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jquery.ripples.js
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/*!
* jQuery Ripples plugin v0.5.3 / https://github.com/sirxemic/jquery.ripples
* MIT License
* @author sirxemic / https://sirxemic.com/
*/
(function(factory) {
if (typeof define === 'function' && define.amd) {
// AMD. Register as an anonymous module.
define(['jquery'], factory);
}
else if (typeof exports === 'object') {
// Node/CommonJS
factory(require('jquery'));
}
else {
// Browser globals
factory(jQuery);
}
}(function($) {
'use strict';
var gl;
var $window = $(window); // There is only one window, so why not cache the jQuery-wrapped window?
function isPercentage(str) {
return str[str.length - 1] == '%';
}
/**
* Load a configuration of GL settings which the browser supports.
* For example:
* - not all browsers support WebGL
* - not all browsers support floating point textures
* - not all browsers support linear filtering for floating point textures
* - not all browsers support rendering to floating point textures
* - some browsers *do* support rendering to half-floating point textures instead.
*/
function loadConfig() {
var canvas = document.createElement('canvas');
gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
if (!gl) {
// Browser does not support WebGL.
return null;
}
// Load extensions
var extensions = {};
[
'OES_texture_float',
'OES_texture_half_float',
'OES_texture_float_linear',
'OES_texture_half_float_linear'
].forEach(function(name) {
var extension = gl.getExtension(name);
if (extension) {
extensions[name] = extension;
}
});
// If no floating point extensions are supported we can bail out early.
if (!extensions.OES_texture_float) {
return null;
}
var configs = [];
function createConfig(type, glType) {
var name = 'OES_texture_' + type,
nameLinear = name + '_linear',
linearSupport = nameLinear in extensions,
configExtensions = [name];
if (linearSupport) {
configExtensions.push(nameLinear);
}
return {
type: glType,
linearSupport: linearSupport,
extensions: configExtensions
};
}
configs.push(
createConfig('float', gl.FLOAT)
);
if (extensions.OES_texture_half_float) {
configs.push(
createConfig('half_float', extensions.OES_texture_half_float.HALF_FLOAT_OES)
);
}
// Setup the texture and framebuffer
var texture = gl.createTexture();
var framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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);
// Check for each supported texture type if rendering to it is supported
var config = null;
for (var i = 0; i < configs.length; i++) {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 32, 32, 0, gl.RGBA, configs[i].type, null);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE) {
config = configs[i];
break;
}
}
return config;
}
function createImageData(width, height) {
try {
return new ImageData(width, height);
}
catch (e) {
// Fallback for IE
var canvas = document.createElement('canvas');
return canvas.getContext('2d').createImageData(width, height);
}
}
function translateBackgroundPosition(value) {
var parts = value.split(' ');
if (parts.length === 1) {
switch (value) {
case 'center':
return ['50%', '50%'];
case 'top':
return ['50%', '0'];
case 'bottom':
return ['50%', '100%'];
case 'left':
return ['0', '50%'];
case 'right':
return ['100%', '50%'];
default:
return [value, '50%'];
}
}
else {
return parts.map(function(part) {
switch (value) {
case 'center':
return '50%';
case 'top':
case 'left':
return '0';
case 'right':
case 'bottom':
return '100%';
default:
return part;
}
});
}
}
function createProgram(vertexSource, fragmentSource, uniformValues) {
function compileSource(type, source) {
var shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw new Error('compile error: ' + gl.getShaderInfoLog(shader));
}
return shader;
}
var program = {};
program.id = gl.createProgram();
gl.attachShader(program.id, compileSource(gl.VERTEX_SHADER, vertexSource));
gl.attachShader(program.id, compileSource(gl.FRAGMENT_SHADER, fragmentSource));
gl.linkProgram(program.id);
if (!gl.getProgramParameter(program.id, gl.LINK_STATUS)) {
throw new Error('link error: ' + gl.getProgramInfoLog(program.id));
}
// Fetch the uniform and attribute locations
program.uniforms = {};
program.locations = {};
gl.useProgram(program.id);
gl.enableVertexAttribArray(0);
var match, name, regex = /uniform (\w+) (\w+)/g, shaderCode = vertexSource + fragmentSource;
while ((match = regex.exec(shaderCode)) != null) {
name = match[2];
program.locations[name] = gl.getUniformLocation(program.id, name);
}
return program;
}
function bindTexture(texture, unit) {
gl.activeTexture(gl.TEXTURE0 + (unit || 0));
gl.bindTexture(gl.TEXTURE_2D, texture);
}
function extractUrl(value) {
var urlMatch = /url\(["']?([^"']*)["']?\)/.exec(value);
if (urlMatch == null) {
return null;
}
return urlMatch[1];
}
function isDataUri(url) {
return url.match(/^data:/);
}
var config = loadConfig();
var transparentPixels = createImageData(32, 32);
// Extend the css
$('head').prepend('<style>.jquery-ripples { position: relative; z-index: 0; }</style>');
// RIPPLES CLASS DEFINITION
// =========================
var Ripples = function (el, options) {
var that = this;
this.$el = $(el);
// Init properties from options
this.interactive = options.interactive;
this.resolution = options.resolution;
this.textureDelta = new Float32Array([1 / this.resolution, 1 / this.resolution]);
this.perturbance = options.perturbance;
this.dropRadius = options.dropRadius;
this.crossOrigin = options.crossOrigin;
this.imageUrl = options.imageUrl;
// Init WebGL canvas
var canvas = document.createElement('canvas');
canvas.width = this.$el.innerWidth();
canvas.height = this.$el.innerHeight();
this.canvas = canvas;
this.$canvas = $(canvas);
this.$canvas.css({
position: 'absolute',
left: 0,
top: 0,
right: 0,
bottom: 0,
zIndex: -1
});
this.$el.addClass('jquery-ripples').append(canvas);
this.context = gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
// Load extensions
config.extensions.forEach(function(name) {
gl.getExtension(name);
});
// Start listening to window resize events
$(window).on('resize', function() {
var newWidth = that.$el.innerWidth(),
newHeight = that.$el.innerHeight();
if (newWidth != that.canvas.width || newHeight != that.canvas.height) {
canvas.width = newWidth;
canvas.height = newHeight;
}
});
// Init rendertargets for ripple data.
this.textures = [];
this.framebuffers = [];
this.bufferWriteIndex = 0;
this.bufferReadIndex = 1;
for (var i = 0; i < 2; i++) {
var texture = gl.createTexture();
var framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
framebuffer.width = this.resolution;
framebuffer.height = this.resolution;
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, config.linearSupport ? gl.LINEAR : gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, config.linearSupport ? gl.LINEAR : gl.NEAREST);
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, gl.RGBA, this.resolution, this.resolution, 0, gl.RGBA, config.type, null);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
this.textures.push(texture);
this.framebuffers.push(framebuffer);
}
// Init GL stuff
this.quad = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.quad);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1, -1,
+1, -1,
+1, +1,
-1, +1
]), gl.STATIC_DRAW);
this.initShaders();
this.initTexture();
this.setTransparentTexture();
// Load the image either from the options or CSS rules
this.loadImage();
// Set correct clear color and blend mode (regular alpha blending)
gl.clearColor(0, 0, 0, 0);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
// Plugin is successfully initialized!
this.visible = true;
this.running = true;
this.inited = true;
this.setupPointerEvents();
// Init animation
function step() {
that.step();
requestAnimationFrame(step);
}
requestAnimationFrame(step);
};
Ripples.DEFAULTS = {
imageUrl: null,
resolution: 256,
dropRadius: 20,
perturbance: 0.03,
interactive: true,
crossOrigin: ''
};
Ripples.prototype = {
// Set up pointer (mouse + touch) events
setupPointerEvents: function() {
var that = this;
function pointerEventsEnabled() {
return that.visible && that.running && that.interactive;
}
function dropAtPointer(pointer, big) {
if (pointerEventsEnabled()) {
that.dropAtPointer(
pointer,
that.dropRadius * (big ? 1.5 : 1),
(big ? 0.14 : 0.01)
);
}
}
// Start listening to pointer events
this.$el
// Create regular, small ripples for mouse move and touch events...
.on('mousemove.ripples', function(e) {
dropAtPointer(e);
})
.on('touchmove.ripples, touchstart.ripples', function(e) {
var touches = e.originalEvent.changedTouches;
for (var i = 0; i < touches.length; i++) {
dropAtPointer(touches[i]);
}
})
// ...and only a big ripple on mouse down events.
.on('mousedown.ripples', function(e) {
dropAtPointer(e, true);
});
},
// Load the image either from the options or the element's CSS rules.
loadImage: function() {
var that = this;
gl = this.context;
var newImageSource = this.imageUrl ||
extractUrl(this.originalCssBackgroundImage) ||
extractUrl(this.$el.css('backgroundImage'));
// If image source is unchanged, don't reload it.
if (newImageSource == this.imageSource) {
return;
}
this.imageSource = newImageSource;
// Falsy source means no background.
if (!this.imageSource) {
this.setTransparentTexture();
return;
}
// Load the texture from a new image.
var image = new Image;
image.onload = function() {
gl = that.context;
// Only textures with dimensions of powers of two can have repeat wrapping.
function isPowerOfTwo(x) {
return (x & (x - 1)) == 0;
}
var wrapping = (isPowerOfTwo(image.width) && isPowerOfTwo(image.height)) ? gl.REPEAT : gl.CLAMP_TO_EDGE;
gl.bindTexture(gl.TEXTURE_2D, that.backgroundTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrapping);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrapping);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
that.backgroundWidth = image.width;
that.backgroundHeight = image.height;
// Hide the background that we're replacing.
that.hideCssBackground();
};
// Fall back to a transparent texture when loading the image failed.
image.onerror = function() {
gl = that.context;
that.setTransparentTexture();
};
// Disable CORS when the image source is a data URI.
image.crossOrigin = isDataUri(this.imageSource) ? null : this.crossOrigin;
image.src = this.imageSource;
},
step: function() {
gl = this.context;
if (!this.visible) {
return;
}
this.computeTextureBoundaries();
if (this.running) {
this.update();
}
this.render();
},
drawQuad: function() {
gl.bindBuffer(gl.ARRAY_BUFFER, this.quad);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
},
render: function() {
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, this.canvas.width, this.canvas.height);
gl.enable(gl.BLEND);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(this.renderProgram.id);
bindTexture(this.backgroundTexture, 0);
bindTexture(this.textures[0], 1);
gl.uniform1f(this.renderProgram.locations.perturbance, this.perturbance);
gl.uniform2fv(this.renderProgram.locations.topLeft, this.renderProgram.uniforms.topLeft);
gl.uniform2fv(this.renderProgram.locations.bottomRight, this.renderProgram.uniforms.bottomRight);
gl.uniform2fv(this.renderProgram.locations.containerRatio, this.renderProgram.uniforms.containerRatio);
gl.uniform1i(this.renderProgram.locations.samplerBackground, 0);
gl.uniform1i(this.renderProgram.locations.samplerRipples, 1);
this.drawQuad();
gl.disable(gl.BLEND);
},
update: function() {
gl.viewport(0, 0, this.resolution, this.resolution);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffers[this.bufferWriteIndex]);
bindTexture(this.textures[this.bufferReadIndex]);
gl.useProgram(this.updateProgram.id);
this.drawQuad();
this.swapBufferIndices();
},
swapBufferIndices: function() {
this.bufferWriteIndex = 1 - this.bufferWriteIndex;
this.bufferReadIndex = 1 - this.bufferReadIndex;
},
computeTextureBoundaries: function() {
var backgroundSize = this.$el.css('background-size');
var backgroundAttachment = this.$el.css('background-attachment');
var backgroundPosition = translateBackgroundPosition(this.$el.css('background-position'));
// Here the 'container' is the element which the background adapts to
// (either the chrome window or some element, depending on attachment)
var container;
if (backgroundAttachment == 'fixed') {
container = { left: window.pageXOffset, top: window.pageYOffset };
container.width = $window.width();
container.height = $window.height();
}
else {
container = this.$el.offset();
container.width = this.$el.innerWidth();
container.height = this.$el.innerHeight();
}
// TODO: background-clip
if (backgroundSize == 'cover') {
var scale = Math.max(container.width / this.backgroundWidth, container.height / this.backgroundHeight);
var backgroundWidth = this.backgroundWidth * scale;
var backgroundHeight = this.backgroundHeight * scale;
}
else if (backgroundSize == 'contain') {
var scale = Math.min(container.width / this.backgroundWidth, container.height / this.backgroundHeight);
var backgroundWidth = this.backgroundWidth * scale;
var backgroundHeight = this.backgroundHeight * scale;
}
else {
backgroundSize = backgroundSize.split(' ');
var backgroundWidth = backgroundSize[0] || '';
var backgroundHeight = backgroundSize[1] || backgroundWidth;
if (isPercentage(backgroundWidth)) {
backgroundWidth = container.width * parseFloat(backgroundWidth) / 100;
}
else if (backgroundWidth != 'auto') {
backgroundWidth = parseFloat(backgroundWidth);
}
if (isPercentage(backgroundHeight)) {
backgroundHeight = container.height * parseFloat(backgroundHeight) / 100;
}
else if (backgroundHeight != 'auto') {
backgroundHeight = parseFloat(backgroundHeight);
}
if (backgroundWidth == 'auto' && backgroundHeight == 'auto') {
backgroundWidth = this.backgroundWidth;
backgroundHeight = this.backgroundHeight;
}
else {
if (backgroundWidth == 'auto') {
backgroundWidth = this.backgroundWidth * (backgroundHeight / this.backgroundHeight);
}
if (backgroundHeight == 'auto') {
backgroundHeight = this.backgroundHeight * (backgroundWidth / this.backgroundWidth);
}
}
}
// Compute backgroundX and backgroundY in page coordinates
var backgroundX = backgroundPosition[0];
var backgroundY = backgroundPosition[1];
if (isPercentage(backgroundX)) {
backgroundX = container.left + (container.width - backgroundWidth) * parseFloat(backgroundX) / 100;
}
else {
backgroundX = container.left + parseFloat(backgroundX);
}
if (isPercentage(backgroundY)) {
backgroundY = container.top + (container.height - backgroundHeight) * parseFloat(backgroundY) / 100;
}
else {
backgroundY = container.top + parseFloat(backgroundY);
}
var elementOffset = this.$el.offset();
this.renderProgram.uniforms.topLeft = new Float32Array([
(elementOffset.left - backgroundX) / backgroundWidth,
(elementOffset.top - backgroundY) / backgroundHeight
]);
this.renderProgram.uniforms.bottomRight = new Float32Array([
this.renderProgram.uniforms.topLeft[0] + this.$el.innerWidth() / backgroundWidth,
this.renderProgram.uniforms.topLeft[1] + this.$el.innerHeight() / backgroundHeight
]);
var maxSide = Math.max(this.canvas.width, this.canvas.height);
this.renderProgram.uniforms.containerRatio = new Float32Array([
this.canvas.width / maxSide,
this.canvas.height / maxSide
]);
},
initShaders: function() {
var vertexShader = [
'attribute vec2 vertex;',
'varying vec2 coord;',
'void main() {',
'coord = vertex * 0.5 + 0.5;',
'gl_Position = vec4(vertex, 0.0, 1.0);',
'}'
].join('\n');
this.dropProgram = createProgram(vertexShader, [
'precision highp float;',
'const float PI = 3.141592653589793;',
'uniform sampler2D texture;',
'uniform vec2 center;',
'uniform float radius;',
'uniform float strength;',
'varying vec2 coord;',
'void main() {',
'vec4 info = texture2D(texture, coord);',
'float drop = max(0.0, 1.0 - length(center * 0.5 + 0.5 - coord) / radius);',
'drop = 0.5 - cos(drop * PI) * 0.5;',
'info.r += drop * strength;',
'gl_FragColor = info;',
'}'
].join('\n'));
this.updateProgram = createProgram(vertexShader, [
'precision highp float;',
'uniform sampler2D texture;',
'uniform vec2 delta;',
'varying vec2 coord;',
'void main() {',
'vec4 info = texture2D(texture, coord);',
'vec2 dx = vec2(delta.x, 0.0);',
'vec2 dy = vec2(0.0, delta.y);',
'float average = (',
'texture2D(texture, coord - dx).r +',
'texture2D(texture, coord - dy).r +',
'texture2D(texture, coord + dx).r +',
'texture2D(texture, coord + dy).r',
') * 0.25;',
'info.g += (average - info.r) * 2.0;',
'info.g *= 0.995;',
'info.r += info.g;',
'gl_FragColor = info;',
'}'
].join('\n'));
gl.uniform2fv(this.updateProgram.locations.delta, this.textureDelta);
this.renderProgram = createProgram([
'precision highp float;',
'attribute vec2 vertex;',
'uniform vec2 topLeft;',
'uniform vec2 bottomRight;',
'uniform vec2 containerRatio;',
'varying vec2 ripplesCoord;',
'varying vec2 backgroundCoord;',
'void main() {',
'backgroundCoord = mix(topLeft, bottomRight, vertex * 0.5 + 0.5);',
'backgroundCoord.y = 1.0 - backgroundCoord.y;',
'ripplesCoord = vec2(vertex.x, -vertex.y) * containerRatio * 0.5 + 0.5;',
'gl_Position = vec4(vertex.x, -vertex.y, 0.0, 1.0);',
'}'
].join('\n'), [
'precision highp float;',
'uniform sampler2D samplerBackground;',
'uniform sampler2D samplerRipples;',
'uniform vec2 delta;',
'uniform float perturbance;',
'varying vec2 ripplesCoord;',
'varying vec2 backgroundCoord;',
'void main() {',
'float height = texture2D(samplerRipples, ripplesCoord).r;',
'float heightX = texture2D(samplerRipples, vec2(ripplesCoord.x + delta.x, ripplesCoord.y)).r;',
'float heightY = texture2D(samplerRipples, vec2(ripplesCoord.x, ripplesCoord.y + delta.y)).r;',
'vec3 dx = vec3(delta.x, heightX - height, 0.0);',
'vec3 dy = vec3(0.0, heightY - height, delta.y);',
'vec2 offset = -normalize(cross(dy, dx)).xz;',
'float specular = pow(max(0.0, dot(offset, normalize(vec2(-0.6, 1.0)))), 4.0);',
'gl_FragColor = texture2D(samplerBackground, backgroundCoord + offset * perturbance) + specular;',
'}'
].join('\n'));
gl.uniform2fv(this.renderProgram.locations.delta, this.textureDelta);
},
initTexture: function() {
this.backgroundTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.backgroundTexture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
},
setTransparentTexture: function() {
gl.bindTexture(gl.TEXTURE_2D, this.backgroundTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, transparentPixels);
},
hideCssBackground: function() {
// Check whether we're changing inline CSS or overriding a global CSS rule.
var inlineCss = this.$el[0].style.backgroundImage;
if (inlineCss == 'none') {
return;
}
this.originalInlineCss = inlineCss;
this.originalCssBackgroundImage = this.$el.css('backgroundImage');
this.$el.css('backgroundImage', 'none');
},
restoreCssBackground: function() {
// Restore background by either changing the inline CSS rule to what it was, or
// simply remove the inline CSS rule if it never was inlined.
this.$el.css('backgroundImage', this.originalInlineCss || '');
},
dropAtPointer: function(pointer, radius, strength) {
var borderLeft = parseInt(this.$el.css('border-left-width')) || 0,
borderTop = parseInt(this.$el.css('border-top-width')) || 0;
this.drop(
pointer.pageX - this.$el.offset().left - borderLeft,
pointer.pageY - this.$el.offset().top - borderTop,
radius,
strength
);
},
/**
* Public methods
*/
drop: function(x, y, radius, strength) {
gl = this.context;
var elWidth = this.$el.innerWidth();
var elHeight = this.$el.innerHeight();
var longestSide = Math.max(elWidth, elHeight);
radius = radius / longestSide;
var dropPosition = new Float32Array([
(2 * x - elWidth) / longestSide,
(elHeight - 2 * y) / longestSide
]);
gl.viewport(0, 0, this.resolution, this.resolution);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffers[this.bufferWriteIndex]);
bindTexture(this.textures[this.bufferReadIndex]);
gl.useProgram(this.dropProgram.id);
gl.uniform2fv(this.dropProgram.locations.center, dropPosition);
gl.uniform1f(this.dropProgram.locations.radius, radius);
gl.uniform1f(this.dropProgram.locations.strength, strength);
this.drawQuad();
this.swapBufferIndices();
},
destroy: function() {
this.$el
.off('.ripples')
.removeClass('jquery-ripples')
.removeData('ripples');
this.$canvas.remove();
this.restoreCssBackground();
},
show: function() {
this.visible = true;
this.$canvas.show();
this.hideCssBackground();
},
hide: function() {
this.visible = false;
this.$canvas.hide();
this.restoreCssBackground();
},
pause: function() {
this.running = false;
},
play: function() {
this.running = true;
},
set: function(property, value) {
switch (property) {
case 'dropRadius':
case 'perturbance':
case 'interactive':
case 'crossOrigin':
this[property] = value;
break;
case 'imageUrl':
this.imageUrl = value;
this.loadImage();
break;
}
}
};
// RIPPLES PLUGIN DEFINITION
// ==========================
var old = $.fn.ripples;
$.fn.ripples = function(option) {
if (!config) {
throw new Error('Your browser does not support WebGL, the OES_texture_float extension or rendering to floating point textures.');
}
var args = (arguments.length > 1) ? Array.prototype.slice.call(arguments, 1) : undefined;
return this.each(function() {
var $this = $(this),
data = $this.data('ripples'),
options = $.extend({}, Ripples.DEFAULTS, $this.data(), typeof option == 'object' && option);
if (!data && typeof option == 'string') {
return;
}
if (!data) {
$this.data('ripples', (data = new Ripples(this, options)));
}
else if (typeof option == 'string') {
Ripples.prototype[option].apply(data, args);
}
});
};
$.fn.ripples.Constructor = Ripples;
// RIPPLES NO CONFLICT
// ====================
$.fn.ripples.noConflict = function() {
$.fn.ripples = old;
return this;
};
}));