Build a Linux environment, install nginx, and deploy the first static web page

Xshell 7+WinSCP deploy nginx webpage

1. Apply for a cloud server

After completing the real-name authentication on the following two websites, you can apply for the cloud server experience or directly purchase.

Ali cloud: https: //free.aliyun.com/ spm = a2c6h.13066369.0.0.894740d1z70tDF?
Tencent cloud: https:? //Cloud.tencent.com/act/free from = 11649

Post a reference configuration.
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After the configuration is complete, you need to obtain your own IP address, set a password, open port 80 (http) and port 443 (https), and enter the console in the upper right corner.
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Enter the cloud server and
Insert picture description hereenter the server. Insert picture description here
After stopping the host, reset the password in all operations. Here you can write down your IP address on the public network. The IP address will be displayed when you visit before binding the domain name.
Insert picture description herereset Password.
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Enter the security group, open port 80 and port 443.
Insert picture description hereInsert picture description hereAt this point, the server configuration is basically completed, you need to write down the IP address and password.

It is recommended to use Xshell for ssh remote connection and WinSCP for file transfer. The file has been uploaded to the blogger's resources, just find and download.

2. Establish a connection

The
Insert picture description herename of the new session is just taken, the host enters the server ID just applied, and clicks on user authentication.
Insert picture description hereEnter the user name and password. Because the server we configured is under the Linux environment, the user name is generally root, and the password is the password just set.
Insert picture description hereLogin successfully and
Insert picture description hereenter the command line to update the software store

apt update

Enter the command line to download nginx

apt install nginx

The successful screenshot is as follows: At
Insert picture description herethis time, you can try to access your IP address, there is already an initial interface of nginx.

3. Demonstration of transferring files

Open WinSCP, create a site, and enter the corresponding information.
Insert picture description hereInsert picture description here
Find the default webpage root directory /var/www/html, and drag the local content on the left to the right.
Insert picture description hereDemonstration Here is a love letter written by a big brother, and the result is shown in the figure.
Insert picture description hereAt this point, a simple static web page is deployed.
Attach the source code of
Liuxin love: .css

body {
    
    
  background-color: #000;    
  margin: 0;
  overflow: hidden;
  background-repeat: no-repeat;
}

.js

var canvas = document.getElementById("canvas");

canvas.width = window.innerWidth;
canvas.height = window.innerHeight;

// Initialize the GL context
var gl = canvas.getContext('webgl');
if(!gl){
    
    
  console.error("Unable to initialize WebGL.");
}

//Time step
var dt = 0.015;
//Time
var time = 0.0;

//************** Shader sources **************

var vertexSource = `
attribute vec2 position;
void main() {
	gl_Position = vec4(position, 0.0, 1.0);
}
`;

var fragmentSource = `
precision highp float;

uniform float width;
uniform float height;
vec2 resolution = vec2(width, height);

uniform float time;

#define POINT_COUNT 8

vec2 points[POINT_COUNT];
const float speed = -0.5;
const float len = 0.25;
float intensity = 0.9;
float radius = 0.015;

//https://www.shadertoy.com/view/MlKcDD
//Signed distance to a quadratic bezier
float sdBezier(vec2 pos, vec2 A, vec2 B, vec2 C){    
	vec2 a = B - A;
	vec2 b = A - 2.0*B + C;
	vec2 c = a * 2.0;
	vec2 d = A - pos;

	float kk = 1.0 / dot(b,b);
	float kx = kk * dot(a,b);
	float ky = kk * (2.0*dot(a,a)+dot(d,b)) / 3.0;
	float kz = kk * dot(d,a);      

	float res = 0.0;

	float p = ky - kx*kx;
	float p3 = p*p*p;
	float q = kx*(2.0*kx*kx - 3.0*ky) + kz;
	float h = q*q + 4.0*p3;

	if(h >= 0.0){ 
		h = sqrt(h);
		vec2 x = (vec2(h, -h) - q) / 2.0;
		vec2 uv = sign(x)*pow(abs(x), vec2(1.0/3.0));
		float t = uv.x + uv.y - kx;
		t = clamp( t, 0.0, 1.0 );

		// 1 root
		vec2 qos = d + (c + b*t)*t;
		res = length(qos);
	}else{
		float z = sqrt(-p);
		float v = acos( q/(p*z*2.0) ) / 3.0;
		float m = cos(v);
		float n = sin(v)*1.732050808;
		vec3 t = vec3(m + m, -n - m, n - m) * z - kx;
		t = clamp( t, 0.0, 1.0 );

		// 3 roots
		vec2 qos = d + (c + b*t.x)*t.x;
		float dis = dot(qos,qos);
        
		res = dis;

		qos = d + (c + b*t.y)*t.y;
		dis = dot(qos,qos);
		res = min(res,dis);
		
		qos = d + (c + b*t.z)*t.z;
		dis = dot(qos,qos);
		res = min(res,dis);

		res = sqrt( res );
	}
    
	return res;
}


//http://mathworld.wolfram.com/HeartCurve.html
vec2 getHeartPosition(float t){
	return vec2(16.0 * sin(t) * sin(t) * sin(t),
							-(13.0 * cos(t) - 5.0 * cos(2.0*t)
							- 2.0 * cos(3.0*t) - cos(4.0*t)));
}

//https://www.shadertoy.com/view/3s3GDn
float getGlow(float dist, float radius, float intensity){
	return pow(radius/dist, intensity);
}

float getSegment(float t, vec2 pos, float offset, float scale){
	for(int i = 0; i < POINT_COUNT; i++){
		points[i] = getHeartPosition(offset + float(i)*len + fract(speed * t) * 6.28);
	}
    
	vec2 c = (points[0] + points[1]) / 2.0;
	vec2 c_prev;
	float dist = 10000.0;
    
	for(int i = 0; i < POINT_COUNT-1; i++){
		//https://tinyurl.com/y2htbwkm
		c_prev = c;
		c = (points[i] + points[i+1]) / 2.0;
		dist = min(dist, sdBezier(pos, scale * c_prev, scale * points[i], scale * c));
	}
	return max(0.0, dist);
}

void main(){
	vec2 uv = gl_FragCoord.xy/resolution.xy;
	float widthHeightRatio = resolution.x/resolution.y;
	vec2 centre = vec2(0.5, 0.5);
	vec2 pos = centre - uv;
	pos.y /= widthHeightRatio;
	//Shift upwards to centre heart
	pos.y += 0.02;
	float scale = 0.000015 * height;
	
	float t = time;
    
	//Get first segment
	float dist = getSegment(t, pos, 0.0, scale);
	float glow = getGlow(dist, radius, intensity);
    
	vec3 col = vec3(0.0);
    
	//White core
	col += 10.0*vec3(smoothstep(0.003, 0.001, dist));
	//Pink glow
	col += glow * vec3(0.94,0.14,0.4);
    
	//Get second segment
	dist = getSegment(t, pos, 3.4, scale);
	glow = getGlow(dist, radius, intensity);
    
	//White core
	col += 10.0*vec3(smoothstep(0.003, 0.001, dist));
	//Blue glow
	col += glow * vec3(0.2,0.6,1.0);
        
	//Tone mapping
	col = 1.0 - exp(-col);

	//Output to screen
 	gl_FragColor = vec4(col,1.0);
}
`;

//************** Utility functions **************

window.addEventListener('resize', onWindowResize, false);

function onWindowResize(){
    
    
  canvas.width  = window.innerWidth;
  canvas.height = window.innerHeight;
	gl.viewport(0, 0, canvas.width, canvas.height);
  gl.uniform1f(widthHandle, window.innerWidth);
  gl.uniform1f(heightHandle, window.innerHeight);
}


//Compile shader and combine with source
function compileShader(shaderSource, shaderType){
    
    
  var shader = gl.createShader(shaderType);
  gl.shaderSource(shader, shaderSource);
  gl.compileShader(shader);
  if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)){
    
    
  	throw "Shader compile failed with: " + gl.getShaderInfoLog(shader);
  }
  return shader;
}

//From https://codepen.io/jlfwong/pen/GqmroZ
//Utility to complain loudly if we fail to find the attribute/uniform
function getAttribLocation(program, name) {
    
    
  var attributeLocation = gl.getAttribLocation(program, name);
  if (attributeLocation === -1) {
    
    
  	throw 'Cannot find attribute ' + name + '.';
  }
  return attributeLocation;
}

function getUniformLocation(program, name) {
    
    
  var attributeLocation = gl.getUniformLocation(program, name);
  if (attributeLocation === -1) {
    
    
  	throw 'Cannot find uniform ' + name + '.';
  }
  return attributeLocation;
}

//************** Create shaders **************

//Create vertex and fragment shaders
var vertexShader = compileShader(vertexSource, gl.VERTEX_SHADER);
var fragmentShader = compileShader(fragmentSource, gl.FRAGMENT_SHADER);

//Create shader programs
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);

gl.useProgram(program);

//Set up rectangle covering entire canvas 
var vertexData = new Float32Array([
  -1.0,  1.0, 	// top left
  -1.0, -1.0, 	// bottom left
   1.0,  1.0, 	// top right
   1.0, -1.0, 	// bottom right
]);

//Create vertex buffer
var vertexDataBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW);

// Layout of our data in the vertex buffer
var positionHandle = getAttribLocation(program, 'position');

gl.enableVertexAttribArray(positionHandle);
gl.vertexAttribPointer(positionHandle,
  2, 				// position is a vec2 (2 values per component)
  gl.FLOAT, // each component is a float
  false, 		// don't normalize values
  2 * 4, 		// two 4 byte float components per vertex (32 bit float is 4 bytes)
  0 				// how many bytes inside the buffer to start from
  );

//Set uniform handle
var timeHandle = getUniformLocation(program, 'time');
var widthHandle = getUniformLocation(program, 'width');
var heightHandle = getUniformLocation(program, 'height');

gl.uniform1f(widthHandle, window.innerWidth);
gl.uniform1f(heightHandle, window.innerHeight);

function draw(){
    
    
  //Update time
  time += dt;

	//Send uniforms to program
  gl.uniform1f(timeHandle, time);
  //Draw a triangle strip connecting vertices 0-4
  gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

  requestAnimationFrame(draw);
}

draw();

.html

<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<title>NEON LOVE</title>
<link rel="stylesheet" href="css/style.css">
</head>
<body>

<canvas id="canvas" width="1400" height="600"></canvas>

<script  src="js/script.js"></script>

</body>
</html>

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Origin blog.csdn.net/qq_50216270/article/details/112533546
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