Added ripple effect.

This commit is contained in:
Rezmason
2019-11-17 21:51:09 -08:00
parent d243d42e72
commit cf3cc3e7ca
2 changed files with 197 additions and 89 deletions

View File

@@ -45,13 +45,15 @@
const versions = {
paradise: {
bloom: {
radius: 1,
strength: 4,
radius: 1.15,
strength: 3.5,
threshold: 0
},
cycleSpeed: 0.05,
cycleStyle: "cycleFasterWhenDimmed",
brightnessThreshold: 0,
cursorEffectThreshold: 1,
brightnessOffset: 0.0,
brightnessMultiplier: 1.0,
fallSpeed: 0.05,
font: fonts.coptic,
glyphEdgeCrop: 0.0,
@@ -59,7 +61,11 @@
hasSun: true,
hasThunder: false,
isPolar: true,
numColumns: 50,
rippleType: "circle",
rippleThickness: 0.2,
rippleScale: 30,
rippleSpeed: 0.2,
numColumns: 30,
palette: [
{r: 0.00, g: 0.00, b: 0.00, at: 0.0},
{r: 0.52, g: 0.17, b: 0.05, at: 0.4},
@@ -78,7 +84,9 @@
},
cycleSpeed: 0.02,
cycleStyle: "cycleFasterWhenDimmed",
brightnessThreshold: 0,
cursorEffectThreshold: 1,
brightnessOffset: 0.0,
brightnessMultiplier: 1.0,
fallSpeed: 2.0,
font: fonts.gothic,
glyphEdgeCrop: 0.0,
@@ -86,6 +94,10 @@
hasSun: false,
hasThunder: true,
isPolar: false,
rippleType: null,
rippleThickness: 0.2,
rippleScale: 30,
rippleSpeed: 0.2,
numColumns: 60,
palette: [
{r: 0.00, g: 0.00, b: 0.00, at: 0.0},
@@ -105,7 +117,9 @@
},
cycleSpeed: 1,
cycleStyle: "cycleFasterWhenDimmed",
brightnessThreshold: 0,
cursorEffectThreshold: 1,
brightnessOffset: 0.0,
brightnessMultiplier: 1.0,
fallSpeed: 1,
font: fonts.matrixcode,
glyphEdgeCrop: 0.0,
@@ -113,6 +127,10 @@
hasSun: false,
hasThunder: false,
isPolar: false,
rippleType: null,
rippleThickness: 0.2,
rippleScale: 30,
rippleSpeed: 0.2,
numColumns: 80,
palette: [
{r: 0/255, g: 0/255, b: 0/255, at: 0/16},
@@ -142,9 +160,11 @@
strength: 1.45,
threshold: 0.0
},
cycleSpeed: 0.4,
cycleSpeed: 0.05,
cycleStyle: "cycleRandomly",
brightnessThreshold: 0.6375,
cursorEffectThreshold: 0.466,
brightnessOffset: 0.25,
brightnessMultiplier: 0.0,
fallSpeed: 0.6,
font: fonts.matrixcode,
glyphEdgeCrop: 0.15,
@@ -152,6 +172,10 @@
hasSun: false,
hasThunder: false,
isPolar: false,
rippleType: "box",
rippleThickness: 0.2,
rippleScale: 30,
rippleSpeed: 0.2,
numColumns: 108,
palette: [
{r: 0.00, g: 0.00, b: 0.00, at: 0.0},
@@ -187,7 +211,7 @@
const slant = parseFloat(getParam(["slant", "angle"], version.slant)) * Math.PI / 180;
const glyphEdgeCrop = parseFloat(getParam("encroach", version.glyphEdgeCrop));
const glyphHeightToWidth = parseFloat(getParam("stretch", version.glyphHeightToWidth));
const brightnessThreshold = getParam("brightnessThreshold", version.brightnessThreshold);
const cursorEffectThreshold = getParam("cursorEffectThreshold", version.cursorEffectThreshold);
const effect = getParam("effect", "plain");
@@ -206,7 +230,7 @@
const matrixRenderer = makeMatrixRenderer(renderer, {
animationSpeed, fallSpeed, cycleSpeed,
cycleStyle: version.cycleStyle,
brightnessThreshold,
cursorEffectThreshold,
fontTexture,
glyphSequenceLength: version.font.sequenceLength,
glyphEdgeCrop,
@@ -214,6 +238,12 @@
hasSun: version.hasSun,
hasThunder: version.hasThunder,
isPolar: version.isPolar,
rippleType: version.rippleType,
rippleThickness: version.rippleThickness,
rippleScale: version.rippleScale,
rippleSpeed: version.rippleSpeed,
brightnessMultiplier: version.brightnessMultiplier,
brightnessOffset: version.brightnessOffset,
numColumns,
numFontColumns,
raindropLength,

View File

@@ -10,10 +10,16 @@ const makeMatrixRenderer = (renderer, {
slant,
glyphHeightToWidth,
glyphEdgeCrop,
brightnessThreshold,
cursorEffectThreshold,
showComputationTexture,
raindropLength,
cycleStyle
cycleStyle,
rippleType,
rippleScale,
rippleSpeed,
rippleThickness,
brightnessMultiplier,
brightnessOffset,
}) => {
const matrixRenderer = {};
const camera = new THREE.OrthographicCamera( -0.5, 0.5, 0.5, -0.5, 0.0001, 10000 );
@@ -35,18 +41,36 @@ const glyphVariable = gpuCompute.addVariable(
"glyph",
`
precision highp float;
#define PI 3.14159265359
#define SQRT_2 1.4142135623730951
#define SQRT_5 2.23606797749979
uniform float time;
uniform float deltaTime;
uniform float animationSpeed;
uniform float fallSpeed;
uniform float cycleSpeed;
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 deltaTime;
uniform float fallSpeed;
uniform float raindropLength;
uniform float glyphHeightToWidth;
uniform float glyphSequenceLength;
uniform float numFontColumns;
uniform float raindropLength;
uniform int cycleStyle;
uniform float rippleScale;
uniform float rippleSpeed;
uniform float rippleThickness;
uniform int rippleType;
highp float rand( const in vec2 uv ) {
const highp float a = 12.9898, b = 78.233, c = 43758.5453;
@@ -54,10 +78,43 @@ const glyphVariable = gpuCompute.addVariable(
return fract(sin(sn) * c);
}
float max2(vec2 v) {
return max(v.x, v.y);
}
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 + 0.2 * sin(simTime * 2.0)) * 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 cellSize = 1.0 / resolution.xy;
@@ -79,11 +136,11 @@ const glyphVariable = gpuCompute.addVariable(
float newBrightness = 3.0 * log(value * 1.25);
#ifdef hasSun
if (hasSun) {
newBrightness = pow(fract(newBrightness * 0.5), 3.0) * uv.y * 2.0;
#endif
}
#ifdef hasThunder
if (hasThunder) {
vec2 distVec = (gl_FragCoord.xy / resolution.xy - vec2(0.5, 1.0)) * vec2(1.0, 2.0);
float thunder = (blast(sin(SQRT_5 * simTime * 2.0), 10.0) + blast(sin(SQRT_2 * simTime * 2.0), 10.0));
thunder *= 30.0 * (1.0 - 1.0 * length(distVec));
@@ -95,34 +152,46 @@ const glyphVariable = gpuCompute.addVariable(
} else {
brightness = mix(brightness, newBrightness, brightnessChangeBias * 0.1);
}
#else
} else {
brightness = mix(brightness, newBrightness, brightnessChangeBias);
#endif
}
float glyphCycleSpeed = 0.0;
#ifdef cycleFasterWhenDimmed
if (brightness > 0.0) glyphCycleSpeed = pow(1.0 - brightness, 4.0);
#endif
#ifdef cycleRandomly
if (cycleStyle == 1) {
glyphCycleSpeed = fract((glyphTime + 0.7 * sin(SQRT_2 * glyphTime) + 1.1 * sin(SQRT_5 * glyphTime))) * 0.75;
#endif
} else if (cycleStyle == 0) {
if (brightness > 0.0) glyphCycleSpeed = pow(1.0 - brightness, 4.0);
}
glyphCycle = fract(glyphCycle + deltaTime * cycleSpeed * 0.2 * 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 / resolution.xy * 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;
#ifdef showComputationTexture
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 = symbolX / numFontColumns;
gl_FragColor.a = symbolY / numFontColumns;
#endif
} else {
gl_FragColor.b = symbolY * numFontColumns + symbolX;
gl_FragColor.a = effect;
}
}
`
,
@@ -130,7 +199,31 @@ const glyphVariable = gpuCompute.addVariable(
);
gpuCompute.setVariableDependencies( glyphVariable, [ glyphVariable ] );
const brightnessChangeBias = (brightnessThreshold <= 0) ? (animationSpeed * fallSpeed) == 0 ? 1 : Math.min(1, Math.abs(animationSpeed * fallSpeed)) : 1;
const brightnessChangeBias = (animationSpeed * fallSpeed) == 0 ? 1 : Math.min(1, Math.abs(animationSpeed * fallSpeed));
let cycleStyleInt;
switch (cycleStyle) {
case "cycleFasterWhenDimmed":
cycleStyleInt = 0;
break;
case "cycleRandomly":
default:
cycleStyleInt = 1;
break;
}
let rippleTypeInt;
switch (rippleType) {
case "box":
rippleTypeInt = 0;
break;
case "circle":
rippleTypeInt = 1;
break;
default:
rippleTypeInt = -1;
}
Object.assign(glyphVariable.material.uniforms, {
time: { type: "f", value: 0 },
deltaTime: { type: "f", value: 0.01 },
@@ -141,27 +234,19 @@ const glyphVariable = gpuCompute.addVariable(
numFontColumns: {type: "f", value: numFontColumns },
raindropLength: {type: "f", value: raindropLength },
brightnessChangeBias: { type: "f", value: brightnessChangeBias },
rippleThickness: { type: "f", value: rippleThickness},
rippleScale: { type: "f", value: rippleScale},
rippleSpeed: { type: "f", value: rippleSpeed},
cursorEffectThreshold: { type: "f", value: cursorEffectThreshold},
brightnessMultiplier: { type: "f", value: brightnessMultiplier},
brightnessOffset: { type: "f", value: brightnessOffset},
glyphHeightToWidth: {type: "f", value: glyphHeightToWidth},
hasSun: { type: "b", value: hasSun },
hasThunder: { type: "b", value: hasThunder },
rippleType: { type: "i", value: rippleTypeInt },
showComputationTexture: { type: "b", value: showComputationTexture },
cycleStyle: { type: "i", value: cycleStyleInt },
});
if (hasThunder) {
glyphVariable.material.defines.hasThunder = 1.0;
}
if (hasSun) {
glyphVariable.material.defines.hasSun = 1.0;
}
if (showComputationTexture) {
glyphVariable.material.defines.showComputationTexture = 1.0;
}
switch (cycleStyle) {
case "cycleFasterWhenDimmed":
glyphVariable.material.defines.cycleFasterWhenDimmed = 1.0;
break;
case "cycleRandomly":
default:
glyphVariable.material.defines.cycleRandomly = 1.0;
break;
}
const error = gpuCompute.init();
if ( error !== null ) {
@@ -182,6 +267,8 @@ const glyphVariable = gpuCompute.addVariable(
slant: {type: "v2", value: new THREE.Vector2(Math.cos(slant), Math.sin(slant)) },
glyphHeightToWidth: {type: "f", value: glyphHeightToWidth},
glyphEdgeCrop: {type: "f", value: glyphEdgeCrop},
isPolar: { type: "b", value: isPolar },
showComputationTexture: { type: "b", value: showComputationTexture },
},
vertexShader: `
attribute vec2 uv;
@@ -207,6 +294,10 @@ const glyphVariable = gpuCompute.addVariable(
uniform vec2 slant;
uniform float glyphHeightToWidth;
uniform float glyphEdgeCrop;
uniform bool isPolar;
uniform bool showComputationTexture;
varying vec2 vUV;
float median(float r, float g, float b) {
@@ -217,43 +308,42 @@ const glyphVariable = gpuCompute.addVariable(
vec2 uv = vUV;
uv = vec2(
(uv.x - 0.5) * slant.x + (uv.y - 0.5) * slant.y,
(uv.y - 0.5) * slant.x - (uv.x - 0.5) * slant.y
) * 0.75 + 0.5;
#ifdef isPolar
vec2 diff = uv - vec2(0.5, 1.25);
float radius = length(diff);
float angle = atan(diff.y, diff.x) + PI;
uv = vec2(angle / PI, 1.0 - pow(radius * 0.75, 0.6));
#endif
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) * slant.x + (uv.y - 0.5) * slant.y,
(uv.y - 0.5) * slant.x - (uv.x - 0.5) * slant.y
) * 0.75 + 0.5;
}
uv.y /= glyphHeightToWidth;
vec4 glyph = texture2D(glyphs, uv);
#ifdef showComputationTexture
if (showComputationTexture) {
gl_FragColor = glyph;
return;
#endif
}
// Unpack the values from the font texture
float brightness = glyph.r;
#ifdef brightnessThreshold
if (brightness < -1.0) { discard; return; }
if (brightness > brightnessThreshold) {
brightness *= 2.0;
} else {
brightness = 0.25;
}
#endif
vec2 symbolUV = glyph.ba;
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;
vec4 sample = texture2D(msdf, glyphUV / numFontColumns + symbolUV);
vec4 sample = texture2D(msdf, (glyphUV + symbolUV) / numFontColumns);
// The rest is straight up MSDF
float sigDist = median(sample.r, sample.g, sample.b) - 0.5;
@@ -266,18 +356,6 @@ const glyphVariable = gpuCompute.addVariable(
);
mesh.frustumCulled = false;
if (isPolar) {
mesh.material.defines.isPolar = 1.0;
}
if (brightnessThreshold > 0) {
mesh.material.defines.brightnessThreshold = brightnessThreshold;
}
if (showComputationTexture) {
mesh.material.defines.showComputationTexture = 1.0;
}
scene.add( mesh );
let start = NaN;