Blog to follow eventually... There's also a cool way to do this with textures that I will create one day, but hopefully this gives you an idea of how to play around with particles in regl. Code is similar to my canvas example.
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Animate 100,000 points with regl
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license: mit | |
height: 720 | |
border: no |
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/** | |
* Given a set of points, lay them out in a phyllotaxis layout. | |
* Mutates the `points` passed in by updating the x and y values. | |
* | |
* @param {Object[]} points The array of points to update. Will get `x` and `y` set. | |
* @param {Number} pointWidth The size in pixels of the point's width. Should also include margin. | |
* @param {Number} xOffset The x offset to apply to all points | |
* @param {Number} yOffset The y offset to apply to all points | |
* | |
* @return {Object[]} points with modified x and y | |
*/ | |
function phyllotaxisLayout(points, pointWidth, xOffset = 0, yOffset = 0, iOffset = 0) { | |
// theta determines the spiral of the layout | |
const theta = Math.PI * (3 - Math.sqrt(5)); | |
const pointRadius = pointWidth / 2; | |
points.forEach((point, i) => { | |
const index = (i + iOffset) % points.length; | |
const phylloX = pointRadius * Math.sqrt(index) * Math.cos(index * theta); | |
const phylloY = pointRadius * Math.sqrt(index) * Math.sin(index * theta); | |
point.x = xOffset + phylloX - pointRadius; | |
point.y = yOffset + phylloY - pointRadius; | |
}); | |
return points; | |
} | |
/** | |
* Given a set of points, lay them out in a grid. | |
* Mutates the `points` passed in by updating the x and y values. | |
* | |
* @param {Object[]} points The array of points to update. Will get `x` and `y` set. | |
* @param {Number} pointWidth The size in pixels of the point's width. Should also include margin. | |
* @param {Number} gridWidth The width of the grid of points | |
* | |
* @return {Object[]} points with modified x and y | |
*/ | |
function gridLayout(points, pointWidth, gridWidth) { | |
const pointHeight = pointWidth; | |
const pointsPerRow = Math.floor(gridWidth / pointWidth); | |
const numRows = points.length / pointsPerRow; | |
points.forEach((point, i) => { | |
point.x = pointWidth * (i % pointsPerRow); | |
point.y = pointHeight * Math.floor(i / pointsPerRow); | |
}); | |
return points; | |
} | |
/** | |
* Given a set of points, lay them out randomly. | |
* Mutates the `points` passed in by updating the x and y values. | |
* | |
* @param {Object[]} points The array of points to update. Will get `x` and `y` set. | |
* @param {Number} pointWidth The size in pixels of the point's width. Should also include margin. | |
* @param {Number} width The width of the area to place them in | |
* @param {Number} height The height of the area to place them in | |
* | |
* @return {Object[]} points with modified x and y | |
*/ | |
function randomLayout(points, pointWidth, width, height) { | |
points.forEach((point, i) => { | |
point.x = Math.random() * (width - pointWidth); | |
point.y = Math.random() * (height - pointWidth); | |
}); | |
return points; | |
} | |
/** | |
* Given a set of points, lay them out in a sine wave. | |
* Mutates the `points` passed in by updating the x and y values. | |
* | |
* @param {Object[]} points The array of points to update. Will get `x` and `y` set. | |
* @param {Number} pointWidth The size in pixels of the point's width. Should also include margin. | |
* @param {Number} width The width of the area to place them in | |
* @param {Number} height The height of the area to place them in | |
* | |
* @return {Object[]} points with modified x and y | |
*/ | |
function sineLayout(points, pointWidth, width, height) { | |
const amplitude = 0.3 * (height / 2); | |
const yOffset = height / 2; | |
const periods = 3; | |
const yScale = d3.scaleLinear() | |
.domain([0, points.length - 1]) | |
.range([0, periods * 2 * Math.PI]); | |
points.forEach((point, i) => { | |
point.x = (i / points.length) * (width - pointWidth); | |
point.y = amplitude * Math.sin(yScale(i)) + yOffset; | |
}); | |
return points; | |
} | |
/** | |
* Given a set of points, lay them out in a spiral. | |
* Mutates the `points` passed in by updating the x and y values. | |
* | |
* @param {Object[]} points The array of points to update. Will get `x` and `y` set. | |
* @param {Number} pointWidth The size in pixels of the point's width. Should also include margin. | |
* @param {Number} width The width of the area to place them in | |
* @param {Number} height The height of the area to place them in | |
* | |
* @return {Object[]} points with modified x and y | |
*/ | |
function spiralLayout(points, pointWidth, width, height) { | |
const amplitude = 0.3 * (height / 2); | |
const xOffset = width / 2; | |
const yOffset = height / 2; | |
const periods = 20; | |
const rScale = d3.scaleLinear() | |
.domain([0, points.length -1]) | |
.range([0, Math.min(width / 2, height / 2) - pointWidth]); | |
const thetaScale = d3.scaleLinear() | |
.domain([0, points.length - 1]) | |
.range([0, periods * 2 * Math.PI]); | |
points.forEach((point, i) => { | |
point.x = rScale(i) * Math.cos(thetaScale(i)) + xOffset | |
point.y = rScale(i) * Math.sin(thetaScale(i)) + yOffset; | |
}); | |
return points; | |
} | |
/** | |
* Generate an object array of `numPoints` length with unique IDs | |
* and assigned colors | |
*/ | |
function createPoints(numPoints, pointWidth, width, height) { | |
const colorScale = d3.scaleSequential(d3.interpolateViridis) | |
.domain([numPoints - 1, 0]); | |
const points = d3.range(numPoints).map(id => ({ | |
id, | |
color: colorScale(id), | |
})); | |
return randomLayout(points, pointWidth, width, height); | |
} |
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function main(t,n){function o(t){var n=d3.scaleLinear().domain([0,1]).range([.4,1]);return function(o){var i=d3.rgb(t(n(o)));return[i.r/255,i.g/255,i.b/255]}}function i(t){var o=n({frag:"\n\t\t precision highp float;\n\t\t\tvarying vec3 fragColor;\n\n\t\t\tvoid main() {\n\t\t\t\tfloat x = gl_PointCoord.x;\n\t\t\t\tfloat y = gl_PointCoord.y;\n\n\t\t\t\t// Measure distance from center\n\t\t\t\tvec2 uv = vec2(x, y) * 2. - 1.;\n\t\t\t\tfloat point_dist = length(uv);\n\n\t\t\t\tif (point_dist > 1.000) {\n\t\t\t\t\tdiscard;\n\t\t\t\t}\n\t\t\t\tgl_FragColor = vec4(fragColor, 1.0);\n\t\t\t}\n\t\t\t",vert:"\n\t\t\tattribute vec2 positionStart;\n\t\t\tattribute vec2 positionEnd;\n\t\t\tattribute float index;\n\t\t\tattribute vec3 colorStart;\n\t\t\tattribute vec3 colorEnd;\n\n\t\t\tvarying vec3 fragColor;\n\n\t\t\tuniform float pointWidth;\n\t\t\tuniform float stageWidth;\n\t\t\tuniform float stageHeight;\n\t\t\tuniform float elapsed;\n\t\t\tuniform float duration;\n\t\t\tuniform float delayByIndex;\n\t\t\tvoid main() {\n\t\t\t\tgl_PointSize = pointWidth;\n\n\t\t\t\tfloat delay = delayByIndex * index;\n\t float t;\n\n\t // drawing without animation, so show end state immediately\n\t if (duration == 0.0) {\n\t t = 1.0;\n\n\t // still delaying before animating\n\t } else if (elapsed < delay) {\n\t t = 0.0;\n\t } else {\n\t t = 2.0 * ((elapsed - delay) / duration);\n\n\t // cubic easing (cubicInOut) -- note there are glslify things for this toPhyllotaxis\n\t // this is copied from d3.\n\t t = (t <= 1.0 ? t * t * t : (t -= 2.0) * t * t + 2.0) / 2.0;\n\n\t if (t > 1.0) {\n\t t = 1.0;\n\t }\n\t }\n\n\t\t\t\t// interpolate position\n\t float x = mix(positionStart[0], positionEnd[0], t);\n\t float y = mix(positionStart[1], positionEnd[1], t);\n\n\t // interpolate color\n\t fragColor = mix(colorStart, colorEnd, t);\n\n\t\t\t\t// scale to normalized device coordinates (-1, -1) to (1, 1)\n\t gl_Position = vec4(\n\t\t 2.0 * ((x / stageWidth) - 0.5),\n\t\t // invert y since we think [0,0] is bottom left in pixel space (needed for d3.zoom)\n\t\t -(2.0 * ((y / stageHeight) - 0.5)),\n\t\t 0.0,\n\t\t 1.0);\n\t\t\t}\n\t\t\t",attributes:{positionStart:t.map(function(t){return[t.sx,t.sy]}),positionEnd:t.map(function(t){return[t.tx,t.ty]}),colorStart:t.map(function(t){return t.colorStart}),colorEnd:t.map(function(t){return t.colorEnd}),index:d3.range(t.length)},uniforms:{pointWidth:n.prop("pointWidth"),stageWidth:n.prop("stageWidth"),stageHeight:n.prop("stageHeight"),delayByIndex:n.prop("delayByIndex"),duration:n.prop("duration"),elapsed:function(t,n){var o=t.time,i=n.startTime;return void 0===i&&(i=0),1e3*(o-i)}},count:t.length,primitive:"points"});return o}function e(t,o){console.log("animating with new layout"),o.forEach(function(t){t.sx=t.tx,t.sy=t.ty,t.colorStart=t.colorEnd}),t(o);var r=S[b];o.forEach(function(t,n){t.tx=t.x,t.ty=t.y,t.colorEnd=r(n/o.length)});var d=i(o);a=n.frame(function(t){var i=t.time;null===E&&(E=i),n.clear({color:[0,0,0,1],depth:1}),d({pointWidth:l,stageWidth:s,stageHeight:c,duration:u,delayByIndex:f,startTime:E}),i-E>g/1e3&&(console.log("done animating, moving to next layout"),a.cancel(),x=(x+1)%v.length,E=null,b=(b+1)%S.length,e(v[x],o))})}var a,r=1e4,l=20,d=1,s=window.innerWidth,c=window.innerHeight,u=1500,f=500/r,g=u+f*r,p=function(t){return phyllotaxisLayout(t,l+d,s/2,c/2)},h=function(t){return gridLayout(t,l+d,s)},m=function(t){return sineLayout(t,l+d,s,c)},y=function(t){return spiralLayout(t,l+d,s,c)},v=[p,h,m,y],x=0,E=null,S=[d3.scaleSequential(d3.interpolateViridis),d3.scaleSequential(d3.interpolateMagma),d3.scaleSequential(d3.interpolateInferno),d3.scaleSequential(d3.interpolateCool)].map(o),b=0,w=createPoints(r,l,s,c);window.points=w,w.forEach(function(t,n){t.tx=s/2,t.ty=c/2,t.colorEnd=S[b](n/w.length)}),e(v[x],w)}regl({extensions:["OES_texture_float"],onDone:main}); | |
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main(err, regl) {\n\tconst numPoints = 10000;\n\tconst pointWidth = 20;\n\tconst pointMargin = 1;\n\tconst width = window.innerWidth;\n\tconst height = window.innerHeight;\n\tconst duration = 1500;\n\tconst delayByIndex = 500 / numPoints;\n\tconst maxDuration = duration + delayByIndex * numPoints; // include max delay in here\n\n\tconst toPhyllotaxis = (points) => phyllotaxisLayout(points, pointWidth + pointMargin, width / 2, height / 2);\n\tconst toGrid = (points) => gridLayout(points, pointWidth + pointMargin, width);\n\tconst toSine = (points) => sineLayout(points, pointWidth + pointMargin, width, height);\n\tconst toSpiral = (points) => spiralLayout(points, pointWidth + pointMargin, width, height);\n\n\tconst layouts = [toPhyllotaxis, toGrid, toSine, toSpiral];\n\tlet currentLayout = 0;\n\tlet startTime = null; // in seconds\n\t// start animation loop (note: time is in seconds)\n\tlet frameLoop;\n\n\t// wrap d3 color scales so they produce vec3s with values 0-1\n\t// also limit the t value to remove darkest color\n\tfunction wrapColorScale(scale) {\n\t\tconst tScale = d3.scaleLinear().domain([0, 1]).range([0.4, 1]);\n\t\treturn t => {\n\t\t\tconst rgb = d3.rgb(scale(tScale(t)));\n\t\t\treturn [rgb.r / 255, rgb.g / 255, rgb.b / 255];\n\t\t};\n\t}\n\n\tconst colorScales = [\n\t\td3.scaleSequential(d3.interpolateViridis),\n\t\td3.scaleSequential(d3.interpolateMagma),\n\t\td3.scaleSequential(d3.interpolateInferno),\n\t\td3.scaleSequential(d3.interpolateCool),\n\t].map(wrapColorScale);\n\tlet currentColorScale = 0;\n\n\t// function to compile a draw points regl func\n\tfunction createDrawPoints(points) {\n\t\tconst drawPoints = regl({\n\t\t\tfrag: `\n\t\t  precision highp float;\n\t\t\tvarying vec3 fragColor;\n\n\t\t\tvoid main() {\n\t\t\t\tfloat x = gl_PointCoord.x;\n\t\t\t\tfloat y = gl_PointCoord.y;\n\n\t\t\t\t// Measure distance from center\n\t\t\t\tvec2 uv = vec2(x, y) * 2. - 1.;\n\t\t\t\tfloat point_dist = length(uv);\n\n\t\t\t\tif (point_dist > 1.000) {\n\t\t\t\t\tdiscard;\n\t\t\t\t}\n\t\t\t\tgl_FragColor = vec4(fragColor, 1.0);\n\t\t\t}\n\t\t\t`,\n\n\t\t\tvert: `\n\t\t\tattribute vec2 positionStart;\n\t\t\tattribute vec2 positionEnd;\n\t\t\tattribute float index;\n\t\t\tattribute vec3 colorStart;\n\t\t\tattribute vec3 colorEnd;\n\n\t\t\tvarying vec3 fragColor;\n\n\t\t\tuniform float pointWidth;\n\t\t\tuniform float stageWidth;\n\t\t\tuniform float stageHeight;\n\t\t\tuniform float elapsed;\n\t\t\tuniform float duration;\n\t\t\tuniform float delayByIndex;\n\t\t\tvoid main() {\n\t\t\t\tgl_PointSize = pointWidth;\n\n\t\t\t\tfloat delay = delayByIndex * index;\n\t      float t;\n\n\t      // drawing without animation, so show end state immediately\n\t      if (duration == 0.0) {\n\t        t = 1.0;\n\n\t      // still delaying before animating\n\t      } else if (elapsed < delay) {\n\t        t = 0.0;\n\t      } else {\n\t        t = 2.0 * ((elapsed - delay) / duration);\n\n\t        // cubic easing (cubicInOut) -- note there are glslify things for this toPhyllotaxis\n\t        // this is copied from d3.\n\t        t = (t <= 1.0 ? t * t * t : (t -= 2.0) * t * t + 2.0) / 2.0;\n\n\t        if (t > 1.0) {\n\t          t = 1.0;\n\t        }\n\t      }\n\n\t\t\t\t// interpolate position\n\t      float x = mix(positionStart[0], positionEnd[0], t);\n\t      float y = mix(positionStart[1], positionEnd[1], t);\n\n\t      // interpolate color\n\t      fragColor = mix(colorStart, colorEnd, t);\n\n\t\t\t\t// scale to normalized device coordinates (-1, -1) to (1, 1)\n\t      gl_Position = vec4(\n\t\t      2.0 * ((x / stageWidth) - 0.5),\n\t\t      // invert y since we think [0,0] is bottom left in pixel space (needed for d3.zoom)\n\t\t      -(2.0 * ((y / stageHeight) - 0.5)),\n\t\t      0.0,\n\t\t      1.0);\n\t\t\t}\n\t\t\t`,\n\n\t\t\tattributes: {\n\t\t\t\tpositionStart: points.map(d => [d.sx, d.sy]),\n\t\t\t\tpositionEnd: points.map(d => [d.tx, d.ty]),\n\t\t\t\tcolorStart: points.map(d => d.colorStart),\n\t\t\t\tcolorEnd: points.map(d => d.colorEnd),\n\t\t\t\tindex: d3.range(points.length),\n\t\t\t},\n\n\t\t\tuniforms: {\n\t\t\t\tpointWidth: regl.prop('pointWidth'),\n\t\t\t\tstageWidth: regl.prop('stageWidth'),\n\t\t\t\tstageHeight: regl.prop('stageHeight'),\n\t\t\t\tdelayByIndex: regl.prop('delayByIndex'),\n\t      duration: regl.prop('duration'),\n\n\t      // time in milliseconds since the prop startTime (i.e. time elapsed)\n\t      elapsed: ({ time }, { startTime = 0 }) => (time - startTime) * 1000,\n\t\t\t},\n\n\t\t\tcount: points.length,\n\t\t\tprimitive: 'points',\n\t\t});\n\n\t\treturn drawPoints;\n\t}\n\n\n\tfunction animate(layout, points) {\n\t\tconsole.log('animating with new layout');\n\t\t// make previous end the new beginning\n\t\tpoints.forEach(d => {\n\t\t\td.sx = d.tx;\n\t\t\td.sy = d.ty;\n\t\t\td.colorStart = d.colorEnd;\n\t\t});\n\n\t\t// layout points\n\t\tlayout(points);\n\n\t\t// copy layout x y to end positions\n\t\tconst colorScale = colorScales[currentColorScale];\n\t\tpoints.forEach((d, i) => {\n\t\t\td.tx = d.x;\n\t\t\td.ty = d.y;\n\t\t\td.colorEnd = colorScale(i / points.length)\n\t\t});\n\n\t\t// create the regl function with the new start and end points\n\t\tconst drawPoints = createDrawPoints(points);\n\n\t\tframeLoop = regl.frame(({ time }) => {\n\t\t\tif (startTime === null) {\n\t\t\t\tstartTime = time;\n\t\t\t}\n\n\t\t\tregl.clear({\n\t\t\t\t// background color (black)\n\t\t\t\tcolor: [0, 0, 0, 1],\n\t\t\t\tdepth: 1,\n\t\t\t});\n\n\t\t\tdrawPoints({\n\t\t\t\tpointWidth,\n\t\t\t\tstageWidth: width,\n\t\t\t\tstageHeight: height,\n\t\t\t\tduration,\n\t\t\t\tdelayByIndex,\n\t\t\t\tstartTime,\n\t\t\t});\n\n\t\t\tif (time - startTime > (maxDuration / 1000)) {\n\t\t\t\tconsole.log('done animating, moving to next layout');\n\t\t\t\tframeLoop.cancel();\n\n\t\t\t\tcurrentLayout = (currentLayout + 1) % layouts.length;\n\t\t\t\tstartTime = null;\n\t\t\t\tcurrentColorScale = (currentColorScale + 1) % colorScales.length;\n\t\t\t\tanimate(layouts[currentLayout], points);\n\t\t\t}\n\t\t});\n\t}\n\n\n\t// create initial set of points\n\tconst points = createPoints(numPoints, pointWidth, width, height);\n\twindow.points = points;\n\tpoints.forEach((d, i) => {\n\t\td.tx = width / 2;\n\t\td.ty = height / 2;\n\t\td.colorEnd = colorScales[currentColorScale](i / points.length);\n\t});\n\n\tanimate(layouts[currentLayout], points);\n}\n\n\n// initialize regl\nregl({\n\t// enable the texture float extension to store positions in buffers\n  extensions: [\n    'OES_texture_float',\n  ],\n\n  // callback when regl is initialized\n  onDone: main\n});\n"]} |
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function phyllotaxisLayout(points,pointWidth,xOffset,yOffset,iOffset){if(xOffset===void 0)xOffset=0;if(yOffset===void 0)yOffset=0;if(iOffset===void 0)iOffset=0;var theta=Math.PI*(3-Math.sqrt(5));var pointRadius=pointWidth/2;points.forEach(function(point,i){var index=(i+iOffset)%points.length;var phylloX=pointRadius*Math.sqrt(index)*Math.cos(index*theta);var phylloY=pointRadius*Math.sqrt(index)*Math.sin(index*theta);point.x=xOffset+phylloX-pointRadius;point.y=yOffset+phylloY-pointRadius});return points}function gridLayout(points,pointWidth,gridWidth){var pointHeight=pointWidth;var pointsPerRow=Math.floor(gridWidth/pointWidth);var numRows=points.length/pointsPerRow;points.forEach(function(point,i){point.x=pointWidth*(i%pointsPerRow);point.y=pointHeight*Math.floor(i/pointsPerRow)});return points}function randomLayout(points,pointWidth,width,height){points.forEach(function(point,i){point.x=Math.random()*(width-pointWidth);point.y=Math.random()*(height-pointWidth)});return points}function sineLayout(points,pointWidth,width,height){var amplitude=.3*(height/2);var yOffset=height/2;var periods=3;var yScale=d3.scaleLinear().domain([0,points.length-1]).range([0,periods*2*Math.PI]);points.forEach(function(point,i){point.x=i/points.length*(width-pointWidth);point.y=amplitude*Math.sin(yScale(i))+yOffset});return points}function spiralLayout(points,pointWidth,width,height){var amplitude=.3*(height/2);var xOffset=width/2;var yOffset=height/2;var periods=20;var rScale=d3.scaleLinear().domain([0,points.length-1]).range([0,Math.min(width/2,height/2)-pointWidth]);var thetaScale=d3.scaleLinear().domain([0,points.length-1]).range([0,periods*2*Math.PI]);points.forEach(function(point,i){point.x=rScale(i)*Math.cos(thetaScale(i))+xOffset;point.y=rScale(i)*Math.sin(thetaScale(i))+yOffset});return points}function createPoints(numPoints,pointWidth,width,height){var colorScale=d3.scaleSequential(d3.interpolateViridis).domain([numPoints-1,0]);var points=d3.range(numPoints).map(function(id){return{id:id,color:colorScale(id)}});return randomLayout(points,pointWidth,width,height)} | |
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Will get `x` and `y` set.\n * @param {Number} pointWidth The size in pixels of the point's width. Should also include margin.\n * @param {Number} xOffset The x offset to apply to all points\n * @param {Number} yOffset The y offset to apply to all points\n *\n * @return {Object[]} points with modified x and y\n */\nfunction phyllotaxisLayout(points, pointWidth, xOffset = 0, yOffset = 0, iOffset = 0) {\n  // theta determines the spiral of the layout\n  const theta = Math.PI * (3 - Math.sqrt(5));\n\n  const pointRadius = pointWidth / 2;\n\n  points.forEach((point, i) => {\n    const index = (i + iOffset) % points.length;\n    const phylloX = pointRadius * Math.sqrt(index) * Math.cos(index * theta);\n    const phylloY = pointRadius * Math.sqrt(index) * Math.sin(index * theta);\n\n    point.x = xOffset + phylloX - pointRadius;\n    point.y = yOffset + phylloY - pointRadius;\n  });\n\n  return points;\n}\n\n/**\n * Given a set of points, lay them out in a grid.\n * Mutates the `points` passed in by updating the x and y values.\n *\n * @param {Object[]} points The array of points to update. Will get `x` and `y` set.\n * @param {Number} pointWidth The size in pixels of the point's width. Should also include margin.\n * @param {Number} gridWidth The width of the grid of points\n *\n * @return {Object[]} points with modified x and y\n */\nfunction gridLayout(points, pointWidth, gridWidth) {\n  const pointHeight = pointWidth;\n  const pointsPerRow = Math.floor(gridWidth / pointWidth);\n  const numRows = points.length / pointsPerRow;\n\n  points.forEach((point, i) => {\n    point.x = pointWidth * (i % pointsPerRow);\n    point.y = pointHeight * Math.floor(i / pointsPerRow);\n  });\n\n  return points;\n}\n\n/**\n * Given a set of points, lay them out randomly.\n * Mutates the `points` passed in by updating the x and y values.\n *\n * @param {Object[]} points The array of points to update. Will get `x` and `y` set.\n * @param {Number} pointWidth The size in pixels of the point's width. Should also include margin.\n * @param {Number} width The width of the area to place them in\n * @param {Number} height The height of the area to place them in\n *\n * @return {Object[]} points with modified x and y\n */\nfunction randomLayout(points, pointWidth, width, height) {\n  points.forEach((point, i) => {\n    point.x = Math.random() * (width - pointWidth);\n    point.y = Math.random() * (height - pointWidth);\n  });\n\n  return points;\n}\n\n/**\n * Given a set of points, lay them out in a sine wave.\n * Mutates the `points` passed in by updating the x and y values.\n *\n * @param {Object[]} points The array of points to update. Will get `x` and `y` set.\n * @param {Number} pointWidth The size in pixels of the point's width. Should also include margin.\n * @param {Number} width The width of the area to place them in\n * @param {Number} height The height of the area to place them in\n *\n * @return {Object[]} points with modified x and y\n */\nfunction sineLayout(points, pointWidth, width, height) {\n  const amplitude = 0.3 * (height / 2);\n  const yOffset = height / 2;\n  const periods = 3;\n  const yScale = d3.scaleLinear()\n    .domain([0, points.length - 1])\n    .range([0, periods * 2 * Math.PI]);\n\n  points.forEach((point, i) => {\n    point.x = (i / points.length) * (width - pointWidth);\n    point.y = amplitude * Math.sin(yScale(i)) + yOffset;\n  });\n\n  return points;\n}\n\n/**\n * Given a set of points, lay them out in a spiral.\n * Mutates the `points` passed in by updating the x and y values.\n *\n * @param {Object[]} points The array of points to update. Will get `x` and `y` set.\n * @param {Number} pointWidth The size in pixels of the point's width. Should also include margin.\n * @param {Number} width The width of the area to place them in\n * @param {Number} height The height of the area to place them in\n *\n * @return {Object[]} points with modified x and y\n */\nfunction spiralLayout(points, pointWidth, width, height) {\n  const amplitude = 0.3 * (height / 2);\n  const xOffset = width / 2;\n  const yOffset = height / 2;\n  const periods = 20;\n\n  const rScale = d3.scaleLinear()\n    .domain([0, points.length -1])\n    .range([0, Math.min(width / 2, height / 2) - pointWidth]);\n\n  const thetaScale = d3.scaleLinear()\n    .domain([0, points.length - 1])\n    .range([0, periods * 2 * Math.PI]);\n\n  points.forEach((point, i) => {\n    point.x = rScale(i) * Math.cos(thetaScale(i)) + xOffset\n    point.y = rScale(i) * Math.sin(thetaScale(i)) + yOffset;\n  });\n\n  return points;\n}\n\n\n\n\n/**\n * Generate an object array of `numPoints` length with unique IDs\n * and assigned colors\n */\nfunction createPoints(numPoints, pointWidth, width, height) {\n  const colorScale = d3.scaleSequential(d3.interpolateViridis)\n    .domain([numPoints - 1, 0]);\n\n  const points = d3.range(numPoints).map(id => ({\n    id,\n    color: colorScale(id),\n  }));\n\n  return randomLayout(points, pointWidth, width, height);\n}\n"]} |
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<!DOCTYPE html> | |
<title>Animate 100,000 points with regl</title> | |
<body> | |
<script src="https://wzrd.in/standalone/[email protected]"></script> | |
<script src="https://d3js.org/d3.v4.min.js"></script> | |
<script src="dist_common.js"></script> | |
<script src="dist.js"></script> | |
</body> |
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function main(err, regl) { | |
const numPoints = 10000; | |
const pointWidth = 20; | |
const pointMargin = 1; | |
const width = window.innerWidth; | |
const height = window.innerHeight; | |
const duration = 1500; | |
const delayByIndex = 500 / numPoints; | |
const maxDuration = duration + delayByIndex * numPoints; // include max delay in here | |
const toPhyllotaxis = (points) => phyllotaxisLayout(points, pointWidth + pointMargin, width / 2, height / 2); | |
const toGrid = (points) => gridLayout(points, pointWidth + pointMargin, width); | |
const toSine = (points) => sineLayout(points, pointWidth + pointMargin, width, height); | |
const toSpiral = (points) => spiralLayout(points, pointWidth + pointMargin, width, height); | |
const layouts = [toPhyllotaxis, toGrid, toSine, toSpiral]; | |
let currentLayout = 0; | |
let startTime = null; // in seconds | |
// start animation loop (note: time is in seconds) | |
let frameLoop; | |
// wrap d3 color scales so they produce vec3s with values 0-1 | |
// also limit the t value to remove darkest color | |
function wrapColorScale(scale) { | |
const tScale = d3.scaleLinear().domain([0, 1]).range([0.4, 1]); | |
return t => { | |
const rgb = d3.rgb(scale(tScale(t))); | |
return [rgb.r / 255, rgb.g / 255, rgb.b / 255]; | |
}; | |
} | |
const colorScales = [ | |
d3.scaleSequential(d3.interpolateViridis), | |
d3.scaleSequential(d3.interpolateMagma), | |
d3.scaleSequential(d3.interpolateInferno), | |
d3.scaleSequential(d3.interpolateCool), | |
].map(wrapColorScale); | |
let currentColorScale = 0; | |
// function to compile a draw points regl func | |
function createDrawPoints(points) { | |
const drawPoints = regl({ | |
frag: ` | |
precision highp float; | |
varying vec3 fragColor; | |
void main() { | |
float x = gl_PointCoord.x; | |
float y = gl_PointCoord.y; | |
// Measure distance from center | |
vec2 uv = vec2(x, y) * 2. - 1.; | |
float point_dist = length(uv); | |
if (point_dist > 1.000) { | |
discard; | |
} | |
gl_FragColor = vec4(fragColor, 1.0); | |
} | |
`, | |
vert: ` | |
attribute vec2 positionStart; | |
attribute vec2 positionEnd; | |
attribute float index; | |
attribute vec3 colorStart; | |
attribute vec3 colorEnd; | |
varying vec3 fragColor; | |
uniform float pointWidth; | |
uniform float stageWidth; | |
uniform float stageHeight; | |
uniform float elapsed; | |
uniform float duration; | |
uniform float delayByIndex; | |
void main() { | |
gl_PointSize = pointWidth; | |
float delay = delayByIndex * index; | |
float t; | |
// drawing without animation, so show end state immediately | |
if (duration == 0.0) { | |
t = 1.0; | |
// still delaying before animating | |
} else if (elapsed < delay) { | |
t = 0.0; | |
} else { | |
t = 2.0 * ((elapsed - delay) / duration); | |
// cubic easing (cubicInOut) -- note there are glslify things for this toPhyllotaxis | |
// this is copied from d3. | |
t = (t <= 1.0 ? t * t * t : (t -= 2.0) * t * t + 2.0) / 2.0; | |
if (t > 1.0) { | |
t = 1.0; | |
} | |
} | |
// interpolate position | |
float x = mix(positionStart[0], positionEnd[0], t); | |
float y = mix(positionStart[1], positionEnd[1], t); | |
// interpolate color | |
fragColor = mix(colorStart, colorEnd, t); | |
// scale to normalized device coordinates (-1, -1) to (1, 1) | |
gl_Position = vec4( | |
2.0 * ((x / stageWidth) - 0.5), | |
// invert y since we think [0,0] is bottom left in pixel space (needed for d3.zoom) | |
-(2.0 * ((y / stageHeight) - 0.5)), | |
0.0, | |
1.0); | |
} | |
`, | |
attributes: { | |
positionStart: points.map(d => [d.sx, d.sy]), | |
positionEnd: points.map(d => [d.tx, d.ty]), | |
colorStart: points.map(d => d.colorStart), | |
colorEnd: points.map(d => d.colorEnd), | |
index: d3.range(points.length), | |
}, | |
uniforms: { | |
pointWidth: regl.prop('pointWidth'), | |
stageWidth: regl.prop('stageWidth'), | |
stageHeight: regl.prop('stageHeight'), | |
delayByIndex: regl.prop('delayByIndex'), | |
duration: regl.prop('duration'), | |
// time in milliseconds since the prop startTime (i.e. time elapsed) | |
elapsed: ({ time }, { startTime = 0 }) => (time - startTime) * 1000, | |
}, | |
count: points.length, | |
primitive: 'points', | |
}); | |
return drawPoints; | |
} | |
function animate(layout, points) { | |
console.log('animating with new layout'); | |
// make previous end the new beginning | |
points.forEach(d => { | |
d.sx = d.tx; | |
d.sy = d.ty; | |
d.colorStart = d.colorEnd; | |
}); | |
// layout points | |
layout(points); | |
// copy layout x y to end positions | |
const colorScale = colorScales[currentColorScale]; | |
points.forEach((d, i) => { | |
d.tx = d.x; | |
d.ty = d.y; | |
d.colorEnd = colorScale(i / points.length) | |
}); | |
// create the regl function with the new start and end points | |
const drawPoints = createDrawPoints(points); | |
frameLoop = regl.frame(({ time }) => { | |
if (startTime === null) { | |
startTime = time; | |
} | |
regl.clear({ | |
// background color (black) | |
color: [0, 0, 0, 1], | |
depth: 1, | |
}); | |
drawPoints({ | |
pointWidth, | |
stageWidth: width, | |
stageHeight: height, | |
duration, | |
delayByIndex, | |
startTime, | |
}); | |
if (time - startTime > (maxDuration / 1000)) { | |
console.log('done animating, moving to next layout'); | |
frameLoop.cancel(); | |
currentLayout = (currentLayout + 1) % layouts.length; | |
startTime = null; | |
currentColorScale = (currentColorScale + 1) % colorScales.length; | |
animate(layouts[currentLayout], points); | |
} | |
}); | |
} | |
// create initial set of points | |
const points = createPoints(numPoints, pointWidth, width, height); | |
window.points = points; | |
points.forEach((d, i) => { | |
d.tx = width / 2; | |
d.ty = height / 2; | |
d.colorEnd = colorScales[currentColorScale](i / points.length); | |
}); | |
animate(layouts[currentLayout], points); | |
} | |
// initialize regl | |
regl({ | |
// enable the texture float extension to store positions in buffers | |
extensions: [ | |
'OES_texture_float', | |
], | |
// callback when regl is initialized | |
onDone: main | |
}); |
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