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- 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 = 512;
- 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);
- */
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