Eye prototype work
This commit is contained in:
parent
687c44f22e
commit
bc01c0e0c9
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@ -12,6 +12,7 @@
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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="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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@ -22,7 +23,6 @@
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<option value="Phyllotaxis">Phyllotaxis</option>
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<option value="SquareTwist_angle">SquareTwist_angle</option>
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<option value="rectangle_pattern1">rectangle_pattern1</option>
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<option value="EyePrototype">EyePrototype</option>
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</select>
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<div id="custom"></div>
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<br>
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@ -67,7 +67,9 @@ async function fetchConfig(className) {
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],
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EyePrototype: [
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{ type: "range", min: 1, max: 800, defaultValue: 400, property: "width" },
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{ type: "range", min: 1, max: 100, defaultValue: 10, property: "squares" },
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{ type: "range", min: 1, max: 100, defaultValue: 10, property: "blink_speed" },
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{ type: "range", min: 0, max: 1, defaultValue: 1, property: "draw_spiral" },
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{ type: "range", min: 0, max: 1, defaultValue: 1, property: "draw_pupil" },
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{ type: "range", min: 1, max: 10, defaultValue: 1, property: "line_width" },
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{ type: "color", defaultValue: "#2D81FC", property: "colour1" },
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],
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@ -273,10 +275,22 @@ function LerpRGB(a, b, t) {
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return newColor;
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}
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function render_clear() {
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ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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ctx.fillStyle = "black";
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ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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function drawCenter(width) {
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console.log("center?")
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ctx.strokeStyle = "pink";
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ctx.lineWidth = 1
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ctx.beginPath();
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ctx.moveTo(centerX - width, centerY);
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ctx.lineTo(centerX + width, centerY);
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ctx.closePath();
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ctx.stroke();
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ctx.beginPath();
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ctx.moveTo(centerX, centerY - width);
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ctx.lineTo(centerX, centerY + width);
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ctx.closePath();
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ctx.stroke();
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}
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function render_clear() {
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@ -284,3 +298,4 @@ function render_clear() {
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ctx.fillStyle = "black";
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ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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}
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@ -73,8 +73,8 @@ function render() {
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if (!paused) {
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rotation += deg_per_sec / targetFps;
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}
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// drawCenter(300)
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});
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render();
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}, frameDuration);
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}
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@ -356,56 +356,72 @@ class rectangle_pattern1 extends BaseShape {
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}
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}
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class EyePrototype extends BaseShape {
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constructor(width, line_width, colour1) {
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constructor(width, blink_speed, draw_spiral, draw_pupil, line_width, colour1) {
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super();
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this.width = width;
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this.line_width = line_width;
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this.colour1 = colour1;
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this.step = 0;
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this.speed = 8;
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this.speed = blink_speed;
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this.opening = true;
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this.counter = 0;
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this.points = [
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[50, 250],
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[450, 250],
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];
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this.cooldown = 0;
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this.draw_spiral = draw_spiral;
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this.draw_pupil = draw_pupil;
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}
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drawEyelid(rotation) {
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rotation *= (this.speedMultiplier / 100)
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ctx.lineWidth = 1;
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ctx.beginPath();
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ctx.moveTo(this.points[0][0], this.points[0][1]);
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ctx.quadraticCurveTo(250, 250 - rotation, this.points[1][0], this.points[0][1]);
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ctx.moveTo(centerX - this.width / 2, centerY);
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ctx.quadraticCurveTo(centerX, centerY - rotation / 400 * this.width, centerX + this.width / 2, centerY);
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ctx.moveTo(this.points[0][0], this.points[0][1]);
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ctx.quadraticCurveTo(250, 250 + rotation, this.points[1][0], this.points[0][1]);
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ctx.moveTo(centerX - this.width / 2, centerY);
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ctx.quadraticCurveTo(centerX, centerY + rotation / 400 * this.width, centerX + this.width / 2, centerY);
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ctx.stroke();
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}
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eyelidCut(step) {
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// ctx.lineWidth = 1;
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let squarePath = new Path2D();
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squarePath.moveTo(this.points[0][0], this.points[0][1]);
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squarePath.quadraticCurveTo(250, 250 - step, this.points[1][0], this.points[0][1]);
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squarePath.moveTo(centerX - this.width / 2, centerY);
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squarePath.quadraticCurveTo(centerX, centerY - step / 400 * this.width, centerX + this.width / 2, centerY);
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squarePath.moveTo(this.points[0][0], this.points[0][1]);
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squarePath.quadraticCurveTo(250, 250 + step, this.points[1][0], this.points[0][1]);
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squarePath.moveTo(centerX - this.width / 2, centerY);
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squarePath.quadraticCurveTo(centerX, centerY + step / 400 * this.width, centerX + this.width / 2, centerY);
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ctx.clip(squarePath);
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}
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drawGrowEye(step) {
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console.log(step)
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// console.log(step)
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ctx.strokeStyle = "aqua";
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ctx.beginPath();
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ctx.lineWidth = 5;
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ctx.arc(250, 250, step, 0, 2 * Math.PI);
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ctx.arc(centerX, centerY, step, 0, 2 * Math.PI);
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ctx.stroke();
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ctx.strokeStyle = "orange";
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ctx.strokeStyle = "red";
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// ctx.strokeStyle = "orange";
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}
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drawCircle(step) {
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ctx.beginPath();
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ctx.lineWidth = 5;
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ctx.arc(250, 250, step, 0, 2 * Math.PI);
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ctx.arc(centerX, centerY, step, 0, 2 * Math.PI);
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ctx.stroke();
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}
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drawSpiral(step) {
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let a = 1
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let b = 5
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ctx.moveTo(centerX, centerY);
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ctx.beginPath();
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for (let i = 0; i < 400; i++) {
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let angle = 0.1 * i;
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let x = centerX + (a + b * angle) * Math.cos(angle + step / 2);
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let y = centerY + (a + b * angle) * Math.sin(angle + step / 2);
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ctx.lineTo(x, y);
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}
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ctx.lineWidth = 3;
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ctx.strokeStyle = "red";
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ctx.stroke();
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}
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stepFunc() {
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@ -432,7 +448,7 @@ class EyePrototype extends BaseShape {
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}
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draw(rotation) {
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console.log(this.counter)
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// console.log(this.counter)
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ctx.strokeStyle = "orange";
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ctx.fillStyle = "black";
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// ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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@ -441,22 +457,26 @@ class EyePrototype extends BaseShape {
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// let newPath = new Path2D();
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// newPath.arc(150, 75, 75, 0, 2 * Math.PI);
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ctx.beginPath();
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ctx.rect(100, 100, 300, 300);
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ctx.stroke();
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// ctx.beginPath();
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// ctx.rect(centerX-300/2, centerY-300/2, 300, 300);
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// ctx.stroke();
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this.drawEyelid(this.step);
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ctx.save();
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// squareCut();
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this.eyelidCut(this.step);
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if (this.counter % 100 == 0) {
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this.counter = 0;
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}
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this.drawGrowEye(100 + this.counter);
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// this.drawGrowEye(this.width/4 + this.counter);
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this.drawCircle(100);
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if(this.draw_spiral){
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this.drawSpiral(rotation)
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}
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if(this.draw_pupil){
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this.drawCircle(this.width/4);
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}
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ctx.restore();
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@ -0,0 +1,37 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<title>WebGL Template</title>
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<style>
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/* Set canvas to occupy the full width and height of the window */
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canvas {
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display: block;
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width: 800px;
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height: 800px;
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margin: 0 560px;
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padding: 0;
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}
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.canvas2d {
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position: absolute !important;
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top: 0px;
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left: 0px;
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}
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body{
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margin:0
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}
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</style>
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</head>
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<body>
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<canvas id="canvas"></canvas>
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<canvas id="canvas2d" class="canvas2d"></canvas>
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<script src="index.js">
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</script>
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</body>
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</html>
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// Get the canvas element and create a WebGL context
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const canvas = document.getElementById('canvas');
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const canvas2d = document.getElementById('canvas2d');
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const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
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let ctx = canvas2d.getContext("2d");
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ctx.canvas.width = 800;
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ctx.canvas.height = 800;
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// Check if WebGL is available
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if (!gl) {
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alert('WebGL not supported in your browser.');
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} else {
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// Set the canvas size and WebGL viewport
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canvas.width = 800;
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canvas.height = 800;
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let centerX = ctx.canvas.width / 2;
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let centerY = ctx.canvas.height / 2;
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gl.viewport(0, 0, canvas.width, canvas.height);
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// Define the vertex shader source code
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const glsl = x => x;
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const vertexShaderSource = glsl`
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attribute vec2 position;
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uniform float u_rotation;
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uniform vec2 u_pos;
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void main() {
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float centerX = 0.0;
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float centerY = 0.0;
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float xPos = position.x;
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float yPos = position.y;
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float x = xPos * cos(u_rotation) - yPos * sin(u_rotation);
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float y = yPos * cos(u_rotation) + xPos * sin(u_rotation);
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gl_Position = vec4(x+u_pos.x , y+u_pos.y , 0, 1);
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}
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`;
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// Define the fragment shader source code
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const fragmentShaderSource = `
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precision mediump float;
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uniform vec4 fColor;
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void main() {
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gl_FragColor = fColor;
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}
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`;
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// Create and compile the vertex and fragment shaders
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const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
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const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
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// Create a program, attach the shaders, and link the program
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const program = createProgram(gl, vertexShader, fragmentShader);
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// Get the attribute and uniform locations
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const positionAttributeLocation = gl.getAttribLocation(program, 'position');
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const positionLocalAttributeLocation = gl.getUniformLocation(program, 'u_pos');
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const rotationUniformLocation = gl.getUniformLocation(program, 'u_rotation');
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const fColorLocation = gl.getUniformLocation(program, "fColor");
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// Create a buffer to store vertex positions
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const positionBuffer = gl.createBuffer();
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function polyPoints(sides) {
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let pointsArr = [];
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let width = 1;
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let rotation = 0
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pointsArr.push(width * Math.cos((rotation * Math.PI) / 180));
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pointsArr.push(width * Math.sin((rotation * Math.PI) / 180))
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for (let i = 0; i < sides; i++) {
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pointsArr.push(width * Math.cos((i * 2 * Math.PI) / sides + (rotation * Math.PI) / 180))
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pointsArr.push(width * Math.sin((i * 2 * Math.PI) / sides + (rotation * Math.PI) / 180))
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}
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return pointsArr
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}
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function rad(degrees) {
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var pi = Math.PI;
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return degrees * (pi / 180);
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}
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// Function to create and compile a shader
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function createShader(gl, type, source) {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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return shader;
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}
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console.error(gl.getShaderInfoLog(shader));
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gl.deleteShader(shader);
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}
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// Function to create a program and link shaders
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function createProgram(gl, vertexShader, fragmentShader) {
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const program = gl.createProgram();
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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if (gl.getProgramParameter(program, gl.LINK_STATUS)) {
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return program;
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}
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console.error(gl.getProgramInfoLog(program));
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gl.deleteProgram(program);
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}
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// Function to draw the scene
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let prevTime = 0
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function drawScene(time) {
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// Convert time to seconds
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// console.log(time - prevTime)
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prevTime = time
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time *= 0.001;
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// Clear the canvas with a black background
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gl.clearColor(0, 0, 0, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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// Use the shader program
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gl.useProgram(program);
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// Enable the position attribute
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gl.enableVertexAttribArray(positionAttributeLocation);
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
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// Create a buffer to store vertex positions
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let blue = [0.17, 0.49, 0.85] //blue
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let green = [0.17, 0.85, 0.46] //green
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let pink = [0.96, 0.24, 0.86] //green
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render_clear();
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for (let i = 0; i < 10000; i++) {
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DrawPolygon(4, 400, (0+time)*i*0.1, "Crimson")
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// drawPoly(4, time * i * 0.001, blue, 0, 0)
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}
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Draw_center()
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drawCircle()
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// console.log(time)
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// Request the next frame to be drawn
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requestAnimationFrame(drawScene);
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}
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const positions1 = polyPoints(4)
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions1), gl.STATIC_DRAW);
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function drawPoly(sides, speed, colour, x, y) {
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gl.uniform1f(rotationUniformLocation, speed);
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gl.uniform4f(fColorLocation, colour[0], colour[1], colour[2], 1);
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gl.uniform2f(positionLocalAttributeLocation, x, y);
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gl.drawArrays(gl.LINE_LOOP, 0, positions1.length / 2);
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}
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// Start rendering the scene
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requestAnimationFrame(drawScene);
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function Draw_center() {
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ctx.beginPath();
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ctx.moveTo(centerX - 400, centerY);
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ctx.lineTo(centerX + 400, centerY);
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ctx.moveTo(centerX, centerY - 400);
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ctx.lineTo(centerX, centerY + 400);
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ctx.strokeStyle = "green";
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ctx.stroke();
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// console.log("drawn center")
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}
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function drawCircle() {
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ctx.beginPath();
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ctx.arc(centerX, centerY, 400, 0, 2 * Math.PI, false);
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ctx.strokeStyle = "green";
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ctx.stroke();
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}
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function DrawPolygon(sides, width, rotation, colour) {
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ctx.beginPath();
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ctx.moveTo(
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centerX + width * Math.cos((rotation * Math.PI) / 180),
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centerY + width * Math.sin((rotation * Math.PI) / 180)
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);
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for (var i = 1; i <= sides; i += 1) {
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ctx.lineTo(
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centerX + width * Math.cos((i * 2 * Math.PI) / sides + (rotation * Math.PI) / 180),
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centerY + width * Math.sin((i * 2 * Math.PI) / sides + (rotation * Math.PI) / 180)
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);
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}
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ctx.strokeStyle = colour;
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ctx.lineWidth = 1;
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ctx.stroke();
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}
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function render_clear() {
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ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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ctx.fillStyle = "rgb(0,0,0,0)";
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ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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}
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}
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@ -0,0 +1,37 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<title>WebGL Template</title>
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<style>
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/* Set canvas to occupy the full width and height of the window */
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canvas {
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display: block;
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width: 800px;
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height: 800px;
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margin: 0 560px;
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padding: 0;
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}
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.canvas2d {
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position: absolute !important;
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top: 0px;
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left: 0px;
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}
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body{
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margin:0
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}
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</style>
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</head>
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<body>
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<canvas id="canvas"></canvas>
|
||||
<canvas id="canvas2d" class="canvas2d"></canvas>
|
||||
<script src="index.js">
|
||||
|
||||
</script>
|
||||
</body>
|
||||
|
||||
</html>
|
|
@ -0,0 +1,204 @@
|
|||
// 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();
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue