205 lines
6.4 KiB
JavaScript
205 lines
6.4 KiB
JavaScript
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// Get the canvas element and create a WebGL context
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const canvas = document.getElementById('canvas');
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const canvas2d = document.getElementById('canvas2d');
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const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
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let ctx = canvas2d.getContext("2d");
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ctx.canvas.width = 800;
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ctx.canvas.height = 800;
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// Check if WebGL is available
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if (!gl) {
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alert('WebGL not supported in your browser.');
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} else {
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// Set the canvas size and WebGL viewport
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canvas.width = 800;
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canvas.height = 800;
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let centerX = ctx.canvas.width / 2;
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let centerY = ctx.canvas.height / 2;
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gl.viewport(0, 0, canvas.width, canvas.height);
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// Define the vertex shader source code
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const vertexShaderSource = `
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vec3 hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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attribute vec2 position;
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uniform float u_rotation;
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uniform vec2 u_pos;
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varying vec4 vColor;
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void main() {
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vColor = vec4(hsv2rgb(vec3(u_rotation, 0.5+pow(position.y+0.4, 10.0), 1.0)), 1.0);
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float centerX = 0.0;
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float centerY = 0.0;
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float xPos = position.x;
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float yPos = position.y;
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float rot_cos = cos(u_rotation);
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float rot_sin = sin(u_rotation);
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float x = xPos * rot_cos - yPos * rot_sin;
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float y = yPos * rot_cos + xPos * rot_sin;
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gl_Position = vec4(x+u_pos.x , y+u_pos.y , 0, 1);
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}
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`;
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// Define the fragment shader source code
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const fragmentShaderSource = `
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precision mediump float;
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varying vec4 vColor;
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uniform vec4 fColor;
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void main() {
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gl_FragColor = vColor;
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}
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`;
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// Create and compile the vertex and fragment shaders
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const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
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const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
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// Create a program, attach the shaders, and link the program
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const program = createProgram(gl, vertexShader, fragmentShader);
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// Get the attribute and uniform locations
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const positionAttributeLocation = gl.getAttribLocation(program, 'position');
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// const positionAttributeLocation1 = gl.getAttribLocation(program, 'u_pos');
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const rotationUniformLocation = gl.getUniformLocation(program, 'u_rotation');
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const fColorLocation = gl.getUniformLocation(program, "fColor");
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// Create a buffer to store vertex positions
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const positionBuffer = gl.createBuffer();
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// Bind the buffer and send the vertex positions to the GPU
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function polyPoints(sides) {
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let pointsArr = [];
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let width = 1;
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let rotation = 0
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pointsArr.push(width * Math.cos((rotation * Math.PI) / 180));
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pointsArr.push(width * Math.sin((rotation * Math.PI) / 180))
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for (let i = 0; i < sides; i++) {
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pointsArr.push(width * Math.cos((i * 2 * Math.PI) / sides + (rotation * Math.PI) / 180))
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pointsArr.push(width * Math.sin((i * 2 * Math.PI) / sides + (rotation * Math.PI) / 180))
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}
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return pointsArr
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}
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function rad(degrees) {
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var pi = Math.PI;
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return degrees * (pi / 180);
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}
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// Function to create and compile a shader
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function createShader(gl, type, source) {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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return shader;
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}
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console.error(gl.getShaderInfoLog(shader));
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gl.deleteShader(shader);
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}
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// Function to create a program and link shaders
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function createProgram(gl, vertexShader, fragmentShader) {
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const program = gl.createProgram();
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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if (gl.getProgramParameter(program, gl.LINK_STATUS)) {
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return program;
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}
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console.error(gl.getProgramInfoLog(program));
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gl.deleteProgram(program);
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}
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// Function to draw the scene
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let prevTime = 0
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function drawScene(time) {
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// Convert time to seconds
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// console.log(time - prevTime)
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prevTime = time
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time *= 0.001;
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// Clear the canvas with a black background
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gl.clearColor(0, 0, 0, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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// Use the shader program
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gl.useProgram(program);
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// Enable the position attribute
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// Create a buffer to store vertex positions
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let blue = [0.17, 0.49, 0.85] //blue
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let green = [0.17, 0.85, 0.46] //green
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let pink = [0.96, 0.24, 0.86] //green
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// drawPoly(3, time * 1, blue, 0, 0)
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// drawPoly(3, time * 0.8, pink, 0.35, 0.35)
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// drawPoly(5,time*0.6)
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// drawPoly(6,time*0.4)
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// drawPoly(7,time*0.2)
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//
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// prepare the gl state for the draw (can be here as drawPoly gets called multiple times with the same state)
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// This could be improved by using a VAO to get the gpu to run over the for loop for you
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gl.enableVertexAttribArray(positionAttributeLocation);
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
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for (let i = 0; i < 100; i++) {
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drawPoly(4, time * i * 0.001, blue, 0, 0)
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}
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Draw_center()
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drawCircle()
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// console.log(time)
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// Request the next frame to be drawn
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requestAnimationFrame(drawScene);
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}
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function drawPoly(sides, speed, colour, x, y) {
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gl.uniform1f(rotationUniformLocation, speed);
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gl.uniform4f(fColorLocation, colour[0], colour[1], colour[2], 1);
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gl.uniform2f(gl.getUniformLocation(program, 'u_pos'), x, y);
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const positions = polyPoints(sides)
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// const positionBuffer1 = gl.createBuffer();
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// Assume the buffers are already bound
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.DYNAMIC_DRAW);
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gl.drawArrays(gl.LINE_LOOP, 0, positions.length / 2);
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}
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// Start rendering the scene
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requestAnimationFrame(drawScene);
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function Draw_center() {
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ctx.beginPath();
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ctx.moveTo(centerX - 400, centerY);
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ctx.lineTo(centerX + 400, centerY);
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ctx.moveTo(centerX, centerY - 400);
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ctx.lineTo(centerX, centerY + 400);
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ctx.strokeStyle = "green";
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ctx.stroke();
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// console.log("drawn center")
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}
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function drawCircle() {
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ctx.beginPath();
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ctx.arc(centerX, centerY, 400, 0, 2 * Math.PI, false);
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ctx.strokeStyle = "green";
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ctx.stroke();
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}
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}
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