This commit is contained in:
ntr
2019-03-28 15:23:03 +11:00
parent 2494b2dd5f
commit 4e1b1dd2cb
38 changed files with 4551 additions and 1 deletions
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// http://mrl.nyu.edu/~perlin/noise/
const ImprovedNoise = function () {
const p = [151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10,
23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87,
174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211,
133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208,
89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5,
202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119,
248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232,
178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249,
14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205,
93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180];
for (let i = 0; i < 256; i++) {
p[256 + i] = p[i];
}
function fade(t) {
return t * t * t * (t * (t * 6 - 15) + 10);
}
function lerp(t, a, b) {
return a + t * (b - a);
}
function grad(hash, x, y, z) {
const h = hash & 15;
const u = h < 8 ? x : y; const
v = h < 4 ? y : h == 12 || h == 14 ? x : z;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
return {
noise(x, y, z) {
const floorX = Math.floor(x); const floorY = Math.floor(y); const
floorZ = Math.floor(z);
const X = floorX & 255; const Y = floorY & 255; const
Z = floorZ & 255;
x -= floorX;
y -= floorY;
z -= floorZ;
const xMinus1 = x - 1; const yMinus1 = y - 1; const
zMinus1 = z - 1;
const u = fade(x); const v = fade(y); const
w = fade(z);
const A = p[X] + Y; const AA = p[A] + Z; const AB = p[A + 1] + Z; const B = p[X + 1] + Y; const BA = p[B] + Z; const
BB = p[B + 1] + Z;
return lerp(w, lerp(v, lerp(u, grad(p[AA], x, y, z),
grad(p[BA], xMinus1, y, z)),
lerp(u, grad(p[AB], x, yMinus1, z),
grad(p[BB], xMinus1, yMinus1, z))),
lerp(v, lerp(u, grad(p[AA + 1], x, y, zMinus1),
grad(p[BA + 1], xMinus1, y, z - 1)),
lerp(u, grad(p[AB + 1], x, yMinus1, zMinus1),
grad(p[BB + 1], xMinus1, yMinus1, zMinus1))));
},
};
};
const currentRandom = Math.random;
// Pseudo-random generator
function Marsaglia(i1, i2) {
// from http://www.math.uni-bielefeld.de/~sillke/ALGORITHMS/random/marsaglia-c
let z = i1 || 362436069; let
w = i2 || 521288629;
const nextInt = function () {
z = (36969 * (z & 65535) + (z >>> 16)) & 0xFFFFFFFF;
w = (18000 * (w & 65535) + (w >>> 16)) & 0xFFFFFFFF;
return (((z & 0xFFFF) << 16) | (w & 0xFFFF)) & 0xFFFFFFFF;
};
this.nextDouble = function () {
const i = nextInt() / 4294967296;
return i < 0 ? 1 + i : i;
};
this.nextInt = nextInt;
}
Marsaglia.createRandomized = function () {
const now = new Date();
return new Marsaglia((now / 60000) & 0xFFFFFFFF, now & 0xFFFFFFFF);
};
// Noise functions and helpers
function PerlinNoise(seed) {
const rnd = seed !== undefined ? new Marsaglia(seed) : Marsaglia.createRandomized();
let i; let
j;
// http://www.noisemachine.com/talk1/17b.html
// http://mrl.nyu.edu/~perlin/noise/
// generate permutation
const p = new Array(512);
for (i = 0; i < 256; ++i) { p[i] = i; }
for (i = 0; i < 256; ++i) { const t = p[j = rnd.nextInt() & 0xFF]; p[j] = p[i]; p[i] = t; }
// copy to avoid taking mod in p[0];
for (i = 0; i < 256; ++i) { p[i + 256] = p[i]; }
function grad3d(i, x, y, z) {
const h = i & 15; // convert into 12 gradient directions
const u = h < 8 ? x : y;
const v = h < 4 ? y : h === 12 || h === 14 ? x : z;
return ((h & 1) === 0 ? u : -u) + ((h & 2) === 0 ? v : -v);
}
function grad2d(i, x, y) {
const v = (i & 1) === 0 ? x : y;
return (i & 2) === 0 ? -v : v;
}
function grad1d(i, x) {
return (i & 1) === 0 ? -x : x;
}
function lerp(t, a, b) { return a + t * (b - a); }
this.noise3d = function (x, y, z) {
const X = Math.floor(x) & 255; const Y = Math.floor(y) & 255; const
Z = Math.floor(z) & 255;
x -= Math.floor(x); y -= Math.floor(y); z -= Math.floor(z);
const fx = (3 - 2 * x) * x * x; const fy = (3 - 2 * y) * y * y; const
fz = (3 - 2 * z) * z * z;
const p0 = p[X] + Y; const p00 = p[p0] + Z; const p01 = p[p0 + 1] + Z; const p1 = p[X + 1] + Y; const p10 = p[p1] + Z; const
p11 = p[p1 + 1] + Z;
return lerp(fz,
lerp(fy, lerp(fx, grad3d(p[p00], x, y, z), grad3d(p[p10], x - 1, y, z)),
lerp(fx, grad3d(p[p01], x, y - 1, z), grad3d(p[p11], x - 1, y - 1, z))),
lerp(fy, lerp(fx, grad3d(p[p00 + 1], x, y, z - 1), grad3d(p[p10 + 1], x - 1, y, z - 1)),
lerp(fx, grad3d(p[p01 + 1], x, y - 1, z - 1), grad3d(p[p11 + 1], x - 1, y - 1, z - 1))));
};
this.noise2d = function (x, y) {
const X = Math.floor(x) & 255; const
Y = Math.floor(y) & 255;
x -= Math.floor(x); y -= Math.floor(y);
const fx = (3 - 2 * x) * x * x; const
fy = (3 - 2 * y) * y * y;
const p0 = p[X] + Y; const
p1 = p[X + 1] + Y;
return lerp(fy,
lerp(fx, grad2d(p[p0], x, y), grad2d(p[p1], x - 1, y)),
lerp(fx, grad2d(p[p0 + 1], x, y - 1), grad2d(p[p1 + 1], x - 1, y - 1)));
};
this.noise1d = function (x) {
const X = Math.floor(x) & 255;
x -= Math.floor(x);
const fx = (3 - 2 * x) * x * x;
return lerp(fx, grad1d(p[X], x), grad1d(p[X + 1], x - 1));
};
}
// these are lifted from Processing.js
// processing defaults
const noiseProfile = {
generator: undefined, octaves: 4, fallout: 0.5, seed: undefined,
};
module.exports = function noise(x, y, z) {
if (noiseProfile.generator === undefined) {
// caching
noiseProfile.generator = new PerlinNoise(noiseProfile.seed);
}
const generator = noiseProfile.generator;
let effect = 1; let k = 1; let
sum = 0;
for (let i = 0; i < noiseProfile.octaves; ++i) {
effect *= noiseProfile.fallout;
switch (arguments.length) {
case 1:
sum += effect * (1 + generator.noise1d(k * x)) / 2; break;
case 2:
sum += effect * (1 + generator.noise2d(k * x, k * y)) / 2; break;
case 3:
sum += effect * (1 + generator.noise3d(k * x, k * y, k * z)) / 2; break;
}
k *= 2;
}
return sum;
};
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const noise = require('./fizzy-noise');
function fizzyText(message) {
const that = this;
// These are the variables that we manipulate with gui-dat.
// Notice they're all defined with "this". That makes them public.
// Otherwise, gui-dat can't see them.
this.growthSpeed = 0.8; // how fast do particles change size?
this.minSize = 1;
this.maxSize = 4; // how big can they get?
this.noiseStrength = 10; // how turbulent is the flow?
this.speed = 0.4; // how fast do particles move?
this.displayOutline = false; // should we draw the message as a stroke?
this.framesRendered = 0;
// //////////////////////////////////////////////////////////////
const _this = this;
const width = 550;
const height = 200;
const textAscent = 101;
const textOffsetLeft = 80;
const noiseScale = 300;
const frameTime = 30;
const colors = ['#000000', '#1A1A1A', '#163C50', '#205A79', '#2A78A2'];
// This is the context we use to get a bitmap of text using
// the getImageData function.
const r = document.createElement('canvas');
const s = r.getContext('2d');
// This is the context we actually use to draw.
const c = document.createElement('canvas');
const g = c.getContext('2d');
r.setAttribute('width', width);
c.setAttribute('width', width);
r.setAttribute('height', height);
c.setAttribute('height', height);
// Add our demo to the HTML
document.getElementById('fizzytext').appendChild(c);
// Stores bitmap image
let pixels = [];
// Stores a list of particles
const particles = [];
// Set g.font to the same font as the bitmap canvas, incase we
// want to draw some outlines.
s.font = g.font = '800 82px monospace, monospace';
// Instantiate some particles
for (let i = 0; i < 1000; i++) {
particles.push(new Particle(Math.random() * width, Math.random() * height));
}
// This function creates a bitmap of pixels based on your message
// It's called every time we change the message property.
const createBitmap = function (msg) {
s.fillStyle = '#fff';
s.fillRect(0, 0, width, height);
s.fillStyle = '#222';
s.fillText(msg, textOffsetLeft, textAscent);
// Pull reference
const imageData = s.getImageData(0, 0, width, height);
pixels = imageData.data;
};
// Called once per frame, updates the animation.
const render = function () {
that.framesRendered++;
g.clearRect(0, 0, width, height);
if (_this.displayOutline) {
g.globalCompositeOperation = 'source-over';
g.strokeStyle = '#000';
g.lineWidth = 0.5;
g.strokeText(message, textOffsetLeft, textAscent);
}
g.globalCompositeOperation = 'darker';
for (let i = 0; i < particles.length; i++) {
g.fillStyle = colors[i % colors.length];
particles[i].render();
}
};
// Returns x, y coordinates for a given index in the pixel array.
const getPosition = function (i) {
return {
x: (i - (width * 4) * Math.floor(i / (width * 4))) / 4,
y: Math.floor(i / (width * 4)),
};
};
// Returns a color for a given pixel in the pixel array.
const getColor = function (x, y) {
const base = (Math.floor(y) * width + Math.floor(x)) * 4;
const c = {
r: pixels[base + 0],
g: pixels[base + 1],
b: pixels[base + 2],
a: pixels[base + 3],
};
return `rgb(${c.r},${c.g},${c.b})`;
};
this.message = message;
createBitmap(message);
var loop = function () {
requestAnimationFrame(loop);
render();
};
// This calls the render function every 30 milliseconds.
loop();
// This class is responsible for drawing and moving those little
// colored dots.
function Particle(x, y, c) {
// Position
this.x = x;
this.y = y;
// Size of particle
this.r = 1;
// This velocity is used by the explode function.
this.vx = 0;
this.vy = 0;
this.constrain = function constrainFn(v, o1, o2) {
if (v < o1) v = o1;
else if (v > o2) v = o2;
return v;
};
// Called every frame
this.render = function renderFrame() {
// What color is the pixel we're sitting on top of?
const c = getColor(this.x, this.y);
// Where should we move?
const angle = noise(this.x / noiseScale, this.y / noiseScale) * _this.noiseStrength;
// var angle = -Math.PI/2;
// Are we within the boundaries of the image?
const onScreen = this.x > 0 && this.x < width && this.y > 0 && this.y < height;
const isBlack = c !== 'rgb(255,255,255)' && onScreen;
// If we're on top of a black pixel, grow.
// If not, shrink.
if (isBlack) {
this.r += _this.growthSpeed;
} else {
this.r -= _this.growthSpeed;
}
// This velocity is used by the explode function.
this.vx *= 0.5;
this.vy *= 0.5;
// Change our position based on the flow field and our
// explode velocity.
this.x += Math.cos(angle) * _this.speed + this.vx;
this.y += -Math.sin(angle) * _this.speed + this.vy;
if (this.r > _this.maxSize) {
this.r = _this.maxSize;
} else if (this.r < 0) {
this.r = 0;
this.x = Math.random() * width;
this.y = Math.random() * height;
return false;
}
// this.r = 3;
// debugger
// console.log(DAT.GUI.constrain(this.r, 0, _this.maxSize));
// this.r = this.constrain(this.r, _this.minSize, _this.maxSize);
// If we're tiny, keep moving around until we find a black
// pixel.
if (this.r <= 0) {
this.x = Math.random() * width;
this.y = Math.random() * height;
return false; // Don't draw!
}
// If we're off the screen, go over to other side
if (this.x < 0) this.x = width;
if (this.x > width) this.x = 0;
if (this.y < 0) this.y = height;
if (this.y > height) this.y = 0;
// Draw the circle.
g.beginPath();
// g.arc(this.x, this.y, this.r, 0, Math.PI * 2, false);
g.rect(this.x, this.y, this.r, this.r);
g.fill();
return true;
};
}
}
module.exports = fizzyText;