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After Width: | Height: | Size: 1.4 MiB |
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body {
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-webkit-box-sizing: border-box;
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/* Safari/Chrome, other WebKit */
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-moz-box-sizing: border-box;
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/* Firefox, other Gecko */
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box-sizing: border-box;
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/* Opera/IE 8+ */
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height: 100%
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}
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p {
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margin: 0px;
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}
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canvas {
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position: absolute;
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}
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#toolbar {
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display: flex;
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flex-flow: column;
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height: 100%;
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position: absolute;
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padding: 0px 20px 0px 20px;
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width: 500px;
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height: 100vh;
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overflow-y: scroll;
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background-color: rgb(189, 189, 189);
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}
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#custom {
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display: flex;
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flex-flow: column;
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height: 100%;
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/* position: absolute; */
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padding: 0px 20px 0px 20px;
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/* width: 500px; */
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/* height: 100vh; */
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background-color: rgb(189, 189, 189);
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}
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.button {
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display: block;
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position: absolute;
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right: 20px;
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z-index: 100;
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}
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.controls {
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display: flex;
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margin: 8px 0px;
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}
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.controlFrameButton {
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width: 8%;
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}
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.controlPauseButton {
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width: 80%;
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margin: auto;
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}
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/* <!-- HTML !-->
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<button class="button-8" role="button">Button 8</button> */
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/* CSS */
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.button-8 {
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background-color: #e1ecf4;
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border-radius: 3px;
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border: 1px solid #7aa7c7;
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box-shadow: rgba(255, 255, 255, .7) 0 1px 0 0 inset;
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box-sizing: border-box;
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color: #1f3f55;
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cursor: pointer;
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display: inline-block;
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/* font-family: -apple-system,system-ui,"Segoe UI","Liberation Sans",sans-serif; */
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font-size: 13px;
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font-weight: 400;
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line-height: 1.15385;
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/* margin: 0; */
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outline: none;
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padding: 8px .8em;
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position: relative;
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text-align: center;
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text-decoration: none;
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user-select: none;
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-webkit-user-select: none;
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touch-action: manipulation;
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vertical-align: baseline;
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white-space: nowrap;
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}
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.button-8:hover,
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.button-8:focus {
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background-color: #b3d3ea;
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color: #2c5777;
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}
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.button-8:focus {
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box-shadow: 0 0 0 4px rgba(0, 149, 255, .15);
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}
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.button-8:active {
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background-color: #a0c7e4;
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box-shadow: none;
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color: #2c5777;
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}
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.buttonReset{
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background-color: #f4e1e1;
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}
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<!DOCTYPE html>
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<html>
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<!-- ahhh -->
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<head>
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<title>Document</title>
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<link rel="stylesheet" href="./css/styles.css">
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</head>
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<body style="margin:0;">
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<canvas id="canvas" style="display: block;box-sizing: border-box;"></canvas>
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<div id="toolbar">
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<br>
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<select id="shape-selector">
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<option value="EyePrototype">EyePrototype</option>
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<option value="Nodal_expanding">Nodal_expanding</option>
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<option value="MaryFace">MaryFace</option>
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<option value="CircleExpand">CircleExpand</option>
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<option value="PolyTwistColourWidth">PolyTwistColourWidth</option>
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<option value="FloralPhyllo">FloralPhyllo</option>
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<option value="FloralPhyllo_Accident">FloralPhyllo_Accident</option>
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<option value="Spiral1">Spiral1</option>
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<option value="FloralAccident">FloralAccident</option>
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<option value="Phyllotaxis">Phyllotaxis</option>
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<option value="SquareTwist_angle">SquareTwist_angle</option>
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</select>
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<div id="custom"></div>
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<br>
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<p>Controls:</p>
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<p>
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Press "Space" to pause and start the animation
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</p>
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<p>
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Press "P" to show/hide the control panel
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</p>
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<br>
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<p>Speed</p>
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<input type="text" id="inputDegPerSec" value="10" onchange="ChangeDegPerSec(this.value)">
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<br>
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<p>Controls</p>
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<div class="controls">
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<button class="controlFrameButton button-8" onclick="BackwardFrame()"><</button>
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<button class="controlPauseButton button-8" id="pauseButton" onclick="TogglePause()">Play</button>
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<button class="controlFrameButton button-8" onclick="ForwardFrame()">></button>
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</div>
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<button class="buttonReset button-8" id="resetButton" onclick="Reset()">Reset Rotation</button>
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</div>
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<div>
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<button onclick="manualToggleSettings()" class="button">Show/hide</button>
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</div>
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</body>
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<script src="./js/helper.js" type="text/javascript"></script>
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<script src="https://code.jquery.com/jquery-3.6.0.min.js"></script>
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<script src="./js/math.js" type="text/javascript"></script>
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<script src="./js/objects.js" type="text/javascript"></script>
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<script src="./js/index.js"></script>
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</html>
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// Get a reference to the canvas element
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const canvas = document.getElementById('canvas');
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// Set up WebGL context
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const gl = canvas.getContext('webgl');
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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 = canvas.width / 2;
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// let centerY = canvas.height / 2;
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gl.viewport(0, 0, canvas.width, canvas.height);
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// Create vertex shader
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const vertexShaderSource = `
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attribute vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}
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`;
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// Create fragment shader using the code you wrote
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const fragmentShaderSource = `
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precision mediump float;
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uniform vec2 iResolution;
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uniform float iTime;
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
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vec2 uv0 = uv;
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vec3 colour = vec3(1.0, 1.5, 2.0);
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vec3 colour2 = vec3(0.2, 0.2, 1.0);
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float pi = 3.1415926;
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for (float i = 0.0; i < 2.0; i++) {
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uv = fract(uv * 1.5) - 0.5;
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float distance = length(uv);
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distance = sin(distance * pi * 5.0 - iTime) / (pi * 5.0);
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distance = abs(distance);
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distance = 0.02 / distance;
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colour = mix(colour, colour2, length(uv));
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colour *= distance;
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}
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float distance = length(uv0);
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distance = sin(distance * pi * 5.0 - iTime) / (pi * 5.0);
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distance = abs(distance);
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distance = 0.02 / distance;
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colour = mix(colour, colour2, length(uv0));
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colour *= distance;
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fragColor = vec4(colour, 1.0);
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}
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void main() {
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vec2 fragCoord = gl_FragCoord.xy;
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vec2 iResolution = vec2(${canvas.width.toFixed(1)}, ${canvas.height.toFixed(1)});
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float iTime = ${performance.now().toFixed(3)} / 1000.0;
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vec4 fragColor;
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mainImage(fragColor, fragCoord);
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gl_FragColor = fragColor;
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}
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`;
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// Compile and link shaders
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const vertexShader = gl.createShader(gl.VERTEX_SHADER);
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gl.shaderSource(vertexShader, vertexShaderSource);
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gl.compileShader(vertexShader);
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const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(fragmentShader, fragmentShaderSource);
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gl.compileShader(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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gl.useProgram(program);
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// Create vertex buffer
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const positionBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]), gl.STATIC_DRAW);
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const positionAttributeLocation = gl.getAttribLocation(program, 'position');
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gl.enableVertexAttribArray(positionAttributeLocation);
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gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
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// Set uniforms
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const iResolutionLocation = gl.getUniformLocation(program, 'iResolution');
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gl.uniform2f(iResolutionLocation, canvas.width, canvas.height);
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// Render the shader
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function render() {
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gl.uniform1f(gl.getUniformLocation(program, 'iTime'), performance.now() / 1000.0);
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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requestAnimationFrame(render);
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}
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render();
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async function fetchConfig(className) {
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// const config = await $.getJSON("config.json");
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const config = {
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EyePrototype: [
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{ type: "range", min: -20, max: 20, defaultValue: 0, property: "Val1" },
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// { type: "color", defaultValue: "#00fffb", property: "colourPupil" },
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],
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};
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return config[className];
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}
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function addControl(item, instance) {
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console.log(item);
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let parentDiv = document.getElementById("custom");
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let title = document.createElement("p");
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title.innerText = item.property + ": " + item.defaultValue;
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title.id = "elText" + item.property;
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let control = document.createElement("input");
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control.type = item.type;
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if (item.type === "range") {
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control.min = item.min;
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control.max = item.max;
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}
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control.value = item.defaultValue;
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control.className = "control";
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control.id = "el" + item.property;
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const listener = (event) => {
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const newValue = event.target.value;
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instance[item.property] =
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item.type === "range" ? parseInt(newValue, 10) : newValue;
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title.innerText = item.property + ": " + newValue;
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};
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control.addEventListener("input", listener);
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parentDiv.appendChild(title);
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parentDiv.appendChild(control);
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return { element: control, listener };
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}
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function drawEyelid(width, x1, y1, colour) {
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x1 -= centerX;
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y1 -= centerY;
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const angle = Math.atan2(y1, x1);
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const cosAngle = Math.cos(angle);
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const sinAngle = Math.sin(angle);
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const x2 = cosAngle * width;
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const y2 = sinAngle * width;
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const x3Old = width / 2;
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const y3Old = width / 2;
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const x4Old = width / 2;
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const y4Old = -width / 2;
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const x3 = x3Old * cosAngle - y3Old * sinAngle;
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const y3 = x3Old * sinAngle + y3Old * cosAngle;
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const x4 = x4Old * cosAngle - y4Old * sinAngle;
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const y4 = x4Old * sinAngle + y4Old * cosAngle;
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x1 += centerX;
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y1 += centerY;
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const x2Final = x2 + x1;
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const y2Final = y2 + y1;
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const x3Final = x3 + x1;
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const y3Final = y3 + y1;
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const x4Final = x4 + x1;
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const y4Final = y4 + y1;
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ctx.beginPath();
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ctx.moveTo(x1, y1);
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ctx.quadraticCurveTo(x3Final, y3Final, x2Final, y2Final);
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ctx.moveTo(x1, y1);
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ctx.quadraticCurveTo(x4Final, y4Final, x2Final, y2Final);
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ctx.fillStyle = colour;
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ctx.fill();
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ctx.lineWidth = 2;
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ctx.strokeStyle = "black";
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ctx.stroke();
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}
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function drawEyelidAccident(x1, y1) {
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let leafWidth = 120;
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let leafHeight = 60;
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x1 -= centerX;
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y1 -= centerY;
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let angle = Math.atan(y1 / x1);
|
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// if(angle >=Math.PI){
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// angle -=Math.PI
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// console.log("greater called")
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// }
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angle = Math.abs(angle);
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let x2Old = 0 + leafWidth;
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let y2Old = 0;
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let x3Old = 0 + leafWidth / 2;
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let y3Old = 0 + leafHeight / 2;
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let x4Old = 0 + leafWidth / 2;
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let y4Old = 0 - leafHeight / 2;
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let x2 = x2Old * Math.cos(angle) - y2Old * Math.sin(angle);
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let y2 = x2Old * Math.sin(angle) + y2Old * Math.cos(angle);
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let x3 = x3Old * Math.cos(angle) - y3Old * Math.sin(angle);
|
||||
let y3 = x3Old * Math.sin(angle) + y3Old * Math.cos(angle);
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||||
|
||||
let x4 = x4Old * Math.cos(angle) - y4Old * Math.sin(angle);
|
||||
let y4 = x4Old * Math.sin(angle) + y4Old * Math.cos(angle);
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let oldx1 = x1;
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let oldy1 = y1;
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x1 += centerX; // +x2/2
|
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y1 += centerY; // +x2/2
|
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x2 += x1;
|
||||
y2 += y1;
|
||||
x3 += x1;
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||||
y3 += y1;
|
||||
x4 += x1;
|
||||
y4 += y1;
|
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ctx.beginPath();
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||||
ctx.moveTo(x1, y1);
|
||||
ctx.quadraticCurveTo(x3, y3, x2, y2);
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||||
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||||
ctx.moveTo(x1, y1);
|
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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]
|
||||
}
|
|
@ -0,0 +1,148 @@
|
|||
//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;
|
|
@ -0,0 +1,77 @@
|
|||
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;
|
||||
}
|
|
@ -0,0 +1,153 @@
|
|||
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 pie = iVal1/10.0;
|
||||
|
||||
|
||||
for (float i = 0.0; i < 2.0; i++) {
|
||||
uv = fract(uv * pie) - 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);
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue