Files
matrix/js/MatrixRenderer.js

333 lines
10 KiB
JavaScript

const makeMatrixRenderer = (renderer, {
fontTexture,
sharpness,
numColumns,
animationSpeed, fallSpeed, cycleSpeed,
glyphSequenceLength,
numFontColumns,
hasThunder,
hasSun,
isPolar,
slant,
glyphHeightToWidth,
glyphEdgeCrop,
brightnessThreshold,
showComputationTexture,
raindropLength,
cycleStyle
}) => {
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;
const scramble = i => Math.sin(i) * 0.5 + 0.5;
for (let i = 0; i < numColumns * numColumns; i++) {
pixels[i * 4 + 0] = 0;
pixels[i * 4 + 1] = showComputationTexture ? 0.5 : scramble(i);
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 time;
uniform float deltaTime;
uniform float animationSpeed;
uniform float fallSpeed;
uniform float cycleSpeed;
uniform float brightnessChangeBias;
uniform float glyphSequenceLength;
uniform float numFontColumns;
uniform float raindropLength;
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);
}
highp float blast( const in float x, const in float power ) {
return pow(pow(pow(x, power), power), power);
}
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 glyphCycle = data.g;
float simTime = time * 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) / raindropLength;
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 hasSun
newBrightness = pow(fract(newBrightness * 0.5), 3.0) * uv.y * 2.0;
#endif
#ifdef hasThunder
vec2 distVec = (gl_FragCoord.xy / resolution.xy - vec2(0.5, 1.0)) * vec2(1.0, 2.0);
float thunder = (blast(sin(SQRT_5 * simTime * 2.0), 10.0) + blast(sin(SQRT_2 * simTime * 2.0), 10.0));
thunder *= 30.0 * (1.0 - 1.0 * length(distVec));
newBrightness *= max(0.0, thunder) * 1.0 + 0.7;
if (newBrightness > brightness) {
brightness = newBrightness;
} else {
brightness = mix(brightness, newBrightness, brightnessChangeBias * 0.1);
}
#else
brightness = mix(brightness, newBrightness, brightnessChangeBias);
#endif
float glyphCycleSpeed = 0.0;
#ifdef cycleFasterWhenDimmed
if (brightness > 0.0) glyphCycleSpeed = pow(1.0 - brightness, 4.0);
#endif
#ifdef cycleRandomly
glyphCycleSpeed = fract((glyphTime + 0.7 * sin(SQRT_2 * glyphTime) + 1.1 * sin(SQRT_5 * glyphTime))) * 0.75;
#endif
glyphCycle = fract(glyphCycle + deltaTime * cycleSpeed * 0.2 * glyphCycleSpeed);
float symbol = floor(glyphSequenceLength * glyphCycle);
float symbolX = mod(symbol, numFontColumns);
float symbolY = ((numFontColumns - 1.0) - (symbol - symbolX) / numFontColumns);
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
gl_FragColor.r = brightness;
gl_FragColor.g = glyphCycle;
#ifdef showComputationTexture
// Better use of the blue channel, for show and tell
gl_FragColor.b = min(1.0, glyphCycleSpeed);
gl_FragColor.a = 1.0;
#else
gl_FragColor.b = symbolX / numFontColumns;
gl_FragColor.a = symbolY / numFontColumns;
#endif
}
`
,
glyphValue
);
gpuCompute.setVariableDependencies( glyphVariable, [ glyphVariable ] );
const brightnessChangeBias = (brightnessThreshold <= 0) ? (animationSpeed * fallSpeed) == 0 ? 1 : Math.min(1, Math.abs(animationSpeed * fallSpeed)) : 1;
Object.assign(glyphVariable.material.uniforms, {
time: { type: "f", value: 0 },
deltaTime: { 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 },
numFontColumns: {type: "f", value: numFontColumns },
raindropLength: {type: "f", value: raindropLength },
brightnessChangeBias: { type: "f", value: brightnessChangeBias },
});
if (hasThunder) {
glyphVariable.material.defines.hasThunder = 1.0;
}
if (hasSun) {
glyphVariable.material.defines.hasSun = 1.0;
}
if (showComputationTexture) {
glyphVariable.material.defines.showComputationTexture = 1.0;
}
switch (cycleStyle) {
case "cycleFasterWhenDimmed":
glyphVariable.material.defines.cycleFasterWhenDimmed = 1.0;
break;
case "cycleRandomly":
default:
glyphVariable.material.defines.cycleRandomly = 1.0;
break;
}
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: fontTexture },
numColumns: {type: "f", value: numColumns},
sharpness: { type: "f", value: sharpness },
numFontColumns: {type: "f", value: numFontColumns},
resolution: {type: "v2", value: new THREE.Vector2() },
slant: {type: "v2", value: new THREE.Vector2(Math.cos(slant), Math.sin(slant)) },
glyphHeightToWidth: {type: "f", value: glyphHeightToWidth},
glyphEdgeCrop: {type: "f", value: glyphEdgeCrop},
},
vertexShader: `
attribute vec2 uv;
attribute vec3 position;
uniform vec2 resolution;
varying vec2 vUV;
void main() {
vUV = uv;
gl_Position = vec4( resolution * position.xy, 0.0, 1.0 );
}
`,
fragmentShader: `
#define PI 3.14159265359
#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 numFontColumns;
uniform vec2 slant;
uniform float glyphHeightToWidth;
uniform float glyphEdgeCrop;
varying vec2 vUV;
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
void main() {
vec2 uv = vUV;
uv = vec2(
(uv.x - 0.5) * slant.x + (uv.y - 0.5) * slant.y,
(uv.y - 0.5) * slant.x - (uv.x - 0.5) * slant.y
) * 0.75 + 0.5;
#ifdef isPolar
vec2 diff = uv - vec2(0.5, 1.25);
float radius = length(diff);
float angle = atan(diff.y, diff.x) + PI;
uv = vec2(angle / PI, 1.0 - pow(radius * 0.75, 0.6));
#endif
uv.y /= glyphHeightToWidth;
vec4 glyph = texture2D(glyphs, uv);
#ifdef showComputationTexture
gl_FragColor = glyph;
return;
#endif
// Unpack the values from the font texture
float brightness = glyph.r;
#ifdef brightnessThreshold
if (brightness < -1.0) { discard; return; }
if (brightness > brightnessThreshold) {
brightness *= 2.0;
} else {
brightness = 0.25;
}
#endif
vec2 symbolUV = glyph.ba;
vec2 glyphUV = fract(uv * numColumns);
glyphUV -= 0.5;
glyphUV *= clamp(1.0 - glyphEdgeCrop, 0.0, 1.0);
glyphUV += 0.5;
vec4 sample = texture2D(msdf, glyphUV / numFontColumns + 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(uv) + dFdy(uv));
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), 1.0);
}
`
})
);
mesh.frustumCulled = false;
if (isPolar) {
mesh.material.defines.isPolar = 1.0;
}
if (brightnessThreshold > 0) {
mesh.material.defines.brightnessThreshold = brightnessThreshold;
}
if (showComputationTexture) {
mesh.material.defines.showComputationTexture = 1.0;
}
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 deltaTime = ((now - last > 1000) ? 0 : now - last) / 1000 * animationSpeed;
last = now;
glyphVariable.material.uniforms.time.value = now;
glyphVariable.material.uniforms.deltaTime.value = deltaTime;
gpuCompute.compute();
renderer.render( scene, camera );
};
matrixRenderer.resize = (width, height) => {
if (width > height) {
mesh.material.uniforms.resolution.value.set(2, 2 * width / height);
} else {
mesh.material.uniforms.resolution.value.set(2 * height / width, 2);
}
};
return matrixRenderer;
};