Add spiral thing

This commit is contained in:
ekkie 2023-11-20 17:10:46 +01:00
parent 68204be6b1
commit 2be6da7377
2 changed files with 268 additions and 0 deletions

View File

@ -13,6 +13,9 @@ menu:
- name: ~ekkie
pageRef: /
weight: -1
- name: spiral
url: /spiral.html
weight: 100
- name: twtxt
url: /twtxt.txt
weight: 100

265
static/spiral.html Normal file
View File

@ -0,0 +1,265 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>SpiralThing</title>
<style>
body {
margin: 0;
font-family: sans;
}
#ogl-canvas {
border: none;
position: absolute;
top: 0;
left: 0;
}
.hidden {
display: none !important;
}
#controls {
z-index: 1;
position: relative;
margin: 0.5em;
background-color: white;
display: inline-block;
padding: 0.5em;
border: 1px solid black;
}
</style>
</head>
<body>
<div id="controls" class="hidden">
<h1>Controls</h1>
<label>Colors</label>
<input type="color" id="color1" name="color1" value="#FFFFFF">
<input type="color" id="color2" name="color2" value="#000000">
<br>
<label for="ratio">Ratio</label>
<input type="number" id="ratio" name="ratio" min="0" max="1" step="0.05" value="0.5">
<br>
<label for="arms">Arms</label>
<input type="number" id="arms" name="arms" min="1" max="100" step="1" value="2">
<br>
<label for="spiraldense">Density</label>
<input type="number" id="spiraldense" name="spiraldense" min="0" max="100" step="0.05" value="5">
<br>
<label for="spiraldiff">Distortion</label>
<input type="number" id="spiraldiff" name="spiraldiff" min="0" max="100" step="0.05" value="0.15">
<br>
<label for="speed">Speed</label>
<input type="number" id="speed" name="speed" min="-5" max="5" step="0.1" value="1">
<br>
<label for="mirror">Mirror</label>
<input type="checkbox" id="mirror" name="mirror">
<br>
</div>
<canvas id="ogl-canvas" style="border: none"></canvas>
<script id="draw-shader-fs" type="x-shader/x-fragment">
precision highp float;
uniform vec2 iResolution;
uniform vec2 iMouse;
uniform float iTime;
const float pi = 3.141592654;
uniform vec3 color1;
uniform vec3 color2;
uniform float ratio;
uniform float arms;
uniform float spiraldense;
uniform float spiraldiff;
uniform float speed;
uniform float mirrored;
void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
vec2 uv = (fragCoord.xy - 0.5 * iResolution.xy) / iResolution.y;
float r = length(uv);
float theta = mirrored * atan(uv.y, uv.x);
float alias = 10. / max(iResolution.x, iResolution.y) / pow(r, 0.75);
fragColor = vec4(mix(color1, color2, smoothstep(ratio + alias, ratio - alias,
abs(2. * fract(arms * theta / (2.*pi) + spiraldense * pow(r, spiraldiff) + speed * iTime) - 1.))), 1.);
}
void main()
{
mainImage(gl_FragColor, gl_FragCoord.xy);
}
</script>
<script id="draw-shader-vs" type="x-shader/x-vertex">
attribute vec2 inPos;
void main()
{
gl_Position = vec4(inPos, 0.0, 1.0);
}
</script>
<script>
var canvas, gl, vp_size, prog, bufObj = {}, mousepos = [0, 0];
var data = {}
var icolor1 = document.getElementById("color1");
var icolor2 = document.getElementById("color2");
var iratio = document.getElementById("ratio");
var iarms = document.getElementById("arms");
var ispiraldense = document.getElementById("spiraldense");
var ispiraldiff = document.getElementById("spiraldiff");
var ispeed = document.getElementById("speed");
var imirrored = document.getElementById("mirror");
function updatevars() {
data.color1 = hextorgb(icolor1.value);
data.color2 = hextorgb(icolor2.value);
data.ratio = parseFloat(iratio.value);
data.arms = parseInt(iarms.value);
data.spiraldense = parseFloat(ispiraldense.value);
data.spiraldiff = parseFloat(ispiraldiff.value);
data.speed = parseFloat(ispeed.value);
data.mirrored = imirrored.checked ? -1 : 1;
history.replaceState(null, "", "?" + encodeURIComponent(JSON.stringify(data)))
}
function hextorgb(hex) {
hex = hex.slice(1);
r = parseInt(hex.substring(0, 2), 16) / 255;
g = parseInt(hex.substring(2, 4), 16) / 255;
b = parseInt(hex.substring(4, 6), 16) / 255;
return [r, g, b];
}
function rgbtohex(rgb) {
r = rgb[0];
g = rgb[1];
b = rgb[2];
toHex = c => {
hex = Math.round(c * 255).toString(16);
return hex.length === 1 ? '0' + hex : hex;
}
return `#${toHex(r)}${toHex(g)}${toHex(b)}`;
}
function initScene() {
try {
data = JSON.parse(decodeURIComponent(window.location.search.slice(1)));
if (data.color1 !== undefined)
icolor1.value = rgbtohex(data.color1);
if (data.color2 !== undefined)
icolor2.value = rgbtohex(data.color2);
if (data.ratio !== undefined)
iratio.value = data.ratio;
if (data.arms !== undefined)
iarms.value = data.arms;
if (data.spiraldense !== undefined)
ispiraldense.value = data.spiraldense;
if (data.spiraldiff !== undefined)
ispiraldiff.value = data.spiraldiff;
if (data.speed !== undefined)
ispeed.value = data.speed;
if (data.mirrored !== undefined)
imirrored.value = data.mirrored;
} catch(e) {}
icolor1.oninput = updatevars;
icolor2.oninput = updatevars;
iratio.oninput = updatevars;
iarms.oninput = updatevars;
ispiraldense.oninput = updatevars;
ispiraldiff.oninput = updatevars;
ispeed.oninput = updatevars;
imirrored.oninput = updatevars;
updatevars();
canvas = document.getElementById("ogl-canvas");
canvas.onclick = function() { document.getElementById('controls').classList.toggle('hidden') }
gl = canvas.getContext("experimental-webgl");
if (!gl)
return;
canvas.addEventListener('mousemove', (e) => {
mousepos = [e.clientX, e.clientY];
});
progDraw = gl.createProgram();
for (let i = 0; i < 2; ++i) {
let source = document.getElementById(i==0 ? "draw-shader-vs" : "draw-shader-fs").text;
let shaderObj = gl.createShader(i==0 ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
gl.shaderSource(shaderObj, source);
gl.compileShader(shaderObj);
let status = gl.getShaderParameter(shaderObj, gl.COMPILE_STATUS);
if (!status) alert(gl.getShaderInfoLog(shaderObj));
gl.attachShader(progDraw, shaderObj);
gl.linkProgram(progDraw);
}
status = gl.getProgramParameter(progDraw, gl.LINK_STATUS);
if ( !status ) alert(gl.getProgramInfoLog(progDraw));
progDraw.inPos = gl.getAttribLocation(progDraw, "inPos");
progDraw.iTime = gl.getUniformLocation(progDraw, "iTime");
progDraw.iMouse = gl.getUniformLocation(progDraw, "iMouse");
progDraw.iResolution = gl.getUniformLocation(progDraw, "iResolution");
progDraw.color1 = gl.getUniformLocation(progDraw, "color1");
progDraw.color2 = gl.getUniformLocation(progDraw, "color2");
progDraw.ratio = gl.getUniformLocation(progDraw, "ratio");
progDraw.arms = gl.getUniformLocation(progDraw, "arms");
progDraw.spiraldense = gl.getUniformLocation(progDraw, "spiraldense");
progDraw.spiraldiff = gl.getUniformLocation(progDraw, "spiraldiff");
progDraw.speed = gl.getUniformLocation(progDraw, "speed");
progDraw.mirrored = gl.getUniformLocation(progDraw, "mirrored");
gl.useProgram(progDraw);
var pos = [ -1, -1, 1, -1, 1, 1, -1, 1 ];
var inx = [ 0, 1, 2, 0, 2, 3 ];
bufObj.pos = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( pos ), gl.STATIC_DRAW );
bufObj.inx = gl.createBuffer();
bufObj.inx.len = inx.length;
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( inx ), gl.STATIC_DRAW );
gl.enableVertexAttribArray( progDraw.inPos );
gl.vertexAttribPointer( progDraw.inPos, 2, gl.FLOAT, false, 0, 0 );
gl.enable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
window.onresize = resize;
resize();
requestAnimationFrame(render);
}
function resize() {
//vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];
vp_size = [window.innerWidth, window.innerHeight];
//vp_size = [256, 256]
canvas.width = vp_size[0];
canvas.height = vp_size[1];
}
function render(deltaMS) {
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
gl.uniform1f(progDraw.iTime, deltaMS/1000.0);
gl.uniform2f(progDraw.iResolution, canvas.width, canvas.height);
gl.uniform2f(progDraw.iMouse, mousepos[0], mousepos[1]);
gl.uniform3fv(progDraw.color1, data.color1);
gl.uniform3fv(progDraw.color2, data.color2);
gl.uniform1f(progDraw.ratio, data.ratio);
gl.uniform1f(progDraw.arms, data.arms);
gl.uniform1f(progDraw.spiraldense, data.spiraldense);
gl.uniform1f(progDraw.spiraldiff, data.spiraldiff);
gl.uniform1f(progDraw.speed, data.speed);
gl.uniform1f(progDraw.mirrored, data.mirrored);
gl.drawElements( gl.TRIANGLES, bufObj.inx.len, gl.UNSIGNED_SHORT, 0 );
requestAnimationFrame(render);
}
initScene();
window.onload = initScene;
</script>
</body>
</html>