Rengga Dev – Try playing with the parameters on the gui to the right. The Metaballs is just one effect of WebGL.
var canvas = document.createElement("canvas");
var width = canvas.width = window.innerWidth * 0.75;
var height = canvas.height = window.innerHeight * 0.75;
document.body.appendChild(canvas);
var gl = canvas.getContext('webgl');
var mouse = {x: 0, y: 0};
var numMetaballs = 30;
var metaballs = [];
for (var i = 0; i < numMetaballs; i++) {
var radius = Math.random() * 60 + 10;
metaballs.push({
x: Math.random() * (width - 2 * radius) + radius,
y: Math.random() * (height - 2 * radius) + radius,
vx: (Math.random() - 0.5) * 3,
vy: (Math.random() - 0.5) * 3,
r: radius * 0.75
});
}
var vertexShaderSrc = `
attribute vec2 position;
void main() {
// position specifies only x and y.
// We set z to be 0.0, and w to be 1.0
gl_Position = vec4(position, 0.0, 1.0);
}
`;
var fragmentShaderSrc = `
precision highp float;
const float WIDTH = ` + (width >> 0) + `.0;
const float HEIGHT = ` + (height >> 0) + `.0;
uniform vec3 metaballs[` + numMetaballs + `];
void main(){
float x = gl_FragCoord.x;
float y = gl_FragCoord.y;
float sum = 0.0;
for (int i = 0; i < ` + numMetaballs + `; i++) {
vec3 metaball = metaballs[i];
float dx = metaball.x - x;
float dy = metaball.y - y;
float radius = metaball.z;
sum += (radius * radius) / (dx * dx + dy * dy);
}
if (sum >= 0.99) {
gl_FragColor = vec4(mix(vec3(x / WIDTH, y / HEIGHT, 1.0), vec3(0, 0, 0), max(0.0, 1.0 - (sum - 0.99) * 100.0)), 1.0);
return;
}
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
`;
var vertexShader = compileShader(vertexShaderSrc, gl.VERTEX_SHADER);
var fragmentShader = compileShader(fragmentShaderSrc, gl.FRAGMENT_SHADER);
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
var vertexData = new Float32Array([
-1.0, 1.0, // top left
-1.0, -1.0, // bottom left
1.0, 1.0, // top right
1.0, -1.0, // bottom right
]);
var vertexDataBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW);
var positionHandle = getAttribLocation(program, 'position');
gl.enableVertexAttribArray(positionHandle);
gl.vertexAttribPointer(positionHandle,
2, // position is a vec2
gl.FLOAT, // each component is a float
gl.FALSE, // don't normalize values
2 * 4, // two 4 byte float components per vertex
0 // offset into each span of vertex data
);
var metaballsHandle = getUniformLocation(program, 'metaballs');
loop();
function loop() {
for (var i = 0; i < numMetaballs; i++) {
var metaball = metaballs[i];
metaball.x += metaball.vx;
metaball.y += metaball.vy;
if (metaball.x < metaball.r || metaball.x > width - metaball.r) metaball.vx *= -1;
if (metaball.y < metaball.r || metaball.y > height - metaball.r) metaball.vy *= -1;
}
var dataToSendToGPU = new Float32Array(3 * numMetaballs);
for (var i = 0; i < numMetaballs; i++) {
var baseIndex = 3 * i;
var mb = metaballs[i];
dataToSendToGPU[baseIndex + 0] = mb.x;
dataToSendToGPU[baseIndex + 1] = mb.y;
dataToSendToGPU[baseIndex + 2] = mb.r;
}
gl.uniform3fv(metaballsHandle, dataToSendToGPU);
//Draw
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
requestAnimationFrame(loop);
}
function compileShader(shaderSource, shaderType) {
var shader = gl.createShader(shaderType);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw "Shader compile failed with: " + gl.getShaderInfoLog(shader);
}
return shader;
}
function getUniformLocation(program, name) {
var uniformLocation = gl.getUniformLocation(program, name);
if (uniformLocation === -1) {
throw 'Can not find uniform ' + name + '.';
}
return uniformLocation;
}
function getAttribLocation(program, name) {
var attributeLocation = gl.getAttribLocation(program, name);
if (attributeLocation === -1) {
throw 'Can not find attribute ' + name + '.';
}
return attributeLocation;
}
canvas.onmousemove = function(e) {
mouse.x = e.clientX;
mouse.y = e.clientY;
}
var canvas = document.createElement("canvas");
var width = canvas.width = window.innerWidth * 0.75;
var height = canvas.height = window.innerHeight * 0.75;
document.body.appendChild(canvas);
var gl = canvas.getContext('webgl');
var mouse = {x: 0, y: 0};
var numMetaballs = 30;
var metaballs = [];
for (var i = 0; i < numMetaballs; i++) {
var radius = Math.random() * 60 + 10;
metaballs.push({
x: Math.random() * (width - 2 * radius) + radius,
y: Math.random() * (height - 2 * radius) + radius,
vx: (Math.random() - 0.5) * 3,
vy: (Math.random() - 0.5) * 3,
r: radius * 0.75
});
}
var vertexShaderSrc = `
attribute vec2 position;
void main() {
// position specifies only x and y.
// We set z to be 0.0, and w to be 1.0
gl_Position = vec4(position, 0.0, 1.0);
}
`;
var fragmentShaderSrc = `
precision highp float;
const float WIDTH = ` + (width >> 0) + `.0;
const float HEIGHT = ` + (height >> 0) + `.0;
uniform vec3 metaballs[` + numMetaballs + `];
void main(){
float x = gl_FragCoord.x;
float y = gl_FragCoord.y;
float sum = 0.0;
for (int i = 0; i < ` + numMetaballs + `; i++) {
vec3 metaball = metaballs[i];
float dx = metaball.x - x;
float dy = metaball.y - y;
float radius = metaball.z;
sum += (radius * radius) / (dx * dx + dy * dy);
}
if (sum >= 0.99) {
gl_FragColor = vec4(mix(vec3(x / WIDTH, y / HEIGHT, 1.0), vec3(0, 0, 0), max(0.0, 1.0 - (sum - 0.99) * 100.0)), 1.0);
return;
}
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
`;
var vertexShader = compileShader(vertexShaderSrc, gl.VERTEX_SHADER);
var fragmentShader = compileShader(fragmentShaderSrc, gl.FRAGMENT_SHADER);
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
var vertexData = new Float32Array([
-1.0, 1.0, // top left
-1.0, -1.0, // bottom left
1.0, 1.0, // top right
1.0, -1.0, // bottom right
]);
var vertexDataBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW);
var positionHandle = getAttribLocation(program, 'position');
gl.enableVertexAttribArray(positionHandle);
gl.vertexAttribPointer(positionHandle,
2, // position is a vec2
gl.FLOAT, // each component is a float
gl.FALSE, // don't normalize values
2 * 4, // two 4 byte float components per vertex
0 // offset into each span of vertex data
);
var metaballsHandle = getUniformLocation(program, 'metaballs');
loop();
function loop() {
for (var i = 0; i < numMetaballs; i++) {
var metaball = metaballs[i];
metaball.x += metaball.vx;
metaball.y += metaball.vy;
if (metaball.x < metaball.r || metaball.x > width - metaball.r) metaball.vx *= -1;
if (metaball.y < metaball.r || metaball.y > height - metaball.r) metaball.vy *= -1;
}
var dataToSendToGPU = new Float32Array(3 * numMetaballs);
for (var i = 0; i < numMetaballs; i++) {
var baseIndex = 3 * i;
var mb = metaballs[i];
dataToSendToGPU[baseIndex + 0] = mb.x;
dataToSendToGPU[baseIndex + 1] = mb.y;
dataToSendToGPU[baseIndex + 2] = mb.r;
}
gl.uniform3fv(metaballsHandle, dataToSendToGPU);
//Draw
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
requestAnimationFrame(loop);
}
function compileShader(shaderSource, shaderType) {
var shader = gl.createShader(shaderType);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw "Shader compile failed with: " + gl.getShaderInfoLog(shader);
}
return shader;
}
function getUniformLocation(program, name) {
var uniformLocation = gl.getUniformLocation(program, name);
if (uniformLocation === -1) {
throw 'Can not find uniform ' + name + '.';
}
return uniformLocation;
}
function getAttribLocation(program, name) {
var attributeLocation = gl.getAttribLocation(program, name);
if (attributeLocation === -1) {
throw 'Can not find attribute ' + name + '.';
}
return attributeLocation;
}
canvas.onmousemove = function(e) {
mouse.x = e.clientX;
mouse.y = e.clientY;
}
var canvas = document.createElement("canvas"); var width = canvas.width = window.innerWidth * 0.75; var height = canvas.height = window.innerHeight * 0.75; document.body.appendChild(canvas); var gl = canvas.getContext('webgl'); var mouse = {x: 0, y: 0}; var numMetaballs = 30; var metaballs = []; for (var i = 0; i < numMetaballs; i++) { var radius = Math.random() * 60 + 10; metaballs.push({ x: Math.random() * (width - 2 * radius) + radius, y: Math.random() * (height - 2 * radius) + radius, vx: (Math.random() - 0.5) * 3, vy: (Math.random() - 0.5) * 3, r: radius * 0.75 }); } var vertexShaderSrc = ` attribute vec2 position; void main() { // position specifies only x and y. // We set z to be 0.0, and w to be 1.0 gl_Position = vec4(position, 0.0, 1.0); } `; var fragmentShaderSrc = ` precision highp float; const float WIDTH = ` + (width >> 0) + `.0; const float HEIGHT = ` + (height >> 0) + `.0; uniform vec3 metaballs[` + numMetaballs + `]; void main(){ float x = gl_FragCoord.x; float y = gl_FragCoord.y; float sum = 0.0; for (int i = 0; i < ` + numMetaballs + `; i++) { vec3 metaball = metaballs[i]; float dx = metaball.x - x; float dy = metaball.y - y; float radius = metaball.z; sum += (radius * radius) / (dx * dx + dy * dy); } if (sum >= 0.99) { gl_FragColor = vec4(mix(vec3(x / WIDTH, y / HEIGHT, 1.0), vec3(0, 0, 0), max(0.0, 1.0 - (sum - 0.99) * 100.0)), 1.0); return; } gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); } `; var vertexShader = compileShader(vertexShaderSrc, gl.VERTEX_SHADER); var fragmentShader = compileShader(fragmentShaderSrc, gl.FRAGMENT_SHADER); var program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); var vertexData = new Float32Array([ -1.0, 1.0, // top left -1.0, -1.0, // bottom left 1.0, 1.0, // top right 1.0, -1.0, // bottom right ]); var vertexDataBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW); var positionHandle = getAttribLocation(program, 'position'); gl.enableVertexAttribArray(positionHandle); gl.vertexAttribPointer(positionHandle, 2, // position is a vec2 gl.FLOAT, // each component is a float gl.FALSE, // don't normalize values 2 * 4, // two 4 byte float components per vertex 0 // offset into each span of vertex data ); var metaballsHandle = getUniformLocation(program, 'metaballs'); loop(); function loop() { for (var i = 0; i < numMetaballs; i++) { var metaball = metaballs[i]; metaball.x += metaball.vx; metaball.y += metaball.vy; if (metaball.x < metaball.r || metaball.x > width - metaball.r) metaball.vx *= -1; if (metaball.y < metaball.r || metaball.y > height - metaball.r) metaball.vy *= -1; } var dataToSendToGPU = new Float32Array(3 * numMetaballs); for (var i = 0; i < numMetaballs; i++) { var baseIndex = 3 * i; var mb = metaballs[i]; dataToSendToGPU[baseIndex + 0] = mb.x; dataToSendToGPU[baseIndex + 1] = mb.y; dataToSendToGPU[baseIndex + 2] = mb.r; } gl.uniform3fv(metaballsHandle, dataToSendToGPU); //Draw gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); requestAnimationFrame(loop); } function compileShader(shaderSource, shaderType) { var shader = gl.createShader(shaderType); gl.shaderSource(shader, shaderSource); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { throw "Shader compile failed with: " + gl.getShaderInfoLog(shader); } return shader; } function getUniformLocation(program, name) { var uniformLocation = gl.getUniformLocation(program, name); if (uniformLocation === -1) { throw 'Can not find uniform ' + name + '.'; } return uniformLocation; } function getAttribLocation(program, name) { var attributeLocation = gl.getAttribLocation(program, name); if (attributeLocation === -1) { throw 'Can not find attribute ' + name + '.'; } return attributeLocation; } canvas.onmousemove = function(e) { mouse.x = e.clientX; mouse.y = e.clientY; }