Created
December 31, 2015 23:09
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WebGL Rotating Rings IIDX 20 style
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function Ring(n,size,width,tex,repeat,speed){ | |
v=[],t=[]; | |
for(var i=0;i<n;i++){ | |
var rad=2*Math.PI*i/n; | |
v.push( | |
size*Math.cos(rad), | |
size*Math.sin(rad), | |
0, | |
size*Math.cos(rad)*width, | |
size*Math.sin(rad)*width, | |
0 | |
); | |
t.push( | |
repeat*i/n,(tex[0]+0)/tex[1], | |
repeat*i/n,(tex[0]+1)/tex[1] | |
); | |
} | |
return { | |
speed :speed, | |
vertices :v.concat(v.slice(0,3*2)),//loop the 2 first nodes | |
texCoords:t.concat(t.slice(0,2*2)) | |
}; | |
} | |
var rings=[] | |
function addRing() { | |
var ring = Ring.apply(this,arguments); | |
vert = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, vert); | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(ring.vertices), gl.STATIC_DRAW); | |
vert.itemSize = 3; | |
vert.numItems = ring.vertices.length/vert.itemSize; | |
tex = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, tex); | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(ring.texCoords), gl.STATIC_DRAW); | |
tex.itemSize = 2; | |
tex.numItems = ring.texCoords/tex.itemSize; | |
rings.push({vert:vert,tex:tex,speed:ring.speed}); | |
} | |
var mvMatrix = mat4.create(); | |
var pMatrix = mat4.create(); | |
function getZoom(now){return 1/Math.sin((((now-start)/1500)*(Math.PI/2)));} | |
function drawScene() { | |
var now=new Date().getTime(); | |
var z=getZoom(now); | |
if(z<1.01)getZoom=function(){return 1.00;} | |
setMatrixUniforms(); | |
mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix); | |
mat4.identity(mvMatrix); | |
mat4.translate(mvMatrix, [-0.25, 0.2, -z-1.2]); | |
gl.bindTexture(gl.TEXTURE_2D, ringsTexture); | |
gl.activeTexture(gl.TEXTURE0); | |
for(var i=0;i<rings.length;i++){ | |
mvPushMatrix(); | |
mat4.rotate(mvMatrix, rings[i].speed(now/1000), [0, 0, -1]); | |
var2shader(rings[i].vert,shader.aVertexPosition); | |
var2shader(rings[i].tex,shader.aTextureCoord); | |
setMatrixUniforms(); | |
gl.drawArrays(gl.TRIANGLE_STRIP, 0, rings[i].vert.numItems); | |
mvPopMatrix(); | |
} | |
// gl.uniform1i(shader.uSampler, 0); | |
} | |
var start=new Date().getTime(); | |
function main() { | |
initGL(document.getElementById("cnv")); | |
initShaders(["aVertexPosition","aTextureCoord","uPMatrix","uMVMatrix","uSampler"]); | |
ringsTexture=loadTexture("rings.png",tick); | |
var num=16;//ringsTexture.image.height/16; | |
addRing(50,0.70,1.10,[0,num],50,function(x){return x/5;});//chain | |
addRing(40,0.40,1.10,[1,num],20 ,function(x){return x/-2;});//inner blue | |
addRing(50,0.90,1.10,[2,num],25,function(x){return x/8;});//outer grey | |
addRing(50,1.00,1.05,[3,num],1 ,function(x){return x/-8;});//large red | |
addRing(40,0.50,1.20,[4,num],1 ,function(x){return Math.sin(x/5)*5;});//inner grey | |
addRing(20,0.20,0.00,[5,num],1 ,function(x){return 2.35;});//eyes | |
addRing(30,0.20,1.70,[6,num],3 ,function(x){return x/3;});//eyes border | |
function tick() { | |
requestAnimationFrame(tick); | |
drawScene(); | |
} | |
} |
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