securityos/public/System/Matrix/js/regl/palettePass.js

89 lines
2.8 KiB
JavaScript

import colorToRGB from "../colorToRGB.js";
import { loadText, make1DTexture, makePassFBO, makePass } from "./utils.js";
// Maps the brightness of the rendered rain and bloom to colors
// in a 1D gradient palette texture generated from the passed-in color sequence
// This shader introduces noise into the renders, to avoid banding
const makePalette = (regl, entries) => {
const PALETTE_SIZE = 2048;
const paletteColors = Array(PALETTE_SIZE);
// Convert HSL gradient into sorted RGB gradient, capping the ends
const sortedEntries = entries
.slice()
.sort((e1, e2) => e1.at - e2.at)
.map((entry) => ({
rgb: colorToRGB(entry.color),
arrayIndex: Math.floor(Math.max(Math.min(1, entry.at), 0) * (PALETTE_SIZE - 1)),
}));
sortedEntries.unshift({ rgb: sortedEntries[0].rgb, arrayIndex: 0 });
sortedEntries.push({
rgb: sortedEntries[sortedEntries.length - 1].rgb,
arrayIndex: PALETTE_SIZE - 1,
});
// Interpolate between the sorted RGB entries to generate
// the palette texture data
sortedEntries.forEach((entry, index) => {
paletteColors[entry.arrayIndex] = entry.rgb.slice();
if (index + 1 < sortedEntries.length) {
const nextEntry = sortedEntries[index + 1];
const diff = nextEntry.arrayIndex - entry.arrayIndex;
for (let i = 0; i < diff; i++) {
const ratio = i / diff;
paletteColors[entry.arrayIndex + i] = [
entry.rgb[0] * (1 - ratio) + nextEntry.rgb[0] * ratio,
entry.rgb[1] * (1 - ratio) + nextEntry.rgb[1] * ratio,
entry.rgb[2] * (1 - ratio) + nextEntry.rgb[2] * ratio,
];
}
}
});
return make1DTexture(
regl,
paletteColors.map((rgb) => [...rgb, 1])
);
};
// The rendered texture's values are mapped to colors in a palette texture.
// A little noise is introduced, to hide the banding that appears
// in subtle gradients. The noise is also time-driven, so its grain
// won't persist across subsequent frames. This is a safe trick
// in screen space.
export default ({ regl, config }, inputs) => {
const output = makePassFBO(regl, config.useHalfFloat);
const paletteTex = makePalette(regl, config.palette);
const { backgroundColor, cursorColor, glintColor, ditherMagnitude, bloomStrength } = config;
const palettePassFrag = loadText("shaders/glsl/palettePass.frag.glsl");
const render = regl({
frag: regl.prop("frag"),
uniforms: {
backgroundColor: colorToRGB(backgroundColor),
cursorColor: colorToRGB(cursorColor),
glintColor: colorToRGB(glintColor),
ditherMagnitude,
bloomStrength,
tex: inputs.primary,
bloomTex: inputs.bloom,
paletteTex,
},
framebuffer: output,
});
return makePass(
{
primary: output,
},
palettePassFrag.loaded,
(w, h) => output.resize(w, h),
() => render({ frag: palettePassFrag.text() })
);
};