animate/webGl/sams_webgl/index.js

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JavaScript
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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 vertexShaderSource = `
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
attribute vec2 position;
uniform float u_rotation;
uniform vec2 u_pos;
varying vec4 vColor;
void main() {
vColor = vec4(hsv2rgb(vec3(u_rotation, 0.5+pow(position.y+0.4, 10.0), 1.0)), 1.0);
float centerX = 0.0;
float centerY = 0.0;
float xPos = position.x;
float yPos = position.y;
float rot_cos = cos(u_rotation);
float rot_sin = sin(u_rotation);
float x = xPos * rot_cos - yPos * rot_sin;
float y = yPos * rot_cos + xPos * rot_sin;
gl_Position = vec4(x+u_pos.x , y+u_pos.y , 0, 1);
}
`;
// Define the fragment shader source code
const fragmentShaderSource = `
precision mediump float;
varying vec4 vColor;
uniform vec4 fColor;
void main() {
gl_FragColor = vColor;
}
`;
// 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 positionAttributeLocation1 = gl.getAttribLocation(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();
// Bind the buffer and send the vertex positions to the GPU
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
// 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
// drawPoly(3, time * 1, blue, 0, 0)
// drawPoly(3, time * 0.8, pink, 0.35, 0.35)
// drawPoly(5,time*0.6)
// drawPoly(6,time*0.4)
// drawPoly(7,time*0.2)
//
// prepare the gl state for the draw (can be here as drawPoly gets called multiple times with the same state)
// This could be improved by using a VAO to get the gpu to run over the for loop for you
gl.enableVertexAttribArray(positionAttributeLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
for (let i = 0; i < 100; i++) {
drawPoly(4, time * i * 0.001, blue, 0, 0)
}
Draw_center()
drawCircle()
// console.log(time)
// Request the next frame to be drawn
requestAnimationFrame(drawScene);
}
function drawPoly(sides, speed, colour, x, y) {
gl.uniform1f(rotationUniformLocation, speed);
gl.uniform4f(fColorLocation, colour[0], colour[1], colour[2], 1);
gl.uniform2f(gl.getUniformLocation(program, 'u_pos'), x, y);
const positions = polyPoints(sides)
// const positionBuffer1 = gl.createBuffer();
// Assume the buffers are already bound
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.DYNAMIC_DRAW);
gl.drawArrays(gl.LINE_LOOP, 0, positions.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();
}
}