Open Cuong620 opened 7 months ago
// You can change global variables here: var radius = 240; // how big of the radius var autoRotate = true; // auto rotate or not var rotateSpeed = -60; // unit: seconds/360 degrees var imgWidth = 120; // width of images (unit: px) var imgHeight = 170; // height of images (unit: px)
// Link of background music - set 'null' if you dont want to play background music var bgMusicURL = 'https://api.soundcloud.com/tracks/143041228/stream?client_id=587aa2d384f7333a886010d5f52f302a'; var bgMusicControls = true; // Show UI music control
// ===================== start ======================= // animation start after 1000 miliseconds setTimeout(init, 1000);
var odrag = document.getElementById('drag-container'); var ospin = document.getElementById('spin-container'); var aImg = ospin.getElementsByTagName('img'); var aVid = ospin.getElementsByTagName('video'); var aEle = [...aImg, ...aVid]; // combine 2 arrays
// Size of images ospin.style.width = imgWidth + "px"; ospin.style.height = imgHeight + "px";
// Size of ground - depend on radius var ground = document.getElementById('ground'); ground.style.width = radius 3 + "px"; ground.style.height = radius 3 + "px";
function init(delayTime) { for (var i = 0; i < aEle.length; i++) { aEle[i].style.transform = "rotateY(" + (i * (360 / aEle.length)) + "deg) translateZ(" + radius + "px)"; aEle[i].style.transition = "transform 1s"; aEle[i].style.transitionDelay = delayTime || (aEle.length - i) / 4 + "s"; } }
function applyTranform(obj) { // Constrain the angle of camera (between 0 and 180) if (tY > 180) tY = 180; if (tY < 0) tY = 0;
// Apply the angle
obj.style.transform = "rotateX(" + (-tY) + "deg) rotateY(" + (tX) + "deg)";
}
function playSpin(yes) { ospin.style.animationPlayState = (yes ? 'running' : 'paused'); }
var sX, sY, nX, nY, desX = 0, desY = 0, tX = 0, tY = 10;
// auto spin
if (autoRotate) {
var animationName = (rotateSpeed > 0 ? 'spin' : 'spinRevert');
ospin.style.animation = ${animationName} ${Math.abs(rotateSpeed)}s infinite linear
;
}
// add background music if (bgMusicURL) { document.getElementById('music-container').innerHTML += ` <audio src="${bgMusicURL}" ${bgMusicControls? 'controls': ''} autoplay loop>
If you are reading this, it is because your browser does not support the audio element.
`; }
// setup events document.onpointerdown = function(e) { clearInterval(odrag.timer); e = e || window.event; var sX = e.clientX, sY = e.clientY;
this.onpointermove = function(e) {
e = e || window.event;
var nX = e.clientX,
nY = e.clientY;
desX = nX - sX;
desY = nY - sY;
tX += desX * 0.1;
tY += desY * 0.1;
applyTranform(odrag);
sX = nX;
sY = nY;
};
this.onpointerup = function(e) {
odrag.timer = setInterval(function() {
desX *= 0.95;
desY *= 0.95;
tX += desX * 0.1;
tY += desY * 0.1;
applyTranform(odrag);
playSpin(false);
if (Math.abs(desX) < 0.5 && Math.abs(desY) < 0.5) {
clearInterval(odrag.timer);
playSpin(true);
}
}, 17);
this.onpointermove = this.onpointerup = null;
};
return false;
};
document.onmousewheel = function(e) { e = e || window.event; var d = e.wheelDelta / 20 || -e.detail; radius += d; init(1); };
var canvas = document.getElementById("canvas");
canvas.width = window.innerWidth; canvas.height = window.innerHeight;
// Initialize the GL context var gl = canvas.getContext('webgl'); if (!gl) { console.error("Unable to initialize WebGL."); }
//Time var time = 0.0;
//** Shader sources **
var vertexSource = attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); }
;
var fragmentSource = ` precision highp float;
uniform float width; uniform float height; vec2 resolution = vec2(width, height);
uniform float time;
vec2 points[POINT_COUNT]; const float speed = -0.5; const float len = 0.25; float intensity = 1.3; float radius = 0.008;
//https://www.shadertoy.com/view/MlKcDD
//Signed distance to a quadratic bezier
float sdBezier(vec2 pos, vec2 A, vec2 B, vec2 C){
vec2 a = B - A;
vec2 b = A - 2.0B + C;
vec2 c = a 2.0;
vec2 d = A - pos;
float kk = 1.0 / dot(b,b);
float kx = kk * dot(a,b);
float ky = kk * (2.0*dot(a,a)+dot(d,b)) / 3.0;
float kz = kk * dot(d,a);
float res = 0.0;
float p = ky - kx*kx;
float p3 = p*p*p;
float q = kx*(2.0*kx*kx - 3.0*ky) + kz;
float h = q*q + 4.0*p3;
if(h >= 0.0){
h = sqrt(h);
vec2 x = (vec2(h, -h) - q) / 2.0;
vec2 uv = sign(x)*pow(abs(x), vec2(1.0/3.0));
float t = uv.x + uv.y - kx;
t = clamp( t, 0.0, 1.0 );
// 1 root
vec2 qos = d + (c + b*t)*t;
res = length(qos);
}else{
float z = sqrt(-p);
float v = acos( q/(p*z*2.0) ) / 3.0;
float m = cos(v);
float n = sin(v)*1.732050808;
vec3 t = vec3(m + m, -n - m, n - m) * z - kx;
t = clamp( t, 0.0, 1.0 );
// 3 roots
vec2 qos = d + (c + b*t.x)*t.x;
float dis = dot(qos,qos);
res = dis;
qos = d + (c + b*t.y)*t.y;
dis = dot(qos,qos);
res = min(res,dis);
qos = d + (c + b*t.z)*t.z;
dis = dot(qos,qos);
res = min(res,dis);
res = sqrt( res );
}
return res;
}
//http://mathworld.wolfram.com/HeartCurve.html vec2 getHeartPosition(float t){ return vec2(16.0 sin(t) sin(t) sin(t), -(13.0 cos(t) - 5.0 cos(2.0t)
//https://www.shadertoy.com/view/3s3GDn float getGlow(float dist, float radius, float intensity){ return pow(radius/dist, intensity); }
float getSegment(float t, vec2 pos, float offset, float scale){ for(int i = 0; i < POINT_COUNT; i++){ points[i] = getHeartPosition(offset + float(i)len + fract(speed t) * 6.28); }
vec2 c = (points[0] + points[1]) / 2.0;
vec2 c_prev;
float dist = 10000.0;
for(int i = 0; i < POINT_COUNT-1; i++){
//https://tinyurl.com/y2htbwkm
c_prev = c;
c = (points[i] + points[i+1]) / 2.0;
dist = min(dist, sdBezier(pos, scale * c_prev, scale * points[i], scale * c));
}
return max(0.0, dist);
}
void main(){ vec2 uv = gl_FragCoord.xy/resolution.xy; float widthHeightRatio = resolution.x/resolution.y; vec2 centre = vec2(0.5, 0.5); vec2 pos = centre - uv; pos.y /= widthHeightRatio; //Shift upwards to centre heart pos.y += 0.02; float scale = 0.000015 * height;
float t = time;
//Get first segment
float dist = getSegment(t, pos, 0.0, scale); float glow = getGlow(dist, radius, intensity);
vec3 col = vec3(0.0);
//White core
col += 10.0vec3(smoothstep(0.003, 0.001, dist)); //Pink glow col += glow vec3(1.0,0.05,0.3);
//Get second segment dist = getSegment(t, pos, 3.4, scale); glow = getGlow(dist, radius, intensity);
//White core col += 10.0vec3(smoothstep(0.003, 0.001, dist)); //Blue glow col += glow vec3(0.1,0.4,1.0);
//Tone mapping
col = 1.0 - exp(-col);
//Gamma
col = pow(col, vec3(0.4545));
//Output to screen
gl_FragColor = vec4(col,1.0);
} `;
//** Utility functions **
window.addEventListener('resize', onWindowResize, false);
function onWindowResize() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); gl.uniform1f(widthHandle, window.innerWidth); gl.uniform1f(heightHandle, window.innerHeight); }
//Compile shader and combine with source function compileShader(shaderSource, shaderType) { var shader = gl.createShader(shaderType); gl.shaderSource(shader, shaderSource); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { throw "Shader compile failed with: " + gl.getShaderInfoLog(shader); } return shader; }
//From https://codepen.io/jlfwong/pen/GqmroZ //Utility to complain loudly if we fail to find the attribute/uniform function getAttribLocation(program, name) { var attributeLocation = gl.getAttribLocation(program, name); if (attributeLocation === -1) { throw 'Cannot find attribute ' + name + '.'; } return attributeLocation; }
function getUniformLocation(program, name) { var attributeLocation = gl.getUniformLocation(program, name); if (attributeLocation === -1) { throw 'Cannot find uniform ' + name + '.'; } return attributeLocation; }
//** Create shaders **
//Create vertex and fragment shaders var vertexShader = compileShader(vertexSource, gl.VERTEX_SHADER); var fragmentShader = compileShader(fragmentSource, gl.FRAGMENT_SHADER);
//Create shader programs var program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program);
gl.useProgram(program);
//Set up rectangle covering entire canvas var vertexData = new Float32Array([-1.0, 1.0, // top left -1.0, -1.0, // bottom left 1.0, 1.0, // top right 1.0, -1.0, // bottom right ]);
//Create vertex buffer var vertexDataBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW);
// Layout of our data in the vertex buffer var positionHandle = getAttribLocation(program, 'position');
gl.enableVertexAttribArray(positionHandle); gl.vertexAttribPointer(positionHandle, 2, // position is a vec2 (2 values per component) gl.FLOAT, // each component is a float false, // don't normalize values 2 * 4, // two 4 byte float components per vertex (32 bit float is 4 bytes) 0 // how many bytes inside the buffer to start from );
//Set uniform handle var timeHandle = getUniformLocation(program, 'time'); var widthHandle = getUniformLocation(program, 'width'); var heightHandle = getUniformLocation(program, 'height');
gl.uniform1f(widthHandle, window.innerWidth); gl.uniform1f(heightHandle, window.innerHeight);
var lastFrame = Date.now(); var thisFrame;
function draw() {
//Update time
thisFrame = Date.now();
time += (thisFrame - lastFrame) / 1000;
lastFrame = thisFrame;
//Send uniforms to program
gl.uniform1f(timeHandle, time);
//Draw a triangle strip connecting vertices 0-4
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
requestAnimationFrame(draw);
}
draw();
main.js