mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
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:
10
TODO.txt
10
TODO.txt
@@ -1,9 +1,13 @@
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TODO:
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Create a Resurrections font
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Icomoon
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Unicode PUA
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Reformulate the basis
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https://buf.com/films/the-matrix-resurrections
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Base cursors and other colors on BUF clip
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Show this stuff for showComputationTexture
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Show this stuff for showDebugView
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Pixel grill?
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Tune the colors
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Maybe glow can be an SDF-derived effect instead, look into it
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@@ -29,10 +33,6 @@ Playdate version
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https://sdk.play.date/1.12.3/Inside%20Playdate.html#pdxinfo
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Menu later?
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Create a Resurrections font
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Icomoon
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Unicode PUA
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Resurrections
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Support anomaly streaks
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MSDF
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@@ -96,6 +96,7 @@ const defaults = {
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resolution: 0.75, // An overall scale multiplier
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useHalfFloat: false,
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renderer: "webgpu", // The preferred web graphics API
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isometric: false,
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useHoloplay: false,
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loops: false,
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};
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@@ -308,6 +309,7 @@ const paramMapping = {
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loops: { key: "loops", 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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isometric: { key: "isometric", parser: (s) => s.toLowerCase().includes("true") },
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};
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paramMapping.dropLength = paramMapping.raindropLength;
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paramMapping.angle = paramMapping.slant;
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@@ -37,13 +37,13 @@ export default ({ regl, config, lkg }) => {
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const cycleStyle = config.cycleStyleName in cycleStyles ? cycleStyles[config.cycleStyleName] : 0;
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const slantVec = [Math.cos(config.slant), Math.sin(config.slant)];
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const slantScale = 1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1);
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const showComputationTexture = config.effect === "none";
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const showDebugView = config.effect === "none";
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const commonUniforms = {
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...extractEntries(config, ["animationSpeed", "glyphHeightToWidth", "glyphSequenceLength", "glyphTextureGridSize"]),
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numColumns,
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numRows,
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showComputationTexture,
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showDebugView,
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};
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// These two framebuffers are used to compute the raining code.
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@@ -182,7 +182,7 @@ export default ({ regl, config, lkg }) => {
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const screenSize = [1, 1];
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const { mat4, vec3 } = glMatrix;
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const transform = mat4.create();
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if (config.effect === "none") {
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if (volumetric && config.isometric) {
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mat4.rotateX(transform, transform, (Math.PI * 1) / 8);
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mat4.rotateY(transform, transform, (Math.PI * 1) / 4);
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mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
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@@ -217,7 +217,7 @@ export default ({ regl, config, lkg }) => {
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const index = column + row * numTileColumns;
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const camera = mat4.create();
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if (config.effect === "none") {
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if (volumetric && config.isometric) {
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if (aspectRatio > 1) {
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mat4.ortho(camera, -1.5 * aspectRatio, 1.5 * aspectRatio, -1.5, 1.5, -1000, 1000);
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} else {
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@@ -18,7 +18,7 @@ const makeConfigBuffer = (device, configUniforms, config, density, gridSize) =>
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...config,
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gridSize,
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density,
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showComputationTexture: config.effect === "none",
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showDebugView: config.effect === "none",
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cycleStyle: config.cycleStyleName in cycleStyles ? cycleStyles[config.cycleStyleName] : 0,
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rippleType: config.rippleTypeName in rippleTypes ? rippleTypes[config.rippleTypeName] : -1,
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slantScale: 1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1),
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@@ -45,7 +45,7 @@ export default ({ config, device, timeBuffer }) => {
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const numQuads = config.volumetric ? numCells : 1;
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const transform = mat4.create();
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if (config.effect === "none") {
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if (config.volumetric && config.isometric) {
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mat4.rotateX(transform, transform, (Math.PI * 1) / 8);
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mat4.rotateY(transform, transform, (Math.PI * 1) / 4);
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mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
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@@ -153,7 +153,7 @@ export default ({ config, device, timeBuffer }) => {
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const build = (size) => {
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// Update scene buffer: camera and transform math for the volumetric mode
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const aspectRatio = size[0] / size[1];
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if (config.effect === "none") {
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if (config.volumetric && config.isometric) {
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if (aspectRatio > 1) {
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mat4.orthoZO(camera, -1.5 * aspectRatio, 1.5 * aspectRatio, -1.5, 1.5, -1000, 1000);
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} else {
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@@ -13,7 +13,7 @@ uniform vec2 glyphTextureGridSize;
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uniform vec2 slantVec;
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uniform float slantScale;
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uniform bool isPolar;
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uniform bool showComputationTexture;
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uniform bool showDebugView;
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uniform bool volumetric;
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varying vec2 vUV;
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@@ -76,7 +76,7 @@ void main() {
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brightness = max(shine.b * cursorBrightness, brightness);
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brightness = max(shine.a, brightness);
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// In volumetric mode, distant glyphs are dimmer
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if (volumetric) {
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if (volumetric && !showDebugView) {
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brightness = brightness * min(1., vDepth);
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}
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@@ -92,12 +92,18 @@ void main() {
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float sigDist = median3(dist) - 0.5;
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float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0., 1.);
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if (showComputationTexture) {
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vec4 debugColor = vec4(shine.r - alpha, shine.g * alpha, shine.a - alpha, 1.);
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if (volumetric) {
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debugColor.g = debugColor.g * 0.9 + 0.1;
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}
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gl_FragColor = debugColor;
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if (showDebugView) {
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brightness *= 2.;
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gl_FragColor = vec4(
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vec3(
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shine.b,
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vec2(
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brightness,
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clamp(0., 1., pow(brightness * 0.9, 6.0))
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) * (1.0 - shine.b)
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) * alpha,
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1.
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);
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} else {
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gl_FragColor = vec4(vChannel * brightness * alpha, 1.);
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}
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@@ -55,11 +55,11 @@ float getRainTime(float simTime, vec2 glyphPos) {
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columnSpeedOffset = 0.5;
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}
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float columnTime = columnTimeOffset + simTime * fallSpeed * columnSpeedOffset;
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return (glyphPos.y * 0.01 + columnTime) / raindropLength;
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return wobble((glyphPos.y * 0.01 + columnTime) / raindropLength);
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}
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float getBrightness(float rainTime) {
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float value = 1. - fract(wobble(rainTime));
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float value = 1. - fract(rainTime);
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if (loops) {
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value = 1. - fract(rainTime);
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}
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@@ -122,10 +122,12 @@ float applyRippleEffect(float effect, float simTime, vec2 screenPos) {
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// Main function
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vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous, vec4 previousBelow) {
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vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
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// Determine the glyph's local time.
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float rainTime = getRainTime(simTime, glyphPos);
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float rainTimeBelow = getRainTime(simTime, glyphPos + vec2(0., -1.));
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float cursor = fract(rainTime) < fract(rainTimeBelow) ? 1.0 : 0.0;
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// Rain time is the backbone of this effect.
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@@ -139,9 +141,6 @@ vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenP
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float effect = 0.;
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effect = applyRippleEffect(effect, simTime, screenPos); // Round or square ripples across the grid
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float previousBrightnessBelow = previousBelow.r;
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float cursor = brightness > previousBrightnessBelow ? 1.0 : 0.0;
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// Blend the glyph's brightness with its previous brightness, so it winks on and off organically
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if (!isFirstFrame) {
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float previousBrightness = previous.r;
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@@ -158,6 +157,5 @@ void main() {
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vec2 glyphPos = gl_FragCoord.xy;
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vec2 screenPos = glyphPos / vec2(numColumns, numRows);
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vec4 previous = texture2D( previousShineState, screenPos );
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vec4 previousBelow = texture2D( previousShineState, screenPos + vec2(0., -1. / numRows));
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gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, screenPos, previous, previousBelow);
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gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, screenPos, previous);
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}
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@@ -13,7 +13,7 @@ uniform sampler2D previousSymbolState, shineState;
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uniform float numColumns, numRows;
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uniform float time, tick, cycleFrameSkip;
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uniform float animationSpeed, cycleSpeed;
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uniform bool loops, showComputationTexture;
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uniform bool loops, showDebugView;
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uniform float glyphSequenceLength;
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uniform int cycleStyle;
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@@ -8,7 +8,7 @@ struct Config {
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glyphTextureGridSize : vec2<i32>,
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glyphHeightToWidth : f32,
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gridSize : vec2<f32>,
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showComputationTexture : i32,
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showDebugView : i32,
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// compute-specific properties
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brightnessThreshold : f32,
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@@ -138,11 +138,11 @@ fn getRainTime(simTime : f32, glyphPos : vec2<f32>) -> f32 {
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columnSpeedOffset = 0.5;
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}
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var columnTime = columnTimeOffset + simTime * config.fallSpeed * columnSpeedOffset;
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return (glyphPos.y * 0.01 + columnTime) / config.raindropLength;
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return wobble((glyphPos.y * 0.01 + columnTime) / config.raindropLength);
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}
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fn getBrightness(rainTime : f32) -> f32 {
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var value = 1.0 - fract(wobble(rainTime));
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var value = 1.0 - fract(rainTime);
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if (bool(config.loops)) {
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value = 1.0 - fract(rainTime);
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}
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@@ -213,10 +213,12 @@ fn applyRippleEffect(effect : f32, simTime : f32, screenPos : vec2<f32>) -> f32
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// Compute shader main functions
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fn computeShine (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, screenPos : vec2<f32>, previous : vec4<f32>, previousBelow : vec4<f32>) -> vec4<f32> {
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fn computeShine (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, screenPos : vec2<f32>, previous : vec4<f32>) -> vec4<f32> {
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// Determine the glyph's local time.
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var rainTime = getRainTime(simTime, glyphPos);
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var rainTimeBelow = getRainTime(simTime, glyphPos + vec2<f32>(0., -1.));
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var cursor = select(0.0, 1.0, fract(rainTime) < fract(rainTimeBelow));
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// Rain time is the backbone of this effect.
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@@ -234,8 +236,6 @@ fn computeShine (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, scree
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var effect = 0.0;
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effect = applyRippleEffect(effect, simTime, screenPos); // Round or square ripples across the grid
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var previousBrightnessBelow = previousBelow.r;
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var cursor = select(0.0, 1.0, brightness > previousBrightnessBelow);
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// Blend the glyph's brightness with its previous brightness, so it winks on and off organically
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if (!isFirstFrame) {
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@@ -290,17 +290,16 @@ fn computeSymbol (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, scre
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}
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var i = row * i32(config.gridSize.x) + column;
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var below = (row - 1) * i32(config.gridSize.x) + column;
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var simTime = time.seconds * config.animationSpeed;
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var isFirstFrame = time.frames == 0;
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// Update the cell
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var isFirstFrame = time.frames == 0;
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var glyphPos = vec2<f32>(f32(column), f32(row));
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var screenPos = glyphPos / config.gridSize;
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var cell = cells_RW.cells[i];
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cell.shine = computeShine(simTime, isFirstFrame, glyphPos, screenPos, cell.shine, cells_RW.cells[below].shine);
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cell.shine = computeShine(simTime, isFirstFrame, glyphPos, screenPos, cell.shine);
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cell.symbol = computeSymbol(simTime, isFirstFrame, glyphPos, screenPos, cell.symbol, cell.shine);
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cells_RW.cells[i] = cell;
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}
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@@ -442,11 +441,18 @@ fn getSymbolUV(symbol : i32) -> vec2<f32> {
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var output : FragOutput;
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if (bool(config.showComputationTexture)) {
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output.color = vec4<f32>(cell.shine.r - alpha, cell.shine.g * alpha, cell.shine.a - alpha, 1.0);
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if (volumetric) {
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output.color.g *= 0.9 + 0.1;
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}
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if (bool(config.showDebugView)) {
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brightness *= 2.0;
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output.color = vec4<f32>(
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vec3<f32>(
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cell.shine.b,
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vec2<f32>(
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brightness,
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clamp(0.0, 1.0, pow(brightness * 0.9, 6.0))
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) * (1.0 - cell.shine.b)
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) * alpha,
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1.0
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);
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} else {
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output.color = vec4<f32>(input.channel * brightness * alpha, 1.0);
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}
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