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function process(canvas, func) { | |
function setPixel(imageData, x, y, rgba) { | |
var index = (x + y * imageData.width) * 4; | |
for (var i = 0; i < 4; i++) { | |
imageData.data[index + i] = rgba[i] * 255; | |
} | |
} | |
var ctx = canvas.getContext("2d"); | |
var imageData = ctx.createImageData(canvas.width, | |
canvas.height); | |
for (var y = 0; y < canvas.height; y++) { | |
for (var x = 0; x < canvas.width; x++) { | |
var result = func(new Point(x, y)); | |
setPixel(imageData, x, y, result); | |
} | |
} | |
ctx.putImageData(imageData, 0, 0); | |
} |
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function lerp(a, b, fac) { | |
var ret = []; | |
for (var i = 0; i < Math.min(a.length, b.length); i++) { | |
ret[i] = a[i] * (1 - fac) + b[i] * fac; | |
} | |
return ret; | |
} | |
function intersectLines(a, b, c, d) { | |
// http://www.ahristov.com/tutorial/geometry-games/intersection-lines.html | |
var denum = (a.x - b.x) * (c.y - d.y) - (a.y - b.y) * (c.x - d.x); | |
if (denum == 0) { | |
return null; | |
} | |
var xi = ((c.x - d.x) * (a.x * b.y - a.y * b.x) - | |
(a.x - b.x) * (c.x * d.y - c.y * d.x)) / denum; | |
var yi = ((c.y - d.y) * (a.x * b.y - a.y * b.x) - | |
(a.y - b.y) * (c.x * d.y - c.y * d.x)) / denum; | |
return new Point(xi, yi); | |
} | |
function project(target, initial, current) { | |
var delta = initial.sub(target); | |
if( (delta.x == 0) && (delta.y == 0) ) { | |
return target; | |
} | |
var t = current.sub(target).mul(delta).div(delta.toDistSquared()); | |
return delta.mul(t.x + t.y).add(target); | |
} | |
function dot(a, b) { | |
return a.x * b.x + a.y * b.y; | |
} | |
function distance(a, b) { | |
return a.sub(b).toDist(); | |
} | |
function Triangle(p1, p2, p3) { | |
this.init(p1, p2, p3); | |
} | |
Triangle.prototype = { | |
init: function(p1, p2, p3) { | |
// vertex access | |
this[0] = new Point(p1[0], p1[1]); | |
this[1] = new Point(p2[0], p2[1]); | |
this[2] = new Point(p3[0], p3[1]); | |
// edge access | |
this.edges = [ | |
[this[1], this[2]], | |
[this[0], this[2]], | |
[this[0], this[1]] | |
]; | |
} | |
} | |
function Circle(location, radius) { | |
this.init(location, radius); | |
} | |
Circle.prototype = { | |
init: function(location, radius) { | |
this.location = location? new Point(location[0], location[1]): new Point(); | |
this.radius = radius? radius: 1; | |
}, | |
contains: function(p) { | |
return p.sub(this.location).toDist() <= this.radius; | |
}, | |
intersect: function(p1, p2) { | |
// http://local.wasp.uwa.edu.au/~pbourke/geometry/sphereline/ | |
var dp = p2.sub(p1); | |
var a = dp.toDistSquared(); | |
var b = 2 * (dp.x * (p1.x - this.location.x) + | |
dp.y * (p1.y - this.location.y)); | |
var c = this.location.toDistSquared() + p1.toDistSquared() - 2 * | |
(this.location.x * p1.x + this.location.y * p1.y) - | |
this.radius * this.radius; | |
var bb4ac = b * b - 4 * a * c; | |
var epsilon = 0.0001; | |
if (Math.abs(a) < epsilon || bb4ac < 0) { | |
return []; | |
} | |
if (bb4ac == 0) { | |
return [p2.sub(p1).mul(-b / (2 * a)).add(p1)]; | |
} | |
var mu1 = (-b + Math.sqrt(bb4ac)) / (2 * a); | |
var mu2 = (-b - Math.sqrt(bb4ac)) / (2 * a); | |
return [p2.sub(p1).mul(mu1).add(p1), p2.sub(p1).mul(mu2).add(p1)] | |
} | |
} | |
function Point(x, y) { | |
this.init(x, y); | |
} | |
Point.prototype = { | |
init: function(x, y) { | |
this.x = x? x: 0; | |
this.y = y? y: 0; | |
}, | |
add: function(other) { | |
return this._operationTemplate(other, function(a, b) {return a + b}); | |
}, | |
sub: function(other) { | |
return this._operationTemplate(other, function(a, b) {return a - b}); | |
}, | |
mul: function(other) { | |
return this._operationTemplate(other, function(a, b) {return a * b}); | |
}, | |
div: function(other) { | |
return this._operationTemplate(other, function(a, b) {return a / b}); | |
}, | |
ceil: function() { | |
return this._operationTemplate(null, function(a) {return Math.ceil(a)}); | |
}, | |
floor: function() { | |
return this._operationTemplate(null, function(a) {return Math.floor(a)}); | |
}, | |
round: function() { | |
return this._operationTemplate(null, function(a) {return Math.round(a)}); | |
}, | |
_operationTemplate: function(other, op) { | |
if(isNumber(other)) { | |
return new Point(op(this.x, other), op(this.y, other)); | |
} | |
if(other == null) { | |
return new Point(op(this.x), op(this.y)); | |
} | |
return new Point(op(this.x, other.x), op(this.y, other.y)); | |
}, | |
toDist: function() { | |
return Math.sqrt(this.toDistSquared()); | |
}, | |
toDistSquared: function() { | |
return this.x * this.x + this.y * this.y; | |
}, | |
normalize: function() { | |
return this.div(this.toDist()); | |
}, | |
invert: function() { | |
return new Point(-this.x, -this.y); | |
}, | |
closest: function(points) { | |
return this._findTemplate(points, | |
function() { | |
return Number.MAX_VALUE; | |
}, | |
function(dist, recordDist) { | |
return dist < recordDist; | |
} | |
); | |
}, | |
farthest: function(points) { | |
return this._findTemplate(points, | |
function() { | |
return 0; | |
}, | |
function(dist, recordDist) { | |
return dist > recordDist; | |
} | |
); | |
}, | |
_findTemplate: function(points, init, compare) { | |
var record = init(); | |
var recordPoint = points[0]; | |
for (var i = 1; i < points.length; i++) { | |
var point = points[i]; | |
var dist = this.sub(point).toDist(); | |
if (compare(dist, record)) { | |
record = dist; | |
recordPoint = point; | |
} | |
} | |
return recordPoint; | |
} | |
} | |
function isNumber(n) { | |
return !isNaN(parseFloat(n)) && isFinite(n); | |
} |
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<html> | |
<head> | |
<title>Triangle Gradient Test</title> | |
<script type="text/javascript" src="graphics.js"></script> | |
<script type="text/javascript" src="math.js"></script> | |
<script type="text/javascript"> | |
function draw() { | |
var canvas = document.getElementById("canvas"); | |
var padding = canvas.width * 0.1; | |
var triangle = new Triangle( | |
[canvas.width - padding, canvas.height - padding], | |
[canvas.width / 2, padding], | |
[padding, canvas.height - padding - 20]); | |
triangle[0].color = [1, 0, 0, 1]; // red | |
triangle[1].color = [0, 1, 0, 1]; // green | |
triangle[2].color = [0, 0, 1, 1]; // blue | |
var triangleGradient = function(point) { | |
var DEFAULTCOLOR = [0, 0, 0, 0]; | |
var ret = [0, 0, 0, 0]; | |
for (var i = 0; i < 3; i++) { | |
var v1 = triangle.edges[i][0]; | |
var v2 = triangle.edges[i][1]; | |
var v3 = triangle[i]; | |
var isect = intersectLines(v1, v2, v3, point); | |
if (isect) { | |
var pointVertexDist = distance(point, v3); | |
var isectVertexDist = distance(isect, v3); | |
if (pointVertexDist <= isectVertexDist) { | |
var lerpFac = 1 - pointVertexDist / | |
isectVertexDist; | |
for (var j = 0; j < ret.length; j++) { | |
ret[j] += v3.color[j] * lerpFac; | |
} | |
} else { | |
return DEFAULTCOLOR; | |
} | |
} else { | |
return DEFAULTCOLOR; | |
} | |
} | |
return ret; | |
} | |
process(canvas, triangleGradient); | |
} | |
</script> | |
</head> | |
<body onload="draw()"> | |
<canvas id="canvas" width="300" height="300"></canvas> | |
</body> | |
</html> |
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