mirror of
https://github.com/lalbornoz/roar.git
synced 2024-11-04 23:06:39 +00:00
157 lines
4.5 KiB
Plaintext
157 lines
4.5 KiB
Plaintext
|
ASCII SHADER TUTORIAL
|
||
|
=====================
|
||
|
|
||
|
In the asdf.us/ascii shaders, you write a little math function that executes on every
|
||
|
pixel on the selected area. The shaders can affect either the brush, the selected region,
|
||
|
or the whole canvas.
|
||
|
|
||
|
Shaders can also be animated, so they update live. With a shader applied to the brush,
|
||
|
the brush changes continuously as you draw.
|
||
|
|
||
|
|
||
|
THE LEX OBJECT
|
||
|
==============
|
||
|
|
||
|
Essentially you are writing a Javascript function that modifies this "lex" object, which
|
||
|
has four properties
|
||
|
|
||
|
1) lex.bg = this is the background color
|
||
|
2) lex.fg = this is the foreground color (text color)
|
||
|
3) lex.char = this is the letter that you see in the space
|
||
|
4) lex.opacity = this is whether the pixel actually draws or not
|
||
|
- so like a circular brush is opacity 1 in the middle and opacity 0 on the corners
|
||
|
|
||
|
|
||
|
THE COLOR CODE NUMBERS
|
||
|
======================
|
||
|
|
||
|
With lex.bg and lex.fg, the goal is to have a number between 0 and 15, corresponding to
|
||
|
the color code values from mIRC.
|
||
|
|
||
|
If you shift-click on the color palette, you can cycle it around to the one which shows
|
||
|
the actual order of the mIRC colors.
|
||
|
|
||
|
The mIRC colors are the ones that go white, black, dark blue, green, red, dark red ...
|
||
|
and these correspond to the numbers 0, 1, 2, 3, 4 ...
|
||
|
|
||
|
|
||
|
COLOR CYCLING
|
||
|
=============
|
||
|
|
||
|
Additionally there are some color functions that might help -
|
||
|
These functions make it easier to cycle through colors in a way that makes sense logically
|
||
|
(since the mIRC colors are in a weird order)
|
||
|
|
||
|
- hue(...) = this creates a cycle of colors in terms of their hue or color name,
|
||
|
so you get a rainbow that goes from dark red through yellow, green, blue,
|
||
|
purple, and back
|
||
|
- gray(...) = cycles through grayscale
|
||
|
- red(...) yellow(...) green(...) blue(...) purple(...) = use smaller palettes
|
||
|
- inv_hue(...) fire(...) dark_gray(...) = these are oddities i made for fun
|
||
|
|
||
|
|
||
|
VARIABLES
|
||
|
=========
|
||
|
|
||
|
Variables you have at your disposal are similar to the asdf.us/shader tool -
|
||
|
|
||
|
- x, y = the coordinates of the pixel
|
||
|
- mouse.x, mouse.y = the coordinate of the mouse as it hovers over the canvas
|
||
|
- t = the current time, in milliseconds
|
||
|
|
||
|
TIP: The time will increase very quickly - it's good to add t /= 1000 at the top of
|
||
|
your shader so it goes slowly (and won't cause a seizure).
|
||
|
|
||
|
|
||
|
FUNCTIONS
|
||
|
=========
|
||
|
|
||
|
Remember, this is Javascript. You have the basic operators:
|
||
|
|
||
|
+ - / *
|
||
|
|
||
|
And the bitwise operators:
|
||
|
|
||
|
& | ^ ~
|
||
|
|
||
|
You can do if statements with the standard comparison operators:
|
||
|
|
||
|
< > == <= >=
|
||
|
|
||
|
You also have access to all the functions on the Math object:
|
||
|
|
||
|
floor, ceil, round
|
||
|
abs, sign, mod(n,m), xor
|
||
|
pow, exp, sqrt
|
||
|
cos, sin, tan
|
||
|
acos, asin, atan, atan2
|
||
|
random() rand(n) randint(n) randrange(a,b)
|
||
|
E, PI, PHI
|
||
|
|
||
|
And some utility functions which might help:
|
||
|
|
||
|
clamp(n,min,max)
|
||
|
mix(n,a,b) (lerp)
|
||
|
step(a,b)
|
||
|
smoothstep(min,max,n)
|
||
|
avg(m,n,a)
|
||
|
cosp, sinp (mapped to [0,1])
|
||
|
pixel(x,y) == 4*(y*w+h)
|
||
|
dist(x,y,a,b)
|
||
|
angle(x,y,a,b)
|
||
|
choice(array)
|
||
|
deg(radians), rad(degrees)
|
||
|
|
||
|
|
||
|
BEYOND BASIC COLORS
|
||
|
===================
|
||
|
|
||
|
Other weird effects are possible if you combine these color functions.
|
||
|
|
||
|
For instance, if you do hue(x+y) you'll get a rainbow. But remember, this is just
|
||
|
outputting a number between 0 and 15. So you can do hue(x+y) + 1 and get a different
|
||
|
cycle which does not really have anything to do with the rainbow, but looks cool.
|
||
|
|
||
|
|
||
|
HOW DRAWING WORKS IN THE ASCII TOOL
|
||
|
===================================
|
||
|
|
||
|
When you click and drag to draw a line, your mouse produces a series of points which
|
||
|
describe the line you tried to draw. But these points do not necessarily make a
|
||
|
continuous line - more like a series of dots, which it then draw lines between to make
|
||
|
a "line" or "brush stroke".
|
||
|
|
||
|
A line between two points is made by stamping the brush at regular intervals between the
|
||
|
points which, with these brushes, ends up filling the space in between so it looks like
|
||
|
you drew a continuous line.
|
||
|
|
||
|
This is why when you draw a line with a big brush, it smears the outer edges.. The stamps
|
||
|
happen right next to each other, so you wind up seeing mostly brush edges.
|
||
|
|
||
|
You can visualize this effect with the following shader:
|
||
|
|
||
|
lex.bg = mouse.x + mouse.y
|
||
|
|
||
|
Drawing strokes quickly, or slowly.
|
||
|
Make sure to make it animate to brush.
|
||
|
Results could look like this:
|
||
|
|
||
|
http://i.asdf.us/im/f9/1458658781640-ascii-bamboo.png
|
||
|
|
||
|
|
||
|
SAMPLE SHADERS
|
||
|
==============
|
||
|
|
||
|
You can see a list of example shaders here:
|
||
|
|
||
|
http://asdf.us/ascii/doc/shaderz.txt
|
||
|
|
||
|
If you make a cool shader and want to see it on the list, please get in touch!
|
||
|
You can find me on irc.jollo.org:9999 (ssl) in #sally, making color codes with my friends.
|
||
|
|
||
|
Thanks and have fun!
|
||
|
|
||
|
~ Bamboo, 22 Marzo 2016
|
||
|
|
||
|
|