1
0
mirror of https://github.com/osmarks/website synced 2025-09-07 04:47:55 +00:00

new graphics demos, fix a bug, minor post updates, add opengraph

This commit is contained in:
2024-10-11 18:42:05 +01:00
parent 626608939b
commit 908422beec
11 changed files with 403 additions and 9 deletions

View File

@@ -0,0 +1,247 @@
---
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>

View File

@@ -0,0 +1,139 @@
---
title: "Demo: Wiggly Lines"
description: An unfinished attempt to replicate an Apple screensaver.
slug: demolines
---
<!DOCTYPE html>
<canvas id="d"></canvas>
<script>
// Perlin noise implementation from somewhere
function fade(t)
{
return t * t * t * (t * (t * 6 - 15) + 10);
}
function lerp(t, a, b)
{
return a + t * (b - a);
}
function grad(hash, x, y, z)
{
// Convert lo 4 bits of hash code into 12 gradient directions.
var h = hash & 15,
u = h < 8 ? x : y,
v = h < 4 ? y : h == 12 || h == 14 ? x : z;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
function scale(n)
{
return (1 + n) / 2;
}
var p = new Array(512);
var permutation = [
151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99,
37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32,
57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166,
77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143,
54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159,
86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82,
85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44,
154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232,
178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51,
145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45,
127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180
];
for (var i = 0; i < 256; i++) {
p[256 + i] = p[i] = permutation[i];
}
/** Returns a number between 0 and 1. */
function noise3d(x, y, z)
{
// Find unit cube that contains point.
var X = Math.floor(x) & 255,
Y = Math.floor(y) & 255,
Z = Math.floor(z) & 255;
// Find relative x,y,z of point in cube.
x -= Math.floor(x);
y -= Math.floor(y);
z -= Math.floor(z);
// Compute fade curves for each of x,y,z.
var u = fade(x),
v = fade(y),
w = fade(z);
// Hash coordinates of the corners.
var A = p[X ] + Y, AA = p[A] + Z, AB = p[A + 1] + Z,
B = p[X + 1] + Y, BA = p[B] + Z, BB = p[B + 1] + Z;
// Add blended results from 8 corners of cube.
return scale(
lerp(
w,
lerp(
v,
lerp(
u,
grad(p[AA], x, y, z),
grad(p[BA], x - 1, y, z)
),
lerp(
u,
grad(p[AB], x, y - 1, z),
grad(p[BB], x - 1, y - 1, z)
)
),
lerp(
v,
lerp(
u,
grad(p[AA + 1], x, y, z - 1),
grad(p[BA + 1], x - 1, y, z - 1)
),
lerp(
u,
grad(p[AB + 1], x, y - 1, z - 1),
grad(p[BB + 1], x - 1, y - 1, z - 1)
)
)
)
);
}
// main code
let hues = ["180", "300", "60", "120"]
let size = 1000
let sc1 = 16
let sc2 = 3
let sc3 = 2.2
let grid = 8
let canvas = document.querySelector("canvas")
canvas.width = canvas.height = size
canvas.style.width = canvas.style.height = size + "px"
let ctx = canvas.getContext("2d")
let rec = () => {
let dt = Date.now() / 5000
ctx.fillRect(0,0,size,size)
for (let x = grid; x < size; x += grid) {
for (let y = grid; y < size; y += grid) {
let xn = noise3d(x/size/sc3,y/size/sc3,dt) * 2 - 1
let yn = noise3d(x/size/sc3,y/size/sc3,dt+3882) * 2 - 1
let sn = noise3d(x/size/sc3,y/size/sc3,dt+51235)
let cn = noise3d(x/size/sc3,y/size/sc3,dt+1114)
ctx.strokeStyle = `oklch(${sn * 50 + 50}% 80% ${cn * 360}deg)`
ctx.lineWidth = 2
ctx.beginPath()
ctx.moveTo(x + xn * grid * sc2, y + yn * grid * sc2)
ctx.lineTo(x + (xn ** 2) * grid * sc1, y + (yn ** 2) * grid * sc1)
ctx.stroke()
}
}
requestAnimationFrame(rec)
}
rec()
</script>