Animate logo

This commit is contained in:
Matt Borgerson 2021-06-14 21:56:36 -07:00
parent f846be7704
commit 495a4460a6
8 changed files with 346 additions and 11 deletions

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@ -16,7 +16,7 @@ jobs:
mkdir env
python3 -m venv env
source env/bin/activate
python -m pip install tqdm jinja2==2.11.3 PyGithub
python -m pip install tqdm jinja2==2.11.3 PyGithub minify-html
./build.sh
cssmin > dist/theme.css.min < dist/theme.css
mv dist/theme.css.min dist/theme.css

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@ -19,11 +19,7 @@ echo "Compiling stylesheets"
echo "Generating HTML pages"
./generate.py
cp resources/cover_front_default.png \
resources/xbox_logo.png \
resources/xbox_duke.png \
resources/logo-green.svg \
dist
cp resources/* dist
rm dist/theme.css.map
mkdir -p dist/webfonts/

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@ -15,6 +15,7 @@ from functools import reduce
from github import Github
from jinja2 import Environment, FileSystemLoader
from tqdm import tqdm
from minify_html import minify as minify_html
output_dir = 'dist'
repo_url_base = 'https://raw.githubusercontent.com/mborgerson/xemu-website/master/'
@ -227,10 +228,10 @@ def main():
os.makedirs(title_dir, exist_ok=True)
title = title_lookup[title_id]
with open(os.path.join(title_dir, 'index.html'), 'w') as f:
f.write(template.render(
f.write(minify_html(template.render(
title=title,
title_status_descriptions=title_status_descriptions
))
)))
count += 1
print(' - Created %d title pages' % count)
@ -265,13 +266,13 @@ def main():
dorder.extend(sorted(tmap.values(),key=lambda title:title.title_name))
with open(os.path.join(output_dir, 'index.html'), 'w') as f:
f.write(template.render(
f.write(minify_html(template.render(
titles=dorder,
title_status_descriptions=title_status_descriptions,
game_status_counts=game_status_counts,
xemu_build_version=xemu_build_version,
xemu_build_date=xemu_build_date
))
), minify_js=True, minify_css=True))
print(' - Ok')
if __name__ == '__main__':

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164
templates/gl_logo.js Normal file
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@ -0,0 +1,164 @@
;(function(){
"use strict"
window.addEventListener("load", setupWebGL, false);
var gl, program;
var time_loc;
var buffer;
var ebuffer;
var pending_disable_fallback = true;
var restart_anim = false;
var last_started = 0;
var loaded = false;
function reset_time() {
restart_anim = true;
}
// https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Using_textures_in_WebGL
function loadTexture(gl, url) {
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
const level = 0;
const internalFormat = gl.RGBA;
const width = 1;
const height = 1;
const border = 0;
const srcFormat = gl.RGBA;
const srcType = gl.UNSIGNED_BYTE;
const pixel = new Uint8Array([0, 0, 255, 255]); // opaque blue
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
width, height, border, srcFormat, srcType,
pixel);
const image = new Image();
image.onload = function() {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
srcFormat, srcType, image);
// WebGL1 has different requirements for power of 2 images
// vs non power of 2 images so check if the image is a
// power of 2 in both dimensions.
if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
// Yes, it's a power of 2. Generate mips.
gl.generateMipmap(gl.TEXTURE_2D);
} else {
// No, it's not a power of 2. Turn off mips and set
// wrapping to clamp to edge
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
}
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);
loaded = true;
};
image.src = url;
return texture;
}
function isPowerOf2(value) {
return (value & (value - 1)) == 0;
}
function setupWebGL (evt) {
window.removeEventListener(evt.type, setupWebGL, false);
if (!(gl = getRenderingContext()))
return;
var source = document.querySelector("#vertex-shader").innerHTML;
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader,source);
gl.compileShader(vertexShader);
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
var err_str = gl.getShaderInfoLog(vertexShader);
console.log("Vertex shader compilation failed: " + err_str);
return;
}
source = document.querySelector("#fragment-shader").innerHTML
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader,source);
gl.compileShader(fragmentShader);
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
var err_str = gl.getShaderInfoLog(fragmentShader);
console.log("Fragment shader compilation failed: " + err_str);
return;
}
program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.detachShader(program, vertexShader);
gl.detachShader(program, fragmentShader);
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
var err_str = gl.getProgramInfoLog(program);
console.log("Shader linking failed: " + err_str);
return;
}
buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1.0, -1.0, 0.0, 0.0,
-1.0, 1.0, 0.0, 1.0,
1.0, 1.0, 1.0, 1.0,
1.0, -1.0, 1.0, 0.0]), gl.STATIC_DRAW);
ebuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Int8Array([ 0, 1, 2, 3 ]), gl.STATIC_DRAW);
var pos_attr_loc = gl.getAttribLocation(program, "in_Position");
gl.vertexAttribPointer(pos_attr_loc, 2, gl.FLOAT, false, 4*4, 0);
gl.enableVertexAttribArray(pos_attr_loc);
var tex_attr_loc = gl.getAttribLocation(program, "in_Texcoord");
gl.vertexAttribPointer(tex_attr_loc, 2, gl.FLOAT, false, 4*4, 2*4);
gl.enableVertexAttribArray(tex_attr_loc);
var tex = loadTexture(gl, "logo_sdf.png")
var tex_loc = gl.getUniformLocation(program, "tex");
time_loc = gl.getUniformLocation(program, "iTime");
gl.useProgram(program);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
requestAnimationFrame(render);
}
function render(ts) {
if (!loaded) {
requestAnimationFrame(render);
return;
}
if (pending_disable_fallback) {
document.getElementById("logo-canvas").style.visibility = "visible";
document.getElementById("logo-fallback").style.visibility = "hidden";
document.getElementById("logo-canvas").onclick = reset_time;
pending_disable_fallback = false;
}
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
var offset = 6000.0;
if (restart_anim) {
last_started = ts+offset;
restart_anim = false;
}
gl.uniform1f(time_loc, (ts-last_started+offset)/1000.0);
gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_BYTE, 0);
requestAnimationFrame(render);
}
function getRenderingContext() {
var canvas = document.querySelector("canvas");
canvas.width = 512;
canvas.height = 512;
var gl = canvas.getContext("webgl");
if (!gl) {
return null;
}
return gl;
}
})();

141
templates/gl_logo_frag.glsl Normal file
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@ -0,0 +1,141 @@
#version 100
precision highp float;
uniform sampler2D tex;
uniform float iTime;
varying vec2 Texcoord;
const float scale = 1.4;
const vec2 texSize = vec2(128.0,128.0);
float pxRange = 6.0;
const vec4 bgColor = vec4(0.);
const vec4 fgColor = vec4(0.259, 0.890, 0.208, 1.);
const vec4 particleColor = vec4(0.259, 0.890, 0.208, 1.);
const int numParticles = 40;
const float duration = 1.0;
const float pause = 8.0;
const vec4 textPos = vec4(0.01, 0, 0.98, 0.125);
const float lineWidth = 0.15;
// Thanks to: https://www.shadertoy.com/view/Xl2SRR
float random(float co)
{
return fract(sin(co*12.989) * 43758.545);
}
float median(float r, float g, float b)
{
return max(min(r, g), min(max(r, g), b));
}
// Thanks to: https://www.iquilezles.org/www/articles/functions/functions.htm
float quaImpulse( float k, float x )
{
return 2.0*sqrt(k)*x/(1.0+k*x*x);
}
float getCurrentTime()
{
return mod(iTime, duration+pause)/duration;
}
float getBox(vec2 uv, float x, float width)
{
float rhs = sign(clamp(x-uv.x+width, 0., 1.));
float lhs = sign(clamp(x-uv.x, 0., 1.));
return rhs-lhs;
}
float getSweepingLinePos()
{
return getCurrentTime()-lineWidth+textPos.x;
}
float getSweepingLine(vec2 uv)
{
return getBox(uv, getSweepingLinePos(), lineWidth);
}
float getGradients(vec2 uv)
{
float t = getCurrentTime();
float gw = lineWidth/2.;
float left = getBox(uv, getSweepingLinePos() - gw, gw)*smoothstep(0., 1., (gw + lineWidth - (t - uv.x + textPos.x))/lineWidth);
float right = getBox(uv, getSweepingLinePos() + lineWidth, gw)*smoothstep(0., 1., (gw + (t - uv.x + textPos.x))/lineWidth);
float gradient_y = smoothstep(0.8, 1., 1.-abs(0.5-uv.y));
return (left + right) * gradient_y;
}
// Note: Does not include offset, added in getParticlePosition
vec2 getParticleInitialPosition(int i)
{
vec2 pos;
pos.x = float(i)/float(numParticles-1); // Even
pos.y = sign(random(float(i)) - 0.1); // Top biased
return pos*textPos.zw;
}
float getParticleTime(int i)
{
// Compute based on initial x due to sweeping reveal
return getCurrentTime()-getParticleInitialPosition(i).x;
}
float getParticleIntensity(int i)
{
float lifespan = 1.0 + 0.4*(random(float(i*44))-0.5);
float alive = clamp(sign(getParticleTime(i)), 0., 1.);
return alive*clamp(lifespan-getParticleTime(i), 0., 1.);
}
vec2 getParticlePosition(int i)
{
float pt = getParticleTime(i);
float alive = clamp(sign(pt), 0., 1.);
float falloff = 10.;
float impulse = quaImpulse(falloff, pt+0.8)+0.2;
vec2 pos = getParticleInitialPosition(i);
vec2 velocity;
// Move mostly right, but sometimes left
velocity.x = sign(random(float(i+3000))-0.2);
velocity.x *= impulse*1.25*(0.00 + random(float(i+62)));
// Move vertically in whatever direction we spawned in
velocity.y = sign(pos.y);
velocity.y *= impulse*1.40*(0.25 + 1.2*random(float(i+62)));
return pos + alive * velocity * pt + vec2(textPos.x, 0.5); // Offset to center
}
float getParticles(vec2 uv)
{
// Compute contribution from all particles to this frag
float c = 0.;
for (int j = 0; j < numParticles; j++) {
vec2 pos = getParticlePosition(j);
float d = distance(uv, pos);
c += (1.-smoothstep(0.01, 0.01035,d))*getParticleIntensity(j);
}
return c;
}
void main()
{
vec2 uv = gl_FragCoord.xy/vec2(512,512);
float scale = 1.4;
uv -= 0.5 * (1.-1./scale);
uv *= scale;
vec2 pos = uv;
vec3 msd = texture2D(tex, vec2(pos.x, 1.-pos.y)).rgb;
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = pxRange*(sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
vec4 fill_color = mix(bgColor, fgColor, opacity);
float outline = clamp(screenPxDistance + 1.6, 0., 1.);
outline -= clamp(screenPxDistance - 1.6, 0., 1.);
outline = smoothstep(0.5, 1., outline);
vec4 line_color = mix(bgColor, fgColor, outline);
gl_FragColor = mix(fill_color, line_color, getSweepingLine(uv));
gl_FragColor += mix(vec4(0), particleColor, getParticles(uv));
gl_FragColor += 2.*vec4(1.)*getBox(uv, textPos.x, textPos.z)*getGradients(uv);
}

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@ -0,0 +1,8 @@
#version 100
attribute vec2 in_Position;
attribute vec2 in_Texcoord;
varying vec2 Texcoord;
void main() {
Texcoord = in_Texcoord;
gl_Position = vec4(in_Position, 0.0, 1.0);
}

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@ -83,8 +83,30 @@
display: inline-block;
margin-right: 1em;
}
canvas {
display: block;
visibility: hidden;
width: 256px;
height: 256px;
margin-left: -38px;
margin-bottom: -177px;
margin-top: -80px;
padding: 0;
border: none;
}
</style>
<script type="x-shader/x-vertex" id="vertex-shader">
{% include "gl_logo_vert.glsl" %}
</script>
<script type="x-shader/x-fragment" id="fragment-shader">
{% include "gl_logo_frag.glsl" %}
</script>
<script type="text/javascript">
{% include "gl_logo.js" %}
</script>
{% endblock %}
{% block jumbotron %}
@ -95,7 +117,10 @@
<img src="xbox_logo.png" class="img-fluid" width=450 />
</div>
<div class="col-md-6">
<h1 class="display-3"><img alt="xemu logo" src="/logo-green.svg" style="height: 0.8em"></h1>
<h1 class="display-3">
<canvas id="logo-canvas" class="gl-logo"></canvas>
<img id="logo-fallback" alt="xemu logo" src="/logo-green.svg" style="height: 1.03em;">
</h1>
<h4 class="card-subtitle mb-2 text-muted">Original Xbox Emulator</h4>
<p>
A free and open-source application that emulates the original Microsoft