算法艺术创作
algorithmic-art
通过代码和可调参数创作生成艺术与交互式视觉效果。
fire-paper-loader【设计与创意】Build a burning-paper ring loader whose GLSL flame is drawn by a Worker on an OffscreenCanvas started from the head, so a main thread blocked by the page build cannot freeze it, with a progress count, an even-paced run into the hand-off, and a clean fade to the page. Covers the ember thread and ember gradient, porous char, worker start-up, parallel s…
独立 GitHub 快照 · 自动分类 · 以原作者文档为准
A ring of burning paper opens on black while the page builds. The mechanism: the fire is drawn by a Worker on an OffscreenCanvas that is started from <head>, so the ring keeps burning while the main thread is blocked for hundreds of milliseconds. The flame look is staging; a loader that stops dead for 450 ms reads as a hang whatever it looks like.
Nearest skills: web-design-performance covers general page speed; this one is specifically a loader that survives a blocked thread. For the burning-paper look on scroll transitions (not a loader), the flame GLSL is the same kbFlame but the page draws it. For a spinner or AI-status orb, use thinking-orbs.
Stack, verified in the source: Vanilla JavaScript, raw WebGL 1 (GLSL ES 1.00, no Three.js in the loader), Worker plus OffscreenCanvas, CSS for the label and fade.
Symptom: the loader appears 1-2 s late, or the worker never gets a GL context, or the fire stands still while three.js downloads. A worker can start and create its WebGL context only while the main thread is free, which is during stylesheet loading in <head> and not again until the page is parsed.
<script> in <head>: create a canvas, transferControlToOffscreen(), start a Worker from a Blob URL of a tiny boot script, post {kbPre, canvas} and call getContext('webgl', {antialias:false, alpha:false, depth:false, stencil:false}) in the worker there and then. Keep the canvas and worker on window.__kbPre.<script> (later in the body) sends its own textContent to the worker with {kbInit, src, canvas:null, t0, origin: performance.timeOrigin, reduced, view, target}, and the worker evals it. One source text runs on both threads: const IN_W = typeof document === 'undefined'. Two copies drift apart.Worker, no OffscreenCanvas, no transferControlToOffscreen, worker onerror, or a fail message means draw on the main thread with the same code after the same warm-up.performance.now() differs from the page's: send performance.timeOrigin, and add performance.timeOrigin - origin in the worker so every timestamp the page reads is its own.Symptom: the first visible frames are the slowest of the load (30-130 ms, once 408 ms on Metal).
linkProgram both, and only then ask for status. With KHR_parallel_shader_compile the driver compiles on its own threads; reading COMPILE_STATUS per shader defeats it. Skip the per-shader check when the extension exists.warmUp(): run a real frame's draws of both programs into a 1x1 viewport, then readPixels 1 pixel, waited. A first draw builds the GPU pipeline; make that happen before anything is seen.requestAnimationFrame. The page's LOAD.ready() resolves when the worker draws (typically 0.15-0.3 s, timed out at 1.2 s); the build awaits it so it does not hold the thread off for a second while the fire stands still.Symptom: the coal sits at one size for a second, then leaps 2.5x; or a ring that stalls is overtaken by a faster one and reads as two fires.
S = gain + ln(radius / first radius), not in the raw progress u. Equal steps in S look like equal growth at every size. The fade-in weighs 0.3 in S (at 1 it held the size back for 0.9 s).S with a critically damped spring (omega 5/s, speed clamped to 1.6/s, integrated in 1/120 s sub-steps) toward a goal that is the real progress but never behind a creep: creep = 0.38*(1 - exp(-t/800 ms)), and the goal cannot pass WAIT 0.290 while waiting, easing toward CEIL 0.335 with a 2.5 s time constant. A hard hold and progress arriving in lumps read as a ring parked, then shoved.VMIN 0.016/s (about 5 px a frame at 8 fps), maximum VMAX 0.05/s. The seen radius: a 4 px fleck at progress 0, 5.8 px by 0.15, then the burn's own radius.Symptom: the ring lurches into the page's intro, or the page stutters for 55-240 ms when the loader goes away.
done() runs a Hermite in S from the creep's speed to the intro's speed V_HAND 0.24 (u/s), over ds = clamp(2.8*du/vH, 0.30, 1.2) seconds, and reports when the rim reaches the hand-off progress HAND 0.36. The page resumes its own intro from exactly that progress and clock. A safety timer (doneDur + 400 ms, and 2.4 s on the page side) resolves anyway if rAF stalled.transition: opacity .40s linear .12s): a busy first frame cannot cut it short.close(): set alive = false and tell the worker to stop drawing. Two contexts drawing during the fade shared the GPU and ran the fade's frames at 35-67 ms. The last frame stays up and is faded with CSS opacity (120 ms, 250 ms under reduced motion), scaled by Web Animations keyframes along the intro's own curve so it stays on the page's rim while it goes.worker.terminate() while the page is on screen. It held the main thread 55-240 ms at any time. Post free (lose the GL context in the worker, on the worker's thread) and terminate only on visibilitychange hidden or pagehide. Never loseContext() on the main thread either: it waits on all queued GPU work, including the intro's first frames (100 ms).await LOAD.step(p) sets progress and, at most every 45 ms (90 ms when the worker draws, since only the count needs it), waits one requestAnimationFrame plus setTimeout 0. In a hidden tab it does not wait, because rAF does not run there.Symptoms the owner named, in order: "too static", "the black part should be alpha masked", then after a four-step posterised ramp, "too non-realistic, like before, the footer burn was better".
run), patches flicker at 7 Hz (flk), beads drift, a roll travels back through the zone. A still frame of it looks fine; the loader is judged in motion.(1.85, 1.02, 0.30), ember (1.10, 0.64, 0.17) at most, only where hot. Cream and khaki came from letting the hot end go white or dimming by darkening; a dim stretch goes down the ramp toward deep red instead.(0.0085, 0.0062, 0.0048) with fibre grain, and pores open in it with age down to the frame beneath. Never ring the pores with glowing edges: they joined into one drawn contour along the edge.0x2f6b9d1), only off the upper arc (20-160 degrees), short lives, heat orange to deep red and never white. Tone-mapped ACES, then sRGB in the shader (aces then srgb), so keep gl_FragColor alpha 1 and the canvas alpha:false.dtp max 1.5 s, 1/120 s spring sub-steps).role="progressbar" on the label with aria-valuenow kept in step; the canvases are aria-hidden. The count is text, so it is readable without the fire.prefers-reduced-motion: reduce: no time (tSec = 0), no cinders, no compositor scale; the ring still opens with progress as a still, grained rim and the fade is 250 ms. The frame is designed as a still, not hidden.step() stops waiting; done() resolves at once, and the worker is terminated only then.view (w, h, DPR) to the worker; the canvas resizes on the next frame.Mechanism (keep): head-started worker, one source on two threads, parallel compile plus waited 1-px warm-up, S-space pacing, Hermite hand-off, stop-then-CSS-fade, no early terminate. Staging (replace freely): the fire's palette and shape, the label copy, the page it hands to. The demo stands in for the page's intro: after done() the loader's ring runs on along the intro curve for 1.8 s until it leaves the frame, where the real page draws its own rim from the hand-off progress.
Source: extracted from the KINDLING loader of KIBORI 木彫, a scroll-linked Three.js woodcraft page whose 1.1 MB build held the main thread for up to 1.2 s.