Cursors are now much more robustly detected, and the debug view— previously called the computation texture— now resembles BUF's behind-the-scenes VFX footage. Isolated the isometric camera option from the debug view

This commit is contained in:
Rezmason
2022-09-08 23:12:58 -07:00
parent 77d6176fd5
commit ed49105c69
8 changed files with 55 additions and 43 deletions

View File

@@ -37,13 +37,13 @@ export default ({ regl, config, lkg }) => {
const cycleStyle = config.cycleStyleName in cycleStyles ? cycleStyles[config.cycleStyleName] : 0;
const slantVec = [Math.cos(config.slant), Math.sin(config.slant)];
const slantScale = 1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1);
const showComputationTexture = config.effect === "none";
const showDebugView = config.effect === "none";
const commonUniforms = {
...extractEntries(config, ["animationSpeed", "glyphHeightToWidth", "glyphSequenceLength", "glyphTextureGridSize"]),
numColumns,
numRows,
showComputationTexture,
showDebugView,
};
// These two framebuffers are used to compute the raining code.
@@ -182,7 +182,7 @@ export default ({ regl, config, lkg }) => {
const screenSize = [1, 1];
const { mat4, vec3 } = glMatrix;
const transform = mat4.create();
if (config.effect === "none") {
if (volumetric && config.isometric) {
mat4.rotateX(transform, transform, (Math.PI * 1) / 8);
mat4.rotateY(transform, transform, (Math.PI * 1) / 4);
mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
@@ -217,7 +217,7 @@ export default ({ regl, config, lkg }) => {
const index = column + row * numTileColumns;
const camera = mat4.create();
if (config.effect === "none") {
if (volumetric && config.isometric) {
if (aspectRatio > 1) {
mat4.ortho(camera, -1.5 * aspectRatio, 1.5 * aspectRatio, -1.5, 1.5, -1000, 1000);
} else {