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<link rel="stylesheet" href="styles.scss"> | ||
<script id="2d-fragment-shader" type="x-shader/x-fragment"> | ||
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#ifdef GL_ES | ||
precision mediump float; | ||
#endif | ||
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#define PI 3.14159265359 | ||
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uniform sampler2D u_image; | ||
varying vec2 v_texCoord; | ||
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uniform vec2 u_resolution; | ||
uniform vec2 u_mouse; | ||
uniform float u_mass; | ||
uniform float u_time; | ||
uniform float u_clickedTime; | ||
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vec2 rotate(vec2 mt, vec2 st, float angle){ | ||
float cos = cos((angle + u_clickedTime) * PI); // try replacing * 1.0 with * PI | ||
float sin = sin(angle * 0.0); // try removing the * 0.0 | ||
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float nx = (cos * (st.x - mt.x)) + (sin * (st.y - mt.y)) + mt.x; | ||
float ny = (cos * (st.y - mt.y)) - (sin * (st.x - mt.x)) + mt.y; | ||
return vec2(nx, ny); | ||
} | ||
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void main() { | ||
vec2 st = vec2(gl_FragCoord.x, u_resolution.y - gl_FragCoord.y)/u_resolution; | ||
vec2 mt = vec2(u_mouse.x, u_resolution.y - u_mouse.y)/u_resolution; | ||
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float dx = st.x - mt.x; | ||
float dy = st.y - mt.y; | ||
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float dist = sqrt(dx * dx + dy * dy); | ||
float pull = u_mass / (dist * dist); | ||
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vec3 color = vec3(0.0); | ||
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vec2 r = rotate(mt,st,pull); | ||
vec4 imgcolor = texture2D(u_image, r); | ||
color = vec3( | ||
(imgcolor.x - (pull * 0.25)), | ||
(imgcolor.y - (pull * 0.25)), | ||
(imgcolor.z - (pull * 0.25)) | ||
); | ||
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gl_FragColor = vec4(color,1.); | ||
} | ||
</script> | ||
<script id="2d-vertex-shader" type="x-shader/x-vertex"> | ||
attribute vec2 a_position; | ||
attribute vec2 a_texCoord; | ||
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varying vec2 v_texCoord; | ||
void main() { | ||
gl_Position = vec4(a_position, 0, 1); | ||
v_texCoord = a_texCoord; | ||
} | ||
</script> | ||
<canvas id="glscreen"></canvas> | ||
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.1.1/jquery.min.js"></script> | ||
<script src="index.js"></script> |
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// set up global javascript variables | ||
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var bgUrl = 'https://images.unsplash.com/photo-1462331940025-496dfbfc7564?ixlib=rb-1.2.1&ixid=eyJhcHBfaWQiOjEyMDd9&auto=format&fit=crop&w=1427&q=80' | ||
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var blackholeMass = 1500; | ||
var curblackholeMass = 0; | ||
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var canvas, gl; // canvas and webgl context | ||
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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; | ||
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/* 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; | ||
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var originY = window.innerHeight, | ||
originX = window.innerWidth; | ||
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var mouse; | ||
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var startTime = new Date().getTime(); // Get start time for animating | ||
var currentTime = 0; | ||
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var clicked = false, | ||
clickedTime = 0; | ||
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$(document).mousedown(function(){ | ||
clicked = true; | ||
}); | ||
$(document).mouseup(function(){ | ||
clicked = false; | ||
}); | ||
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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; | ||
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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; | ||
}); | ||
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// give WebGL it's viewport | ||
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); | ||
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// 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. | ||
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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); | ||
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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); | ||
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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. | ||
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/* | ||
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"); | ||
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/* | ||
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); | ||
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var texCoordLocation = gl.getAttribLocation(program, "a_texCoord"); | ||
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// 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); | ||
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// Create a texture. | ||
var texture = gl.createTexture(); | ||
gl.bindTexture(gl.TEXTURE_2D, texture); | ||
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// 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); | ||
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// Upload the image into the texture. | ||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); | ||
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render(); | ||
} | ||
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function render() { | ||
var now = new Date().getTime(); | ||
currentTime = (now - startTime) / 1000; // update the current time for animations | ||
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if(curblackholeMass < blackholeMass - 50){ | ||
curblackholeMass += (blackholeMass-curblackholeMass) * 0.03; | ||
} | ||
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if(clicked){ | ||
clickedTime += 0.03; | ||
} else if(clickedTime > 0 && clicked == false) { | ||
clickedTime += -(clickedTime*0.015); | ||
} | ||
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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); | ||
} | ||
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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); | ||
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window.requestAnimationFrame(render, canvas); // request the next frame | ||
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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); | ||
} | ||
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window.addEventListener('load', function(event){ | ||
var image = new Image(); | ||
image.crossOrigin = "Anonymous"; | ||
image.src = bgUrl; | ||
image.onload = function() { | ||
init(image); | ||
} | ||
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}); | ||
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window.addEventListener('resize', function(event){ | ||
// just re-doing some stuff in the init here, to enable resizing. | ||
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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"); | ||
}); |
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html, body { | ||
position: absolute; | ||
top: 0px; | ||
left: 0px; | ||
right: 0px; | ||
bottom: 0px; | ||
padding: 0px; | ||
margin: 0px; | ||
overflow: hidden; | ||
display: flex; | ||
height: 100%; | ||
width: 100%; | ||
background-color: #000; | ||
cursor:none; | ||
} | ||
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canvas { | ||
margin: auto auto; | ||
} |