorAttachments[1].view = highPassOutput.createView();
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const renderPass = encoder.beginRenderPass(renderPassConfig);
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renderPass.setPipeline(renderPipeline);
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renderPass.setBindGroup(0, renderBindGroup);
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renderPass.draw(numVerticesPerQuad * numQuads, 1, 0, 0);
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renderPass.end();
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}
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};
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return makePass("Rain", loaded, build, run);
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@@ -92,7 +92,11 @@ export default ({ config, device, timeBuffer }) => {
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};
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};
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const run = (encoder) => {
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const run = (encoder, shouldRender) => {
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if (!shouldRender) {
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return;
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}
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const computePass = encoder.beginComputePass();
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computePass.setPipeline(computePipeline);
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const computeBindGroup = makeBindGroup(device, computePipeline, 0, [
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@@ -118,9 +118,9 @@ const makeBindGroup = (device, pipeline, index, entries) =>
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const makePass = (name, loaded, build, run) => ({
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loaded: loaded ?? Promise.resolve(),
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build: build ?? ((size, inputs) => inputs),
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run: (encoder) => {
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run: (encoder, shouldRender) => {
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encoder.pushDebugGroup(`Pass "${name}"`);
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run?.(encoder);
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run?.(encoder, shouldRender);
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encoder.popDebugGroup();
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},
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});
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@@ -131,7 +131,7 @@ const makePipeline = async (context, steps) => {
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return {
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steps,
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build: (canvasSize) => steps.reduce((outputs, step) => step.build(canvasSize, outputs), null),
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run: (encoder) => steps.forEach((step) => step.run(encoder)),
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run: (encoder, shouldRender) => steps.forEach((step) => step.run(encoder, shouldRender)),
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};
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};
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Reference in New Issue
Block a user