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scratch.html
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<div id="canvasContainer">
<canvas id="renderCanvas" width="1000" height="500"></canvas>
</div>
<style>
html, body{
height: 100%;
width: 100%;
border: none;
margin: 0px;
padding: 0px;
background-color: black;
}
body{
overflow: hidden;
}
#canvasContainer{
position: absolute;
/* height: 100%; */
}
#renderCanvas{
/* height: 1024px;
width: 2048px; */
/* height: 100%; */
top: 0px;
left: 0px;
position: absolute;
transform: scale(1);
background-color: #000000;
/* image-rendering: optimizeSpeed; */
/* image-rendering: -moz-crisp-edges; */
/* image-rendering: -webkit-optimize-contrast; */
/* image-rendering: -o-crisp-edges; */
/* image-rendering: pixelated; */
/* -ms-interpolation-mode: nearest-neighbor; IE */
}
</style>
<script id="activation-source" type="x-shader/x-fragment">
float activation(float x) {
// input is in range [min(0, sum(negative values)), max(0, sum(positive values))]
//power hill
//float hill(float x, float b) {
// return max(1.-pow(2.*(x-b), 2.), 0.);
//}
//linear hill
//float hill(float x, float b) {
// return max(-2.*abs(x-b)+1., 0.);
//}
//gaussian hill
//float hill(float x, float b) {
// return 1./pow(2., (50.*pow(x-b, 2.)));
//}
return x;
//return sin(x - PI/2.);//sin(x) + cos(x) + sin(2.*x) + cos(2.*x) + sin(3.*x) + cos(3.*x) + sin(4.*x) + cos(5.*x);
//return abs(x)/2.;
//return max(x,0.); // relu
//return 1.0/(4.0*abs(x-3.18)+1.0); // inverse
// Conway's Game of Life
//if (x == 3. || x == 11. || x == 12.){
// return 1.0;
//}
//return 0.;
//return sin(x);
// Wolfram's Rule 30;
//if (x == 1. || x == 2. || x == 3.|| x == 4.){
// return 1.0;
//}
//return 0.;
//return x;
//if (x > 10.) {
// return 1.;
//}
//return log(x+1.);
//return sin(1./x);
//return (exp(2.*x)-1.)/(exp(2.*x)+1.); //tanh
//return (-1./(pow(x, 2.)+1.)) + 1.; // similar tanh?
//return (-cos(1.*x)+1.)/2.;
//return x;
//return 1./pow(2., (pow(x-4.5, 2.))); // gaussian
//return -1./pow(2., (pow(x, 2.))) + 1.; // inverse gaussian
//return (exp(x)-exp(-x))/(exp(x)+exp(-x));
//return 1./(1. + exp(-x+3.)); // sigmoid
//return (-pow(2.*(x-1.3), 2.)+1.); // power hill
//return (-pow(2.*(x-2.5), 2.)+1.) + (-pow(2.*(x+2.5), 2.)+1.); // power hill
//return -2.*abs(x-(1.5))+1.; // linear hill
//if (x==0.)
// return 0.;
//return sin(1./x);
// returned value will be clipped between [0,1]
}
</script>
<script id="fragment-shader-2d" type="x-shader/x-fragment">
precision mediump float;
uniform sampler2D u_image;
varying vec2 texCoord;
uniform vec2 onePixel;
uniform bool doStep;
uniform vec4 colorMask;
uniform float u_kernel[9];
vec2 getCoords(vec2 coord, vec2 offset){
return mod(coord + onePixel * offset, 1.0);
}
ACTIVATION_FUNCTION
void main(void){
if(doStep){
float sum = texture2D(u_image, getCoords(texCoord, vec2(1.0, -1.0))).COLOR_CHANNEL * u_kernel[0]
+ texture2D(u_image, getCoords(texCoord, vec2(0.0, -1.0))).COLOR_CHANNEL * u_kernel[1]
+ texture2D(u_image, getCoords(texCoord, vec2(-1.0, -1.0))).COLOR_CHANNEL * u_kernel[2]
+ texture2D(u_image, getCoords(texCoord, vec2(1.0, 0.0))).COLOR_CHANNEL * u_kernel[3]
+ texture2D(u_image, getCoords(texCoord, vec2(0.0, 0.0))).COLOR_CHANNEL * u_kernel[4]
+ texture2D(u_image, getCoords(texCoord, vec2(-1.0, 0.0))).COLOR_CHANNEL * u_kernel[5]
+ texture2D(u_image, getCoords(texCoord, vec2(1.0, 1.0))).COLOR_CHANNEL * u_kernel[6]
+ texture2D(u_image, getCoords(texCoord, vec2(0.0, 1.0))).COLOR_CHANNEL * u_kernel[7]
+ texture2D(u_image, getCoords(texCoord, vec2(-1.0, 1.0))).COLOR_CHANNEL * u_kernel[8];
float x = activation(sum);
//x += texture2D(u_image, getCoords(texCoord, vec2(0.0, 0.0))).COLOR_CHANNEL; // cumulative display
gl_FragColor = vec4(x, x, x, x);
} else {
// color masking
gl_FragColor = texture2D(u_image, texCoord).rgba * colorMask;
}
}
</script>
<script id="vertex-shader-2d" type="x-shader/x-vertex">
attribute vec2 coordinates;
varying vec2 texCoord;
void main(void){
texCoord = (coordinates/2.0 + 0.5);
gl_Position = vec4(coordinates, 1.0, 1.0);
}
</script>
<script>
// accordion settings menu
// About
// Start State - dropdown (center, random, random boolean, image upload), edges dropdown
// Update Rule - filter (randomize button, random range), activation function, dropdown()
// Display - color, culumative, wrap
class Renderer {
constructor(canvas) {
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
this.height = canvas.height;
this.width = canvas.width;
this.gl = canvas.getContext("webgl");
window.onresize = () => {
if (window.innerWidth === this.width && window.innerHeight === this.height)
return;
this.stopRender();
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
this.height = canvas.height;
this.width = canvas.width;
this.gl.viewport(0, 0, this.width, this.height);
this.setState(this.generateState(this.start_state_type));
this.beginRender();
};
this.channel = 'r';
this.setBrush(5, 1);
this.activationSource = `
float activation(float x) {
return x;
}
`;
this.start_state_type = 'random';
}
compileShaders(vertexSource, fragSource, activationSource=undefined) {
this.vertexSource = vertexSource; // saved without string replacements
this.fragSource = fragSource;
let gl = this.gl;
if (activationSource){
this.setActivationSource(activationSource);
}
fragSource = this.setFragValues(fragSource);
// Create a vertex shader object
let vertShader = gl.createShader(gl.VERTEX_SHADER);
// Attach vertex shader source code
gl.shaderSource(vertShader, vertexSource);
// Compile the vertex shader
gl.compileShader(vertShader);
// Create fragment shader object
let fragShader = gl.createShader(gl.FRAGMENT_SHADER);
// Attach fragment shader source code
gl.shaderSource(fragShader, fragSource);
// Compile the fragmentt shader
gl.compileShader(fragShader);
// Create a shader program object to store
// the combined shader program
let shaderProgram = gl.createProgram();
this.shader = shaderProgram;
// Attach a vertex shader
gl.attachShader(shaderProgram, vertShader);
// Attach a fragment shader
gl.attachShader(shaderProgram, fragShader);
// Link both programs
gl.linkProgram(shaderProgram);
// Use the combined shader program object
gl.useProgram(shaderProgram);
if(gl.getShaderInfoLog(vertShader)){
console.warn(gl.getShaderInfoLog(vertShader));
}
if(gl.getShaderInfoLog(fragShader)){
console.warn(gl.getShaderInfoLog(fragShader));
}
if(gl.getProgramInfoLog(shaderProgram)){
console.warn(gl.getProgramInfoLog(shaderProgram));
}
let vertexBuffer = gl.createBuffer();
/*==========Defining and storing the geometry=======*/
let vertices = [
-1.0, -1.0,
1.0, -1.0,
-1.0, 1.0,
-1.0, 1.0,
1.0, -1.0,
1.0, 1.0
];
this.size = ~~(vertices.length/2);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
// Get the attribute location
let coord = gl.getAttribLocation(shaderProgram, "coordinates");
// Point an attribute to the currently bound VBO
gl.vertexAttribPointer(coord, 2, gl.FLOAT, false, 0, 0);
// Enable the attribute
gl.enableVertexAttribArray(coord);
// define attributes
this.onePixelAttr = gl.getUniformLocation(shaderProgram, "onePixel");
this.doStepAttr = gl.getUniformLocation(shaderProgram, "doStep");
this.kernelAttr = gl.getUniformLocation(this.shader, "u_kernel[0]");
this.colorMaskAttr = gl.getUniformLocation(this.shader, "colorMask");
}
setFragValues(fragSource) {
fragSource = fragSource.replaceAll("COLOR_CHANNEL", this.channel);
fragSource = fragSource.replace("ACTIVATION_FUNCTION", this.activationSource);
return fragSource;
}
recompile() {
this.compileShaders(this.vertexSource, this.fragSource);
}
getState() {
let gl = this.gl;
gl.bindFramebuffer(gl.FRAMEBUFFER, this.fbb);
let data = new Uint8Array(this.width * this.height * 4);
gl.readPixels(0, 0, this.width, this.height, gl.RGBA, gl.UNSIGNED_BYTE, data);
return data;
}
setState(startState) {
let gl = this.gl;
this.stateTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.stateTexture);
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);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, startState);
this.txa = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.txa);
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);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
this.fba = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.fba);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.txa, 0);
this.txb = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.txb);
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);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
this.fbb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.fbb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.txb, 0);
gl.bindTexture(gl.TEXTURE_2D, this.stateTexture);
}
setActivationSource(activationSource) {
// always requires recompilation
this.activationSource = activationSource;
}
setColor(rgb) {
// requires one rgb value to be 1.0
// returns true if requires recompilation
let gl = this.gl;
this.colorMask = {r:rgb[0], g:rgb[1], b:rgb[2]};
let channel = -1;
for (let i in rgb) {
if (rgb[i] === 1){
channel = i;
break;
}
}
if (channel === -1)
throw "RGB must have one full 1.0 value";
let channel_string = ['r', 'g', 'b'][channel];
if (this.channel === channel_string) {
return false; // no need to recompile
}
this.channel = channel_string;
return true; // need to recompile
}
setKernel(kernel) {
this.kernel = kernel;
}
setBrush(size, value) {
this.brush_size = size;
let arr_size = size*size*4;
this.brush_arr = new Uint8Array(arr_size);
this.brush_value = value;
for (let i=0; i<arr_size; i++) {
this.brush_arr[i] = value*255;
}
}
beginRender(){
let gl = this.gl;
if (this.running)
throw 'called beginRender when already rendering'
this.running = true;
gl.uniform2f(this.onePixelAttr, 1/this.width, 1/this.height);
gl.uniform1f(this.doStepAttr, true);
gl.uniform1fv(this.kernelAttr, this.kernel);
gl.uniform4f(this.colorMaskAttr, this.colorMask.r, this.colorMask.g, this.colorMask.b, 1.0);
this.render();
}
stopRender(){
this.running = false;
if (this.updaterequest)
window.cancelAnimationFrame(this.updaterequest);
}
render(){
let gl = this.gl;
{
// first apply the update rule
gl.uniform1f(this.doStepAttr, true);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.fbb);
gl.drawArrays(gl.TRIANGLES, 0, this.size);
gl.bindTexture(gl.TEXTURE_2D, this.txb); // use texture b
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.drawArrays(gl.TRIANGLES, 0, this.size);
gl.uniform1f(this.doStepAttr, false);
}
{
// then apply the color masking
gl.bindFramebuffer(gl.FRAMEBUFFER, this.fba);
gl.drawArrays(gl.TRIANGLES, 0, this.size);
gl.bindTexture(gl.TEXTURE_2D, this.txa); // use texture a
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.drawArrays(gl.TRIANGLES, 0, this.size);
}
if(this.running){
this.updaterequest = window.requestAnimationFrame(()=>{this.render();});
// setTimeout(()=>{this.render();}, 0); // set render speed
}
}
poke(x, y) {
let gl = this.gl;
y = this.height - y; // reverse y
x = x - Math.floor(this.brush_size/2); // center brush
y = y - Math.floor(this.brush_size/2);
gl.texSubImage2D(gl.TEXTURE_2D, 0, x, y, this.brush_size, this.brush_size,
gl.RGBA, gl.UNSIGNED_BYTE,
this.brush_arr);
}
generateState(option='random') {
let width = this.width;
let height = this.height;
let cells = new Uint8Array(height * width * 4);
this.start_state_type = option;
switch(option) {
case 'random':
for(let i = 0; i < cells.length; i++){
cells[i] = Math.floor(255 * Math.random())
}
cells[height * width * 2 + width*2] = 255;
break;
case 'random_bool':
for(let i = 0; i < cells.length; i++){
cells[i] = 255 * Math.floor(Math.random()*2);
}
break;
case 'center':
for(let i = 0; i < cells.length; i++){
cells[i] = 0;
}
let center = Math.floor(cells.length/2) - 2;
if (height%2 === 0) {
// if height is even, it breaks for some reason
center += width*2;
}
cells[center] = 255;
cells[center+1] = 255;
cells[center+2] = 255;
cells[center+3] = 255;
break;
case 'center_top':
for(let i = 0; i < cells.length; i++){
cells[i] = 0;
}
cells[width*2] = 255;
cells[width*2+1] = 255;
cells[width*2+2] = 255;
cells[width*2+3] = 255;
break;
case 'empty':
for(let i = 0; i < cells.length; i++){
cells[i] = 0;
}
break;
}
return cells;
}
}
function generateRandomKernel(min=-1, max=1, h_symmetry=false, v_symmetry=false) {
let range = max - min;
let kernel = new Float32Array(9);
for (let i in kernel){
kernel[i] = Math.random()*range + min;
}
if (h_symmetry && v_symmetry){
kernel[2] = kernel[0];
kernel[6] = kernel[0];
kernel[8] = kernel[0];
kernel[7] = kernel[1];
kernel[5] = kernel[3];
}
else if (h_symmetry){
kernel[6] = kernel[0];
kernel[7] = kernel[1];
kernel[8] = kernel[2];
}
else if (v_symmetry){
kernel[2] = kernel[0];
kernel[5] = kernel[3];
kernel[8] = kernel[6];
}
return kernel;
}
function generateRandomColor() {
color = [0, 0, 0]
for (let i in color) {
color[i] = Math.random();
}
color[Math.floor(Math.random()*3)] = 1;
return color;
}
const main = () => {
const fragmentShader = document.getElementById('fragment-shader-2d').text;
const vertexShader = document.getElementById('vertex-shader-2d').text;
const activationSource = document.getElementById('activation-source').text;
let canvas = document.getElementById("renderCanvas");
canvas.style.setProperty('left', `0px`);
canvas.style.setProperty('right', `0px`);
let state_type = 'random';
let renderer = new Renderer(canvas);
renderer.setColor(generateRandomColor());
renderer.compileShaders(vertexShader, fragmentShader, activationSource);
renderer.setState(renderer.generateState(state_type));
renderer.setKernel(generateRandomKernel(-1, 1, false, false));
// renderer.setKernel(
// [1, 0, -1,
// 2, 1, -2,
// 1, 0, -1]
// )
renderer.beginRender();
document.body.onkeyup = function(e){
if(e.keyCode == 32){
if (renderer.running)
renderer.stopRender();
else
renderer.beginRender();
}
else if(e.keyCode == 65){
renderer.stopRender();
let need_recompile = renderer.setColor(generateRandomColor());
// renderer.setActivationSource(activationSource);
if (need_recompile)
renderer.recompile();
renderer.setKernel(generateRandomKernel(-1, 1, false, false));
renderer.beginRender();
}
else if(e.keyCode == 87){
// renderer.stopRender();
renderer.setState(renderer.generateState(state_type))
}
else if(e.keyCode == 83){
}
}
let down = false;
let scale = 1;
let x = 0;
let y = 0;
canvas.onmousedown = function(e){
down = true;
renderer.poke(e.offsetX, e.offsetY);
}
canvas.onmouseup = function(e){
down = false;
}
canvas.onmousemove = function(e){
x = e.offsetX;
y = e.offsetY;
if (down)
renderer.poke(e.offsetX, e.offsetY);
}
canvas.onwheel = (e) => {
e.preventDefault();
let sign = -Math.sign(e.deltaY);
scale = Math.max(1, scale+(sign*1));
canvas.style.transform = `scale(${scale})`;
console.log(canvas.style.left)
let cur_top = parseInt(canvas.style.top);
let cur_left = parseInt(canvas.style.left);
console.log(cur_left)
let delta_x=0, delta_y=0;
if (sign == 1) {
// If we're zooming in, zoom towards wherever the mouse is
delta_x = x;
delta_y = y;
}
else {
// If we're zooming out, zoom out towards the center
delta_x = -cur_left/scale;
delta_y = -cur_top/scale;
}
console.log(delta_x)
const clamp = (num, min, max) => Math.min(Math.max(num, min), max);
canvas.style.setProperty('left', `${clamp(cur_left+delta_x, 0, canvas.width)}px`);
canvas.style.setProperty('top', `${clamp(cur_top+delta_y, 0, canvas.height)}px`);
}
}
main();
</script>