310 lines
9.9 KiB
JavaScript
310 lines
9.9 KiB
JavaScript
import { loadImage, loadText, makeDoubleBuffer, makePass, makePassFBO } from "./utils.js";
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const extractEntries = (src, keys) => Object.fromEntries(Array.from(Object.entries(src)).filter(([key]) => keys.includes(key)));
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const rippleTypes = {
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box: 0,
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circle: 1,
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};
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// These compute buffers are used to compute the properties of cells in the grid.
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// They take turns being the source and destination of a "compute" shader.
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// The half float data type is crucial! It lets us store almost any real number,
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// whereas the default type limits us to integers between 0 and 255.
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// These double buffers are smaller than the screen, because their pixels correspond
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// with cells in the grid, and the cells' glyphs are much larger than a pixel.
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const makeComputeDoubleBuffer = (regl, height, width) =>
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makeDoubleBuffer(regl, {
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width,
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height,
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wrapT: "clamp",
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type: "half float",
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});
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const numVerticesPerQuad = 2 * 3;
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const tlVert = [0, 0];
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const trVert = [0, 1];
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const blVert = [1, 0];
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const brVert = [1, 1];
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const quadVertices = [tlVert, trVert, brVert, tlVert, brVert, blVert];
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export default ({ regl, config, lkg }) => {
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// The volumetric mode multiplies the number of columns
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// to reach the desired density, and then overlaps them
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const volumetric = config.volumetric;
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const density = volumetric && config.effect !== "none" ? config.density : 1;
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const [numRows, numColumns] = [config.numColumns, Math.floor(config.numColumns * density)];
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// The volumetric mode requires us to create a grid of quads,
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// rather than a single quad for our geometry
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const [numQuadRows, numQuadColumns] = volumetric ? [numRows, numColumns] : [1, 1];
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const numQuads = numQuadRows * numQuadColumns;
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const quadSize = [1 / numQuadColumns, 1 / numQuadRows];
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// Various effect-related values
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const rippleType = config.rippleTypeName in rippleTypes ? rippleTypes[config.rippleTypeName] : -1;
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const slantVec = [Math.cos(config.slant), Math.sin(config.slant)];
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const slantScale = 1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1);
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const showDebugView = config.effect === "none";
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const commonUniforms = {
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...extractEntries(config, ["animationSpeed", "glyphHeightToWidth", "glyphSequenceLength", "glyphTextureGridSize"]),
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numColumns,
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numRows,
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showDebugView,
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};
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const introDoubleBuffer = makeComputeDoubleBuffer(regl, 1, numColumns);
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const rainPassIntro = loadText("shaders/glsl/rainPass.intro.frag.glsl");
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const introUniforms = {
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...commonUniforms,
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...extractEntries(config, ["fallSpeed", "skipIntro"]),
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};
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const intro = regl({
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frag: regl.prop("frag"),
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uniforms: {
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...introUniforms,
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previousIntroState: introDoubleBuffer.back,
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},
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framebuffer: introDoubleBuffer.front,
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});
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const raindropDoubleBuffer = makeComputeDoubleBuffer(regl, numRows, numColumns);
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const rainPassRaindrop = loadText("shaders/glsl/rainPass.raindrop.frag.glsl");
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const raindropUniforms = {
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...commonUniforms,
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...extractEntries(config, ["brightnessDecay", "fallSpeed", "raindropLength", "loops", "skipIntro"]),
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};
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const raindrop = regl({
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frag: regl.prop("frag"),
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uniforms: {
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...raindropUniforms,
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introState: introDoubleBuffer.front,
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previousRaindropState: raindropDoubleBuffer.back,
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},
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framebuffer: raindropDoubleBuffer.front,
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});
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const symbolDoubleBuffer = makeComputeDoubleBuffer(regl, numRows, numColumns);
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const rainPassSymbol = loadText("shaders/glsl/rainPass.symbol.frag.glsl");
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const symbolUniforms = {
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...commonUniforms,
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...extractEntries(config, ["cycleSpeed", "cycleFrameSkip", "loops"]),
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};
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const symbol = regl({
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frag: regl.prop("frag"),
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uniforms: {
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...symbolUniforms,
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raindropState: raindropDoubleBuffer.front,
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previousSymbolState: symbolDoubleBuffer.back,
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},
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framebuffer: symbolDoubleBuffer.front,
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});
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const effectDoubleBuffer = makeComputeDoubleBuffer(regl, numRows, numColumns);
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const rainPassEffect = loadText("shaders/glsl/rainPass.effect.frag.glsl");
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const effectUniforms = {
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...commonUniforms,
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...extractEntries(config, ["hasThunder", "rippleScale", "rippleSpeed", "rippleThickness", "loops"]),
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rippleType,
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};
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const effect = regl({
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frag: regl.prop("frag"),
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uniforms: {
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...effectUniforms,
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raindropState: raindropDoubleBuffer.front,
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previousEffectState: effectDoubleBuffer.back,
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},
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framebuffer: effectDoubleBuffer.front,
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});
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const quadPositions = Array(numQuadRows)
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.fill()
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.map((_, y) =>
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Array(numQuadColumns)
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.fill()
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.map((_, x) => Array(numVerticesPerQuad).fill([x, y]))
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);
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// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
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const glyphMSDF = loadImage(regl, config.glyphMSDFURL);
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const glintMSDF = loadImage(regl, config.glintMSDFURL);
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const baseTexture = loadImage(regl, config.baseTextureURL);
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const glintTexture = loadImage(regl, config.glintTextureURL);
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const rainPassVert = loadText("shaders/glsl/rainPass.vert.glsl");
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const rainPassFrag = loadText("shaders/glsl/rainPass.frag.glsl");
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const output = makePassFBO(regl, config.useHalfFloat);
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const renderUniforms = {
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...commonUniforms,
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...extractEntries(config, [
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// vertex
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"forwardSpeed",
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"glyphVerticalSpacing",
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// fragment
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"baseBrightness",
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"baseContrast",
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"glintBrightness",
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"glintContrast",
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"hasBaseTexture",
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"hasGlintTexture",
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"brightnessThreshold",
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"brightnessOverride",
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"isolateCursor",
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"isolateGlint",
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"glyphEdgeCrop",
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"isPolar",
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]),
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density,
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numQuadColumns,
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numQuadRows,
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quadSize,
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slantScale,
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slantVec,
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volumetric,
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};
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const render = regl({
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blend: {
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enable: true,
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func: {
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src: "one",
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dst: "one",
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},
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},
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vert: regl.prop("vert"),
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frag: regl.prop("frag"),
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uniforms: {
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...renderUniforms,
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raindropState: raindropDoubleBuffer.front,
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symbolState: symbolDoubleBuffer.front,
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effectState: effectDoubleBuffer.front,
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glyphMSDF: glyphMSDF.texture,
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glintMSDF: glintMSDF.texture,
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baseTexture: baseTexture.texture,
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glintTexture: glintTexture.texture,
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msdfPxRange: 4.0,
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glyphMSDFSize: [glyphMSDF.width(), glyphMSDF.height()],
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glintMSDFSize: [glintMSDF.width(), glintMSDF.height()],
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camera: regl.prop("camera"),
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transform: regl.prop("transform"),
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screenSize: regl.prop("screenSize"),
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},
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viewport: regl.prop("viewport"),
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attributes: {
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aPosition: quadPositions,
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aCorner: Array(numQuads).fill(quadVertices),
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},
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count: numQuads * numVerticesPerQuad,
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framebuffer: output,
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});
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// Camera and transform math for the volumetric mode
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const screenSize = [1, 1];
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const { mat4, vec3 } = glMatrix;
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const transform = mat4.create();
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if (volumetric && config.isometric) {
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mat4.rotateX(transform, transform, (Math.PI * 1) / 8);
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mat4.rotateY(transform, transform, (Math.PI * 1) / 4);
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mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
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mat4.scale(transform, transform, vec3.fromValues(1, 1, 2));
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} else if (lkg.enabled) {
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mat4.translate(transform, transform, vec3.fromValues(0, 0, -1.1));
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mat4.scale(transform, transform, vec3.fromValues(1, 1, 1));
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mat4.scale(transform, transform, vec3.fromValues(0.15, 0.15, 0.15));
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} else {
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mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
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}
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const camera = mat4.create();
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const vantagePoints = [];
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return makePass(
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{
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primary: output,
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},
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Promise.all([
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glyphMSDF.loaded,
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glintMSDF.loaded,
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baseTexture.loaded,
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glintTexture.loaded,
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rainPassIntro.loaded,
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rainPassRaindrop.loaded,
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rainPassSymbol.loaded,
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rainPassVert.loaded,
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rainPassFrag.loaded,
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]),
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(w, h) => {
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output.resize(w, h);
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const aspectRatio = w / h;
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const [numTileColumns, numTileRows] = [lkg.tileX, lkg.tileY];
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const numVantagePoints = numTileRows * numTileColumns;
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const tileWidth = Math.floor(w / numTileColumns);
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const tileHeight = Math.floor(h / numTileRows);
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vantagePoints.length = 0;
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for (let row = 0; row < numTileRows; row++) {
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for (let column = 0; column < numTileColumns; column++) {
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const index = column + row * numTileColumns;
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const camera = mat4.create();
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if (volumetric && config.isometric) {
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if (aspectRatio > 1) {
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mat4.ortho(camera, -1.5 * aspectRatio, 1.5 * aspectRatio, -1.5, 1.5, -1000, 1000);
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} else {
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mat4.ortho(camera, -1.5, 1.5, -1.5 / aspectRatio, 1.5 / aspectRatio, -1000, 1000);
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}
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} else if (lkg.enabled) {
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mat4.perspective(camera, (Math.PI / 180) * lkg.fov, lkg.quiltAspect, 0.0001, 1000);
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const distanceToTarget = -1; // TODO: Get from somewhere else
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let vantagePointAngle = (Math.PI / 180) * lkg.viewCone * (index / (numVantagePoints - 1) - 0.5);
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if (isNaN(vantagePointAngle)) {
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vantagePointAngle = 0;
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}
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const xOffset = distanceToTarget * Math.tan(vantagePointAngle);
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mat4.translate(camera, camera, vec3.fromValues(xOffset, 0, 0));
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camera[8] = -xOffset / (distanceToTarget * Math.tan((Math.PI / 180) * 0.5 * lkg.fov) * lkg.quiltAspect); // Is this right??
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} else {
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mat4.perspective(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
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}
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const viewport = {
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x: column * tileWidth,
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y: row * tileHeight,
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width: tileWidth,
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height: tileHeight,
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};
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vantagePoints.push({ camera, viewport });
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}
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}
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[screenSize[0], screenSize[1]] = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
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},
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() => {
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intro({ frag: rainPassIntro.text() });
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raindrop({ frag: rainPassRaindrop.text() });
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symbol({ frag: rainPassSymbol.text() });
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effect({ frag: rainPassEffect.text() });
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regl.clear({
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depth: 1,
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color: [0, 0, 0, 1],
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framebuffer: output,
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});
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for (const vantagePoint of vantagePoints) {
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render({ ...vantagePoint, transform, screenSize, vert: rainPassVert.text(), frag: rainPassFrag.text() });
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}
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}
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);
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};
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