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website/experiments/limitless-grid/index.html

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---
title: "Demo: Limitless* Grid"
description: The Limitless Grid screensaver (kind of) implemented in a somewhat laggy pixel shader.
slug: demogrid
---
<!DOCTYPE html>
<canvas id="d"></canvas>
<table id="ctrl"></table>
<p>
Originally implemented in ShaderToy; ported to raw WebGL here.
I don't actually know computer graphics and today's best omniscient machine oracles are unhelpful for this, so this mostly relies on trial and error and some vector maths I did on paper.
Each ray in the viewport is intersected with planes in the xz, yz and xy directions. There are finitely many, since I don't know how or whether you can analytically compute the intersections for an infinite stack of them, so it is not, strictly, a "limitless" grid, though this is also true of the <a href="https://github.com/ghisguth/sunlight/tree/HEAD/limitlessgrid">original</a> and each plane is infinite in extent.
</p>
<script>
const SHADER = `precision mediump float;
uniform float time;
uniform vec2 resolution;
uniform float lscale;
uniform float lthick;
uniform float lbright;
uniform float speed;
uniform vec3 yz_col;
uniform vec3 xz_col;
uniform vec3 xy_col;
float dfn(float x) {
float lscaleh = lscale * 0.5;
if (abs(x)>lscale*100.0) return 100.0;
return abs(mod(x - lscaleh, lscale) - lscaleh) / lscale;
}
float dfn_nonlin(float x) {
//return x;
if (x < lthick) return lbright;
else return 0.0;
}
vec3 ray_direction(vec2 uv, vec3 cam, vec3 target, float zoom) {
vec3 f = normalize(target - cam);
vec3 r = normalize(cross(vec3(0.0, 1.0, 0.0), f));
vec3 u = cross(f, r);
return normalize(uv.x * r + uv.y * u + zoom * f);
}
vec3 line_plane_intersect(vec3 l0, vec3 ldir, vec3 p0, vec3 n, out float lam) {
lam = dot(p0 - l0, n) / dot(ldir, n);
vec3 isect = l0 + ldir * lam;
return isect;
}
void main() {
vec2 uv = 2.0 * gl_FragCoord.xy / resolution.xy - vec2(1.0, 1.0);
vec3 l0 = vec3(0.0); // this cannot actually be moved off zero or some handwaves made somewhere (probably dfn(isect)) break
vec3 ldir = ray_direction(uv, l0, vec3(sin(speed * time), cos(speed * time), 0.1), 1.0);
float n = 1.0;
vec3 bri = vec3(0.0);
for (float n = 0.0; n <= 8.0; n += 1.0) {
{
// yz plane
vec3 p0 = vec3(n, 0.0, 0.0);
vec3 norm = vec3(1.0, 0.0, 0.0);
float lam;
vec3 isect = line_plane_intersect(l0, ldir, p0, norm, lam);
bri += yz_col * (dfn_nonlin(dfn(isect.y)) + dfn_nonlin(dfn(isect.z)));
}
{
// xz plane
vec3 p0 = vec3(0.0, n, 0.0);
vec3 norm = vec3(0.0, 1.0, 0.0);
float lam;
vec3 isect = line_plane_intersect(l0, ldir, p0, norm, lam);
bri += xz_col * (dfn_nonlin(dfn(isect.x)) + dfn_nonlin(dfn(isect.z)));
}
{
// xy plane
vec3 p0 = vec3(0.0, 0.0, n);
vec3 norm = vec3(0.0, 0.0, 1.0);
float lam;
vec3 isect = line_plane_intersect(l0, ldir, p0, norm, lam);
bri += xy_col * (dfn_nonlin(dfn(isect.x)) + dfn_nonlin(dfn(isect.y)));
}
}
// Output to screen
gl_FragColor = vec4(bri, 1.0);
}`
let size = 1000
let canvas = document.querySelector("canvas")
canvas.width = canvas.height = size
canvas.style.width = canvas.style.height = "100%n"
// the WebGL API is terrible and if I meet whoever designed it I will armbar them
const gl = canvas.getContext("webgl")
// https://developer.mozilla.org/en-US/docs/Web/API/WebGLShader
function createShader(sourceCode, type) {
// Compiles either a shader of type gl.VERTEX_SHADER or gl.FRAGMENT_SHADER
const shader = gl.createShader(type)
gl.shaderSource(shader, sourceCode)
gl.compileShader(shader)
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
const info = gl.getShaderInfoLog(shader)
throw `Could not compile WebGL program. \n\n${info}`
}
return shader
}
const program = gl.createProgram()
// Attach pre-existing shaders
gl.attachShader(program, createShader(`precision mediump float;
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}`, gl.VERTEX_SHADER))
gl.attachShader(program, createShader(SHADER, gl.FRAGMENT_SHADER))
gl.linkProgram(program)
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
const info = gl.getProgramInfoLog(program)
throw `Could not compile WebGL program. \n\n${info}`
}
const programInfo = {
program,
attribLocations: {
position: gl.getAttribLocation(program, "position"),
},
uniformLocations: {
time: gl.getUniformLocation(program, "time"),
resolution: gl.getUniformLocation(program, "resolution"),
lscale: gl.getUniformLocation(program, "lscale"),
lthick: gl.getUniformLocation(program, "lthick"),
lbright: gl.getUniformLocation(program, "lbright"),
speed: gl.getUniformLocation(program, "speed"),
xz_col: gl.getUniformLocation(program, "xz_col"),
yz_col: gl.getUniformLocation(program, "yz_col"),
xy_col: gl.getUniformLocation(program, "xy_col"),
},
};
const errorCheck = () => {
const error = gl.getError();
if (error !== gl.NO_ERROR) {
console.error("WebGL error:", error)
}
}
const positionBuffer = gl.createBuffer()
const positions = new Float32Array([1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0])
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW)
errorCheck()
const inputs = {
lscale: ["range", 0.05, 1],
lthick: ["range", 0.01, 0.2],
lbright: ["range", 0.01, 0.2],
speed: ["range", 0.005, 1],
xz_col: ["color"],
yz_col: ["color"],
xy_col: ["color"]
}
const inputValues = {
lscale: 0.2,
lthick: 0.06,
lbright: 0.02,
speed: 0.03,
xz_col: "#ff0000",
xy_col: "#00ff00",
yz_col: "#0000ff"
}
const ctrl = document.querySelector("#ctrl")
for (const [name, [type, min, max]] of Object.entries(inputs)) {
const container = document.createElement("tr")
const label = document.createElement("label")
label.textContent = name
label.setAttribute("for", name)
label.style.minWidth = "10em"
label.style.display = "inline-block"
container.appendChild(label)
const input = document.createElement("input")
input.type = type
if (min && max) {
input.min = Math.log(min)
input.max = Math.log(max)
input.step = (Math.log(max) - Math.log(min)) / 100
input.value = Math.log(inputValues[name])
} else {
input.value = inputValues[name]
}
input.style.verticalAlign = "middle"
input.setAttribute("name", name)
input.oninput = () => {
if (type === "range") {
const v = Math.exp(parseFloat(input.value))
if (isNaN(v)) {
input.value = Math.log(inputValues[name])
} else {
inputValues[name] = [v]
}
}
if (type === "color") {
const rawColor = parseInt(input.value.slice(1), 16)
// R, G, B floats
inputValues[name] = [
((rawColor >> 16) & 0xFF) / 0xFF,
((rawColor >> 8) & 0xFF) / 0xFF,
(rawColor & 0xFF) / 0xFF
]
}
}
input.oninput()
container.appendChild(input)
ctrl.appendChild(container)
}
let start = Date.now() / 1000
let rec = () => {
gl.clearColor(0.0, 0.0, 0.0, 1.0)
gl.clear(gl.COLOR_BUFFER_BIT)
gl.useProgram(programInfo.program)
errorCheck()
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer)
gl.vertexAttribPointer(programInfo.attribLocations.position, 2, gl.FLOAT, false, 0, 0)
gl.enableVertexAttribArray(programInfo.attribLocations.position)
gl.uniform1f(programInfo.uniformLocations.time, Date.now() / 1000 - start)
for (const [name, value] of Object.entries(inputValues)) {
gl[`uniform${value.length}f`](programInfo.uniformLocations[name], ...value)
}
gl.uniform2f(programInfo.uniformLocations.resolution, canvas.width, canvas.height)
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4)
errorCheck()
requestAnimationFrame(rec)
}
rec()
</script>