animate/webGl/New/index.js

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2023-04-29 07:27:11 +00:00
// Get the canvas element and create a WebGL context
const canvas = document.getElementById('canvas');
const canvas2d = document.getElementById('canvas2d');
const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
let ctx = canvas2d.getContext("2d");
ctx.canvas.width = 800;
ctx.canvas.height = 800;
// Check if WebGL is available
if (!gl) {
alert('WebGL not supported in your browser.');
} else {
// Set the canvas size and WebGL viewport
canvas.width = 800;
canvas.height = 800;
let centerX = ctx.canvas.width / 2;
let centerY = ctx.canvas.height / 2;
gl.viewport(0, 0, canvas.width, canvas.height);
// Define the vertex shader source code
const glsl = x => x;
const vertexShaderSource = glsl`
attribute vec2 position;
uniform float u_rotation;
uniform vec2 u_pos;
void main() {
float centerX = 0.0;
float centerY = 0.0;
float xPos = position.x;
float yPos = position.y;
float x = xPos * cos(u_rotation) - yPos * sin(u_rotation);
float y = yPos * cos(u_rotation) + xPos * sin(u_rotation);
gl_Position = vec4(x+u_pos.x , y+u_pos.y , 0, 1);
}
`;
// Define the fragment shader source code
const fragmentShaderSource = `
precision mediump float;
uniform vec4 fColor;
void main() {
gl_FragColor = fColor;
}
`;
// Create and compile the vertex and fragment shaders
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
// Create a program, attach the shaders, and link the program
const program = createProgram(gl, vertexShader, fragmentShader);
// Get the attribute and uniform locations
const positionAttributeLocation = gl.getAttribLocation(program, 'position');
const positionLocalAttributeLocation = gl.getUniformLocation(program, 'u_pos');
const rotationUniformLocation = gl.getUniformLocation(program, 'u_rotation');
const fColorLocation = gl.getUniformLocation(program, "fColor");
// Create a buffer to store vertex positions
const positionBuffer = gl.createBuffer();
function polyPoints(sides) {
let pointsArr = [];
let width = 1;
let rotation = 0
pointsArr.push(width * Math.cos((rotation * Math.PI) / 180));
pointsArr.push(width * Math.sin((rotation * Math.PI) / 180))
for (let i = 0; i < sides; i++) {
pointsArr.push(width * Math.cos((i * 2 * Math.PI) / sides + (rotation * Math.PI) / 180))
pointsArr.push(width * Math.sin((i * 2 * Math.PI) / sides + (rotation * Math.PI) / 180))
}
return pointsArr
}
function rad(degrees) {
var pi = Math.PI;
return degrees * (pi / 180);
}
// Function to create and compile a shader
function createShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
return shader;
}
console.error(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
}
// Function to create a program and link shaders
function createProgram(gl, vertexShader, fragmentShader) {
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (gl.getProgramParameter(program, gl.LINK_STATUS)) {
return program;
}
console.error(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
}
// Function to draw the scene
let prevTime = 0
function drawScene(time) {
// Convert time to seconds
// console.log(time - prevTime)
prevTime = time
time *= 0.001;
// Clear the canvas with a black background
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// Use the shader program
gl.useProgram(program);
// Enable the position attribute
gl.enableVertexAttribArray(positionAttributeLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
// Create a buffer to store vertex positions
let blue = [0.17, 0.49, 0.85] //blue
let green = [0.17, 0.85, 0.46] //green
let pink = [0.96, 0.24, 0.86] //green
render_clear();
for (let i = 0; i < 10000; i++) {
DrawPolygon(4, 400, (0+time)*i*0.1, "Crimson")
// drawPoly(4, time * i * 0.001, blue, 0, 0)
}
Draw_center()
drawCircle()
// console.log(time)
// Request the next frame to be drawn
requestAnimationFrame(drawScene);
}
const positions1 = polyPoints(4)
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions1), gl.STATIC_DRAW);
function drawPoly(sides, speed, colour, x, y) {
gl.uniform1f(rotationUniformLocation, speed);
gl.uniform4f(fColorLocation, colour[0], colour[1], colour[2], 1);
gl.uniform2f(positionLocalAttributeLocation, x, y);
gl.drawArrays(gl.LINE_LOOP, 0, positions1.length / 2);
}
// Start rendering the scene
requestAnimationFrame(drawScene);
function Draw_center() {
ctx.beginPath();
ctx.moveTo(centerX - 400, centerY);
ctx.lineTo(centerX + 400, centerY);
ctx.moveTo(centerX, centerY - 400);
ctx.lineTo(centerX, centerY + 400);
ctx.strokeStyle = "green";
ctx.stroke();
// console.log("drawn center")
}
function drawCircle() {
ctx.beginPath();
ctx.arc(centerX, centerY, 400, 0, 2 * Math.PI, false);
ctx.strokeStyle = "green";
ctx.stroke();
}
function DrawPolygon(sides, width, rotation, colour) {
ctx.beginPath();
ctx.moveTo(
centerX + width * Math.cos((rotation * Math.PI) / 180),
centerY + width * Math.sin((rotation * Math.PI) / 180)
);
for (var i = 1; i <= sides; i += 1) {
ctx.lineTo(
centerX + width * Math.cos((i * 2 * Math.PI) / sides + (rotation * Math.PI) / 180),
centerY + width * Math.sin((i * 2 * Math.PI) / sides + (rotation * Math.PI) / 180)
);
}
ctx.strokeStyle = colour;
ctx.lineWidth = 1;
ctx.stroke();
}
function render_clear() {
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
ctx.fillStyle = "rgb(0,0,0,0)";
ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
}
}