var pause = false; document.getElementById('pause').onclick = function(){ pause = !pause; }; const canvas = document.querySelector("#canvas"); //var context = canvas.getContext('2d'); function resize() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; } window.addEventListener('resize', resize); resize(); let startGL = function() { // Initialize the GL context const gl = canvas.getContext("webgl"); // Only continue if WebGL is available and working if (!gl) { alert("Unable to initialize WebGL."); return; } const program = initShader(gl, vsSource, fsSource); const data = { program: program, attribs: { position: gl.getAttribLocation(program, 'position'), texcoord: gl.getAttribLocation(program, 'texcoord'), }, uniforms: { projection: gl.getUniformLocation(program, 'projection'), dim: gl.getUniformLocation(program, 'dim'), enabled: gl.getUniformLocation(program, 'enabled'), rseed: gl.getUniformLocation(program, 'rseed'), sampler: gl.getUniformLocation(program, 'sampler'), }, }; const identity = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1] const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ -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.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const textureBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, textureBuffer); const tex = [ 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(tex), gl.STATIC_DRAW); const dim = 1024; const tex0 = createTexture(gl, dim); const tex1 = createTexture(gl, dim); const fb0 = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, fb0); const attachmentPoint = gl.COLOR_ATTACHMENT0; gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentPoint, gl.TEXTURE_2D, tex0, 0); const fb1 = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, fb1); gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentPoint, gl.TEXTURE_2D, tex1, 0); gl.bindFramebuffer(gl.FRAMEBUFFER, null); var flipTex = false; window.requestAnimationFrame(render); function render(t) { gl.viewport(0, 0, dim, dim); // swap which texture is being rendered to each frame texture = flipTex ? tex0 : tex1; fb = flipTex ? fb1 : fb0; flipTex = !flipTex; gl.bindFramebuffer(gl.FRAMEBUFFER, fb); // Set clear color to black, fully opaque gl.clearColor(0.2, 0.2, 0.2, 1.0); // Clear the color buffer with specified clear color gl.clear(gl.COLOR_BUFFER_BIT); { const numComponents = 2; // pull out 2 values per iteration const type = gl.FLOAT; // the data in the buffer is 32bit floats const normalize = false; // don't normalize const stride = 0; // how many bytes to get from one set of values to the next // 0 = use type and numComponents above const offset = 0; // how many bytes inside the buffer to start from gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.vertexAttribPointer( data.attribs.position, numComponents, type, normalize, stride, offset); gl.enableVertexAttribArray(data.attribs.position); } { const num = 2; // every coordinate composed of 2 values const type = gl.FLOAT; // the data in the buffer is 32 bit float const normalize = false; // don't normalize const stride = 0; // how many bytes to get from one set to the next const offset = 0; // how many bytes inside the buffer to start from gl.bindBuffer(gl.ARRAY_BUFFER, textureBuffer); gl.vertexAttribPointer(data.attribs.texcoord, num, type, normalize, stride, offset); gl.enableVertexAttribArray(data.attribs.texcoord); } gl.useProgram(data.program); gl.uniform1f(data.uniforms.enabled, true); gl.uniform1f(data.uniforms.dim, dim); gl.uniform2f(data.uniforms.rseed, Math.random(), Math.random()); gl.uniformMatrix4fv( data.uniforms.projection, false, identity); { // Tell WebGL we want to affect texture unit 0 gl.activeTexture(gl.TEXTURE0); // Bind the texture to texture unit 0 gl.bindTexture(gl.TEXTURE_2D, texture); // Tell the shader we bound the texture to texture unit 0 gl.uniform1i(data.uniforms.sampler, 0); const offset = 0; const vertexCount = 6; gl.drawArrays(gl.TRIANGLES, offset, vertexCount); gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.uniform1f(data.uniforms.enabled, false); gl.viewport(0, 0, canvas.width, canvas.height); gl.drawArrays(gl.TRIANGLES, offset, vertexCount); } window.requestAnimationFrame(render); } } startGL(); /* var dim = 128 var sq = [] for(var i = 0; i < dim*dim; i++) { sq.push((i % 128)/128 * 360) } var t0 = performance.now(); function loop(t) { var dt = (t - t0) / 1000; // delta t, in seconds t0 = t; var fy = 0; var size = Math.min(canvas.height, canvas.width) / dim; let newArray = []; newArray.length = dim*dim if (!pause) { for(var i = 0; i < sq.length; i++) { newArray[i] = decideOutcome(i) context.fillStyle = 'hsl(' + newArray[i] + ', 90%, 60%)' context.fillRect((i % dim)*size, Math.floor(i/dim) * size, size, size); } sq = newArray; } window.requestAnimationFrame(loop); } function decideOutcome(i) { opts = [] function op(b) { opts.push(b) } op(sq[i]) if(i % dim == 0) { // first column op(sq[i+1]) // search right } else if(i % dim == dim-1) { //last column op(sq[i-1]) // search left } else { op(sq[i+1]) // search right op(sq[i-1]) // search left } if(i < dim) { // first row op(sq[i+dim]) // search down } else if(i >= sq.length - dim) { // last row op(sq[i-dim]) // search up } else { op(sq[i+dim]) // search down op(sq[i-dim]) // search up } end = opts[Math.floor(Math.random() * opts.length)] return (end - sq[i]) * 0.99 + sq[i]; } window.requestAnimationFrame(loop); */