Created
April 21, 2018 22:42
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Dynamic Image ShaderWolf + Node-Canvas Clock FileStream
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| var fs = require('fs') | |
| var path = require('path') | |
| var Canvas = require('canvas') | |
| function getX (angle) { | |
| return -Math.sin(angle + Math.PI) | |
| } | |
| function getY (angle) { | |
| return Math.cos(angle + Math.PI) | |
| } | |
| function clock (ctx) { | |
| var x, y, i | |
| var now = new Date() | |
| ctx.clearRect(0, 0, 320, 320) | |
| ctx.save() | |
| ctx.translate(160, 160) | |
| ctx.beginPath() | |
| ctx.lineWidth = 14 | |
| ctx.strokeStyle = '#325FA2' | |
| ctx.fillStyle = '#eeeeee' | |
| ctx.arc(0, 0, 142, 0, Math.PI * 2, true) | |
| ctx.stroke() | |
| ctx.fill() | |
| // Hour marks | |
| ctx.lineWidth = 8 | |
| ctx.strokeStyle = '#000000' | |
| for (i = 0; i < 12; i++) { | |
| x = getX(Math.PI / 6 * i) | |
| y = getY(Math.PI / 6 * i) | |
| ctx.beginPath() | |
| ctx.moveTo(x * 100, y * 100) | |
| ctx.lineTo(x * 125, y * 125) | |
| ctx.stroke() | |
| } | |
| // Minute marks | |
| ctx.lineWidth = 5 | |
| ctx.strokeStyle = '#000000' | |
| for (i = 0; i < 60; i++) { | |
| if (i % 5 !== 0) { | |
| x = getX(Math.PI / 30 * i) | |
| y = getY(Math.PI / 30 * i) | |
| ctx.beginPath() | |
| ctx.moveTo(x * 117, y * 117) | |
| ctx.lineTo(x * 125, y * 125) | |
| ctx.stroke() | |
| } | |
| } | |
| var sec = now.getSeconds() | |
| var min = now.getMinutes() | |
| var hr = now.getHours() % 12 | |
| ctx.fillStyle = 'black' | |
| // Write hours | |
| x = getX(hr * (Math.PI / 6) + (Math.PI / 360) * min + (Math.PI / 21600) * sec) | |
| y = getY(hr * (Math.PI / 6) + (Math.PI / 360) * min + (Math.PI / 21600) * sec) | |
| ctx.lineWidth = 14 | |
| ctx.beginPath() | |
| ctx.moveTo(x * -20, y * -20) | |
| ctx.lineTo(x * 80, y * 80) | |
| ctx.stroke() | |
| // Write minutes | |
| x = getX((Math.PI / 30) * min + (Math.PI / 1800) * sec) | |
| y = getY((Math.PI / 30) * min + (Math.PI / 1800) * sec) | |
| ctx.lineWidth = 10 | |
| ctx.beginPath() | |
| ctx.moveTo(x * -28, y * -28) | |
| ctx.lineTo(x * 112, y * 112) | |
| ctx.stroke() | |
| // Write seconds | |
| x = getX(sec * Math.PI / 30) | |
| y = getY(sec * Math.PI / 30) | |
| ctx.strokeStyle = '#D40000' | |
| ctx.fillStyle = '#D40000' | |
| ctx.lineWidth = 6 | |
| ctx.beginPath() | |
| ctx.moveTo(x * -30, y * -30) | |
| ctx.lineTo(x * 83, y * 83) | |
| ctx.stroke() | |
| ctx.beginPath() | |
| ctx.arc(0, 0, 10, 0, Math.PI * 2, true) | |
| ctx.fill() | |
| ctx.beginPath() | |
| ctx.arc(x * 95, y * 95, 10, 0, Math.PI * 2, true) | |
| ctx.stroke() | |
| ctx.fillStyle = '#555' | |
| ctx.arc(0, 0, 3, 0, Math.PI * 2, true) | |
| ctx.fill() | |
| ctx.restore() | |
| } | |
| module.exports = clock | |
| if (require.main === module) { | |
| var canvas = new Canvas(320, 320) | |
| var ctx = canvas.getContext('2d') | |
| var event = setInterval(function () { | |
| clock(ctx) | |
| canvas.createPNGStream().pipe(fs.createWriteStream(path.join(__dirname, 'clock.png'))) | |
| }, 1000 * 0.2) | |
| } |
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| <!-- Licensed under a BSD license. --> | |
| <!DOCTYPE html> | |
| <html> | |
| <head> | |
| <meta charset="utf-8"> | |
| <title>Sprite Mapping Example</title> | |
| <script> | |
| "use strict"; | |
| var parameters = { start_time: new Date().getTime(), time: 0, aspectX: 320 / 320, aspectY: 1, screenWidth: 320, screenHeight: 320, simTime: 0, jumbleTime: 0}; | |
| window.onload = main; | |
| var error = function (msg) { | |
| if (window.console) { | |
| if (window.console.error) { | |
| window.console.error(msg); | |
| } | |
| else if (window.console.log) { | |
| window.console.log(msg); | |
| } | |
| } | |
| }; | |
| var defaultShaderType = [ | |
| "VERTEX_SHADER", | |
| "FRAGMENT_SHADER" | |
| ]; | |
| /** | |
| * Gets a WebGL context. | |
| * makes its backing store the size it is displayed. | |
| */ | |
| function getWebGLContext(canvas, opt_attribs) { | |
| //init elements in the DOM here if necessary | |
| var gl = setupWebGL(canvas, opt_attribs); | |
| return gl; | |
| }; | |
| function getExtensionWithKnownPrefixes(gl, name) { | |
| for (var ii = 0; ii < browserPrefixes.length; ++ii) { | |
| var prefixedName = browserPrefixes[ii] + name; | |
| var ext = gl.getExtension(prefixedName); | |
| if (ext) { | |
| return ext; | |
| } | |
| } | |
| }; | |
| function resizeCanvasToDisplaySize(canvas) { | |
| if (canvas.width != canvas.clientWidth || | |
| canvas.height != canvas.clientHeight) { | |
| canvas.width = canvas.clientWidth; | |
| canvas.height = canvas.clientHeight; | |
| } | |
| } | |
| function setupWebGL(canvas, opt_attribs) { | |
| function showLink(str) { | |
| var container = canvas.parentNode; | |
| if (container) { | |
| container.innerHTML = makeFailHTML(str); | |
| } | |
| }; | |
| if (!window.WebGLRenderingContext) { | |
| showLink(GET_A_WEBGL_BROWSER); | |
| return null; | |
| } | |
| var context = create3DContext(canvas, opt_attribs); | |
| if (!context) { | |
| showLink(OTHER_PROBLEM); | |
| } | |
| return context; | |
| }; | |
| function create3DContext(canvas, opt_attribs) { | |
| var names = ["webgl", "experimental-webgl", "webkit-3d", "moz-webgl"]; | |
| var context = null; | |
| for (var ii = 0; ii < names.length; ++ii) { | |
| try { | |
| context = canvas.getContext(names[ii], opt_attribs); | |
| } catch (e) { } | |
| if (context) { | |
| break; | |
| } | |
| } | |
| return context; | |
| } | |
| function createShaderFromScript(gl, scriptId, opt_shaderType, opt_errorCallback) { | |
| var shaderSource = ""; | |
| var shaderType; | |
| var shaderScript = document.getElementById(scriptId); | |
| if (!shaderScript) { | |
| throw ("*** Error: unknown script element" + scriptId); | |
| } | |
| shaderSource = shaderScript.text; | |
| if (!opt_shaderType) { | |
| if (shaderScript.type == "x-shader/x-vertex") { | |
| shaderType = gl.VERTEX_SHADER; | |
| } else if (shaderScript.type == "x-shader/x-fragment") { | |
| shaderType = gl.FRAGMENT_SHADER; | |
| } else if (shaderType != gl.VERTEX_SHADER && shaderType != gl.FRAGMENT_SHADER) { | |
| throw ("*** Error: unknown shader type"); | |
| return null; | |
| } | |
| } | |
| return loadShader( | |
| gl, shaderSource, opt_shaderType ? opt_shaderType : shaderType, | |
| opt_errorCallback); | |
| }; | |
| function loadShader(gl, shaderSource, shaderType, opt_errorCallback) { | |
| var errFn = opt_errorCallback || error; | |
| // Create the shader object | |
| var shader = gl.createShader(shaderType); | |
| // Load the shader source | |
| gl.shaderSource(shader, shaderSource); | |
| // Compile the shader | |
| gl.compileShader(shader); | |
| // Check the compile status | |
| var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS); | |
| if (!compiled) { | |
| // Something went wrong during compilation; get the error | |
| lastError = gl.getShaderInfoLog(shader); | |
| errFn("*** Error compiling shader '" + shader + "':" + lastError); | |
| gl.deleteShader(shader); | |
| return null; | |
| } | |
| return shader; | |
| } | |
| function createProgram(gl, shaderScriptIds, opt_attribs, opt_locations, opt_errorCallback) { | |
| var shaders = []; | |
| for (var ii = 0; ii < shaderScriptIds.length; ++ii) { | |
| shaders.push(createShaderFromScript( | |
| gl, shaderScriptIds[ii], gl[defaultShaderType[ii]], opt_errorCallback)); | |
| } | |
| return loadProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback); | |
| }; | |
| function createProgramFromScripts(gl, shaderScriptIds, opt_attribs, opt_locations, opt_errorCallback) { | |
| var shaders = []; | |
| for (var ii = 0; ii < shaderScriptIds.length; ++ii) { | |
| shaders.push(createShaderFromScript( | |
| gl, shaderScriptIds[ii], gl[defaultShaderType[ii]], opt_errorCallback)); | |
| } | |
| return loadProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback); | |
| }; | |
| function loadProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback) { | |
| var errFn = opt_errorCallback || error; | |
| var program = gl.createProgram(); | |
| for (var ii = 0; ii < shaders.length; ++ii) { | |
| gl.attachShader(program, shaders[ii]); | |
| } | |
| if (opt_attribs) { | |
| for (var ii = 0; ii < opt_attribs.length; ++ii) { | |
| gl.bindAttribLocation( | |
| program, | |
| opt_locations ? opt_locations[ii] : ii, | |
| opt_attribs[ii]); | |
| } | |
| } | |
| gl.linkProgram(program); | |
| // Check the link status | |
| var linked = gl.getProgramParameter(program, gl.LINK_STATUS); | |
| if (!linked) { | |
| // something went wrong with the link | |
| lastError = gl.getProgramInfoLog(program); | |
| errFn("Error in program linking:" + lastError); | |
| gl.deleteProgram(program); | |
| return null; | |
| } | |
| return program; | |
| }; | |
| /* export functions */ | |
| createProgram = loadProgram; | |
| function loadImage(url, callback) { | |
| var image = new Image(); | |
| image.crossOrigin = "anonymous"; | |
| image.src = url; | |
| image.onload = callback; | |
| return image; | |
| } | |
| function loadImages(urls, callback) { | |
| var images = []; | |
| var imagesToLoad = urls.length; | |
| // Called each time an image finished | |
| // loading. | |
| var onImageLoad = function () { | |
| --imagesToLoad; | |
| // If all the images are loaded call the callback. | |
| if (imagesToLoad == 0) { | |
| callback(images); | |
| } | |
| }; | |
| for (var ii = 0; ii < imagesToLoad; ++ii) { | |
| var image = loadImage(urls[ii], onImageLoad); | |
| images.push(image); | |
| } | |
| } | |
| var spritewidth = []; | |
| var spriteheight = []; | |
| var spritex = []; | |
| var spritey = []; | |
| var spritexvelocity = []; | |
| var spriteyvelocity = []; | |
| for(var jj = 0; jj <= 6; jj++){ | |
| var sw = 320; | |
| spritewidth.push(sw); | |
| var sh = 320; | |
| spriteheight.push(sh); | |
| var sx = Math.random() * ( 880 - 320); | |
| spritex.push(sx); | |
| var sy = Math.random() * ( 660 - 320); | |
| spritey.push(sy); | |
| var sv = 0.0; | |
| spritexvelocity.push(sv); | |
| var sy = 0.0; | |
| spriteyvelocity.push(sy); | |
| } | |
| function main() { | |
| loadImages(["clock.png", | |
| ], render); | |
| } | |
| function render(images) { | |
| // Get A WebGL context | |
| var canvas = document.getElementById("canvas"); | |
| var gl = getWebGLContext(canvas); | |
| if (!gl) { | |
| return; | |
| } | |
| gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); | |
| gl.enable(gl.BLEND); | |
| // setup GLSL program | |
| var vertexShader = createShaderFromScript(gl, "2d-vertex-shader"); | |
| var fragmentShader = createShaderFromScript(gl, "2d-fragment-shader"); | |
| var program = createProgram(gl, [vertexShader, fragmentShader]); | |
| gl.useProgram(program); | |
| // look up where the vertex data needs to go. | |
| var positionLocation = gl.getAttribLocation(program, "a_position"); | |
| var texCoordLocation = gl.getAttribLocation(program, "a_texCoord"); | |
| // provide texture coordinates for the rectangle. | |
| var texCoordBuffer = gl.createBuffer(); | |
| gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer); | |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ | |
| 0.0, 0.0, | |
| 1.0, 0.0, | |
| 0.0, 1.0, | |
| 0.0, 1.0, | |
| 1.0, 0.0, | |
| 1.0, 1.0]), gl.STATIC_DRAW); | |
| gl.enableVertexAttribArray(texCoordLocation); | |
| gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0); | |
| // create array of textures | |
| var textures = []; | |
| //for (var ii = 0; ii < 3; ++ii) { | |
| var texture = gl.createTexture(); | |
| gl.bindTexture(gl.TEXTURE_2D, texture); | |
| // 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); | |
| // Upload the image into the texture. | |
| //if(texLoaded) | |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, images[0]); | |
| // add the texture to the array of textures. | |
| textures.push(texture); | |
| //} | |
| // lookup uniforms | |
| var resolutionLocation = gl.getUniformLocation(program, "u_resolution"); | |
| // lookup the sampler locations. | |
| var u_image0Location = gl.getUniformLocation(program, "texBase"); | |
| // set the resolution | |
| gl.uniform2f(resolutionLocation, canvas.width, canvas.height); | |
| // set which texture units to render with. | |
| gl.uniform1i(u_image0Location, 0); // texture unit 0 | |
| // Set each texture unit to use a particular texture. | |
| //todo: set as foreach if possible | |
| gl.activeTexture(gl.TEXTURE0); | |
| gl.bindTexture(gl.TEXTURE_2D, textures[0]); | |
| //gl.activeTexture(gl.TEXTURE1); | |
| //gl.bindTexture(gl.TEXTURE_2D, textures[1]); | |
| //main drawing loop | |
| var loop = 0.0; | |
| var eventId = setInterval(function () { | |
| loop++; | |
| if (loop === 9.0) { | |
| //clearInterval will end event without loop | |
| //clearInterval(eventId); | |
| loop = 0.0; | |
| } | |
| simulStep(spritex, spritey, spritewidth, spriteheight, spritexvelocity, spriteyvelocity); | |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
| var image = new Image(); | |
| image.crossOrigin = "anonymous"; | |
| image.src = "clock.png?" + new Date().getTime().toString(); | |
| image.onload = function () { | |
| gl.bindTexture(gl.TEXTURE_2D, textures[0]); | |
| gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, image); | |
| }; | |
| for(var kk = 0; kk <= 6; kk++){ | |
| setRectangle(gl, spritex[kk], spritey[kk], 320, 320); | |
| renderZone(gl, program, positionLocation, loop); | |
| } | |
| gl.disableVertexAttribArray(positionLocation); | |
| }, 1000 * 0.08); | |
| } | |
| function simulStep(spritex, spritey, spritewidth, spriteheight, spritexvelocity, spriteyvelocity){ | |
| var coeff_of_restitution = 0.75; | |
| var speed_of_grav = 150.0; | |
| var jumble_delay = 15 * 1000; | |
| var max_velocity = 23; | |
| var timeDelta = (new Date().getTime() - parameters.start_time) - parameters.simTime; | |
| var timeDeltaSecs = parameters.simTime > 0 ? timeDelta / 1000 : 0; | |
| parameters.simTime = new Date().getTime() - parameters.start_time; | |
| //console.log(timeDelta, timeDeltaSecs, parameters.simTime, parameters.jumbleTime); | |
| if(((new Date().getTime() - parameters.start_time) - parameters.jumbleTime) > jumble_delay) | |
| parameters.jumbleTime = new Date().getTime() - parameters.start_time; | |
| for (var x = 0; x <= 6; x++) | |
| { | |
| if(parameters.jumbleTime > jumble_delay) | |
| { | |
| spritexvelocity[x] += (max_velocity / 2.0 ) - (Math.random() * max_velocity); | |
| spriteyvelocity[x] += (max_velocity / 2.0 ) - (Math.random() * max_velocity); | |
| } | |
| //Move sprites | |
| spritex[x] = spritex[x] + (spritexvelocity[x] * timeDeltaSecs); | |
| spritey[x] = spritey[x] + (spriteyvelocity[x] * timeDeltaSecs); | |
| //gravity calculation | |
| spriteyvelocity[x] += speed_of_grav * timeDeltaSecs; | |
| if( ( spritex[x] < 0 && spritexvelocity[x] < 0 ) || ( spritex[x] > ( (880) - spriteheight[x] ) && spritexvelocity[x] > 0 ) ) | |
| { | |
| spritexvelocity[x] = -spritexvelocity[x] * coeff_of_restitution; | |
| spritex[x] = Math.max(0, Math.min(spritex[x], ( (880) - spritewidth[x] ))); | |
| if (Math.abs(spritexvelocity[x] < 0.01)) | |
| spritexvelocity[x] = 0.0; | |
| } | |
| if( ( spritey[x] < 0 && spriteyvelocity[x] < 0 ) || ( spritey[x] > ( (660) - spriteheight[x] ) && spriteyvelocity[x] > 0 ) ) | |
| { | |
| spriteyvelocity[x] = -spriteyvelocity[x] * coeff_of_restitution; | |
| spritey[x] = Math.max(0, Math.min(spritey[x], ( (660) - spriteheight[x] ))); | |
| if (Math.abs(spriteyvelocity[x] > 0.01)) | |
| spriteyvelocity[x] = 0.0; | |
| } | |
| } | |
| } | |
| function renderZone(gl, program, positionLocation, loop) { | |
| parameters.time = new Date().getTime() - parameters.start_time; | |
| gl.uniform1f(gl.getUniformLocation(program, 'time'), parameters.time / 1000); | |
| gl.uniform1f(gl.getUniformLocation(program, 'loop'), loop); | |
| gl.uniform2f( gl.getUniformLocation( program, 'resolution' ), parameters.screenWidth, parameters.screenHeight ); | |
| gl.uniform2f( gl.getUniformLocation( program, 'aspect' ), parameters.aspectX, parameters.aspectY ); | |
| gl.enableVertexAttribArray(positionLocation); | |
| gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); | |
| // Draw the rectangle. | |
| gl.drawArrays(gl.TRIANGLES, 0, 6); | |
| } | |
| function randomInt(range) { | |
| return Math.floor(Math.random() * range); | |
| } | |
| function setRectangle(gl, x, y, width, height) { | |
| var x1 = x; | |
| var x2 = x + width; | |
| var y1 = y; | |
| var y2 = y + height; | |
| // Create a buffer for the position of the rectangle corners. | |
| var positionBuffer = gl.createBuffer(); | |
| gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); | |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ | |
| x1, y1, | |
| x2, y1, | |
| x1, y2, | |
| x1, y2, | |
| x2, y1, | |
| x2, y2]), gl.STATIC_DRAW); | |
| } | |
| </script> | |
| <!-- vertex shader --> | |
| <script id="2d-vertex-shader" type="x-shader/x-vertex"> | |
| attribute vec2 a_position; | |
| attribute vec2 a_texCoord; | |
| uniform vec2 u_resolution; | |
| uniform float time; | |
| varying vec2 texCoord; | |
| void main() { | |
| // convert the rectangle from pixels to 0.0 to 1.0 | |
| vec2 zeroToOne = a_position / u_resolution; | |
| // convert from 0->1 to 0->2 | |
| vec2 zeroToTwo = zeroToOne * 2.0; | |
| // convert from 0->2 to -1->+1 (clipspace) | |
| vec2 clipSpace = zeroToTwo - 1.0; | |
| gl_Position = vec4(clipSpace * vec2(1, -1),0.0,1.0); | |
| // pass the texCoord to the fragment shader | |
| // The GPU will interpolate this value between points. | |
| texCoord = vec2(a_texCoord.x,a_texCoord.y); | |
| } | |
| </script> | |
| <!-- fragment shader --> | |
| <script id="2d-fragment-shader" type="x-shader/x-fragment"> | |
| #ifdef GL_FRAGMENT_PRECISION_HIGH | |
| // Default precision | |
| precision highp float; | |
| #else | |
| precision mediump float; | |
| #endif | |
| uniform float loop; | |
| uniform float time; | |
| uniform sampler2D texBase; | |
| varying vec2 texCoord; | |
| void main(void) | |
| { | |
| float shiftInt = loop / 10.00; | |
| //gl_FragColor = texture2D(texBase, vec2(texCoord.x + shiftInt, texCoord.y)); | |
| gl_FragColor = texture2D(texBase, vec2(texCoord.x, texCoord.y)); | |
| //gl_FragColor.r -= sin(shiftInt / 2.0); | |
| //gl_FragColor.g -= sin(shiftInt / 2.0); | |
| //gl_FragColor.b -= sin(shiftInt / 2.0); | |
| } | |
| </script> | |
| </head> | |
| <body> | |
| <canvas id="canvas" width="880" height="660"></canvas> | |
| </body> | |
| </html> |
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