(WIP)
This is the JS bindings and wrappers for Spark2D. You can use this in any OneJS-enabled Unity projects and games.
Installation
npm i spark2d
spark2d
requires you to expose the provided ComputeShaderDepot as csDepot
in ScriptEngine's Globals list.
Sample
Documentation will be available when spark2d
is a bit more mature. For the time-being, here's a quick sample.
https://github.com/user-attachments/assets/f29f70e1-a75f-4278-972b-babb8c7a3857
import { h, render } from "preact"
import { Slider } from "onejs-comps"
import { Image } from "UnityEngine/UIElements"
import { useEffect, useRef } from "preact/hooks"
import { Color, Mathf, RenderTexture, Time } from "UnityEngine"
import { blur, dye, fbm, grad, maop, sdfield, ShapeType, trans } from "spark2d"
interface ShapeProps {
class?: string
shape: Uncapitalize<keyof typeof ShapeType>
args: number[]
rounded?: number
scale?: number
}
interface Params {
rotOffset: number
scaleOffset: number
scaleSpeed: number
rotSpeed: number
color: Color
auraColor: Color
auraColorZeroAlpha: Color
}
const tweened = { value: 0 }
const noise1 = fbm(512).scale(0.65).lacunarity(3.4).octaves(3).gain(0.9)
const noise2 = fbm(512).scale(1.25).lacunarity(3.4).octaves(2).gain(0.9)
setInterval(() => {
var time = Time.realtimeSinceStartupAsDouble * 1.2
noise1.offset(0, time).rot(0).dispatch()
maop(noise1.rt).multiply(0.15).add(0.5).pow(2.2).clamp(0, 1)
noise2.offset(2, 0.431 * time).rot(0).dispatch()
maop(noise2.rt).multiply(0.15).add(0.5).pow(2.2).clamp(0, 1)
maop(noise1.rt).multiply(noise2.rt)
})
var gradient = grad(512).add(Color.black, 0).add(Color.white, 1).dispatch()
trans(gradient).rot(-90)
maop(gradient).pow(1.5)
const Shape = ({ shape, args, class: className, rounded, scale }: ShapeProps) => {
const ref = useRef<Element>()
const params = useRef<Params>({
rotOffset: Math.random() * 360,
scaleOffset: Math.random() * 2 * Math.PI,
scaleSpeed: Math.random() + 2,
rotSpeed: (Math.random() < 0.5 ? -1 : 1) * (Math.random() * 10 + 20),
color: getRandomPaletteColor(),
auraColor: getRandomAuraColor(),
auraColorZeroAlpha: new Color(0, 0, 0, 0)
})
useEffect(() => {
const { r, g, b } = params.current.auraColor;
params.current.auraColorZeroAlpha = new Color(r, g, b, 0)
animate()
var id = setInterval(animate)
return () => clearInterval(id)
}, [])
function animate() {
const img = ref.current.ve as Image
var time = Time.realtimeSinceStartupAsDouble * 1.2
const { rotOffset, scaleOffset, scaleSpeed, rotSpeed, color, auraColor, auraColorZeroAlpha } = params.current
const field = (img.image ? sdfield(img.image as RenderTexture) : sdfield(512))
.rounded(rounded || 0)
.scale((scale || 1) + Math.sin(time * scaleSpeed + scaleOffset) * 0.1)
.rot(time * rotSpeed + rotOffset)
const rt = field[shape].apply(field, args).rt
maop(rt).clamp(0, 1).oneMinus()
const t = tweened.value
const r = Mathf.Lerp(1, 100, t)
const a = Mathf.Lerp(0.01, .2, t)
const b = Mathf.Lerp(0, .22, t)
const c = Mathf.Lerp(1, .7, t)
const d = Mathf.Lerp(1, .72, t)
const lastColor = Color.Lerp(color, Color.white, t)
blur(rt).radius(r).mask(gradient.rt).dispatch()
if (t <= 0.01) {
dye(rt).firstRunOnly((d) => d.add(new Color(0, 0, 0, 0), 0).add(color, 1)).dispatch()
} else {
maop(rt).multiply(noise1.rt).multiply(15).clamp(0, 1)
dye(rt).reset().add(auraColorZeroAlpha, 0).add(auraColor, a).add(color, b)
.add(color, c).add(lastColor, d).add(lastColor, 1.5).dispatch()
}
img.image = rt
}
return <image ref={ref} class={className} style={{ borderWidth: 1, borderColor: new Color(1, 1, 1, 0.05) }} />
}
const App = () => {
function onChange(value: number) {
tweened.value = value
}
return <div class="w-full h-full flex-col justify-center items-center p-2">
<div class="flex-row justify-center items-center flex-wrap p-2">
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="circle" args={[50]} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="roundedBox" args={[38, 60, 10, 10, 20, 10]} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="segment" args={[0, 40, 0, -40]} rounded={12} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="rhombus" args={[38, 60]} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="trapezoid" args={[38, 60, 42]} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="equilateralTriangle" args={[54]} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="unevenCapsule" args={[40, 30, 40]} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="pentagon" args={[50]} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="hexagon" args={[50]} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="octogon" args={[50]} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="hexagram" args={[36]} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="star5" args={[32, 2.5]} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="pie" args={[-0.9, 0.3, 70]} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="cutDisk" args={[60, -40]} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="arc" args={[-0.9, -.8, 50, 14]} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="vesica" args={[70, 20]} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="moon" args={[40, 60, 55]} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="egg" args={[45, 0.2]} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="cross" args={[70, 30, 10]} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="ellipse" args={[70, 50]} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="blobbyCross" args={[-50]} rounded={20} />
<Shape class="w-[256px] h-[256px] my-1 mx-4" shape="tunnel" args={[55, 55]} />
</div>
<div class="w-full p-6">
<Slider class="w-full" onChange={onChange} />
</div>
</div>
}
const colorPalette = [
new Color(1, 0.435, 0.380, 1),
new Color(0.420, 0.357, 0.584, 1),
new Color(0.533, 0.690, 0.294, 1),
new Color(0.969, 0.792, 0.788, 1),
new Color(0.573, 0.659, 0.820, 1),
new Color(0.584, 0.322, 0.318, 1),
new Color(0.710, 0.396, 0.655, 1),
new Color(0, 0.608, 0.467, 1),
new Color(0.867, 0.255, 0.141, 1),
new Color(0.839, 0.314, 0.463, 1)
];
const auraColors = [
new Color(0.5, 0.3, 0, 1)
]
function getRandomPaletteColor(): Color {
const randomIndex = Math.floor(Math.random() * colorPalette.length);
return colorPalette[randomIndex];
}
function getRandomAuraColor(): Color {
const randomIndex = Math.floor(Math.random() * auraColors.length);
return auraColors[randomIndex];
}
render(<App />, document.body)
Zero-alloc Interop
For completeness, here's the Puerts Config that will make the JS-C# interop as performant as possible and allocation-free. See the OneJS page for more info.
using System;
using System.Collections.Generic;
using OneJS.Utils;
using Puerts;
using Spark2D;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.UIElements;
namespace OneJSContainer {
[Configure]
public class OneJSContainerPuertsCfg {
[CodeOutputDirectory]
static string OutputDir => Application.dataPath + "/_gen/";
[Binding]
static IEnumerable<Type> Bindings {
get {
return new List<Type>() {
typeof(Rect),
typeof(Color),
typeof(Color32),
typeof(Vector2),
typeof(Vector3),
typeof(Vector4),
typeof(float2),
typeof(float3),
typeof(float4),
typeof(Mathf),
typeof(FloatConvUtil),
typeof(ComputeUtil),
typeof(Quaternion),
typeof(VisualElement),
typeof(Image),
typeof(MeshGenerationContext),
typeof(Painter2D),
typeof(OneJS.Dom.Document),
typeof(OneJS.Dom.Dom),
typeof(OneJS.Dom.DomStyle),
typeof(Array),
typeof(Time),
typeof(ComputeShader),
typeof(ComputeBuffer),
typeof(RenderTexture),
typeof(Graphics),
typeof(SystemInfo)
};
}
}
[BlittableCopy]
static IEnumerable<Type> Blittables {
get {
return new List<Type>() {
typeof(Rect),
typeof(Color),
typeof(Color32),
typeof(Vector2),
typeof(Vector3),
typeof(Vector4),
typeof(float2),
typeof(float3),
typeof(float4),
typeof(Quaternion),
};
}
}
}
}