diff --git a/landing-page-canvas-color/README.md b/landing-page-canvas-color/README.md new file mode 100644 index 0000000..001884e --- /dev/null +++ b/landing-page-canvas-color/README.md @@ -0,0 +1,4 @@ +# Canvas-color landing page +A landing page that reacts to mouse-over events and produces rainbow-like collored colors + +![image](/attachments/b339cffb-4e5c-4003-ace3-654d89968b49) diff --git a/landing-page-canvas-color/function.js b/landing-page-canvas-color/function.js new file mode 100644 index 0000000..d5ed062 --- /dev/null +++ b/landing-page-canvas-color/function.js @@ -0,0 +1,1239 @@ +'use strict'; + +const canvas = document.getElementsByTagName('canvas')[0]; +resizeCanvas(); + +let config = { + SIM_RESOLUTION: 128, + DYE_RESOLUTION: 1024, + CAPTURE_RESOLUTION: 512, + DENSITY_DISSIPATION: 2, + VELOCITY_DISSIPATION: 2, + PRESSURE: 0.8, + PRESSURE_ITERATIONS: 20, + CURL: 30, + SPLAT_RADIUS: 0.25, + SPLAT_FORCE: 6000, + SHADING: true, + COLORFUL: true, + COLOR_UPDATE_SPEED: 10, + PAUSED: false, + BACK_COLOR: { r: 0, g: 0, b: 0 }, + TRANSPARENT: false, + BLOOM: true, + BLOOM_ITERATIONS: 8, + BLOOM_RESOLUTION: 256, + BLOOM_INTENSITY: 0.8, + BLOOM_THRESHOLD: 0.6, + BLOOM_SOFT_KNEE: 0.7 +} + +function pointerPrototype() { + this.id = -1; + this.texcoordX = 0; + this.texcoordY = 0; + this.prevTexcoordX = 0; + this.prevTexcoordY = 0; + this.deltaX = 0; + this.deltaY = 0; + this.down = false; + this.moved = false; + this.color = [30, 0, 300]; +} + +let pointers = []; +let splatStack = []; +let bloomFramebuffers = []; +pointers.push(new pointerPrototype()); + +const { gl, ext } = getWebGLContext(canvas); + +if (isMobile()) { + config.DYE_RESOLUTION = 512; +} +if (!ext.supportLinearFiltering) { + config.DYE_RESOLUTION = 512; + config.SHADING = false; + config.BLOOM = false; +} + +// startGUI(); + +function getWebGLContext(canvas) { + const params = { alpha: true, depth: false, stencil: false, antialias: false, preserveDrawingBuffer: false }; + + let gl = canvas.getContext('webgl2', params); + const isWebGL2 = !!gl; + if (!isWebGL2) + gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params); + + let halfFloat; + let supportLinearFiltering; + if (isWebGL2) { + gl.getExtension('EXT_color_buffer_float'); + supportLinearFiltering = gl.getExtension('OES_texture_float_linear'); + } else { + halfFloat = gl.getExtension('OES_texture_half_float'); + supportLinearFiltering = gl.getExtension('OES_texture_half_float_linear'); + } + + gl.clearColor(0.0, 0.0, 0.0, 1.0); + + const halfFloatTexType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES; + let formatRGBA; + let formatRG; + let formatR; + + if (isWebGL2) { + formatRGBA = getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, halfFloatTexType); + formatRG = getSupportedFormat(gl, gl.RG16F, gl.RG, halfFloatTexType); + formatR = getSupportedFormat(gl, gl.R16F, gl.RED, halfFloatTexType); + } + else { + formatRGBA = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType); + formatRG = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType); + formatR = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType); + } + + //ga('send', 'event', isWebGL2 ? 'webgl2' : 'webgl', formatRGBA == null ? 'not supported' : 'supported'); + + return { + gl, + ext: { + formatRGBA, + formatRG, + formatR, + halfFloatTexType, + supportLinearFiltering + } + }; +} + +function getSupportedFormat(gl, internalFormat, format, type) { + if (!supportRenderTextureFormat(gl, internalFormat, format, type)) { + switch (internalFormat) { + case gl.R16F: + return getSupportedFormat(gl, gl.RG16F, gl.RG, type); + case gl.RG16F: + return getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, type); + default: + return null; + } + } + + return { + internalFormat, + format + } +} + +function supportRenderTextureFormat(gl, internalFormat, format, type) { + let texture = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, 4, 4, 0, format, type, null); + + let fbo = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); + + const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); + return status == gl.FRAMEBUFFER_COMPLETE; +} + +function isMobile() { + return /Mobi|Android/i.test(navigator.userAgent); +} + +function captureScreenshot() { + let res = getResolution(config.CAPTURE_RESOLUTION); + let target = createFBO(res.width, res.height, ext.formatRGBA.internalFormat, ext.formatRGBA.format, ext.halfFloatTexType, gl.NEAREST); + render(target); + + let texture = framebufferToTexture(target); + texture = normalizeTexture(texture, target.width, target.height); + + let captureCanvas = textureToCanvas(texture, target.width, target.height); + let datauri = captureCanvas.toDataURL(); + downloadURI('fluid.png', datauri); + URL.revokeObjectURL(datauri); +} + +function framebufferToTexture(target) { + gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo); + let length = target.width * target.height * 4; + let texture = new Float32Array(length); + gl.readPixels(0, 0, target.width, target.height, gl.RGBA, gl.FLOAT, texture); + return texture; +} + +function normalizeTexture(texture, width, height) { + let result = new Uint8Array(texture.length); + let id = 0; + for (let i = height - 1; i >= 0; i--) { + for (let j = 0; j < width; j++) { + let nid = i * width * 4 + j * 4; + result[nid + 0] = clamp01(texture[id + 0]) * 255; + result[nid + 1] = clamp01(texture[id + 1]) * 255; + result[nid + 2] = clamp01(texture[id + 2]) * 255; + result[nid + 3] = clamp01(texture[id + 3]) * 255; + id += 4; + } + } + return result; +} + +function clamp01(input) { + return Math.min(Math.max(input, 0), 1); +} + +function textureToCanvas(texture, width, height) { + let captureCanvas = document.createElement('canvas'); + let ctx = captureCanvas.getContext('2d'); + captureCanvas.width = width; + captureCanvas.height = height; + + let imageData = ctx.createImageData(width, height); + imageData.data.set(texture); + ctx.putImageData(imageData, 0, 0); + + return captureCanvas; +} + +function downloadURI(filename, uri) { + let link = document.createElement('a'); + link.download = filename; + link.href = uri; + document.body.appendChild(link); + link.click(); + document.body.removeChild(link); +} + +class GLProgram { + constructor(vertexShader, fragmentShader) { + this.uniforms = {}; + this.program = gl.createProgram(); + + gl.attachShader(this.program, vertexShader); + gl.attachShader(this.program, fragmentShader); + gl.linkProgram(this.program); + + if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) + throw gl.getProgramInfoLog(this.program); + + const uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS); + for (let i = 0; i < uniformCount; i++) { + const uniformName = gl.getActiveUniform(this.program, i).name; + this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName); + } + } + + bind() { + gl.useProgram(this.program); + } +} + +function compileShader(type, source, keywords) { + if (keywords != null) { + let keywordsString = ''; + keywords.forEach(keyword => { + keywordsString += '#define ' + keyword + '\n'; + }); + source = keywordsString + source; + } + + const shader = gl.createShader(type); + gl.shaderSource(shader, source); + gl.compileShader(shader); + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) + throw gl.getShaderInfoLog(shader); + + return shader; +}; + +const baseVertexShader = compileShader(gl.VERTEX_SHADER, ` + precision highp float; + attribute vec2 aPosition; + varying vec2 vUv; + varying vec2 vL; + varying vec2 vR; + varying vec2 vT; + varying vec2 vB; + uniform vec2 texelSize; + void main () { + vUv = aPosition * 0.5 + 0.5; + vL = vUv - vec2(texelSize.x, 0.0); + vR = vUv + vec2(texelSize.x, 0.0); + vT = vUv + vec2(0.0, texelSize.y); + vB = vUv - vec2(0.0, texelSize.y); + gl_Position = vec4(aPosition, 0.0, 1.0); + } +`); + +const copyShader = compileShader(gl.FRAGMENT_SHADER, ` + precision mediump float; + precision mediump sampler2D; + varying highp vec2 vUv; + uniform sampler2D uTexture; + void main () { + gl_FragColor = texture2D(uTexture, vUv); + } +`); + +const clearShader = compileShader(gl.FRAGMENT_SHADER, ` + precision mediump float; + precision mediump sampler2D; + varying highp vec2 vUv; + uniform sampler2D uTexture; + uniform float value; + void main () { + gl_FragColor = value * texture2D(uTexture, vUv); + } +`); + +const colorShader = compileShader(gl.FRAGMENT_SHADER, ` + precision mediump float; + uniform vec4 color; + void main () { + gl_FragColor = color; + } +`); + +const checkerboardShader = compileShader(gl.FRAGMENT_SHADER, ` + precision highp float; + precision highp sampler2D; + varying vec2 vUv; + uniform sampler2D uTexture; + uniform float aspectRatio; + #define SCALE 25.0 + void main () { + vec2 uv = floor(vUv * SCALE * vec2(aspectRatio, 1.0)); + float v = mod(uv.x + uv.y, 2.0); + v = v * 0.1 + 0.8; + gl_FragColor = vec4(vec3(v), 1.0); + } +`); + +const displayShaderSource = ` + precision highp float; + precision highp sampler2D; + varying vec2 vUv; + varying vec2 vL; + varying vec2 vR; + varying vec2 vT; + varying vec2 vB; + uniform sampler2D uTexture; + uniform sampler2D uBloom; + uniform sampler2D uDithering; + uniform vec2 ditherScale; + uniform vec2 texelSize; + vec3 linearToGamma (vec3 color) { + color = max(color, vec3(0)); + return max(1.055 * pow(color, vec3(0.416666667)) - 0.055, vec3(0)); + } + void main () { + vec3 c = texture2D(uTexture, vUv).rgb; + #ifdef SHADING + vec3 lc = texture2D(uTexture, vL).rgb; + vec3 rc = texture2D(uTexture, vR).rgb; + vec3 tc = texture2D(uTexture, vT).rgb; + vec3 bc = texture2D(uTexture, vB).rgb; + float dx = length(rc) - length(lc); + float dy = length(tc) - length(bc); + vec3 n = normalize(vec3(dx, dy, length(texelSize))); + vec3 l = vec3(0.0, 0.0, 1.0); + float diffuse = clamp(dot(n, l) + 0.7, 0.7, 1.0); + c *= diffuse; + #endif + #ifdef BLOOM + vec3 bloom = texture2D(uBloom, vUv).rgb; + float noise = texture2D(uDithering, vUv * ditherScale).r; + noise = noise * 2.0 - 1.0; + bloom += noise / 255.0; + bloom = linearToGamma(bloom); + c += bloom; + #endif + float a = max(c.r, max(c.g, c.b)); + gl_FragColor = vec4(c, a); + } +`; + +const displayShader = compileShader(gl.FRAGMENT_SHADER, displayShaderSource); +const displayBloomShader = compileShader(gl.FRAGMENT_SHADER, displayShaderSource, ['BLOOM']); +const displayShadingShader = compileShader(gl.FRAGMENT_SHADER, displayShaderSource, ['SHADING']); +const displayBloomShadingShader = compileShader(gl.FRAGMENT_SHADER, displayShaderSource, ['BLOOM', 'SHADING']); + +const bloomPrefilterShader = compileShader(gl.FRAGMENT_SHADER, ` + precision mediump float; + precision mediump sampler2D; + varying vec2 vUv; + uniform sampler2D uTexture; + uniform vec3 curve; + uniform float threshold; + void main () { + vec3 c = texture2D(uTexture, vUv).rgb; + float br = max(c.r, max(c.g, c.b)); + float rq = clamp(br - curve.x, 0.0, curve.y); + rq = curve.z * rq * rq; + c *= max(rq, br - threshold) / max(br, 0.0001); + gl_FragColor = vec4(c, 0.0); + } +`); + +const bloomBlurShader = compileShader(gl.FRAGMENT_SHADER, ` + precision mediump float; + precision mediump sampler2D; + varying vec2 vL; + varying vec2 vR; + varying vec2 vT; + varying vec2 vB; + uniform sampler2D uTexture; + void main () { + vec4 sum = vec4(0.0); + sum += texture2D(uTexture, vL); + sum += texture2D(uTexture, vR); + sum += texture2D(uTexture, vT); + sum += texture2D(uTexture, vB); + sum *= 0.25; + gl_FragColor = sum; + } +`); + +const bloomFinalShader = compileShader(gl.FRAGMENT_SHADER, ` + precision mediump float; + precision mediump sampler2D; + varying vec2 vL; + varying vec2 vR; + varying vec2 vT; + varying vec2 vB; + uniform sampler2D uTexture; + uniform float intensity; + void main () { + vec4 sum = vec4(0.0); + sum += texture2D(uTexture, vL); + sum += texture2D(uTexture, vR); + sum += texture2D(uTexture, vT); + sum += texture2D(uTexture, vB); + sum *= 0.25; + gl_FragColor = sum * intensity; + } +`); + +const splatShader = compileShader(gl.FRAGMENT_SHADER, ` + precision highp float; + precision highp sampler2D; + varying vec2 vUv; + uniform sampler2D uTarget; + uniform float aspectRatio; + uniform vec3 color; + uniform vec2 point; + uniform float radius; + void main () { + vec2 p = vUv - point.xy; + p.x *= aspectRatio; + vec3 splat = exp(-dot(p, p) / radius) * color; + vec3 base = texture2D(uTarget, vUv).xyz; + gl_FragColor = vec4(base + splat, 1.0); + } +`); + +const advectionShader = compileShader(gl.FRAGMENT_SHADER, ` + precision highp float; + precision highp sampler2D; + varying vec2 vUv; + uniform sampler2D uVelocity; + uniform sampler2D uSource; + uniform vec2 texelSize; + uniform vec2 dyeTexelSize; + uniform float dt; + uniform float dissipation; + vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) { + vec2 st = uv / tsize - 0.5; + vec2 iuv = floor(st); + vec2 fuv = fract(st); + vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize); + vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize); + vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize); + vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize); + return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y); + } + void main () { + #ifdef MANUAL_FILTERING + vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize; + vec4 result = bilerp(uSource, coord, dyeTexelSize); + #else + vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize; + vec4 result = texture2D(uSource, coord); + #endif + float decay = 1.0 + dissipation * dt; + gl_FragColor = result / decay; + }`, + ext.supportLinearFiltering ? null : ['MANUAL_FILTERING'] +); + +const divergenceShader = compileShader(gl.FRAGMENT_SHADER, ` + precision mediump float; + precision mediump sampler2D; + varying highp vec2 vUv; + varying highp vec2 vL; + varying highp vec2 vR; + varying highp vec2 vT; + varying highp vec2 vB; + uniform sampler2D uVelocity; + void main () { + float L = texture2D(uVelocity, vL).x; + float R = texture2D(uVelocity, vR).x; + float T = texture2D(uVelocity, vT).y; + float B = texture2D(uVelocity, vB).y; + vec2 C = texture2D(uVelocity, vUv).xy; + if (vL.x < 0.0) { L = -C.x; } + if (vR.x > 1.0) { R = -C.x; } + if (vT.y > 1.0) { T = -C.y; } + if (vB.y < 0.0) { B = -C.y; } + float div = 0.5 * (R - L + T - B); + gl_FragColor = vec4(div, 0.0, 0.0, 1.0); + } +`); + +const curlShader = compileShader(gl.FRAGMENT_SHADER, ` + precision mediump float; + precision mediump sampler2D; + varying highp vec2 vUv; + varying highp vec2 vL; + varying highp vec2 vR; + varying highp vec2 vT; + varying highp vec2 vB; + uniform sampler2D uVelocity; + void main () { + float L = texture2D(uVelocity, vL).y; + float R = texture2D(uVelocity, vR).y; + float T = texture2D(uVelocity, vT).x; + float B = texture2D(uVelocity, vB).x; + float vorticity = R - L - T + B; + gl_FragColor = vec4(0.5 * vorticity, 0.0, 0.0, 1.0); + } +`); + +const vorticityShader = compileShader(gl.FRAGMENT_SHADER, ` + precision highp float; + precision highp sampler2D; + varying vec2 vUv; + varying vec2 vL; + varying vec2 vR; + varying vec2 vT; + varying vec2 vB; + uniform sampler2D uVelocity; + uniform sampler2D uCurl; + uniform float curl; + uniform float dt; + void main () { + float L = texture2D(uCurl, vL).x; + float R = texture2D(uCurl, vR).x; + float T = texture2D(uCurl, vT).x; + float B = texture2D(uCurl, vB).x; + float C = texture2D(uCurl, vUv).x; + vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L)); + force /= length(force) + 0.0001; + force *= curl * C; + force.y *= -1.0; + vec2 vel = texture2D(uVelocity, vUv).xy; + gl_FragColor = vec4(vel + force * dt, 0.0, 1.0); + } +`); + +const pressureShader = compileShader(gl.FRAGMENT_SHADER, ` + precision mediump float; + precision mediump sampler2D; + varying highp vec2 vUv; + varying highp vec2 vL; + varying highp vec2 vR; + varying highp vec2 vT; + varying highp vec2 vB; + uniform sampler2D uPressure; + uniform sampler2D uDivergence; + void main () { + float L = texture2D(uPressure, vL).x; + float R = texture2D(uPressure, vR).x; + float T = texture2D(uPressure, vT).x; + float B = texture2D(uPressure, vB).x; + float C = texture2D(uPressure, vUv).x; + float divergence = texture2D(uDivergence, vUv).x; + float pressure = (L + R + B + T - divergence) * 0.25; + gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0); + } +`); + +const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, ` + precision mediump float; + precision mediump sampler2D; + varying highp vec2 vUv; + varying highp vec2 vL; + varying highp vec2 vR; + varying highp vec2 vT; + varying highp vec2 vB; + uniform sampler2D uPressure; + uniform sampler2D uVelocity; + void main () { + float L = texture2D(uPressure, vL).x; + float R = texture2D(uPressure, vR).x; + float T = texture2D(uPressure, vT).x; + float B = texture2D(uPressure, vB).x; + vec2 velocity = texture2D(uVelocity, vUv).xy; + velocity.xy -= vec2(R - L, T - B); + gl_FragColor = vec4(velocity, 0.0, 1.0); + } +`); + +const blit = (() => { + gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer()); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW); + gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); + gl.enableVertexAttribArray(0); + + return (destination) => { + gl.bindFramebuffer(gl.FRAMEBUFFER, destination); + gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); + } +})(); + +let dye; +let velocity; +let divergence; +let curl; +let pressure; +let bloom; + +let ditheringTexture = createTextureAsync(''); + +const copyProgram = new GLProgram(baseVertexShader, copyShader); +const clearProgram = new GLProgram(baseVertexShader, clearShader); +const colorProgram = new GLProgram(baseVertexShader, colorShader); +const checkerboardProgram = new GLProgram(baseVertexShader, checkerboardShader); +const displayProgram = new GLProgram(baseVertexShader, displayShader); +const displayBloomProgram = new GLProgram(baseVertexShader, displayBloomShader); +const displayShadingProgram = new GLProgram(baseVertexShader, displayShadingShader); +const displayBloomShadingProgram = new GLProgram(baseVertexShader, displayBloomShadingShader); +const bloomPrefilterProgram = new GLProgram(baseVertexShader, bloomPrefilterShader); +const bloomBlurProgram = new GLProgram(baseVertexShader, bloomBlurShader); +const bloomFinalProgram = new GLProgram(baseVertexShader, bloomFinalShader); +const splatProgram = new GLProgram(baseVertexShader, splatShader); +const advectionProgram = new GLProgram(baseVertexShader, advectionShader); +const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader); +const curlProgram = new GLProgram(baseVertexShader, curlShader); +const vorticityProgram = new GLProgram(baseVertexShader, vorticityShader); +const pressureProgram = new GLProgram(baseVertexShader, pressureShader); +const gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader); + +function initFramebuffers() { + let simRes = getResolution(config.SIM_RESOLUTION); + let dyeRes = getResolution(config.DYE_RESOLUTION); + + const texType = ext.halfFloatTexType; + const rgba = ext.formatRGBA; + const rg = ext.formatRG; + const r = ext.formatR; + const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST; + + if (dye == null) + dye = createDoubleFBO(dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering); + else + dye = resizeDoubleFBO(dye, dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering); + + if (velocity == null) + velocity = createDoubleFBO(simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering); + else + velocity = resizeDoubleFBO(velocity, simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering); + + divergence = createFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST); + curl = createFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST); + pressure = createDoubleFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST); + + initBloomFramebuffers(); +} + +function initBloomFramebuffers() { + let res = getResolution(config.BLOOM_RESOLUTION); + + const texType = ext.halfFloatTexType; + const rgba = ext.formatRGBA; + const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST; + + bloom = createFBO(res.width, res.height, rgba.internalFormat, rgba.format, texType, filtering); + + bloomFramebuffers.length = 0; + for (let i = 0; i < config.BLOOM_ITERATIONS; i++) { + let width = res.width >> (i + 1); + let height = res.height >> (i + 1); + + if (width < 2 || height < 2) break; + + let fbo = createFBO(width, height, rgba.internalFormat, rgba.format, texType, filtering); + bloomFramebuffers.push(fbo); + } +} + +function createFBO(w, h, internalFormat, format, type, param) { + gl.activeTexture(gl.TEXTURE0); + let texture = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null); + + let fbo = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); + gl.viewport(0, 0, w, h); + gl.clear(gl.COLOR_BUFFER_BIT); + + return { + texture, + fbo, + width: w, + height: h, + attach(id) { + gl.activeTexture(gl.TEXTURE0 + id); + gl.bindTexture(gl.TEXTURE_2D, texture); + return id; + } + }; +} + +function createDoubleFBO(w, h, internalFormat, format, type, param) { + let fbo1 = createFBO(w, h, internalFormat, format, type, param); + let fbo2 = createFBO(w, h, internalFormat, format, type, param); + + let texelSizeX = 1.0 / w; + let texelSizeY = 1.0 / h; + + return { + width: w, + height: h, + texelSizeX, + texelSizeY, + get read() { + return fbo1; + }, + set read(value) { + fbo1 = value; + }, + get write() { + return fbo2; + }, + set write(value) { + fbo2 = value; + }, + swap() { + let temp = fbo1; + fbo1 = fbo2; + fbo2 = temp; + } + } +} + +function resizeFBO(target, w, h, internalFormat, format, type, param) { + let newFBO = createFBO(w, h, internalFormat, format, type, param); + copyProgram.bind(); + gl.uniform1i(copyProgram.uniforms.uTexture, target.attach(0)); + blit(newFBO.fbo); + return newFBO; +} + +function resizeDoubleFBO(target, w, h, internalFormat, format, type, param) { + if (target.width == w && target.height == h) + return target; + target.read = resizeFBO(target.read, w, h, internalFormat, format, type, param); + target.write = createFBO(w, h, internalFormat, format, type, param); + target.width = w; + target.height = h; + target.texelSizeX = 1.0 / w; + target.texelSizeY = 1.0 / h; + return target; +} + +function createTextureAsync(url) { + let texture = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, new Uint8Array([255, 255, 255])); + + let obj = { + texture, + width: 1, + height: 1, + attach(id) { + gl.activeTexture(gl.TEXTURE0 + id); + gl.bindTexture(gl.TEXTURE_2D, texture); + return id; + } + }; + + let image = new Image(); + image.onload = () => { + obj.width = image.width; + obj.height = image.height; + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image); + }; + image.src = url; + + return obj; +} + +initFramebuffers(); +multipleSplats(parseInt(Math.random() * 20) + 5); + +let lastUpdateTime = Date.now(); +let colorUpdateTimer = 0.0; +update(); + +function update() { + const dt = calcDeltaTime(); + if (resizeCanvas()) + initFramebuffers(); + updateColors(dt); + applyInputs(); + if (!config.PAUSED) + step(dt); + render(null); + requestAnimationFrame(update); +} + +function calcDeltaTime() { + let now = Date.now(); + let dt = (now - lastUpdateTime) / 1000; + dt = Math.min(dt, 0.016666); + lastUpdateTime = now; + return dt; +} + +function resizeCanvas() { + let width = scaleByPixelRatio(canvas.clientWidth); + let height = scaleByPixelRatio(canvas.clientHeight); + if (canvas.width != width || canvas.height != height) { + canvas.width = width; + canvas.height = height; + return true; + } + return false; +} + +function updateColors(dt) { + if (!config.COLORFUL) return; + + colorUpdateTimer += dt * config.COLOR_UPDATE_SPEED; + if (colorUpdateTimer >= 1) { + colorUpdateTimer = wrap(colorUpdateTimer, 0, 1); + pointers.forEach(p => { + p.color = generateColor(); + }); + } +} + +function applyInputs() { + if (splatStack.length > 0) + multipleSplats(splatStack.pop()); + + pointers.forEach(p => { + if (p.moved) { + p.moved = false; + splatPointer(p); + } + }); +} + +function step(dt) { + gl.disable(gl.BLEND); + gl.viewport(0, 0, velocity.width, velocity.height); + + curlProgram.bind(); + gl.uniform2f(curlProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); + gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.attach(0)); + blit(curl.fbo); + + vorticityProgram.bind(); + gl.uniform2f(vorticityProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); + gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.attach(0)); + gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.attach(1)); + gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL); + gl.uniform1f(vorticityProgram.uniforms.dt, dt); + blit(velocity.write.fbo); + velocity.swap(); + + divergenceProgram.bind(); + gl.uniform2f(divergenceProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); + gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.attach(0)); + blit(divergence.fbo); + + clearProgram.bind(); + gl.uniform1i(clearProgram.uniforms.uTexture, pressure.read.attach(0)); + gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE); + blit(pressure.write.fbo); + pressure.swap(); + + pressureProgram.bind(); + gl.uniform2f(pressureProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); + gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.attach(0)); + for (let i = 0; i < config.PRESSURE_ITERATIONS; i++) { + gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.read.attach(1)); + blit(pressure.write.fbo); + pressure.swap(); + } + + gradienSubtractProgram.bind(); + gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); + gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read.attach(0)); + gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.attach(1)); + blit(velocity.write.fbo); + velocity.swap(); + + advectionProgram.bind(); + gl.uniform2f(advectionProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); + if (!ext.supportLinearFiltering) + gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, velocity.texelSizeX, velocity.texelSizeY); + let velocityId = velocity.read.attach(0); + gl.uniform1i(advectionProgram.uniforms.uVelocity, velocityId); + gl.uniform1i(advectionProgram.uniforms.uSource, velocityId); + gl.uniform1f(advectionProgram.uniforms.dt, dt); + gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION); + blit(velocity.write.fbo); + velocity.swap(); + + gl.viewport(0, 0, dye.width, dye.height); + + if (!ext.supportLinearFiltering) + gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, dye.texelSizeX, dye.texelSizeY); + gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.attach(0)); + gl.uniform1i(advectionProgram.uniforms.uSource, dye.read.attach(1)); + gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION); + blit(dye.write.fbo); + dye.swap(); +} + +function render(target) { + if (config.BLOOM) + applyBloom(dye.read, bloom); + + if (target == null || !config.TRANSPARENT) { + gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); + gl.enable(gl.BLEND); + } + else { + gl.disable(gl.BLEND); + } + + let width = target == null ? gl.drawingBufferWidth : target.width; + let height = target == null ? gl.drawingBufferHeight : target.height; + gl.viewport(0, 0, width, height); + + let fbo = target == null ? null : target.fbo; + if (!config.TRANSPARENT) + drawColor(fbo, normalizeColor(config.BACK_COLOR)); + if (target == null && config.TRANSPARENT) + drawCheckerboard(fbo); + drawDisplay(fbo, width, height); +} + +function drawColor(fbo, color) { + colorProgram.bind(); + gl.uniform4f(colorProgram.uniforms.color, color.r, color.g, color.b, 1); + blit(fbo); +} + +function drawCheckerboard(fbo) { + checkerboardProgram.bind(); + gl.uniform1f(checkerboardProgram.uniforms.aspectRatio, canvas.width / canvas.height); + blit(fbo); +} + +function drawDisplay(fbo, width, height) { + let program = pickDisplayProgram(); + program.bind(); + if (config.SHADING) + gl.uniform2f(program.uniforms.texelSize, 1.0 / width, 1.0 / height); + gl.uniform1i(program.uniforms.uTexture, dye.read.attach(0)); + if (config.BLOOM) { + gl.uniform1i(program.uniforms.uBloom, bloom.attach(1)); + gl.uniform1i(program.uniforms.uDithering, ditheringTexture.attach(2)); + let scale = getTextureScale(ditheringTexture, width, height); + gl.uniform2f(program.uniforms.ditherScale, scale.x, scale.y); + } + blit(fbo); +} + +function pickDisplayProgram() { + if (config.SHADING) return config.BLOOM ? displayBloomShadingProgram : displayShadingProgram; + return config.BLOOM ? displayBloomProgram : displayProgram; +} + +function applyBloom(source, destination) { + if (bloomFramebuffers.length < 2) + return; + + let last = destination; + + gl.disable(gl.BLEND); + bloomPrefilterProgram.bind(); + let knee = config.BLOOM_THRESHOLD * config.BLOOM_SOFT_KNEE + 0.0001; + let curve0 = config.BLOOM_THRESHOLD - knee; + let curve1 = knee * 2; + let curve2 = 0.25 / knee; + gl.uniform3f(bloomPrefilterProgram.uniforms.curve, curve0, curve1, curve2); + gl.uniform1f(bloomPrefilterProgram.uniforms.threshold, config.BLOOM_THRESHOLD); + gl.uniform1i(bloomPrefilterProgram.uniforms.uTexture, source.attach(0)); + gl.viewport(0, 0, last.width, last.height); + blit(last.fbo); + + bloomBlurProgram.bind(); + for (let i = 0; i < bloomFramebuffers.length; i++) { + let dest = bloomFramebuffers[i]; + gl.uniform2f(bloomBlurProgram.uniforms.texelSize, 1.0 / last.width, 1.0 / last.height); + gl.uniform1i(bloomBlurProgram.uniforms.uTexture, last.attach(0)); + gl.viewport(0, 0, dest.width, dest.height); + blit(dest.fbo); + last = dest; + } + + gl.blendFunc(gl.ONE, gl.ONE); + gl.enable(gl.BLEND); + + for (let i = bloomFramebuffers.length - 2; i >= 0; i--) { + let baseTex = bloomFramebuffers[i]; + gl.uniform2f(bloomBlurProgram.uniforms.texelSize, 1.0 / last.width, 1.0 / last.height); + gl.uniform1i(bloomBlurProgram.uniforms.uTexture, last.attach(0)); + gl.viewport(0, 0, baseTex.width, baseTex.height); + blit(baseTex.fbo); + last = baseTex; + } + + gl.disable(gl.BLEND); + bloomFinalProgram.bind(); + gl.uniform2f(bloomFinalProgram.uniforms.texelSize, 1.0 / last.width, 1.0 / last.height); + gl.uniform1i(bloomFinalProgram.uniforms.uTexture, last.attach(0)); + gl.uniform1f(bloomFinalProgram.uniforms.intensity, config.BLOOM_INTENSITY); + gl.viewport(0, 0, destination.width, destination.height); + blit(destination.fbo); +} + +function splatPointer(pointer) { + let dx = pointer.deltaX * config.SPLAT_FORCE; + let dy = pointer.deltaY * config.SPLAT_FORCE; + splat(pointer.texcoordX, pointer.texcoordY, dx, dy, pointer.color); +} + +function multipleSplats(amount) { + for (let i = 0; i < amount; i++) { + const color = generateColor(); + color.r *= 10.0; + color.g *= 10.0; + color.b *= 10.0; + const x = Math.random(); + const y = Math.random(); + const dx = 1000 * (Math.random() - 0.5); + const dy = 1000 * (Math.random() - 0.5); + splat(x, y, dx, dy, color); + } +} + +function splat(x, y, dx, dy, color) { + gl.viewport(0, 0, velocity.width, velocity.height); + splatProgram.bind(); + gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read.attach(0)); + gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height); + gl.uniform2f(splatProgram.uniforms.point, x, y); + gl.uniform3f(splatProgram.uniforms.color, dx, dy, 0.0); + gl.uniform1f(splatProgram.uniforms.radius, correctRadius(config.SPLAT_RADIUS / 100.0)); + blit(velocity.write.fbo); + velocity.swap(); + + gl.viewport(0, 0, dye.width, dye.height); + gl.uniform1i(splatProgram.uniforms.uTarget, dye.read.attach(0)); + gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b); + blit(dye.write.fbo); + dye.swap(); +} + +function correctRadius(radius) { + let aspectRatio = canvas.width / canvas.height; + if (aspectRatio > 1) + radius *= aspectRatio; + return radius; +} + +canvas.addEventListener('mousedown', e => { + let posX = scaleByPixelRatio(e.offsetX); + let posY = scaleByPixelRatio(e.offsetY); + updatePointerDownData(pointers[0], -1, posX, posY); +}); + +canvas.addEventListener('mousemove', e => { + let posX = scaleByPixelRatio(e.offsetX); + let posY = scaleByPixelRatio(e.offsetY); + updatePointerMoveData(pointers[0], posX, posY); +}); + +window.addEventListener('mouseup', () => { + updatePoinerUpData(pointers[0]); +}); + +canvas.addEventListener('touchstart', e => { + e.preventDefault(); + const touches = e.targetTouches; + for (let i = 0; i < touches.length; i++) { + if (i >= pointers.length) + pointers.push(new pointerPrototype()); + let posX = scaleByPixelRatio(touches[i].pageX); + let posY = scaleByPixelRatio(touches[i].pageY); + updatePointerDownData(pointers[i], touches[i].identifier, posX, posY); + } +}); + +canvas.addEventListener('touchmove', e => { + e.preventDefault(); + const touches = e.targetTouches; + for (let i = 0; i < touches.length; i++) { + let posX = scaleByPixelRatio(touches[i].pageX); + let posY = scaleByPixelRatio(touches[i].pageY); + updatePointerMoveData(pointers[i], posX, posY); + } +}, false); + +window.addEventListener('touchend', e => { + const touches = e.changedTouches; + for (let i = 0; i < touches.length; i++) + for (let j = 0; j < pointers.length; j++) + if (touches[i].identifier == pointers[j].id) + updatePoinerUpData(pointers[j]); +}); + +window.addEventListener('keydown', e => { + if (e.code === 'KeyP') + config.PAUSED = !config.PAUSED; + if (e.key === ' ') + splatStack.push(parseInt(Math.random() * 20) + 5); +}); + +function updatePointerDownData(pointer, id, posX, posY) { + pointer.id = id; + pointer.down = true; + pointer.moved = false; + pointer.texcoordX = posX / canvas.width; + pointer.texcoordY = 1.0 - posY / canvas.height; + pointer.prevTexcoordX = pointer.texcoordX; + pointer.prevTexcoordY = pointer.texcoordY; + pointer.deltaX = 0; + pointer.deltaY = 0; + pointer.color = generateColor(); +} + +function updatePointerMoveData(pointer, posX, posY) { + pointer.moved = pointer.down; + pointer.down = true; + pointer.prevTexcoordX = pointer.texcoordX; + pointer.prevTexcoordY = pointer.texcoordY; + pointer.texcoordX = posX / canvas.width; + pointer.texcoordY = 1.0 - posY / canvas.height; + pointer.deltaX = correctDeltaX(pointer.texcoordX - pointer.prevTexcoordX); + pointer.deltaY = correctDeltaY(pointer.texcoordY - pointer.prevTexcoordY); +} + +function updatePoinerUpData(pointer) { + pointer.down = false; +} + +function correctDeltaX(delta) { + let aspectRatio = canvas.width / canvas.height; + if (aspectRatio < 1) delta *= aspectRatio; + return delta; +} + +function correctDeltaY(delta) { + let aspectRatio = canvas.width / canvas.height; + if (aspectRatio > 1) delta /= aspectRatio; + return delta; +} + +function generateColor() { + let c = HSVtoRGB(Math.random(), 1.0, 1.0); + c.r *= 0.15; + c.g *= 0.15; + c.b *= 0.15; + return c; +} + +function HSVtoRGB(h, s, v) { + let r, g, b, i, f, p, q, t; + i = Math.floor(h * 6); + f = h * 6 - i; + p = v * (1 - s); + q = v * (1 - f * s); + t = v * (1 - (1 - f) * s); + + switch (i % 6) { + case 0: r = v, g = t, b = p; break; + case 1: r = q, g = v, b = p; break; + case 2: r = p, g = v, b = t; break; + case 3: r = p, g = q, b = v; break; + case 4: r = t, g = p, b = v; break; + case 5: r = v, g = p, b = q; break; + } + + return { + r, + g, + b + }; +} + +function normalizeColor(input) { + let output = { + r: input.r / 255, + g: input.g / 255, + b: input.b / 255 + }; + return output; +} + +function wrap(value, min, max) { + let range = max - min; + if (range == 0) return min; + return (value - min) % range + min; +} + +function getResolution(resolution) { + let aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight; + if (aspectRatio < 1) + aspectRatio = 1.0 / aspectRatio; + + let min = Math.round(resolution); + let max = Math.round(resolution * aspectRatio); + + if (gl.drawingBufferWidth > gl.drawingBufferHeight) + return { width: max, height: min }; + else + return { width: min, height: max }; +} + +function getTextureScale(texture, width, height) { + return { + x: width / texture.width, + y: height / texture.height + }; +} + +function scaleByPixelRatio(input) { + let pixelRatio = window.devicePixelRatio || 1; + return Math.floor(input * pixelRatio); +} + diff --git a/landing-page-canvas-color/index.html b/landing-page-canvas-color/index.html new file mode 100644 index 0000000..366039b --- /dev/null +++ b/landing-page-canvas-color/index.html @@ -0,0 +1,32 @@ + + + + + + + + + + Site title + + + + + + + + +

Site title

+

This is a landing page

+ +



Enter

+ + + + + + + \ No newline at end of file diff --git a/landing-page-canvas-color/sound.mp3 b/landing-page-canvas-color/sound.mp3 new file mode 100644 index 0000000..ba0343d Binary files /dev/null and b/landing-page-canvas-color/sound.mp3 differ diff --git a/landing-page-canvas-color/style.css b/landing-page-canvas-color/style.css new file mode 100644 index 0000000..148b31e --- /dev/null +++ b/landing-page-canvas-color/style.css @@ -0,0 +1,61 @@ +html, body { + overflow: hidden; + background-color: #000; +} + +body { + margin: 0; + position: fixed; + width: 100%; + height: 100%; +} + +canvas { + width: 100%; + height: 100%; +} + +h2 { + padding: 0; + margin: 0; + color: white; + font-size: 50px; + position: absolute; + text-decoration: none; + display: block; + font-display: unset; + top: 50%; + left: 50%; + transform: translate(-50%, -50%); + font-family: 'Maven Pro', sans-serif; +} + +h3 { + padding: 0; + margin: 0; + color: white; + font-size: 30px; + position: absolute; + text-decoration: none; + display: block; + font-display: unset; + top: 55%; + left: 50%; + transform: translate(-50%, -50%); + font-family: 'Maven Pro', sans-serif; +} + +h4 { + padding: 0; + margin: 0; + color: white; + font-size: 20px; + position: absolute; + text-decoration: none; + display: block; + font-display: unset; + top: 58%; + left: 50%; + transform: translate(-50%, -50%); + font-family: 'Open Sans Condensed', sans-serif; +} \ No newline at end of file