Sunday, 8 December 2013

Water ripple effect using JavaScript

Today I continue with JavaScript examples, and this article will about using javascript in modeling of water effects. This will emulate  water drop effect at images. We should click at image in desired place to see this effect.


Step 1. HTML

As usual, we start with the HTML.
This is our main page code with all samples

RippleEffect.html
<!DOCTYPE html>
<html>
    <head>
        <meta charset=utf-8 />
        <title>Water drops effect</title>
        <link rel="stylesheet" href="css/main.css" type="text/css" />
        <script src="js/vector2d.js" type="text/javascript" charset="utf-8"></script>
        <script src="js/waterfall.js" type="text/javascript" charset="utf-8"></script>
    </head>
    <body>
        <div class="example">
            <h3><a href="#">Water drops effect</a></h3>

            <canvas id="water">HTML5 compliant browser required</canvas>
            <div id="switcher">
                <img onclick='watereff.changePicture(this.src);' src="data_images/underwater1.jpg" />
                <img onclick='watereff.changePicture(this.src);' src="data_images/underwater2.jpg" />
            </div>
            <div id="fps"></div>
        </div>

        <hr style="clear:both;" />
        <h4><a href="http://www.script-tutorials.com/how-to-create-water-drops-effect-using-html5-canvas/">back to original article page</a></h4>
    </body>
</html>

Step 2. CSS

Here are the used CSS styles

RippleEffectStyles.CSS
body{background:#eee;margin:0;padding:0}
.example{background:#FFF;width:600px;border:1px #000 solid;margin:20px auto;padding:15px;-moz-border-radius: 3px;-webkit-border-radius: 3px}

#water {
    width:500px;
    height:400px;
    display: block;
    margin:0px auto;
    cursor:pointer;
}
#switcher {
    text-align:center;
    overflow:hidden;
    margin:15px;
}
#switcher img {
    width:160px;
    height:120px;
}

Step 3. JavaScript

Here is our main control JS and i used two JavaScript files here.

1.Waterfall.js
function drop(x, y, damping, shading, refraction, ctx, screenWidth, screenHeight){
    this.x = x;
    this.y = y;
    this.shading = shading;
    this.refraction = refraction;
    this.bufferSize = this.x * this.y;
    this.damping = damping;
    this.background = ctx.getImageData(0, 0, screenWidth, screenHeight).data;
    this.imageData = ctx.getImageData(0, 0, screenWidth, screenHeight);

    this.buffer1 = [];
    this.buffer2 = [];
    for (var i = 0; i < this.bufferSize; i++){
        this.buffer1.push(0);
        this.buffer2.push(0);
    }

    this.update = function(){
        for (var i = this.x + 1, x = 1; i < this.bufferSize - this.x; i++, x++){
            if ((x < this.x)){
                this.buffer2[i] = ((this.buffer1[i - 1] + this.buffer1[i + 1] + this.buffer1[i - this.x] + this.buffer1[i + this.x]) / 2) - this.buffer2[i];
                this.buffer2[i] *= this.damping;
            } else x = 0;
        }

        var temp = this.buffer1;
        this.buffer1 = this.buffer2;
        this.buffer2 = temp;
    }

    this.draw = function(ctx){
        var imageDataArray = this.imageData.data;
        for (var i = this.x + 1, index = (this.x + 1) * 4; i < this.bufferSize - (1 + this.x); i++, index += 4){
            var xOffset = ~~(this.buffer1[i - 1] - this.buffer1[i + 1]);
            var yOffset = ~~(this.buffer1[i - this.x] - this.buffer1[i + this.x]);
            var shade = xOffset * this.shading;
            var texture = index + (xOffset * this.refraction  + yOffset * this.refraction * this.x) * 4;
            imageDataArray[index] = this.background[texture] + shade; 
            imageDataArray[index + 1] = this.background[texture + 1] + shade;
            imageDataArray[index + 2] = 50 + this.background[texture + 2] + shade;
        }
        ctx.putImageData(this.imageData, 0, 0);
    }
}

var fps = 0;

var watereff = {
    // variables
    timeStep : 20,
    refractions : 2,
    shading : 3,
    damping : 0.99,
    screenWidth : 500,
    screenHeight : 400,
    pond : null,
    textureImg : null,
    interval : null,
    backgroundURL : 'data_images/underwater1.jpg',

    // initialization
    init : function() {
        var canvas = document.getElementById('water');
        if (canvas.getContext){

            // fps countrt
            fps = 0;
            setInterval(function() { 
                document.getElementById('fps').innerHTML = fps / 2 + ' FPS'; 
                fps = 0;
            }, 2000);

            canvas.onmousedown = function(e) {
                var mouse = watereff.getMousePosition(e).sub(new vector2d(canvas.offsetLeft, canvas.offsetTop));
                watereff.pond.buffer1[mouse.y * watereff.pond.x + mouse.x ] += 200;
            }
            canvas.onmouseup = function(e) {
                canvas.onmousemove = null;
            }

            canvas.width  = this.screenWidth;
            canvas.height = this.screenHeight;
            this.textureImg = new Image(256, 256);
            this.textureImg.src = this.backgroundURL;
            canvas.getContext('2d').drawImage(this.textureImg, 0, 0);
            this.pond = new drop(
                this.screenWidth, 
                this.screenHeight, 
                this.damping,
                this.shading, 
                this.refractions,
                canvas.getContext('2d'),
                this.screenWidth, this.screenHeight
            );
            if (this.interval != null){
                clearInterval(this.interval);
            }
            this.interval = setInterval(watereff.run, this.timeStep);
        }
    },

    // change image func
    changePicture : function(url){
        this.backgroundURL = url;
        this.init();
    },

    // get mouse position func
    getMousePosition : function(e){
        if (!e){
            var e = window.event;
        } 
        if (e.pageX || e.pageY){
            return new vector2d(e.pageX, e.pageY);
        } else if (e.clientX || e.clientY){
            return new vector2d(e.clientX, e.clientY);
        } 
    },

    // loop drawing
    run : function(){
        var ctx = document.getElementById('water').getContext('2d');
        watereff.pond.update();
        watereff.pond.draw(ctx);
        fps++;
    }
}

window.onload = function(){
    watereff.init();
}
2.Vector2d.js
function vector2d(x, y){
 this.x = x
 this.y = y
 
 this.add = function(other){
  return new vector2d(this.x + other.x, this.y + other.y);
 }
 
 this.sub = function(other){
  return new vector2d(this.x - other.x, this.y - other.y);
 }
 
 this.scale = function(scale){
  return new vector2d(this.x * scale, this.y * scale);
 }
 
 this.length = function(){
  return Math.sqrt(this.dot(this));
 }
 
 this.angle = function(other){
  return Math.acos(this.dot(other) / (this.length() * other.length()));
 }
 
 this.setAngleVector = function(len, angle){
  this.x = -len * Math.sin(angle);
  this.y = len * Math.cos(angle);
  return this;
 }
 
 this.dot = function(other){
  return this.x * other.x + this.y * other.y;
 }
 
 this.normalize = function(){
  var l = this.length()
  return new vector2d(this.x / l, this.y / l);
 }
 
 this.clone = function(){
  return new vector2d(this.x, this.y);
 }
 
 this.distanceSquared = function(other){
  var xlen = this.x - other.x;
  var ylen = this.y - other.y;
  return xlen * xlen + ylen * ylen;
 }
 
 this.toString = function(){
  return "(" + this.x + ", " + this.y + ")";
 }

}

function vector2dCompareX(vector2dA, vector2dB){
 return vector2dA.x - vector2dB.x;
}

function vector2dCompareY(vector2dA, vector2dB){
 return vector2dA.y - vector2dB.y;
}

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