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May 26, 2017 18:58
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Source code of https://twitter.com/erkaman2/status/868179413027999745
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/* | |
The MIT License (MIT) | |
Copyright (c) 2017 Eric Arnebäck | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in | |
all copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
THE SOFTWARE. | |
*/ | |
const VIDEO_WIDTH = 540 | |
const VIDEO_HEIGHT = 450 | |
const canvas = document.body.appendChild(document.createElement('canvas')) | |
canvas.width = VIDEO_WIDTH | |
canvas.height = VIDEO_HEIGHT | |
const FBO_WIDTH = 4 * VIDEO_WIDTH | |
const FBO_HEIGHT = 4 * VIDEO_HEIGHT | |
// load all modules here: | |
const regl = require('regl')({canvas: canvas}) | |
//const regl = require('regl')(require('gl')(VIDEO_WIDTH, VIDEO_HEIGHT, {preserveDrawingBuffer: true})) | |
//var recorder = require('regl-recorder')(regl, 156) | |
const mat4 = require('gl-mat4') | |
const quat = require('gl-quat') | |
const vec3 = require('gl-vec3') | |
const fbo = regl.framebuffer({ | |
color: regl.texture({ | |
width: 1, | |
height: 1, | |
wrap: 'clamp', | |
min: 'nearest', | |
mag: 'nearest' | |
}), | |
depth: true | |
}) | |
fbo.resize(FBO_WIDTH, FBO_HEIGHT) | |
// create box geometry. | |
var boxPosition = [ | |
// side faces | |
[-0.5, +0.5, +0.5], [+0.5, +0.5, +0.5], [+0.5, -0.5, +0.5], [-0.5, -0.5, +0.5], // positive z face. | |
[+0.5, +0.5, +0.5], [+0.5, +0.5, -0.5], [+0.5, -0.5, -0.5], [+0.5, -0.5, +0.5], // positive x face | |
[+0.5, +0.5, -0.5], [-0.5, +0.5, -0.5], [-0.5, -0.5, -0.5], [+0.5, -0.5, -0.5], // negative z face | |
[-0.5, +0.5, -0.5], [-0.5, +0.5, +0.5], [-0.5, -0.5, +0.5], [-0.5, -0.5, -0.5], // negative x face. | |
[-0.5, +0.5, -0.5], [+0.5, +0.5, -0.5], [+0.5, +0.5, +0.5], [-0.5, +0.5, +0.5], // top face | |
[-0.5, -0.5, -0.5], [-0.5, -0.5, +0.5], [+0.5, -0.5, +0.5], [+0.5, -0.5, -0.5] | |
] | |
const boxElements = [ | |
[2, 1, 0], [2, 0, 3], | |
[6, 5, 4], [6, 4, 7], | |
[10, 9, 8], [10, 8, 11], | |
[14, 13, 12], [14, 12, 15], | |
[18, 17, 16], [18, 16, 19], | |
[22, 21, 20], [22, 20, 23] | |
] | |
// all the normals of a single block. | |
var boxNormal = [ | |
// side faces | |
[0.0, 0.0, +1.0], [0.0, 0.0, +1.0], [0.0, 0.0, +1.0], [0.0, 0.0, +1.0], | |
[+1.0, 0.0, 0.0], [+1.0, 0.0, 0.0], [+1.0, 0.0, 0.0], [+1.0, 0.0, 0.0], | |
[0.0, 0.0, -1.0], [0.0, 0.0, -1.0], [0.0, 0.0, -1.0], [0.0, 0.0, -1.0], | |
[-1.0, 0.0, 0.0], [-1.0, 0.0, 0.0], [-1.0, 0.0, 0.0], [-1.0, 0.0, 0.0], | |
// top | |
[0.0, +1.0, 0.0], [0.0, +1.0, 0.0], [0.0, +1.0, 0.0], [0.0, +1.0, 0.0], | |
// bottom | |
[0.0, -1.0, 0.0], [0.0, -1.0, 0.0], [0.0, -1.0, 0.0], [0.0, -1.0, 0.0] | |
] | |
// all the normals of a single block. | |
var boxUv = [ | |
// side faces | |
[0.0, 1.0], [1.0, 1.0], [1.0, 0.0], [0.0, 0.0], | |
[0.0, 1.0], [1.0, 1.0], [1.0, 0.0], [0.0, 0.0], | |
[0.0, 1.0], [1.0, 1.0], [1.0, 0.0], [0.0, 0.0], | |
[0.0, 1.0], [1.0, 1.0], [1.0, 0.0], [0.0, 0.0], | |
[0.0, 1.0], [1.0, 1.0], [1.0, 0.0], [0.0, 0.0], | |
[0.0, 1.0], [1.0, 1.0], [1.0, 0.0], [0.0, 0.0] | |
] | |
var texData = [] | |
// make cube texture. | |
var RES = 256 | |
for (var y = 0; y < RES; ++y) { | |
for (var x = 0; x < RES; ++x) { | |
var ind = 4 * (y * RES + x) | |
var borderWidth = 0.1 | |
var uvx = x / RES | |
var uvy = y / RES | |
var k = Math.min(uvx, Math.min(uvy, Math.min(1.0 - uvx, 1.0 - uvy))) | |
var r, g, b | |
// yellow | |
var yr = 220 | |
var yg = 220 | |
var yb = 60 | |
// blue | |
var br = 120 | |
var bg = 120 | |
var bb = 250 | |
if (k > borderWidth) { | |
r = yr | |
g = yg | |
b = yb | |
} else { | |
r = br | |
g = bg | |
b = bb | |
} | |
texData[ind + 0] = r | |
texData[ind + 1] = g | |
texData[ind + 2] = b | |
texData[ind + 3] = 255 | |
} | |
} | |
const globalScope = regl({ | |
uniforms: { | |
tick: ({tick}) => { return tick }, | |
view: ({tick}) => { | |
var s = 1.2 | |
var eye = [40.0*s, 30.0*s, 10*s] | |
var origin = [0, 0, 0] | |
return mat4.lookAt([], | |
eye, | |
origin, | |
[0, 1, 0]) | |
}, | |
projection: ({viewportWidth, viewportHeight}) => | |
mat4.perspective([], | |
Math.PI / 4, | |
viewportWidth / viewportHeight, | |
0.01, | |
1000) | |
} | |
}) | |
// draw to gbuffer. | |
const drawBox = regl({ | |
frag: ` | |
precision mediump float; | |
varying vec3 vPosition; | |
uniform float tick; | |
uniform sampler2D tex; | |
varying vec2 vUv; | |
varying vec3 vNormal; | |
void main () { | |
vec3 c = texture2D(tex, vUv.xy).rgb; | |
vec3 l = normalize(vec3(-0.3, 1.0, 0.3)); | |
vec3 n = vNormal; | |
gl_FragColor = vec4( | |
c * 0.5 + c * 0.5 * dot(n, l) | |
, 1.0); | |
}`, | |
uniforms: { | |
tex: regl.texture({ | |
width: RES, | |
height: RES, | |
min: 'linear mipmap linear', | |
mag: 'linear', | |
wrap: 'repeat', | |
data: texData | |
}) | |
}, | |
vert: ` | |
precision mediump float; | |
attribute vec3 position; | |
attribute vec3 normal; | |
attribute vec2 uv; | |
varying vec2 vUv; | |
varying vec3 vPosition; | |
varying vec3 vNormal; | |
uniform mat4 model, normalMatrix, projection, view; | |
void main() { | |
vec4 worldSpacePos = model * vec4(position , 1); | |
vec4 p = projection * view * worldSpacePos; | |
vPosition = worldSpacePos.xyz; | |
vNormal = normalize((model * vec4(normal, 0.0)).xyz); | |
vUv = uv; | |
gl_Position = p; | |
}`, | |
framebuffer: fbo | |
}) | |
const downsample = regl({ | |
frag: ` | |
precision mediump float; | |
varying vec2 uv; | |
uniform sampler2D tex; | |
uniform float wRcp, hRcp; | |
#define DX 1.0 / float(${FBO_WIDTH}) | |
#define DY 1.0 / float(${FBO_HEIGHT}) | |
void main() { | |
vec3 avg = vec3(0.0); | |
float W = 1.0 / 16.0; | |
for (int x = 0; x < 4; x++) { | |
for (int y = 0; y < 4; y++) { | |
avg += W * texture2D(tex, uv + vec2(float(x) * DX, float(y) * DY)).xyz; | |
} | |
} | |
gl_FragColor = | |
vec4(avg, 1.0); | |
}`, | |
vert: ` | |
precision mediump float; | |
attribute vec2 position; | |
varying vec2 uv; | |
void main() { | |
uv = 0.5 * (position + 1.0); | |
gl_Position = vec4(position, 0, 1); | |
}`, | |
attributes: { | |
position: [ -4, -4, 4, -4, 0, 4 ] | |
}, | |
uniforms: { | |
tex: ({count}) => fbo | |
}, | |
depth: { enable: false }, | |
count: 3 | |
}) | |
function Mesh (elements, position, normal, uv) { | |
this.elements = elements | |
this.position = position | |
this.normal = normal | |
this.uv = uv | |
} | |
// get single matrix from quaternion, translation and scale. | |
function fromRotationTranslationScale2 (out, q, v, s) { | |
mat4.identity(out) | |
var quatMat = mat4.create() | |
mat4.fromQuat(quatMat, q) | |
mat4.translate(out, out, v) | |
mat4.multiply(out, out, quatMat) | |
mat4.scale(out, out, s) | |
return out | |
} | |
Mesh.prototype.draw = regl({ | |
context: { | |
model: (_, props, batchId) => { | |
var m = mat4.identity([]) | |
var rot = quat.create() | |
quat.rotateX(rot, rot, props.rotation[0]) | |
quat.rotateY(rot, rot, props.rotation[1]) | |
quat.rotateZ(rot, rot, props.rotation[2]) | |
fromRotationTranslationScale2(m, rot, props.translate, [props.scale, props.scale, props.scale]) | |
return m | |
} | |
}, | |
uniforms: { | |
model: regl.context('model'), | |
normalMatrix: (context) => { | |
return mat4.transpose([], mat4.invert([], context.model)) | |
} | |
}, | |
attributes: { | |
position: regl.this('position'), | |
normal: regl.this('normal'), | |
uv: regl.this('uv') | |
}, | |
elements: regl.this('elements'), | |
cull: { | |
enable: true | |
} | |
}) | |
var boxMesh = new Mesh(boxElements, boxPosition, boxNormal, boxUv) | |
// this array keeps track of the rotation angles for the cubes. | |
var N = 12 | |
var phis = [] | |
for(var i = 0; i < 2*N*2*N; i++) { | |
phis[i] = 0.0 | |
} | |
function getPhi(x, z) { | |
return phis[2*N*x + z] | |
} | |
function setPhi(x, z, phi) { | |
phis[2*N*x + z] = phi | |
} | |
var counter = 0.0 | |
regl.frame(({tick, viewportWidth, viewportHeight}) => { | |
regl.clear({ | |
color: [0, 0, 0, 255], | |
depth: 1 | |
}) | |
globalScope(() => { | |
drawBox(() => { | |
regl.clear({ | |
color: [0, 0, 0, 255], | |
depth: 1 | |
}) | |
var S = 8.5 | |
// rotation step | |
// var M = | |
var pi = Math.PI *0.5 | |
for(var x = -N; x <= +N; x++) { | |
for(var z = -N; z <= +N; z++) { | |
// get rotation angle for cube. | |
var phi = getPhi(x+N,z+N) | |
var start = false | |
var a = x+N | |
var b = z+N | |
// 1st flip these cubes. | |
if(a%4 == 0 && b%4 == 0 ) { | |
start = true | |
} | |
// 2nd flip these cubes. | |
// and so on for the rest. | |
if(a%3 == 0 && b%3 == 0 && counter > 15) { | |
start = true | |
} | |
if(a%2 == 0 && b%2 == 0 && counter > 30) { | |
start = true | |
} | |
if((a+b)%2==0 && counter > 5*(-x+N)) { | |
start = true | |
} | |
if((a+b)%2==1 && counter > 7*(-x+N)) { | |
start = true | |
} | |
if(start) { | |
if(phi >= pi*1.0) { | |
// already rotated enough, so clamp. | |
} else { | |
phi += (pi * 1.0) / 70 | |
} | |
} | |
boxMesh.draw({scale: S, translate: [0 + x * -S, 0.0, z * S], rotation: [0.0, 0.0, -phi]}) | |
// keep track of rotation angle for cube. | |
setPhi(x+N,z+N, phi) | |
} | |
} | |
}) | |
// SSAA downsample | |
downsample() | |
}) | |
counter += 1 | |
if(counter > 311) { | |
// start animation from beginning. | |
counter = 0 | |
// RESET PHIs | |
for(var i = 0; i < 2*N*2*N; i++) { | |
phis[i] = 0.0 | |
} | |
} | |
// recorder.frame(viewportWidth, viewportHeight) | |
}) |
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