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Animate 100,000 points with regl - I
license: mit
height: 720
border: no
!function(t){function n(I){if(g[I])return g[I].exports;var c=g[I]={i:I,l:!1,exports:{}};return t[I].call(c.exports,c,c.exports,n),c.l=!0,c.exports}var g={};n.m=t,n.c=g,n.i=function(t){return t},n.d=function(t,g,I){n.o(t,g)||Object.defineProperty(t,g,{configurable:!1,enumerable:!0,get:I})},n.n=function(t){var g=t&&t.__esModule?function(){return t.default}:function(){return t};return n.d(g,"a",g),g},n.o=function(t,n){return Object.prototype.hasOwnProperty.call(t,n)},n.p="",n(n.s=0)}([function(module,exports,__webpack_require__){"use strict";eval("\n\nfunction main(err, regl) {\n var numPoints = 100000;\n var pointWidth = 4;\n var width = window.innerWidth;\n var height = window.innerHeight;\n\n // duration of the animation ignoring delays\n var duration = 1500; // 1500ms = 1.5s\n\n // helper to layout points in a green fuzzy circle\n function greenCircleLayout(points) {\n var rng = d3.randomNormal(0, 0.05);\n points.forEach(function (d, i) {\n d.x = (rng() + Math.cos(i)) * (width / 2.5) + width / 2;\n d.y = (rng() + Math.sin(i)) * (height / 2.5) + height / 2;\n d.color = [0, Math.random(), 0]; // random amount of green\n });\n }\n\n // helper to layout points in a normally distributed area, colored blue\n function blueNormalLayout(points) {\n var rng = d3.randomNormal(0, 0.15);\n points.forEach(function (d) {\n d.x = rng() * width + width / 2;\n d.y = rng() * height + height / 2;\n d.color = [0, d.color[1] * 0.5, 0.9]; // some previous green and 0.9 blue\n });\n }\n\n // set the order of the layouts and some initial animation state\n var layouts = [greenCircleLayout, blueNormalLayout];\n var currentLayout = 0; // start with green circle layout\n\n // function to compile a draw points regl func\n function createDrawPoints(points) {\n var drawPoints = regl({\n frag: '\\n\\t\\t\\t// set the precision of floating point numbers\\n\\t\\t precision highp float;\\n\\n\\t\\t // this value is populated by the vertex shader\\n\\t\\t\\tvarying vec3 fragColor;\\n\\n\\t\\t\\tvoid main() {\\n\\t\\t\\t\\t// gl_FragColor is a special variable that holds the color of a pixel\\n\\t\\t\\t\\tgl_FragColor = vec4(fragColor, 1);\\n\\t\\t\\t}\\n\\t\\t\\t',\n\n vert: '\\n\\t\\t\\t// per vertex attributes\\n\\t\\t\\tattribute vec2 positionStart;\\n\\t\\t\\tattribute vec2 positionEnd;\\n\\t\\t\\tattribute vec3 colorStart;\\n\\t\\t\\tattribute vec3 colorEnd;\\n\\n\\t\\t\\t// variables to send to the fragment shader\\n\\t\\t\\tvarying vec3 fragColor;\\n\\n\\t\\t\\t// values that are the same for all vertices\\n\\t\\t\\tuniform float pointWidth;\\n\\t\\t\\tuniform float stageWidth;\\n\\t\\t\\tuniform float stageHeight;\\n\\t\\t\\tuniform float elapsed;\\n\\t\\t\\tuniform float duration;\\n\\n\\t\\t\\t// helper function to transform from pixel space to normalized device coordinates (NDC)\\n\\t\\t\\t// in NDC (0,0) is the middle, (-1, 1) is the top left and (1, -1) is the bottom right.\\n\\t\\t\\tvec2 normalizeCoords(vec2 position) {\\n\\t\\t\\t\\t// read in the positions into x and y vars\\n\\t float x = position[0];\\n\\t float y = position[1];\\n\\n\\t\\t\\t\\treturn vec2(\\n\\t\\t 2.0 * ((x / stageWidth) - 0.5),\\n\\t\\t // invert y since we think [0,0] is bottom left in pixel space\\n\\t\\t -(2.0 * ((y / stageHeight) - 0.5)));\\n\\t\\t\\t}\\n\\n\\t\\t\\t// helper function to handle cubic easing (copied from d3 for consistency)\\n\\t\\t\\t// note there are pre-made easing functions available via glslify.\\n\\t\\t\\tfloat easeCubicInOut(float t) {\\n\\t\\t\\t\\tt *= 2.0;\\n t = (t <= 1.0 ? t * t * t : (t -= 2.0) * t * t + 2.0) / 2.0;\\n\\n if (t > 1.0) {\\n t = 1.0;\\n }\\n\\n return t;\\n\\t\\t\\t}\\n\\n\\t\\t\\tvoid main() {\\n\\t\\t\\t\\t// update the size of a point based on the prop pointWidth\\n\\t\\t\\t\\tgl_PointSize = pointWidth;\\n\\n\\t\\t\\t\\t// number between 0 and 1 indicating how far through the animation this\\n\\t\\t\\t\\t// vertex is.\\n\\t\\t\\t\\tfloat t;\\n\\n\\t // drawing without animation, so show end state immediately\\n\\t if (duration == 0.0) {\\n\\t t = 1.0;\\n\\n\\t // otherwise we are animating, so use cubic easing\\n\\t } else {\\n\\t t = easeCubicInOut(elapsed / duration);\\n\\t }\\n\\n\\t // interpolate position\\n\\t vec2 position = mix(positionStart, positionEnd, t);\\n\\n\\t // interpolate and send color to the fragment shader\\n\\t fragColor = mix(colorStart, colorEnd, t);\\n\\n\\t\\t\\t\\t// scale to normalized device coordinates\\n\\t\\t\\t\\t// gl_Position is a special variable that holds the position of a vertex\\n\\t gl_Position = vec4(normalizeCoords(position), 0.0, 1.0);\\n\\t\\t\\t}\\n\\t\\t\\t',\n\n attributes: {\n // each of these gets mapped to a single entry for each of the points.\n // this means the vertex shader will receive just the relevant value for a given point.\n positionStart: points.map(function (d) {\n return [d.sx, d.sy];\n }),\n positionEnd: points.map(function (d) {\n return [d.tx, d.ty];\n }),\n colorStart: points.map(function (d) {\n return d.colorStart;\n }),\n colorEnd: points.map(function (d) {\n return d.colorEnd;\n })\n },\n\n uniforms: {\n // by using `regl.prop` to pass these in, we can specify them as arguments\n // to our drawPoints function\n pointWidth: regl.prop('pointWidth'),\n\n // regl actually provides these as viewportWidth and viewportHeight but I\n // am using these outside and I want to ensure they are the same numbers,\n // so I am explicitly passing them in.\n stageWidth: regl.prop('stageWidth'),\n stageHeight: regl.prop('stageHeight'),\n\n duration: regl.prop('duration'),\n // time in milliseconds since the prop startTime (i.e. time elapsed)\n // note that `time` is passed by regl whereas `startTime` is a prop passed\n // to the drawPoints function.\n elapsed: function elapsed(_ref, _ref2) {\n var time = _ref.time;\n var _ref2$startTime = _ref2.startTime,\n startTime = _ref2$startTime === undefined ? 0 : _ref2$startTime;\n return (time - startTime) * 1000;\n }\n },\n\n // specify the number of points to draw\n count: points.length,\n\n // specify that each vertex is a point (not part of a mesh)\n primitive: 'points'\n });\n\n return drawPoints;\n }\n\n // function to start the animation loop (note: time is in seconds)\n function animate(layout, points) {\n console.log('animating with new layout');\n // make previous end the new beginning\n points.forEach(function (d) {\n d.sx = d.tx;\n d.sy = d.ty;\n d.colorStart = d.colorEnd;\n });\n\n // layout points\n layout(points);\n\n // copy layout x y to end positions\n points.forEach(function (d, i) {\n d.tx = d.x;\n d.ty = d.y;\n d.colorEnd = d.color;\n });\n\n // create the regl function with the new start and end points\n var drawPoints = createDrawPoints(points);\n\n // start an animation loop\n var startTime = null; // in seconds\n var frameLoop = regl.frame(function (_ref3) {\n var time = _ref3.time;\n\n // keep track of start time so we can get time elapsed\n // this is important since time doesn't reset when starting new animations\n if (startTime === null) {\n startTime = time;\n }\n\n // clear the buffer\n regl.clear({\n // background color (black)\n color: [0, 0, 0, 1],\n depth: 1\n });\n\n // draw the points using our created regl func\n // note that the arguments are available via `regl.prop`.\n drawPoints({\n pointWidth: pointWidth,\n stageWidth: width,\n stageHeight: height,\n duration: duration,\n startTime: startTime\n });\n\n // if we have exceeded the maximum duration, move on to the next animation\n if (time - startTime > duration / 1000) {\n console.log('done animating, moving to next layout');\n\n // cancel this loop, we are going to start another\n frameLoop.cancel();\n\n // increment to use next layout function\n currentLayout = (currentLayout + 1) % layouts.length;\n\n // start a new animation loop with next layout function\n animate(layouts[currentLayout], points);\n }\n });\n }\n\n // create initial set of points\n // initialize with all the points in the middle of the screen and black\n var points = d3.range(numPoints).map(function (i) {\n return {\n tx: width / 2,\n ty: height / 2,\n colorEnd: [0, 0, 0]\n };\n });\n\n // start the initial animation\n animate(layouts[currentLayout], points);\n}\n\n// initialize regl\ncreateREGL({\n // callback when regl is initialized\n onDone: main\n});//# sourceURL=[module]\n//# sourceMappingURL=data:application/json;charset=utf-8;base64,{"version":3,"file":"0.js","sources":["webpack:///script.js?9a95"],"sourcesContent":["function main(err, regl) {\n  const numPoints = 100000;\n  const pointWidth = 4;\n  const width = window.innerWidth;\n  const height = window.innerHeight;\n\n  // duration of the animation ignoring delays\n  const duration = 1500; // 1500ms = 1.5s\n\n  // helper to layout points in a green fuzzy circle\n  function greenCircleLayout(points) {\n    const rng = d3.randomNormal(0, 0.05);\n    points.forEach((d, i) => {\n      d.x = (rng() + Math.cos(i)) * (width / 2.5) + width / 2;\n      d.y = (rng() + Math.sin(i)) * (height / 2.5) + height / 2;\n      d.color = [0, Math.random(), 0]; // random amount of green\n    });\n  }\n\n  // helper to layout points in a normally distributed area, colored blue\n  function blueNormalLayout(points) {\n    const rng = d3.randomNormal(0, 0.15);\n    points.forEach(d => {\n      d.x = rng() * width + width / 2;\n      d.y = rng() * height + height / 2;\n      d.color = [0, d.color[1] * 0.5, 0.9]; // some previous green and 0.9 blue\n    });\n  }\n\n  // set the order of the layouts and some initial animation state\n  const layouts = [greenCircleLayout, blueNormalLayout];\n  let currentLayout = 0; // start with green circle layout\n\n  // function to compile a draw points regl func\n  function createDrawPoints(points) {\n    const drawPoints = regl({\n      frag: `\n\t\t\t// set the precision of floating point numbers\n\t\t  precision highp float;\n\n\t\t  // this value is populated by the vertex shader\n\t\t\tvarying vec3 fragColor;\n\n\t\t\tvoid main() {\n\t\t\t\t// gl_FragColor is a special variable that holds the color of a pixel\n\t\t\t\tgl_FragColor = vec4(fragColor, 1);\n\t\t\t}\n\t\t\t`,\n\n      vert: `\n\t\t\t// per vertex attributes\n\t\t\tattribute vec2 positionStart;\n\t\t\tattribute vec2 positionEnd;\n\t\t\tattribute vec3 colorStart;\n\t\t\tattribute vec3 colorEnd;\n\n\t\t\t// variables to send to the fragment shader\n\t\t\tvarying vec3 fragColor;\n\n\t\t\t// values that are the same for all vertices\n\t\t\tuniform float pointWidth;\n\t\t\tuniform float stageWidth;\n\t\t\tuniform float stageHeight;\n\t\t\tuniform float elapsed;\n\t\t\tuniform float duration;\n\n\t\t\t// helper function to transform from pixel space to normalized device coordinates (NDC)\n\t\t\t// in NDC (0,0) is the middle, (-1, 1) is the top left and (1, -1) is the bottom right.\n\t\t\tvec2 normalizeCoords(vec2 position) {\n\t\t\t\t// read in the positions into x and y vars\n\t      float x = position[0];\n\t      float y = position[1];\n\n\t\t\t\treturn vec2(\n\t\t      2.0 * ((x / stageWidth) - 0.5),\n\t\t      // invert y since we think [0,0] is bottom left in pixel space\n\t\t      -(2.0 * ((y / stageHeight) - 0.5)));\n\t\t\t}\n\n\t\t\t// helper function to handle cubic easing (copied from d3 for consistency)\n\t\t\t// note there are pre-made easing functions available via glslify.\n\t\t\tfloat easeCubicInOut(float t) {\n\t\t\t\tt *= 2.0;\n        t = (t <= 1.0 ? t * t * t : (t -= 2.0) * t * t + 2.0) / 2.0;\n\n        if (t > 1.0) {\n          t = 1.0;\n        }\n\n        return t;\n\t\t\t}\n\n\t\t\tvoid main() {\n\t\t\t\t// update the size of a point based on the prop pointWidth\n\t\t\t\tgl_PointSize = pointWidth;\n\n\t\t\t\t// number between 0 and 1 indicating how far through the animation this\n\t\t\t\t// vertex is.\n\t\t\t\tfloat t;\n\n\t      // drawing without animation, so show end state immediately\n\t      if (duration == 0.0) {\n\t        t = 1.0;\n\n\t      // otherwise we are animating, so use cubic easing\n\t      } else {\n\t        t = easeCubicInOut(elapsed / duration);\n\t      }\n\n\t      // interpolate position\n\t      vec2 position = mix(positionStart, positionEnd, t);\n\n\t      // interpolate and send color to the fragment shader\n\t      fragColor = mix(colorStart, colorEnd, t);\n\n\t\t\t\t// scale to normalized device coordinates\n\t\t\t\t// gl_Position is a special variable that holds the position of a vertex\n\t      gl_Position = vec4(normalizeCoords(position), 0.0, 1.0);\n\t\t\t}\n\t\t\t`,\n\n      attributes: {\n        // each of these gets mapped to a single entry for each of the points.\n        // this means the vertex shader will receive just the relevant value for a given point.\n        positionStart: points.map(d => [d.sx, d.sy]),\n        positionEnd: points.map(d => [d.tx, d.ty]),\n        colorStart: points.map(d => d.colorStart),\n        colorEnd: points.map(d => d.colorEnd),\n      },\n\n      uniforms: {\n        // by using `regl.prop` to pass these in, we can specify them as arguments\n        // to our drawPoints function\n        pointWidth: regl.prop('pointWidth'),\n\n        // regl actually provides these as viewportWidth and viewportHeight but I\n        // am using these outside and I want to ensure they are the same numbers,\n        // so I am explicitly passing them in.\n        stageWidth: regl.prop('stageWidth'),\n        stageHeight: regl.prop('stageHeight'),\n\n        duration: regl.prop('duration'),\n        // time in milliseconds since the prop startTime (i.e. time elapsed)\n        // note that `time` is passed by regl whereas `startTime` is a prop passed\n        // to the drawPoints function.\n        elapsed: ({ time }, { startTime = 0 }) => (time - startTime) * 1000,\n      },\n\n      // specify the number of points to draw\n      count: points.length,\n\n      // specify that each vertex is a point (not part of a mesh)\n      primitive: 'points',\n    });\n\n    return drawPoints;\n  }\n\n  // function to start the animation loop (note: time is in seconds)\n  function animate(layout, points) {\n    console.log('animating with new layout');\n    // make previous end the new beginning\n    points.forEach(d => {\n      d.sx = d.tx;\n      d.sy = d.ty;\n      d.colorStart = d.colorEnd;\n    });\n\n    // layout points\n    layout(points);\n\n    // copy layout x y to end positions\n    points.forEach((d, i) => {\n      d.tx = d.x;\n      d.ty = d.y;\n      d.colorEnd = d.color;\n    });\n\n    // create the regl function with the new start and end points\n    const drawPoints = createDrawPoints(points);\n\n    // start an animation loop\n    let startTime = null; // in seconds\n    const frameLoop = regl.frame(({ time }) => {\n      // keep track of start time so we can get time elapsed\n      // this is important since time doesn't reset when starting new animations\n      if (startTime === null) {\n        startTime = time;\n      }\n\n      // clear the buffer\n      regl.clear({\n        // background color (black)\n        color: [0, 0, 0, 1],\n        depth: 1,\n      });\n\n      // draw the points using our created regl func\n      // note that the arguments are available via `regl.prop`.\n      drawPoints({\n        pointWidth,\n        stageWidth: width,\n        stageHeight: height,\n        duration,\n        startTime,\n      });\n\n      // if we have exceeded the maximum duration, move on to the next animation\n      if (time - startTime > duration / 1000) {\n        console.log('done animating, moving to next layout');\n\n        // cancel this loop, we are going to start another\n        frameLoop.cancel();\n\n        // increment to use next layout function\n        currentLayout = (currentLayout + 1) % layouts.length;\n\n        // start a new animation loop with next layout function\n        animate(layouts[currentLayout], points);\n      }\n    });\n  }\n\n  // create initial set of points\n  // initialize with all the points in the middle of the screen and black\n  const points = d3.range(numPoints).map(i => ({\n    tx: width / 2,\n    ty: height / 2,\n    colorEnd: [0, 0, 0],\n  }));\n\n  // start the initial animation\n  animate(layouts[currentLayout], points);\n}\n\n// initialize regl\ncreateREGL({\n  // callback when regl is initialized\n  onDone: main,\n});\n\n\n\n// WEBPACK FOOTER //\n// script.js"],"mappings":";;AAAA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AAYA;AACA;AAuEA;AACA;AACA;AACA;AAAA;AAAA;AACA;AAAA;AAAA;AACA;AAAA;AAAA;AACA;AAAA;AAAA;AANA;AACA;AAQA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AAAA;AAAA;AAAA;AAAA;AAAA;AAfA;AACA;AAiBA;AACA;AACA;AACA;AACA;AArHA;AACA;AAuHA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AAAA;AACA;AAAA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AAHA;AACA;AAKA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AALA;AACA;AAOA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AAAA;AACA;AACA;AACA;AAHA;AAAA;AACA;AAKA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AAFA","sourceRoot":""}\n//# sourceURL=webpack-internal:///0\n")}]);
<!DOCTYPE html>
<title>Animate 100,000 points with regl - I</title>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/regl/1.3.11/regl.min.js"></script>
<script src="https://d3js.org/d3.v4.min.js"></script>
<script src="dist.js"></script>
</body>
function main(err, regl) {
const numPoints = 100000;
const pointWidth = 4;
const width = window.innerWidth;
const height = window.innerHeight;
// duration of the animation ignoring delays
const duration = 1500; // 1500ms = 1.5s
// helper to layout points in a green fuzzy circle
function greenCircleLayout(points) {
const rng = d3.randomNormal(0, 0.05);
points.forEach((d, i) => {
d.x = (rng() + Math.cos(i)) * (width / 2.5) + width / 2;
d.y = (rng() + Math.sin(i)) * (height / 2.5) + height / 2;
d.color = [0, Math.random(), 0]; // random amount of green
});
}
// helper to layout points in a normally distributed area, colored blue
function blueNormalLayout(points) {
const rng = d3.randomNormal(0, 0.15);
points.forEach(d => {
d.x = rng() * width + width / 2;
d.y = rng() * height + height / 2;
d.color = [0, d.color[1] * 0.5, 0.9]; // some previous green and 0.9 blue
});
}
// set the order of the layouts and some initial animation state
const layouts = [greenCircleLayout, blueNormalLayout];
let currentLayout = 0; // start with green circle layout
// function to compile a draw points regl func
function createDrawPoints(points) {
const drawPoints = regl({
frag: `
// set the precision of floating point numbers
precision highp float;
// this value is populated by the vertex shader
varying vec3 fragColor;
void main() {
// gl_FragColor is a special variable that holds the color of a pixel
gl_FragColor = vec4(fragColor, 1);
}
`,
vert: `
// per vertex attributes
attribute vec2 positionStart;
attribute vec2 positionEnd;
attribute vec3 colorStart;
attribute vec3 colorEnd;
// variables to send to the fragment shader
varying vec3 fragColor;
// values that are the same for all vertices
uniform float pointWidth;
uniform float stageWidth;
uniform float stageHeight;
uniform float elapsed;
uniform float duration;
// helper function to transform from pixel space to normalized device coordinates (NDC)
// in NDC (0,0) is the middle, (-1, 1) is the top left and (1, -1) is the bottom right.
vec2 normalizeCoords(vec2 position) {
// read in the positions into x and y vars
float x = position[0];
float y = position[1];
return vec2(
2.0 * ((x / stageWidth) - 0.5),
// invert y since we think [0,0] is bottom left in pixel space
-(2.0 * ((y / stageHeight) - 0.5)));
}
// helper function to handle cubic easing (copied from d3 for consistency)
// note there are pre-made easing functions available via glslify.
float easeCubicInOut(float t) {
t *= 2.0;
t = (t <= 1.0 ? t * t * t : (t -= 2.0) * t * t + 2.0) / 2.0;
if (t > 1.0) {
t = 1.0;
}
return t;
}
void main() {
// update the size of a point based on the prop pointWidth
gl_PointSize = pointWidth;
// number between 0 and 1 indicating how far through the animation this
// vertex is.
float t;
// drawing without animation, so show end state immediately
if (duration == 0.0) {
t = 1.0;
// otherwise we are animating, so use cubic easing
} else {
t = easeCubicInOut(elapsed / duration);
}
// interpolate position
vec2 position = mix(positionStart, positionEnd, t);
// interpolate and send color to the fragment shader
fragColor = mix(colorStart, colorEnd, t);
// scale to normalized device coordinates
// gl_Position is a special variable that holds the position of a vertex
gl_Position = vec4(normalizeCoords(position), 0.0, 1.0);
}
`,
attributes: {
// each of these gets mapped to a single entry for each of the points.
// this means the vertex shader will receive just the relevant value for a given point.
positionStart: points.map(d => [d.sx, d.sy]),
positionEnd: points.map(d => [d.tx, d.ty]),
colorStart: points.map(d => d.colorStart),
colorEnd: points.map(d => d.colorEnd),
},
uniforms: {
// by using `regl.prop` to pass these in, we can specify them as arguments
// to our drawPoints function
pointWidth: regl.prop('pointWidth'),
// regl actually provides these as viewportWidth and viewportHeight but I
// am using these outside and I want to ensure they are the same numbers,
// so I am explicitly passing them in.
stageWidth: regl.prop('stageWidth'),
stageHeight: regl.prop('stageHeight'),
duration: regl.prop('duration'),
// time in milliseconds since the prop startTime (i.e. time elapsed)
// note that `time` is passed by regl whereas `startTime` is a prop passed
// to the drawPoints function.
elapsed: ({ time }, { startTime = 0 }) => (time - startTime) * 1000,
},
// specify the number of points to draw
count: points.length,
// specify that each vertex is a point (not part of a mesh)
primitive: 'points',
});
return drawPoints;
}
// function to start the animation loop (note: time is in seconds)
function animate(layout, points) {
console.log('animating with new layout');
// make previous end the new beginning
points.forEach(d => {
d.sx = d.tx;
d.sy = d.ty;
d.colorStart = d.colorEnd;
});
// layout points
layout(points);
// copy layout x y to end positions
points.forEach((d, i) => {
d.tx = d.x;
d.ty = d.y;
d.colorEnd = d.color;
});
// create the regl function with the new start and end points
const drawPoints = createDrawPoints(points);
// start an animation loop
let startTime = null; // in seconds
const frameLoop = regl.frame(({ time }) => {
// keep track of start time so we can get time elapsed
// this is important since time doesn't reset when starting new animations
if (startTime === null) {
startTime = time;
}
// clear the buffer
regl.clear({
// background color (black)
color: [0, 0, 0, 1],
depth: 1,
});
// draw the points using our created regl func
// note that the arguments are available via `regl.prop`.
drawPoints({
pointWidth,
stageWidth: width,
stageHeight: height,
duration,
startTime,
});
// if we have exceeded the maximum duration, move on to the next animation
if (time - startTime > duration / 1000) {
console.log('done animating, moving to next layout');
// cancel this loop, we are going to start another
frameLoop.cancel();
// increment to use next layout function
currentLayout = (currentLayout + 1) % layouts.length;
// start a new animation loop with next layout function
animate(layouts[currentLayout], points);
}
});
}
// create initial set of points
// initialize with all the points in the middle of the screen and black
const points = d3.range(numPoints).map(i => ({
tx: width / 2,
ty: height / 2,
colorEnd: [0, 0, 0],
}));
// start the initial animation
animate(layouts[currentLayout], points);
}
// initialize regl
createREGL({
// callback when regl is initialized
onDone: main,
});
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