02Error Diffusion That Passes Rounding Error to Neighbors to Draw a Sine Plasma
A brightness field built from a few overlapping sines is rounded pixel by pixel and the leftover error is handed to four neighbors beside and below, producing continuous tone from black and white alone.
Best forHero sections with a monochrome monitor feel
DIFFUSEFIELD_FREQPHASE_SPEEDSERPENTINE

<main class="stage">
<div class="sc is-demo" id="scRoot">
<canvas class="sc__canvas" id="scCanvas" width="480" height="300" tabindex="0" aria-label="Error Diffusion That Passes Rounding Error to Neighbors to Draw a Sine Plasma"></canvas>
<p class="sc__status" id="scStatus" aria-live="polite">Error diffusion — leftover error flows to neighboring pixels</p>
<button class="sc__btn" id="scBtn" type="button">Pause</button>
<p class="sc__caption">Error Diffusion That Passes Rounding Error to Neighbors to Draw a Sine Plasma</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-ink);
.sc {
position: relative;
width: min(92vw, calc(160vh - 12.8vw));
aspect-ratio: 480 / 300;
margin: 0 auto;
border-radius: $r-card;
overflow: hidden;
box-shadow: $shadow-raised;
background: $subject-ink;
}
.sc__canvas {
display: block;
width: 100%;
height: 100%;
touch-action: none;
image-rendering: pixelated;
}
.sc__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, .85);
outline-offset: -6px;
}
.sc__status {
position: absolute;
left: $sp-3;
top: $sp-3;
max-width: 62%;
margin: 0;
padding: $sp-1 $sp-3;
border-radius: $r-pill;
background: rgba(255, 255, 255, .85);
color: $subject-ink;
font-weight: 500;
font-size: 11px;
line-height: 1.4;
pointer-events: none;
}
.sc__btn {
position: absolute;
right: $sp-3;
bottom: $sp-3;
margin: 0;
padding: $sp-1 $sp-3;
border: 0;
border-radius: $r-pill;
background: rgba(255, 255, 255, .85);
color: $subject-ink;
font: inherit;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
cursor: pointer;
}
.sc__btn:focus-visible {
outline: 2px solid #ffffff;
outline-offset: 2px;
}
.sc__caption {
position: absolute;
left: $sp-3;
bottom: $sp-3;
max-width: 68%;
margin: 0;
padding: $sp-1 $sp-3;
border-radius: $r-pill;
background: rgba(255, 255, 255, .85);
color: $subject-ink;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.sc__caption, .sc__btn { font-size: 10px; padding: $sp-1 $sp-2; }
.sc__status { font-size: 10px; }
}
@media (prefers-reduced-motion: reduce) {
.sc { cursor: default; }
}html, body {
margin: 0;
overflow: hidden;
}
.stage {
box-sizing: border-box;
min-height: 100vh;
display: grid;
place-items: center;
margin: 0;
background: #17141a;
font-family: -apple-system, "Segoe UI", "Noto Sans KR", sans-serif;
padding: clamp(8px, 4vw, 24px);
}
.sc {
position: relative;
width: min(92vw, 160vh - 12.8vw);
aspect-ratio: 480/300;
margin: 0 auto;
border-radius: 16px;
overflow: hidden;
box-shadow: 0 14px 24px rgba(23, 20, 26, 0.32);
background: #17141a;
}
.sc__canvas {
display: block;
width: 100%;
height: 100%;
touch-action: none;
image-rendering: pixelated;
}
.sc__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.85);
outline-offset: -6px;
}
.sc__status {
position: absolute;
left: 12px;
top: 12px;
max-width: 62%;
margin: 0;
padding: 4px 12px;
border-radius: 999px;
background: rgba(255, 255, 255, 0.85);
color: #17141a;
font-weight: 500;
font-size: 11px;
line-height: 1.4;
pointer-events: none;
}
.sc__btn {
position: absolute;
right: 12px;
bottom: 12px;
margin: 0;
padding: 4px 12px;
border: 0;
border-radius: 999px;
background: rgba(255, 255, 255, 0.85);
color: #17141a;
font: inherit;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
cursor: pointer;
}
.sc__btn:focus-visible {
outline: 2px solid #ffffff;
outline-offset: 2px;
}
.sc__caption {
position: absolute;
left: 12px;
bottom: 12px;
max-width: 68%;
margin: 0;
padding: 4px 12px;
border-radius: 999px;
background: rgba(255, 255, 255, 0.85);
color: #17141a;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.sc__caption, .sc__btn {
font-size: 10px;
padding: 4px 8px;
}
.sc__status {
font-size: 10px;
}
}
@media (prefers-reduced-motion: reduce) {
.sc {
cursor: default;
}
}(function () {
const W = 480;
const H = 300;
const PI2 = Math.PI * 2;
const FIXED_DT = 16;
const REDUCE_STEP_MS = 900;
const KEY_STEP = 14;
const IDLE_TICKS = 150;
const BTN_PAUSE = 'Pause';
const BTN_PLAY = 'Play';
const BTN_NEXT = 'Next scene';
// 점을 찍는 작은 격자 — 화면에는 3배로 확대해 올린다
const GW = 160;
const GH = 100;
function clamp(v, lo, hi) { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a, b, k) { return a + (b - a) * k; }
function smooth(x) { const c = clamp(x, 0, 1); return c * c * (3 - 2 * c); }
function frac(x) { return x - Math.floor(x); }
// 시드 고정 난수 — 같은 시드면 언제나 같은 수열 (선형 합동 방식)
function lcg(seed) {
let s = seed >>> 0;
return function () {
s = (Math.imul(s, 1664525) + 1013904223) >>> 0;
return s / 4294967296;
};
}
// 좌표 두 개와 시드로 0 이상 1 미만의 값을 만드는 정수 해시 (난수 함수 없이도 같은 좌표는 늘 같은 값)
function hash2(x, y, seed) {
let h = (Math.imul(x | 0, 374761393) + Math.imul(y | 0, 668265263) + Math.imul(seed | 0, 1442695041)) | 0;
h = Math.imul(h ^ (h >>> 13), 1274126177);
h ^= h >>> 16;
return (h >>> 0) / 4294967296;
}
// 격자 네 점의 해시를 smooth 로 이어 붙인 값 노이즈
function vnoise(x, y, seed) {
const xi = Math.floor(x);
const yi = Math.floor(y);
const fx = smooth(x - xi);
const fy = smooth(y - yi);
const a = lerp(hash2(xi, yi, seed), hash2(xi + 1, yi, seed), fx);
const b = lerp(hash2(xi, yi + 1, seed), hash2(xi + 1, yi + 1, seed), fx);
return lerp(a, b, fy);
}
// 베이어 임계 행렬 — n 은 2 의 거듭제곱. 값은 0 초과 1 미만으로 맞춘다
function makeBayer(n) {
let size = 2;
let m = [0, 2, 3, 1];
const quad = [0, 2, 3, 1];
while (size < n) {
const s2 = size * 2;
const next = [];
for (let y = 0; y < s2; y += 1) {
for (let x = 0; x < s2; x += 1) {
const q = (y >= size ? 2 : 0) + (x >= size ? 1 : 0);
next.push(4 * m[(y % size) * size + (x % size)] + quad[q]);
}
}
m = next;
size = s2;
}
const out = new Float32Array(n * n);
for (let i = 0; i < out.length; i += 1) {
out[i] = (m[i] + 0.5) / (n * n);
}
return out;
}
// 색 하나를 캔버스 픽셀 한 개(리틀 엔디언 RGBA)로 묶는다
function pack(c) {
return ((255 << 24) | (Math.round(c[2]) << 16) | (Math.round(c[1]) << 8) | Math.round(c[0])) >>> 0;
}
function mixPack(a, b, k) {
return pack([lerp(a[0], b[0], k), lerp(a[1], b[1], k), lerp(a[2], b[2], k)]);
}
function makeBuf() {
const off = document.createElement('canvas');
off.width = GW;
off.height = GH;
const octx = off.getContext('2d');
if (!octx) {
throw new Error('2d context unavailable');
}
const img = octx.createImageData(GW, GH);
return { off: off, octx: octx, img: img, px: new Uint32Array(img.data.buffer) };
}
// 작은 격자를 큰 캔버스에 보간 없이 확대해 올린다
function flush(ctx, b) {
b.octx.putImageData(b.img, 0, 0);
ctx.imageSmoothingEnabled = false;
ctx.drawImage(b.off, 0, 0, W, H);
}
function start(root, canvas, statusEl, btnEl, make) {
const ctx0 = canvas.getContext('2d');
if (!ctx0) {
return function () { return; };
}
const ctx = ctx0;
const dpr = Math.min(window.devicePixelRatio || 1, 2);
canvas.width = Math.round(W * dpr);
canvas.height = Math.round(H * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
const reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
const inp = { x: W / 2, y: H / 2, idle: 99999 };
const scene = make(inp, reduce);
let paused = false;
let rafId = 0;
let lastTs = -1;
let accMs = 0;
let lastLabel = '';
const cleaners = [];
function listen(target, type, fn) {
target.addEventListener(type, fn);
cleaners.push(function () { target.removeEventListener(type, fn); });
}
function show() {
scene.draw(ctx);
const t = scene.label();
if (t !== lastLabel) {
lastLabel = t;
statusEl.textContent = t;
}
}
function advance(ms) {
const n = Math.round(ms / FIXED_DT);
for (let i = 0; i < n; i += 1) {
inp.idle += 1;
scene.step();
}
}
function refresh() {
if (reduce) {
advance(FIXED_DT * 6);
show();
}
}
function toLocal(e) {
const r = canvas.getBoundingClientRect();
inp.x = clamp((e.clientX - r.left) * W / r.width, 0, W);
inp.y = clamp((e.clientY - r.top) * H / r.height, 0, H);
inp.idle = 0;
}
function tick(ts) {
if (lastTs < 0) {
lastTs = ts;
}
const frameDt = Math.min(ts - lastTs, 160);
lastTs = ts;
if (!paused) {
accMs += frameDt;
while (accMs >= FIXED_DT) {
inp.idle += 1;
scene.step();
accMs -= FIXED_DT;
}
show();
}
rafId = requestAnimationFrame(tick);
}
btnEl.textContent = reduce ? BTN_NEXT : BTN_PAUSE;
if (reduce) {
root.classList.remove('is-demo');
advance(1400);
show();
}
listen(btnEl, 'click', function () {
if (reduce) {
advance(REDUCE_STEP_MS);
show();
return;
}
paused = !paused;
if (paused) {
root.classList.remove('is-demo');
}
else {
root.classList.add('is-demo');
}
btnEl.textContent = paused ? BTN_PLAY : BTN_PAUSE;
});
listen(canvas, 'pointermove', function (e) {
toLocal(e);
refresh();
});
listen(canvas, 'pointerdown', function (e) {
toLocal(e);
scene.tap();
refresh();
});
listen(canvas, 'keydown', function (e) {
const k = e.key;
let dx = 0;
let dy = 0;
if (k === 'Enter' || k === ' ') {
e.preventDefault();
scene.tap();
refresh();
return;
}
if (k === 'ArrowLeft') {
dx = -KEY_STEP;
}
else if (k === 'ArrowRight') {
dx = KEY_STEP;
}
else if (k === 'ArrowUp') {
dy = -KEY_STEP;
}
else if (k === 'ArrowDown') {
dy = KEY_STEP;
}
else {
return;
}
e.preventDefault();
inp.x = clamp(inp.x + dx, 0, W);
inp.y = clamp(inp.y + dy, 0, H);
inp.idle = 0;
refresh();
});
if (!reduce) {
rafId = requestAnimationFrame(tick);
}
return function () {
cancelAnimationFrame(rafId);
for (let i = 0; i < cleaners.length; i += 1) {
cleaners[i]();
}
};
}
const DIFFUSE = 1.0;
const FIELD_FREQ = 0.085;
const PHASE_SPEED = 0.03;
const SERPENTINE = 1;
const DARK_02 = [31, 46, 61];
const LIGHT_02 = [191, 233, 255];
const TXT_DIFFUSE = 'Error diffusion — leftover error flows to neighboring pixels';
const TXT_CUT = 'Drop the error and it is simply cut to black and white';
const TXT_ZOOM = 'Pointer x changes how tight the pattern is';
function makeScene(inp, reduce) {
const buf = makeBuf();
const err = new Float32Array(GW * GH);
const dark = pack(DARK_02);
const light = pack(LIGHT_02);
let t = 0;
let cut = false;
let zoom = 1;
// 사인 네 개를 더한 밝기 장 — 0 이상 1 이하
function field(x, y, ph, f) {
const a = Math.sin(x * f + ph);
const b = Math.sin(y * f * 1.3 - ph * 0.8);
const c = Math.sin((x + y) * f * 0.7 + ph * 1.3);
const d = Math.sin(Math.hypot(x - GW * 0.5 + 30 * Math.sin(ph * 0.5), y - GH * 0.5) * f * 1.4 - ph * 1.2);
return clamp((0.5 + (a + b + c + d) * 0.125 - 0.5) * 1.5 + 0.5, 0, 1);
}
const scene = {
step() {
t += 1;
const target = inp.idle < IDLE_TICKS ? 0.6 + (inp.x / W) * 1.2 : 1;
zoom = lerp(zoom, target, 0.08);
},
draw(ctx) {
const ph = t * PHASE_SPEED;
const f = FIELD_FREQ * zoom;
const carry = cut ? 0 : DIFFUSE;
err.fill(0);
for (let y = 0; y < GH; y += 1) {
const dir = (SERPENTINE === 1 && (y & 1) === 1) ? -1 : 1;
for (let k = 0; k < GW; k += 1) {
const x = dir > 0 ? k : GW - 1 - k;
const i = y * GW + x;
const val = field(x, y, ph, f) + err[i];
const on = val > 0.5 ? 1 : 0;
buf.px[i] = on === 1 ? light : dark;
// Floyd-Steinberg — 옆 7/16, 아래 5/16, 아래 양옆 3/16 과 1/16
const e = (val - on) * carry;
const hasNext = x + dir >= 0 && x + dir < GW;
const hasPrev = x - dir >= 0 && x - dir < GW;
if (hasNext) {
err[i + dir] += e * 7 / 16;
}
if (y + 1 < GH) {
if (hasPrev) {
err[i + GW - dir] += e * 3 / 16;
}
err[i + GW] += e * 5 / 16;
if (hasNext) {
err[i + GW + dir] += e * 1 / 16;
}
}
}
}
flush(ctx, buf);
},
label() {
if (cut) {
return TXT_CUT;
}
return inp.idle < IDLE_TICKS ? TXT_ZOOM : TXT_DIFFUSE;
},
tap() {
cut = !cut;
}
};
if (reduce) {
for (let i = 0; i < 30; i += 1) {
scene.step();
}
}
return scene;
}
start(document.getElementById('scRoot'), document.getElementById('scCanvas'), document.getElementById('scStatus'), document.getElementById('scBtn'), makeScene);
})();import { useEffect, useRef } from "react";
import styles from "./DtErrorDiffusionPlasma.module.scss";
const W = 480;
const H = 300;
const PI2 = Math.PI * 2;
const FIXED_DT = 16;
const REDUCE_STEP_MS = 900;
const KEY_STEP = 14;
const IDLE_TICKS = 150;
const BTN_PAUSE = '멈춤';
const BTN_PLAY = '재생';
const BTN_NEXT = '다음 장면';
// 점을 찍는 작은 격자 — 화면에는 3배로 확대해 올린다
const GW = 160;
const GH = 100;
type RGB = [number, number, number];
interface Input { x: number; y: number; idle: number; }
interface Scene {
step(): void;
draw(ctx: CanvasRenderingContext2D): void;
label(): string;
tap(): void;
}
type Maker = (inp: Input, reduce: boolean) => Scene;
interface Buf {
off: HTMLCanvasElement;
octx: CanvasRenderingContext2D;
img: ImageData;
px: Uint32Array;
}
function clamp(v: number, lo: number, hi: number): number { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a: number, b: number, k: number): number { return a + (b - a) * k; }
function smooth(x: number): number { const c = clamp(x, 0, 1); return c * c * (3 - 2 * c); }
function frac(x: number): number { return x - Math.floor(x); }
// 시드 고정 난수 — 같은 시드면 언제나 같은 수열 (선형 합동 방식)
function lcg(seed: number): () => number {
let s = seed >>> 0;
return function (): number {
s = (Math.imul(s, 1664525) + 1013904223) >>> 0;
return s / 4294967296;
};
}
// 좌표 두 개와 시드로 0 이상 1 미만의 값을 만드는 정수 해시 (난수 함수 없이도 같은 좌표는 늘 같은 값)
function hash2(x: number, y: number, seed: number): number {
let h = (Math.imul(x | 0, 374761393) + Math.imul(y | 0, 668265263) + Math.imul(seed | 0, 1442695041)) | 0;
h = Math.imul(h ^ (h >>> 13), 1274126177);
h ^= h >>> 16;
return (h >>> 0) / 4294967296;
}
// 격자 네 점의 해시를 smooth 로 이어 붙인 값 노이즈
function vnoise(x: number, y: number, seed: number): number {
const xi = Math.floor(x);
const yi = Math.floor(y);
const fx = smooth(x - xi);
const fy = smooth(y - yi);
const a = lerp(hash2(xi, yi, seed), hash2(xi + 1, yi, seed), fx);
const b = lerp(hash2(xi, yi + 1, seed), hash2(xi + 1, yi + 1, seed), fx);
return lerp(a, b, fy);
}
// 베이어 임계 행렬 — n 은 2 의 거듭제곱. 값은 0 초과 1 미만으로 맞춘다
function makeBayer(n: number): Float32Array {
let size = 2;
let m: number[] = [0, 2, 3, 1];
const quad = [0, 2, 3, 1];
while (size < n) {
const s2 = size * 2;
const next: number[] = [];
for (let y = 0; y < s2; y += 1) {
for (let x = 0; x < s2; x += 1) {
const q = (y >= size ? 2 : 0) + (x >= size ? 1 : 0);
next.push(4 * m[(y % size) * size + (x % size)] + quad[q]);
}
}
m = next;
size = s2;
}
const out = new Float32Array(n * n);
for (let i = 0; i < out.length; i += 1) {
out[i] = (m[i] + 0.5) / (n * n);
}
return out;
}
// 색 하나를 캔버스 픽셀 한 개(리틀 엔디언 RGBA)로 묶는다
function pack(c: RGB): number {
return ((255 << 24) | (Math.round(c[2]) << 16) | (Math.round(c[1]) << 8) | Math.round(c[0])) >>> 0;
}
function mixPack(a: RGB, b: RGB, k: number): number {
return pack([lerp(a[0], b[0], k), lerp(a[1], b[1], k), lerp(a[2], b[2], k)]);
}
function makeBuf(): Buf {
const off = document.createElement('canvas');
off.width = GW;
off.height = GH;
const octx = off.getContext('2d');
if (!octx) {
throw new Error('2d context unavailable');
}
const img = octx.createImageData(GW, GH);
return { off: off, octx: octx, img: img, px: new Uint32Array(img.data.buffer) };
}
// 작은 격자를 큰 캔버스에 보간 없이 확대해 올린다
function flush(ctx: CanvasRenderingContext2D, b: Buf): void {
b.octx.putImageData(b.img, 0, 0);
ctx.imageSmoothingEnabled = false;
ctx.drawImage(b.off, 0, 0, W, H);
}
function start(root: HTMLElement, canvas: HTMLCanvasElement, statusEl: HTMLElement, btnEl: HTMLButtonElement, make: Maker): () => void {
const ctx0 = canvas.getContext('2d');
if (!ctx0) {
return function (): void { return; };
}
const ctx: CanvasRenderingContext2D = ctx0;
const dpr = Math.min(window.devicePixelRatio || 1, 2);
canvas.width = Math.round(W * dpr);
canvas.height = Math.round(H * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
const reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
const inp: Input = { x: W / 2, y: H / 2, idle: 99999 };
const scene = make(inp, reduce);
let paused = false;
let rafId = 0;
let lastTs = -1;
let accMs = 0;
let lastLabel = '';
const cleaners: Array<() => void> = [];
function listen(target: EventTarget, type: string, fn: (e: Event) => void): void {
target.addEventListener(type, fn);
cleaners.push(function (): void { target.removeEventListener(type, fn); });
}
function show(): void {
scene.draw(ctx);
const t = scene.label();
if (t !== lastLabel) {
lastLabel = t;
statusEl.textContent = t;
}
}
function advance(ms: number): void {
const n = Math.round(ms / FIXED_DT);
for (let i = 0; i < n; i += 1) {
inp.idle += 1;
scene.step();
}
}
function refresh(): void {
if (reduce) {
advance(FIXED_DT * 6);
show();
}
}
function toLocal(e: PointerEvent): void {
const r = canvas.getBoundingClientRect();
inp.x = clamp((e.clientX - r.left) * W / r.width, 0, W);
inp.y = clamp((e.clientY - r.top) * H / r.height, 0, H);
inp.idle = 0;
}
function tick(ts: number): void {
if (lastTs < 0) {
lastTs = ts;
}
const frameDt = Math.min(ts - lastTs, 160);
lastTs = ts;
if (!paused) {
accMs += frameDt;
while (accMs >= FIXED_DT) {
inp.idle += 1;
scene.step();
accMs -= FIXED_DT;
}
show();
}
rafId = requestAnimationFrame(tick);
}
btnEl.textContent = reduce ? BTN_NEXT : BTN_PAUSE;
if (reduce) {
root.classList.remove('is-demo');
advance(1400);
show();
}
listen(btnEl, 'click', function (): void {
if (reduce) {
advance(REDUCE_STEP_MS);
show();
return;
}
paused = !paused;
if (paused) {
root.classList.remove('is-demo');
} else {
root.classList.add('is-demo');
}
btnEl.textContent = paused ? BTN_PLAY : BTN_PAUSE;
});
listen(canvas, 'pointermove', function (e: Event): void {
toLocal(e as PointerEvent);
refresh();
});
listen(canvas, 'pointerdown', function (e: Event): void {
toLocal(e as PointerEvent);
scene.tap();
refresh();
});
listen(canvas, 'keydown', function (e: Event): void {
const k = (e as KeyboardEvent).key;
let dx = 0;
let dy = 0;
if (k === 'Enter' || k === ' ') {
e.preventDefault();
scene.tap();
refresh();
return;
}
if (k === 'ArrowLeft') { dx = -KEY_STEP; }
else if (k === 'ArrowRight') { dx = KEY_STEP; }
else if (k === 'ArrowUp') { dy = -KEY_STEP; }
else if (k === 'ArrowDown') { dy = KEY_STEP; }
else { return; }
e.preventDefault();
inp.x = clamp(inp.x + dx, 0, W);
inp.y = clamp(inp.y + dy, 0, H);
inp.idle = 0;
refresh();
});
if (!reduce) {
rafId = requestAnimationFrame(tick);
}
return function (): void {
cancelAnimationFrame(rafId);
for (let i = 0; i < cleaners.length; i += 1) {
cleaners[i]();
}
};
}
const DIFFUSE = 1.0;
const FIELD_FREQ = 0.085;
const PHASE_SPEED = 0.03;
const SERPENTINE = 1;
const DARK_02: RGB = [31, 46, 61];
const LIGHT_02: RGB = [191, 233, 255];
const TXT_DIFFUSE = '오차 확산 — 남은 오차를 이웃 픽셀로 흘려보낸다';
const TXT_CUT = '오차를 버리면 그냥 흑백으로 잘린다';
const TXT_ZOOM = '포인터 가로 위치가 무늬의 촘촘함을 바꾼다';
function makeScene(inp: Input, reduce: boolean): Scene {
const buf = makeBuf();
const err = new Float32Array(GW * GH);
const dark = pack(DARK_02);
const light = pack(LIGHT_02);
let t = 0;
let cut = false;
let zoom = 1;
// 사인 네 개를 더한 밝기 장 — 0 이상 1 이하
function field(x: number, y: number, ph: number, f: number): number {
const a = Math.sin(x * f + ph);
const b = Math.sin(y * f * 1.3 - ph * 0.8);
const c = Math.sin((x + y) * f * 0.7 + ph * 1.3);
const d = Math.sin(Math.hypot(x - GW * 0.5 + 30 * Math.sin(ph * 0.5), y - GH * 0.5) * f * 1.4 - ph * 1.2);
return clamp((0.5 + (a + b + c + d) * 0.125 - 0.5) * 1.5 + 0.5, 0, 1);
}
const scene: Scene = {
step(): void {
t += 1;
const target = inp.idle < IDLE_TICKS ? 0.6 + (inp.x / W) * 1.2 : 1;
zoom = lerp(zoom, target, 0.08);
},
draw(ctx: CanvasRenderingContext2D): void {
const ph = t * PHASE_SPEED;
const f = FIELD_FREQ * zoom;
const carry = cut ? 0 : DIFFUSE;
err.fill(0);
for (let y = 0; y < GH; y += 1) {
const dir = (SERPENTINE === 1 && (y & 1) === 1) ? -1 : 1;
for (let k = 0; k < GW; k += 1) {
const x = dir > 0 ? k : GW - 1 - k;
const i = y * GW + x;
const val = field(x, y, ph, f) + err[i];
const on = val > 0.5 ? 1 : 0;
buf.px[i] = on === 1 ? light : dark;
// Floyd-Steinberg — 옆 7/16, 아래 5/16, 아래 양옆 3/16 과 1/16
const e = (val - on) * carry;
const hasNext = x + dir >= 0 && x + dir < GW;
const hasPrev = x - dir >= 0 && x - dir < GW;
if (hasNext) {
err[i + dir] += e * 7 / 16;
}
if (y + 1 < GH) {
if (hasPrev) {
err[i + GW - dir] += e * 3 / 16;
}
err[i + GW] += e * 5 / 16;
if (hasNext) {
err[i + GW + dir] += e * 1 / 16;
}
}
}
}
flush(ctx, buf);
},
label(): string {
if (cut) {
return TXT_CUT;
}
return inp.idle < IDLE_TICKS ? TXT_ZOOM : TXT_DIFFUSE;
},
tap(): void {
cut = !cut;
}
};
if (reduce) {
for (let i = 0; i < 30; i += 1) {
scene.step();
}
}
return scene;
}
export default function DtErrorDiffusionPlasma() {
const rootRef = useRef<HTMLDivElement | null>(null);
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const statusRef = useRef<HTMLParagraphElement | null>(null);
const btnRef = useRef<HTMLButtonElement | null>(null);
useEffect(() => {
const root = rootRef.current;
const canvas = canvasRef.current;
const statusEl = statusRef.current;
const btnEl = btnRef.current;
if (!root || !canvas || !statusEl || !btnEl) return;
return start(root, canvas, statusEl, btnEl, makeScene);
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.sc} is-demo`} ref={rootRef}>
<canvas className={styles.sc__canvas} ref={canvasRef} width={480} height={300} tabIndex={0} aria-label="오차를 이웃 픽셀로 흘려보내 사인 플라즈마를 그리는 오차 확산" />
<p className={styles.sc__status} ref={statusRef} aria-live="polite">오차 확산 — 남은 오차를 이웃 픽셀로 흘려보낸다</p>
<button className={styles.sc__btn} ref={btnRef} type="button">멈춤</button>
<p className={styles.sc__caption}>오차를 이웃 픽셀로 흘려보내 사인 플라즈마를 그리는 오차 확산</p>
</div>
</main>
);
}02 Error Diffusion That Passes Rounding Error to Neighbors to Draw a Sine Plasma — Measured area 74.85% · moving frames 23/23Original by GODRICH · SCSS and React ship in the zip · CSS Dither: 9 Scenes Drawn by Threshold Math
The post this demo lives in
CSS Dither: 9 Scenes Drawn by Threshold MathA css dither throws away every color but two, so why does the gradient look smoother? Scene 01's threshold matrix and sc See all demos in this post
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