350 Commits

Author SHA1 Message Date
Rezmason
b0406978d7 It's hard to tune the glint brightness and contrast 2022-09-18 19:46:26 -07:00
Rezmason
d9b68b4669 Trinity tweak and updated the readme 2022-09-17 21:06:20 -07:00
Rezmason
5feecd7b78 Brighten Trinity version 2022-09-17 13:57:31 -07:00
Rezmason
b950bd90c7 Updating screenshot 2022-09-17 13:53:48 -07:00
Rezmason
e2be02c498 Added textures to base and glint shapes. 2022-09-17 13:51:48 -07:00
Rezmason
eddbd12c36 Added glint brightness and contrast, makes a big difference 2022-09-17 10:09:52 -07:00
Rezmason
9c2d6d7ed8 Adding "glint", the shapes that appear on top of the glyphs in the Resurrections opening titles. 2022-09-17 01:24:23 -07:00
Rezmason
6a3d38e965 More updates to the readme and todo 2022-09-16 21:42:37 -07:00
Rezmason
86036d9ceb The cursor color, when unspecified, now defaults to bright white if an effect is specified, rather than falling back on the colors from the versions 2022-09-16 21:37:30 -07:00
Rezmason
9ab9924294 Migrated changes to WebGPU 2022-09-16 21:08:00 -07:00
Rezmason
ab280a95d3 A tiny bit of cleanup before tackling the WebGPU version 2022-09-16 17:34:44 -07:00
Rezmason
3fc53f1bab Renaming shine to raindrop, which makes more sense 2022-09-16 17:01:22 -07:00
Rezmason
6969514c9b The cursor channel of the rain pass is now propagated in isolation to the effect passes. 2022-09-15 23:33:47 -07:00
Rezmason
17a615eec7 Altering course. The only remaining goal of the recode is to isolate the cursor glyphs and process them separately. 2022-09-15 21:23:11 -07:00
Rezmason
3b456baef9 Move brightness from the shine compute shader to the fragment shader and clean it up 2022-09-15 21:10:33 -07:00
Rezmason
b0613f9bc3 Removing brightness-based cycle style— I can no longer see any evidence that it occurs.
Updated the readme file
2022-09-15 00:41:04 -07:00
Rezmason
4c6e6fd662 Removed sun shower. Thunder and ripples are now handled by a third compute shader. 2022-09-14 23:09:00 -07:00
Rezmason
0d1d661401 A bit more cleanup in preparation for the reformulation 2022-09-11 23:48:43 -07:00
Rezmason
0a5daa696a gpu-buffer now eliminates whitespace from types before identifying them 2022-09-11 20:09:59 -07:00
Rezmason
ec831ce6f1 Adding named debug groups to the WebGPU passes, and switching the pipeline create calls to the async methods 2022-09-11 20:09:32 -07:00
Rezmason
c4fe2c53e4 Cleaning up TODO. Tried adding a pixel grill to the rain pass frag shader, but it moired and it didn't look very good. 2022-09-11 10:36:43 -07:00
Rezmason
4449b4ea2d Adding the card animation to the playtrix 2022-09-10 17:05:15 -07:00
Rezmason
058b8189a9 Improving the "debug view" by basing it on rain time, so it's unaffected by the base brightness and contrast 2022-09-10 12:12:43 -07:00
Rezmason
f9ac81817f Updated the playdate glyph textures and increased their cycle speed a little bit 2022-09-09 22:57:57 -07:00
Rezmason
9a4c2558e7 Making it loop again. 2022-09-09 18:03:23 -07:00
Rezmason
9b8d5b34b5 Added an IcoMoon font for the expanded glyph set 2022-09-09 00:10:05 -07:00
Rezmason
ed49105c69 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 2022-09-08 23:13:52 -07:00
Rezmason
77d6176fd5 Updating the WebGPU code to match the REGL code 2022-09-08 19:51:39 -07:00
Rezmason
a14b6db911 A couple changes on the REGL side that missed the boat 2022-09-07 23:17:37 -07:00
Rezmason
2eb7b70926 Split the rain pass's compute shader in two, with one governing brightness and the other governing glyph cycling. This allows glyphs to randomly cycle properly, and leaves room to store new properties. 2022-09-07 22:05:03 -07:00
Rezmason
76d37fc752 Freeing up a rain pass channel 2022-09-06 23:23:39 -07:00
Rezmason
c1fa822299 Adding a "3d" version, since just turning on volumetric doesn't look particularly good with the other recent config changes. 2022-09-06 01:15:35 -07:00
Rezmason
bfa18d6926 Updated the Resurrections MSDF texture 2022-09-06 01:08:47 -07:00
Rezmason
f66f8232d9 Adding Playdate compile instructions to the project 2022-09-05 02:35:22 -07:00
Rezmason
33edffc99c Removing the "resurrection" effect that mirrored the Matrix Resurrections trailers, as they aren't canon and the color channels of the output textures can be put to better use 2022-09-04 23:56:49 -07:00
Rezmason
1aeaba7a3f Adding dated attribution text to top of Lua file 2022-09-04 23:48:55 -07:00
Rezmason
b26d585cad The latest SDK now reports correct bounds for partly transparent images 2022-09-04 23:48:55 -07:00
Rezmason
c3f22a5afb Reducing the number of fade variants when the effect is running quicker, to gain some more CPU. 2022-09-04 23:48:55 -07:00
Rezmason
687c7ab613 Replacing references to playdate API with references to its components. No apparent performance change. 2022-09-04 23:48:55 -07:00
Rezmason
c0e94627e7 Throwing some extra C compiler warnings into the CMakeLists. Found and dealt with some double-to-float conversions, cut CPU use down to about 10%. 2022-09-04 23:48:54 -07:00
Rezmason
346bbbb84d Moving more playdate files around, adding a playdate-specific gitignore to the subdirectory and adding an easter egg. 2022-09-04 23:48:54 -07:00
Rezmason
fadc1ed639 C project now uses drawing contexts to draw faded glyph variants to a cache.
Switched to an opaque fade gradient and white-transparent drawing mode to avoid a bug discovered in the C SDK.
2022-09-04 23:48:54 -07:00
Rezmason
0ce4f35eb2 Replacing lockImage and unlockImage with pushContext and popContext in the Lua project 2022-09-04 23:48:54 -07:00
Rezmason
6a3430d862 Began implementing a function to composite two bitmap views before I realized pushContext and popContext probably do what I need instead 2022-09-04 23:48:54 -07:00
Rezmason
8df808ea76 Began work on the C port. To my knowledge, everything is working except the graphics code. The C API doesn't include bitmap compositing functions out-of-the-box. 2022-09-04 23:48:54 -07:00
Rezmason
5bebf6ad71 Replaced dithering logic with compositing a pre-rendered dithered gradient. 2022-09-04 23:48:54 -07:00
Rezmason
551ce132c4 Various playdate optimizations, increasing unused CPU to hopefully drive audio or something. Moved the Lua project into playdate/matrix_lua 2022-09-04 23:48:54 -07:00
Rezmason
ceb5b03458 "Flattening" the faded images and glyphs into a 2D array of images reduces the number of draw calls per update to one per changed glyph 2022-09-04 23:48:54 -07:00
Rezmason
a48263873e Replacing image tables with arrays of images eliminates the memory leak 2022-09-04 23:48:54 -07:00
Rezmason
7fbb7a62e1 Learning Lua, implemented the matrix effect for the playdate but there are memory and framerate issues 2022-09-04 23:48:54 -07:00