xemu-website/resources/gl_logo.js
2024-06-14 13:12:41 -07:00

350 lines
10 KiB
JavaScript

var gl, program;
var time_loc;
var buffer;
var ebuffer;
var pending_disable_fallback = true;
var restart_anim = true;
var last_started = 0;
var loaded = false;
var logo_vert_src = `
#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);
}
`;
var logo_frag_src = `
#version 100
precision highp float;
uniform sampler2D tex;
uniform float iTime;
const float pi = 3.14159265359;
const float scale = 1.4;
const float pxRange = 6.0;
const float lineWidth = 0.175;
const float duration = 1.25;
const float pause = 6.;
const int numParticles = 35;
const int numSpotlights = 5;
const vec2 texSize = vec2(128.0,128.0);
const vec4 bgColor = vec4(0.);
const vec4 fgColor = vec4(0.384, 0.792, 0.075, 1.);
const vec4 particleColor = fgColor;
const vec4 textPos = vec4(0.01, 0, 0.98, 0.125);
// Thanks to: https://www.shadertoy.com/view/Xl2SRR
float random(float co)
{
return fract(abs(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 lhs = sign(clamp(x - uv.x, 0., 1.));
float rhs = sign(clamp(x - uv.x + width, 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 l_s = abs(cos(t*pi*2.));
float pos = t - uv.x + textPos.x;
float left = l_s*smoothstep(0., 1., 0.5-abs(pos - lineWidth)*(20.+80.*(1.-l_s)));
float r_s = abs(sin(t*pi*2.));
float right = r_s*smoothstep(0., 1., 0.5-abs(pos)*(20.+80.*(1.-r_s)));
float gradient_y = smoothstep(0.7, 1., 1.-abs(0.5-uv.y));
return (left + right) * gradient_y;
}
vec2 getSpotlightPos(int i)
{
float t = getCurrentTime();
vec2 initialPos = textPos.zw*vec2(
float(i)/float(numSpotlights-1), // Even
sign(random(float(i+62)) - 0.6)*2.); // Top biased
vec2 velocity;
velocity.x = sign(random(float(i+63)) - 0.5)*0.7*(0.3+0.6*random(float(i+100)));
velocity.y = -sign(initialPos.y)*0.8*(0.1+0.9*random(float(i+62)));
return initialPos + velocity * t + vec2(textPos.x, 0.5); // Offset to center
}
float getSpotlights(vec2 uv)
{
float t = getCurrentTime();
float right = smoothstep(0.3, 0.7, 0.8-8.*abs(t - uv.x + textPos.x + 0.05));
// Compute contribution from all spotlights to this frag
float c = 0.;
for (int j = 0; j < numSpotlights; j++) {
vec2 pos = getSpotlightPos(j);
float d = distance(uv, pos);
c += (1.-smoothstep(0.04, 0.07835, d));
}
return 0.6*right + 0.4*c;
}
// Note: Does not include offset, added in getParticlePosition
vec2 getParticleInitialPosition(int i)
{
return textPos.zw*vec2(
float(i)/float(numParticles-1), // Even
sign(random(float(i)) - 0.2)); // Top biased
}
float prob(float p, int i)
{
return sign(clamp(random(float(i*30))-(1.-p), 0., 1.));
}
float getParticleLifespan(int i)
{
return 1. + 1.25*exp(-10.*random(float(i*30))) + 0.5*prob(0.3, i);
}
float getParticleTime(int i)
{
return getCurrentTime()-getParticleInitialPosition(i).x;
}
float getParticleAlive(int i)
{
return clamp(sign(getParticleTime(i)), 0., 1.);
}
float getParticleIntensity(int i)
{
return getParticleAlive(i)*clamp(getParticleLifespan(i)-getParticleTime(i), 0., 1.);
}
vec2 getParticlePosition(int i)
{
float pt = getParticleTime(i);
float impulse = quaImpulse(20., pt*0.25+0.05+0.4*random(float(i+30)));
vec2 initialPos = getParticleInitialPosition(i);
vec2 velocity;
// Move mostly right, sometimes left
velocity.x = 0.4*impulse*sign(random(float(i+66)) - 0.1)*(0.3 + 0.6*random(float(i + 100)));
// Move vertically in whatever direction particle spawned in
velocity.y = 0.8*impulse*sign(initialPos.y)*(0.1 + 0.9*random(float(i + 62)));
return initialPos + getParticleAlive(i) * 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(0.004, 0.00835,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));
float mask_rhs = clamp(sign(uv.x-lineWidth-getSweepingLinePos()),0.,1.);
gl_FragColor += fill_color*mask_rhs*getSpotlights(uv);
gl_FragColor += mix(vec4(0), particleColor, getParticles(uv));
gl_FragColor += 2.*particleColor*getBox(uv, textPos.x, textPos.z)*getGradients(uv);
}
`;
function logo_reset_time() {
restart_anim = true;
}
// https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Using_textures_in_WebGL
function logo_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 logo_getRenderingContext() {
var canvas = document.querySelector("#logo-canvas");
canvas.width = 512;
canvas.height = 512;
var gl = canvas.getContext("webgl");
if (!gl) {
return null;
}
return gl;
}
function logo_setupWebGL() {
if (!(gl = logo_getRenderingContext()))
return;
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, logo_vert_src);
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;
}
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, logo_frag_src);
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, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0]), 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, 2*4, 0);
gl.enableVertexAttribArray(pos_attr_loc);
var tex = logo_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);
}
var initialized = false;
function logo_render(ts) {
if (!initialized) {
logo_setupWebGL();
initialized = true;
}
if (!(gl = logo_getRenderingContext())) {
return;
}
if (pending_disable_fallback) {
document.getElementById("logo-canvas").style.visibility = "visible";
document.getElementById("logo-fallback").style.visibility = "hidden";
document.getElementById("logo-canvas").onclick = logo_reset_time;
pending_disable_fallback = false;
}
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
if (restart_anim) {
last_started = ts;
restart_anim = false;
}
gl.uniform1f(time_loc, (ts-last_started));
gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_BYTE, 0);
gl.finish();
}