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main.js
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var main = function() {
// Convert markdown text to HTML.
// Bump the version number to invalidate the cache.
var converter = new Showdown.converter();
var markdown = $.get('index.md?version=3', function(mdSource) {
var html = converter.makeHtml(mdSource);
$('#markdown-container').html(html);
});
// Create some convenient aliases.
var gl = GIZA.init(null, {antialias: true});
var M4 = GIZA.Matrix4;
var C4 = GIZA.Color4;
var V2 = GIZA.Vector2;
var V3 = GIZA.Vector3;
var hasDerivatives = gl.getExtension('OES_standard_derivatives');
// Prevent flash of unstyled content.
gl.clearColor(0.85, 0.875, 0.9, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// Some global configuration.
var drawCircle = true;
var drawCenterline = false;
var amber = [0.90, 0.85, 0.50];
var black = [0.10, 0.10, 0.10];
var fillColor = amber;
var outlineColor = black;
var flatness = 1.0;
var fill2Color = amber;
var hw = GIZA.aspect, hh = 1, hd = 10;
var proj = M4.orthographic(-hw, hw, -hh, +hh, -hd, hd);
// Build the GLSL shader objects.
var attribs = {
POSITION: 0,
ROOT_DISTANCE: 1,
EDGE_VECTOR: 2,
AXIS_DISTANCE: 3,
POSITION2: 4,
ROOT_DISTANCE2: 5,
EDGE_VECTOR2: 6,
AXIS_DISTANCE2: 7,
};
var programs = GIZA.compile({
simple: {
vs: ['simplevs'],
fs: ['simplefs'],
attribs: {
Position: attribs.POSITION,
}
},
animatedSpine: {
vs: ['animatedvs'],
fs: ['simplefs'],
attribs: {
Position1: attribs.POSITION,
Position2: attribs.POSITION2,
}
},
animatedMesh: {
vs: ['grow-animated'],
fs: [hasDerivatives ? 'gradient-derivatives' : 'gradient'],
attribs: {
Position1: attribs.POSITION,
EdgeVector1: attribs.EDGE_VECTOR,
RootDistance1: attribs.ROOT_DISTANCE,
AxisDistance1: attribs.AXIS_DISTANCE,
Position2: attribs.POSITION2,
EdgeVector2: attribs.EDGE_VECTOR2,
RootDistance2: attribs.ROOT_DISTANCE2,
AxisDistance2: attribs.AXIS_DISTANCE2,
}
},
});
// Generate the tree.
var treeSpine, treeMesh;
var generateTree = function() {
var config = GIZA.clone(TREE.config);
config.curlAngle += 0.02;
var treeDesc1 = TREE.create(config);
var treeSpine1 = TREE.centerline(treeDesc1);
var treeMesh1 = TREE.meshify(treeDesc1);
config.curlAngle -= 0.04;
var treeDesc2 = TREE.create(config);
var treeSpine2 = TREE.centerline(treeDesc2);
var treeMesh2 = TREE.meshify(treeDesc2);
var animatedMesh = GIZA.interleaveBuffers([treeMesh1.data, treeMesh2.data], 24);
var animatedSpine = GIZA.interleaveBuffers([treeSpine1.data, treeSpine2.data], 8);
var meshBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, meshBuffer);
gl.bufferData(gl.ARRAY_BUFFER, animatedMesh, gl.STATIC_DRAW);
var spineBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, spineBuffer);
gl.bufferData(gl.ARRAY_BUFFER, animatedSpine, gl.STATIC_DRAW);
treeSpine = {
spans: treeSpine1.spans,
buffer: spineBuffer
};
treeMesh = {
spans: treeMesh1.spans,
buffer: meshBuffer
};
};
generateTree();
// Generate the circle VBO.
var circle = function() {
// Set up a description of the vertex format.
var bufferView = new GIZA.BufferView({
position: [Float32Array, 2],
});
// Allocate the memory.
var numPoints = 64;
var vertexArray = bufferView.makeBuffer(numPoints);
// Initialize the center point of the wheel.
var iterator = bufferView.iterator();
var vertex = iterator.next();
V2.set(vertex.position, [0, 0]);
// Create the vertices along the circumference.
var dtheta = Math.PI * 2 / (numPoints - 2);
var theta = 0;
var radius = 1.0;
while (vertex = iterator.next()) {
var x = radius * Math.cos(theta);
var y = radius * Math.sin(theta);
V2.set(vertex.position, [x, y]);
theta += dtheta;
}
// Populate the vertex buffer object.
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexArray, gl.STATIC_DRAW);
// Return a description of the circle.
return {
radius: 0.2,
fill: [0.9, 0.8, 0.3],
outline: [0.1, 0.1, 0.1],
state: 'start',
numPoints: numPoints,
buffer: buffer,
};
}();
// Respond to the click event by generating a new tree
// with random topology and random colors.
var generateNewTree = function() {
TREE.config.seed = Date.now();
TREE.config.spin = -Math.PI / 2;
TREE.config.scale = 0.09;
TREE.config.aspect = 0.5 + 0.5 * Math.random();
TREE.config.rootBranchCount = 1 + Math.floor(15 * Math.random());
var density = Math.max(1, TREE.config.rootBranchCount / 7);
TREE.config.aspect *= density;
TREE.config.scale /= density;
var r, g, b;
var genColor = function() {
r = Math.random();
g = Math.random();
b = Math.random();
};
genColor(); circle.fill = fillColor = [r, g, b];
var s = 0.5 + Math.random();
r *= s; g *= s; b *= s;
circle.outline = outlineColor = [r, g, b];
var s = 0.5 + Math.random();
r *= s; g *= s; b *= s;
fill2Color = [r, g, b];
flatness = Math.random();
drawCircle = true;
var r = Math.random();
if (r < 0.3) {
flatness = 1.0;
circle.outline = outlineColor =
fill2Color = circle.fill = fillColor;
} else if (r < 0.6) {
flatness = 0.0;
circle.outline = outlineColor = [0,0,0];
}
drawCenterline = Math.random() < 0.2;
generateTree();
GIZA.restart();
};
// Perform various initialization.
var screenToWorld = function(p) {
var size = [GIZA.canvas.width, GIZA.canvas.height];
var center = V2.scaled(size, 0.5 / GIZA.pixelScale);
var q = V2.subtract(p, center);
q = V2.scaled(q, 1 / (size[1] * 0.5 / GIZA.pixelScale));
return q;
};
var tween = new TWEEN.Tween( { r: 0.2 } )
.to( { r: 0.2 }, 2000 )
.easing( TWEEN.Easing.Elastic.InOut )
.onUpdate(function () {
circle.radius = this.r;
})
.onComplete(function() {
circle.state = 'outside';
})
.start();
GIZA.mousemove(function(position, modifiers) {
var p = screenToWorld(position);
var r = circle.radius;
if (p[0] * p[0] + p[1] * p[1] < r * r) {
circle.state = 'inside';
} else {
circle.state = 'outside';
}
});
var demoHandle = null;
GIZA.mousedown(function(position, modifiers) {
if (circle.state == 'inside') {
generateNewTree();
}
});
var aspect = GIZA.aspect;
GIZA.onFullscreenChange(function() {
if (demoHandle) {
$('.container').css('max-width', '800px');
$('canvas').css('width', 'auto');
$('canvas').css('height', 'auto');
setTimeout(GIZA.refreshSize, 500);
gl.clearColor(0.85, 0.875, 0.9, 1);
window.clearInterval(demoHandle);
demoHandle = null;
} else {
$('.container').css('max-width', 'none');
$('canvas').css('width', '100%').css('height', '100%');
setTimeout(function() {
var w = GIZA.canvas.clientWidth + 'px';
var h = GIZA.canvas.clientWidth / aspect + 'px';
$('canvas').css('width', w).css('height', h);
setTimeout(GIZA.refreshSize, 500);
}, 500);
gl.clearColor(0, 0, 0, 1);
demoHandle = window.setInterval(generateNewTree, 5000);
}
});
var draw = function(time) {
gl.clear(gl.COLOR_BUFFER_BIT);
var program = programs.simple;
gl.useProgram(program);
gl.uniformMatrix4fv(program.projection, false, proj);
gl.uniform1f(program.alpha, 1.0);
var twopi = Math.PI * 2;
var theta = (time / 500) % twopi;
var blend = 0.5 + 0.5 * Math.cos(theta);
var drawMesh = true;
if (drawMesh) {
program = programs.animatedMesh;
gl.useProgram(program);
gl.uniformMatrix4fv(program.projection, false, proj);
gl.uniform1f(program.alpha, 1.0);
gl.uniform1f(program.blend, blend);
var t = time / 2000;
gl.uniform1f(program.time, t > 1 ? 1 : t);
gl.bindBuffer(gl.ARRAY_BUFFER, treeMesh.buffer);
gl.enableVertexAttribArray(attribs.POSITION);
gl.vertexAttribPointer(attribs.POSITION, 2, gl.FLOAT, false, 48, 0);
gl.enableVertexAttribArray(attribs.ROOT_DISTANCE);
gl.vertexAttribPointer(attribs.ROOT_DISTANCE, 1, gl.FLOAT, false, 48, 8);
gl.enableVertexAttribArray(attribs.EDGE_VECTOR);
gl.vertexAttribPointer(attribs.EDGE_VECTOR, 2, gl.FLOAT, false, 48, 12);
gl.enableVertexAttribArray(attribs.AXIS_DISTANCE);
gl.vertexAttribPointer(attribs.AXIS_DISTANCE, 1, gl.FLOAT, false, 48, 20);
gl.enableVertexAttribArray(attribs.POSITION2);
gl.vertexAttribPointer(attribs.POSITION2, 2, gl.FLOAT, false, 48, 24+0);
gl.enableVertexAttribArray(attribs.ROOT_DISTANCE2);
gl.vertexAttribPointer(attribs.ROOT_DISTANCE2, 1, gl.FLOAT, false, 48, 24+8);
gl.enableVertexAttribArray(attribs.EDGE_VECTOR2);
gl.vertexAttribPointer(attribs.EDGE_VECTOR2, 2, gl.FLOAT, false, 48, 24+12);
gl.enableVertexAttribArray(attribs.AXIS_DISTANCE2);
gl.vertexAttribPointer(attribs.AXIS_DISTANCE2, 1, gl.FLOAT, false, 48, 24+20);
var mv = M4.scale(TREE.config.scale);
mv = M4.rotateZ(mv, TREE.config.spin);
gl.uniformMatrix4fv(program.modelview, false, mv);
gl.uniform3fv(program.fill, fillColor);
gl.uniform3fv(program.fill2, fill2Color);
gl.uniform3fv(program.stroke, outlineColor);
gl.uniform1f(program.width, 2);
gl.uniform1f(program.flatness, flatness);
var offset = 0;
treeMesh.spans.forEach(function(span) {
gl.drawArrays(gl.TRIANGLE_STRIP, offset, span);
offset += span;
});
gl.disableVertexAttribArray(attribs.EDGE_VECTOR);
gl.disableVertexAttribArray(attribs.ROOT_DISTANCE);
gl.disableVertexAttribArray(attribs.AXIS_DISTANCE);
gl.disableVertexAttribArray(attribs.POSITION2);
gl.disableVertexAttribArray(attribs.EDGE_VECTOR2);
gl.disableVertexAttribArray(attribs.ROOT_DISTANCE2);
gl.disableVertexAttribArray(attribs.AXIS_DISTANCE2);
}
if (drawCenterline) {
program = programs.animatedSpine;
gl.useProgram(program);
gl.uniformMatrix4fv(program.projection, false, proj);
gl.uniform1f(program.alpha, 1.0);
gl.uniform1f(program.blend, blend);
gl.lineWidth(4.0);
gl.bindBuffer(gl.ARRAY_BUFFER, treeSpine.buffer);
gl.enableVertexAttribArray(attribs.POSITION);
gl.vertexAttribPointer(attribs.POSITION, 2, gl.FLOAT, false, 16, 0);
gl.enableVertexAttribArray(attribs.POSITION2);
gl.vertexAttribPointer(attribs.POSITION2, 2, gl.FLOAT, false, 16, 8);
var mv = M4.scale(TREE.config.scale);
mv = M4.rotateZ(mv, TREE.config.spin);
gl.uniformMatrix4fv(program.modelview, false, mv);
gl.uniform1f(program.alpha, 0.5);
gl.uniform3fv(program.color, outlineColor);
var offset = 0;
treeSpine.spans.forEach(function(span) {
gl.drawArrays(gl.LINE_STRIP, offset, span);
offset += span;
});
gl.disableVertexAttribArray(attribs.POSITION2);
}
if (drawCircle) {
var program = programs.simple;
gl.useProgram(program);
gl.bindBuffer(gl.ARRAY_BUFFER, circle.buffer);
gl.enableVertexAttribArray(attribs.POSITION);
gl.vertexAttribPointer(attribs.POSITION, 2, gl.FLOAT, false, 0, 0);
// Draw the border.
var s = circle.radius + 0.01 * Math.sin(time * 0.01);
var mv = M4.scale(s);
gl.uniformMatrix4fv(program.modelview, false, mv);
gl.uniform3fv(program.color, circle.outline);
gl.drawArrays(gl.TRIANGLE_FAN, 0, circle.numPoints);
// Determine the fill color.
var color = circle.fill;
if (circle.state == 'inside') {
color = V3.scaled(circle.fill, 1.2);
}
// Draw the fill.
var mv = M4.scale(s - 0.0125);
gl.uniformMatrix4fv(program.modelview, false, mv);
gl.uniform3fv(program.color, color);
gl.drawArrays(gl.TRIANGLE_FAN, 0, circle.numPoints);
}
};
GIZA.drawHooks.push(TWEEN.update);
// Pause and reset giza's clock so that users don't miss the first
// few hundred milliseconds of animation.
GIZA.pause();
GIZA.animate(draw);
GIZA.restart();
setTimeout(GIZA.resume, 100);
};