mirror of
https://github.com/xemu-project/xemu-website.git
synced 2024-11-23 03:19:44 +00:00
Animate logo
This commit is contained in:
parent
f846be7704
commit
495a4460a6
2
.github/workflows/build.yml
vendored
2
.github/workflows/build.yml
vendored
@ -16,7 +16,7 @@ jobs:
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mkdir env
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python3 -m venv env
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source env/bin/activate
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python -m pip install tqdm jinja2==2.11.3 PyGithub
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python -m pip install tqdm jinja2==2.11.3 PyGithub minify-html
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./build.sh
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cssmin > dist/theme.css.min < dist/theme.css
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mv dist/theme.css.min dist/theme.css
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6
build.sh
6
build.sh
@ -19,11 +19,7 @@ echo "Compiling stylesheets"
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echo "Generating HTML pages"
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./generate.py
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cp resources/cover_front_default.png \
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resources/xbox_logo.png \
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resources/xbox_duke.png \
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resources/logo-green.svg \
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dist
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cp resources/* dist
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rm dist/theme.css.map
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mkdir -p dist/webfonts/
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@ -15,6 +15,7 @@ from functools import reduce
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from github import Github
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from jinja2 import Environment, FileSystemLoader
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from tqdm import tqdm
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from minify_html import minify as minify_html
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output_dir = 'dist'
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repo_url_base = 'https://raw.githubusercontent.com/mborgerson/xemu-website/master/'
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@ -227,10 +228,10 @@ def main():
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os.makedirs(title_dir, exist_ok=True)
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title = title_lookup[title_id]
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with open(os.path.join(title_dir, 'index.html'), 'w') as f:
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f.write(template.render(
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f.write(minify_html(template.render(
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title=title,
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title_status_descriptions=title_status_descriptions
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))
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)))
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count += 1
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print(' - Created %d title pages' % count)
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@ -265,13 +266,13 @@ def main():
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dorder.extend(sorted(tmap.values(),key=lambda title:title.title_name))
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with open(os.path.join(output_dir, 'index.html'), 'w') as f:
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f.write(template.render(
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f.write(minify_html(template.render(
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titles=dorder,
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title_status_descriptions=title_status_descriptions,
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game_status_counts=game_status_counts,
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xemu_build_version=xemu_build_version,
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xemu_build_date=xemu_build_date
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))
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), minify_js=True, minify_css=True))
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print(' - Ok')
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if __name__ == '__main__':
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BIN
resources/logo_sdf.png
Normal file
BIN
resources/logo_sdf.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 4.2 KiB |
164
templates/gl_logo.js
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164
templates/gl_logo.js
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@ -0,0 +1,164 @@
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;(function(){
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"use strict"
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window.addEventListener("load", setupWebGL, false);
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var gl, program;
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var time_loc;
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var buffer;
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var ebuffer;
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var pending_disable_fallback = true;
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var restart_anim = false;
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var last_started = 0;
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var loaded = false;
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function reset_time() {
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restart_anim = true;
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}
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// https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Using_textures_in_WebGL
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function loadTexture(gl, url) {
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const texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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const level = 0;
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const internalFormat = gl.RGBA;
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const width = 1;
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const height = 1;
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const border = 0;
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const srcFormat = gl.RGBA;
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const srcType = gl.UNSIGNED_BYTE;
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const pixel = new Uint8Array([0, 0, 255, 255]); // opaque blue
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
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width, height, border, srcFormat, srcType,
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pixel);
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const image = new Image();
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image.onload = function() {
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
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srcFormat, srcType, image);
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// WebGL1 has different requirements for power of 2 images
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// vs non power of 2 images so check if the image is a
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// power of 2 in both dimensions.
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if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
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// Yes, it's a power of 2. Generate mips.
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gl.generateMipmap(gl.TEXTURE_2D);
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} else {
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// No, it's not a power of 2. Turn off mips and set
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// wrapping to clamp to edge
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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}
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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loaded = true;
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};
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image.src = url;
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return texture;
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}
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function isPowerOf2(value) {
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return (value & (value - 1)) == 0;
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}
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function setupWebGL (evt) {
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window.removeEventListener(evt.type, setupWebGL, false);
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if (!(gl = getRenderingContext()))
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return;
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var source = document.querySelector("#vertex-shader").innerHTML;
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var vertexShader = gl.createShader(gl.VERTEX_SHADER);
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gl.shaderSource(vertexShader,source);
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gl.compileShader(vertexShader);
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if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
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var err_str = gl.getShaderInfoLog(vertexShader);
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console.log("Vertex shader compilation failed: " + err_str);
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return;
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}
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source = document.querySelector("#fragment-shader").innerHTML
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var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(fragmentShader,source);
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gl.compileShader(fragmentShader);
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if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
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var err_str = gl.getShaderInfoLog(fragmentShader);
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console.log("Fragment shader compilation failed: " + err_str);
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return;
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}
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program = gl.createProgram();
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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gl.detachShader(program, vertexShader);
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gl.detachShader(program, fragmentShader);
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gl.deleteShader(vertexShader);
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gl.deleteShader(fragmentShader);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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var err_str = gl.getProgramInfoLog(program);
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console.log("Shader linking failed: " + err_str);
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return;
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}
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buffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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-1.0, -1.0, 0.0, 0.0,
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-1.0, 1.0, 0.0, 1.0,
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1.0, 1.0, 1.0, 1.0,
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1.0, -1.0, 1.0, 0.0]), gl.STATIC_DRAW);
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ebuffer = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Int8Array([ 0, 1, 2, 3 ]), gl.STATIC_DRAW);
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var pos_attr_loc = gl.getAttribLocation(program, "in_Position");
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gl.vertexAttribPointer(pos_attr_loc, 2, gl.FLOAT, false, 4*4, 0);
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gl.enableVertexAttribArray(pos_attr_loc);
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var tex_attr_loc = gl.getAttribLocation(program, "in_Texcoord");
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gl.vertexAttribPointer(tex_attr_loc, 2, gl.FLOAT, false, 4*4, 2*4);
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gl.enableVertexAttribArray(tex_attr_loc);
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var tex = loadTexture(gl, "logo_sdf.png")
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var tex_loc = gl.getUniformLocation(program, "tex");
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time_loc = gl.getUniformLocation(program, "iTime");
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gl.useProgram(program);
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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requestAnimationFrame(render);
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}
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function render(ts) {
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if (!loaded) {
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requestAnimationFrame(render);
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return;
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}
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if (pending_disable_fallback) {
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document.getElementById("logo-canvas").style.visibility = "visible";
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document.getElementById("logo-fallback").style.visibility = "hidden";
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document.getElementById("logo-canvas").onclick = reset_time;
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pending_disable_fallback = false;
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}
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gl.clearColor(0, 0, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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var offset = 6000.0;
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if (restart_anim) {
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last_started = ts+offset;
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restart_anim = false;
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}
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gl.uniform1f(time_loc, (ts-last_started+offset)/1000.0);
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gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_BYTE, 0);
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requestAnimationFrame(render);
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}
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function getRenderingContext() {
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var canvas = document.querySelector("canvas");
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canvas.width = 512;
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canvas.height = 512;
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var gl = canvas.getContext("webgl");
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if (!gl) {
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return null;
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}
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return gl;
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}
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})();
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141
templates/gl_logo_frag.glsl
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141
templates/gl_logo_frag.glsl
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@ -0,0 +1,141 @@
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#version 100
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precision highp float;
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uniform sampler2D tex;
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uniform float iTime;
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varying vec2 Texcoord;
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const float scale = 1.4;
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const vec2 texSize = vec2(128.0,128.0);
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float pxRange = 6.0;
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const vec4 bgColor = vec4(0.);
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const vec4 fgColor = vec4(0.259, 0.890, 0.208, 1.);
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const vec4 particleColor = vec4(0.259, 0.890, 0.208, 1.);
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const int numParticles = 40;
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const float duration = 1.0;
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const float pause = 8.0;
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const vec4 textPos = vec4(0.01, 0, 0.98, 0.125);
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const float lineWidth = 0.15;
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// Thanks to: https://www.shadertoy.com/view/Xl2SRR
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float random(float co)
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{
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return fract(sin(co*12.989) * 43758.545);
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}
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float median(float r, float g, float b)
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{
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return max(min(r, g), min(max(r, g), b));
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}
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// Thanks to: https://www.iquilezles.org/www/articles/functions/functions.htm
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float quaImpulse( float k, float x )
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{
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return 2.0*sqrt(k)*x/(1.0+k*x*x);
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}
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float getCurrentTime()
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{
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return mod(iTime, duration+pause)/duration;
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}
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float getBox(vec2 uv, float x, float width)
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{
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float rhs = sign(clamp(x-uv.x+width, 0., 1.));
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float lhs = sign(clamp(x-uv.x, 0., 1.));
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return rhs-lhs;
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}
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float getSweepingLinePos()
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{
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return getCurrentTime()-lineWidth+textPos.x;
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}
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float getSweepingLine(vec2 uv)
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{
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return getBox(uv, getSweepingLinePos(), lineWidth);
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}
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float getGradients(vec2 uv)
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{
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float t = getCurrentTime();
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float gw = lineWidth/2.;
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float left = getBox(uv, getSweepingLinePos() - gw, gw)*smoothstep(0., 1., (gw + lineWidth - (t - uv.x + textPos.x))/lineWidth);
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float right = getBox(uv, getSweepingLinePos() + lineWidth, gw)*smoothstep(0., 1., (gw + (t - uv.x + textPos.x))/lineWidth);
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float gradient_y = smoothstep(0.8, 1., 1.-abs(0.5-uv.y));
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return (left + right) * gradient_y;
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}
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// Note: Does not include offset, added in getParticlePosition
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vec2 getParticleInitialPosition(int i)
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{
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vec2 pos;
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pos.x = float(i)/float(numParticles-1); // Even
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pos.y = sign(random(float(i)) - 0.1); // Top biased
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return pos*textPos.zw;
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}
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float getParticleTime(int i)
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{
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// Compute based on initial x due to sweeping reveal
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return getCurrentTime()-getParticleInitialPosition(i).x;
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}
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float getParticleIntensity(int i)
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{
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float lifespan = 1.0 + 0.4*(random(float(i*44))-0.5);
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float alive = clamp(sign(getParticleTime(i)), 0., 1.);
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return alive*clamp(lifespan-getParticleTime(i), 0., 1.);
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}
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vec2 getParticlePosition(int i)
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{
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float pt = getParticleTime(i);
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float alive = clamp(sign(pt), 0., 1.);
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float falloff = 10.;
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float impulse = quaImpulse(falloff, pt+0.8)+0.2;
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vec2 pos = getParticleInitialPosition(i);
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vec2 velocity;
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// Move mostly right, but sometimes left
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velocity.x = sign(random(float(i+3000))-0.2);
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velocity.x *= impulse*1.25*(0.00 + random(float(i+62)));
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// Move vertically in whatever direction we spawned in
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velocity.y = sign(pos.y);
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velocity.y *= impulse*1.40*(0.25 + 1.2*random(float(i+62)));
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return pos + alive * velocity * pt + vec2(textPos.x, 0.5); // Offset to center
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}
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float getParticles(vec2 uv)
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{
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// Compute contribution from all particles to this frag
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float c = 0.;
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for (int j = 0; j < numParticles; j++) {
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vec2 pos = getParticlePosition(j);
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float d = distance(uv, pos);
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c += (1.-smoothstep(0.01, 0.01035,d))*getParticleIntensity(j);
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}
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return c;
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}
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void main()
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{
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vec2 uv = gl_FragCoord.xy/vec2(512,512);
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float scale = 1.4;
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uv -= 0.5 * (1.-1./scale);
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uv *= scale;
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vec2 pos = uv;
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vec3 msd = texture2D(tex, vec2(pos.x, 1.-pos.y)).rgb;
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float sd = median(msd.r, msd.g, msd.b);
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float screenPxDistance = pxRange*(sd - 0.5);
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float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
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vec4 fill_color = mix(bgColor, fgColor, opacity);
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float outline = clamp(screenPxDistance + 1.6, 0., 1.);
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outline -= clamp(screenPxDistance - 1.6, 0., 1.);
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outline = smoothstep(0.5, 1., outline);
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vec4 line_color = mix(bgColor, fgColor, outline);
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gl_FragColor = mix(fill_color, line_color, getSweepingLine(uv));
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gl_FragColor += mix(vec4(0), particleColor, getParticles(uv));
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gl_FragColor += 2.*vec4(1.)*getBox(uv, textPos.x, textPos.z)*getGradients(uv);
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}
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8
templates/gl_logo_vert.glsl
Normal file
8
templates/gl_logo_vert.glsl
Normal file
@ -0,0 +1,8 @@
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#version 100
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attribute vec2 in_Position;
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attribute vec2 in_Texcoord;
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varying vec2 Texcoord;
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void main() {
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Texcoord = in_Texcoord;
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gl_Position = vec4(in_Position, 0.0, 1.0);
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}
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@ -83,8 +83,30 @@
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display: inline-block;
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margin-right: 1em;
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}
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canvas {
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display: block;
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visibility: hidden;
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width: 256px;
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height: 256px;
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margin-left: -38px;
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margin-bottom: -177px;
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margin-top: -80px;
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padding: 0;
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border: none;
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}
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</style>
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<script type="x-shader/x-vertex" id="vertex-shader">
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{% include "gl_logo_vert.glsl" %}
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</script>
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<script type="x-shader/x-fragment" id="fragment-shader">
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{% include "gl_logo_frag.glsl" %}
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</script>
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<script type="text/javascript">
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{% include "gl_logo.js" %}
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</script>
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{% endblock %}
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{% block jumbotron %}
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@ -95,7 +117,10 @@
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<img src="xbox_logo.png" class="img-fluid" width=450 />
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</div>
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<div class="col-md-6">
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<h1 class="display-3"><img alt="xemu logo" src="/logo-green.svg" style="height: 0.8em"></h1>
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<h1 class="display-3">
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<canvas id="logo-canvas" class="gl-logo"></canvas>
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<img id="logo-fallback" alt="xemu logo" src="/logo-green.svg" style="height: 1.03em;">
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</h1>
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<h4 class="card-subtitle mb-2 text-muted">Original Xbox Emulator</h4>
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<p>
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A free and open-source application that emulates the original Microsoft
|
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|
Loading…
Reference in New Issue
Block a user