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Merge pull request JessicaML#38 from Paarmita/master
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stars galaxy lesson added
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JessicaML authored May 25, 2018
2 parents 94a1897 + f8e312e commit c7430e0
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248 changes: 248 additions & 0 deletions galaxy/index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Spiral galaxy</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width">
<style>
body {
background-color: black;
background-image: url("./images/stars.png"), url("./images/twinkling.png");
margin: 0px;
overflow: hidden;
color: white;
font-family: helvetica, sans-serif;
}
</style>
</head>
<body>
<div id="message"></div>
<div id="container"></div>
<script src="js/three.min.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/Detector.js"></script>

<script type="x-shader/x-vertex" id="vertexshader">

attribute float size;
attribute vec3 ca;

varying vec3 vColor;

void main() {

vColor = ca;

vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );

gl_PointSize = size;
gl_PointSize = size * ( 100.0 / length( mvPosition.xyz ) );

gl_Position = projectionMatrix * mvPosition;

}

</script>

<script type="x-shader/x-fragment" id="fragmentshader">

uniform vec3 color;
uniform sampler2D texture;

varying vec3 vColor;

void main() {

gl_FragColor = vec4( color * vColor, 1.0 );
gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );

}

</script>

<script>

var mouseX = 0, mouseY = 0,

windowHalfX = window.innerWidth / 2,
windowHalfY = window.innerHeight / 2,

camera, scene, renderer, particleSystem;

var PI2 = Math.PI * 2;

init();
animate();

function init() {

var container, galaxy;

container = document.createElement('div');
document.body.appendChild(container);

//intialize camera
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 10000 );
camera.position.z = 6;
camera.position.y = 6;

// Add OrbitControls so that we can pan around with the mouse.
controls = new THREE.OrbitControls( camera );
controls.addEventListener( 'change', render );


//initialize scene
scene = new THREE.Scene();

// Render the scene.
renderer = Detector.webgl? new THREE.WebGLRenderer(): document.getElementById("message").textContent = "Your browser does not support WebGL.";
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );

// Generate the circle texture
var circleTexture = new THREE.Texture(generateCircleTexture());
circleTexture.needsUpdate = true;

// Set up the shaders
attributes = {
size: { type: 'f', value: [] },
ca: { type: 'c', value: [] }
};

uniforms = {
amplitude: { type: "f", value: 1.0 },
color: { type: "c", value: new THREE.Color( 0xffffff ) },
texture: { type: "t", value: circleTexture },
};

uniforms.texture.value.wrapS = uniforms.texture.value.wrapT = THREE.RepeatWrapping;

var shaderMaterial = new THREE.ShaderMaterial( {
uniforms: uniforms,
attributes: attributes,
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
transparent: true
});

// Galaxy properties
var galaxy = new THREE.Geometry();
var starsPerArm = 1000;
var arms = 5;
var armAngle = 270 / arms;

// Create the galaxy structure
for (arm = 0; arm < arms; arm++) {
for (i = 0; i <= starsPerArm; i++) {

radius = i / 40;
angle = i / 100 + (armAngle * (arm + 1));

x = radius * Math.cos(angle) + rand();
y = rand() / 5;
z = radius * Math.sin(angle) + rand();

// Add stars
randResult = Math.random() * (starsPerArm);
if(randResult < i*i) {
galaxy.vertices.push(new THREE.Vector3(x + rand(), y + rand(), z + rand()));
}

// Add about 50% more stars with some position variation for a better result
galaxy.vertices.push(new THREE.Vector3(x, y, z));
if(rand() >= 0) {
galaxy.vertices.push(new THREE.Vector3(x + rand(), y + rand(), z + rand()));
}
}
}

// Create the particle system
//https://code.tutsplus.com/tutorials/webgl-with-threejs-textures-particles--net-35836
particleSystem = new THREE.ParticleSystem(galaxy, shaderMaterial);
particleSystem.sortParticles = true;

// Data to send to the shader
var vertices = particleSystem.geometry.vertices;
var values_size = attributes.size.value;
var values_color = attributes.ca.value;
console.log("vertices = " + vertices.length);

// Color variation
for( var v = 0; v < vertices.length; v++ ) {

values_size[ v ] = 0.2 + rand();
values_color[ v ] = new THREE.Color( 0xffffff );
var starType = Math.random();
values_color[ v ].setRGB(1, 1, 1);
}

// Add the particle system to the scene
scene.add(particleSystem);

// Resize listener
window.addEventListener( 'resize', onWindowResize, false );
}

function generateCircleTexture() {

// draw a circle in the center of the canvas
var size = 64;

// create canvas
var canvas = document.createElement('canvas');
canvas.width = size;
canvas.height = size;

// get context
var context = canvas.getContext('2d');

// draw circle
var centerX = size / 2;
var centerY = size / 2;
var radius = size / 2;

for(var i = 1; i < 33; i++) {
context.beginPath();
context.arc(centerX, centerY, (radius / 2) + (i / 2), 0, 2 * Math.PI, false);
context.fillStyle = "rgba(255, 255, 255, " + (1 / i) + ")";
context.fill();
}

return canvas;
}

function onWindowResize() {

windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;

camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();

renderer.setSize( window.innerWidth, window.innerHeight );

}

function animate() {

particleSystem.rotation.y += 0.0001;

controls.update();
requestAnimationFrame( animate );
render();
}

function render() {
// camera.lookAt(scene.position);
renderer.render( scene, camera );

}

function rand() {
return Math.random() - 0.5;
}

</script>

</body>
</html>
77 changes: 77 additions & 0 deletions galaxy/js/Detector.js
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//https://github.com/mrdoob/three.js/blob/master/examples/js/Detector.js

/**
* @author alteredq / http://alteredqualia.com/
* @author mr.doob / http://mrdoob.com/
*/

var Detector = {

canvas: !! window.CanvasRenderingContext2D,
webgl: ( function () {
try {
var canvas = document.createElement( 'canvas' ); return !! window.WebGLRenderingContext && ( canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) );
} catch( e ) {
return false;
} } )(),
workers: !! window.Worker,
fileapi: window.File && window.FileReader && window.FileList && window.Blob,

getWebGLErrorMessage: function () {

var element = document.createElement( 'div' );
element.id = 'webgl-error-message';
element.style.fontFamily = 'monospace';
element.style.fontSize = '13px';
element.style.fontWeight = 'normal';
element.style.textAlign = 'center';
element.style.background = '#fff';
element.style.color = '#000';
element.style.padding = '1.5em';
element.style.width = '400px';
element.style.margin = '5em auto 0';

if ( ! this.webgl ) {

element.innerHTML = window.WebGLRenderingContext ? [
'Your graphics card does not seem to support <a href="http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation" style="color:#000">WebGL</a>.<br />',
'Find out how to get it <a href="http://get.webgl.org/" style="color:#000">here</a>.'
].join( '\n' ) : [
'Your browser does not seem to support <a href="http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation" style="color:#000">WebGL</a>.<br/>',
'Find out how to get it <a href="http://get.webgl.org/" style="color:#000">here</a>.'
].join( '\n' );

}

return element;

},

addGetWebGLMessage: function ( parameters ) {

var parent, id, element;

parameters = parameters || {};

parent = parameters.parent !== undefined ? parameters.parent : document.body;
id = parameters.id !== undefined ? parameters.id : 'oldie';

element = Detector.getWebGLErrorMessage();
element.id = id;

parent.appendChild( element );

}

};

// browserify support
if ( typeof module === 'object' ) {

module.exports = Detector;

}




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