mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 04:19:29 -07:00
Added paradise version. Added Coptic text texture. Added polar coordinate and "sun" support to the renderer.
This commit is contained in:
@@ -16,7 +16,7 @@ You can customize the digital rain by putting a '?' at the end of the link above
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Here's a list of customization options:
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- **version** - the version of the Matrix to simulate. Can be "nightmare" or "1999" (default).
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- **version** - the version of the Matrix to simulate. Can be "paradise", "nightmare" or "1999" (default).
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- **width** - the number of columns (and rows) to draw. Default is 80.
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- **animationSpeed** - the overall speed of the animation. Can be any number, even negative! Default is 1.0.
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- **fallSpeed** - the speed of the rain. Can be any number, even negative! Default is 1.0.
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@@ -32,6 +32,8 @@ The Matrix glyphs in this project are cleaned up vectors [from an old SWF](https
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The Gothic glyphs in this project are derived from [Dr. jur. Robert Pfeffer's font "Silubur"](http://www.robert-pfeffer.net/gotica/englisch/index.html), which are inspired by the uncial script found in the [Codex Argenteus](https://en.wikipedia.org/wiki/Codex_Argenteus).
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The Coptic glyphs in this project are derived from [George Douros's font "Symbola"](http://users.teilar.gr/~g1951d), due to their similarity to the script in [CG II of Nag Hammadi](https://en.wikipedia.org/wiki/Nag_Hammadi_Codex_II).
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The glyphs are formatted as a multi-channel distance field (or MSDF) via Victor Chlumsky's [msdfgen](https://github.com/Chlumsky/msdfgen). This format preserves the crisp edges and corners of vector graphics when rendered as textures. Chlumsky's thesis paper, which is in English and is also easy to read, is [available to download here](https://dspace.cvut.cz/handle/10467/62770).
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The raindrops themselves are particles [computed on the GPU inside of a texture](https://threejs.org/examples/webgl_gpgpu_water.html), much smaller than the final render. The data sent from the CPU to the GPU every frame is negligible.
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4
TODO.txt
4
TODO.txt
@@ -11,6 +11,10 @@ Reach out to Ashley's partner about producing sounds
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https://youtu.be/721sG2D_9-U?t=67
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And some kind of ambient sound that they play over
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Why's it look different on Mobile Safari?
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Much later:
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Deluxe compute variables
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Flashing row effect
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BIN
coptic_msdf.png
Normal file
BIN
coptic_msdf.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 72 KiB |
48
index.html
48
index.html
@@ -25,9 +25,36 @@
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<script>
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const versions = {
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paradise: {
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texture: './coptic_msdf.png',
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glyphSequenceLength: 32,
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bloom: {
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strength: 4,
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radius: 1,
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threshold: 0
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},
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palette: [
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{color: new THREE.Vector3(0.00, 0.00, 0.00), at: 0.0},
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{color: new THREE.Vector3(0.52, 0.17, 0.05), at: 0.4},
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{color: new THREE.Vector3(0.82, 0.37, 0.12), at: 0.7},
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{color: new THREE.Vector3(1.00, 0.74, 0.29), at: 0.9},
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{color: new THREE.Vector3(1.00, 1.00, 1.00), at: 1.0},
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],
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fallSpeed: 0.05,
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cycleSpeed: 0.05,
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hasThunder: false,
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hasSun: true,
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isPolar: true,
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numColumns: 50
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},
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nightmare: {
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texture: './gothic_msdf.png',
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glyphSequenceLength: 27,
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bloom: {
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strength: 2,
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radius: 0.8,
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threshold: 0.5
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},
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palette: [
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{color: new THREE.Vector3(0.00, 0.00, 0.00), at: 0.0},
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{color: new THREE.Vector3(0.52, 0.00, 0.00), at: 0.2},
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@@ -36,13 +63,20 @@
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{color: new THREE.Vector3(1.00, 1.00, 0.90), at: 1.0},
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],
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fallSpeed: 0.4,
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cycleSpeed: 0.5,
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cycleSpeed: 0.02,
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hasThunder: true,
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hasSun: false,
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isPolar: false,
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numColumns: 60
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},
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["1999"]: {
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texture: './matrixcode_msdf.png',
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glyphSequenceLength: 57,
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bloom: {
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strength: 2,
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radius: 0.5,
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threshold: 0.3
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},
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palette: [
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{color: new THREE.Vector3(0.00, 0.00, 0.00), at: 0.0},
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{color: new THREE.Vector3(0.05, 0.52, 0.17), at: 0.4},
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@@ -52,6 +86,8 @@
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fallSpeed: 1,
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cycleSpeed: 1,
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hasThunder: false,
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hasSun: false,
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isPolar: false,
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numColumns: 80
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}
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};
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@@ -59,7 +95,7 @@
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const urlParams = new Map(window.location.href.replace(/^[^\?]+\?/, "").split("&").map(pair => pair.split("=")));
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const getParam = (key, defaultValue) => urlParams.has(key) ? urlParams.get(key) : defaultValue;
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const version = versions[getParam("version", "1999")];
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const version = versions[getParam("version", "1999")] || versions["1999"];
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const sharpness = parseFloat(getParam("sharpness", 0.5));
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const animationSpeed = parseFloat(getParam("animationSpeed", 1));
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@@ -70,6 +106,8 @@
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const glyphSequenceLength = version.glyphSequenceLength;
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const palette = version.palette;
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const hasThunder = version.hasThunder;
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const hasSun = version.hasSun;
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const isPolar = version.isPolar;
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const effect = getParam("effect", "plain");
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@@ -91,13 +129,15 @@
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animationSpeed, fallSpeed, cycleSpeed,
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glyphSequenceLength,
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numGlyphColumns,
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hasThunder
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hasThunder,
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hasSun,
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isPolar,
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});
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matrixRenderer.pass.renderToScreen = false;
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composer.addPass( matrixRenderer.pass );
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const bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 2, 0.5, 0.3 );
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const bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), version.bloom.strength, version.bloom.radius, version.bloom.threshold );
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composer.addPass( bloomPass );
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switch (effect) {
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@@ -11,21 +11,23 @@ const easeInOutQuad = input => {
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return 1 - 2 * input * input;
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}
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const ARRAY_SIZE = 2048;
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THREE.ColorMapPass = function (entries, ditherMagnitude = 1) {
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const colors = Array(256).fill().map(_ => new THREE.Vector3());
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const colors = Array(ARRAY_SIZE).fill().map(_ => new THREE.Vector3(0, 0, 0));
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const sortedEntries = entries.slice().sort((e1, e2) => e1.at - e2.at).map(entry => ({
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color: entry.color,
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at255: Math.floor(Math.max(Math.min(1, entry.at), 0) * (colors.length - 1))
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arrayIndex: Math.floor(Math.max(Math.min(1, entry.at), 0) * (ARRAY_SIZE - 1))
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}));
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sortedEntries.unshift({color:sortedEntries[0].color, at255:0});
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sortedEntries.push({color:sortedEntries[sortedEntries.length - 1].color, at255:255});
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sortedEntries.unshift({color:sortedEntries[0].color, arrayIndex:0});
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sortedEntries.push({color:sortedEntries[sortedEntries.length - 1].color, arrayIndex:ARRAY_SIZE - 1});
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sortedEntries.forEach((entry, index) => {
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colors[entry.at255].copy(entry.color);
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colors[entry.arrayIndex].copy(entry.color);
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if (index + 1 < sortedEntries.length) {
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const nextEntry = sortedEntries[index + 1];
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const diff = nextEntry.at255 - entry.at255;
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const diff = nextEntry.arrayIndex - entry.arrayIndex;
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for (let i = 0; i < diff; i++) {
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colors[entry.at255 + i].lerpVectors(entry.color, nextEntry.color, i / diff);
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colors[entry.arrayIndex + i].lerpVectors(entry.color, nextEntry.color, i / diff);
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}
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}
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});
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@@ -4,7 +4,9 @@ const makeMatrixRenderer = (renderer, texture, {
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animationSpeed, fallSpeed, cycleSpeed,
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glyphSequenceLength,
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numGlyphColumns,
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hasThunder
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hasThunder,
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hasSun,
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isPolar
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}) => {
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const matrixRenderer = {};
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const camera = new THREE.OrthographicCamera( -0.5, 0.5, 0.5, -0.5, 0.0001, 10000 );
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@@ -41,6 +43,10 @@ const glyphVariable = gpuCompute.addVariable(
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return fract(sin(sn) * c);
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}
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highp float blast( const in float x, const in float power ) {
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return pow(pow(pow(x, power), power), power);
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}
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void main() {
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vec2 cellSize = 1.0 / resolution.xy;
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@@ -62,17 +68,22 @@ const glyphVariable = gpuCompute.addVariable(
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float newBrightness = 3.0 * log(value * 1.25);
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#ifdef hasThunder
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float thunder = 10.0 * (pow(pow(sin(SQRT_5 * simTime), 10.0), 10.0) + pow(pow(sin(SQRT_2 * simTime), 10.0), 10.0)) + 0.6;
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#ifdef hasSun
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newBrightness = pow(fract(newBrightness * 0.5), 3.0) * uv.y * 2.0;
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#endif
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newBrightness *= thunder;
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#ifdef hasThunder
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vec2 distVec = (gl_FragCoord.xy / resolution.xy - vec2(0.5, 1.0)) * vec2(1.0, 2.0);
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float thunder = (blast(sin(SQRT_5 * simTime * 2.0), 10.0) + blast(sin(SQRT_2 * simTime * 2.0), 10.0));
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thunder *= 20.0 * (1.0 - 1.5 * length(distVec));
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newBrightness *= max(0.0, thunder) * 0.4 + 0.6;
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if (newBrightness > brightness) {
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brightness = newBrightness;
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} else {
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brightness = mix(brightness, newBrightness, brightnessChangeBias * 0.1);
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}
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brightness = min(1.0, brightness);
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#else
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brightness = mix(brightness, newBrightness, brightnessChangeBias);
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#endif
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@@ -84,7 +95,7 @@ const glyphVariable = gpuCompute.addVariable(
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float symbolX = mod(symbol, numGlyphColumns);
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float symbolY = ((numGlyphColumns - 1.0) - (symbol - symbolX) / numGlyphColumns);
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gl_FragColor = vec4(1.0);
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gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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gl_FragColor.r = brightness;
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gl_FragColor.g = cycle;
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gl_FragColor.b = symbolX / numGlyphColumns;
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@@ -96,7 +107,7 @@ const glyphVariable = gpuCompute.addVariable(
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);
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gpuCompute.setVariableDependencies( glyphVariable, [ glyphVariable ] );
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const brightnessChangeBias = animationSpeed == 0 ? 1 : Math.min(1, Math.abs(animationSpeed));
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const brightnessChangeBias = (animationSpeed * fallSpeed) == 0 ? 1 : Math.min(1, Math.abs(animationSpeed * fallSpeed));
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Object.assign(glyphVariable.material.uniforms, {
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now: { type: "f", value: 0 },
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delta: { type: "f", value: 0.01 },
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@@ -110,6 +121,9 @@ const glyphVariable = gpuCompute.addVariable(
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if (hasThunder) {
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glyphVariable.material.defines.hasThunder = 1.0;
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}
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if (hasSun) {
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glyphVariable.material.defines.hasSun = 1.0;
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}
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const error = gpuCompute.init();
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if ( error !== null ) {
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@@ -140,6 +154,7 @@ const glyphVariable = gpuCompute.addVariable(
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}
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`,
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fragmentShader: `
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#define PI 3.14159265359
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#ifdef GL_OES_standard_derivatives
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#extension GL_OES_standard_derivatives: enable
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#endif
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@@ -159,17 +174,26 @@ const glyphVariable = gpuCompute.addVariable(
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void main() {
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#ifdef isPolar
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vec2 diff = vUV - vec2(0.5, 1.25);
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float radius = length(diff);
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float angle = atan(diff.y, diff.x) + PI;
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vec2 uv = vec2(angle / PI, 1.0 - pow(radius * 0.75, 0.6));
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#else
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vec2 uv = vUV;
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#endif
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// Unpack the values from the glyph texture
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vec4 glyph = texture2D(glyphs, vUV);
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vec4 glyph = texture2D(glyphs, uv);
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float brightness = glyph.r;
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vec2 symbolUV = glyph.ba;
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vec4 sample = texture2D(msdf, fract(vUV * numColumns) / numGlyphColumns + symbolUV);
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vec4 sample = texture2D(msdf, fract(uv * numColumns) / numGlyphColumns + symbolUV);
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// The rest is straight up MSDF
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float sigDist = median(sample.r, sample.g, sample.b) - 0.5;
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float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
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float dscale = 0.353505 / sharpness;
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vec2 duv = dscale * (dFdx(vUV) + dFdy(vUV));
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vec2 duv = dscale * (dFdx(uv) + dFdy(uv));
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float isBigEnough = max(abs(duv.x), abs(duv.y));
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if (isBigEnough > BIG_ENOUGH) {
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float ratio = BIG_ENOUGH / isBigEnough;
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@@ -183,6 +207,13 @@ const glyphVariable = gpuCompute.addVariable(
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`
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})
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);
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if (isPolar) {
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mesh.material.defines.isPolar = 1.0;
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}
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// mesh.material = new THREE.MeshBasicMaterial({map: glyphRTT});
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scene.add( mesh );
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let start = NaN;
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@@ -1,2 +1,3 @@
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./msdfgen/out/msdfgen msdf -svg ./svg\ sources/texture_simplified.svg -size 512 512 -pxrange 4 -o ./matrixcode_msdf.png
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./msdfgen/out/msdfgen msdf -svg ./svg\ sources/gothic_texture_simplified.svg -size 512 512 -pxrange 4 -o ./gothic_msdf.png
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./msdfgen/out/msdfgen msdf -svg ./svg\ sources/coptic_texture_simplified.svg -size 512 512 -pxrange 4 -o ./coptic_msdf.png
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150
svg sources/coptic_texture_simplified.svg
Normal file
150
svg sources/coptic_texture_simplified.svg
Normal file
@@ -0,0 +1,150 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Generator: Adobe Illustrator 22.1.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) -->
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<svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px"
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viewBox="0 0 512 512" style="enable-background:new 0 0 512 512;" xml:space="preserve">
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<path d="M51.7,41.6c-0.9,0.6-1.8,1.2-2.9,1.9c-1.6,1-2.5,1.5-2.8,1.5c-1.4,0-3.2-1.3-5.4-3.9c-1.6-1.9-3-3.9-4.1-5.8
|
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c-4,5.5-10.2,8.3-18.4,8.3c-1.9,0-3.6-0.3-4.9-0.8l-0.8-1.6c4.4-2.8,7.9-5.6,10.4-8.4c2.5-2.8,4.8-6.3,6.9-10.5
|
||||
c-1.1-2.1-1.9-3.5-2.4-4.2c-1.3-2.1-2.3-3.1-3-3.3l-0.9-1.3c3.2-2.3,5.3-3.4,6.2-3.4c0.7,0,1.9,1.6,3.7,4.8c1.2,2.2,3,5.6,5.5,10.3
|
||||
c5.4,9.9,9.4,15,12,15.1L51.7,41.6z M34.4,31.9c-0.5-1-1.2-2.4-2.2-4.4C28.6,32,24.6,35.7,20,38.6c1.2,0.9,2.7,1.3,4.4,1.3
|
||||
c2.2,0,4.5-0.9,6.7-2.7C33.3,35.5,34.4,33.7,34.4,31.9z M108.8,35.8c0,3-1.4,5.1-4.1,6.4c-1.9,0.9-4.8,1.3-8.7,1.4
|
||||
c-2.1,0.1-5,0.1-8.8,0.1c-1.6,0-2.5-1.2-2.6-3.7v-1.4V16c0-1.4-0.4-2.2-1.2-2.5l-0.3-1.8c3.7-0.7,5.8-1,6.2-1c0.9,0,1.5,0.5,2.1,1.4
|
||||
c3.4-1.5,6.6-2.2,9.6-2.2c3.3,0,5,1.2,5,3.5c0,2.1-1.5,4.2-4.4,6.3c-1.2,0.9-3.6,2.2-7.3,4.1C104,26.1,108.8,30.1,108.8,35.8z
|
||||
M98.6,15.5c0-1.6-1-2.3-3.1-2.3c-1.1,0-2.3,0.4-3.6,1.2v8.4C96.4,19.9,98.6,17.5,98.6,15.5z M101.3,35.8c0-2.7-2.4-5.5-7.2-8.3
|
||||
c-0.5-0.3-1.2-0.6-2.2-1.1v12.2c0,2.1,1.6,3.1,4.7,3.1C99.7,41.8,101.3,39.8,101.3,35.8z M174.8,13.3c0,1.7-0.3,2.9-0.9,3.4
|
||||
l-7.6,1.3l-0.3-1.9c0.4,0,0.7-0.3,0.7-0.9c0-1.3-0.7-1.9-2.2-1.9H154v26.9c0,1.2,0.3,1.9,0.9,1.9l0.3,1.8c-0.7,0.2-1.7,0.4-3.2,0.8
|
||||
c-1.5,0.4-2.4,0.5-2.8,0.5c-1.7,0-2.6-1.7-2.6-5V15.2c0-1.4-0.4-2.2-1.2-2.4l-0.3-1.8c3.8-0.6,6-1,6.4-1c0.5,0,1.2,0.2,2,0.5
|
||||
c0.9,0.3,1.5,0.5,2,0.5h12.2c0.6,0,1.5-0.1,2.7-0.3c1.2-0.2,2.1-0.3,2.7-0.3c0.5,0,0.9,0.4,1.3,1.2
|
||||
C174.7,12.3,174.8,12.9,174.8,13.3z M249.1,43.9c0,1.4-0.3,2.3-0.9,2.9l-7.6,1.3l-0.3-1.8c0.4-0.1,0.6-0.4,0.6-0.9
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After Width: | Height: | Size: 17 KiB |
Reference in New Issue
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