-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathmain.js
166 lines (140 loc) · 4.68 KB
/
main.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
// graphics variables
var canvas, c;
var program;
var siteBuffer;
var squarePosBuffer;
// generate array of voronoi sites
site_num = 100;
sites = new Array(site_num*3);
for(let i=0; i<sites.length/3; i++) {
sites[3*i] = 2*Math.random()-1;
sites[3*i+1] = 2*Math.random()-1;
sites[3*i+2] = 0;
}
// generate velocities for sites
vels = new Array(site_num*2);
for(let i=0; i<vels.length/2; i++) {
vels[2*i] = 0.01*(Math.random()-0.3);
vels[2*i+1] = 0.01*(Math.random()-0.3);
}
// assign a random color to each site
colors = new Array(site_num*3);
for(let i=0; i<colors.length/3; i++) {
colors[3*i] = 0.2+0.6*Math.random();
colors[3*i+1] = 0.5*Math.random();
colors[3*i+2] = 0.5*(1+Math.random());
}
// vertex shader program
var vert =
"attribute vec3 pos;\n"+
"varying vec3 loc;\n"+
"void main(void) {\n"+
" gl_Position = vec4(pos, 1.0);\n"+
" loc = pos;\n"+
"}\n";
// fragment shader program
var frag =
"precision mediump float;\n"+
"uniform vec3 sites["+site_num+"];\n"+
"uniform vec3 colors["+site_num+"];\n"+
"varying vec3 loc;\n"+
"void main(void) {\n"+
" float min_dist = 2.0;\n"+
" vec3 color = vec3(1.0, 1.0, 1.0);\n"+
" vec3 col2 = vec3(1.0, 1.0, 1.0);\n"+
" for(int i=0; i<"+site_num+"; i++) {\n"+
" float dist = length(loc - sites[i]);\n"+
" if(dist < min_dist) {\n"+
" if((min_dist - dist)/dist < 0.01) {\n"+
" min_dist = dist;\n"+
" col2 = colors[i];\n"+
" } else {\n"+
" min_dist = dist;\n"+
" color = colors[i];\n"+
" col2 = colors[i];\n"+
" }\n"+
" }\n"+
" }\n"+
" gl_FragColor = vec4(0.5*(color+col2), 1.0);\n"+
"}\n";
window.onload = function() {
// initialize drawing context
//try {
canvas = document.getElementById("voronoi");
resize();
//} catch(e) {
// alert("Failed to initialize WebGL");
//}
c.clearColor(0.0, 0.0, 0.0, 1.0);
c.enable(c.DEPTH_TEST); // DO I NEED THIS?
// initialize shaders, drawing program
var vertex = c.createShader(c.VERTEX_SHADER);
c.shaderSource(vertex, vert);
c.compileShader(vertex);
var compilationLog = c.getShaderInfoLog(vertex);
console.log('Shader compiler log: ' + compilationLog);
var fragment = c.createShader(c.FRAGMENT_SHADER);
c.shaderSource(fragment, frag);
c.compileShader(fragment);
var compilationLog = c.getShaderInfoLog(fragment);
console.log('Shader compiler log: ' + compilationLog);
program = c.createProgram();
c.attachShader(program, vertex);
c.attachShader(program, fragment);
c.linkProgram(program);
c.useProgram(program);
// square that fills screen for drawing on
program.pos = c.getAttribLocation(program, "pos");
c.enableVertexAttribArray(program.pos);
let vertices = [
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0
];
squarePosBuffer = c.createBuffer();
c.bindBuffer(c.ARRAY_BUFFER, squarePosBuffer);
c.bufferData(c.ARRAY_BUFFER, new Float32Array(vertices), c.STATIC_DRAW);
// load sites into uniform
program.sites = c.getUniformLocation(program, "sites");
c.uniform3fv(program.sites, new Float32Array(sites));
// load site colors into uniform
program.colors = c.getUniformLocation(program, "colors");
c.uniform3fv(program.colors, new Float32Array(colors));
//siteBuffer = c.createBuffer();
//c.bindBuffer(c.ARRAY_BUFFER, siteBuffer);
//c.bufferData(c.ARRAY_BUFFER, new Float32Array(sites), c.STATIC_DRAW);
c.bindBuffer(c.ARRAY_BUFFER, squarePosBuffer);
c.vertexAttribPointer(program.pos, 3, c.FLOAT, false, 0, 0);
setInterval(update, 34);
window.onresize = resize;
};
function update() {
for(let i=0; i<sites.length/3; i++) {
sites[3*i] += vels[2*i];
sites[3*i+1] += vels[2*i+1];
if(sites[3*i] > 1.2) {
sites[3*i] = -1.2;
} if(sites[3*i] < -1.2) {
sites[3*i] = 1.2;
} if(sites[3*i+1] > 1.2) {
sites[3*i+1] = -1.2;
} if(sites[3*i+1] < -1.2) {
sites[3*i+1] = 1.2;
}
}
// load sites into uniform
program.sites = c.getUniformLocation(program, "sites");
c.uniform3fv(program.sites, new Float32Array(sites));
console.log("redraw!");
// draw square that fills screen, textured with voronoi
c.drawArrays(c.TRIANGLE_STRIP, 0, 4);
}
function resize() {
console.log("resize!");
canvas.setAttribute("width", canvas.scrollWidth);
canvas.setAttribute("height", canvas.scrollHeight);
c = canvas.getContext('experimental-webgl');
c.viewport(0, 0, canvas.width, canvas.height);
c.clear(c.COLOR_BUFFER_BIT | c.DEPTH_BUFFER_BIT);
}