Giant refactor. added layers. ui overhaul. added save/load and we now got presets
This commit is contained in:
Sam
2025-12-28 03:21:25 +13:00
parent f01076df57
commit 14ec23237f
90 changed files with 4971 additions and 22901 deletions

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>WebGL Template</title>
<style>
/* Set canvas to occupy the full width and height of the window */
canvas {
display: block;
width: 800px;
height: 800px;
margin: 0 560px;
padding: 0;
}
.canvas2d {
position: absolute !important;
top: 0px;
left: 0px;
}
body{
margin:0
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<canvas id="canvas2d" class="canvas2d"></canvas>
<script src="index.js">
</script>
</body>
</html>

194
Tests/webGl/New/index.js Normal file
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// 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);
}
}

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body {
-webkit-box-sizing: border-box;
/* Safari/Chrome, other WebKit */
-moz-box-sizing: border-box;
/* Firefox, other Gecko */
box-sizing: border-box;
/* Opera/IE 8+ */
height: 100%
}
p {
margin: 0px;
}
canvas {
position: absolute;
}
#toolbar {
display: flex;
flex-flow: column;
height: 100%;
position: absolute;
padding: 0px 20px 0px 20px;
width: 500px;
height: 100vh;
overflow-y: scroll;
background-color: rgb(189, 189, 189);
}
#custom {
display: flex;
flex-flow: column;
height: 100%;
/* position: absolute; */
padding: 0px 20px 0px 20px;
/* width: 500px; */
/* height: 100vh; */
background-color: rgb(189, 189, 189);
}
.button {
display: block;
position: absolute;
right: 20px;
z-index: 100;
}
.controls {
display: flex;
margin: 8px 0px;
}
.controlFrameButton {
width: 8%;
}
.controlPauseButton {
width: 80%;
margin: auto;
}
/* <!-- HTML !-->
<button class="button-8" role="button">Button 8</button> */
/* CSS */
.button-8 {
background-color: #e1ecf4;
border-radius: 3px;
border: 1px solid #7aa7c7;
box-shadow: rgba(255, 255, 255, .7) 0 1px 0 0 inset;
box-sizing: border-box;
color: #1f3f55;
cursor: pointer;
display: inline-block;
/* font-family: -apple-system,system-ui,"Segoe UI","Liberation Sans",sans-serif; */
font-size: 13px;
font-weight: 400;
line-height: 1.15385;
/* margin: 0; */
outline: none;
padding: 8px .8em;
position: relative;
text-align: center;
text-decoration: none;
user-select: none;
-webkit-user-select: none;
touch-action: manipulation;
vertical-align: baseline;
white-space: nowrap;
}
.button-8:hover,
.button-8:focus {
background-color: #b3d3ea;
color: #2c5777;
}
.button-8:focus {
box-shadow: 0 0 0 4px rgba(0, 149, 255, .15);
}
.button-8:active {
background-color: #a0c7e4;
box-shadow: none;
color: #2c5777;
}
.buttonReset{
background-color: #f4e1e1;
}

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<!DOCTYPE html>
<html>
<!-- ahhh -->
<head>
<title>Document</title>
<link rel="stylesheet" href="./css/styles.css">
</head>
<body style="margin:0;">
<canvas id="canvas" style="display: block;box-sizing: border-box;"></canvas>
<div id="toolbar">
<br>
<select id="shape-selector">
<option value="EyePrototype">EyePrototype</option>
<option value="Nodal_expanding">Nodal_expanding</option>
<option value="MaryFace">MaryFace</option>
<option value="CircleExpand">CircleExpand</option>
<option value="PolyTwistColourWidth">PolyTwistColourWidth</option>
<option value="FloralPhyllo">FloralPhyllo</option>
<option value="FloralPhyllo_Accident">FloralPhyllo_Accident</option>
<option value="Spiral1">Spiral1</option>
<option value="FloralAccident">FloralAccident</option>
<option value="Phyllotaxis">Phyllotaxis</option>
<option value="SquareTwist_angle">SquareTwist_angle</option>
</select>
<div id="custom"></div>
<br>
<p>Controls:</p>
<p>
Press "Space" to pause and start the animation
</p>
<p>
Press "P" to show/hide the control panel
</p>
<br>
<p>Speed</p>
<input type="text" id="inputDegPerSec" value="10" onchange="ChangeDegPerSec(this.value)">
<br>
<p>Controls</p>
<div class="controls">
<button class="controlFrameButton button-8" onclick="BackwardFrame()"><</button>
<button class="controlPauseButton button-8" id="pauseButton" onclick="TogglePause()">Play</button>
<button class="controlFrameButton button-8" onclick="ForwardFrame()">></button>
</div>
<button class="buttonReset button-8" id="resetButton" onclick="Reset()">Reset Rotation</button>
</div>
<div>
<button onclick="manualToggleSettings()" class="button">Show/hide</button>
</div>
</body>
<script src="./js/helper.js" type="text/javascript"></script>
<script src="https://code.jquery.com/jquery-3.6.0.min.js"></script>
<script src="./js/math.js" type="text/javascript"></script>
<script src="./js/objects.js" type="text/javascript"></script>
<script src="./js/index.js"></script>
</html>

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async function fetchConfig(className) {
// const config = await $.getJSON("config.json");
const config = {
EyePrototype: [
{ type: "range", min: -20, max: 20, defaultValue: 0, property: "Val1" },
// { type: "color", defaultValue: "#00fffb", property: "colourPupil" },
],
};
return config[className];
}
function addControl(item, instance) {
console.log(item);
let parentDiv = document.getElementById("custom");
let title = document.createElement("p");
title.innerText = item.property + ": " + item.defaultValue;
title.id = "elText" + item.property;
let control = document.createElement("input");
control.type = item.type;
if (item.type === "range") {
control.min = item.min;
control.max = item.max;
}
control.value = item.defaultValue;
control.className = "control";
control.id = "el" + item.property;
const listener = (event) => {
const newValue = event.target.value;
instance[item.property] =
item.type === "range" ? parseInt(newValue, 10) : newValue;
title.innerText = item.property + ": " + newValue;
};
control.addEventListener("input", listener);
parentDiv.appendChild(title);
parentDiv.appendChild(control);
return { element: control, listener };
}
function drawEyelid(width, x1, y1, colour) {
x1 -= centerX;
y1 -= centerY;
const angle = Math.atan2(y1, x1);
const cosAngle = Math.cos(angle);
const sinAngle = Math.sin(angle);
const x2 = cosAngle * width;
const y2 = sinAngle * width;
const x3Old = width / 2;
const y3Old = width / 2;
const x4Old = width / 2;
const y4Old = -width / 2;
const x3 = x3Old * cosAngle - y3Old * sinAngle;
const y3 = x3Old * sinAngle + y3Old * cosAngle;
const x4 = x4Old * cosAngle - y4Old * sinAngle;
const y4 = x4Old * sinAngle + y4Old * cosAngle;
x1 += centerX;
y1 += centerY;
const x2Final = x2 + x1;
const y2Final = y2 + y1;
const x3Final = x3 + x1;
const y3Final = y3 + y1;
const x4Final = x4 + x1;
const y4Final = y4 + y1;
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.quadraticCurveTo(x3Final, y3Final, x2Final, y2Final);
ctx.moveTo(x1, y1);
ctx.quadraticCurveTo(x4Final, y4Final, x2Final, y2Final);
ctx.fillStyle = colour;
ctx.fill();
ctx.lineWidth = 2;
ctx.strokeStyle = "black";
ctx.stroke();
}
function drawEyelidAccident(x1, y1) {
let leafWidth = 120;
let leafHeight = 60;
x1 -= centerX;
y1 -= centerY;
let angle = Math.atan(y1 / x1);
// if(angle >=Math.PI){
// angle -=Math.PI
// console.log("greater called")
// }
angle = Math.abs(angle);
let x2Old = 0 + leafWidth;
let y2Old = 0;
let x3Old = 0 + leafWidth / 2;
let y3Old = 0 + leafHeight / 2;
let x4Old = 0 + leafWidth / 2;
let y4Old = 0 - leafHeight / 2;
let x2 = x2Old * Math.cos(angle) - y2Old * Math.sin(angle);
let y2 = x2Old * Math.sin(angle) + y2Old * Math.cos(angle);
let x3 = x3Old * Math.cos(angle) - y3Old * Math.sin(angle);
let y3 = x3Old * Math.sin(angle) + y3Old * Math.cos(angle);
let x4 = x4Old * Math.cos(angle) - y4Old * Math.sin(angle);
let y4 = x4Old * Math.sin(angle) + y4Old * Math.cos(angle);
let oldx1 = x1;
let oldy1 = y1;
x1 += centerX; // +x2/2
y1 += centerY; // +x2/2
x2 += x1;
y2 += y1;
x3 += x1;
y3 += y1;
x4 += x1;
y4 += y1;
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.quadraticCurveTo(x3, y3, x2, y2);
ctx.moveTo(x1, y1);
ctx.quadraticCurveTo(x4, y4, x2, y2);
ctx.fillStyle = "black";
ctx.fill();
ctx.lineWidth = 1;
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.quadraticCurveTo(x3, y3, x2, y2);
ctx.moveTo(x1, y1);
ctx.quadraticCurveTo(x4, y4, x2, y2);
ctx.strokeStyle = "orange";
ctx.stroke();
}
function DrawPolygon(sides, width, rotation, colour, line_width) {
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 = line_width;
ctx.stroke();
}
function rad(degrees) {
return (degrees * Math.PI) / 180;
}
function colourToText(colour) {
return "rgb(" + colour[0] + "," + colour[1] + "," + colour[2] + ")";
}
function waveNormal(x, max) {
let val = Math.sin((x / max) * Math.PI * 2 - max * (Math.PI / (max * 2))) / 2 + 0.5
return val
}
function LerpHex(a, b, amount) {
var ah = parseInt(a.replace(/#/g, ""), 16),
ar = ah >> 16,
ag = (ah >> 8) & 0xff,
ab = ah & 0xff,
bh = parseInt(b.replace(/#/g, ""), 16),
br = bh >> 16,
bg = (bh >> 8) & 0xff,
bb = bh & 0xff,
rr = ar + amount * (br - ar),
rg = ag + amount * (bg - ag),
rb = ab + amount * (bb - ab);
return (
"#" + (((1 << 24) + (rr << 16) + (rg << 8) + rb) | 0).toString(16).slice(1)
);
}
function LerpRGB(a, b, t) {
if (t < 0) {
t *= -1;
}
var newColor = [0, 0, 0];
newColor[0] = a[0] + (b[0] - a[0]) * t;
newColor[1] = a[1] + (b[1] - a[1]) * t;
newColor[2] = a[2] + (b[2] - a[2]) * t;
return newColor;
}
function lerpRGB(a, b, t) {
const result = [0, 0, 0];
for (let i = 0; i < 3; i++) {
result[i] = (1 - t) * a[i] + t * b[i];
}
return result;
}
function drawCenter(width) {
console.log("center?")
ctx.strokeStyle = "pink";
ctx.lineWidth = 1
ctx.beginPath();
ctx.moveTo(centerX - width, centerY);
ctx.lineTo(centerX + width, centerY);
ctx.closePath();
ctx.stroke();
ctx.beginPath();
ctx.moveTo(centerX, centerY - width);
ctx.lineTo(centerX, centerY + width);
ctx.closePath();
ctx.stroke();
}
function render_clear() {
// ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
// ctx.fillStyle = "black";
// ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
}
function rotatePointTmp(x, y, centerXX, centerYY, rotation) {
let xFromC = x - centerXX;
let yFromC = y - centerYY;
let d = (xFromC ** 2 + yFromC ** 2) ** 0.5
// let orgAngle = Math.atan2(yFromC/xFromC)
let orgAngle = Math.atan2(xFromC, yFromC)
let tmp = Math.cos(rad(orgAngle - rotation)) * d
// console.log(Math.cos((-90)*(Math.PI/180)))
console.log(orgAngle)
console.log(rad(rotation))
console.log(Math.cos(orgAngle - rad(rotation)) * d)
console.log(d)
// console.log(d)
let newPointX = Math.cos(orgAngle - rad(rotation+90)) * d + centerXX;
let newPointY = Math.sin(orgAngle - rad(rotation+90)) * d + centerYY;
return [newPointX, newPointY]
}
function rotatePoint(x,y,rotation){
let nCos = Math.cos(rad(rotation))
// console.log(nCos*(180/Math.PI))
// console.log(rad(rotation))
let nSin = Math.sin(rad(rotation))
let newX = x*nCos - y*nSin
let newY = y*nCos + x*nSin
return [newX,newY]
}

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//jshint esversion:8
let c = document.getElementById("canvas");
const gl = canvas.getContext('webgl');
// canvas.width = 800;
// canvas.height = 800;
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
gl.viewport(0, 0, canvas.width, canvas.height);
// let ctx = c.getContext("2d");
// ctx.canvas.width = window.innerWidth;
// ctx.canvas.height = window.innerHeight;
// centerX = ctx.canvas.width / 2;
// centerY = ctx.canvas.height / 2;
window.addEventListener('resize', function () {
console.log('addEventListener - resize');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
gl.viewport(0, 0, canvas.width, canvas.height);
}, true);
let deg_per_sec = 10;
let targetFps = 60;
let frameDuration = 1000 / targetFps;
let rotation = 0; //was = j = angle
let paused = true;
render_clear();
let drawObj = null;
function createInstance(className, args) {
const classMap = {
EyePrototype: EyePrototype,
// Add more class constructors here as needed
};
if (classMap.hasOwnProperty(className)) {
return new classMap[className](...args);
} else {
throw new Error(`Unknown class name: ${className}`);
}
}
async function updateDrawObj() {
const shapeSelector = document.getElementById("shape-selector");
const selectedShape = shapeSelector.value;
const config = await fetchConfig(selectedShape);
if (drawObj) {
drawObj.remove(); // Remove the previous instance
}
// Extract default values from the configuration
const defaultValues = config
// .filter((item) => item.type !== "color") // Exclude color inputs
.map((item) => item.defaultValue);
drawObj = createInstance(selectedShape, defaultValues);
// drawObj = await createShapeWithRandomProperties(813311281, config1);
console.log(drawObj)
drawObj.initialise(config);
}
updateDrawObj();
function render() {
setTimeout(() => {
requestAnimationFrame(() => {
render_clear();
if (drawObj) {
drawObj.draw(rotation);
}
if (!paused) {
rotation += deg_per_sec / targetFps;
}
// drawCenter(300)
});
render();
}, frameDuration);
}
document
.getElementById("shape-selector")
.addEventListener("change", updateDrawObj);
let toolbarShowing = true;
document.addEventListener("keydown", toggleSettings);
function manualToggleSettings() {
console.log("hi")
toolbarShowing = !toolbarShowing;
let tb = document.getElementById("toolbar");
if (toolbarShowing) {
tb.style.display = "flex";
} else {
tb.style.display = "none";
}
}
function toggleSettings(e) {
if (e.key == "p") {
toolbarShowing = !toolbarShowing;
}
if (e.code === "Space") {
paused = !paused;
}
let tb = document.getElementById("toolbar");
if (toolbarShowing) {
tb.style.display = "flex";
} else {
tb.style.display = "none";
}
}
function TogglePause() {
let pb = document.getElementById("pauseButton");
paused = !paused;
if (paused) {
pb.textContent = "Play";
} else {
pb.textContent = "Pause";
}
}
function Reset() {
rotation = 0; //was = j = angle
currentFrame = 0;
}
function ForwardFrame() {
rotation += deg_per_sec / fps; // was = j = innerRotation, now = rotation
currentFrame += 1; // was = i
}
function BackwardFrame() {
rotation -= deg_per_sec / fps; // was = j = innerRotation, now = rotation
currentFrame -= 1; // was = i
}
function ChangeDegPerSec(newValue) {
deg_per_sec = newValue;
}
window.onload = render;

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function rotateMatrix2d(p, angle) {
// cos0 sin0
// -sin0 cos0
const angleD = rad(angle);
const r = [
[Math.cos(angleD), Math.sin(angleD)],
[-Math.sin(angleD), Math.cos(angleD)],
];
const newPoint = [
p[0] * r[0][0] + p[1] * r[0][1],
p[0] * r[1][0] + p[1] * r[1][1],
];
return newPoint;
}
function rotateMatrix3dX(p, angle) {
// cos0 sin0
// -sin0 cos0
const angleD = rad(angle);
const r = [
[1, 0, 0],
[0, Math.cos(angleD), -Math.sin(angleD)],
[0, Math.sin(angleD), Math.cos(angleD)],
];
const newPoint = [
p[0] * r[0][0] + p[1] * r[0][1] + p[2] * r[0][2],
p[0] * r[1][0] + p[1] * r[1][1] + p[2] * r[1][2],
p[0] * r[2][0] + p[1] * r[2][1] + p[2] * r[2][2],
];
return newPoint;
}
function rotateMatrix3dY(p, angle) {
// cos0 sin0
// -sin0 cos0
const angleD = rad(angle);
const r = [
[Math.cos(angleD), 0, Math.sin(angleD)],
[0, 1, 0],
[-Math.sin(angleD), 0, Math.cos(angleD)],
];
const newPoint = [
p[0] * r[0][0] + p[1] * r[0][1] + p[2] * r[0][2],
p[0] * r[1][0] + p[1] * r[1][1] + p[2] * r[1][2],
p[0] * r[2][0] + p[1] * r[2][1] + p[2] * r[2][2],
];
return newPoint;
}
function rotateMatrix3dZ(p, angle) {
// cos0 sin0
// -sin0 cos0
const angleD = rad(angle);
const r = [
[Math.cos(angleD), -Math.sin(angleD), 0],
[Math.sin(angleD), Math.cos(angleD), 0],
[0, 0, 1],
];
const newPoint = [
p[0] * r[0][0] + p[1] * r[0][1] + p[2] * r[0][2],
p[0] * r[1][0] + p[1] * r[1][1] + p[2] * r[1][2],
p[0] * r[2][0] + p[1] * r[2][1] + p[2] * r[2][2],
];
return newPoint;
}
function projectionOrth(v) {
const p = [
[1, 0, 0],
[0, 1, 0],
];
const nPoint = [
p[0][0] * v[0] + p[0][1] * v[1] + p[0][2] * v[2],
p[1][0] * v[0] + p[1][1] * v[1] + p[1][2] * v[2],
];
return nPoint;
}

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class BaseShape {
constructor() {
this.controls = []; // Keep track of created elements and event listeners
this.speedMultiplier = 100;
}
initialise(config) {
for (let item of config) {
const { element, listener } = addControl(item, this);
this.controls.push({ element, listener });
}
const { element, listener } = addControl({ type: "range", min: 1, max: 500, defaultValue: 100, property: "speedMultiplier", }, this);
this.controls.push({ element, listener });
}
remove() {
this.controls.forEach(({ element, listener }) => {
if (element && listener) {
element.removeEventListener("input", listener);
}
if (element && element.parentElement) {
element.parentElement.removeChild(element);
const titleElement = document.getElementById("elText" + element.id.slice(2));
titleElement.parentElement.removeChild(titleElement);
}
});
this.controls = [];
}
draw() {
throw new Error("Draw function not implemented");
}
}
class EyePrototype extends BaseShape {
constructor(Val1) {
super();
this.Val1 = Val1;
this.iVal1Location = "";
this.iResolutionLocation = ""//gl.getUniformLocation(this.program, 'iResolution');
this.program = gl.createProgram();
}
initialise(config) {
for (let item of config) {
const { element, listener } = addControl(item, this);
this.controls.push({ element, listener });
}
const { element, listener } = addControl({ type: "range", min: 1, max: 500, defaultValue: 100, property: "speedMultiplier", }, this);
this.controls.push({ element, listener });
const vertexShaderSource = `
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
// Create fragment shader using the code you wrote
const fragmentShaderSource = `
precision mediump float;
uniform vec2 iResolution;
uniform float iTime;
uniform float iVal1;
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
vec2 uv0 = uv;
vec3 colour = vec3(1.0, 1.5, 2.0);
vec3 colour2 = vec3(0.2, 0.2, 1.0);
float pi = 3.1415926;
float val1Div = iVal1/10.0;
for (float i = 0.0; i < 2.0; i++) {
uv = fract(uv * val1Div) - 0.5;
float distance = length(uv);
distance = sin(distance * pi * 5.0 - iTime) / (pi * 5.0);
distance = abs(distance);
distance = 0.02 / distance;
colour = mix(colour, colour2, length(uv));
colour *= distance;
}
float distance = length(uv0);
distance = sin(distance * pi * 5.0 - iTime) / (pi * 5.0);
distance = abs(distance);
distance = 0.02 / distance;
colour = mix(colour, colour2, length(uv0));
colour *= distance;
fragColor = vec4(colour, 1.0);
}
void main() {
vec2 fragCoord = gl_FragCoord.xy;
vec2 iResolution = vec2(${canvas.width.toFixed(1)}, ${canvas.height.toFixed(1)});
float iTime = ${performance.now().toFixed(3)} / 1000.0;
vec4 fragColor;
mainImage(fragColor, fragCoord);
gl_FragColor = fragColor;
}
`;
// Compile and link shaders
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderSource);
gl.compileShader(vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderSource);
gl.compileShader(fragmentShader);
// const this.program = gl.createProgram();
gl.attachShader(this.program, vertexShader);
gl.attachShader(this.program, fragmentShader);
gl.linkProgram(this.program);
gl.useProgram(this.program);
// Create vertex buffer
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]), gl.STATIC_DRAW);
const positionAttributeLocation = gl.getAttribLocation(this.program, 'position');
gl.enableVertexAttribArray(positionAttributeLocation);
gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
// Set uniforms
this.iResolutionLocation = gl.getUniformLocation(this.program, 'iResolution');
this.iVal1Location = gl.getUniformLocation(this.program, 'iVal1');
}
draw(rotation) {
gl.uniform2f(this.iResolutionLocation, canvas.width, canvas.height);
gl.uniform1f(gl.getUniformLocation(this.program, 'iTime'), performance.now() / 1000.0);
gl.uniform1f(this.iVal1Location, this.Val1);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
// requestAnimationFrame(render);
}
}

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>WebGL Centered Square</title>
<style>
body {
margin: 0;
overflow: hidden;
}
canvas {
display: block;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script src="main.js"></script>
</body>
</html>

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const canvas = document.getElementById('canvas');
const gl = canvas.getContext('webgl');
if (!gl) {
alert('WebGL is not supported in your browser.');
}
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
gl.viewport(0, 0, canvas.width, canvas.height);
}
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
const vertices = [
-0.5, -0.5,
0.5, -0.5,
0.5, 0.5,
-0.5, 0.5,
];
const vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
const vertexShaderSource = `
attribute vec2 a_position;
uniform vec2 u_resolution;
uniform vec2 u_translation;
uniform vec2 u_scale;
void main() {
vec2 scaledPosition = a_position * u_scale;
vec2 position = scaledPosition + u_translation;
vec2 zeroToOne = position / u_resolution;
vec2 zeroToTwo = zeroToOne * 2.0;
vec2 clipSpace = zeroToTwo - 1.0;
gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
}
`;
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderSource);
gl.compileShader(vertexShader);
const fragmentShaderSource = `
precision mediump float;
void main() {
gl_FragColor = vec4(1, 0, 0, 1);
}
`;
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderSource);
gl.compileShader(fragmentShader);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
gl.enableVertexAttribArray(positionAttributeLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
const resolutionUniformLocation = gl.getUniformLocation(program, 'u_resolution');
const translationUniformLocation = gl.getUniformLocation(program, 'u_translation');
const scaleUniformLocation = gl.getUniformLocation(program, 'u_scale');
function drawScene() {
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.uniform2f(resolutionUniformLocation, canvas.width, canvas.height);
const squareWidth = 50;
const squareHeight = 50;
const xCenter = (canvas.width - squareWidth) / 2;
const yCenter = (canvas.height - squareHeight) / 2;
gl.uniform2f(translationUniformLocation, xCenter, yCenter);
gl.uniform2f(scaleUniformLocation, squareWidth, squareHeight);
gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
requestAnimationFrame(drawScene);
}
drawScene();

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Phyllotaxis Animation with Three.js and ShaderMaterial</title>
<style>body {
margin: 0;
}
canvas {
display: block;
}
</style>
</head>
<body>
<!-- <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> -->
<script src="/index.975ef6c8.js" defer=""></script>
</body>
</html>

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Phyllotaxis Animation with Three.js and ShaderMaterial</title>
<style>
body {
margin: 0;
}
canvas {
display: block;
}
</style>
</head>
<body>
<!-- <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> -->
<script src="./src/index.js" type="module"></script>
</body>
</html>

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{
"name": "my-threejs-test",
"version": "1.0.0",
"description": "",
"main": "index.js",
"scripts": {
"start": "parcel index.html",
"build": "parcel build index.html"
},
"keywords": [],
"author": "",
"license": "ISC",
"devDependencies": {
"parcel": "^2.12.0"
},
"dependencies": {
"@parcel/transformer-glsl": "^2.12.0",
"postprocessing": "^6.35.3",
"three": "^0.163.0"
}
}

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varying vec3 vColor;
void main() {
float distance = length(gl_PointCoord - vec2(0.5, 0.5));
float radius = 0.5; // The radius of the circle, where 0.5 is the edge of the point sprite
float intensity = 0.5; // Gaussian for smooth intensity increase
// float intensity = exp(-pow(distance * 3.0, 2.0)); // Gaussian for smooth intensity increase
// If the distance is greater than the radius, discard the fragment (make it transparent)
if (distance > radius) {
discard;
}
// Use the intensity to modulate the color within the circle
vec3 brightColor = vColor * intensity;
brightColor = clamp(brightColor, 0.0, 2.5);
gl_FragColor = vec4(brightColor, 1.0); // Full alpha within the circle
}

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uniform float time;
uniform vec3 color1;
uniform vec3 color2;
varying vec3 vColor;
const float PI = 3.1415926535897932384626433832795;
const float goldenAngle = PI * (3.0 - sqrt(5.0));
void main() {
// Calculate the normalized distance from center
float index = float(gl_VertexID);
float radiuss = sqrt(index) * 5.0;
float normalizedRadius = radiuss / 200.0; // Adjust this divisor based on your pattern's size
// Calculate the angle for each point based on its index
float angle = index * (goldenAngle + time * 0.001);
if (mod(index,2.0) != 0.0){
angle *=-1.0;
}
// Color changes over time - Adding a slow wave effect based on the distance from center
float colorTime = time * -2.1; // Slow down the color change over time
float colorWave = sin(normalizedRadius * PI * 2.0 + colorTime); // Wave based on distance and time
float colorMixFactor = colorWave * 0.5 + 0.5; // Normalize the wave between 0 and 1
vColor = mix(color1, color2, colorMixFactor); // Mix the colors based on the computed factor
// Calculate the animated position
vec3 animatedPosition = vec3(radiuss * cos(angle), radiuss * sin(angle), 0.0);
gl_Position = projectionMatrix * modelViewMatrix * vec4(animatedPosition, 1.0);
gl_PointSize = 10.0;
}

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import * as THREE from 'three';
import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass.js';
import vertexShader from '../shaders/vertex.glsl';
import fragmentShader from '../shaders/fragment.glsl';
// Now you can use `vertexShader` and `fragmentShader` as strings in your Three.js material
// Basic setup
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setClearColor(0x000000, 0); // Transparent background color
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// scene.add(renderer.domElement);
// Phyllotaxis setup
const pointsGeometry = new THREE.BufferGeometry();
const n_points = 5000;
const positions = new Float32Array(n_points * 3);
const goldenAngle = Math.PI * (3 - Math.sqrt(5));
// const goldenAngle = 0;
for (let i = 0; i < n_points; i++) {
const angle = i * goldenAngle;
const r = Math.sqrt(i) * 5;
positions[i * 3] = r * Math.cos(angle); // x
positions[i * 3 + 1] = r * Math.sin(angle); // y
positions[i * 3 + 2] = 0; // z
}
pointsGeometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
// ShaderMaterial
const shaderMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0.0 },
color1: { value: new THREE.Color(0x2D81FC) }, // Blue
color2: { value: new THREE.Color(0xFC0362) }, // Pink
},
vertexShader: vertexShader,
fragmentShader: fragmentShader,
transparent: true,
blending: THREE.AdditiveBlending,
});
const points = new THREE.Points(pointsGeometry, shaderMaterial);
// Assign the points mesh to the bloom layer
scene.add(points);
points.layers.enable(1);
camera.position.z = 200;
// Compile the shader and catch any errors
renderer.compile(scene, camera);
// Create layers
const bloomLayer = new THREE.Layers();
bloomLayer.set(1); // Setting the bloom layer to layer 1
// Set up the bloom pass
const bloomPass = new UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), 1.0, 0.4, 0.85);
bloomPass.threshold = 0.1
bloomPass.strength = 2.5
bloomPass.radius = 0.55
bloomPass.renderToScreen = true
// Create a render scene pass
const renderScene = new RenderPass(scene, camera);
// Set up the effect composer
const composer = new EffectComposer(renderer);
composer.setSize(window.innerWidth, window.innerHeight);
composer.addPass(renderScene);
composer.addPass(bloomPass);
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
// renderer.toneMappingExposure = Math.pow( 0.9, 4.0 )
renderer.toneMappingExposure = 1.0
renderer.autoClear = false;
points.layers.set(1);
// Animation loop
function animate() {
requestAnimationFrame(animate);
shaderMaterial.uniforms.time.value = performance.now() / 5000;
renderer.clear();
camera.layers.set(1);
composer.render();
renderer.clearDepth();
camera.layers.set(0);
renderer.render(scene, camera);
}
animate();
// Handle window resize
window.addEventListener('resize', onWindowResize, false);
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>WebGL Template</title>
<style>
/* Set canvas to occupy the full width and height of the window */
canvas {
display: block;
width: 800px;
height: 800px;
margin: 0 560px;
padding: 0;
}
.canvas2d {
position: absolute !important;
top: 0px;
left: 0px;
}
body{
margin:0
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<canvas id="canvas2d" class="canvas2d"></canvas>
<script src="index.js">
</script>
</body>
</html>

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// 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();
}
}