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Draw cycles using fract()

master
A.Olokhtonov 5 months ago
parent
commit
ccf6de41ac
  1. 2
      import_worker.js
  2. 14
      input.js
  3. 4
      rasterizer.js
  4. 38
      render.js

2
import_worker.js

@ -368,7 +368,7 @@ function generate(trace_id) {
++y; ++y;
} }
postMessage({'type': 'rasterize_numbers', 'up_to': max_stage_cycles}); postMessage({'type': 'rasterize_numbers', 'at': raster_tile, 'up_to': max_stage_cycles});
starts.push(positions.length); starts.push(positions.length);

14
input.js

@ -128,7 +128,19 @@ function upload_file(file) {
queue_rasterize(data.text, data.at); queue_rasterize(data.text, data.at);
} else if (msg.type === 'rasterize_numbers') { } else if (msg.type === 'rasterize_numbers') {
const value = msg.up_to; const value = msg.up_to;
rasterize_row(value); const at = msg.at;
number_base.x = at.x;
number_base.y = at.y;
for (let i = 1; i <= value; ++i) {
queue_rasterize(i, {...at});
at.x += 1;
if (at.x === config.raster_texture_size / config.w) {
at.x = 0;
at.y += 1;
}
}
} else if (msg.type === 'progress_parse') { } else if (msg.type === 'progress_parse') {
console.log(`Parsing: ${msg.data}%`); console.log(`Parsing: ${msg.data}%`);
} else if (msg.type === 'progress_generate') { } else if (msg.type === 'progress_generate') {

4
rasterizer.js

@ -18,10 +18,6 @@ function rasterize(text) {
//c2d.fillRect(0, 0, 32, 32); //c2d.fillRect(0, 0, 32, 32);
} }
function rasterize_row(value) {
// from 1 to value
}
function queue_rasterize(text, at) { function queue_rasterize(text, at) {
raster_queue.push({'text': text, 'at': at}); raster_queue.push({'text': text, 'at': at});
} }

38
render.js

@ -6,7 +6,7 @@ let config = {
bytes_per_quad: 28, bytes_per_quad: 28,
w: 40, w: 40,
h: 20, h: 20,
padding: 1, padding: 0,
predefined_colors: { predefined_colors: {
'Np': [75, 62, 143], 'Np': [75, 62, 143],
@ -53,6 +53,7 @@ let last_frame_dt = 0;
let last_frame_ts = 0; let last_frame_ts = 0;
let number_tile = { 'x': 0, 'y': 0 }; let number_tile = { 'x': 0, 'y': 0 };
let spacedown = false; let spacedown = false;
let number_base = { 'x': 0, 'y': 0 };
const tquad_vs_src = `#version 300 es const tquad_vs_src = `#version 300 es
in vec2 a_pos; in vec2 a_pos;
@ -66,9 +67,13 @@ const tquad_vs_src = `#version 300 es
uniform vec2 u_textile; uniform vec2 u_textile;
uniform vec2 u_tile; uniform vec2 u_tile;
uniform int u_single; uniform int u_single;
uniform int u_extra;
out vec4 v_color; out vec4 v_color;
out vec2 v_uv; out vec2 v_uv;
out vec2 v_cycle;
out vec2 v_textile;
flat out int v_extra;
void main() { void main() {
int vertex_index = gl_VertexID % 6; int vertex_index = gl_VertexID % 6;
@ -83,6 +88,7 @@ const tquad_vs_src = `#version 300 es
vec2 cycles = a_size / u_tile; vec2 cycles = a_size / u_tile;
vec2 size = a_size; vec2 size = a_size;
vec2 cycle;
if (u_single != 0) { if (u_single != 0) {
size = u_tile; size = u_tile;
@ -91,25 +97,39 @@ const tquad_vs_src = `#version 300 es
if (vertex_index == 0) { if (vertex_index == 0) {
// "top left" aka "p1" // "top left" aka "p1"
corner = a_pos; corner = a_pos;
if (u_extra != 0) {
corner.x += u_tile.x;
}
uv = a_uv; uv = a_uv;
cycle = vec2(1.0, 0.0);
} else if (vertex_index == 1 || vertex_index == 5) { } else if (vertex_index == 1 || vertex_index == 5) {
// "top right" aka "p2" // "top right" aka "p2"
corner = a_pos + vec2(size.x, 0); corner = a_pos + vec2(size.x, 0);
uv = a_uv + vec2(u_textile.x, 0); uv = a_uv + vec2(u_textile.x, 0);
cycle = vec2(cycles.x, 0.0);
} else if (vertex_index == 2 || vertex_index == 4) { } else if (vertex_index == 2 || vertex_index == 4) {
// "bottom left" aka "p3" // "bottom left" aka "p3"
corner = a_pos + vec2(0, size.y); corner = a_pos + vec2(0, size.y);
if (u_extra != 0) {
corner.x += u_tile.x;
}
uv = a_uv + vec2(0, u_textile.y); uv = a_uv + vec2(0, u_textile.y);
cycle = vec2(1.0, 1.0);
} else { } else {
// "bottom right" aka "p4" // "bottom right" aka "p4"
corner = a_pos + size; corner = a_pos + size;
uv = a_uv + u_textile; uv = a_uv + u_textile;
cycle = vec2(cycles.x, 1.0);
} }
vec2 screen02 = (corner.xy * vec2(u_scale) + u_translation) / u_res * 2.0; vec2 screen02 = (corner.xy * vec2(u_scale) + u_translation) / u_res * 2.0;
screen02.y = 2.0 - screen02.y; screen02.y = 2.0 - screen02.y;
v_color = a_color; v_color = a_color;
v_uv = uv; v_uv = uv;
v_extra = u_extra;
v_cycle = cycle;
v_textile = u_textile;
gl_Position = vec4(screen02 - 1.0, 1.0, 1.0); gl_Position = vec4(screen02 - 1.0, 1.0, 1.0);
} }
@ -120,16 +140,29 @@ const tquad_fs_src = `#version 300 es
in vec4 v_color; in vec4 v_color;
in vec2 v_uv; in vec2 v_uv;
in vec2 v_cycle;
in vec2 v_textile;
flat in int v_extra;
uniform sampler2D u_texture; uniform sampler2D u_texture;
uniform float u_fade; uniform float u_fade;
uniform int u_solid; uniform int u_solid;
uniform vec2 u_number_base;
layout(location = 0) out vec4 FragColor; layout(location = 0) out vec4 FragColor;
void main() { void main() {
if (u_solid != 0) { if (u_solid != 0) {
FragColor = vec4(v_color.rgb * v_color.a, v_color.a); FragColor = vec4(v_color.rgb * v_color.a, v_color.a);
} else if (v_extra != 0) {
vec2 uv = u_number_base + fract(v_cycle) * v_textile;
float cyc = floor(v_cycle.x) - 1.0;
// TODO: wrapping
uv.x += cyc * v_textile.x;
vec4 text = texture(u_texture, uv);
FragColor = text;
} else { } else {
vec4 text = texture(u_texture, v_uv); vec4 text = texture(u_texture, v_uv);
float a = min(u_fade, min(text.a, v_color.a)); float a = min(u_fade, min(text.a, v_color.a));
@ -232,7 +265,8 @@ function draw(ts, animation) {
gl.uniform1i(program.locations['u_solid'], 0); gl.uniform1i(program.locations['u_solid'], 0);
gl.uniform1i(program.locations['u_single'], 0); gl.uniform1i(program.locations['u_single'], 0);
gl.uniform1i(program.locations['u_extra'], 1); gl.uniform1i(program.locations['u_extra'], 1);
// TODO: we need a set of alternative uvs here? gl.uniform2f(program.locations['u_number_base'], number_base.x * config.w / config.raster_texture_size, number_base.y * config.h / config.raster_texture_size);
gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, clipped.count); gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, clipped.count);
} }

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