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shark.html
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<!DOCTYPE html>
<html>
<head>
<title>TODO supply a title</title>
<meta charset="UTF-8">
<style>
@import url(http://fonts.googleapis.com/earlyaccess/hanna.css);
*{
font-family: 'Hanna', serif;
}
button{
background-color : #395687;
font-size : 20px;
border-radius : 10px;
width : 200px;
height: 50px;
border : 0;
color : #F1F1F1;
display : block;
margin-bottom : 10px;
float: left;
margin-right: 20px;
}
</style>
</head>
<body onload="main()" style="background-color : #E8C720; padding-bottom: 0;">
<div id ="content" style = "overflow : hidden; background-color : #427590; width : 1800px; height : 900px; padding-top : 20px; padding-bottom : 70px; border-radius : 100px; margin-left: 3%; margin-top:50px;">
<div style='border: 50px solid orange; background-color : orange; margin : auto 0; margin : 20px 200px; margin-left : 18%; width:1000px; height : 800px;'>
<canvas id="myCanvas" width=1000; height=700;></canvas>
<video id="myVideo" controls="true" src="shark.mp4" autoplay="true" style = "position : fixed; top : 700px; left : 439px;"></video>
<div style='margin-top: 20px; margin-left: 190px;' width=1000 >
<button onclick="neonOnOff()">네온효과 on/off</button>
<button onclick="moveOnOff()">움직임효과 on/off</button>
<button onclick="mirrorOnOff()">좌우효과 on/off</button>
</div>
<p style=" text-align: center; "><input type=file><div id="holder"></div></p>
</div>
<img src="back.png" style="width:100px; height: 100px; float: right; margin-right: 7%; position:fixed; top : 900px; right : 20px;;" onclick="history.back();">
</div>
<script src="webgl-utils.js"></script>
<script src="webgl-debug.js"></script>
<script src="cuon-utils.js"></script>
<script src="cuon-matrix.js"></script>
<script>
var VSHADER_SOURCE =
'attribute vec4 a_Position; \n' +
'attribute vec4 a_Color; \n' +
'attribute vec2 a_TexCoord; \n' +
'varying vec4 outColor; \n' +
'varying vec2 v_TexCoord; \n' +
'void main() { \n' +
' gl_Position = a_Position; \n' +
' outColor = a_Color; \n' +
' outColor.a = 1.0;\n' +
' v_TexCoord = a_TexCoord; \n' +
'}\n';
var FSHADER_SOURCE =
'precision mediump float; \n' +
'uniform sampler2D u_texture; \n' +
'varying vec4 outColor; \n' +
'varying vec2 v_TexCoord; \n' +
'uniform float u_Alpha;\n' +
'void main() { \n' +
' gl_FragColor = texture2D(u_texture, v_TexCoord)*outColor; \n' +
'}\n';
var vertices = [
//백그라운드
-1.0, -1.0, 0.11, 1.0, 1.0, 1.0, 0.0, 0.0,
1.0, -1.0, 0.11, 1.0, 1.0, 1.0, 1.0, 0.0,
-1.0, 1.0, 0.11, 1.0, 1.0, 1.0, 0.0, 1.0,
1.0, 1.0, 0.11, 1.0, 1.0, 1.0, 1.0, 1.0,
//객체0
-1.0, -0.2, 0.1, 1.0, 1.0, 1.0, 0.0, 0.0,
-0.6, -0.2, 0.1, 1.0, 1.0, 1.0, 1.0, 0.0,
-1.0, 0.2, 0.1, 1.0, 1.0, 1.0, 0.0, 1.0,
-0.6, 0.2, 0.1, 1.0, 1.0, 1.0, 1.0, 1.0,
//객체1
-0.6, -0.2, 0.09, 1.0, 1.0, 1.0, 0.0, 0.0,
-0.2, -0.2, 0.09, 1.0, 1.0, 1.0, 1.0, 0.0,
-0.6, 0.2, 0.09, 1.0, 1.0, 1.0, 0.0, 1.0,
-0.2, 0.2, 0.09, 1.0, 1.0, 1.0, 1.0, 1.0,
//객체2
-0.2, -0.2, 0.1, 1.0, 1.0, 1.0, 0.0, 0.0,
0.2, -0.2, 0.1, 1.0, 1.0, 1.0, 1.0, 0.0,
-0.2, 0.2, 0.1, 1.0, 1.0, 1.0, 0.0, 1.0,
0.2, 0.2, 0.1, 1.0, 1.0, 1.0, 1.0, 1.0,
//객체3
0.2, -0.2, 0.1, 1.0, 1.0, 1.0, 0.0, 0.0,
0.6, -0.2, 0.1, 1.0, 1.0, 1.0, 1.0, 0.0,
0.2, 0.2, 0.1, 1.0, 1.0, 1.0, 0.0, 1.0,
0.6, 0.2, 0.1, 1.0, 1.0, 1.0, 1.0, 1.0,
//객체4
0.6, -0.2, 0.1, 1.0, 1.0, 1.0, 0.0, 0.0,
1.0, -0.2, 0.1, 1.0, 1.0, 1.0, 1.0, 0.0,
0.6, 0.2, 0.1, 1.0, 1.0, 1.0, 0.0, 1.0,
1.0, 0.2, 0.1, 1.0, 1.0, 1.0, 1.0, 1.0,
];
var indices = [
0, 1, 2, 2, 1, 3,
4, 5, 6, 6, 5, 7,
8, 9, 10, 10, 9, 11,
12, 13, 14, 14, 13, 15,
16, 17, 18, 18, 17, 19,
20, 21, 22, 22, 21, 23,
24, 25, 26, 26, 25, 27,
28, 29, 30, 30, 29, 31,
32, 33, 34, 34, 33, 35,
36, 37, 38, 38, 37, 39,
40, 41, 42, 42, 41, 43
];
var cv;
var gl;
var posLoc;
var colLoc;
var cubeVBO;
var cubeVEO;
var doneOnload;// 텍스처 로드가 됐는지 확인하는 변수
var neon = false; // 나비들에게 네온 효과를 줄것인지
var move = false; // 나비들에게 움직임 효과를 줄것인지
var mirror = false; // 나비들에게 미러 효과를 줄것인지
var mirrorTiming = 0;
var loadImg = 'sea.jpg'; // 로드된 이미지를 출력한다.
var upload = document.getElementsByTagName('input')[0],
holder = document.getElementById('holder'),
state = document.getElementById('status');
upload.onchange = function (e) {
e.preventDefault();
var file = upload.files[0];
var reader = new FileReader();
reader.onload = function (event) {
var img = new Image();
img.src = event.target.result;
// note: no onload required since we've got the dataurl...I think! :)
img.heigth = 256;
img.width = 256;
holder.innerHTML = '';
// holder.appendChild(img);
console.log(img);
loadImg = img.src;
//loadImge = makeSuitableForTexture(loadImg);
//console.log(loadImge);
// 크기가 2^n * 2^n인 파일만 가능
//수정사항 크기가 2^n * 2^n이 아닌 파일을 업로드 하더라고 width, height문제를 해결하고 업로드 되야한다.
};
reader.readAsDataURL(file);
return false;
};
var texImage = [];//텍스처 이미지를 저장하는 배열
function main() {
cv = document.getElementById('myCanvas');
gl = cv.getContext('webgl');
//gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE);
posLoc = gl.getAttribLocation(gl.program, 'a_Position'); // 속성가져오기 - 위치
colLoc = gl.getAttribLocation(gl.program, 'a_Color'); // 속성가져오기 - 색상
gl.enableVertexAttribArray(posLoc);
gl.enableVertexAttribArray(colLoc);
init();
startMove();
}
function init() {
// gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
cubeVBO = gl.createBuffer();
cubeVEO = gl.createBuffer();
posLoc = gl.getAttribLocation(gl.program, 'a_Position');
colLoc = gl.getAttribLocation(gl.program, 'a_Color');
texLoc = gl.getAttribLocation(gl.program, 'a_TexCoord');
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVBO);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
gl.vertexAttribPointer(posLoc, 3, gl.FLOAT, false, 4 * 8, 0);
gl.vertexAttribPointer(colLoc, 3, gl.FLOAT, false, 4 * 8, 4 * 3);
gl.vertexAttribPointer(texLoc, 2, gl.FLOAT, false, 4 * 8, 4 * 6);
gl.enableVertexAttribArray(posLoc);
gl.enableVertexAttribArray(colLoc);
gl.enableVertexAttribArray(texLoc);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVEO);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array(indices), gl.STATIC_DRAW);
}
function draw() {
init();
//배경을 그린다.
texImage[0] = new Image();
texImage[0].onload = function () {
gl.texID = gl.createTexture();
//texID[j] = gl.texID;
gl.activeTexture(gl.TEXTURE0);
// console.log(0);
// console.log(texImage[0]);
gl.bindTexture(gl.TEXTURE_2D, gl.texID);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, texImage[0]);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
// 그리기n 이미지가 로드되야 그린다.
var samplerLoc = gl.getUniformLocation(gl.program, 'u_texture');
gl.uniform1i(samplerLoc, 0);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_COLOR, gl.ONE_MINUS_SRC_COLOR);
// gl.disable(gl.DEPTH_TEST);
//gl.uniform1f(uAlpha, 1.0);
gl.enable(gl.DEPTH_TEST);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 6 * 0);
};
texImage[0].src = loadImg; // 배경을 먼저 그려준다.
draw1();
draw2();
draw3();
draw4();
draw5();
}
function draw1() {
var i = 1;
//나비를 그린다.
texImage[i] = new Image();
texImage[i].onload = function () {
gl.texID = gl.createTexture();
//texID[j] = gl.texID;
gl.activeTexture(gl.TEXTURE0);
//console.log(1);
//console.log(texImage[1]);
gl.bindTexture(gl.TEXTURE_2D, gl.texID);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, texImage[i]);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
// 그리기 이미지가 로드되야 그린다.
var samplerLoc = gl.getUniformLocation(gl.program, 'u_texture');
gl.uniform1i(samplerLoc, 0);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 6 * i);
};
if (mirror) {
if ((Math.random() * 100) > 50 && mirrorTiming > 50)
texImage[i].src = 'shark0_m.png'; // 나비 그려주기
else
texImage[i].src = 'shark0.png'; // 나비 그려주기
} else {
texImage[i].src = 'shark0.png'; // 나비 그려주기
}
}
function draw2() {
var i = 2;
texImage[i] = new Image();
texImage[i].onload = function () {
gl.texID = gl.createTexture();
//texID[j] = gl.texID;
gl.activeTexture(gl.TEXTURE0);
//console.log(1);
//console.log(texImage[1]);
gl.bindTexture(gl.TEXTURE_2D, gl.texID);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, texImage[i]);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
// 그리기 이미지가 로드되야 그린다.
var samplerLoc = gl.getUniformLocation(gl.program, 'u_texture');
gl.uniform1i(samplerLoc, 0);
gl.enable(gl.DEPTH_TEST);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 6 * i);
};
if (mirror) {
if ((Math.random() * 100) > 50 && mirrorTiming > 50)
texImage[i].src = 'shark1_m.png'; // 나비 그려주기
else
texImage[i].src = 'shark1.png'; // 나비 그려주기
} else {
texImage[i].src = 'shark1.png'; // 나비 그려주기
}
}
function draw3() {
var i = 3;
texImage[i] = new Image();
texImage[i].onload = function () {
gl.texID = gl.createTexture();
//texID[j] = gl.texID;
gl.activeTexture(gl.TEXTURE0);
//console.log(1);
//console.log(texImage[1]);
gl.bindTexture(gl.TEXTURE_2D, gl.texID);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, texImage[i]);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
// 그리기 이미지가 로드되야 그린다.
var samplerLoc = gl.getUniformLocation(gl.program, 'u_texture');
gl.uniform1i(samplerLoc, 0);
gl.enable(gl.DEPTH_TEST);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 6 * i);
};
if (mirror) {
if ((Math.random() * 100) > 50 && mirrorTiming > 50)
texImage[i].src = 'shark2_m.png'; // 나비 그려주기
else
texImage[i].src = 'shark2.png'; // 나비 그려주기
} else {
texImage[i].src = 'shark2.png'; // 나비 그려주기
}
}
function draw4() {
var i = 4;
texImage[i] = new Image();
texImage[i].onload = function () {
gl.texID = gl.createTexture();
//texID[j] = gl.texID;
gl.activeTexture(gl.TEXTURE0);
//console.log(1);
//console.log(texImage[1]);
gl.bindTexture(gl.TEXTURE_2D, gl.texID);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, texImage[i]);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
// 그리기 이미지가 로드되야 그린다.
var samplerLoc = gl.getUniformLocation(gl.program, 'u_texture');
gl.uniform1i(samplerLoc, 0);
gl.enable(gl.DEPTH_TEST);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 6 * i);
};
if (mirror) {
if ((Math.random() * 100) > 50 && mirrorTiming > 50)
texImage[i].src = 'shark3_m.png'; // 나비 그려주기
else
texImage[i].src = 'shark3.png'; // 나비 그려주기
} else {
texImage[i].src = 'shark3.png'; // 나비 그려주기
}
}
function draw5() {
var i = 5;
texImage[i] = new Image();
texImage[i].onload = function () {
gl.texID = gl.createTexture();
//texID[j] = gl.texID;
gl.activeTexture(gl.TEXTURE0);
//console.log(1);
//console.log(texImage[1]);
gl.bindTexture(gl.TEXTURE_2D, gl.texID);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, texImage[i]);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
// 그리기 이미지가 로드되야 그린다.
var samplerLoc = gl.getUniformLocation(gl.program, 'u_texture');
gl.uniform1i(samplerLoc, 0);
gl.enable(gl.DEPTH_TEST);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 6 * i);
};
if (mirror) {
if ((Math.random() * 100) > 50 && mirrorTiming > 50)
texImage[i].src = 'shark4_m.png'; // 나비 그려주기
else
texImage[i].src = 'shark4.png'; // 나비 그려주기
} else {
texImage[i].src = 'shark4.png'; // 나비 그려주기
}
}
</script>
<script>
var c = 0;
var audioContext = new AudioContext();
var ctx = new AudioContext();
var audio = document.getElementById('myVideo');
var audioSrc = ctx.createMediaElementSource(audio);
var analyser = ctx.createAnalyser();
// we have to connect the MediaElementSource with the analyser
audioSrc.connect(analyser);
audioSrc.connect(ctx.destination); // 스피커로 노래가 출력되게 하기
// we could configure the analyser: e.g. analyser.fftSize (for further infos read the spec)
// frequencyBinCount tells you how many values you'll receive from the analyser
var frequencyData = new Uint8Array(analyser.frequencyBinCount);
// we're ready to receive some data!
// loop
var neontiming = 0;
var movetiming = 0;
function startMove() {
var renderFrame = function () {
requestAnimationFrame(renderFrame);
// update data in frequencyData
analyser.getByteFrequencyData(frequencyData);
// render frame based on values in frequencyData
//다섯 구간으로 나워서 평균을 구한다.
var sum = [];
for (var i = 0; i < 200; i += 40) {
sum[i / 40] = 0;
for (var j = i; j < i + 40; j++) {
sum[i / 40] += frequencyData[j];
}
}
for (var i = 0; i < 5; i++) {
var temp = vertices[33 + i * 32];
vertices[33 + i * 32] = sum[i] / 6000 - 0.8;
//sum[i] = 0;
// console.log(sum / 1024);
var distanceY = temp - vertices[33 + i * 32];// y이동거리를 구한다.
//x,y이동거리만큼 움직여준다.
vertices[41 + i * 32] -= distanceY;
vertices[49 + i * 32] -= distanceY;
vertices[57 + i * 32] -= distanceY;
if (neon) {
neontiming++;
if (neontiming % 10 == 0) {
neontiming = 0;
for (var j = 0; j < 5; j++)
for (var k = 0; k < 3; k++) {
// console.log(Math.random() > 50);
vertices[35 + k + j * 32] = Math.random() + 0.51;
vertices[43 + k + j * 32] = Math.random() + 0.51;
vertices[51 + k + j * 32] = Math.random() + 0.51;
vertices[59 + k + j * 32] = Math.random() + 0.51;
}
}
}
if (move) {
movetiming++;
if (movetiming % 10 == 0) {
movetiming = 0;
for (var j = 0; j < 5; j++) {
var moveDis = (0.5 - Math.random()) / 100;
vertices[32 + j * 32] -= moveDis;
vertices[40 + j * 32] -= moveDis;
vertices[48 + j * 32] -= moveDis;
vertices[56 + j * 32] -= moveDis;
}
}
}
mirrorTiming++;
if (mirrorTiming > 100) {
mirrorTiming = 0;
}
//console.log(vertices);
}
draw();
}
//audio.play();
renderFrame();
}
function neonOnOff() {
if (neon) {
neon = false;
} else {
neon = true;
}
}
function moveOnOff() {
if (move) {
move = false;
} else {
move = true;
}
}
function mirrorOnOff() {
if (mirror) {
mirror = false;
} else {
mirror = true;
}
}
</script>
</body>
</html>