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https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Added textures to base and glint shapes.
This commit is contained in:
114
js/config.js
114
js/config.js
@@ -1,59 +1,68 @@
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const fonts = {
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coptic: {
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// The script the Gnostic codices were written in
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glyphTexURL: "assets/coptic_msdf.png",
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glyphMSDFURL: "assets/coptic_msdf.png",
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glyphSequenceLength: 32,
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glyphTextureGridSize: [8, 8],
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},
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gothic: {
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// The script the Codex Argenteus was written in
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glyphTexURL: "assets/gothic_msdf.png",
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glyphMSDFURL: "assets/gothic_msdf.png",
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glyphSequenceLength: 27,
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glyphTextureGridSize: [8, 8],
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},
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matrixcode: {
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// The glyphs seen in the film trilogy
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glyphTexURL: "assets/matrixcode_msdf.png",
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glyphMSDFURL: "assets/matrixcode_msdf.png",
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glyphSequenceLength: 57,
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glyphTextureGridSize: [8, 8],
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},
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megacity: {
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// The glyphs seen in the film trilogy
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glyphTexURL: "assets/megacity_msdf.png",
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glyphMSDFURL: "assets/megacity_msdf.png",
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glyphSequenceLength: 64,
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glyphTextureGridSize: [8, 8],
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},
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resurrections: {
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// The glyphs seen in the film trilogy
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glyphTexURL: "assets/resurrections_msdf.png",
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glintTexURL: "assets/resurrections_glint_msdf.png",
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glyphMSDFURL: "assets/resurrections_msdf.png",
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glintMSDFURL: "assets/resurrections_glint_msdf.png",
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glyphSequenceLength: 135,
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glyphTextureGridSize: [13, 12],
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},
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huberfishA: {
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glyphTexURL: "assets/huberfish_a_msdf.png",
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glyphMSDFURL: "assets/huberfish_a_msdf.png",
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glyphSequenceLength: 34,
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glyphTextureGridSize: [6, 6],
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},
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huberfishD: {
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glyphTexURL: "assets/huberfish_d_msdf.png",
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glyphMSDFURL: "assets/huberfish_d_msdf.png",
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glyphSequenceLength: 34,
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glyphTextureGridSize: [6, 6],
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},
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gtarg_tenretniolleh: {
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glyphTexURL: "assets/gtarg_tenretniolleh_msdf.png",
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glyphMSDFURL: "assets/gtarg_tenretniolleh_msdf.png",
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glyphSequenceLength: 36,
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glyphTextureGridSize: [6, 6],
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},
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gtarg_alientext: {
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glyphTexURL: "assets/gtarg_alientext_msdf.png",
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glyphMSDFURL: "assets/gtarg_alientext_msdf.png",
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glyphSequenceLength: 38,
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glyphTextureGridSize: [8, 5],
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},
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};
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const textureURLs = {
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sand: "assets/sand.png",
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pixels: "assets/pixel_grid.png",
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mesh: "assets/mesh.png",
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metal: "assets/metal.png",
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};
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const defaults = {
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font: "matrixcode",
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baseTexture: null, // The name of the texture to apply to the base layer of the glyphs
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glintTexture: null, // The name of the texture to apply to the glint layer of the glyphs
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useCamera: false,
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backgroundColor: [0, 0, 0], // The color "behind" the glyphs
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isolateCursor: true, // Whether the "cursor"— the brightest glyph at the bottom of a raindrop— has its own color
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@@ -70,8 +79,8 @@ const defaults = {
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cycleFrameSkip: 1, // The global minimum number of frames between glyphs cycling
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baseBrightness: -0.5, // The brightness of the glyphs, before any effects are applied
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baseContrast: 1.1, // The contrast of the glyphs, before any effects are applied
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glintBrightness: -2, // The brightness of the glints, before any effects are applied
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glintContrast: 3, // The contrast of the glints, before any effects are applied
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glintBrightness: -1.5, // The brightness of the glints, before any effects are applied
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glintContrast: 2.5, // The contrast of the glints, before any effects are applied
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brightnessOverride: 0.0, // A global override to the brightness of displayed glyphs. Only used if it is > 0.
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brightnessThreshold: 0, // The minimum brightness for a glyph to still be considered visible
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brightnessDecay: 1.0, // The rate at which glyphs light up and dim
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@@ -195,25 +204,85 @@ const versions = {
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},
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trinity: {
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font: "resurrections",
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glintTexture: "metal",
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baseTexture: "pixels",
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glyphEdgeCrop: 0.1,
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cursorColor: [1.4, 2, 1.2],
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isolateGlint: true,
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glintColor: [1.6, 1.5, 0.5],
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baseBrightness: -0.9,
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glintColor: [3, 2.5, 0.6],
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glintBrightness: -2,
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glintContrast: 3,
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baseBrightness: -0.8,
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baseContrast: 1.5,
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highPassThreshold: 0,
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numColumns: 50,
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numColumns: 60,
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cycleSpeed: 0.03,
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bloomStrength: 0.7,
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fallSpeed: 0.3,
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paletteEntries: [
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{ hsl: [0.4, 0.9, 0.0], at: 0.0 },
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{ hsl: [0.4, 1.0, 0.5], at: 1.0 },
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{ hsl: [0.37, 0.6, 0.0], at: 0.0 },
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{ hsl: [0.37, 0.6, 0.5], at: 1.0 },
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],
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cycleSpeed: 0.01,
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volumetric: true,
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forwardSpeed: 0.2,
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raindropLength: 0.3,
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density: 0.5,
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density: 0.75,
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},
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morpheus: {
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font: "resurrections",
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glintTexture: "mesh",
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baseTexture: "metal",
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glyphEdgeCrop: 0.1,
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cursorColor: [1.4, 2, 1.4],
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isolateGlint: true,
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glintColor: [0, 2, 0.8],
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glintBrightness: -1.5,
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glintContrast: 3,
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baseBrightness: -0.3,
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baseContrast: 1.5,
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highPassThreshold: 0,
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numColumns: 60,
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cycleSpeed: 0.03,
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bloomStrength: 0.7,
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fallSpeed: 0.3,
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paletteEntries: [
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{ hsl: [0.97, 0.6, 0.0], at: 0.0 },
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{ hsl: [0.97, 0.6, 0.5], at: 1.0 },
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],
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cycleSpeed: 0.015,
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volumetric: true,
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forwardSpeed: 0.1,
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raindropLength: 0.4,
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density: 0.75,
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},
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bugs: {
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font: "resurrections",
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glintTexture: "sand",
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baseTexture: "metal",
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glyphEdgeCrop: 0.1,
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cursorColor: [0.6, 1, 2],
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isolateGlint: true,
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glintColor: [0.6, 2, 3],
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glintBrightness: -2,
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glintContrast: 3,
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baseBrightness: -0.3,
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baseContrast: 1.5,
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highPassThreshold: 0,
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numColumns: 60,
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cycleSpeed: 0.03,
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bloomStrength: 0.7,
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fallSpeed: 0.3,
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paletteEntries: [
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{ hsl: [0.1, 0.7, 0.0], at: 0.0 },
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{ hsl: [0.1, 0.7, 0.1], at: 0.3 },
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{ hsl: [0.12, 0.7, 0.5], at: 1.0 },
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],
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cycleSpeed: 0.01,
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volumetric: true,
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forwardSpeed: 0.4,
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raindropLength: 0.3,
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density: 0.75,
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},
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palimpsest: {
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font: "huberfishA",
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@@ -363,11 +432,20 @@ export default (urlParams) => {
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const fontName = [validParams.font, version.font, defaults.font].find((name) => name in fonts);
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const font = fonts[fontName];
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const baseTextureURL = textureURLs[[version.baseTexture, defaults.baseTexture].find((name) => name in textureURLs)];
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const hasBaseTexture = baseTextureURL != null;
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const glintTextureURL = textureURLs[[version.glintTexture, defaults.glintTexture].find((name) => name in textureURLs)];
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const hasGlintTexture = glintTextureURL != null;
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const config = {
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...defaults,
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...version,
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...font,
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...validParams,
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baseTextureURL,
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glintTextureURL,
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hasBaseTexture,
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hasGlintTexture,
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};
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if (config.bloomSize <= 0) {
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@@ -34,7 +34,7 @@ export default ({ regl, config, lkg }) => {
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// to reach the desired density, and then overlaps them
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const volumetric = config.volumetric;
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const density = volumetric && config.effect !== "none" ? config.density : 1;
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const [numRows, numColumns] = [config.numColumns, config.numColumns * density];
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const [numRows, numColumns] = [config.numColumns, Math.floor(config.numColumns * density)];
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// The volumetric mode requires us to create a grid of quads,
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// rather than a single quad for our geometry
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@@ -115,8 +115,10 @@ export default ({ regl, config, lkg }) => {
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);
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// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
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const msdf = loadImage(regl, config.glyphTexURL);
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const glintMSDF = loadImage(regl, config.glintTexURL);
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const glyphMSDF = loadImage(regl, config.glyphMSDFURL);
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const glintMSDF = loadImage(regl, config.glintMSDFURL);
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const baseTexture = loadImage(regl, config.baseTextureURL);
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const glintTexture = loadImage(regl, config.glintTextureURL);
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const rainPassVert = loadText("shaders/glsl/rainPass.vert.glsl");
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const rainPassFrag = loadText("shaders/glsl/rainPass.frag.glsl");
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const output = makePassFBO(regl, config.useHalfFloat);
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@@ -131,6 +133,8 @@ export default ({ regl, config, lkg }) => {
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"baseContrast",
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"glintBrightness",
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"glintContrast",
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"hasBaseTexture",
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"hasGlintTexture",
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"brightnessThreshold",
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"brightnessOverride",
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"isolateCursor",
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@@ -163,8 +167,10 @@ export default ({ regl, config, lkg }) => {
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raindropState: raindropDoubleBuffer.front,
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symbolState: symbolDoubleBuffer.front,
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effectState: effectDoubleBuffer.front,
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glyphTex: msdf.texture,
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glintTex: glintMSDF.texture,
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glyphMSDF: glyphMSDF.texture,
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glintMSDF: glintMSDF.texture,
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baseTexture: baseTexture.texture,
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glintTexture: glintTexture.texture,
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camera: regl.prop("camera"),
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transform: regl.prop("transform"),
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@@ -206,7 +212,16 @@ export default ({ regl, config, lkg }) => {
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{
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primary: output,
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},
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Promise.all([msdf.loaded, glintMSDF.loaded, rainPassShine.loaded, rainPassSymbol.loaded, rainPassVert.loaded, rainPassFrag.loaded]),
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Promise.all([
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glyphMSDF.loaded,
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glintMSDF.loaded,
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baseTexture.loaded,
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glintTexture.loaded,
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rainPassShine.loaded,
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rainPassSymbol.loaded,
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rainPassVert.loaded,
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rainPassFrag.loaded,
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]),
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(w, h) => {
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output.resize(w, h);
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const aspectRatio = w / h;
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@@ -1,11 +1,11 @@
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const makePassTexture = (regl, halfFloat) =>
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const makePassTexture = (regl, halfFloat, mipmap) =>
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regl.texture({
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width: 1,
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height: 1,
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type: halfFloat ? "half float" : "uint8",
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wrap: "clamp",
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min: "linear",
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mag: "linear",
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min: mipmap ? "mipmap" : "linear",
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mag: mipmap ? "mipmap" : "linear",
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});
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const makePassFBO = (regl, halfFloat) => regl.framebuffer({ color: makePassTexture(regl, halfFloat) });
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@@ -26,12 +26,18 @@ const makeConfigBuffer = (device, configUniforms, config, density, gridSize) =>
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export default ({ config, device, timeBuffer }) => {
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const { mat4, vec3 } = glMatrix;
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const assets = [loadTexture(device, config.glyphTexURL), loadTexture(device, config.glintTexURL), loadShader(device, "shaders/wgsl/rainPass.wgsl")];
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const assets = [
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loadTexture(device, config.glyphMSDFURL),
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loadTexture(device, config.glintMSDFURL),
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loadTexture(device, config.baseTextureURL, false, true),
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loadTexture(device, config.glintTextureURL, false, true),
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loadShader(device, "shaders/wgsl/rainPass.wgsl"),
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];
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// The volumetric mode multiplies the number of columns
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// to reach the desired density, and then overlaps them
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const density = config.volumetric && config.effect !== "none" ? config.density : 1;
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const gridSize = [config.numColumns * density, config.numColumns];
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const gridSize = [Math.floor(config.numColumns * density), config.numColumns];
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const numCells = gridSize[0] * gridSize[1];
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// The volumetric mode requires us to create a grid of quads,
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@@ -85,7 +91,7 @@ export default ({ config, device, timeBuffer }) => {
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let highPassOutput;
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const loaded = (async () => {
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const [msdfTexture, glintMSDFTexture, rainShader] = await Promise.all(assets);
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const [msdfTexture, glintMSDFTexture, baseTexture, glintTexture, rainShader] = await Promise.all(assets);
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const rainShaderUniforms = structs.from(rainShader.code);
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configBuffer = makeConfigBuffer(device, rainShaderUniforms.Config, config, density, gridSize);
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@@ -150,6 +156,8 @@ export default ({ config, device, timeBuffer }) => {
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linearSampler,
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msdfTexture.createView(),
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glintMSDFTexture.createView(),
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baseTexture.createView(),
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glintTexture.createView(),
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cellsBuffer,
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]);
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})();
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