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test5.html
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test5.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Phoria - Dev test page 5</title>
<script src="scripts/gl-matrix.js"></script>
<script src="scripts/phoria-util.js"></script>
<script src="scripts/phoria-entity.js"></script>
<script src="scripts/phoria-scene.js"></script>
<script src="scripts/phoria-renderer.js"></script>
<script src='scripts/dat.gui.min.js'></script>
<script>
var requestAnimFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame || window.msRequestAnimationFrame ||
function(c) {window.setTimeout(c, 15)};
/**
Phoria
pho·ri·a (fôr-)
n. The relative directions of the eyes during binocular fixation on a given object
*/
// bind to window onload event
window.addEventListener('load', onloadHandler, false);
var bitmaps = [];
function onloadHandler()
{
// load the wall texture before anything else
var loader = new Phoria.Preloader();
bitmaps.push(new Image());
loader.addImage(bitmaps[0], 'images/texture-wall.png');
loader.onLoadCallback(init);
}
function init()
{
// generate blob image sprite
var buffer = document.createElement('canvas'),
size = 32,
width = size << 1;
buffer.width = buffer.height = width;
var ctx = buffer.getContext('2d');
// TODO: load image of blob rather than generate it?
var radgrad = ctx.createRadialGradient(size, size, size >> 1, size, size, size);
radgrad.addColorStop(0.7, "rgba(0,64,255,1)");
radgrad.addColorStop(1.0, "rgba(0,64,255,0)");
ctx.fillStyle = radgrad;
ctx.fillRect(0, 0, width, width);
var img = new Image();
img.src = buffer.toDataURL("image/png");
bitmaps.push(img);
// get the canvas DOM element and the 2D drawing context
var canvas = document.getElementById('canvas');
// create the scene and setup camera, perspective and viewport
var scene = new Phoria.Scene();
scene.camera.position = {x:-10, y:12, z:-22.0};
scene.camera.lookat = {x:6, y:4, z:-1};
scene.perspective.aspect = canvas.width / canvas.height;
scene.viewport.width = canvas.width;
scene.viewport.height = canvas.height;
// create a canvas renderer
var renderer = new Phoria.CanvasRenderer(canvas);
// add a grid to help visualise camera position etc.
var plane = Phoria.Util.generateTesselatedPlane(8,8,0,20);
scene.graph.push(Phoria.Entity.create({
points: plane.points,
edges: plane.edges,
style: {
drawmode: "wireframe",
shademode: "plain",
linewidth: 0.5,
objectsortmode: "back"
}
}));
// wall plane object - constructed in-place to avoid rotations of texture coordinates
var wall = Phoria.Entity.create({
points: [{x:10, y:0, z:-5},{x:10, y:10, z:-5},{x:10, y:10, z:5},{x:10, y:0, z:5}],
polygons: [{vertices:[2,1,0,3]}],
style: {
shademode: "plain",
doublesided: true
}
});
wall.textures.push(bitmaps[0]);
wall.polygons[0].texture = 0;
scene.graph.push(wall);
// use offscreen canvas buffer for our wall texture
var TEXTURESIZE = bitmaps[0].width;
buffer.width = buffer.height = TEXTURESIZE;
ctx = buffer.getContext('2d');
ctx.drawImage(bitmaps[0], 0, 0);
// visible object to be parent of the particle emitter
var c = Phoria.Util.generateUnitCube(1);
var cube = Phoria.Entity.create({
points: c.points,
polygons: c.polygons,
style: {
color: [0,64,255],
shademode: "plain"
}
});
cube.translateX(-2);
scene.graph.push(cube);
// liquid particle emitter
var texture = null;
var emitter = Phoria.EmitterEntity.create({
position: {x:0.0, y:0.0, z:0.0},
rate: 20,
velocity: {x:0.12, y:0.2, z:0.0},
velocityRnd: {x:0.02, y:0.07, z:0.07},
lifetime: 5000,
style: {
objectsortmode: "sorted",
shademode: "sprite",
sprite: 0
},
onParticle: function (p) {
// style references the parent emitter config - so clone a new one and modify it
p.style = Phoria.Util.clone(p.style);
p.style.linewidth = 12 + (Math.random()*8 - 4);
},
onScene: function()
{
// if particle impacts the wall then "splat" onto the wall texture
for (var i=0, p; i<this.children.length; i++)
{
p = this.children[i];
if (p._worldcoords && p._worldcoords[0][0] > 10)
{
// apply decal to the texture used by the wall - map particle coordinate to a texture coordinate on the plane
// - the texture size is a hack due to perspectice scaling etc. that
// is applied to the linewidth during rendering of the particle sprite
var size = p.style.linewidth<<2;
// calc the offset given the texture image size and knowing that; the plane is size 10 units centred on Z axis
// and the position of the particle is the centre point of the blob image, then invert the offset as
// canvas draws from top left corner and our coordinate system is from the bottom corner
ctx.drawImage(
bitmaps[1],
TEXTURESIZE-(p._worldcoords[0][2]+5)*(TEXTURESIZE/10)-(size/2),
TEXTURESIZE-(p._worldcoords[0][1])*(TEXTURESIZE/10)-(size/2),
size, size
);
wall.textures[0] = buffer;
// remove particle from scene
this.children.splice(i, 1);
}
}
}
});
emitter.textures.push(bitmaps[1]);
cube.children.push(emitter);
var pause = false;
var fnAnimate = function() {
if (!pause)
{
// execute the model view 3D pipeline and render the scene
scene.modelView();
renderer.render(scene);
}
requestAnimFrame(fnAnimate);
};
// key binding
document.addEventListener('keydown', function(e) {
switch (e.keyCode)
{
case 27:
if (pause) scene._lastTime = Date.now();
pause = !pause;
break;
case 32:
// reset texture image
ctx.drawImage(bitmaps[0], 0, 0);
break;
}
}, false);
// add GUI controls
var gui = new dat.GUI();
var f = gui.addFolder('Perspective');
f.add(scene.perspective, "fov").min(5).max(175);
f.add(scene.perspective, "near").min(1).max(100);
f.add(scene.perspective, "far").min(1).max(1000);
f = gui.addFolder('Camera LookAt');
f.add(scene.camera.lookat, "x").min(-100).max(100);
f.add(scene.camera.lookat, "y").min(-100).max(100);
f.add(scene.camera.lookat, "z").min(-100).max(100);
f = gui.addFolder('Camera Position');
f.add(scene.camera.position, "x").min(-100).max(100);
f.add(scene.camera.position, "y").min(-100).max(100);
f.add(scene.camera.position, "z").min(-100).max(100);
f.open();
f = gui.addFolder('Camera Up');
f.add(scene.camera.up, "x").min(-10).max(10).step(0.1);
f.add(scene.camera.up, "y").min(-10).max(10).step(0.1);
f.add(scene.camera.up, "z").min(-10).max(10).step(0.1);
f = gui.addFolder('Emitter');
f.add(emitter, "rate").min(0).max(250);
f.add(emitter, "lifetime").min(0).max(5000);
f.add(emitter, "lifetimeRnd").min(0).max(5000);
f.add(emitter, "gravity");
f.add(emitter.position, "x").min(-10).max(10).step(0.1).name("position.x");
f.add(emitter.position, "y").min(-10).max(10).step(0.1).name("position.y");
f.add(emitter.position, "z").min(-10).max(10).step(0.1).name("position.z");
f.add(emitter.positionRnd, "x").min(0).max(5).step(0.05).name("positionRnd.x");
f.add(emitter.positionRnd, "y").min(0).max(5).step(0.05).name("positionRnd.y");
f.add(emitter.positionRnd, "z").min(0).max(5).step(0.05).name("positionRnd.z");
f.add(emitter.velocity, "x").min(-1).max(1).step(0.01).name("velocity.x");
f.add(emitter.velocity, "y").min(-1).max(1).step(0.01).name("velocity.y");
f.add(emitter.velocity, "z").min(-1).max(1).step(0.01).name("velocity.z");
f.add(emitter.velocityRnd, "x").min(0).max(1).step(0.01).name("velocityRnd.x");
f.add(emitter.velocityRnd, "y").min(0).max(1).step(0.01).name("velocityRnd.y");
f.add(emitter.velocityRnd, "z").min(0).max(1).step(0.01).name("velocityRnd.z");
f.open();
// start animation
requestAnimFrame(fnAnimate);
}
</script>
</head>
<body style="background-color: #bfbfbf">
<canvas id="canvas" width="768" height="512" style="background-color: #eee"></canvas>
<div><a style="color:#225588;text-decoration:none;" href="./index.html"><< Phoria demos</a><span style="margin-left:8em">Press SPACE to reset wall texture</span></div>
</body>
</html>