diff options
-rw-r--r-- | guide-src/index.html | 122 | ||||
-rw-r--r-- | guide-src/introduction.html | 118 | ||||
-rw-r--r-- | guide-src/outline.txt | 1 | ||||
-rw-r--r-- | guide-src/widget-inputs.html | 3 | ||||
-rw-r--r-- | index.html | 32 | ||||
-rw-r--r-- | pugl.js | 294 | ||||
-rw-r--r-- | style.css | 3 | ||||
-rw-r--r-- | things.txt | 3 |
8 files changed, 389 insertions, 187 deletions
diff --git a/guide-src/index.html b/guide-src/index.html index 0e765b4..e590fc7 100644 --- a/guide-src/index.html +++ b/guide-src/index.html @@ -1,118 +1,20 @@ ---- introduction +--- about -<h3>your first pugl</h3> +<h2>pugl</h2> +<i><b>p</b>ommicket's <b>u</b>tility for <b>gl</b> shaders</i> +<hr> <p> -when you load up pugl for the first time, you should be greeted with a “Buffer” widget. -try changing its “input” value to <code>.pos.x</code>. -<div> - <img src="ex-posx.png" alt=""> -</div> -you should see a nice gradient like this: <span style="display:inline-block;margin-right:1em;width:2em;height:1em;background-image:linear-gradient(90deg, #000,#000,#000,#fff);"></span> -here the color of each pixel is directly determined by its x coordinate. -specifically: <code>.pos.x</code> is −1 at the left side of the screen and +1 at the right side of the screen. -since the “Buffer” widget’s title is in <span style="color:yellow;font-weight:bold;">yellow</span>, -the pixel values will be drawn from it. 0 (or anything below 0) is black and 1 (or anything above 1) is white, -so we see a gradient from black to white starting from the center of the screen. + pugl is a tool that lets you create & share shaders without writing any code. </p> <p> -now let’s try something a little more interesting. try adding a “Multiply” widget (by searching for it or -selecting it from the “math” section). set the “a” input to <code>.pos.x</code> and the “b” input to -<code>.pos.y</code>. then click on the “Multiply” text to set it as the active widget. -<div> - <img src="ex-multiply.png" alt=""> -</div> -you should now see a more interesting pattern where two of the corners of the screen are -white, and the other two corners are black: <img src="output-multiply.png" style="height:1em;" alt=""> -</p> - -<h3>vectors</h3> - -<p> -well, black & white is pretty boring. let’s try making some colors! -one of the nice things about shaders is that they’re very good at dealing with <a href="https://en.wikipedia.org/wiki/Vector_%28mathematics_and_physics%29" target="_blank">vectors</a>. -there’s a lot of mathematical theory behind vectors, but for our purposes all that really matters is that a vector is a list of numbers (called <em>components</em>). -in shaders you basically only deal with vectors with 2 to 4 components (referred to as x, y, z, w). -in graphics programming, colors are represented as vectors with 3 components, <span style="color:#f00;">red</span>, -<span style="color:#0f0;">green</span>, and <span style="color:#22f;">blue</span>, which go from 0 to 1. -try putting <code>0,0.8,1</code> in a “Buffer” widget and making it active. -now the widget is outputting a vector with x=0, y=0.8, and z=1, so -you’ll get a nice <span style="color:#0cf">greenish blue</span> color! -</p> - -<p> -<code>.pos</code> is itself a vector, so you can just throw it into the Buffer input: -<div><img src="ex-vector.png" alt=""> <img src="output-vector.png" alt="" height="32"></div> -notice how the output is red on the right side of the screen (where the x component of <code>.pos</code> is high) -and green at the top of the screen (where the y component of <code>.pos</code> is high). -</p> - -<p> -most widgets like Multiply work on both numbers and vectors. try multiplying together -<code>.pos</code> and <code>.pos.x</code>: -<div><img src="ex-multiply-vector.png" alt=""> <img src="output-multiply-vector.png" alt="" height="32"></div> -this multiplies each of the components of <code>.pos</code> by <code>.pos.x</code>. -so the top-left corner is red, because (−1, 1) × −1 = (1, −1), so the top-left pixel gets a red value of 1 and a green value of −1. -</p> - -<h3>multiple widgets</h3> - -<p> -you can use the output of one widget to specify the input of another widget using its name. -try creating an “Add” widget with inputs <code>mul1,0</code> and <code>0,0,.pos.x</code> (assuming -your Multiply widget from the last section was called mul1). -<div><img src="ex-multiply-add.png" alt=""> <img src="output-multiply-add.png" alt="" height="32"></div> -now the left side looks the same as before, but the right side (where <code>.pos.x</code> is 1) is bluer! -</p> - -<h3>putting everything together</h3> - -<p> -alright let's use all this to make something cool. -we'll start by making a rainbow. -the “Hue shift” widget shifts the hue of a color through the rainbow. -so if we start with a color of red, and shift it by <code>.pos.x</code>, -we'll get a rainbow across the screen: -<div> -<img src="ex-hue-shift.png" alt=""> <img src="output-hue-shift.png" alt="" height="32"> -</div> -</p> - -<p> -now let's animate this rainbow: create a new “Add” widget, -and set a=<code>.pos.x</code>, b=<code>.time</code>, -and use that as the shift instead of <code>.pos.x</code>: -<div><img src="ex-hue-shift-time.png" alt=""></div> -now the rainbow moves across the screen over time! -</p> - -<p> -next we’ll use the widget that makes pugl unique ☺ -“Last frame”. this lets you grab pixel values from the previous frame -to use in the current frame. add a “Last frame” widget, -and set it as the active widget. notice how the rainbow freezes in place — -that’s because each pixel value is just being determined by what it was -on the last frame. -<div><img src="ex-last-frame.png" alt=""></div> + to learn how to use pugl, check out <a href="introduction.html">the next section</a>. </p> +<h3>credits</h3> +<hr> <p> -now add a “Weighted sum” widget, set “a weight” to 0.95, “b weight” to 0.05, -”a” to your last frame widget's output, and “b” to the hue shift's output. -this will output a value which is 95% like the previous frame's value, -and 5% like the shifting rainbow. -<div><img src="ex-weighted-sum.png" alt=""></div> -try switching between the “Hue shift” and “Weighted sum” widgets -and note how the weighted sum is blurrier, because it's averaging -with the previous pixel value. +icon based on +<a href="https://commons.wikimedia.org/wiki/File:Long-beakedEchidna.jpg" target="_blank">Long-beakedEchidna.jpg from WikiMedia</a> +CC BY-SA 3.0. </p> <p> -now, we don’t have to use <code>.pos</code> as the position for getting -pixel values from the last frame. instead, let’s rotate <code>.pos</code> -by a small amount and use that as the position for the “Last frame” widget: -<div><img src="ex-rotate-2d.png" alt=""> <img src="output-rotate-2d.png" alt=""></div> -now we’re getting something interesting! -</p> - -<p> -be sure to check out the rest of this guide to learn all the things -you can do with pugl. have fun! 🐱 -</p> +everything else is licensed under WTFPLv2. diff --git a/guide-src/introduction.html b/guide-src/introduction.html new file mode 100644 index 0000000..5dd2bdc --- /dev/null +++ b/guide-src/introduction.html @@ -0,0 +1,118 @@ +--- introduction + +<h3>your first pugl</h3> +<p> +when you load up pugl for the first time, you should be greeted with a “Buffer” widget. +try changing its “input” value to <code>.pos.x</code>. +<div> + <img src="ex-posx.png" alt=""> +</div> +you should see a nice gradient like this: <span style="display:inline-block;margin-right:1em;width:2em;height:1em;background-image:linear-gradient(90deg, #000,#000,#000,#fff);"></span> +here the color of each pixel is directly determined by its x coordinate. +specifically: <code>.pos.x</code> is −1 at the left side of the screen and +1 at the right side of the screen. +since the “Buffer” widget’s title is in <span style="color:yellow;font-weight:bold;">yellow</span>, +the pixel values will be drawn from it. 0 (or anything below 0) is black and 1 (or anything above 1) is white, +so we see a gradient from black to white starting from the center of the screen. +</p> +<p> +now let’s try something a little more interesting. try adding a “Multiply” widget (by searching for it or +selecting it from the “math” section). set the “a” input to <code>.pos.x</code> and the “b” input to +<code>.pos.y</code>. then click on the “Multiply” text to set it as the active widget. +<div> + <img src="ex-multiply.png" alt=""> +</div> +you should now see a more interesting pattern where two of the corners of the screen are +white, and the other two corners are black: <img src="output-multiply.png" style="height:1em;" alt=""> +</p> + +<h3>vectors</h3> + +<p> +well, black & white is pretty boring. let’s try making some colors! +one of the nice things about shaders is that they’re very good at dealing with <a href="https://en.wikipedia.org/wiki/Vector_%28mathematics_and_physics%29" target="_blank">vectors</a>. +there’s a lot of mathematical theory behind vectors, but for our purposes all that really matters is that a vector is a list of numbers (called <em>components</em>). +in shaders you basically only deal with vectors with 2 to 4 components (referred to as x, y, z, w). +in graphics programming, colors are represented as vectors with 3 components, <span style="color:#f00;">red</span>, +<span style="color:#0f0;">green</span>, and <span style="color:#22f;">blue</span>, which go from 0 to 1. +try putting <code>0,0.8,1</code> in a “Buffer” widget and making it active. +now the widget is outputting a 3D vector with x=0, y=0.8, and z=1, so +you’ll get a nice <span style="color:#0cf">greenish blue</span> color! +</p> + +<p> +<code>.pos</code> is itself a vector, so you can just throw it into the Buffer input: +<div><img src="ex-vector.png" alt=""> <img src="output-vector.png" alt="" height="32"></div> +notice how the output is red on the right side of the screen (where the x component of <code>.pos</code> is high) +and green at the top of the screen (where the y component of <code>.pos</code> is high). +</p> + +<p> +most widgets like Multiply work on both numbers and vectors. try multiplying together +<code>.pos</code> and <code>.pos.x</code>: +<div><img src="ex-multiply-vector.png" alt=""> <img src="output-multiply-vector.png" alt="" height="32"></div> +this multiplies each of the components of <code>.pos</code> by <code>.pos.x</code>. +so the top-left corner is red, because (−1, 1) × −1 = (1, −1), so the top-left pixel gets a red value of 1 and a green value of −1. +</p> + +<h3>multiple widgets</h3> + +<p> +you can use the output of one widget to specify the input of another widget using its name. +try creating an “Add” widget with inputs <code>mul1,0</code> and <code>0,0,.pos.x</code> (assuming +your Multiply widget from the last section was called mul1). +<div><img src="ex-multiply-add.png" alt=""> <img src="output-multiply-add.png" alt="" height="32"></div> +now the left side looks the same as before, but the right side (where <code>.pos.x</code> is 1) is bluer! +</p> + +<h3>putting everything together</h3> + +<p> +alright let's use all this to make something cool. +we'll start by making a rainbow. +the “Hue shift” widget shifts the hue of a color through the rainbow. +so if we start with a color of red, and shift it by <code>.pos.x</code>, +we'll get a rainbow across the screen: +<div> +<img src="ex-hue-shift.png" alt=""> <img src="output-hue-shift.png" alt="" height="32"> +</div> +</p> + +<p> +now let's animate this rainbow: create a new “Add” widget, +and set a=<code>.pos.x</code>, b=<code>.time</code>, +and use that as the shift instead of <code>.pos.x</code>: +<div><img src="ex-hue-shift-time.png" alt=""></div> +now the rainbow moves across the screen over time! +</p> + +<p> +next we’ll use the widget that makes pugl unique ☺ +“Last frame”. this lets you grab pixel values from the previous frame +to use in the current frame. add a “Last frame” widget, +and set it as the active widget. notice how the rainbow freezes in place — +that’s because each pixel value is just being determined by what it was +on the last frame. +<div><img src="ex-last-frame.png" alt=""></div> +</p> +<p> +now add a “Weighted sum” widget, set “a weight” to 0.95, “b weight” to 0.05, +”a” to your last frame widget's output, and “b” to the hue shift's output. +this will output a value which is 95% like the previous frame's value, +and 5% like the shifting rainbow. +<div><img src="ex-weighted-sum.png" alt=""></div> +try switching between the “Hue shift” and “Weighted sum” widgets +and note how the weighted sum is blurrier, because it's averaging +with the previous pixel value. +</p> +<p> +now, we don’t have to use <code>.pos</code> as the position for getting +pixel values from the last frame. instead, let’s rotate <code>.pos</code> +by a small amount and use that as the position for the “Last frame” widget: +<div><img src="ex-rotate-2d.png" alt=""> <img src="output-rotate-2d.png" alt=""></div> +now we’re getting something interesting! +</p> + +<p> +be sure to check out the rest of this guide to learn all the things +you can do with pugl. have fun! 🐱 +</p> diff --git a/guide-src/outline.txt b/guide-src/outline.txt index df12f5d..a2d8357 100644 --- a/guide-src/outline.txt +++ b/guide-src/outline.txt @@ -1,4 +1,5 @@ index.html +introduction.html widget-inputs.html development: development /index.html diff --git a/guide-src/widget-inputs.html b/guide-src/widget-inputs.html index f0e8bdb..048c75f 100644 --- a/guide-src/widget-inputs.html +++ b/guide-src/widget-inputs.html @@ -25,7 +25,7 @@ all of pugl's built-in values begin with a <code>.</code> to distinguish them from your widgets. here they all are. below, <code>float</code> refers to a plain old number, -<code>vec2</code> is a 2-component vector, etc. +<code>vec2</code> is a 2D vector, etc. <table> <tbody> @@ -37,5 +37,6 @@ below, <code>float</code> refers to a plain old number, <tr><td><code>.mouse01</code></td><td><code>vec2</code><td>the position of the mouse ranging from (0, 0) to (+1, +1).</td></tr> <tr><td><code>.pi</code></td><td><code>float</code><td>π (3.1415…).</td></tr> <tr><td><code>.2pi</code></td><td><code>float</code><td>2π (6.2831…).</td></tr> +<tr><td><code>.e</code></td><td><code>float</code><td>𝑒 (2.7182…).</td></tr> </tbody> </table> @@ -37,9 +37,11 @@ <img alt="copy link" src="data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIzMiIgaGVpZ2h0PSIzMiI+PHJlY3QgeD0iNiIgeT0iNCIgd2lkdGg9IjE0IiBoZWlnaHQ9IjIwIiBzdHJva2U9IiNmZmYiIHN0cm9rZS13aWR0aD0iMyIgcng9IjIiIGZpbGw9Im5vbmUiLz48cmVjdCB4PSIxMSIgeT0iOCIgd2lkdGg9IjE0IiBoZWlnaHQ9IjIwIiBzdHJva2U9IiNmZmYiIGNsaXAtcGF0aD0icGF0aCgnTSAyMCAwIGwgMCAyNCBsIC0xNCAwIGwgMCAxMDAgbCAxMDAgMCBMIDEwMCAwIHonKSIgc3Ryb2tlLXdpZHRoPSIzIiByeD0iMiIgZmlsbD0ibm9uZSIvPjwvc3ZnPg=="> <span id="copied-notice">Copied link!</span> </button> - <button id="about-button" class="img-button" title="about pugl"> - <img alt="about" src="data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIzMiIgaGVpZ2h0PSIzMiI+PGVsbGlwc2UgY3g9IjE2IiBjeT0iMTYiIHJ4PSIxMiIgcnk9IjEyIiBzdHJva2U9IiNmOGYiIHN0cm9rZS13aWR0aD0iMyIgZmlsbD0ibm9uZSIgLz48dGV4dCBmaWxsPSIjZjhmIiB4PSIxNiIgeT0iMjQiIGZvbnQtd2VpZ2h0PSJib2xkIiBmb250LWZhbWlseT0ic2Fucy1zZXJpZiIgZm9udC1zaXplPSIyMHB4IiB0ZXh0LWFuY2hvcj0ibWlkZGxlIj4/PC90ZXh0Pjwvc3ZnPg=="> - </button> + <a href="guide/index.html" class="no-text-decoration" target="_blank"> + <button id="about-button" class="img-button" title="about pugl"> + <img alt="about" src="data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIzMiIgaGVpZ2h0PSIzMiI+PGVsbGlwc2UgY3g9IjE2IiBjeT0iMTYiIHJ4PSIxMiIgcnk9IjEyIiBzdHJva2U9IiNmOGYiIHN0cm9rZS13aWR0aD0iMyIgZmlsbD0ibm9uZSIgLz48dGV4dCBmaWxsPSIjZjhmIiB4PSIxNiIgeT0iMjQiIGZvbnQtd2VpZ2h0PSJib2xkIiBmb250LWZhbWlseT0ic2Fucy1zZXJpZiIgZm9udC1zaXplPSIyMHB4IiB0ZXh0LWFuY2hvcj0ibWlkZGxlIj4/PC90ZXh0Pjwvc3ZnPg=="> + </button> + </a> <button id="new-creation" class="img-button" title="new creation"> <img alt="new creation" src="data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIzMiIgaGVpZ2h0PSIzMiI+PHBhdGggZD0iTTE2IDYgTDE2IDI2IE02IDE2IEwyNiAxNiIgc3Ryb2tlPSIjOGY4IiBzdHJva2Utd2lkdGg9IjQiIHN0cm9rZS1saW5lY2FwPSJyb3VuZCIvPjwvc3ZnPg=="> </button> @@ -98,30 +100,6 @@ </div> </div> <div id="error">error</div> - <dialog id="about-dialog"> - <h2>pugl</h2> - <i><b>p</b>ommicket's <b>u</b>tility for <b>gl</b> shaders</i> - <hr> - <p> - pugl is a tool that lets you create & share shaders without writing any code. - </p> - <p> - to learn how to use pugl, check out <a href="guide/index.html" target="_blank">the guide</a>. - </p> - <h3>credits</h3> - <hr> - <p> - icon based on - <a href="https://commons.wikimedia.org/wiki/File:Long-beakedEchidna.jpg" target="_blank">Long-beakedEchidna.jpg from WikiMedia</a> - CC BY-SA 3.0. - </p> - <p> - everything else is licensed under WTFPLv2. - </p> - <form method="dialog"> - <button>close</button> - </form> - </dialog> <dialog id="creations-dialog"> <h3>saved creations</h3> <hr> @@ -76,7 +76,7 @@ const builtin_widgets = [ ${type} buffer(${type} x) { return x; }` - ).join('\n'), + ).join(''), ` //! .name: Slider //! .category: basic @@ -94,7 +94,8 @@ float slider(float x, float min_val, float max_val) { } `, ` -//! .name: Mix (lerp) +//! .name: Mix +//! .alt: lerp //! .category: basic //! .id: mix //! .description: weighted average of two inputs @@ -115,7 +116,7 @@ ${type} mix_(${type} a, ${type} b, ${type} x, int c) { return mix(a, b, x); } ` - ).join('\n'), + ).join(''), ` //! .name: Last frame //! .category: basic @@ -145,7 +146,7 @@ vec3 last_frame(vec2 pos, int wrap, int samp) { ` //! .name: Weighted sum //! .alt: weighted add -//! .category: math +//! .category: arithmetic //! .description: add two numbers or vectors with weights //! aw.name: a weight //! aw.default: 1 @@ -159,10 +160,10 @@ ${type} wtadd(${type} a, float aw, ${type} b, float bw) { return a * aw + b * bw; } ` - ).join('\n'), + ).join(''), ` //! .name: Add -//! .category: math +//! .category: arithmetic //! .description: add two numbers or vectors ` + @@ -172,10 +173,10 @@ ${type} add(${type} a, ${type} b) { return a + b; } ` - ).join('\n'), + ).join(''), ` //! .name: Subtract -//! .category: math +//! .category: arithmetic //! .description: subtract one number or vector from another ` + @@ -185,10 +186,10 @@ ${type} sub(${type} a, ${type} b) { return a - b; } ` - ).join('\n'), + ).join(''), ` //! .name: Multiply -//! .category: math +//! .category: arithmetic //! .description: multiply two numbers, scale a vector by a number, or perform component-wise multiplication between vectors ` + GLSL_FLOAT_TYPES.map( @@ -197,10 +198,10 @@ ${type} mul(${type} a, ${type} b) { return a * b; } ` - ).join('\n'), + ).join(''), ` //! .name: Divide -//! .category: math +//! .category: arithmetic //! .description: divide one number or vector by another ` + GLSL_FLOAT_TYPES.map( @@ -209,12 +210,14 @@ ${type} div(${type} a, ${type} b) { return a / b; } ` - ).join('\n'), + ).join(''), ` //! .name: Power -//! .category: math +//! .category: arithmetic //! .id: pow //! .description: take one number to the power of another +//! a.id: a +//! b.default: 0.5 ` + GLSL_FLOAT_TYPES.map( (type) => ` @@ -222,10 +225,10 @@ ${type} pow_(${type} a, ${type} b) { return pow(a, b); } ` - ).join('\n'), + ).join(''), ` //! .name: Modulo -//! .category: math +//! .category: arithmetic //! .id: mod //! .description: wrap a value at a certain limit //! a.name: a @@ -237,7 +240,7 @@ ${type} mod_(${type} a, ${type} b) { return mod(a, b); } ` - ).join('\n'), + ).join(''), ` //! .name: Square //! .category: geometry @@ -271,9 +274,9 @@ ${type2} square(${type} pos, ${type2} inside, ${type2} outside, ${type} size) { } ` ) - .join('\n'); + .join(''); }) - .join('\n'), + .join(''), ` //! .name: Circle //! .category: geometry @@ -295,7 +298,7 @@ ${type2} circle(${type} pos, ${type2} inside, ${type2} outside, ${type} size) { return dot(pos, pos) < 1.0 ? inside : outside; } ` - ).join('\n'), + ).join(''), ` //! .name: Comparator //! .category: basic @@ -319,7 +322,7 @@ ${type} compare(float cmp1, float cmp2, ${type} less, ${type} greater) { return cmp1 < cmp2 ? less : greater; } ` - ).join('\n'), + ).join(''), ` //! .name: Sine wave //! .category: curves @@ -363,7 +366,7 @@ ${type} sine_wave(int type, ${type} t, ${type} period, ${type} amp, ${type} phas return amp * v + center; } ` - ).join('\n'), + ).join(''), ` //! .name: Rotate 2D //! .category: geometry @@ -463,7 +466,7 @@ ${type} brightcont(${type} color, ${type} brightness, ${type} contrast) { return clamp((contrast + 1.0) / (1.0 - contrast) * (color - 0.5) + (brightness + 0.5), 0.0, 1.0); } ` - ).join('\n'), + ).join(''), ` //! .name: Clamp //! .category: basic @@ -483,7 +486,7 @@ ${type} clamp_(${type} x, ${type} minimum, ${type} maximum) { return clamp(x, minimum, maximum); } ` - ).join('\n'), + ).join(''), ` //! .name: Rotate 3D //! .id: rot3 @@ -530,7 +533,7 @@ ${type} remap(${type} x, ${type} a1, ${type} b1, ${type} a2, ${type} b2) { return (x - a1) / (b1 - a1) * (b2 - a2) + a2; } ` - ).join('\n'), + ).join(''), ` //! .name: Smoothstep //! .id: smoothstep @@ -557,11 +560,11 @@ ${type} smoothst(${type} t, ${type} t1, ${type} t2, ${type} out1, ${type} out2) return mix(out1, out2, smoothstep(t1, t2, t)); } ` - ).join('\n'), + ).join(''), ` //! .name: Arctangent //! .id: arctan2 -//! .category: math +//! .category: trigonometry //! .description: The arctangent function (radians) with 2 parameters (set x = 1 for normal arctangent) //! y.id: y //! x.id: x @@ -574,25 +577,53 @@ ${type} arctan2(${type} y, ${type} x) { return atan(y, x); } ` - ).join('\n'), + ).join(''), + ` +//! .name: Cosine +//! .id: cos +//! .category: trigonometry +//! .description: The cosine function (radians) + +` + + GLSL_FLOAT_TYPES.map( + (type) => ` +${type} cos_(${type} x) { + return cos(x); +} +` + ).join(''), + ` +//! .name: Sine +//! .id: sine +//! .category: trigonometry +//! .description: The sine function (radians) + +` + + GLSL_FLOAT_TYPES.map( + (type) => ` +${type} sin_(${type} x) { + return sin(x); +} +` + ).join(''), ` //! .name: Tangent //! .id: tan -//! .category: math +//! .category: trigonometry //! .description: The tangent function (radians) ` + GLSL_FLOAT_TYPES.map( (type) => ` -${type} tang(${type} x) { +${type} tan_(${type} x) { return tan(x); } ` - ).join('\n'), + ).join(''), ` //! .name: Arcsine //! .id: arcsin -//! .category: math +//! .category: trigonometry //! .description: The arcsine function (radians) — input will be clamped to [−1, 1] ` + @@ -602,7 +633,114 @@ ${type} arcsin(${type} x) { return asin(clamp(x, -1.0, 1.0)); } ` - ).join('\n'), + ).join(''), + ` +//! .name: Arccosine +//! .id: arccos +//! .category: trigonometry +//! .description: The arccosine function (radians) — input will be clamped to [−1, 1] + +` + + GLSL_FLOAT_TYPES.map( + (type) => ` +${type} arccos(${type} x) { + return acos(clamp(x, -1.0, 1.0)); +} +` + ).join(''), + ` +//! .name: Hyperbolic cosine +//! .alt: cosh +//! .id: cosh +//! .category: trigonometry +//! .description: The hyperbolic cosine function + +` + + GLSL_FLOAT_TYPES.map( + (type) => ` +${type} cosh_(${type} x) { + return cosh(x); +} +` + ).join(''), + ` +//! .name: Hyperbolic sine +//! .alt: sinh +//! .id: sinh +//! .category: trigonometry +//! .description: The hyperbolic sine function + +` + + GLSL_FLOAT_TYPES.map( + (type) => ` +${type} sinh_(${type} x) { + return sinh(x); +} +` + ).join(''), + ` +//! .name: Hyperbolic tangent +//! .alt: tanh +//! .id: tanh +//! .category: trigonometry +//! .description: The hyperbolic tangent function (radians) + +` + + GLSL_FLOAT_TYPES.map( + (type) => ` +${type} tanh_(${type} x) { + return tanh(x); +} +` + ).join(''), + ` +//! .name: Hyperbolic arccosine +//! .alt: acosh +//! .alt: arccosh +//! .id: arccosh +//! .category: trigonometry +//! .description: The hyperbolic arccosine function (radians) — input will be clamped to [1, ∞] + +` + + GLSL_FLOAT_TYPES.map( + (type) => ` +${type} arccosh(${type} x) { + return acosh(max(x, 1.0)); +} +` + ).join(''), + ` +//! .name: Hyperbolic arcsine +//! .alt: asinh +//! .alt: arcsinh +//! .id: arcsinh +//! .category: trigonometry +//! .description: The hyperbolic arcsine function (radians) + +` + + GLSL_FLOAT_TYPES.map( + (type) => ` +${type} arcsinh(${type} x) { + return asinh(x); +} +` + ).join(''), + ` +//! .name: Hyperbolic arctangent +//! .alt: atanh +//! .alt: arctanh +//! .id: arctanh +//! .category: trigonometry +//! .description: The hyperbolic arctangent function (radians) — input will be clamped to [-1, 1] + +` + + GLSL_FLOAT_TYPES.map( + (type) => ` +${type} arctanh(${type} x) { + return atanh(clamp(x, -1.0, 1.0)); +} +` + ).join(''), ` //! .name: Sigmoid //! .id: sigmoid @@ -620,9 +758,9 @@ ${type} sigmoid(${type} x, ${type} a, ${type} b, ${type} sharpness) { return mix(a, b, 1.0 / (1.0 + exp(-sharpness * x))); } ` - ).join('\n'), + ).join(''), ` -//! .name: Staircase (floor) +//! .name: Staircase //! .id: floor //! .category: curves //! .description: The floor function — largest integer less than x @@ -640,7 +778,7 @@ ${type} floorf(${type} x, ${type} stepw, ${type} steph, ${type} phase) { return floor(x / stepw + phase) * steph; } ` - ).join('\n'), + ).join(''), ` //! .name: Sine noise //! .category: noise @@ -733,7 +871,7 @@ float norm(vec4 x) { return length(x); } (type) => ` float dist(${type} x, ${type} y) { return distance(x, y); } ` - ).join('\n'), + ).join(''), ` //! .name: Dot product //! .description: the dot product between two vectors @@ -745,7 +883,17 @@ float dist(${type} x, ${type} y) { return distance(x, y); } (type) => ` float dot_prod(${type} x, ${type} y) { return dot(x, y); } ` - ).join('\n'), + ).join(''), + ` +//! .name: Cross product +//! .description: the cross product between two 3D vectors +//! .category: geometry +//! .id: cross + +vec3 cross_(vec3 x, vec3 y) { + return cross(x, y); +} +`, ` //! .name: White noise //! .description: Uniform distribution over [0, 1) @@ -969,27 +1117,75 @@ float worley(vec3 p, vec3 freq) { ` //! .name: Minimum //! .description: minimum of two values -//! .category: math +//! .category: basic //! .id: min ` + GLSL_FLOAT_TYPES.map( (type) => ` -${type} _min(${type} a, ${type} b) { +${type} min_(${type} a, ${type} b) { return min(a, b); }` - ).join('\n'), + ).join(''), ` //! .name: Maximum //! .description: maximum of two values -//! .category: math +//! .category: basic //! .id: max ` + GLSL_FLOAT_TYPES.map( (type) => ` -${type} _max(${type} a, ${type} b) { +${type} max_(${type} a, ${type} b) { return max(a, b); }` - ).join('\n'), + ).join(''), + ` +//! .name: Absolute value +//! .id: abs +//! .description: absolute value of number +//! .category: basic +` + + GLSL_FLOAT_TYPES.map( + (type) => ` +${type} abs_(${type} x) { + return abs(x); +}` + ).join(''), + ` +//! .name: Floor +//! .id: floor_ +//! .description: the floor function — greatest integer smaller than x +//! .category: basic +` + + GLSL_FLOAT_TYPES.map( + (type) => ` +${type} floor_(${type} x) { + return floor(x); +}` + ).join(''), + ` +//! .name: Ceiling +//! .id: ceil +//! .description: the ceiling function — smallest integer greater than x +//! .category: basic +` + + GLSL_FLOAT_TYPES.map( + (type) => ` +${type} ceil_(${type} x) { + return ceil(x); +}` + ).join(''), + ` +//! .name: Round +//! .id: round +//! .description: round to nearest integer +//! .category: basic +` + + GLSL_FLOAT_TYPES.map( + (type) => ` +${type} round_(${type} x) { + return round(x); +}` + ).join(''), ]; function get_creation_title() { @@ -1334,6 +1530,8 @@ for (const code of builtin_widgets) { const result = parse_widget_definition(code); if (result && result.error) { console.error(result.error); + } else if (widget_info.has(result.id)) { + console.error('duplicate widget id', result.id); } else { widget_info.set(result.id, result); } @@ -1952,6 +2150,8 @@ ${this.code.join('')} case '.2π': case '.2pi': return { code: '(6.2831853)', type: 'float' }; + case '.e': + return { code: '(2.7182818)', type: 'float' }; default: return { error: `no such builtin: ${input}` }; } @@ -2523,10 +2723,6 @@ function startup() { } }); - document.getElementById('about-button').addEventListener('click', () => { - document.getElementById('about-dialog').showModal(); - }); - document.getElementById('list-creations').addEventListener('click', () => { const container = document.getElementById('creations'); container.innerHTML = ''; @@ -2603,7 +2799,7 @@ function startup() { }); document.getElementById('code-form').addEventListener('submit', () => { - import_widgets(code_input.value); + new_creation(code_input.value); }); pause_element = document.getElementById('pause'); @@ -338,6 +338,9 @@ input[type='number'] { .inline-block { display: inline-block; } +.no-text-decoration { + text-decoration: none; +} .no-wrap { whitespace: no-wrap; } @@ -10,3 +10,6 @@ floor;n:floor1;ix:.pos01.x;istepw:0.1;isteph:0.1,0.1,0.2;iphase:0;;_out=floor1 noisy: buffer;n:output;iinput:sn1,sn2,sn3;;rot2;n:rot21;iv:.pos;itheta:mul1.w;cdir:0;;circle;n:circle1;ipos:.pos;iinside:rot21,0;ioutside:#000;isize:0.8;;noise_sin;n:sn1;ix:rot21.xy,mul1.x;;remap;n:remap1;ix:.pos;ia1:-1;ib1:1;ia2:0;ib2:6.28;;noise_sin;n:sn2;ix:rot21.xy,mul1.y;;noise_sin;n:sn3;ix:rot21.xy,mul1.z;;mul;n:mul1;ia:.time;ib:0.2,0.4,0.6,0.1;;prev;n:prev1;ipos:.pos;cwrap:0;csample:0;;_out=output + +simple cross product: +_title=cross;;cross;n:cross1;ix:.pos.xy,1;iy:0.2,.pos.xy;;_out=cross1 |