Files
matrix/js/MatrixRenderer.js
2018-09-08 08:27:12 -07:00

233 lines
7.3 KiB
JavaScript

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