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Domain-Warped Noise
Each layer of warp stretches the iso-contours of the next, turning isotropic noise into braided, vein-like structure. Time is added only to the innermost argument, so the warp 'flows' coherently rather than shimmering. A three-stop palette (deep blue → cream → orange) maps the scalar field to color, and the whole frame is computed at half resolution and upscaled.
idle
114 lines · vanilla
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// Domain-warped fBm: f(x) = fbm(x + fbm(x + fbm(x)))
// Inigo Quilez-style doubly-warped noise, half-res ImageData upscaled.
const TS = 256;
let perm, off, octx, img, data, bw, bh, t0;
function hash2(ix, iy) {
const h = perm[(ix & 255) + perm[iy & 255]];
// 8 gradient directions
const g = h & 7;
const c = Math.cos(g * Math.PI / 4), s = Math.sin(g * Math.PI / 4);
return { gx: c, gy: s };
}
function fade(t) { return t * t * t * (t * (t * 6 - 15) + 10); }
function noise2(x, y) {
const ix = Math.floor(x), iy = Math.floor(y);
const fx = x - ix, fy = y - iy;
const u = fade(fx), v = fade(fy);
const g00 = hash2(ix, iy);
const g10 = hash2(ix + 1, iy);
const g01 = hash2(ix, iy + 1);
const g11 = hash2(ix + 1, iy + 1);
const n00 = g00.gx * fx + g00.gy * fy;
const n10 = g10.gx * (fx - 1) + g10.gy * fy;
const n01 = g01.gx * fx + g01.gy * (fy - 1);
const n11 = g11.gx * (fx - 1) + g11.gy * (fy - 1);
const nx0 = n00 + u * (n10 - n00);
const nx1 = n01 + u * (n11 - n01);
return nx0 + v * (nx1 - nx0); // ~[-0.7, 0.7]
}
function fbm(x, y) {
let a = 0, amp = 0.5, fx = x, fy = y;
for (let i = 0; i < 4; i++) {
a += amp * noise2(fx, fy);
fx *= 2.02; fy *= 2.03;
amp *= 0.5;
}
return a;
}
// 3-stop palette: deep blue -> cream -> orange. Lookup table for speed.
const PAL = new Uint8Array(TS * 3);
function buildPalette() {
const c0 = [12, 28, 68]; // deep blue
const c1 = [245, 232, 196]; // cream
const c2 = [228, 110, 36]; // orange
for (let i = 0; i < TS; i++) {
const t = i / (TS - 1);
let r, g, b;
if (t < 0.5) {
const u = t * 2;
r = c0[0] + (c1[0] - c0[0]) * u;
g = c0[1] + (c1[1] - c0[1]) * u;
b = c0[2] + (c1[2] - c0[2]) * u;
} else {
const u = (t - 0.5) * 2;
r = c1[0] + (c2[0] - c1[0]) * u;
g = c1[1] + (c2[1] - c1[1]) * u;
b = c1[2] + (c2[2] - c1[2]) * u;
}
PAL[i * 3] = r | 0;
PAL[i * 3 + 1] = g | 0;
PAL[i * 3 + 2] = b | 0;
}
}
function init({ width, height }) {
// Permutation table for Perlin hashing
perm = new Uint8Array(512);
const p = new Uint8Array(256);
for (let i = 0; i < 256; i++) p[i] = i;
for (let i = 255; i > 0; i--) {
const j = (Math.random() * (i + 1)) | 0;
const tmp = p[i]; p[i] = p[j]; p[j] = tmp;
}
for (let i = 0; i < 512; i++) perm[i] = p[i & 255];
buildPalette();
// Half-res buffer
bw = Math.max(2, Math.floor(width / 2));
bh = Math.max(2, Math.floor(height / 2));
off = new OffscreenCanvas(bw, bh);
octx = off.getContext("2d");
img = octx.createImageData(bw, bh);
data = img.data;
t0 = 0;
}
function tick({ ctx, width, height, time }) {
// Resize the half-res buffer if the canvas changes shape
const nw = Math.max(2, Math.floor(width / 2));
const nh = Math.max(2, Math.floor(height / 2));
if (nw !== bw || nh !== bh) {
bw = nw; bh = nh;
off = new OffscreenCanvas(bw, bh);
octx = off.getContext("2d");
img = octx.createImageData(bw, bh);
data = img.data;
}
const scale = 3.2 / Math.min(bw, bh);
const T = time * 0.18;
let idx = 0;
for (let py = 0; py < bh; py++) {
const sy = py * scale;
for (let px = 0; px < bw; px++) {
const sx = px * scale;
// q = fbm(x + T)
const qx = fbm(sx + T, sy);
const qy = fbm(sx + 5.2 + T, sy + 1.3);
// r = fbm(x + q)
const rx = fbm(sx + 4.0 * qx + 1.7, sy + 4.0 * qy + 9.2);
const ry = fbm(sx + 4.0 * qx + 8.3, sy + 4.0 * qy + 2.8);
// f = fbm(x + r)
const f = fbm(sx + 4.0 * rx, sy + 4.0 * ry);
// Map ~[-1, 1] to [0, 1]
let v = f * 0.5 + 0.5;
if (v < 0) v = 0; else if (v > 1) v = 1;
const ci = (v * (TS - 1)) | 0;
const c3 = ci * 3;
data[idx] = PAL[c3];
data[idx + 1] = PAL[c3 + 1];
data[idx + 2] = PAL[c3 + 2];
data[idx + 3] = 255;
idx += 4;
}
}
octx.putImageData(img, 0, 0);
ctx.imageSmoothingEnabled = true;
ctx.drawImage(off, 0, 0, width, height);
t0 = time;
}
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