mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
233 lines
7.3 KiB
JavaScript
233 lines
7.3 KiB
JavaScript
const makeMatrixRenderer = (renderer, texture, {
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sharpness,
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numColumns,
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animationSpeed, fallSpeed, cycleSpeed,
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glyphSequenceLength,
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numGlyphColumns,
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hasThunder
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}) => {
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const matrixRenderer = {};
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const camera = new THREE.OrthographicCamera( -0.5, 0.5, 0.5, -0.5, 0.0001, 10000 );
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const scene = new THREE.Scene();
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const gpuCompute = new GPUComputationRenderer( numColumns, numColumns, renderer );
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const glyphValue = gpuCompute.createTexture();
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const pixels = glyphValue.image.data;
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for (let i = 0; i < numColumns * numColumns; i++) {
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pixels[i * 4 + 0] = 0;
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pixels[i * 4 + 1] = Math.random();
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pixels[i * 4 + 2] = 0;
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pixels[i * 4 + 3] = 0;
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}
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const glyphVariable = gpuCompute.addVariable(
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"glyph",
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`
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precision highp float;
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#define PI 3.14159265359
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#define SQRT_2 1.4142135623730951
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#define SQRT_5 2.23606797749979
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uniform float now;
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uniform float delta;
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uniform float animationSpeed;
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uniform float fallSpeed;
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uniform float cycleSpeed;
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uniform float brightnessChangeBias;
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uniform float glyphSequenceLength;
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uniform float numGlyphColumns;
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highp float rand( const in vec2 uv ) {
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c);
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}
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void main() {
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vec2 cellSize = 1.0 / resolution.xy;
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vec2 uv = (gl_FragCoord.xy) * cellSize;
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float columnTimeOffset = rand(vec2(gl_FragCoord.x, 0.0));
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float columnSpeedOffset = rand(vec2(gl_FragCoord.x + 0.1, 0.0));
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vec4 data = texture2D( glyph, uv );
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float brightness = data.r;
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float cycle = data.g;
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float simTime = now * 0.0005 * animationSpeed;
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float columnTime = (columnTimeOffset * 1000.0 + simTime * fallSpeed) * (0.5 + columnSpeedOffset * 0.5) + (sin(simTime * fallSpeed * 2.0 * columnSpeedOffset) * 0.2);
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float glyphTime = gl_FragCoord.y * 0.01 + columnTime;
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float value = 1.0 - fract((glyphTime + 0.3 * sin(SQRT_2 * glyphTime) + 0.2 * sin(SQRT_5 * glyphTime)));
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float newBrightness = 3.0 * log(value * 1.25);
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#ifdef hasThunder
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float thunder = 10.0 * (pow(sin(SQRT_5 * simTime), 1000.0) + pow(sin(SQRT_2 * simTime), 1000.0)) + 0.5;
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newBrightness *= thunder;
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if (newBrightness > brightness) {
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brightness = newBrightness;
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} else {
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brightness = mix(brightness, newBrightness, brightnessChangeBias * 0.1);
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}
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#else
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brightness = mix(brightness, newBrightness, brightnessChangeBias);
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#endif
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float glyphCycleSpeed = delta * cycleSpeed * 0.2 * pow(1.0 - brightness, 4.0);
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cycle = fract(cycle + glyphCycleSpeed);
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float symbol = floor(glyphSequenceLength * cycle);
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float symbolX = mod(symbol, numGlyphColumns);
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float symbolY = ((numGlyphColumns - 1.0) - (symbol - symbolX) / numGlyphColumns);
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gl_FragColor = vec4(1.0);
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gl_FragColor.r = brightness;
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gl_FragColor.g = cycle;
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gl_FragColor.b = symbolX / numGlyphColumns;
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gl_FragColor.a = symbolY / numGlyphColumns;
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}
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`
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,
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glyphValue
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);
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gpuCompute.setVariableDependencies( glyphVariable, [ glyphVariable ] );
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const brightnessChangeBias = animationSpeed == 0 ? 1 : Math.min(1, Math.abs(animationSpeed));
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Object.assign(glyphVariable.material.uniforms, {
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now: { type: "f", value: 0 },
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delta: { type: "f", value: 0.01 },
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animationSpeed: { type: "f", value: animationSpeed },
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fallSpeed: { type: "f", value: fallSpeed },
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cycleSpeed: {type: "f", value: cycleSpeed },
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glyphSequenceLength: { type: "f", value: glyphSequenceLength },
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numGlyphColumns: {type: "f", value: numGlyphColumns },
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brightnessChangeBias: { type: "f", value: brightnessChangeBias },
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});
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if (hasThunder) {
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glyphVariable.material.defines.hasThunder = 1.0;
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}
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const error = gpuCompute.init();
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if ( error !== null ) {
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console.error( error );
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}
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const glyphRTT = gpuCompute.getCurrentRenderTarget( glyphVariable ).texture;
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const mesh = new THREE.Mesh(
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new THREE.PlaneBufferGeometry(),
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new THREE.RawShaderMaterial({
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uniforms: {
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glyphs: { type: "t", value: glyphRTT },
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msdf: { type: "t", value: texture },
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numColumns: {type: "f", value: numColumns},
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sharpness: { type: "f", value: sharpness },
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numGlyphColumns: {type: "f", value: numGlyphColumns},
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},
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vertexShader: `
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attribute vec2 uv;
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attribute vec3 position;
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uniform mat4 projectionMatrix;
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uniform mat4 modelViewMatrix;
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varying vec2 vUV;
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void main() {
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vUV = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`,
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fragmentShader: `
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#ifdef GL_OES_standard_derivatives
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#extension GL_OES_standard_derivatives: enable
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#endif
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precision lowp float;
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#define BIG_ENOUGH 0.001
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#define MODIFIED_ALPHATEST (0.02 * isBigEnough / BIG_ENOUGH)
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uniform float sharpness;
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uniform sampler2D msdf;
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uniform sampler2D glyphs;
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uniform float numColumns;
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uniform float numGlyphColumns;
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varying vec2 vUV;
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float median(float r, float g, float b) {
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return max(min(r, g), min(max(r, g), b));
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}
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void main() {
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// Unpack the values from the glyph texture
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vec4 glyph = texture2D(glyphs, vUV);
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float brightness = glyph.r;
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vec2 symbolUV = glyph.ba;
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vec4 sample = texture2D(msdf, fract(vUV * numColumns) / numGlyphColumns + symbolUV);
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// The rest is straight up MSDF
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float sigDist = median(sample.r, sample.g, sample.b) - 0.5;
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float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
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float dscale = 0.353505 / sharpness;
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vec2 duv = dscale * (dFdx(vUV) + dFdy(vUV));
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float isBigEnough = max(abs(duv.x), abs(duv.y));
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if (isBigEnough > BIG_ENOUGH) {
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float ratio = BIG_ENOUGH / isBigEnough;
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alpha = ratio * alpha + (1.0 - ratio) * (sigDist + 0.5);
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}
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if (isBigEnough <= BIG_ENOUGH && alpha < 0.5) { discard; return; }
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if (alpha < 0.5 * MODIFIED_ALPHATEST) { discard; return; }
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gl_FragColor = vec4(vec3(brightness * alpha), 1);
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}
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`
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})
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);
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scene.add( mesh );
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let start = NaN;
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let last = NaN;
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matrixRenderer.pass = new THREE.RenderPass( scene, camera );
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matrixRenderer.render = () => {
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if (isNaN(start)) {
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start = Date.now();
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last = 0;
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}
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const now = Date.now() - start;
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if (now - last > 50) {
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last = now;
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return;
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}
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const delta = ((now - last > 1000) ? 0 : now - last) / 1000 * animationSpeed;
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last = now;
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glyphVariable.material.uniforms.now.value = now;
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glyphVariable.material.uniforms.delta.value = delta;
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gpuCompute.compute(); // Do the gpu computation
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renderer.render( scene, camera );
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};
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matrixRenderer.resize = (width, height) => {
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const ratio = height / width;
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const frac = 0.5;
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if (ratio < 1) {
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camera.left = -frac;
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camera.right = frac;
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camera.bottom = (camera.left - camera.right) * ratio + frac;
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camera.top = frac;
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} else {
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camera.bottom = -frac;
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camera.top = frac;
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camera.left = camera.bottom / ratio;
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camera.right = camera.top / ratio;
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}
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camera.updateProjectionMatrix();
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};
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return matrixRenderer;
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};
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