More computation adjustments. Pretty happy with this.

This commit is contained in:
Rezmason
2018-09-03 00:18:11 -07:00
parent 06fd40c408
commit f491d45565

View File

@@ -18,10 +18,14 @@
const urlParams = new Map(window.location.href.replace(/^[^\?]+\?/, "").split("&").map(pair => pair.split("="))); const urlParams = new Map(window.location.href.replace(/^[^\?]+\?/, "").split("&").map(pair => pair.split("=")));
const getParam = (key, defaultValue) => urlParams.has(key) ? urlParams.get(key) : defaultValue; const getParam = (key, defaultValue) => urlParams.has(key) ? urlParams.get(key) : defaultValue;
const sharpness = 0.5; const sharpness = parseFloat(getParam("sharpness", 0.5));
const animationSpeed = parseFloat(getParam("animationSpeed", 1)); const animationSpeed = parseFloat(getParam("animationSpeed", 1));
const fallSpeed = parseFloat(getParam("fallSpeed", 1)); const fallSpeed = parseFloat(getParam("fallSpeed", 1));
const cycleSpeed = parseFloat(getParam("d", 1)); const cycleSpeed = parseFloat(getParam("cycleSpeed", 1));
const numColumns = parseInt(getParam("width", 80));
const numRows = numColumns;
const numGlyphs = numRows * numColumns;
const glyphSequenceLength = 57;
document.ontouchmove = (e) => e.preventDefault(); document.ontouchmove = (e) => e.preventDefault();
const element = document.createElement("matrixcode"); const element = document.createElement("matrixcode");
@@ -88,11 +92,6 @@
`, `,
}); });
const glyphSequenceLength = 57;
const numColumns = parseInt(getParam("width", 80));
const numRows = numColumns;
const numGlyphs = numRows * numColumns;
const fTexU = 1 / 8; const fTexU = 1 / 8;
const fTexV = 1 / 8; const fTexV = 1 / 8;
const [z, w] = [0, 1]; const [z, w] = [0, 1];
@@ -141,8 +140,8 @@
const columns = Array(numColumns).fill().map((_, columnIndex) => { const columns = Array(numColumns).fill().map((_, columnIndex) => {
const column = { const column = {
offset: Math.random() * 1000, timeOffset: Math.random(),
speed: Math.random(), speedOffset: Math.random(),
glyphs: Array(numRows).fill().map((_, index) => ({ glyphs: Array(numRows).fill().map((_, index) => ({
cycle: Math.random(), cycle: Math.random(),
symbol: 0, symbol: 0,
@@ -151,7 +150,6 @@
brightnessArray: glyphBrightnessFloat32Array.subarray(numRows * (columnIndex) * glyphBrightnessMarch * verticesPerGlyph, numRows * (columnIndex + 1) * glyphBrightnessMarch * verticesPerGlyph), brightnessArray: glyphBrightnessFloat32Array.subarray(numRows * (columnIndex) * glyphBrightnessMarch * verticesPerGlyph, numRows * (columnIndex + 1) * glyphBrightnessMarch * verticesPerGlyph),
uvArray: glyphUVFloat32Array.subarray(numRows * (columnIndex) * glyphUVMarch * verticesPerGlyph, numRows * (columnIndex + 1) * glyphUVMarch * verticesPerGlyph), uvArray: glyphUVFloat32Array.subarray(numRows * (columnIndex) * glyphUVMarch * verticesPerGlyph, numRows * (columnIndex + 1) * glyphUVMarch * verticesPerGlyph),
}; };
column.position = Math.random() * (column.tailLength + 1);
return column; return column;
}); });
@@ -171,11 +169,10 @@
composer.addPass( bloomPass ); composer.addPass( bloomPass );
const colorMap = new THREE.ColorMapPass([ const colorMap = new THREE.ColorMapPass([
{color: new THREE.Vector3(0.00, 0.00, 0.00), at: 0.01}, {color: new THREE.Vector3(0.00, 0.00, 0.00), at: 0.0},
{color: new THREE.Vector3(0.05, 0.52, 0.17), at: 0.40}, {color: new THREE.Vector3(0.05, 0.52, 0.17), at: 0.4},
{color: new THREE.Vector3(0.12, 0.82, 0.37), at: 0.84}, {color: new THREE.Vector3(0.12, 0.82, 0.37), at: 0.8},
{color: new THREE.Vector3(0.29, 1.00, 0.64), at: 1.00}, {color: new THREE.Vector3(0.29, 1.00, 0.64), at: 1.0},
// {color: new THREE.Vector3(0.90, 1.00, 0.90), at: 1.00},
]); ]);
composer.addPass( colorMap ); composer.addPass( colorMap );
@@ -240,15 +237,18 @@
const b = parseFloat(getParam("b", 1.125)); const b = parseFloat(getParam("b", 1.125));
const c = parseFloat(getParam("c", 1.25)); const c = parseFloat(getParam("c", 1.25));
const brightnessChangeBias = Math.min(1, Math.abs(animationSpeed)); const brightnessChangeBias = animationSpeed == 0 ? 1 : Math.min(1, Math.abs(animationSpeed));
const fract = x => x < 0 ? (1 - (-x % 1)) : (x % 1); const fract = x => x < 0 ? (1 - (-x % 1)) : (x % 1);
let [min, max] = [Infinity, -Infinity];
const update = now => { const update = now => {
if (now - last > 50) { if (now - last > 50) {
last = now; last = now;
return; return;
} }
const delta = ((isNaN(last) || now - last > 1000) ? 0 : now - last) / 1000 * animationSpeed; const delta = ((isNaN(last) || now - last > 1000) ? 0 : now - last) / 1000 * animationSpeed;
last = now; last = now;
@@ -258,11 +258,16 @@
composer.passes.filter(pass => !pass.enabled).renderToScreen = false; composer.passes.filter(pass => !pass.enabled).renderToScreen = false;
composer.passes.filter(pass => pass.enabled).pop().renderToScreen = true; composer.passes.filter(pass => pass.enabled).pop().renderToScreen = true;
const simTime = now * animationSpeed * fallSpeed * 0.0005;
for (const column of columns) { for (const column of columns) {
const columnTime = (column.timeOffset * 1000 + simTime) * (0.5 + column.speedOffset * 0.5) + (Math.sin(simTime * 2 * column.speedOffset) * 0.2);
for (let rowIndex = 0; rowIndex < column.glyphs.length; rowIndex++) { for (let rowIndex = 0; rowIndex < column.glyphs.length; rowIndex++) {
const glyph = column.glyphs[rowIndex]; const glyph = column.glyphs[rowIndex];
const time = rowIndex * 0.01 + now * animationSpeed * fallSpeed * 0.0008 * (0.3 + quadInOut(column.speed) * 0.3) + column.offset; const glyphTime = rowIndex * 0.01 + columnTime;
const value = 1 - fract((time + 0.3 * Math.sin(SQRT_2 * time) + 0.2 * Math.sin(SQRT_5 * time))); const value = 1 - fract((glyphTime + 0.3 * Math.sin(SQRT_2 * glyphTime) + 0.2 * Math.sin(SQRT_5 * glyphTime)));
const computedBrightness = a + b * Math.log(c * (value - 0.5)); const computedBrightness = a + b * Math.log(c * (value - 0.5));
const newBrightness = isNaN(computedBrightness) ? 0 : Math.min(1, Math.max(0, computedBrightness)); const newBrightness = isNaN(computedBrightness) ? 0 : Math.min(1, Math.max(0, computedBrightness));
@@ -270,7 +275,7 @@
column.brightnessArray.set(glyphBrightnessTemplate.map(() => glyph.brightness), rowIndex * verticesPerGlyph * glyphBrightnessMarch); column.brightnessArray.set(glyphBrightnessTemplate.map(() => glyph.brightness), rowIndex * verticesPerGlyph * glyphBrightnessMarch);
const glyphCycleSpeed = delta * animationSpeed * cycleSpeed * 0.2 * Math.pow(1 - glyph.brightness, 4); const glyphCycleSpeed = delta * cycleSpeed * 0.2 * Math.pow(1 - glyph.brightness, 4);
glyph.cycle = fract(glyph.cycle + glyphCycleSpeed); glyph.cycle = fract(glyph.cycle + glyphCycleSpeed);
const symbol = Math.floor(glyphSequenceLength * glyph.cycle); const symbol = Math.floor(glyphSequenceLength * glyph.cycle);
if (glyph.symbol != symbol) { if (glyph.symbol != symbol) {