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<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<meta charset="UTF-8"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | ||
<title>Happy holiiiii</title> | ||
<link rel="stylesheet" href="style.css"> | ||
</head> | ||
<body> | ||
<canvas></canvas> | ||
<div>Happy Holi guyss</div> | ||
<div>from kairvee</div> | ||
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</body> | ||
<script src="script.js"></script> | ||
</html> |
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//mene copy kiya haii js ka code | ||
//obv mai ni likhne wali 400 lines | ||
'use strict'; | ||
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function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } | ||
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var canvas = document.getElementsByTagName('canvas')[0]; | ||
canvas.width = canvas.clientWidth; | ||
canvas.height = canvas.clientHeight; | ||
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var params = { alpha: false, depth: false, stencil: false, antialias: false }; | ||
var gl = canvas.getContext('webgl2', params); | ||
var isWebGL2 = !!gl; | ||
if (!isWebGL2) { | ||
gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params); | ||
} | ||
gl.clearColor(0.0, 0.0, 0.0, 1.0); | ||
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var halfFloat = gl.getExtension('OES_texture_half_float'); | ||
var support_linear_float = gl.getExtension('OES_texture_half_float_linear'); | ||
if (isWebGL2) { | ||
gl.getExtension('EXT_color_buffer_float'); | ||
support_linear_float = gl.getExtension('OES_texture_float_linear'); | ||
} | ||
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var TEXTURE_DOWNSAMPLE = 1; | ||
var DENSITY_DISSIPATION = 0.98; | ||
var VELOCITY_DISSIPATION = 0.99; | ||
var SPLAT_RADIUS = 0.005; | ||
var CURL = 30; | ||
var PRESSURE_ITERATIONS = 25; | ||
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var GLProgram = function () { | ||
function GLProgram(vertexShader, fragmentShader) { | ||
_classCallCheck(this, GLProgram); | ||
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this.uniforms = {}; | ||
this.program = gl.createProgram(); | ||
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gl.attachShader(this.program, vertexShader); | ||
gl.attachShader(this.program, fragmentShader); | ||
gl.linkProgram(this.program); | ||
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if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) throw gl.getProgramInfoLog(this.program); | ||
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var uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS); | ||
for (var i = 0; i < uniformCount; i++) { | ||
var uniformName = gl.getActiveUniform(this.program, i).name; | ||
this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName); | ||
} | ||
} | ||
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GLProgram.prototype.bind = function bind() { | ||
gl.useProgram(this.program); | ||
}; | ||
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return GLProgram; | ||
}(); | ||
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function compileShader(type, source) { | ||
var shader = gl.createShader(type); | ||
gl.shaderSource(shader, source); | ||
gl.compileShader(shader); | ||
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) throw gl.getShaderInfoLog(shader); | ||
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return shader; | ||
}; | ||
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var baseVertexShader = compileShader(gl.VERTEX_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n attribute vec2 aPosition;\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform vec2 texelSize;\n\n void main () {\n vUv = aPosition * 0.5 + 0.5;\n vL = vUv - vec2(texelSize.x, 0.0);\n vR = vUv + vec2(texelSize.x, 0.0);\n vT = vUv + vec2(0.0, texelSize.y);\n vB = vUv - vec2(0.0, texelSize.y);\n gl_Position = vec4(aPosition, 0.0, 1.0);\n }\n'); | ||
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var displayShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uTexture;\n\n void main () {\n gl_FragColor = texture2D(uTexture, vUv);\n }\n'); | ||
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var splatShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTarget;\n uniform float aspectRatio;\n uniform vec3 color;\n uniform vec2 point;\n uniform float radius;\n\n void main () {\n vec2 p = vUv - point.xy;\n p.x *= aspectRatio;\n vec3 splat = exp(-dot(p, p) / radius) * color;\n vec3 base = texture2D(uTarget, vUv).xyz;\n gl_FragColor = vec4(base + splat, 1.0);\n }\n'); | ||
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var advectionManualFilteringShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform vec2 texelSize;\n uniform float dt;\n uniform float dissipation;\n\n vec4 bilerp (in sampler2D sam, in vec2 p) {\n vec4 st;\n st.xy = floor(p - 0.5) + 0.5;\n st.zw = st.xy + 1.0;\n vec4 uv = st * texelSize.xyxy;\n vec4 a = texture2D(sam, uv.xy);\n vec4 b = texture2D(sam, uv.zy);\n vec4 c = texture2D(sam, uv.xw);\n vec4 d = texture2D(sam, uv.zw);\n vec2 f = p - st.xy;\n return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);\n }\n\n void main () {\n vec2 coord = gl_FragCoord.xy - dt * texture2D(uVelocity, vUv).xy;\n gl_FragColor = dissipation * bilerp(uSource, coord);\n gl_FragColor.a = 1.0;\n }\n'); | ||
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var advectionShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform vec2 texelSize;\n uniform float dt;\n uniform float dissipation;\n\n void main () {\n vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;\n gl_FragColor = dissipation * texture2D(uSource, coord);\n }\n'); | ||
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var divergenceShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n\n vec2 sampleVelocity (in vec2 uv) {\n vec2 multiplier = vec2(1.0, 1.0);\n if (uv.x < 0.0) { uv.x = 0.0; multiplier.x = -1.0; }\n if (uv.x > 1.0) { uv.x = 1.0; multiplier.x = -1.0; }\n if (uv.y < 0.0) { uv.y = 0.0; multiplier.y = -1.0; }\n if (uv.y > 1.0) { uv.y = 1.0; multiplier.y = -1.0; }\n return multiplier * texture2D(uVelocity, uv).xy;\n }\n\n void main () {\n float L = sampleVelocity(vL).x;\n float R = sampleVelocity(vR).x;\n float T = sampleVelocity(vT).y;\n float B = sampleVelocity(vB).y;\n float div = 0.5 * (R - L + T - B);\n gl_FragColor = vec4(div, 0.0, 0.0, 1.0);\n }\n'); | ||
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var curlShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n\n void main () {\n float L = texture2D(uVelocity, vL).y;\n float R = texture2D(uVelocity, vR).y;\n float T = texture2D(uVelocity, vT).x;\n float B = texture2D(uVelocity, vB).x;\n float vorticity = R - L - T + B;\n gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0);\n }\n'); | ||
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var vorticityShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n uniform sampler2D uCurl;\n uniform float curl;\n uniform float dt;\n\n void main () {\n float L = texture2D(uCurl, vL).y;\n float R = texture2D(uCurl, vR).y;\n float T = texture2D(uCurl, vT).x;\n float B = texture2D(uCurl, vB).x;\n float C = texture2D(uCurl, vUv).x;\n vec2 force = vec2(abs(T) - abs(B), abs(R) - abs(L));\n force *= 1.0 / length(force + 0.00001) * curl * C;\n vec2 vel = texture2D(uVelocity, vUv).xy;\n gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);\n }\n'); | ||
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var pressureShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uDivergence;\n\n vec2 boundary (in vec2 uv) {\n uv = min(max(uv, 0.0), 1.0);\n return uv;\n }\n\n void main () {\n float L = texture2D(uPressure, boundary(vL)).x;\n float R = texture2D(uPressure, boundary(vR)).x;\n float T = texture2D(uPressure, boundary(vT)).x;\n float B = texture2D(uPressure, boundary(vB)).x;\n float C = texture2D(uPressure, vUv).x;\n float divergence = texture2D(uDivergence, vUv).x;\n float pressure = (L + R + B + T - divergence) * 0.25;\n gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);\n }\n'); | ||
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var gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uVelocity;\n\n vec2 boundary (in vec2 uv) {\n uv = min(max(uv, 0.0), 1.0);\n return uv;\n }\n\n void main () {\n float L = texture2D(uPressure, boundary(vL)).x;\n float R = texture2D(uPressure, boundary(vR)).x;\n float T = texture2D(uPressure, boundary(vT)).x;\n float B = texture2D(uPressure, boundary(vB)).x;\n vec2 velocity = texture2D(uVelocity, vUv).xy;\n velocity.xy -= vec2(R - L, T - B);\n gl_FragColor = vec4(velocity, 0.0, 1.0);\n }\n'); | ||
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var blit = function () { | ||
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); | ||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW); | ||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer()); | ||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW); | ||
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); | ||
gl.enableVertexAttribArray(0); | ||
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return function (destination) { | ||
gl.bindFramebuffer(gl.FRAMEBUFFER, destination); | ||
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); | ||
}; | ||
}(); | ||
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function clear(target) { | ||
gl.bindFramebuffer(gl.FRAMEBUFFER, target); | ||
gl.clear(gl.COLOR_BUFFER_BIT); | ||
} | ||
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function createFBO(texId, w, h, internalFormat, format, type, param) { | ||
gl.activeTexture(gl.TEXTURE0 + texId); | ||
var texture = gl.createTexture(); | ||
gl.bindTexture(gl.TEXTURE_2D, texture); | ||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param); | ||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param); | ||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | ||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | ||
gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null); | ||
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var fbo = gl.createFramebuffer(); | ||
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); | ||
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); | ||
gl.viewport(0, 0, w, h); | ||
gl.clear(gl.COLOR_BUFFER_BIT); | ||
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return [texture, fbo, texId]; | ||
} | ||
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function createDoubleFBO(texId, w, h, internalFormat, format, type, param) { | ||
var fbo1 = createFBO(texId, w, h, internalFormat, format, type, param); | ||
var fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param); | ||
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return { | ||
get first() { | ||
return fbo1; | ||
}, | ||
get second() { | ||
return fbo2; | ||
}, | ||
swap: function swap() { | ||
var temp = fbo1; | ||
fbo1 = fbo2; | ||
fbo2 = temp; | ||
} | ||
}; | ||
} | ||
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var textureWidth = undefined; | ||
var textureHeight = undefined; | ||
var density = undefined; | ||
var velocity = undefined; | ||
var divergence = undefined; | ||
var curl = undefined; | ||
var pressure = undefined; | ||
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function initFramebuffers() { | ||
textureWidth = gl.drawingBufferWidth >> TEXTURE_DOWNSAMPLE; | ||
textureHeight = gl.drawingBufferHeight >> TEXTURE_DOWNSAMPLE; | ||
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var internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA; | ||
var internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA; | ||
var formatRG = isWebGL2 ? gl.RG : gl.RGBA; | ||
var texType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES; | ||
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density = createDoubleFBO(0, textureWidth, textureHeight, internalFormat, gl.RGBA, texType, support_linear_float ? gl.LINEAR : gl.NEAREST); | ||
velocity = createDoubleFBO(2, textureWidth, textureHeight, internalFormatRG, formatRG, texType, support_linear_float ? gl.LINEAR : gl.NEAREST); | ||
divergence = createFBO(4, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST); | ||
curl = createFBO(5, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST); | ||
pressure = createDoubleFBO(6, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST); | ||
} | ||
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initFramebuffers(); | ||
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var displayProgram = new GLProgram(baseVertexShader, displayShader); | ||
var splatProgram = new GLProgram(baseVertexShader, splatShader); | ||
var advectionProgram = new GLProgram(baseVertexShader, support_linear_float ? advectionShader : advectionManualFilteringShader); | ||
var divergenceProgram = new GLProgram(baseVertexShader, divergenceShader); | ||
var curlProgram = new GLProgram(baseVertexShader, curlShader); | ||
var vorticityProgram = new GLProgram(baseVertexShader, vorticityShader); | ||
var pressureProgram = new GLProgram(baseVertexShader, pressureShader); | ||
var gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader); | ||
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function pointerPrototype() { | ||
this.id = -1; | ||
this.x = 0; | ||
this.y = 0; | ||
this.dx = 0; | ||
this.dy = 0; | ||
this.down = false; | ||
this.moved = false; | ||
this.color = [30, 0, 300]; | ||
} | ||
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var pointers = []; | ||
pointers.push(new pointerPrototype()); | ||
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for (var i = 0; i < 10; i++) { | ||
var color = [Math.random() * 10, Math.random() * 10, Math.random() * 10]; | ||
var x = canvas.width * Math.random(); | ||
var y = canvas.height * Math.random(); | ||
var dx = 1000 * (Math.random() - 0.5); | ||
var dy = 1000 * (Math.random() - 0.5); | ||
splat(x, y, dx, dy, color); | ||
} | ||
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var lastTime = Date.now(); | ||
Update(); | ||
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function Update() { | ||
resizeCanvas(); | ||
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var dt = Math.min((Date.now() - lastTime) / 1000, 0.016); | ||
lastTime = Date.now(); | ||
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gl.viewport(0, 0, textureWidth, textureHeight); | ||
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advectionProgram.bind(); | ||
gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); | ||
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]); | ||
gl.uniform1i(advectionProgram.uniforms.uSource, velocity.first[2]); | ||
gl.uniform1f(advectionProgram.uniforms.dt, dt); | ||
gl.uniform1f(advectionProgram.uniforms.dissipation, VELOCITY_DISSIPATION); | ||
blit(velocity.second[1]); | ||
velocity.swap(); | ||
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gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]); | ||
gl.uniform1i(advectionProgram.uniforms.uSource, density.first[2]); | ||
gl.uniform1f(advectionProgram.uniforms.dissipation, DENSITY_DISSIPATION); | ||
blit(density.second[1]); | ||
density.swap(); | ||
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for (var i = 0; i < pointers.length; i++) { | ||
var pointer = pointers[i]; | ||
if (pointer.moved) { | ||
splat(pointer.x, pointer.y, pointer.dx, pointer.dy, pointer.color); | ||
pointer.moved = false; | ||
} | ||
} | ||
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curlProgram.bind(); | ||
gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); | ||
gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.first[2]); | ||
blit(curl[1]); | ||
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vorticityProgram.bind(); | ||
gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); | ||
gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.first[2]); | ||
gl.uniform1i(vorticityProgram.uniforms.uCurl, curl[2]); | ||
gl.uniform1f(vorticityProgram.uniforms.curl, CURL); | ||
gl.uniform1f(vorticityProgram.uniforms.dt, dt); | ||
blit(velocity.second[1]); | ||
velocity.swap(); | ||
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divergenceProgram.bind(); | ||
gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); | ||
gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]); | ||
blit(divergence[1]); | ||
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clear(pressure.first[1]); | ||
pressureProgram.bind(); | ||
gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); | ||
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]); | ||
for (var i = 0; i < PRESSURE_ITERATIONS; i++) { | ||
gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.first[2]); | ||
blit(pressure.second[1]); | ||
pressure.swap(); | ||
} | ||
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gradienSubtractProgram.bind(); | ||
gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); | ||
gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.first[2]); | ||
gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.first[2]); | ||
blit(velocity.second[1]); | ||
velocity.swap(); | ||
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gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); | ||
displayProgram.bind(); | ||
gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]); | ||
blit(null); | ||
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requestAnimationFrame(Update); | ||
} | ||
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function splat(x, y, dx, dy, color) { | ||
splatProgram.bind(); | ||
gl.uniform1i(splatProgram.uniforms.uTarget, velocity.first[2]); | ||
gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height); | ||
gl.uniform2f(splatProgram.uniforms.point, x / canvas.width, 1.0 - y / canvas.height); | ||
gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0); | ||
gl.uniform1f(splatProgram.uniforms.radius, SPLAT_RADIUS); | ||
blit(velocity.second[1]); | ||
velocity.swap(); | ||
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gl.uniform1i(splatProgram.uniforms.uTarget, density.first[2]); | ||
gl.uniform3f(splatProgram.uniforms.color, color[0] * 0.3, color[1] * 0.3, color[2] * 0.3); | ||
blit(density.second[1]); | ||
density.swap(); | ||
} | ||
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function resizeCanvas() { | ||
if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) { | ||
canvas.width = canvas.clientWidth; | ||
canvas.height = canvas.clientHeight; | ||
initFramebuffers(); | ||
} | ||
} | ||
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canvas.addEventListener('mousemove', function (e) { | ||
pointers[0].moved = pointers[0].down; | ||
pointers[0].dx = (e.offsetX - pointers[0].x) * 10.0; | ||
pointers[0].dy = (e.offsetY - pointers[0].y) * 10.0; | ||
pointers[0].x = e.offsetX; | ||
pointers[0].y = e.offsetY; | ||
pointers[0].down = true; | ||
}); | ||
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canvas.addEventListener('touchmove', function (e) { | ||
e.preventDefault(); | ||
var touches = e.targetTouches; | ||
for (var i = 0; i < e.touches.length; i++) { | ||
var pointer = pointers[i]; | ||
pointer.moved = pointer.down; | ||
pointer.dx = (touches[i].pageX - pointer.x) * 10.0; | ||
pointer.dy = (touches[i].pageY - pointer.y) * 10.0; | ||
pointer.x = touches[i].pageX; | ||
pointer.y = touches[i].pageY; | ||
} | ||
}, false); | ||
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canvas.addEventListener('mousedown', function () { | ||
pointers[0].down = true; | ||
pointers[0].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2]; | ||
}); | ||
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canvas.addEventListener('touchstart', function (e) { | ||
var touches = e.targetTouches; | ||
for (var i = 0; i < touches.length; i++) { | ||
if (i >= pointers.length) pointers.push(new pointerPrototype()); | ||
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pointers[i].id = touches[i].identifier; | ||
pointers[i].down = true; | ||
pointers[i].x = touches[i].pageX; | ||
pointers[i].y = touches[i].pageY; | ||
pointers[i].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2]; | ||
} | ||
}); | ||
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window.addEventListener('mouseup', function () { | ||
pointers[0].down = true; | ||
}); | ||
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window.addEventListener('touchend', function (e) { | ||
var touches = e.changedTouches; | ||
for (var i = 0; i < touches.length; i++) { | ||
for (var j = 0; j < pointers.length; j++) { | ||
if (touches[i].identifier == pointers[j].id) pointers[j].down = false; | ||
} | ||
} | ||
}); |
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