-
Notifications
You must be signed in to change notification settings - Fork 0
/
index.js
208 lines (160 loc) · 7.45 KB
/
index.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
// set up global javascript variables
var bgUrl = 'https://images.unsplash.com/photo-1462331940025-496dfbfc7564?ixlib=rb-1.2.1&ixid=eyJhcHBfaWQiOjEyMDd9&auto=format&fit=crop&w=1427&q=80'
var blackholeMass = 1500;
var curblackholeMass = 0;
var canvas, gl; // canvas and webgl context
var shaderScript;
var shaderSource;
var vertexShader; // Vertex shader. Not much happens in that shader, it just creates the vertex's to be drawn on
var fragmentShader; // this shader is where the magic happens. Fragment = pixel. Vertex = kind of like "faces" on a 3d model.
var buffer;
/* Variables holding the location of uniform variables in the WebGL. We use this to send info to the WebGL script. */
var locationOfTime;
var locationOfResolution;
var locationOfMouse;
var locationOfMass;
var locationOfclickedTime;
var originY = window.innerHeight,
originX = window.innerWidth;
var mouse;
var startTime = new Date().getTime(); // Get start time for animating
var currentTime = 0;
var clicked = false,
clickedTime = 0;
$(document).mousedown(function(){
clicked = true;
});
$(document).mouseup(function(){
clicked = false;
});
function init(image) {
// standard canvas setup here, except get webgl context
canvas = document.getElementById('glscreen');
gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
canvas.width = window.innerWidth >= window.innerHeight ? window.innerWidth : window.innerHeight;
canvas.height = window.innerWidth >= window.innerHeight ? window.innerWidth : window.innerHeight;
mouse = {x: originX/2, y: -(originY/2) + canvas.height, moved: false};
$(document).mousemove(function(e) {
mouse.x = e.pageX;
mouse.y = -e.pageY + canvas.height;
mouse.moved = true;
});
// give WebGL it's viewport
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
// kind of back-end stuff
buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([
-1.0, -1.0,
1.0, -1.0,
-1.0, 1.0,
-1.0, 1.0,
1.0, -1.0,
1.0, 1.0]),
gl.STATIC_DRAW
); // ^^ That up there sets up the vertex's used to draw onto. I think at least, I haven't payed much attention to vertex's yet, for all I know I'm wrong.
shaderScript = document.getElementById("2d-vertex-shader");
shaderSource = shaderScript.text;
vertexShader = gl.createShader(gl.VERTEX_SHADER); //create the vertex shader from script
gl.shaderSource(vertexShader, shaderSource);
gl.compileShader(vertexShader);
shaderScript = document.getElementById("2d-fragment-shader");
shaderSource = shaderScript.text;
fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); //create the fragment from script
gl.shaderSource(fragmentShader, shaderSource);
gl.compileShader(fragmentShader);
program = gl.createProgram(); // create the WebGL program. This variable will be used to inject our javascript variables into the program.
gl.attachShader(program, vertexShader); // add the shaders to the program
gl.attachShader(program, fragmentShader); // ^^
gl.linkProgram(program); // Tell our WebGL application to use the program
gl.useProgram(program); // ^^ yep, but now literally use it.
/*
Alright, so here we're attatching javascript variables to the WebGL code. First we get the location of the uniform variable inside the program.
We use the gl.getUniformLocation function to do this, and pass thru the program variable we created above, as well as the name of the uniform variable in our shader.
*/
locationOfResolution = gl.getUniformLocation(program, "u_resolution");
locationOfMouse = gl.getUniformLocation(program, "u_mouse");
locationOfMass = gl.getUniformLocation(program, "u_mass");
locationOfTime = gl.getUniformLocation(program, "u_time");
locationOfclickedTime = gl.getUniformLocation(program, "u_clickedTime");
/*
Then we simply apply our javascript variables to the program.
Notice, it gets a bit tricky doing this. If you're editing a float value, gl.uniformf works.
But if we want to send over an array of floats, for example, we'd use gl.uniform2f. We're specifying that we are sending 2 floats at the end.
You can also send it over to the program as a vector, by using gl.uniform2fv.
To read up on all of the different gl.uniform** stuff, to send any variable you want, I'd recommend using the table (found on this site, but you need to scroll down about 300px)
https://webglfundamentals.org/webgl/lessons/webgl-shaders-and-glsl.html#uniforms
*/
gl.uniform2f(locationOfResolution, canvas.width, canvas.height);
gl.uniform2f(locationOfMouse, mouse.x, mouse.y);
gl.uniform1f(locationOfMass, curblackholeMass*0.00001);
gl.uniform1f(locationOfTime, currentTime);
gl.uniform1f(locationOfclickedTime, clickedTime);
var texCoordLocation = gl.getAttribLocation(program, "a_texCoord");
// provide texture coordinates for the rectangle.
var texCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1.0, -1.0,
1.0, -1.0,
-1.0, 1.0,
-1.0, 1.0,
1.0, -1.0,
1.0, 1.0]),
gl.STATIC_DRAW);
gl.enableVertexAttribArray(texCoordLocation);
gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);
// Create a texture.
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set the parameters so we can render any size image.
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
// Upload the image into the texture.
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
render();
}
function render() {
var now = new Date().getTime();
currentTime = (now - startTime) / 1000; // update the current time for animations
if(curblackholeMass < blackholeMass - 50){
curblackholeMass += (blackholeMass-curblackholeMass) * 0.03;
}
if(clicked){
clickedTime += 0.03;
} else if(clickedTime > 0 && clicked == false) {
clickedTime += -(clickedTime*0.015);
}
if(mouse.moved == false){
mouse.y = (-(originY/2) + Math.sin(currentTime * 0.7) * ((originY * 0.25))) + canvas.height;
mouse.x = (originX/2) + Math.sin(currentTime * 0.6) * -(originX * 0.35);
}
gl.uniform1f(locationOfMass, curblackholeMass*0.00001);
gl.uniform2f(locationOfMouse, mouse.x, mouse.y);
gl.uniform1f(locationOfTime, currentTime); // update the time uniform in our shader
gl.uniform1f(locationOfclickedTime, clickedTime);
window.requestAnimationFrame(render, canvas); // request the next frame
positionLocation = gl.getAttribLocation(program, "a_position"); // do stuff for those vertex's
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
window.addEventListener('load', function(event){
var image = new Image();
image.crossOrigin = "Anonymous";
image.src = bgUrl;
image.onload = function() {
init(image);
}
});
window.addEventListener('resize', function(event){
// just re-doing some stuff in the init here, to enable resizing.
canvas.width = window.innerWidth >= window.innerHeight ? window.innerWidth : window.innerHeight;
canvas.height = window.innerWidth >= window.innerHeight ? window.innerWidth : window.innerHeight;
gl.viewport(0, 0, canvas.width, canvas.height);
locationOfResolution = gl.getUniformLocation(program, "u_resolution");
});