Rezmason
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fb16a9b855
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Adjusting the textures, still not super happy with them but they can be replaced later
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2022-09-19 20:41:23 -07:00 |
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Rezmason
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5f544091a9
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Deferring the holoplay import until it's determined that it's needed. Changing the holoplay effect version a little.
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2022-09-18 22:30:10 -07:00 |
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Rezmason
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b0406978d7
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It's hard to tune the glint brightness and contrast
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2022-09-18 19:46:26 -07:00 |
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Rezmason
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d9b68b4669
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Trinity tweak and updated the readme
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2022-09-17 21:06:20 -07:00 |
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Rezmason
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5feecd7b78
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Brighten Trinity version
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2022-09-17 13:57:31 -07:00 |
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Rezmason
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b950bd90c7
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Updating screenshot
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2022-09-17 13:53:48 -07:00 |
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Rezmason
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e2be02c498
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Added textures to base and glint shapes.
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2022-09-17 13:51:48 -07:00 |
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Rezmason
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eddbd12c36
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Added glint brightness and contrast, makes a big difference
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2022-09-17 10:09:52 -07:00 |
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Rezmason
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9c2d6d7ed8
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Adding "glint", the shapes that appear on top of the glyphs in the Resurrections opening titles.
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2022-09-17 01:24:23 -07:00 |
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Rezmason
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6a3d38e965
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More updates to the readme and todo
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2022-09-16 21:42:37 -07:00 |
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Rezmason
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86036d9ceb
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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
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2022-09-16 21:37:30 -07:00 |
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Rezmason
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9ab9924294
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Migrated changes to WebGPU
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2022-09-16 21:08:00 -07:00 |
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Rezmason
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ab280a95d3
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A tiny bit of cleanup before tackling the WebGPU version
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2022-09-16 17:34:44 -07:00 |
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Rezmason
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3fc53f1bab
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Renaming shine to raindrop, which makes more sense
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2022-09-16 17:01:22 -07:00 |
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Rezmason
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6969514c9b
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The cursor channel of the rain pass is now propagated in isolation to the effect passes.
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2022-09-15 23:33:47 -07:00 |
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Rezmason
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17a615eec7
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Altering course. The only remaining goal of the recode is to isolate the cursor glyphs and process them separately.
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2022-09-15 21:23:11 -07:00 |
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Rezmason
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3b456baef9
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Move brightness from the shine compute shader to the fragment shader and clean it up
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2022-09-15 21:10:33 -07:00 |
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Rezmason
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b0613f9bc3
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Removing brightness-based cycle style— I can no longer see any evidence that it occurs.
Updated the readme file
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2022-09-15 00:41:04 -07:00 |
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Rezmason
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4c6e6fd662
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Removed sun shower. Thunder and ripples are now handled by a third compute shader.
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2022-09-14 23:09:00 -07:00 |
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Rezmason
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0d1d661401
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A bit more cleanup in preparation for the reformulation
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2022-09-11 23:48:43 -07:00 |
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Rezmason
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0a5daa696a
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gpu-buffer now eliminates whitespace from types before identifying them
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2022-09-11 20:09:59 -07:00 |
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Rezmason
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ec831ce6f1
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Adding named debug groups to the WebGPU passes, and switching the pipeline create calls to the async methods
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2022-09-11 20:09:32 -07:00 |
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Rezmason
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c4fe2c53e4
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Cleaning up TODO. Tried adding a pixel grill to the rain pass frag shader, but it moired and it didn't look very good.
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2022-09-11 10:36:43 -07:00 |
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Rezmason
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4449b4ea2d
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Adding the card animation to the playtrix
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2022-09-10 17:05:15 -07:00 |
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Rezmason
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058b8189a9
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Improving the "debug view" by basing it on rain time, so it's unaffected by the base brightness and contrast
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2022-09-10 12:12:43 -07:00 |
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Rezmason
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f9ac81817f
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Updated the playdate glyph textures and increased their cycle speed a little bit
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2022-09-09 22:57:57 -07:00 |
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Rezmason
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9a4c2558e7
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Making it loop again.
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2022-09-09 18:03:23 -07:00 |
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Rezmason
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9b8d5b34b5
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Added an IcoMoon font for the expanded glyph set
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2022-09-09 00:10:05 -07:00 |
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Rezmason
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ed49105c69
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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
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2022-09-08 23:13:52 -07:00 |
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Rezmason
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77d6176fd5
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Updating the WebGPU code to match the REGL code
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2022-09-08 19:51:39 -07:00 |
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Rezmason
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a14b6db911
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A couple changes on the REGL side that missed the boat
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2022-09-07 23:17:37 -07:00 |
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Rezmason
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2eb7b70926
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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.
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2022-09-07 22:05:03 -07:00 |
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Rezmason
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76d37fc752
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Freeing up a rain pass channel
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2022-09-06 23:23:39 -07:00 |
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Rezmason
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c1fa822299
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Adding a "3d" version, since just turning on volumetric doesn't look particularly good with the other recent config changes.
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2022-09-06 01:15:35 -07:00 |
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Rezmason
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bfa18d6926
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Updated the Resurrections MSDF texture
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2022-09-06 01:08:47 -07:00 |
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Rezmason
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f66f8232d9
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Adding Playdate compile instructions to the project
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2022-09-05 02:35:22 -07:00 |
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Rezmason
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33edffc99c
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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
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2022-09-04 23:56:49 -07:00 |
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Rezmason
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1aeaba7a3f
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Adding dated attribution text to top of Lua file
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2022-09-04 23:48:55 -07:00 |
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Rezmason
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b26d585cad
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The latest SDK now reports correct bounds for partly transparent images
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2022-09-04 23:48:55 -07:00 |
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Rezmason
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c3f22a5afb
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Reducing the number of fade variants when the effect is running quicker, to gain some more CPU.
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2022-09-04 23:48:55 -07:00 |
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Rezmason
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687c7ab613
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Replacing references to playdate API with references to its components. No apparent performance change.
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2022-09-04 23:48:55 -07:00 |
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Rezmason
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c0e94627e7
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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%.
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2022-09-04 23:48:54 -07:00 |
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Rezmason
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346bbbb84d
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Moving more playdate files around, adding a playdate-specific gitignore to the subdirectory and adding an easter egg.
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2022-09-04 23:48:54 -07:00 |
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Rezmason
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fadc1ed639
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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.
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2022-09-04 23:48:54 -07:00 |
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Rezmason
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0ce4f35eb2
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Replacing lockImage and unlockImage with pushContext and popContext in the Lua project
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2022-09-04 23:48:54 -07:00 |
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Rezmason
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6a3430d862
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Began implementing a function to composite two bitmap views before I realized pushContext and popContext probably do what I need instead
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2022-09-04 23:48:54 -07:00 |
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Rezmason
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8df808ea76
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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.
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2022-09-04 23:48:54 -07:00 |
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Rezmason
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5bebf6ad71
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Replaced dithering logic with compositing a pre-rendered dithered gradient.
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2022-09-04 23:48:54 -07:00 |
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Rezmason
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551ce132c4
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Various playdate optimizations, increasing unused CPU to hopefully drive audio or something. Moved the Lua project into playdate/matrix_lua
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2022-09-04 23:48:54 -07:00 |
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Rezmason
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ceb5b03458
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"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
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2022-09-04 23:48:54 -07:00 |
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