Files
matrix/js/MatrixRenderer.js
2019-11-17 21:51:09 -08:00

398 lines
12 KiB
JavaScript

const makeMatrixRenderer = (renderer, {
fontTexture,
numColumns,
animationSpeed, fallSpeed, cycleSpeed,
glyphSequenceLength,
numFontColumns,
hasThunder,
hasSun,
isPolar,
slant,
glyphHeightToWidth,
glyphEdgeCrop,
cursorEffectThreshold,
showComputationTexture,
raindropLength,
cycleStyle,
rippleType,
rippleScale,
rippleSpeed,
rippleThickness,
brightnessMultiplier,
brightnessOffset,
}) => {
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 bool hasSun;
uniform bool hasThunder;
uniform bool showComputationTexture;
uniform float brightnessChangeBias;
uniform float brightnessMultiplier;
uniform float brightnessOffset;
uniform float cursorEffectThreshold;
uniform float time;
uniform float animationSpeed;
uniform float cycleSpeed;
uniform float deltaTime;
uniform float fallSpeed;
uniform float raindropLength;
uniform float glyphHeightToWidth;
uniform float glyphSequenceLength;
uniform float numFontColumns;
uniform int cycleStyle;
uniform float rippleScale;
uniform float rippleSpeed;
uniform float rippleThickness;
uniform int rippleType;
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);
}
float max2(vec2 v) {
return max(v.x, v.y);
}
vec2 rand2(vec2 p) {
return fract(vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077)));
}
highp float blast( const in float x, const in float power ) {
return pow(pow(pow(x, power), power), power);
}
float ripple(vec2 uv, float simTime) {
if (rippleType == -1) {
return 0.;
}
float rippleTime = (simTime + 0.2 * sin(simTime * 2.0)) * rippleSpeed + 1.;
vec2 offset = rand2(vec2(floor(rippleTime), 0.)) - 0.5;
vec2 ripplePos = uv + offset;
float rippleDistance;
if (rippleType == 0) {
rippleDistance = max2(abs(ripplePos) * vec2(1.0, glyphHeightToWidth));
} else if (rippleType == 1) {
rippleDistance = length(ripplePos);
}
float rippleValue = fract(rippleTime) * rippleScale - rippleDistance;
if (rippleValue > 0. && rippleValue < rippleThickness) {
return 0.75;
} else {
return 0.;
}
}
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);
if (hasSun) {
newBrightness = pow(fract(newBrightness * 0.5), 3.0) * uv.y * 2.0;
}
if (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);
}
float glyphCycleSpeed = 0.0;
if (cycleStyle == 1) {
glyphCycleSpeed = fract((glyphTime + 0.7 * sin(SQRT_2 * glyphTime) + 1.1 * sin(SQRT_5 * glyphTime))) * 0.75;
} else if (cycleStyle == 0) {
if (brightness > 0.0) glyphCycleSpeed = pow(1.0 - brightness, 4.0);
}
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);
float effect = 0.;
effect += ripple(gl_FragCoord.xy / resolution.xy * 2.0 - 1.0, simTime);
if (brightness >= cursorEffectThreshold) {
effect = 1.0;
}
if (brightness > -1.) {
brightness = brightness * brightnessMultiplier + brightnessOffset;
}
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
gl_FragColor.r = brightness;
gl_FragColor.g = glyphCycle;
if (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 = symbolY * numFontColumns + symbolX;
gl_FragColor.a = effect;
}
}
`
,
glyphValue
);
gpuCompute.setVariableDependencies( glyphVariable, [ glyphVariable ] );
const brightnessChangeBias = (animationSpeed * fallSpeed) == 0 ? 1 : Math.min(1, Math.abs(animationSpeed * fallSpeed));
let cycleStyleInt;
switch (cycleStyle) {
case "cycleFasterWhenDimmed":
cycleStyleInt = 0;
break;
case "cycleRandomly":
default:
cycleStyleInt = 1;
break;
}
let rippleTypeInt;
switch (rippleType) {
case "box":
rippleTypeInt = 0;
break;
case "circle":
rippleTypeInt = 1;
break;
default:
rippleTypeInt = -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 },
rippleThickness: { type: "f", value: rippleThickness},
rippleScale: { type: "f", value: rippleScale},
rippleSpeed: { type: "f", value: rippleSpeed},
cursorEffectThreshold: { type: "f", value: cursorEffectThreshold},
brightnessMultiplier: { type: "f", value: brightnessMultiplier},
brightnessOffset: { type: "f", value: brightnessOffset},
glyphHeightToWidth: {type: "f", value: glyphHeightToWidth},
hasSun: { type: "b", value: hasSun },
hasThunder: { type: "b", value: hasThunder },
rippleType: { type: "i", value: rippleTypeInt },
showComputationTexture: { type: "b", value: showComputationTexture },
cycleStyle: { type: "i", value: cycleStyleInt },
});
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},
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},
isPolar: { type: "b", value: isPolar },
showComputationTexture: { type: "b", value: showComputationTexture },
},
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;
uniform sampler2D msdf;
uniform sampler2D glyphs;
uniform float numColumns;
uniform float numFontColumns;
uniform vec2 slant;
uniform float glyphHeightToWidth;
uniform float glyphEdgeCrop;
uniform bool isPolar;
uniform bool showComputationTexture;
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;
if (isPolar) {
uv -= 0.5;
uv *= 0.5;
uv.y -= 0.5;
float radius = length(uv);
float angle = atan(uv.y, uv.x) / (2. * PI) + 0.5;
uv = vec2(angle * 4. - 0.5, 1.25 - radius * 1.5);
} else {
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;
}
uv.y /= glyphHeightToWidth;
vec4 glyph = texture2D(glyphs, uv);
if (showComputationTexture) {
gl_FragColor = glyph;
return;
}
// Unpack the values from the font texture
float brightness = glyph.r;
float effect = glyph.a;
brightness = max(effect, brightness);
float symbolIndex = glyph.b;
vec2 symbolUV = vec2(mod(symbolIndex, numFontColumns), floor(symbolIndex / numFontColumns));
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 + symbolUV) / numFontColumns);
// 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);
gl_FragColor = vec4(vec3(brightness * alpha), 1.0);
}
`
})
);
mesh.frustumCulled = false;
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;
};