-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathwebgl-game-of-life.html
More file actions
249 lines (196 loc) · 7.46 KB
/
webgl-game-of-life.html
File metadata and controls
249 lines (196 loc) · 7.46 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>WebGL Game of Life</title>
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta name="description" content="">
<meta name="author" content="">
<script type="text/javascript" src="jquery-1.9.1.min.js"></script>
<script type="text/javascript" src="gol.js"></script>
<script type="text/javascript" src="gl-matrix-min.js"></script>
<script type="text/javascript" src="webgl-utils.js"></script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec4 vColor;
void main(void) {
gl_FragColor = vColor;
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
uniform mat4 uPMVMatrix;
uniform float uRotationFactor;
varying vec4 vColor;
void main(void) {
gl_Position = uPMVMatrix * vec4(aVertexPosition, 1.0);
vColor = vec4(uRotationFactor * vec3(1.0, 0.0, 0.0), 1.0);
}
</script>
<script type="text/javascript">
var gl;
function initGL(canvas) {
try {
gl = canvas.getContext("experimental-webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch (e) {
}
if (!gl) {
alert("Could not initialise WebGL.");
}
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, shaderScript.innerHTML);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
var shaderProgram;
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
return;
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.pmvMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMVMatrix");
shaderProgram.rotationFactorUniform = gl.getUniformLocation(shaderProgram, "uRotationFactor");
}
var squareVertexPositionBuffer;
function initBuffers() {
squareVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
vertices = [
0.5, 0.5, 0.0,
-0.5, 0.5, 0.0,
0.5, -0.5, 0.0,
-0.5, -0.5, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
squareVertexPositionBuffer.itemSize = 3;
squareVertexPositionBuffer.numItems = 4;
}
var modelViewMatrix = mat4.create();
var projectionMatrix = mat4.create();
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(projectionMatrix, 45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0);
for (var row = 0; row < rows; row++) {
for (var col = 0; col < cols; col++) {
console.log(golRotation[row][col]);
mat4.translate(modelViewMatrix, mat4.create(), [col - cols / 2, row - rows / 2, -15]);
var rotation = golRotation[row][col][0] + rotationFactor * (golRotation[row][col][1] - golRotation[row][col][0]);
var rotatedModelViewMatrix = mat4.create();
mat4.rotate(rotatedModelViewMatrix, modelViewMatrix, rotation, [0, 1, 0]);
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
var pmvMatrix = mat4.create();
mat4.multiply(pmvMatrix, projectionMatrix, rotatedModelViewMatrix);
gl.uniformMatrix4fv(shaderProgram.pmvMatrixUniform, false, pmvMatrix);
gl.uniform1f(shaderProgram.rotationFactorUniform, 0.2 + 0.8 * (2.0 * rotation - Math.PI) / Math.PI);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems);
}
}
}
var lastUpdateTime = -9999999;
var ROTATION_TIME = 700.0;
var rotationFactor = 0.0;
var readyForSwap = true;
function update() {
var timeNow = new Date().getTime();
var elapsed = timeNow - lastUpdateTime;
if (elapsed >= ROTATION_TIME) {
if (readyForSwap) {
var tmp = golArray;
golArray = golArraySwap;
golArraySwap = tmp;
for (var row = 0; row < rows; row++) {
for (var col = 0; col < cols; col++) {
golRotation[row][col][0] = golRotation[row][col][1];
golRotation[row][col][1] = golArray[row][col] ? Math.PI : Math.PI / 2.0;
}
}
readyForSwap = false;
setTimeout(function() {
stepGameOfLife(golArray, golArraySwap, rows, cols);
readyForSwap = true;
}, 0);
lastUpdateTime = timeNow;
rotationFactor = 0.0;
} else {
console.log("Missed a swap!");
rotationFactor = 1.0;
}
} else {
rotationFactor = elapsed / ROTATION_TIME;
}
}
function tick() {
update();
drawScene();
requestAnimFrame(tick);
}
var golArray;
var golArraySwap;
var golRotation;
var rows = 20;
var cols = 20;
function start() {
// Set up Game of Life
golArraySwap = createRandomGameOfLife(rows, cols, 0.4);
golArray = createEmptyArray(rows, cols, false);
golRotation = createEmptyArray(rows, cols, []);
for (var row = 0; row < rows; row++) {
for (var col = 0; col < cols; col++) {
golRotation[row][col] = new Array();
golRotation[row][col][0] = Math.PI / 2.0;
golRotation[row][col][1] = Math.PI / 2.0;
}
}
var canvas = document.getElementById("webgl-canvas");
initGL(canvas);
initShaders()
initBuffers();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
tick();
}
</script>
</head>
<body onload="start();">
<h1>WebGL Game of life</h1>
<canvas id="webgl-canvas" style="border: none;" width="500" height="500"></canvas>
<script>
(function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){
(i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o),
m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m)
})(window,document,'script','//www.google-analytics.com/analytics.js','ga');
ga('create', 'UA-9272170-8', 'emidander.github.io');
ga('send', 'pageview');
</script>
</body>
</html>