Create a 3D game in 5 minutes using AFrame

One day I asked myself the question : “Is it is possible to make a game in WebGL using the A-Frame framework in 5 minutes or less ?”.

Thinking through this a bit I concluded, that one of the things which take up the most time when you make a game is to create the models, textures, graphics, sound, and of course the game play.

If you take this out of the equation, and you have the data and game play already set, then it should be possible to create a game in a very short time period indeed. However would it be possible to do it in 5 minutes or less ?

Let’s find out.

Gameplay

The first thing to decide when you make a game is the actual game play. I like arcade games which do not require an extensive AI to handle the enemy’s movement. A simple random number generator, in general, and some physics is sufficient for those types of games.

So this time I want to create a game which is a basic shooter however wrapped around a globe. I do not intend in using a real physics engine, such as CANNON.js, as that would be overkill.

The user can change the rotation of his vessel around the globe and he can also adjust the tilt to hit ( or miss ) his target.

This is a simple enough game and can be extended ad infinity with better aliens, moving targets, better sound, graphics, etc however the 5 minute deadline is keeping us within a reasonable limit.

Model, Graphics and audio:

Since these things are unrelated to the actual coding I decided to take these out of the equation and instead use models, graphics, and audio I collected online.

Thankfully there are plenty of online stores for any type of 3D model available. I found this spaceship from Liz Reddington and the UFO by Eric Smith

Spaceship from http://poly.google.com
Spaceship

UFO model

 
The same is true for the texture I use for earth. you can find these easily online searching for texture earth. I picked one without clouds because I wanted to have a separate layer for clouds.

 
Earth textureCloud texture

 

I found some ambient background music through FreeMusicArchive from Lobo Loco  Background Audio

And then finally I found two more audio samples for shooting and for exploding through https://www.freesoundeffects.com.

Welcome scene

I chose to create a welcome scene because I had the template for it around from my previous video on 360° image web app and it also allowed me to place a Object inside the AFrame scene. It is always a nice touch when you make a game.

Using “ctrl” + “Alt” + “i”, I had to tweak the position and rotation of the camera, and the model to make this scene picture perfect. Although it took some time, it gave me the opportunity to use the graphical inspector and to figure out how to debug a 3D scene.

<!DOCTYPE html>
<html>
  <head>
    <meta charset="utf-8">
    <title>360&deg; Game</title>
    <meta name="description" content="360&deg; Slideshow">
    <!-- https://github.com/aframevr/aframe/raw/master/dist/aframe-v0.7.1.min.js -->
    <script src="aframe-v0.7.1.min.js"></script>
    <!-- http://cdn.rawgit.com/donmccurdy/aframe-extras/v3.13.1/dist/aframe-extras.min.js -->
    <script src="drag-look-controls.min.js"></script>
    <script>
      AFRAME.registerComponent('start_game',{
        init : function ( ) {
          this.el.addEventListener ( 'click', function (evt) {
            window.location="game.html";
          } );
        }
      } );
    </script>
  </head>
  <body>
 
  <a-scene cursor="rayOrigin:mouse">
    <a-assets>
      <img id="pano7" src="pano7.jpg">
      <a-asset-item id="ship-obj" src="spaceship/Lo_poly_Spaceship_01_by_Liz_Reddington.obj"></a-asset-item>
      <a-asset-item id="ship-mtl" src="spaceship/Lo_poly_Spaceship_01_by_Liz_Reddington.mtl"></a-asset-item>
    </a-assets>
 
    <a-sky id="pano" src="pano7.jpg" rotation="0 0 0"></a-sky>
    <a-entity position="-370.687 222.94 -529.306" rotation="-10 220 0" >
      <a-camera drag-look-controls>
        <a-cursor id="cursor"></a-cursor>
      </a-camera>
    </a-entity>
    <a-box start_game="" visible="false" width="200" height="100" depth="300" position="-0.35 1.5 -1.0"></a-box>
    <a-entity obj-model="obj: #ship-obj; mtl: #ship-mtl" position="-0.35 1.5 -1.0" scale="0.5 0.5 0.5" ></a-entity>
  </a-scene>
</body>
</html>

Which will result in
Welcome page

Make a Game

Now with the above I have completed the pre-requisite and am now starting the clock. The main scene is a spinning globe with a starry background. I had a lot of the scaffolding from the initial sample available and all I had to do is to create an additional sphere which I gave the cloud layer which had a slightly increased size as compared to earths radius.
The Animation – tags will take care of the rotation for the earth-texture and cloud-texture so I don’t have to worry about that part anymore.

<!DOCTYPE html>
<html>
  <head>
    <meta charset="utf-8">
    <title>360&deg; Game</title>
    <meta name="description" content="360&deg; Slideshow">
    <!-- https://aframe.io/releases/0.7.1/aframe.min.js -->
    <script src="aframe-v0.7.1.min.js"></script>
    <!-- http://cdn.rawgit.com/donmccurdy/aframe-extras/v3.13.1/dist/aframe-extras.min.js -->
    <script src="aframe-extras.js"></script>
  </head>
  <body>
  <a-scene cursor="rayOrigin:mouse" physics="debug: true">
    <a-assets>
      <img id="earth" src="earth-diffuse.jpg">
      <img id="clouds" src="clouds_8k.png" >
    </a-assets>

    <a-sky id="pano" src="background.png" rotation="0 0 0" radius="10000"></a-sky>
    <a-entity position="0 0 20" rotation="0 0 0" >
      <a-camera look-controls="enabled:false"></a-camera>
    </a-entity>

    <!-- EARTH and CLOUDS -->
    <a-sphere wireframe="false" src="#earth" position="0 0 0" radius="8">
      <a-animation attribute="rotation" dur="300000" fill="forwards" to="0 360 0" easing="linear" repeat="indefinite"></a-animation>
    </a-sphere>
    <a-sphere src="#clouds" position="0 0 0" radius="8.2" material="opacity: 0.8; transparent: true">
      <a-animation attribute="rotation" dur="200000" fill="forwards" to="0 360 0" easing="linear" repeat="indefinite"></a-animation>
    </a-sphere>
  </a-scene>
</body>
</html>

Main Scene

Asset collection

You cannot make a game without a few assets in place. I needed the spaceship, the ufo, the audio, as well as the bullet in the scene. So I added those in to the assets and the scene.

    <a-assets>
      <audio id="background-audio" src="Lobo_Loco_-_07_-_Funnny_Socks_ID_698.mp3"></audio>
      <audio id="shoot-audio"      src="shoot.mp3"></audio>
      <audio id="hit-audio"        src="hit.mp3"></audio>
      <img id="pano7"  src="pano7.jpg">
      <a-asset-item id="ship-obj"  src="spaceship/Lo_poly_Spaceship_01_by_Liz_Reddington.obj"></a-asset-item>
      <a-asset-item id="ship-mtl"  src="spaceship/Lo_poly_Spaceship_01_by_Liz_Reddington.mtl"></a-asset-item>
      <a-asset-item id="ufo-obj"   src="ufo/model.obj"></a-asset-item>
      <a-asset-item id="ufo-mtl"   src="ufo/materials.mtl"></a-asset-item>

      <img id="earth" src="earth-diffuse.jpg">
      <img id="clouds" src="clouds_8k.png" >
    </a-assets>
   <!-- SPACESHIP -->
    <a-entity drag-rotate-component rotation="0 45 0" >
      <a-entity id="ship" obj-model="obj: #ship-obj; mtl: #ship-mtl" position="-11 0 0" scale="0.005 0.005 0.005" rotation="300 90 0" ></a-entity>
    </a-entity>
    <!-- UFO -->
    <a-entity id="ufo-pos" rotation="0 130 0" >
      <a-entity class="ufo" id="ufo" obj-model="obj: #ufo-obj; mtl: #ufo-mtl" position="-9 0 0" scale="1.0 1.0 1.0" rotation="0 0 0" ></a-entity>
    </a-entity>

    <!-- BULLET -->
    <a-entity id="bullet" rotation="0 45 0" >
      <a-sphere id="beam" position="-11 0 0" radius="0.2" material="color: #F84" sphere-collider="objects: .ufo; radius: 0.5"></a-sphere>
      <a-animation id="anim" begin="startAnimation" end="endAnimation" attribute="rotation" dur="3000" fill="forwards" from="0 0 0" to="0 0 -360" easing="linear" repeat="indefinite"></a-animation>
    </a-entity>
Main scene including objects

 
This seems like a lot of code but it is mostly cut-and-paste and some size adjustments. This turned out to be straight forward as I have learned how to use the visual inspector previously.

All actual objects are encapsulated in another, outer a-entity. The reason for this is that we want to place the objects outside of earths radius by adjusting the position and then use the rotation on the outer entity for the game play.

The drag-rotate-component part on the Spaceship allows us to use the mouse to move the spaceship rotation around the globe as well as the tilt of the spaceship.

When you make a game you have to be able to detect when things collide. In order to have A-Frame detect the collision of two objects, I utilized the Sphere collider which was as simple as adding sphere-collider=”objects: .ufo; radius: 0.5″ to the bullet – object.

The coding part

With the scene complete and all objects in place I could go ahead and customize the ‘drag-rotate-component’ component.
Here again we have a lot of cut-and-paste code which takes care of binding the mouse events to their callback functions and initializing the objects as well as starting the background audio.

Please note the way the collision is detected for the sphere collider this.ufo.addEventListener ( ‘hit’, this.OnCollission.bind ( this ) );.

Finally, We are randomly placing the UFO into the scene in the last line of the initialization function. However we have to make sure the user can see it ( so it can’t be placed behind earth ).

<script type="text/javascript">
    AFRAME.registerComponent('drag-rotate-component',{
      schema : { speed : {default:1}},
      init : function(){
        this.ifMouseDown = false;
        this.x_cord = 0;
        this.y_cord = 0;
        this.distance= 11.0;
        this.rotX = -1.49;
        this.rotY =  0.0;
        document.addEventListener('mousedown',this.OnDocumentMouseDown.bind( this ) );
        document.addEventListener('mouseup',  this.OnDocumentMouseUp.bind  ( this ) );
        document.addEventListener('mousemove',this.OnDocumentMouseMove.bind( this ) );
        document.addEventListener('keyup',    this.OnDocumentKeyDown.bind  ( this ) );
        this.beam   = document.getElementById ( "beam" );
        this.bullet = document.getElementById ( "bullet" );
        this.anim   = document.getElementById ( "anim" );
        this.ship   = document.getElementById ( "ship" );
        this.ufo    = document.getElementById ( "ufo" );
        this.ufoPos = document.getElementById ( "ufo-pos" );
        this.ufo.addEventListener ( 'hit', this.OnCollission.bind ( this ) );
        var audio = document.getElementById ( "background-audio" );
        audio.play ( );
        audio.volume = 0.4;
        audio.loop   = true;
        this.setUfoPosition ( );
     },
     setUfoPosition : function ( )  {
        var rotY = Math.random ( ) * 180;     // betweeen 0 and 180
        var dist = Math.random ( ) * 2 + 8.5; // between -8.5 and -10.5
        console.log ( "DIST: " + dist + " WHERE : " + rotY );
        this.ufoPos.setAttribute ( "rotation", "0 "+rotY+" 0" );
        this.ufo.setAttribute ( "position", -dist + " 0 0" );
      }
    } );
  </script>

Call me maybe

Lets take care of the callback functions we defined here first which build the core of the game.

      OnCollission  : function ( e )  {
        e.preventDefault ( );
        this.stopShot ( );
        this.ufoExplode ( );
      },
      OnDocumentKeyDown : function ( e )  {
        if ( e.keyCode === 32 ) { // spacebar
          e.preventDefault ( );
          this.shoot ( );
        }
      },
      OnDocumentMouseDown : function ( event )  {
        this.ifMouseDown = true;
        this.x_cord = event.clientX;
        this.y_cord = event.clientY;
      },
      OnDocumentMouseUp : function ( )  {
        this.ifMouseDown = false;
      },
      OnDocumentMouseMove : function ( event )  {
        if ( this.ifMouseDown )  {
          var temp_x = event.clientX-this.x_cord;
          var temp_y = event.clientY-this.y_cord;
          if ( Math.abs ( temp_y ) < Math.abs ( temp_x ) )  {
            var  rotY = temp_x*this.data.speed/300;
            this.rotY = this.el.object3D.rotateY ( rotY ).rotation.y;
            this.bullet.object3D.rotateY( rotY );
          }
          else {
            var  rotX = temp_y*this.data.speed/500;
            if ( rotX > 0 && this.rotX === -1.0 )
                return;
            if ( rotX < 0 && this.rotX === -1.5 )
                return;
            this.rotX = this.ship.object3D.rotateX ( rotX ).rotation.x;
            if ( this.rotX > -1.0 )
                 this.rotX = -1.0;
            if ( this.rotX < -1.5 )
                 this.rotX = -1.5;
          }
          this.x_cord = event.clientX;
          this.y_cord = event.clientY;
        }
      }

The main function here if the OnDocumentMouseMove as expected since we have to calculate the new location and angle of the spaceship. It took some experimenting to get the values for the tilt right but overall this was not too painful.

just shoot me now

Okay so here is the interesting part. We want to make a game where we can shoot at something. For that we will have to implement a few functions now as well.
The lockAndLoad function will place the bullet back in the spaceships core.
animate will request the next animation frame until we have either detected a collision ( see OnCollission ) or until the bullet falls into earth.
shoot and stopShot should be self explanatory.

      lockAndLoad : function ( )  {
        var  rotY = this.rotY * 180.0/Math.PI;
        this.beam.object3D.position.x = -11.0;
        this.bullet.object3D.rotation.z = 0.0;
        this.bullet.object3D.rotation.order = "ZYX";
        this.anim.setAttribute ( "from", "0 "+rotY+" 0" ); 
        this.anim.setAttribute ( "to", "0 "+rotY+" -360" );
        this.anim.data.from="0 "+rotY+" 0";
        this.anim.data.to="0 "+rotY+" -360";
      },
      shoot : function ( )  {
        document.getElementById ( "shoot-audio" ).play ( );
        this.lockAndLoad ( );
        this.beam.emit ( "startAnimation" );
        this.animate ( );
      },
      stopShot : function ( )  {
        this.beam.emit ( "endAnimation" );
        this.lockAndLoad ( );
        // Stop animation
        this.beam.object3D.position.x = 0.0;
      },
      animate : function ( )  {
        var self = this;
        if ( this.beam.object3D.position.x > -7.5 )  {
          this.stopShot ( );
          return;
        }
        // this.rotX defines the speed of the descend
        // this.rotX in range of [-1.5 .. -1.0]
        var delta = (this.rotX+1.5) * 2; // Normalized value [0 .. 1]
        delta = 0.01 + delta* 0.1;

        this.beam.object3D.position.x += delta;
        function handle ( )  {
           self.animate ( );
        }
        window.requestAnimationFrame( handle );
      }

The only remaining function is to handle the case when the UFO is hit.

      ufoExplode : function ( )  {
        document.getElementById ( "hit-audio" ).play ( );
        this.setUfoPosition   ( );
      }

and you are done

Cool so if you point your browser to your shiny new game you can actually spend some relaxing time with this.

You can also use this code and expand on it and make a game which has multi-player capabilities, using E.g. WebRTC for browser-to-browser communication. Then one player could navigate the UFO, the other could navigate the spaceship. Or you can add in an explosion or you can change the camera view or you can ….

Resources

Find the video for this tutorial below

3D Game in action

I also created a video building this 3D game, which you can find here …

Please follow this link here … to play with the code.

The possibilities are endless …

Since we have mastered 3D and the basics for gameplay it is now up to your imagination to get all out …

Possibilities are endless

360 degree image web app

In the last post we created a 360 degree image viewer in plain old javascript. we used the A-Frame framework and integrated the prev and next controls into the view itself.
This is a perfect solution if you want to display a series of 360 degree images ad you can hard-code the image locations in code. You can also modify the previous code and dynamically load images using PHP, NodeJS or any other server back-end.

In this, the second part, of episode 5 we are actually going ahead and replace the in-frame controls with some overlay controls using the QooxDoo javascript libraries. Below is a screenshot of the final app.

360 degree Viewer App
360 degree Viewer App

Where do we get started :

I want to take you through the process of creating a new application from scratch. This process is true for smaller projects as well as for larger ones. It is valid for JavaScript, C++, Python, go and about any language you are using.

This process also holds true if you are working on larger commercial applications except that instead of writing actual code, the steps described here are documented in a design document, requirements-document, or captured in a use-case document.

I firmly believe that anyone can program and anyone can learn how to do it by simply following this pattern. One point to remember is to keep it simple, clean and small. the number of lines of code in your program should be a reflection of the functionality.
A lot of the code you will see in this post is the result of “I want X to happen with control Y“. In fact the first 200 lines of code build and animate the UI.

Lets go then…

When I started I knew that I wanted to create an app which has

  • Forward and backward controls
  • Can display images on a 2D canvas as well as in 360 degree
  • I wanted to be able to view thumbnails of all ‘selected’ images

How do you design a UI with almost no existing requirements ?

First I looked at the navigation buttons. I simply looked for prev and next button images. I decided to go with arrows as I could not find anything else I liked and simplicity is king. However I wanted to have a nicer interface than the ImageViewer.

Image Viewer
Image Viewer

So instead of using a button object, I created a qx.ui.basic.Image object and added listener for the mouseenter, mouseout, and click events. Though now I needed a cold, and a hot image to indicate that there is something the user can interact with. Hmmm and come to think of it, the simple black and transparent arrow will not work on a black background. So back to the Gimp. Below is one of the eight buttons I created this way.

Button Design
Button Design

The javascript code to handle image buttons looks as follows:

     _createImgButton : function ( cold, hot, attr )  {
      var btn = new qx.ui.basic.Image ( this._path+cold+".png" );
      btn.set ( { scale: true, width: 40, height: 40 } );
      btn.hot = hot; btn.cold = cold;
      btn.addListener  ( "mouseover", function ( e )  {
         this._audio.play ( );
         btn.setSource ( this._path+btn.hot+".png" );
      }, this );
      btn.addListener  ( "mouseout", function ( e )  {
         btn.setSource ( this._path+btn.cold+".png" );
      }, this );
      this.add ( btn, attr );
      return btn;
    }

With this fragment in place we can now go ahead and build the interface.
A few notes are in order here though.

  1. The 360 Viewer is handled in an iframe to avoid global namespace collusion in the main application.
  2. Switching between a 2D image display and the 360 Viewer is a simple game of hide and show
  3. We use the touchstart rather then the click event because the A-Frame library does not forward click events anymore.
  4. Take a closer look at back, scroll, and lyt. Those will handle the preview strip at the bottom
  5. Finally the this._info button will show / hide the topRightMenu.
    _build2DWindow : function ( )  {
      var scroll = new qx.ui.container.Scroll ( );
      scroll.setBackgroundColor ( "#ddf" );

      var inner = new qx.ui.container.Composite ( new qx.ui.layout.Canvas ( ) );
      scroll.add ( inner, { left: 0,  top: 0 } );
      this._scroll2D = scroll;

      this._preview2D = new qx.ui.basic.Image ( null );
      this._preview2D.setScale ( true );
      inner.add ( this._preview2D, { left: 5, right: 5, top: 5, bottom: 5 } );
      this.add  ( scroll, { left: 0, right: 0, top: 0, bottom: 0 } );
      scroll.hide ( );
    },
    _buildWindow : function ( )  {
      this._build2DWindow ( );

      var iframe = new qx.ui.embed.Iframe ( this._path+"360IFrame.html" );
      this.add ( iframe, { top: 0, bottom: 0, left: 0, right: 0 } );
      iframe.addListenerOnce ( "appear", function ( ) {
         this._iframe = iframe; 
      }, this );
      
      var back = new qx.ui.core.Widget ( );
      back.set ( { height: 120, backgroundColor: "#888888", opacity: 0.4 } );
      this.add ( back, { bottom: -110, left: 20, right: 20 } );
      this._back = back;
      
      var scroll = new qx.ui.container.Scroll ( );
      scroll.set ( { height: 120, contentPaddingLeft: 5, scrollbarX: "on" } );
      this.add ( scroll, { bottom: -120, left: 20, right: 20 } );
      this._scroll = scroll;
    
      var lyt = new qx.ui.layout.HBox ( 5 );
      lyt.set ( { alignY: "middle" } );
      this._previewStrip = new qx.ui.container.Composite ( lyt );
      scroll.add ( this._previewStrip );
      
      this._prev = this._createImgButton ( "prev", "prev-1", { left:  5,  top: "48%" } );
      this._next = this._createImgButton ( "next", "next-1", { right: 10, top: "48%" } );
      this._info = this._createImgButton ( "info_down", "info_down-1", { right: 10, top: 5 } );
      this._info.state = "up";
      
      this._zoomIn  = this._createImgButton ( "plus", "plus-1",  { right: 10, top:  -50 } );
      this._zoomOut = this._createImgButton ( "minus","minus-1", { right: 10, top:  -90 } );
      this._2d      = this._createImgButton ( "2d", "2d-1",      { right: 10, top: -135 } );
      this._360     = this._createImgButton ( "360-1", "360",    { right: 10, top: -180 } );
      
      this._zoomIn.addListener  ( "touchstart", this.zoomIn,    this );
      this._zoomOut.addListener ( "touchstart", this.zoomOut,   this );
      this._2d.addListener      ( "touchstart", this.switch2D,  this );
      this._360.addListener     ( "touchstart", this.switch360, this );
      this._2d.state  = "up";
      this._360.state = "down";
      
      this._back.addListener    ( "mouseover", this.mouseOver, this );
      this._back.addListener    ( "mouseout",  this.mouseOut,  this );
      this._previewStrip.addListener ( "mouseover", this.mouseOver, this );
      this._previewStrip.addListener ( "mouseout",  this.mouseOut,  this );
      
      this._prev.addListener ( "touchstart", function ( e )  {
         this._audio.play ( );
         this._curr--;
         if ( this._curr < 0 )
           this._curr =  this._data.length-1; 
         this.displayImage ( );
      }, this );
      this._next.addListener ( "touchstart", function ( e )  {  
         this._audio.play ( );  
         this._curr++;
         if ( this._curr >= this._data.length )
           this._curr = 0;
         this.displayImage ( );
      }, this );
      this._info.addListener ( "touchstart", function ( e )  {
         var btn = this._info;
         if ( btn.state === "up" )  {
           btn.state= "down";
           btn.cold = "info_up";
           btn.hot  = "info_up-1";
           this._topRightMenu ( true );
         }
         else  {
           btn.state= "up";
           btn.cold = "info_down";
           btn.hot  = "info_down-1";
           this._topRightMenu ( false );
         }
      }, this );
    }

Congratulations, at this point you have all the controls in place. However a modern interface requires some bling.
Thankfully QooxDoo makes this easy as well.

Animating to see

Burried deep within the API documentation is a little nugget which allows you to animate items around without a lot of code.

    animate : function ( dir, itm, start, end, dur )  {
      var kf, dom = itm.getContentElement ( ).getDomElement ( );
      if ( ! dom )
        return;
      if ( dir === "up" )  {
        kf = { 0: { top: start+"px" },
             100: { top:   end+"px" } };
        dom.style.top = kf[100].top;
        itm.setLayoutProperties ( { top: end } );
      }
      if ( dir === "down" )  {
        var parentHeight = dom.parentElement.offsetHeight;
        var height = dom.offsetHeight;
        kf = { 0: { top: (parentHeight -start -height)+"px" },
             100: { top: (parentHeight -  end -height)+"px" } };
        dom.style.top = kf[100].top;
        itm.setLayoutProperties ( { bottom: end } );
      }
      if ( dir === "left" )  {
        kf = { 0: { left: start+"px" },
             100: { left:   end+"px" } };
        dom.style.left = kf[100].left;
        itm.setLayoutProperties ( { left: end } );
      }
      if ( dir === "right" )  {
        var parentWidth = dom.parentElement.offsetWidth;
        var width = dom.offsetWidth;
        kf = { 0: { left: (parentWidth -start -width)+"px" },
             100: { left: (parentWidth -  end -width)+"px" } };
        dom.style.left = kf[100].left;
        itm.setLayoutProperties ( { right: end } );
      }

      var anim = { duration: 600, timing: "ease-out", keep: 100, keyFrames : kf };
      qx.bom.element.Animation.animate ( dom, anim );
    },
    _showControls : function ( show )  {
      if ( show === true )  {
        this.animate ( "down", this._back,   -110, 5, 600 );
        this.animate ( "down", this._scroll, -120, 5, 600 );
        this.animate ( "left", this._prev,   5,  -45, 600 );
        this.animate ( "right",this._next,   5,  -45, 600 );
      }
      else {
        this.animate ( "down", this._back,   5, -110, 600 );
        this.animate ( "down", this._scroll, 5, -120, 600 );
        this.animate ( "left", this._prev,    -45, 5, 600 );
        this.animate ( "right",this._next,    -45, 5, 600 );
      }
      this._isOpen = show;
    },
    _topRightMenu : function ( expand )  {
      if ( expand )   {
        this.animate ( "up", this._zoomIn,  -50, 50, 600 );
        this.animate ( "up", this._zoomOut, -90, 90, 600 );
        this.animate ( "up", this._2d,     -135,135, 600 );
        this.animate ( "up", this._360,    -180,180, 600 );
      }
      else {
        this.animate ( "up", this._zoomIn,  50, -50, 600 );
        this.animate ( "up", this._zoomOut, 90, -90, 600 );
        this.animate ( "up", this._2d,     135,-135, 600 );
        this.animate ( "up", this._360,    180,-180, 600 );
      }
    },

Here is what the code does.
this._back and this._scroll are the controls for the image strip at the bottom. All other controls are image buttons. The core of the animate function is the qx.bom.element.Animation.animate ( dom, anim ); call, which takes the dom element and the animation attributes in form of the anim – object.

The most important information which we have to take care of are the key frames. those keyframes define the attribute values for the range of 0% ( beginning of the animation ) and 100% ( end of animation ). The system will take care of the intermediate positions.

Note: since we directly modify the dom element we will also have to tell the QooxDoo framework of the ‘layout change’ That is the reason we itm.setLayoutProperties ( { right: end } );. Without these calls QooxDoos’ layout engine would re-position the dom elements to its original position at the next refresh.

More JavaScript, I WANT MORE !!!!

  • mouseOver, and mouseOut is triggered by the preview strip at the bottom. It is like the taskbar which will auto-hide in windows.
  • switch2D, and switch360 trigger the hide and show spiel when we swich the view. Really nothing to it but powerful nevertheless.
  • _toggleBtn switches the hot, and cold state of a button. The icons have been named in a way where a “-1” appended to the name indicates an active position E.g. prev.png and prev-1.png
    _toggleBtn : function ( btn, state, icon )  {
      if ( state === true )  {
        btn.state = "down";
        btn.hot   = icon;
        btn.cold  = icon+"-1";
      }
      else  {
        btn.state = "up";
        btn.hot   = icon+"-1";
        btn.cold  = icon;
      }
      btn.setSource ( this._path+btn.cold+".png" );
    },
    switch2D : function ( )  {
      this._toggleBtn ( this._2d,  true,  "2d" );
      this._toggleBtn ( this._360,false, "360" );
      this._iframe.hide   ( );
      this._scroll2D.show ( );
      this._mode2D = true;
      this.displayImage ( );
    },
    switch360 : function ( )  {
      this._toggleBtn ( this._2d, false,  "2d" );
      this._toggleBtn ( this._360, true, "360" );
      this._iframe.show   ( );
      this._scroll2D.hide ( );
      this._mode2D = false;
      this.displayImage ( );
    },
    mouseOver : function ( ) {
      if ( this._timer )  {
           this._timer.stop ( );
           this._timer = null;
      }
      if ( this._isOpen === true )
        return;
       this._showControls ( true );
    },
    mouseOut : function ( ) {
      if ( this._timer !== null )
        return;
      this._timer = qx.event.Timer.once ( function ( ) {
         // After 5 seconds ... hide
         this._isOpen = false;
         this._timer  = null;
         this._showControls ( false );
      }, this, 5000 );
    },

200 Lines Of Code Great you are sticking with me here. I know it looks like a lot of code but see what we did thus far was simply to create a bunch of controls and took care of the way they are being displayed and animated.

At this point there are only two missing pieces to complete this application.

  1. Loading the image data and displaying it in the preview-strip.
  2. Displaying the active image in the main area

Faking it

In order to continue the client side code we will first use a fake response from a backend. Stricktly speaking we only need the image, and possibly a smaller version of it in form of a thumbnail. The code below will do just fine for now.

    loadImages : function ( )  {
      // Testing functionality
      var arr = [];
      for ( var t=0; t<200; t++ )  {
        var i = t*2;
        arr.push ( { name: "pano"+i,  src: "pano1.jpg", thumb: null, text: "Space Earth" } );
        arr.push ( { name: "pano"+i+1,src: "pano2.jpg", thumb: null, text: "Mountain Water" } );
      }
      this._data = arr;
      var idx, cnt = 0;
      for ( idx in arr )  {
        this._addImage ( arr[idx], cnt++ );
      }
    },

Once we have the backend in place we will replace the above with :

    loadImages : function ( )  {
      // E.g. this._origSource = "AstraNOS:/Desktop/Courses/Episode 5/prev.png";
      var parms = [ this._origSource ];
      if ( ! this._rpc )
        this._rpc = new qx.io.remote.Rpc ( "services.php", "apps.system.360Viewer.360Viewer" );
      this._rpc.setTimeout ( 10000 ); // 10 seconds wait
      this._rpc.setCrossDomain ( false );
      var self = this;
      this._rpc.callAsync ( function ( arr, exception )  {
        if ( exception === null )  {
          self._data = arr;
          var idx, cnt = 0;
          for ( idx in arr )  { 
            self._addImage ( arr[idx], cnt++ );
          }
          self._curr = 0;
          self.displayImage ( );
        }
        else  {
          alert ( "Something went wrong : " + exception );
        }
      }, "getImageList", parms );
    },

So there are a few things in the above function we should talk about
Line 02 : this._origSource is the expected input for the backend call. AstraNOS indicates that it is ‘locally’ stored and not on E.g. DropBox. Then we want to point to a image from the system. It is set when the user opens the application.
Line 03 : parms contains an array of attributes which is passed into the function on the server side.
Lines 05 – 09 : Create the RPC object. I will write another blog post soon talking about the php backend. In short your root directory on the server contains services.php, which calls a php function in class “class_360Viewer” called “getImageList” with attributes “parms”.
Lines 10 – 21 : Here we handle the callback, receive the data from the server and add a single image per array entry to the preview-strip.

and here is the _addImage function.

    _addImage : function ( itm, idx )  {
      var thumb = itm.thumb ? itm.thumb : itm.src;
      var icon  = new qx.ui.basic.Image ( );
      icon._idx = idx;
      qx.io.ImageLoader.load ( thumb, function ( src )  {
        icon.setSource ( src );
        icon.set ( { padding: 0, scale: true, maxWidth: 200, maxHeight: 100, width: 200, height: 100, backgroundColor: "#FF3333" } );
        icon.addListener ( "mouseover", function ( e ) {
           this._audio.play ( );
           icon.set ( { padding: 4 } );
        }, this );
        icon.addListener ( "mouseout", function ( e ) {
           var pad = this._curr === icon._idx ? 2 : 0;
           icon.set ( { padding: pad } );
        }, this );
        icon.addListener ( "touchstart", function ( e ) {
           this._curr = icon._idx;
           this.displayImage ( );
        }, this );
        this._previewStrip.add ( icon );
      }, this );
    },

Display the image already

We are almost complete. The following four functions handle the display of the image in both 2D, and 360 degree form.

  • getCurrentImage returns the current image either in thumbnail form or as teh full resolution image
  • displayImage displays the current image by first displaying the thumbnail, followed by the full sized image. This will improve usability as the thumbnail is already cached in the preview-strip.
  • _displayImage takes care of actually displaying the image in either 2D or 360 degree view based on the selected mode.
  • scaleImage this function is only required for the 2D view in order to properly fit it into the view-port of the window.
    getCurrentImage : function ( getThumb )  {
      if ( getThumb === true )
        return this._data[this._curr].thumb;
      return this._data[this._curr].src;
    },
    displayImage : function ( )  {
      if ( ! this._iframe )
        return;
      var cnt = 0, kids = this._previewStrip.getChildren ( );
      for ( var idx in kids )  {
        kids[idx].set ( { padding: 0 } );
        if ( cnt++ === this._curr )
          kids[idx].set ( { padding: 2 } );
      }
      var fname = this.getCurrentImage ( ).match(/[-_\w]+[.][\w]+$/i)[0];
      this.setCaption ( this._data[this._curr].name + " : " + fname );
      this._displayImage ( this.getCurrentImage ( true ) );
      this._displayImage ( this.getCurrentImage ( ) );
    },
    _displayImage : function ( src )  {
      if ( this._mode2D === false )  {
        var  win = this._iframe.getWindow ( );
        if ( win )
          win.changeTo ( src );
      }
      else  {
        qx.io.ImageLoader.load ( src, function ( src )  {
          var loaded= qx.io.ImageLoader.isLoaded ( src ); // Needed to make sure we have size info
          this._preview2D.setSource ( src );
          var s = qx.io.ImageLoader.getSize ( src );
          if ( typeof ( s.width ) !== "undefined" && typeof ( s.height ) !== "undefined" )
             this.scaleImage ( s.width, s.height );
        }, this );
      }
    },
    scaleImage : function ( iW, iH )  {
      var  x, y, w, h;
      if  ( this._scaleImage ) {
        var space = this._scroll2D.getInnerSize ( );
        w = space.width  - 10;
        h = space.height - 10;
        if ( iW/iH > w/h )  {
          var h1 = h;
          h = parseInt ( iH / iW * w, 10 );
          x = 5;
          y = parseInt ( ( h1 - h ) / 2, 10 ) + 0;
        }
        else  {
          var w1 = w;
          w = parseInt ( iW / iH * h, 10 );
          y = 5;
          x = parseInt ( ( w1 - w ) / 2, 10 ) + 0;
        }
      }
      else  {
        w = iW; h = iH;
        x = 0;  y = 0;
      }
      this._preview2D.setWidth  ( w );
      this._preview2D.setHeight ( h );
      this._preview2D.setLayoutProperties ( { top: y, left: x } );
    },

construct “The end”

So here is the constructor then and the resize function


qx.Class.define ( "ao.apps.users.SoftwareSamurai.360Viewer",
{
  extend : qx.ui.window.Window,
  construct : function ( ) {
    this.base ( arguments );
    this.setLayout ( new qx.ui.layout.Canvas ( ) );
    this.setLayoutProperties ( { top: 10, left: 100 } );
    this.set  ( { contentPadding: 2, opacity: 1.0, width: 1400, height: 800 } );

    this._path   = ao.prefix+"apps/users/SoftwareSamurai/";
    this._data   = [];
    this._curr   = 0;
    this._timer  = null;
    this._mode2D = false;
    this._scaleImage = true; // 2D
    this._origSource = "";   // Handling autosatrt and loading of all images in this dir 

    // Buffering the putton images.
    this._imgBuff = [];
    this._audio  = new qx.bom.media.Audio ( this._path+"click.ogg" );
    this._iframe = null;
    this._isOpen = false;
    this.addListener  ( "resize", this._resize, this );
    this._buildWindow ( );
    if ( typeof ao !== "undefined" && typeof ao.desktop !== "undefined" )  {
      // Note ao.desktop is a class derived of qx.ui.desktop.Desktop ...
      ao.desktop.addWin ( this );
    }
    else  {
      var app = qx.core.BaseInit.getApplication ( );
      var root = app.getRoot ( );
      root.add ( this );
      this.show ( );
    }
    this.loadImages   ( );
  },
  _resize : function ( )  {
    if ( this._mode2D === true )
      this.displayImage ( );
  },

Phew, we went through 375 lines of code here but who is counting ?
At this point all that is left to do is to show the goods.

360° image Viewer:

I also created a video building this web app, which you can find here …

Please follow this link here … to play with the code.

360 degree

Moving from 2D planar photos to 360 degree images is like jumping through the pane of glass of an image and immersing yourself in hat frame. Take your time, look around and view the wonders captured in that moment.

Today I want to teach you how to create a interactive 360 degree image viewer using plain old JavaScript with the help of A-Frame / ThreeJS and as usual you can go ahead and play with the results by following the link on the bottom.

A-Frame … say what ?

In the last episode we took some ShaderToy WebGL based shader and ported it to threejs and generated a nice animated background with this method.

A-Frame is using a XML based syntax to expose the underlying library of … you guessed it … threejs. That of course means that all features of threejs are at your convenience when using A-Frame.

This combo does not only pack 360 degree of freedom but it also allows you to place elements in 3D space, which makes for a nice combo. Below is a simple “hello World” page using A-Frame.

<!DOCTYPE html>
<html>
  <head>
    <title>Hello, WebVR! - A-Frame</title>
    <meta name="description" content="Hello, WebVR! - A-Frame">
    <script src="https://aframe.io/releases/0.7.0/aframe.min.js"></script>
  </head>
  <body>
    <a-scene>
      <a-box position="-1 0.5 -3" rotation="0 45 0" color="#4CC3D9" shadow></a-box>
      <a-sphere position="0 1.25 -5" radius="1.25" color="#EF2D5E" shadow></a-sphere>
      <a-cylinder position="1 0.75 -3" radius="0.5" height="1.5" color="#FFC65D" shadow></a-cylinder>
      <a-plane position="0 0 -4" rotation="-90 0 0" width="4" height="4" color="#7BC8A4" shadow></a-plane>
      <a-sky color="#ECECEC"></a-sky>
    </a-scene>
  </body>
</html>
Hello AFrame
Hello AFrame

Also this library comes jam-packed with additional plugins and a vibrant community. Here is a link which lists some of the available tools and plugins. And then here is a weekly blog which lists all the cool things going on around A-Frame.

To say it in their own words: “A-Frame is a web framework for building virtual reality (VR) experiences. Originally from Mozilla, A-Frame was developed to be an easy but powerful way to develop VR content. As an independent open source project, A-Frame has grown to be one of the largest and most welcoming VR communities.

Another nice feature is the visual inspector which is available in every A-Frame scene. Simply hit “ctrl” + “alt” + “i”

Hello AFrame debug
Hello AFrame debug

360 degree Viewer:

One of the things I have been playing around with lately is the Gear 360 camera from Samsung. As you can see from the image below, it has two large fish eye lenses which together capture a monoscopic 360 degree image or video.

The camera records with the two lense on a single rectangular region, in order to convert the images / videos from this raw input into a usable equirectangular view you have a couple of options at hand.

=> 360 degree

The easiest would be to own a Samsung phone and then simply have the Android app export the image / video already rendered. The second option Samsung offers is an external application for Windows or Mac OSX to convert the input to its proper format.

And then finally there are third party options available ( like 360 Tube ) or you can get smart and create your own. For brevity I went with option number one which also means that I have not a lot to say about this process in this post.

The takeaway here is that you need to have the images for the 360 Viewer already in equirectangular form available. In case you do not own a 360 camera you can easily find a ton of images online by searching for “360 equirectangular image” or similar.

Also I added a few sample images to this tutorial.

Lets go :

Our goal here is to create a basic html page which can display 360 degree images. So the first thing we have to create is the basic HTML document like so :

<!DOCTYPE html>
<html>
  <head>
    <meta charset="utf-8">
    <title>360&deg; Slideshow</title>
    <meta name="description" content="360&deg; Slideshow">
  </head>
  <body>
  </body>
</html>

Nothing to it. Next we can build the A-Frame based web page so we need to add two lines to the head section :

    <script src="https://rawgit.com/aframevr/aframe/ba2a287/dist/aframe-v0.7.1.min.js"></script>
    <script src="drag-look-controls.min.js"></script>

Including first the A-Frame library ( which includes threejs ) and in the second line I use a component to better navigate using the cursor. At this point we can go ahead and fill in the contents of the HTML body.

Working in 360 degree of freedom allows us to place elements inside the view and interact with them. I placed the controls to switch between images to the users right side so they don’t obstruct the main focal point in the 360 degree scene.

Below is the complete content and I will go through it line-by-line.

    <a-scene cursor="rayOrigin: mouse">
      <a-assets>
        <audio id="click-sound" src="click.ogg"></audio>
        <img id="pano1"  src="pano1.jpg">
        <img id="pano2"  src="pano2.jpg">
        <img id="pano3"  src="pano3.jpg">
        <img id="pano4"  src="pano4.jpg">
        <img id="pano5"  src="pano5.jpg">
        <img id="pano6"  src="pano6.jpg">
        <img id="pano7"  src="pano7.jpg">
        <img id="pano8"  src="pano8.jpg">
        <img id="pano9"  src="pano9.jpg">
        <img id="pano10" src="pano10.jpg">
      </a-assets>
      <a-sky id="pano" src="pano3.jpg" rotation="0 0 0"></a-sky>
      <a-camera drag-look-controls>

        <a-cursor id="cursor">
          <a-animation begin="click" easing="ease-in" attribute="scale"
                   fill="backwards" from="0.1 0.1 0.1" to="1 1 1" dur="500"></a-animation>
          <a-animation begin="cursor-fusing" easing="ease-in" attribute="scale"
                   from="1 1 1" to="0.1 0.1 0.1" dur="1500"></a-animation>
        </a-cursor>
      </a-camera>
      <a-text id="prev-txt" value=" << " color="#F84" width="4" position="-0.6  1.5 -1.0" font="kelsonsans">
        <a-animation attribute="rotation" begin="click" dur="500" fill="backwards" to="30 30 360"></a-animation>
      </a-text>
      <a-text value="prev / next" color="#F84" width="3" position="-0.35 1.5 -1.0" font="kelsonsans"></a-text>
      <a-entity id="file-name" geometry="primitive: plane; width: 0.7; height: auto" material="opacity: 0.5; color: #f84"  position="-0.0 1.35 -1.0" text="value: pano3.jpg; align: center"></a-entity>
      <a-text id="next-txt" value=" >> " color="#F84" width="4" position=" 0.4  1.5 -1.0" font="kelsonsans">
        <a-animation attribute="rotation" begin="click" dur="500" fill="backwards" to="30 30 360"></a-animation>
      </a-text>
      <a-box prev-click="" sound="on: click; src: #click-sound" visible="false" color="#aa77dd" width="0.28" height="0.18" depth="0.01" opacity="0.5" position="-0.5 1.48 -1.0"></a-box>
      <a-box next-click="" sound="on: click; src: #click-sound" visible="false" color="#aa77dd" width="0.28" height="0.18" depth="0.01" opacity="0.5" position="0.48 1.48 -1.0"></a-box>
    </a-scene>

Line 1 : defines the scene. Everything happens within a scene. So think of it as the starting point for your adventure into VR. in order to use the mouse to select an object you have to specify the rayOrigin attribute here.
Lines 2 – 14 : we define the assets ( images video, models, audio etc ) in these lines. The scene will not start before all assets are buffered in the browser. You can also dynamically load contents in which case you may not want to define them in the assets section.
Line 15 : defines the sky-box, which is basically a sphere on which the equirectangular image is plastered.
Lines 16 – 24 : Here we define the camera and the cursor. The drag-look-control enables the mouse to drag the frame which make navigation easier and more natural. I also added animations to the cursor to make things a bit ‘nicer’.
Lines 25 – 32 : Here we create three strings which we display in 3D space. “<<", "prev / next", and ">>”. Again some animation when the prev or next events are triggered.
Lines 33 – 35 : These two lines define an invisible box around the “<<", and ">>” text to allow us to select something with our mouse. YOu cannot directly point and select a text. Once selected, the events are then routed forward to the actual text elements to trigger the animation.

That was it, that was all we had to do to get the scene setup and ready. Except …

Finally some JavaScript

You can use the above and you can already immerse yourself in a 360 degree world, except you will not be able to switch between images as we have not yet implemented the JavaScript handler for the mouse action. So lets do that then …

  var gPanoStart = 1;
  var gPanoEnd   = 10;
  AFRAME.registerComponent('prev-click', {
    init: function () {
      this.el.addEventListener ( 'click', function (evt) {
        var txt = document.getElementById ( "prev-txt" );
        txt.click ( );
        var el = document.getElementById ( "pano" );
        if ( ! el.cnt || el.cnt <= gPanoStart )
          el.cnt = gPanoEnd+1;
        el.cnt--;
        var src, srcName = "pano"+el.cnt;
        src = document.getElementById ( srcName );

        var fileName = src.src.replace(/^.*[\\\/]/, '')
        el.setAttribute ( "src", "#"+srcName );
        txt = document.getElementById ( "file-name" );
        txt.setAttribute ( "text", "value", fileName );
      } );
      this.el.addEventListener ( 'mouseenter', function (evt) {
        var txt = document.getElementById ( "prev-txt" );
        txt.setAttribute ( "color", "#FFDDDD" );
      } );
      this.el.addEventListener ( 'mouseleave', function (evt) {
        var txt = document.getElementById ( "prev-txt" );
        txt.setAttribute ( "color", "#FF8844" );
      } );
    }
  } );
  AFRAME.registerComponent('next-click', {
    init: function () {
      this.el.addEventListener ( 'click', function (evt) {
        var txt = document.getElementById ( "next-txt" );
        txt.click ( );
        var el = document.getElementById ( "pano" );
        if ( ! el.cnt || el.cnt >= gPanoEnd )
          el.cnt = gPanoStart-1;
        el.cnt++;
        var src, srcName = "pano"+el.cnt;
        src = document.getElementById ( srcName );

        var fileName = src.src.replace(/^.*[\\\/]/, '')
        el.setAttribute ( "src", "#"+srcName );
        txt = document.getElementById ( "file-name" );
        txt.setAttribute ( "text", "value", fileName );
      } );
      this.el.addEventListener ( 'mouseenter', function (evt) {
        var txt = document.getElementById ( "next-txt" );
        txt.setAttribute ( "color", "#FFDDDD" );
      } );
      this.el.addEventListener ( 'mouseleave', function (evt) {
        var txt = document.getElementById ( "next-txt" );
        txt.setAttribute ( "color", "#FF8844" );
      } );
    }
  } );

Both of these functions are almost identical, the first handles the prev-action, the second handles the next-action. I could have optimized it to decrease the code footprint but this would make it harder to read it. So lets only look at the first function.
Lines 1 – 2 : Here we define the global variables containig the starting and ending number of the images to load.
Line 3 : registerComponent is A-Frames way to do stuff. prev-click is the invisible rectangle which we are using to capture the mouse ‘ray’ to cause a certain action like click, mouseenter, or mouseout.
Line 4 : init. ‘nough said. just go with me here.
Lines 6 – 7 : Here we get the dom element of the actual visible text element and trigger a click event. This in turn will trigger the animation which we have defined for this element.
Line 9 : we retrieve the dom element of the sky-box.
Lines 9 – 13 : Here we make sure the counter is in between Start and End, and we create the id of the source file as defined in the <a-assets> – tag.
Line 15 : Here we get the ‘src’ attribute of the dom element and extract the actual file name to display.
Line 16 : is what makes the image switch, where we set the src of the sky-box.
Lines 17 – 18 : These two lines change the display of the filename inside the A-Frame. This way you know what you are looking at.
Lines 20 – 27 : These two functions will simply change the text color of the prev and next text to imply a hot-spot to the user.

Aside from line 3 and 4 this should look all too familiar to anyone who tinkered in plain old javaScript ( and who has not done so ? ).

You can get this code, adjust the images, and use it to add a 360 degree image viewer into your own web page. You can also use what you have learned here today and add additional control elements like slideshow, auto-rotate, hot-spots etc to it.

360° image Viewer:

I also created a video to set this up which you can find here …

Please follow this link here … to play with the code.

Spice it up with WebGL

The internet has evolved a lot since it’s inception with the initial intend to serve as a means to link hypertext documents together. The browser is now as capable as anything and when chrome WebGL support was introduced in 2011 we opened the portal to another dimension for the web.

Microsoft introduced the concept of DHTML (Dynamic HTML) with the release of Internet Explorer 4 in 1997. This first step away from static contents allowed you to dynamically size and move things around, E.g. like the space-shuttle and the satellite on my first homepage.

DHTML example
Example of DHTML

In 2008 the first working draft of HTML5 came out and with it the beginning of the end of Flash. Two new technologies in particular caused a lot of excitment in the web development community. SVG, and Canvas ( 2D-Context only ).

Finally in 2011 Google introduced WebGL as the 3D context of the canvas element on all platforms. By now ( 2017 ) all browsers support one of the WebGL standards ( v1.0 or v2.0 ) , after all 6 years is an eternity for the internet. You can count on hardware accelerated 3D graphics rendering on mobile devices as well as on the desktop browsers.
Please check here for your current browser.

Welcome to the world of 3D

WebGL is rendered in hardware and is thus quite fast and capable. Aside from writing your own games you can also use it like any other graphic asset on your web page and E.g. use it as your dynamic, über-cool 3D background.

The only thing you will have to keep in mind is the performance of your visitors computers / mobile devices.

Three.JS, ShaderToy and WebGL

In this episode I am going to develop a 3D animated background in POJS ( Plain Old JavaScript ), as well as in QooxDoo. The goal is to use one of the demos from ShaderToy, convert it to Three.JS and utilize it inside a canvas – tag with a 3D-Context.

Well if the last sentence was too much for you, don’t worry I will go through all details of this in the next few paragraphs.

But first lets have a look at the individual tools and technologies.

WebGL

As previously stated WebGL became part of the browser in 2011. In order to create a simple scene you have to write a bunch of JavaScript code

<!DOCTYPE html>
<html>
<head>
        <title>Basic WebGL</title>
</head>
<body>
<script type="text/javascript">
function shaderProgram(gl, vs, fs) {
        var prog = gl.createProgram();
        var addshader = function(type, source) {
                var s = gl.createShader((type == 'vertex') ?
                        gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
                gl.shaderSource(s, source);
                gl.compileShader(s);
                if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {
                        throw "Could not compile "+type+
                                " shader:\n\n"+gl.getShaderInfoLog(s);
                }
                gl.attachShader(prog, s);
        };
        addshader('vertex', vs);
        addshader('fragment', fs);
        gl.linkProgram(prog);
        gl.getProgramParameter(prog, gl.LINK_STATUS);
        return prog;
}

function attributeSetFloats(gl, prog, attr_name, rsize, arr) {
        gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(arr),
                gl.STATIC_DRAW);
        var attr = gl.getAttribLocation(prog, attr_name);
        gl.enableVertexAttribArray(attr);
        gl.vertexAttribPointer(attr, rsize, gl.FLOAT, false, 0, 0);
}

function draw() {
        var gl = document.getElementById("webgl").getContext("experimental-webgl");
        gl.clearColor(0.8, 0.6, 0.4, 1);
        gl.clear(gl.COLOR_BUFFER_BIT);

        var prog = shaderProgram(gl,
                "attribute vec3 pos;"+
                "void main() {"+
                "       gl_Position = vec4(pos, 2.0);"+
                "}",
                "void main() {"+
                "       gl_FragColor = vec4(0.4, 0.6, 0.8, 1.0);"+
                "}"
        );
        gl.useProgram(prog);
        attributeSetFloats(gl, prog, "pos", 3, [
                -1,  0, 0,
                 0,  1, 0,
                 0, -1, 0,
                 1,  0, 0
        ]);
        gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}

function init() {
        draw();
}
// Wait for 100msec ...
setTimeout ( init, 100 );

</script>
<canvas id="webgl" width="400" height="200"></canvas>
</body>
</html>

Render Output :

Three.JS

Three.js was first released by Ricardo Cabello ( Aka MrDOOB ) to GitHub in April 2010.

It is released under the MIT license and became the de-facto standard for web based 3D programming in no time.
The reason is that three.js adds an abstraction layer on top of WebGL which allows you to program it more as you would expect it to be.

Below is a Three.JS powered “Hello World” example.

<!doctype html>
<html>
<head>
        <title>Three.JS Hello World</title>
</head>
<body style="margin: 0; overflow: hidden; background-color: #000;" >
        <div id="webgl"></div>
        <script src="three.min.js"></script>
<script>

        var webglEl = document.getElementById('webgl');
        var width   = window.innerWidth;
        var height  = window.innerHeight;

        // Earth params
        var radius   = 0.5;
        var segments = 32;
        var rotation = 6;  

        var scene = new THREE.Scene();
        var camera = new THREE.PerspectiveCamera(45, width / height, 0.01, 1000);
        camera.position.z = 1.5;
        var renderer = new THREE.WebGLRenderer();
        renderer.setSize(width, height);
        scene.add(new THREE.AmbientLight(0x333333));
        var light = new THREE.DirectionalLight(0xffffff, 1);
        light.position.set(5,3,5);
        scene.add(light);

        var sphere = createSphere(radius, segments);
        sphere.rotation.y = rotation; 
        scene.add(sphere)

        var clouds = createClouds(radius, segments);
        clouds.rotation.y = rotation;
        scene.add(clouds)

        var stars = createStars(90, 64);
        scene.add(stars);
        webglEl.appendChild(renderer.domElement);
        render();

        function render() {
                sphere.rotation.y += 0.0005;
                clouds.rotation.y += 0.0005;
                requestAnimationFrame(render);
                renderer.render(scene, camera);
        }

        function createSphere(radius, segments) {
                return new THREE.Mesh(
                        new THREE.SphereGeometry(radius, segments, segments),
                        new THREE.MeshPhongMaterial({
                                map:         THREE.ImageUtils.loadTexture('images/2_no_clouds_4k.jpg'),
                                bumpMap:     THREE.ImageUtils.loadTexture('images/elev_bump_4k.jpg'),
                                bumpScale:   0.005,
                                specularMap: THREE.ImageUtils.loadTexture('images/water_4k.png'),
                                specular:    new THREE.Color('grey')
                        })
                );
        }

        function createClouds(radius, segments) {
                return new THREE.Mesh(
                        new THREE.SphereGeometry(radius + 0.003, segments, segments),
                        new THREE.MeshPhongMaterial({
                                map:         THREE.ImageUtils.loadTexture('images/fair_clouds_4k.png'),
                                transparent: true
                        })
                );
        }

        function createStars(radius, segments) {
                return new THREE.Mesh(
                        new THREE.SphereGeometry(radius, segments, segments), 
                        new THREE.MeshBasicMaterial({
                                map:  THREE.ImageUtils.loadTexture('images/galaxy_starfield.png'), 
                                side: THREE.BackSide
                        })
                );
        }

</script>
</body>
</html>

Render Output :


As you can see, using Three.JS we can achieve much more with about the same number of lines. That is not to say that it is not possible to create amazing things in WebGL in just under 100 lines of code, however the best would be if you combine both approaches.

Please feel free to visit the main web page for Three.js and spend some time browsing the available samples. I am certain that you will discover some joy and wonders on this web page. In case you don’t know where to start. This is a perfect place to spend about 19 minutes of your existence, to remember the fallen.

Now let’s look at another favorite of mine. This time it is a web page to show off …

ShaderToy wonderland

If you visit the Shadertoy.com – web page, you will find a thousands of cool demos, including some small games, all written utilizing the graphics card hardware accelerate shader pipelines.

What I wanted to achieve in this episode of teaching JavaScript was to add this toy by Frankenburgh as a background to AstraNOS. Some minor adjustments, like no sound and no story telling ( yes if you watch the original long enough you will get the story ), just an ever spinning Galaxy …

ShaderToy and Three.JS combination

In order to marry those two we have to know the data required for ShaderToy to work and create the appropriate interface for them in the shader such that Three.JS can take on the rendering. See, Shadertoy creates all its magic on a 2D plane and displays the ‘texture’ then accordingly in the 3D context. Three.JS is all 3D through and through …

The following sample glues them into one big happy unity and dynamically loads the ( almost never changing ) vertex.shader, and then the fragment.shader code.

<!DOCTYPE html>
<html lang="en">
<head>
        <title>Galaxy</title>
</head>
<body style="background-color: #000000; margin: 0px; overflow: hidden; ">
        <div id="container"></div>
        <script src="three.min.js"></script>

<script>
function fetchFile ( path, callback, ctx )  {
    var httpRequest = new XMLHttpRequest();
    httpRequest.onreadystatechange = function() {
        if (httpRequest.readyState === 4) {
            if (httpRequest.status === 200) {
                if (callback) callback( httpRequest.responseText );
            }
        }
    };
    httpRequest.open('GET', path);
    httpRequest.send(); 
}

document.loadData = function ( files, clb, ctx, pre )  {
  var rsp  = [];
  var load = function ( list )  {
    if ( list.length === 0 ) {
      if ( clb )
        clb.call ( ctx, rsp );
      return;
    }
    var res = list.shift ( );
    var uri = pre ? pre : ""; uri += res;
    fetchFile ( uri, function ( data )  {
      rsp.push ( data );
      load ( list );
    }, this );
  };
  load ( files );
};

var container;
var camera, scene, renderer;
var uniforms;
var startTime;
var clock;

function init ( vert, frag )  {
  container = document.getElementById( 'container' );
  clock  = new THREE.Clock  ( );
  camera = new THREE.Camera ( );
  scene  = new THREE.Scene  ( );
  camera.position.z = 1;

  var geometry = new THREE.PlaneGeometry( 3, 3 );
  uniforms = {
    iGlobalTime: { type: "f", value: 1.0 },
    iResolution: { type: "v2", value: new THREE.Vector2() }
  };

  var fs = boilerPlate ( 1 ) + frag + boilerPlate ( 2 );
  var material = new THREE.ShaderMaterial( {
    uniforms: uniforms,
    vertexShader:   vert,
    fragmentShader: fs
  } );

  var mesh = new THREE.Mesh( geometry, material );
  scene.add( mesh );

  renderer = new THREE.WebGLRenderer();
  container.appendChild( renderer.domElement );

  onWindowResize();

  window.addEventListener( 'resize', onWindowResize, false );
}

function onWindowResize( event ) {
  uniforms.iResolution.value.x = window.innerWidth;
  uniforms.iResolution.value.y = window.innerHeight;
  renderer.setSize( window.innerWidth, window.innerHeight );
}

function animate ( )  {
  requestAnimationFrame ( animate );
  render ( );
}

function render() {
  uniforms.iGlobalTime.value += clock.getDelta ( );
  renderer.render ( scene, camera );
}

document.loadData ( [ "vertex.shader", "fragment.shader" ], function ( data )  {
  this.init ( data[0], data[1] );
  animate ( );
}, window, "/data/webgl/" );

   function boilerPlate ( part )  {
      var ret = "";
      if ( part === 1 )  {
        ret  = "//#extension GL_OES_standard_derivatives : enable\n";
        ret += "//#extension GL_EXT_shader_texture_lod : enable\n";
        ret += "#ifdef GL_ES\n";
        ret += "precision highp float;\n";
        ret += "#endif\n";
        ret += "uniform vec2      iResolution;\n";
        ret += "uniform float     iGlobalTime;\n";
        ret += "uniform float     iChannelTime[4];\n";
        ret += "uniform vec4      iMouse;\n";
        ret += "uniform vec4      iDate;\n";
        ret += "uniform float     iSampleRate;\n";
        ret += "uniform vec3      iChannelResolution[4];\n";
        ret += "uniform int       iFrame;\n";
        ret += "uniform float     iTimeDelta;\n";
        ret += "uniform float     iFrameRate;\n";
        ret += "struct Channel\n";
        ret += "{\n";
        ret += "    vec3  resolution;\n";
        ret += "    float time;\n";
        ret += "};\n";
        ret += "uniform Channel iChannel[4];\n";
        ret += "uniform sampler2D iChannel0;\n";
        ret += "uniform sampler2D iChannel1;\n";
        ret += "uniform sampler2D iChannel2;\n";
        ret += "uniform sampler2D iChannel3;\n";
        ret += "void mainImage( out vec4 c,  in vec2 f );\n";
      }
      else {
        ret  = "void main( void ){\n";
        ret += "  vec4 color = vec4(0.0,0.0,0.0,1.0);\n";
        ret += "  mainImage( color, gl_FragCoord.xy );\n";
        ret += "  color.w = 1.0;\n";
        ret += "  gl_FragColor = color;\n";
        ret += "}\n";
      }
      return ret;
    }

</script>

        </body>
</html>
varying vec2 vUv;
void main ( )  {
  vUv = uv;
  gl_Position = vec4( position, 1.0 );

}
// Galaxy shader
//
// Created by Frank Hugenroth  /frankenburgh/   07/2015
// Released at nordlicht/bremen 2015

// random/hash function              
float hash( float n )
{
  return fract(cos(n)*41415.92653);
}

// 2d noise function
float noise( in vec2 x )
{
  vec2 p  = floor(x);
  vec2 f  = smoothstep(0.0, 1.0, fract(x));
  float n = p.x + p.y*57.0;

  return mix(mix( hash(n+  0.0), hash(n+  1.0),f.x),
    mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y);
}

float noise( in vec3 x )
{
  vec3 p  = floor(x);
  vec3 f  = smoothstep(0.0, 1.0, fract(x));
  float n = p.x + p.y*57.0 + 113.0*p.z;

  return mix(mix(mix( hash(n+  0.0), hash(n+  1.0),f.x),
    mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y),
    mix(mix( hash(n+113.0), hash(n+114.0),f.x),
    mix( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z);
}

mat3 m = mat3( 0.00,  1.60,  1.20, -1.60,  0.72, -0.96, -1.20, -0.96,  1.28 );

// Fractional Brownian motion
float fbmslow( vec3 p )
{
  float f = 0.5000*noise( p ); p = m*p*1.2;
  f += 0.2500*noise( p ); p = m*p*1.3;
  f += 0.1666*noise( p ); p = m*p*1.4;
  f += 0.0834*noise( p ); p = m*p*1.84;
  return f;
}

float fbm( vec3 p )
{
  float f = 0., a = 1., s=0.;
  f += a*noise( p ); p = m*p*1.149; s += a; a *= .75;
  f += a*noise( p ); p = m*p*1.41; s += a; a *= .75;
  f += a*noise( p ); p = m*p*1.51; s += a; a *= .65;
  f += a*noise( p ); p = m*p*1.21; s += a; a *= .35;
  f += a*noise( p ); p = m*p*1.41; s += a; a *= .75;
  f += a*noise( p ); 
  return f/s;
}

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
        float time = iGlobalTime * 0.1;

        vec2 xy = -1.0 + 2.0*fragCoord.xy / iResolution.xy;

        // fade in (1=10sec), out after 8=80sec;
        float fade = 1.0; //min(1., time*1.)*min(1.,max(0., 15.-time));
        // start glow after 5=50sec
        float fade2= 0.37; //max(0., time-10.)*0.37;
        float glow = max(-.25,1.+pow(fade2, 10.) - 0.001*pow(fade2, 25.));


        // get camera position and view direction
        vec3 campos = vec3(500.0, 850., 1800.0 ); //-.0-cos((time-1.4)/2.)*2000.); // moving
        vec3 camtar = vec3(0., 0., 0.);

        float roll = 0.34;
        vec3 cw = normalize(camtar-campos);
        vec3 cp = vec3(sin(roll), cos(roll),0.0);
        vec3 cu = normalize(cross(cw,cp));
        vec3 cv = normalize(cross(cu,cw));
        vec3 rd = normalize( xy.x*cu + xy.y*cv + 1.6*cw );

        vec3 light   = normalize( vec3(  0., 0.,  0. )-campos );
        float sundot = clamp(dot(light,rd),0.0,1.0);

        // render sky

    // galaxy center glow
    vec3 col = glow*1.2*min(vec3(1.0, 1.0, 1.0), vec3(2.0,1.0,0.5)*pow( sundot, 100.0 ));
    // moon haze
    col += 0.3*vec3(0.8,0.9,1.2)*pow( sundot, 8.0 );

        // stars
        vec3 stars = 85.5*vec3(pow(fbmslow(rd.xyz*312.0), 7.0))*vec3(pow(fbmslow(rd.zxy*440.3), 8.0));

        // moving background fog
    vec3 cpos = 1500.*rd + vec3(831.0-time*30., 321.0, 1000.0);
    col += vec3(0.4, 0.5, 1.0) * ((fbmslow( cpos*0.0035 ) - .5));

        cpos += vec3(831.0-time*33., 321.0, 999.);
    col += vec3(0.6, 0.3, 0.6) * 10.0*pow((fbmslow( cpos*0.0045 )), 10.0);

        cpos += vec3(3831.0-time*39., 221.0, 999.0);
    col += 0.03*vec3(0.6, 0.0, 0.0) * 10.0*pow((fbmslow( cpos*0.0145 )), 2.0);

        // stars
        cpos = 1500.*rd + vec3(831.0, 321.0, 999.);
        col += stars*fbm(cpos*0.0021);


        // Clouds
    vec2 shift = vec2( time*100.0, time*180.0 );
    vec4 sum = vec4(0,0,0,0); 
    float c = campos.y / rd.y; // cloud height
    vec3 cpos2 = campos - c*rd;
    float radius = length(cpos2.xz)/1000.0;

    if (radius<1.8)
    {
          for (int q=10; q>-10; q--) // layers
      {
                if (sum.w>0.999) continue;
        float c = (float(q)*8.-campos.y) / rd.y; // cloud height
        vec3 cpos = campos + c*rd;

                float see = dot(normalize(cpos), normalize(campos));
                vec3 lightUnvis = vec3(.0,.0,.0 );
                vec3 lightVis   = vec3(1.3,1.2,1.2 );
                vec3 shine = mix(lightVis, lightUnvis, smoothstep(0.0, 1.0, see));

                // border
            float radius = length(cpos.xz)/999.;
            if (radius>1.0)
              continue;

                float rot = 3.00*(radius)-time;
        cpos.xz = cpos.xz*mat2(cos(rot), -sin(rot), sin(rot), cos(rot));
 
                cpos += vec3(831.0+shift.x, 321.0+float(q)*mix(250.0, 50.0, radius)-shift.x*0.2, 1330.0+shift.y); // cloud position
                cpos *= mix(0.0025, 0.0028, radius); // zoom
        float alpha = smoothstep(0.50, 1.0, fbm( cpos )); // fractal cloud density
                alpha *= 1.3*pow(smoothstep(1.0, 0.0, radius), 0.3); // fade out disc at edges
                vec3 dustcolor = mix(vec3( 2.0, 1.3, 1.0 ), vec3( 0.1,0.2,0.3 ), pow(radius, .5));
        vec3 localcolor = mix(dustcolor, shine, alpha); // density color white->gray
                  
                float gstar = 2.*pow(noise( cpos*21.40 ), 22.0);
                float gstar2= 3.*pow(noise( cpos*26.55 ), 34.0);
                float gholes= 1.*pow(noise( cpos*11.55 ), 14.0);
                localcolor += vec3(1.0, 0.6, 0.3)*gstar;
                localcolor += vec3(1.0, 1.0, 0.7)*gstar2;
                localcolor -= gholes;
                  
        alpha = (1.0-sum.w)*alpha; // alpha/density saturation (the more a cloud layer\\\'s density, the more the higher layers will be hidden)
        sum += vec4(localcolor*alpha, alpha); // sum up weightened color
          }

          for (int q=0; q<20; q++) // 120 layers
      {
                if (sum.w>0.999) continue;
        float c = (float(q)*4.-campos.y) / rd.y; // cloud height
        vec3 cpos = campos + c*rd;

                float see = dot(normalize(cpos), normalize(campos));
                vec3 lightUnvis = vec3(.0,.0,.0 );
                vec3 lightVis   = vec3(1.3,1.2,1.2 );
                vec3 shine = mix(lightVis, lightUnvis, smoothstep(0.0, 1.0, see));

                // border
            float radius = length(cpos.xz)/200.0;
            if (radius>1.0)
              continue;

                float rot = 3.2*(radius)-time*1.1;
        cpos.xz = cpos.xz*mat2(cos(rot), -sin(rot), sin(rot), cos(rot));
 
                cpos += vec3(831.0+shift.x, 321.0+float(q)*mix(250.0, 50.0, radius)-shift.x*0.2, 1330.0+shift.y); // cloud position
        float alpha = 0.1+smoothstep(0.6, 1.0, fbm( cpos )); // fractal cloud density
                alpha *= 1.2*(pow(smoothstep(1.0, 0.0, radius), 0.72) - pow(smoothstep(1.0, 0.0, radius*1.875), 0.2)); // fade out disc at edges
        vec3 localcolor = vec3(0.0, 0.0, 0.0); // density color white->gray
  
        alpha = (1.0-sum.w)*alpha; // alpha/density saturation (the more a cloud layer\\\'s density, the more the higher layers will be hidden)
        sum += vec4(localcolor*alpha, alpha); // sum up weightened color
          }
    }
        float alpha = smoothstep(1.-radius*.5, 1.0, sum.w);
    sum.rgb /= sum.w+0.0001;
    sum.rgb -= 0.2*vec3(0.8, 0.75, 0.7) * pow(sundot,10.0)*alpha;
    sum.rgb += min(glow, 10.0)*0.2*vec3(1.2, 1.2, 1.2) * pow(sundot,5.0)*(1.0-alpha);

        col = mix( col, sum.rgb , sum.w);//*pow(sundot,10.0) );

    // haze
        col = fade*mix(col, vec3(0.3,0.5,.9), 29.0*(pow( sundot, 50.0 )-pow( sundot, 60.0 ))/(2.+9.*abs(rd.y)));

    // Vignetting
        vec2 xy2 = gl_FragCoord.xy / iResolution.xy;
        col *= vec3(.5, .5, .5) + 0.25*pow(100.0*xy2.x*xy2.y*(1.0-xy2.x)*(1.0-xy2.y), .5 );

        fragColor = vec4(col,1.0);
}

Render Output :

And now to AstraNOS

At this point we are almost at the point of adding it as a background to AstraNOS. I have to plugin the code into a QooxDoo base class called qx.core.Object and we are good to go.

Galaxy Background
Galaxy Background in AstraNOS

You can watch my video Here

And as usual you can go and play with the actual code Here …

Using a RESTFul API in JavaScript

I have just released the third video in the JavaScript Bushido series. This video will go into what is REST and how to leverage this interface in a Qooxdoo web application.

RESTful API Logo
RESTful API Logo

The normal HTTP based request / response paradigm shifted in 2005, when Ajax ( also known as XMLHttpRequest ) became popular through the utilization in google maps.

Before Ajax every call to the back-end server would usually refresh the whole web page unless you would do some iframe based trickery.

Additionally in 2011 both WebSockets, and WebRTC have been added to most browsers which allow an efficient way to  communicate between server and browser, as well as browser to browser.

Using either method, it is possible to load data or code dynamically into the web page.

What is REST:

REST stands for “Representational State Transfer

Roy Fielding defined REST in his PhD dissertation from 2000 titled
“Architectural Styles and the Design of Network-based Software Architectures” at UC Irvine.

Unlike SOAP-based Web services, there is no “official” standard for RESTful Web APIs. This is because REST is an architectural style, while SOAP is a protocol.

A RESTFula API usually provides a means to do CRUD operations on an object.

What is CRUD:

CRUD is an acronym and stands for Create, Read, Update, and Delete. It is a way to say
“I want to be able to create, read, update, or delete something somewhere” compressed into a single word.

Before there was REST there was JSON-RPC:
REST has become a de-facto standard in modern web based applications. It has replaced the XML based SOAP/WSDL
as well as JSON-RPC.

How does a REST interface look like ?

A typical RESTful API is accessed through a well defined endpoint on a web server.
For example if you go https://jsonplaceholder.typicode.com/photos/ you will receive a JSON response which is an array of 5000 objects.

[
  {
    "albumId": 1,
    "id": 1,
    "title": "accusamus beatae ad facilis cum similique qui sunt",
    "url": "http://placehold.it/600/92c952",
    "thumbnailUrl": "http://placehold.it/150/92c952"
  },
  {
    "albumId": 1,
    "id": 2,
    "title": "reprehenderit est deserunt velit ipsam",
    ...

If you are interested in more detail about one of the returned items you would additionally provide the id https://jsonplaceholder.typicode.com/photos/7 behind the RESTful endpoint.

{
  "albumId": 1,
  "id": 7,
  "title": "officia delectus consequatur vero aut veniam explicabo molestias",
  "url": "http://placehold.it/600/b0f7cc",
  "thumbnailUrl": "http://placehold.it/150/b0f7cc"
}

But how do I create things

The sample above only showed the retrieval of datafrom a web server. But as I said before REST lets you also execute create, update, and delete operations on the backend.

This is achieved by using different HTTP VERBS

  • POST: will create an object
  • PUT: will modify / update an object
  • GET: will retrieve an object ( mostly in JSON format )
  • DELETE: will delete an object
  • OPTIONS: will provide information about the API call ( not very often used )

The best way to experiment with REST is to install POSTMAN as a plugin for chrome.

Postman in action

You can watch my video Here

And as usual you can go and play with the actual code Here …