diff --git a/index.html b/index.html new file mode 100644 index 0000000..9064924 --- /dev/null +++ b/index.html @@ -0,0 +1,16 @@ + + + + + + Happy holiiiii + + + + +
Happy Holi guyss
+
from kairvee
+ + + + \ No newline at end of file diff --git a/script.js b/script.js new file mode 100644 index 0000000..5123d75 --- /dev/null +++ b/script.js @@ -0,0 +1,358 @@ +//mene copy kiya haii js ka code +//obv mai ni likhne wali 400 lines +'use strict'; + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var canvas = document.getElementsByTagName('canvas')[0]; +canvas.width = canvas.clientWidth; +canvas.height = canvas.clientHeight; + +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); + +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'); +} + +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; + +var GLProgram = function () { + function GLProgram(vertexShader, fragmentShader) { + _classCallCheck(this, GLProgram); + + this.uniforms = {}; + this.program = gl.createProgram(); + + gl.attachShader(this.program, vertexShader); + gl.attachShader(this.program, fragmentShader); + gl.linkProgram(this.program); + + if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) throw gl.getProgramInfoLog(this.program); + + 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); + } + } + + GLProgram.prototype.bind = function bind() { + gl.useProgram(this.program); + }; + + return GLProgram; +}(); + +function compileShader(type, source) { + var shader = gl.createShader(type); + gl.shaderSource(shader, source); + gl.compileShader(shader); + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) throw gl.getShaderInfoLog(shader); + + return shader; +}; + +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'); + +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'); + +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'); + +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'); + +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'); + +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'); + +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'); + +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'); + +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'); + +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'); + +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); + + return function (destination) { + gl.bindFramebuffer(gl.FRAMEBUFFER, destination); + gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); + }; +}(); + +function clear(target) { + gl.bindFramebuffer(gl.FRAMEBUFFER, target); + gl.clear(gl.COLOR_BUFFER_BIT); +} + +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); + + 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); + + return [texture, fbo, texId]; +} + +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); + + return { + get first() { + return fbo1; + }, + get second() { + return fbo2; + }, + swap: function swap() { + var temp = fbo1; + fbo1 = fbo2; + fbo2 = temp; + } + }; +} + +var textureWidth = undefined; +var textureHeight = undefined; +var density = undefined; +var velocity = undefined; +var divergence = undefined; +var curl = undefined; +var pressure = undefined; + +function initFramebuffers() { + textureWidth = gl.drawingBufferWidth >> TEXTURE_DOWNSAMPLE; + textureHeight = gl.drawingBufferHeight >> TEXTURE_DOWNSAMPLE; + + 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; + + 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); +} + +initFramebuffers(); + +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); + +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]; +} + +var pointers = []; +pointers.push(new pointerPrototype()); + +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); +} + +var lastTime = Date.now(); +Update(); + +function Update() { + resizeCanvas(); + + var dt = Math.min((Date.now() - lastTime) / 1000, 0.016); + lastTime = Date.now(); + + gl.viewport(0, 0, textureWidth, textureHeight); + + 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(); + + 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(); + + 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; + } + } + + curlProgram.bind(); + gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); + gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.first[2]); + blit(curl[1]); + + 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(); + + divergenceProgram.bind(); + gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); + gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]); + blit(divergence[1]); + + 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(); + } + + 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(); + + gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); + displayProgram.bind(); + gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]); + blit(null); + + requestAnimationFrame(Update); +} + +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(); + + 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(); +} + +function resizeCanvas() { + if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) { + canvas.width = canvas.clientWidth; + canvas.height = canvas.clientHeight; + initFramebuffers(); + } +} + +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; +}); + +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); + +canvas.addEventListener('mousedown', function () { + pointers[0].down = true; + pointers[0].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2]; +}); + +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()); + + 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]; + } +}); + +window.addEventListener('mouseup', function () { + pointers[0].down = true; +}); + +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; + } + } +}); \ No newline at end of file diff --git a/style.css b/style.css new file mode 100644 index 0000000..a66c033 --- /dev/null +++ b/style.css @@ -0,0 +1,48 @@ +html, body { + overflow: hidden; + padding:50px; + color:#fff; +} + +body { +background: url(http://www.nhembram.com/images/happy_holi.jpg) no-repeat center center fixed; +-webkit-background-size: cover; +-moz-background-size: cover; +-o-background-size: cover; +background-size: cover; +} + +canvas { +position: fixed; +top:0; +left:0; +width:100%; +height:100%; +z-index:0.5; +opacity:1; +} +div{ + position:relative; + z-index:1; + font-size:70px; + padding:0; + display: table; + margin:auto; + letter-spacing:2px; + font-family: 'Great Vibes', cursive; +} +P{ + display: table; + margin:20px auto; +font-family:Arial, Helvetica, sans-serif; + text-align:center; + font-size:8px; + letter-spacing:2px; + position:absolute; + bottom:10px; + left:50%; + z-index:1; + -webit-transform:translateX(-50%); + -moz-transform:translateX(-50%); + transform:translateX(-50%); +} \ No newline at end of file diff --git a/todo.txt b/todo.txt new file mode 100644 index 0000000..58ef848 --- /dev/null +++ b/todo.txt @@ -0,0 +1,7 @@ +make the cloen app by piyush agarwal +learn docker-- watch the remaining two videos and practice things +update twt about this + + + +start with backend from harkirat cohorts \ No newline at end of file