import { extractEntries, loadImage, loadText, makePassFBO, makeDoubleBuffer, makePass } from "./utils.js"; const rippleTypes = { box: 0, circle: 1, }; const cycleStyles = { cycleFasterWhenDimmed: 0, cycleRandomly: 1, }; const numVerticesPerQuad = 2 * 3; export default (regl, config) => { const volumetric = config.volumetric; const density = volumetric && config.effect !== "none" ? config.density : 1; const [numRows, numColumns] = [config.numColumns, config.numColumns * density]; const [numQuadRows, numQuadColumns] = volumetric ? [numRows, numColumns] : [1, 1]; const numQuads = numQuadRows * numQuadColumns; const quadSize = [1 / numQuadColumns, 1 / numQuadRows]; // These two framebuffers are used to compute the raining code. // they take turns being the source and destination of the "compute" shader. // The half float data type is crucial! It lets us store almost any real number, // whereas the default type limits us to integers between 0 and 255. // This double buffer is smaller than the screen, because its pixels correspond // with glyphs in the final image, and the glyphs are much larger than a pixel. const doubleBuffer = makeDoubleBuffer(regl, { width: numColumns, height: numRows, wrapT: "clamp", type: "half float", }); const output = makePassFBO(regl, config.useHalfFloat); const uniforms = { ...extractEntries(config, [ // rain general "glyphHeightToWidth", "glyphTextureColumns", // rain update "animationSpeed", "brightnessMinimum", "brightnessMix", "brightnessMultiplier", "brightnessOffset", "cursorEffectThreshold", "cycleSpeed", "fallSpeed", "glyphSequenceLength", "hasSun", "hasThunder", "raindropLength", "rippleScale", "rippleSpeed", "rippleThickness", "resurrectingCodeRatio", // rain vertex "forwardSpeed", // rain render "glyphEdgeCrop", "isPolar", ]), density, numRows, numColumns, numQuadRows, numQuadColumns, quadSize, volumetric, }; uniforms.rippleType = config.rippleTypeName in rippleTypes ? rippleTypes[config.rippleTypeName] : -1; uniforms.cycleStyle = config.cycleStyleName in cycleStyles ? cycleStyles[config.cycleStyleName] : 0; uniforms.slantVec = [Math.cos(config.slant), Math.sin(config.slant)]; uniforms.slantScale = 1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1); uniforms.showComputationTexture = config.effect === "none"; const msdf = loadImage(regl, config.glyphTexURL); const updateFrag = loadText("../shaders/update.frag"); const update = regl({ frag: regl.prop("frag"), uniforms: { ...uniforms, lastState: doubleBuffer.back, }, framebuffer: doubleBuffer.front, }); const quadPositions = Array(numQuadRows) .fill() .map((_, y) => Array(numQuadColumns) .fill() .map((_, x) => Array(numVerticesPerQuad).fill([x, y])) ); const quadCorners = Array(numQuads).fill([ [0, 0], [0, 1], [1, 1], [0, 0], [1, 1], [1, 0], ]); // We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen const renderVert = loadText("../shaders/render.vert"); const renderFrag = loadText("../shaders/render.frag"); const render = regl({ blend: { enable: true, func: { srcRGB: "src alpha", srcAlpha: 1, dstRGB: "dst alpha", dstAlpha: 1, }, }, vert: regl.prop("vert"), frag: regl.prop("frag"), uniforms: { ...uniforms, lastState: doubleBuffer.front, glyphTex: msdf.texture, camera: regl.prop("camera"), transform: regl.prop("transform"), screenSize: regl.prop("screenSize"), }, attributes: { aPosition: quadPositions, aCorner: quadCorners, }, count: numQuads * numVerticesPerQuad, framebuffer: output, }); const screenSize = [1, 1]; const { mat4, vec3 } = glMatrix; const camera = mat4.create(); const translation = vec3.set(vec3.create(), 0, 0.5 / numRows, -1); const scale = vec3.set(vec3.create(), 1, 1, 1); const transform = mat4.create(); mat4.translate(transform, transform, translation); mat4.scale(transform, transform, scale); return makePass( { primary: output, }, () => { const time = Date.now(); update({ frag: updateFrag.text() }); regl.clear({ depth: 1, color: [0, 0, 0, 1], framebuffer: output, }); render({ camera, transform, screenSize, vert: renderVert.text(), frag: renderFrag.text() }); }, (w, h) => { output.resize(w, h); const aspectRatio = w / h; glMatrix.mat4.perspective(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000); [screenSize[0], screenSize[1]] = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1]; }, [msdf.loaded, updateFrag.loaded, renderVert.loaded, renderFrag.loaded] ); };