<!doctype html>
<head>
<meta charset="utf-8">
<title>mandelbrot</title>
<script id="vs" type="text/x-vertex">
attribute vec2 xy;
attribute vec2 uv;
varying vec2 v_uv;
void main(void) {
v_uv = uv;
gl_Position = vec4(xy, 0, 1);
}
</script>
<script id="fs" type="text/x-fragment">
precision mediump float;
varying vec2 v_uv;
uniform float aspect;
uniform float zoom;
uniform vec2 offset;
void main(void) {
vec2 c = (v_uv - 0.5) * vec2(aspect, 1) * zoom + offset;
vec2 p = vec2(0);
for (int i = 0; i < 256; i++) {
p = vec2(p.x * p.x - p.y * p.y, 2.0 * p.x * p.y) + c;
if (2.0 < length(p)) {
int n = i - i / 2 * 2;
gl_FragColor = vec4(0, n, 1, 1);
return;
}
}
gl_FragColor = vec4(0, 0, 0, 1);
}
</script>
<script>
function Keyboard() {
var _keys = [];
this.isKeyDown = function(keyCode) {
return _keys[keyCode];
};
document.addEventListener("keydown", function(event) {
_keys[event.keyCode] = true;
});
document.addEventListener("keyup", function(event) {
_keys[event.keyCode] = false;
});
}
var keyboard = new Keyboard();
var gl; // webgl context
var locZoom;
var locOffset;
var zoom = 4;
var x = 0;
var y = 0;
onload = function() {
canvas.width = 640;
canvas.height = 480;
gl = canvas.getContext("experimental-webgl");
var vShader = createShader("vs");
var fShader = createShader("fs");
var program = createProgram(vShader, fShader);
const vertices = [
// x, y, u, v,
-1, -1, 0, 0, // LD
1, -1, 1, 0, // RD
-1, 1, 0, 1, // LU
1, 1, 1, 1, // RU
];
const stride = 4;
var vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
vertexAttribPointer(program, "xy", stride, 0, 2);
vertexAttribPointer(program, "uv", stride, 2, 2);
gl.uniform1f(gl.getUniformLocation(program, "aspect"), canvas.width / canvas.height);
locZoom = gl.getUniformLocation(program, "zoom");
locOffset = gl.getUniformLocation(program, "offset");
draw();
loop();
};
function draw() {
gl.uniform1f(locZoom, zoom);
gl.uniform2f(locOffset, x, y);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
gl.flush();
}
function loop() {
var dx = 0, dy = 0, dz = 0;
if (keyboard.isKeyDown(65)) dx = -1; // A
if (keyboard.isKeyDown(68)) dx = +1; // D
if (keyboard.isKeyDown(87)) dy = +1; // W
if (keyboard.isKeyDown(83)) dy = -1; // S
if (keyboard.isKeyDown(38)) dz = -1; // Up
if (keyboard.isKeyDown(40)) dz = +1; // Down
if (dx || dy || dz) {
x += dx * zoom / 16;
y += dy * zoom / 16;
zoom *= 1 + dz / 16;
draw();
}
setTimeout(loop, 1000 / 30);
}
function createShader(id) {
var element = document.getElementById(id);
if (! element) return;
const types = {
"text/x-vertex": gl.VERTEX_SHADER,
"text/x-fragment": gl.FRAGMENT_SHADER,
};
var shader = gl.createShader(types[element.type]);
gl.shaderSource(shader, element.text);
gl.compileShader(shader);
if (! gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return;
}
return shader;
}
function createProgram(vs, fs) {
var program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (! gl.getProgramParameter(program, gl.LINK_STATUS)) {
alert(gl.getProgramInfoLog(program));
return;
}
gl.useProgram(program);
return program;
}
function vertexAttribPointer(program, name, stride, offset, size) {
var index = gl.getAttribLocation(program, name);
gl.enableVertexAttribArray(index);
gl.vertexAttribPointer(index, size, gl.FLOAT, false, 4 * stride, 4 * offset);
}
</script>
</head>
<body>
<canvas id="canvas"></canvas>
<p>[A]:left [D]:right [W]:up [S]:down [Up]:zoom in [Down]:zoom out</p>
</body>