-
Notifications
You must be signed in to change notification settings - Fork 3
/
main.coffee
249 lines (207 loc) · 6.42 KB
/
main.coffee
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
window.TEXT = urlParams['text']
wpm = parseFloat(localStorage['rate'] or 350)
options = {
color: new THREE.Color(0xffffff)
#color: new THREE.Color 0x000000
size: 10
height: 0
curveSegments: 2
font: "ubuntu"
style: "normal"
bevelThickness: 2
bevelSize: 1.5
bevelEnabled: false
material: 0
extrudeMaterial: 1
delta: 12
#debug: true
axis: "z"
wpm: wpm
# first iteration had "away" == true
# so, away = false means the words come at you.
#away: false
away: true
}
window.origin = new THREE.Vector3 0, 0, 0
window.focus = new THREE.Vector3 0, 0, 40
class TextScene
constructor: (@text, @material, @options) ->
@words = @text.trim().split /\s+/g
@word_place = 0
if @options.away
@create_pos = new THREE.Vector3 0, 0, @options.delta * 10
@limit = -500
else
@create_pos = new THREE.Vector3 0, 0, -(@options.delta * 10)
@limit = 500
@init()
init: () ->
@scene = new THREE.Scene()
ratio = window.innerWidth / window.innerHeight
window.camera = @camera = new THREE.PerspectiveCamera 75, ratio, 0.1, 4000
@renderer = new THREE.WebGLRenderer()
@renderer.setSize window.innerWidth, window.innerHeight
#@renderer.setClearColorHex 0xffffff, 1
document.body.appendChild @renderer.domElement
if @options.debug
console.log "DEBUG"
@init_debug_axis()
@init_debug_stats()
@camera.position.x = 0
@camera.position.y = 100
@camera.position.z = 100
@camera.lookAt origin
@group = new THREE.Object3D()
@scene.add @group
@init_text()
init_debug_stats: () ->
@stats = new Stats()
@stats.domElement.style.position = 'absolute'
@stats.domElement.style.top = '0px'
document.body.appendChild @stats.domElement
init_debug_axis: () ->
mat = new THREE.LineBasicMaterial {linewidth: 3, color: 0xffffff}
self = @
make_line = (start, end) ->
geom = new THREE.Geometry()
axis = new THREE.Line geom, mat, THREE.LinePieces
geom.vertices.push start.clone()
geom.vertices.push end.clone()
self.scene.add axis
l = 1000
make_line new THREE.Vector3(-l, 0, 0), new THREE.Vector3(l, 0, 0)
make_line new THREE.Vector3(0, -l, 0), new THREE.Vector3(0, l, 0)
make_line new THREE.Vector3(0, 0, -l), new THREE.Vector3(0, 0, l)
init_text: (per=1, advance=0) ->
next = @word_place + per
for word in @words.slice @word_place, next
@create_pos.z += advance
tm = @create_word word, @create_pos
# add extra space for punctuation
if (word.indexOf(".") isnt -1) and (word.split('.').length - 1 == 1)
@create_pos.z += advance * 4
if word.indexOf(",") isnt -1
@create_pos.z += advance * 2
@word_place = next
create_word: (word, pos) ->
textGeo = new THREE.TextGeometry word, @options
textGeo.computeBoundingBox()
textGeo.computeVertexNormals()
textMesh = new THREE.Mesh textGeo, @material
textMesh.position = pos.clone()
textMesh.position.x = -0.5 * (textGeo.boundingBox.max.x - textGeo.boundingBox.min.x)
textMesh.position.z -= @group.position.z
textMesh.quaternion = @camera.quaternion
@group.add textMesh
textMesh
# 20 * 10 with 1 advance
rewind: (zunits=200) ->
if @options.away
@create_pos.z += zunits
@group.position.z += zunits
else
@create_pos.z -= zunits
@group.position.z -= zunits
if @paused
@renderer.render @scene, @camera
advance_words: () ->
new_time = new Date().getTime()
diff_sec = (new_time - @time) / 1000.0
words_per_second = @options.wpm / 60.0
@time = new_time
num_words = words_per_second * diff_sec
advance = num_words * @options.delta
if not @options.away
advance = -advance
@init_text num_words, advance
@group.position.z -= advance
if @group.children.length > 0
@clear()
clear: () ->
# this is a performance thing
# but, then we can't rewind too much ...
# not sure where to go with this.
if @options.away
while (@group.children[0].position.z + @group.position.z) < @limit
@group.remove(@group.children[0])
else
while (@group.children[0].position.z + @group.position.z) > @limit
@group.remove(@group.children[0])
animate: () =>
@animation_id = requestAnimationFrame @animate
@render()
render: () ->
@advance_words()
@renderer.render @scene, @camera
if @options.debug
@stats.update()
start: () ->
@time = new Date().getTime()
@paused = false
@animate()
pause: () ->
@paused = true
cancelAnimationFrame @animation_id
onKeyup: (ev) =>
# Alt+UP is rewind
if ev.altKey
if ev.keyCode is 38
@rewind()
return
switch ev.keyCode
when 32 # space
if @paused
@start()
else
@pause()
when 38 # up arrow
@options.wpm += 10
localStorage['rate'] = parseFloat(localStorage['rate']) + 10
when 40 # down arrow
@options.wpm -= 10
localStorage['rate'] = parseFloat(localStorage['rate']) - 10
when 27, 81 # escape or q
window.close()
onResize: (ev) =>
@renderer.setSize window.innerWidth, window.innerHeight
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
main = () ->
xhr = new XMLHttpRequest()
xhr.open "get", "shaders.c", false
xhr.send null
window.shaders = xhr.responseText.split "//FRAGMENT"
window.vertex_shader = shaders[0]
window.fragment_shader = shaders[1]
#console.log "OK"
#console.log "shaders", shaders
#console.log "vertex_shader", vertex_shader
#console.log "fragment_shader", fragment_shader
# attributes
attributes = {
alpha: {type: 'f', value: []}
}
# uniforms
uniforms = {
color: {type: "c", value: options.color}
# these are in 2d y, for now ...
delta: {type: "f", value: options.delta / 10.0}
focus: {type: "f", value: -40.0}
}
shaderMaterial = new THREE.ShaderMaterial {
uniforms: uniforms
attributes: attributes
vertexShader: vertex_shader
fragmentShader: fragment_shader
transparent: true
}
material = shaderMaterial
window.ts = new TextScene TEXT, material, options
window.addEventListener "keyup", ts.onKeyup, false
window.addEventListener 'resize', ts.onResize, false
# we need to wait for the fullscreen
if localStorage['fullscreen'] is "true"
setTimeout((() -> ts.start()), 1000)
else
ts.start()
window.onload = main