From 64c42098c549182d8a260194412fe3a44b5b5889 Mon Sep 17 00:00:00 2001
From: pommicket
-when you load up pugl for the first time, you should be greeted with a "Buffer" widget.
-try changing its "input" value to your first pugl
.pos.x
.
+when you load up pugl for the first time, you should be greeted with a “Buffer” widget.
+try changing its “input” value to .pos.x
.
.pos.x
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 yellow,
+since the “Buffer” widget’s title is in yellow,
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.
-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 .pos.x
and the "b" input to
-.pos.y
. then click on the "Multiply" text to set it as the active widget.
+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 .pos.x
and the “b” input to
+.pos.y
. then click on the “Multiply” text to set it as the active widget.
-well, black and 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 vectors.
-there's a lot of mathematical theory behind vectors, but for simple shader programming all that really matters is that a vector is a list of numbers (called components),
-& in shaders you basically only deal with vectors with 2 to 4 components (labelled x, y, z, w).
+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 vectors.
+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 components).
+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, red,
green, and blue, which go from 0 to 1.
-try putting 0,0.8,1
in a "Buffer" widget and making it active.
+try putting 0,0.8,1
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 greenish blue color!
+you’ll get a nice greenish blue color!
.pos
is itself a vector, so you can just throw it into the Buffer input:
-
.pos
is high)
and green at the top of the screen (where the y component of .pos
is high).
@@ -58,12 +58,61 @@ so the top-left corner is red, because (−1, 1) × −1 = (1, −1), so the top
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 mul1,0
and 0,0,.pos.x
(assuming
-your Multiply widget from the last section was called "mul1").
+try creating an “Add” widget with inputs mul1,0
and 0,0,.pos.x
(assuming
+your Multiply widget from the last section was called mul1).
.pos.x
is 1) is bluer!
+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 .pos.x
,
+we'll get a rainbow across the screen:
+
+now let's animate this rainbow: create a new “Add” widget,
+and set a=.pos.x
, b=.time
,
+and use that as the shift instead of .pos.x
:
+
+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. +
+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. +
+now, we don’t have to use .pos
as the position for getting
+pixel values from the last frame. instead, let’s rotate .pos
+by a small amount and use that as the position for the “Last frame” widget:
+
+be sure to check out the rest of this guide to learn all the things +you can do with pugl. have fun! 🐱 +
diff --git a/guide-src/output-hue-shift.png b/guide-src/output-hue-shift.png new file mode 100644 index 0000000..8e1efbd Binary files /dev/null and b/guide-src/output-hue-shift.png differ diff --git a/guide-src/output-multiply-add.png b/guide-src/output-multiply-add.png index 6bcb4f6..1d35a40 100644 Binary files a/guide-src/output-multiply-add.png and b/guide-src/output-multiply-add.png differ diff --git a/guide-src/output-multiply-vector.png b/guide-src/output-multiply-vector.png index f1c2da1..5f6fbb9 100644 Binary files a/guide-src/output-multiply-vector.png and b/guide-src/output-multiply-vector.png differ diff --git a/guide-src/output-multiply.png b/guide-src/output-multiply.png index 3fb3fe6..cd65db7 100644 Binary files a/guide-src/output-multiply.png and b/guide-src/output-multiply.png differ diff --git a/guide-src/output-rotate-2d.png b/guide-src/output-rotate-2d.png new file mode 100644 index 0000000..410a224 Binary files /dev/null and b/guide-src/output-rotate-2d.png differ diff --git a/guide-src/output-vector.png b/guide-src/output-vector.png new file mode 100644 index 0000000..d76df71 Binary files /dev/null and b/guide-src/output-vector.png differ diff --git a/pugl.js b/pugl.js index d10c00d..b182480 100644 --- a/pugl.js +++ b/pugl.js @@ -103,6 +103,7 @@ ${type} mix_(${type} a, ${type} b, ${type} x, int c) { //! .id: prev //! .description: sample from the previous frame //! pos.description: position to sample — bottom-left corner is (−1, −1), top-right corner is (1, 1) +//! pos.default: .pos //! wrap.name: wrap mode //! wrap.control: select:clamp|wrap //! wrap.description: how to deal with the input components if they go outside [−1, 1] @@ -123,7 +124,8 @@ vec3 last_frame(vec2 pos, int wrap, int samp) { } `, ` -//! .name: Weighted add +//! .name: Weighted sum +//! .alt: weighted add //! .category: math //! .description: add two numbers or vectors with weights //! aw.name: a weight @@ -1328,8 +1330,11 @@ function color_hex_to_float(hex) { let g; let b; let a; + hex = hex.trim(); + if (!hex || hex[0] !== '#') return null; + if (hex.length === 7 || hex.length === 9) { // #rrggbb or #rrggbbaa r = parseInt(hex.substring(1, 3), 16) / 255; diff --git a/things.txt b/things.txt index bdebb0e..e27e313 100644 --- a/things.txt +++ b/things.txt @@ -2,8 +2,8 @@ cool: rot2;n:rot21;iv:mul1;itheta:angle;cdir:0;;mul;n:mul1;ia:.pos;ib:r;;prev;n:prev1;ipos:rot21;cwrap:0;csample:0;;square;n:square1;ipos:.pos;iinside:hue2;ioutside:mul3;isize:0.995;;wtadd;n:wtadd2;iaw:1;ibw:1;ia:.pos.x;ib:.pos.y;;hue;n:hue1;icolor:#00f;ishift:hshift;;wtadd;n:wtadd3;iaw:1;ibw:1;ia:wtadd2;ib:.time;;sin;n:sin1;it:wtadd3;iperiod:1;iamp:1;iphase:0;icenter:0;ctype:0;cnonneg:1;;pow;n:pow1;ia:sin1;ib:1;;mul;n:hshift;ia:pow1;ib:0.3333;;sin;n:angle;it:.time;iperiod:2;iamp:0.01;iphase:0;icenter:0.01;ctype:0;cnonneg:1;;sin;n:r;it:.time;iperiod:1.618;iamp:0.01;iphase:0;icenter:1;ctype:0;cnonneg:1;;mul;n:mul3;ia:2;ib:hue1;;clamp;n:clamp1;ival:mul3;imin:0;imax:1;;mul;n:mul2;ia:clamp1.x;ib:clamp1.z;;wtadd;n:wtadd4;iaw:1;ibw:-0.2;ia:1;ib:mul2;;mul;n:mul4;ia:clamp1;ib:wtadd4;;hue;n:hue2;icolor:prev1;ishift:0.01;;_out=square1 circle;n:circle1;ipos:.pos;iinside:hue1;ioutside:#a00;isize:0.99;;prev;n:prev1;ipos:rot21;cwrap:1;csample:0;;mul;n:mul1;ia:.pos;ib:sin1;;hue;n:hue1;icolor:prev1;ishift:0.2;;rot2;n:rot21;iv:mul1;itheta:mul2;cdir:0;;mul;n:mul2;ia:.time;ib:0.1;;sin;n:sin1;it:.time;iperiod:4;iamp:0.05;iphase:0;icenter:1.5;cnonneg:0;;_out=circle1 -simple worley noise: -worley;n:worley1;ix:.pos,.time;ifreq:8,8,1;;buffer;n:buffer1;iinput:pow1;;pow;n:pow1;ia:worley1;ib:1,3,0.7;;_out=buffer1 +worley noise: +worley;n:worley1;ix:.pos,.time;ifreq:8,8,1;;pow;n:pow1;ia:worley1;ib:1,8,8;;worley;n:worley2;ix:.pos,.time;ifreq:12,12,1;;pow;n:pow2;ia:worley2;ib:2,8,2;;clamp;n:clamp1;ival:pow1;imin:pow2;imax:1;;_out=clamp1 simple fun with floor: floor;n:floor1;ix:.pos01.x;istepw:0.1;isteph:0.1,0.1,0.2;iphase:0;;_out=floor1 -- cgit v1.2.3