[ Launch: FSS canvas + LEAP ] 6108498 by ptvans
[ Launch: FSS canvas + LEAP ] 6076998 by enjalot
[ Launch: FSS canvas + LEAP ] 5279204 by enjalot
[ Launch: FSS canvas example ] 5250737 by enjalot
[ Launch: basic FSS canvas ] 5250708 by enjalot
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FSS canvas + LEAP
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{"description":"FSS canvas + LEAP","endpoint":"","display":"div","public":true,"require":[{"name":"fss","url":"https://raw.github.com/wagerfield/flat-surface-shader/master/deploy/fss.min.js"}],"fileconfigs":{"inlet.js":{"default":true,"vim":false,"emacs":false,"fontSize":12},"_.md":{"default":true,"vim":false,"emacs":false,"fontSize":12},"config.json":{"default":true,"vim":false,"emacs":false,"fontSize":12},"index.html":{"default":true,"vim":false,"emacs":false,"fontSize":12},"leap.js":{"default":true,"vim":false,"emacs":false,"fontSize":12}},"fullscreen":false,"play":true,"loop":false,"restart":false,"autoinit":true,"pause":true,"loop_type":"period","bv":false,"nclones":15,"clone_opacity":0.4,"duration":3000,"ease":"linear","dt":0.01,"thumbnail":"http://i.imgur.com/kwcFSB2.gif"} |
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<div id="output" class="container"> | |
</div> | |
<div id="vignette" class="overlay vignette"> | |
</div> | |
<div id="noise" class="overlay noise"> |
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//http://wagerfield.github.com/flat-surface-shader/ | |
//https://github.com/wagerfield/flat-surface-shader | |
//------------------------------ | |
// Mesh Properties | |
//------------------------------ | |
var MESH = { | |
width: 1.2, | |
height: 1.2, | |
depth: 10, | |
segments: 16, | |
slices: 8, | |
xRange: 0.8, | |
yRange: 0.1, | |
zRange: 1.0, | |
ambient: '#555555', | |
diffuse: '#FFFFFF', | |
speed: 0.002 | |
}; | |
//------------------------------ | |
// Light Properties | |
//------------------------------ | |
var LIGHT = { | |
count: 1, | |
xyScalar: 1, | |
zOffset: 100, | |
ambient: '#94025A', | |
diffuse: '#19FFF6', | |
speed: 0.001, | |
gravity: 1200, | |
dampening: 0.95, | |
minLimit: 10, | |
maxLimit: null, | |
minDistance: 20, | |
maxDistance: 400, | |
autopilot: false, | |
draw: true, | |
bounds: FSS.Vector3.create(), | |
step: FSS.Vector3.create( | |
Math.randomInRange(0.2, 1.0), | |
Math.randomInRange(0.2, 1.0), | |
Math.randomInRange(0.2, 1.0) | |
) | |
}; | |
//------------------------------ | |
// Render Properties | |
//------------------------------ | |
var SVG = 'svg'; | |
var CANVAS = 'canvas'; | |
var RENDER = { | |
renderer: CANVAS | |
}; | |
//------------------------------ | |
// Export Properties | |
//------------------------------ | |
var EXPORT = { | |
width: tributary.sw, | |
height: tributary.sh, | |
drawLights: false, | |
minLightX: 0.4, | |
maxLightX: 0.6, | |
minLightY: 0.2, | |
maxLightY: 0.4, | |
"export": function() { | |
var l, x, y, light, | |
depth = MESH.depth, | |
zOffset = LIGHT.zOffset, | |
autopilot = LIGHT.autopilot, | |
scalar = this.width / renderer.width; | |
LIGHT.autopilot = true; | |
LIGHT.draw = this.drawLights; | |
LIGHT.zOffset *= scalar; | |
MESH.depth *= scalar; | |
resize(this.width, this.height); | |
for (l = scene.lights.length - 1; l >= 0; l--) { | |
light = scene.lights[l]; | |
x = Math.randomInRange(this.width*this.minLightX, this.width*this.maxLightX); | |
y = Math.randomInRange(this.height*this.minLightY, this.height*this.maxLightY); | |
FSS.Vector3.set(light.position, x, this.height-y, this.lightZ); | |
FSS.Vector3.subtract(light.position, center); | |
} | |
update(); | |
render(); | |
switch(RENDER.renderer) { | |
case CANVAS: | |
window.open(canvasRenderer.element.toDataURL(), '_blank'); | |
break; | |
case SVG: | |
var data = encodeURIComponent(output.innerHTML); | |
var url = "data:image/svg+xml," + data; | |
window.open(url, '_blank'); | |
break; | |
} | |
LIGHT.draw = true; | |
LIGHT.autopilot = autopilot; | |
LIGHT.zOffset = zOffset; | |
MESH.depth = depth; | |
resize(container.offsetWidth, container.offsetHeight); | |
} | |
}; | |
//------------------------------ | |
// UI Properties | |
//------------------------------ | |
var UI = { | |
show: true | |
}; | |
//------------------------------ | |
// Global Properties | |
//------------------------------ | |
var now, start = Date.now(); | |
var center = FSS.Vector3.create(); | |
var attractor = FSS.Vector3.create(); | |
var renderer, scene, mesh, geometry, material; | |
var canvasRenderer, svgRenderer; | |
var gui, autopilotController; | |
var container = d3.select("#display").node(); | |
var output = d3.select("#output").node(); | |
var noise = d3.select("#noise").node(); | |
//------------------------------ | |
// Methods | |
//------------------------------ | |
tributary.run = function(g,t) { | |
now = Date.now() - start; | |
update(); | |
render(); | |
} | |
function initialise() { | |
createRenderer(); | |
createScene(); | |
createMesh(); | |
createLights(); | |
//addEventListeners(); | |
//addControls(); | |
resize(tributary.sw, tributary.sh) | |
//resize(container.offsetWidth, container.offsetHeight); | |
//animate(); | |
} | |
function createRenderer() { | |
svgRenderer = new FSS.SVGRenderer(); | |
canvasRenderer = new FSS.CanvasRenderer(); | |
setRenderer(RENDER.renderer); | |
} | |
function setRenderer(index) { | |
if (renderer) { | |
output.removeChild(renderer.element); | |
} | |
switch(index) { | |
case CANVAS: | |
renderer = canvasRenderer; | |
break; | |
case SVG: | |
renderer = svgRenderer; | |
break; | |
} | |
renderer.setSize(container.offsetWidth, container.offsetHeight); | |
output.appendChild(renderer.element); | |
} | |
function createScene() { | |
scene = new FSS.Scene(); | |
} | |
function createMesh() { | |
scene.remove(mesh); | |
renderer.clear(); | |
geometry = new FSS.Plane(MESH.width * renderer.width, MESH.height * renderer.height, MESH.segments, MESH.slices); | |
material = new FSS.Material(MESH.ambient, MESH.diffuse); | |
mesh = new FSS.Mesh(geometry, material); | |
scene.add(mesh); | |
// Augment vertices for animation | |
var v, vertex; | |
for (v = geometry.vertices.length - 1; v >= 0; v--) { | |
vertex = geometry.vertices[v]; | |
vertex.anchor = FSS.Vector3.clone(vertex.position); | |
vertex.step = FSS.Vector3.create( | |
Math.randomInRange(0.2, 1.0), | |
Math.randomInRange(0.2, 1.0), | |
Math.randomInRange(0.2, 1.0) | |
); | |
vertex.time = Math.randomInRange(0, Math.PIM2); | |
} | |
} | |
function createLights() { | |
var l, light; | |
for (l = scene.lights.length - 1; l >= 0; l--) { | |
light = scene.lights[l]; | |
scene.remove(light); | |
} | |
renderer.clear(); | |
for (l = 0; l < LIGHT.count; l++) { | |
light = new FSS.Light(LIGHT.ambient, LIGHT.diffuse); | |
light.ambientHex = light.ambient.format(); | |
light.diffuseHex = light.diffuse.format(); | |
scene.add(light); | |
// Augment light for animation | |
light.mass = Math.randomInRange(0.5, 1); | |
light.velocity = FSS.Vector3.create(); | |
light.acceleration = FSS.Vector3.create(); | |
light.force = FSS.Vector3.create(); | |
// Ring SVG Circle | |
light.ring = document.createElementNS(FSS.SVGNS, 'circle'); | |
light.ring.setAttributeNS(null, 'stroke', light.ambientHex); | |
light.ring.setAttributeNS(null, 'stroke-width', '0.5'); | |
light.ring.setAttributeNS(null, 'fill', 'none'); | |
light.ring.setAttributeNS(null, 'r', '10'); | |
// Core SVG Circle | |
light.core = document.createElementNS(FSS.SVGNS, 'circle'); | |
light.core.setAttributeNS(null, 'fill', light.diffuseHex); | |
light.core.setAttributeNS(null, 'r', '4'); | |
} | |
} | |
function resize(width, height) { | |
renderer.setSize(width, height); | |
FSS.Vector3.set(center, renderer.halfWidth, renderer.halfHeight); | |
createMesh(); | |
} | |
function update() { | |
var ox, oy, oz, l, light, v, vertex, offset = MESH.depth/2; | |
// Update Bounds | |
FSS.Vector3.copy(LIGHT.bounds, center); | |
FSS.Vector3.multiplyScalar(LIGHT.bounds, LIGHT.xyScalar); | |
// Update Attractor | |
FSS.Vector3.setZ(attractor, LIGHT.zOffset); | |
// Overwrite the Attractor position | |
if (LIGHT.autopilot) { | |
ox = Math.sin(LIGHT.step[0] * now * LIGHT.speed); | |
oy = Math.cos(LIGHT.step[1] * now * LIGHT.speed); | |
FSS.Vector3.set(attractor, | |
LIGHT.bounds[0]*ox, | |
LIGHT.bounds[1]*oy, | |
LIGHT.zOffset); | |
} | |
// Animate Lights | |
for (l = scene.lights.length - 1; l >= 0; l--) { | |
light = scene.lights[l]; | |
// Reset the z position of the light | |
FSS.Vector3.setZ(light.position, LIGHT.zOffset); | |
// Calculate the force Luke! | |
var D = Math.clamp(FSS.Vector3.distanceSquared(light.position, attractor), LIGHT.minDistance, LIGHT.maxDistance); | |
var F = LIGHT.gravity * light.mass / D; | |
FSS.Vector3.subtractVectors(light.force, attractor, light.position); | |
FSS.Vector3.normalise(light.force); | |
FSS.Vector3.multiplyScalar(light.force, F); | |
// Update the light position | |
FSS.Vector3.set(light.acceleration); | |
FSS.Vector3.add(light.acceleration, light.force); | |
FSS.Vector3.add(light.velocity, light.acceleration); | |
FSS.Vector3.multiplyScalar(light.velocity, LIGHT.dampening); | |
FSS.Vector3.limit(light.velocity, LIGHT.minLimit, LIGHT.maxLimit); | |
FSS.Vector3.add(light.position, light.velocity); | |
} | |
// Animate Vertices | |
for (v = geometry.vertices.length - 1; v >= 0; v--) { | |
vertex = geometry.vertices[v]; | |
ox = Math.sin(vertex.time + vertex.step[0] * now * MESH.speed); | |
oy = Math.cos(vertex.time + vertex.step[1] * now * MESH.speed); | |
oz = Math.sin(vertex.time + vertex.step[2] * now * MESH.speed); | |
FSS.Vector3.set(vertex.position, | |
MESH.xRange*geometry.segmentWidth*ox, | |
MESH.yRange*geometry.sliceHeight*oy, | |
MESH.zRange*offset*oz - offset); | |
FSS.Vector3.add(vertex.position, vertex.anchor); | |
} | |
// Set the Geometry to dirty | |
geometry.dirty = true; | |
} | |
function render() { | |
renderer.render(scene); | |
// Draw Lights | |
if (LIGHT.draw) { | |
var l, lx, ly, light; | |
for (l = scene.lights.length - 1; l >= 0; l--) { | |
light = scene.lights[l]; | |
lx = light.position[0]; | |
ly = light.position[1]; | |
switch(RENDER.renderer) { | |
case CANVAS: | |
renderer.context.lineWidth = 0.5; | |
renderer.context.beginPath(); | |
renderer.context.arc(lx, ly, 10, 0, Math.PIM2); | |
renderer.context.strokeStyle = light.ambientHex; | |
renderer.context.stroke(); | |
renderer.context.beginPath(); | |
renderer.context.arc(lx, ly, 4, 0, Math.PIM2); | |
renderer.context.fillStyle = light.diffuseHex; | |
renderer.context.fill(); | |
break; | |
case SVG: | |
lx += renderer.halfWidth; | |
ly = renderer.halfHeight - ly; | |
light.core.setAttributeNS(null, 'cx', lx); | |
light.core.setAttributeNS(null, 'cy', ly); | |
renderer.element.appendChild(light.core); | |
light.ring.setAttributeNS(null, 'cx', lx); | |
light.ring.setAttributeNS(null, 'cy', ly); | |
renderer.element.appendChild(light.ring); | |
break; | |
} | |
} | |
} | |
} | |
//------------------------------ | |
// Callbacks | |
//------------------------------ | |
d3.select("#display").on("click", onMouseClick); | |
function onMouseClick() { | |
FSS.Vector3.set(attractor, d3.event.x, renderer.height - d3.event.y); | |
FSS.Vector3.subtract(attractor, center); | |
LIGHT.autopilot = !LIGHT.autopilot; | |
autopilotController.updateDisplay(); | |
} | |
d3.select("#display").on("mousemove", onMouseMove); | |
function onMouseMove() { | |
FSS.Vector3.set(attractor, d3.event.x, renderer.height - d3.event.y); | |
FSS.Vector3.subtract(attractor, center); | |
} | |
var xscale = d3.scale.linear() | |
.domain([-200, 200]) | |
.range([0, tributary.sw]) | |
var yscale = d3.scale.linear() | |
.domain([-100, 150]) | |
.range([tributary.sh, 0]); | |
var zscale = d3.scale.linear() | |
.domain([100, 400]) | |
.range([20, 400]); | |
// Let there be light! | |
initialise(); | |
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