blob: 8312d1f95d820332340a6caa9afe1ca09a93c607 [file] [log] [blame]
/*
* Copyright (c) 2013, Oracle and/or its affiliates. All rights reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
* or visit www.oracle.com if you need additional information or have any
* questions.
*/
/**
* Testing JavaFX canvas run by Nashorn.
*
* @test/nocompare
* @run
* @fork
*/
TESTNAME = "spread";
var WIDTH = 800;
var HEIGHT = 600;
var canvas = new Canvas(WIDTH, HEIGHT);
var context = canvas.graphicsContext2D;
/* "Spread" tech demo of canvas by Tom Theisen
*
* This will animate a sequence of branch structures in a canvas element.
* Each frame, a new direction is calculated, similar to the last frame.
*/
var start_width = 20; // starting width of each branch
var frame_time = 30; // milliseconds per frame
var straighten_factor = 0.95; // value from 0 to 1, factor applied to direction_offset every frame
var curviness = 0.2; // amount of random direction change each frame
var color_speed = 0.03; // speed at which colors change when cycling is enabled
var branch_shrink = 0.95; // factor by which branches shrink every frame
var min_width = 1; // minimum WIDTH for branch, after which they are discontinued
var branch_opacity = 0.4; // opacity of lines drawn
var branch_count = 3; // branch count per tree
var branch_bud_size = 0.5; // ratio of original branch size at which branch will split
var branch_bud_angle = 1; // angle offset for split branch;
var paper; // reference to graphics context
var branches = Object(); // linked list of active branches
var color_styles = []; // pre-computed list of colors as styles. format: (r,g,b,a)
var direction_offset = 0; // current direction offset in radians. this is applied to all branches.
var frame = 0; // frame counter
var timespent = 0; // total time spent so far, used to calculate average frame render duration
var frameratespan; // html span element for updating performance number
// preferences object, contains an attribute for each user setting
var prefs = {
wrap: true, // causes branches reaching edge of viewable area to appear on opposite side
fade: false, // fade existing graphics on each frame
cycle: true, // gradually change colors each frame
new_branch_frames: 20 // number of frames elapsed between each auto-generated tree
};
// create tree at the specified position with number of branches
function create_tree(branches, start_width, position, branch_count) {
var angle_offset = Math.PI * 2 / branch_count;
for (var i = 0; i < branch_count; ++i) {
branch_add(branches, new Branch(position, angle_offset * i, start_width));
}
}
// add branch to collection
function branch_add(branches, branch) {
branch.next = branches.next;
branches.next = branch;
}
// get the coordinates for the position of a new tree
// use the center of the canvas
function get_new_tree_center(width, height) {
return {
x: 0.5 * width,
y: 0.5 * height
};
}
// Branch constructor
// position has x and y properties
// direction is in radians
function Branch(position, direction, width) {
this.x = position.x;
this.y = position.y;
this.width = width;
this.original_width = width;
this.direction = direction;
}
// update position, direction and width of a particular branch
function branch_update(branches, branch, paper) {
paper.beginPath();
paper.lineWidth = branch.width;
paper.moveTo(branch.x, branch.y);
branch.width *= branch_shrink;
branch.direction += direction_offset;
branch.x += Math.cos(branch.direction) * branch.width;
branch.y += Math.sin(branch.direction) * branch.width;
paper.lineTo(branch.x, branch.y);
paper.stroke();
if (prefs.wrap) wrap_branch(branch, WIDTH, HEIGHT);
if (branch.width < branch.original_width * branch_bud_size) {
branch.original_width *= branch_bud_size;
branch_add(branches, new Branch(branch, branch.direction + 1, branch.original_width));
}
}
function draw_frame() {
if (prefs.fade) {
paper.fillRect(0, 0, WIDTH, HEIGHT);
}
if (prefs.cycle) {
paper.setStroke(Paint.valueOf(color_styles[frame % color_styles.length]));
}
if (frame++ % prefs.new_branch_frames == 0) {
create_tree(branches, start_width, get_new_tree_center(WIDTH, HEIGHT), branch_count);
}
direction_offset += (0.35 + (frame % 200) * 0.0015) * curviness - curviness / 2;
direction_offset *= straighten_factor;
var branch = branches;
var prev_branch = branches;
while (branch = branch.next) {
branch_update(branches, branch, paper);
if (branch.width < min_width) {
// remove branch from list
prev_branch.next = branch.next;
}
prev_branch = branch;
}
}
// constrain branch position to visible area by "wrapping" from edge to edge
function wrap_branch(branch, WIDTH, HEIGHT) {
branch.x = positive_mod(branch.x, WIDTH);
branch.y = positive_mod(branch.y, HEIGHT);
}
// for a < 0, b > 0, javascript returns a negative number for a % b
// this is a variant of the % operator that adds b to the result in this case
function positive_mod(a, b) {
// ECMA 262 11.5.3: Applying the % Operator
// remainder operator does not convert operands to integers,
// although negative results are possible
return ((a % b) + b) % b;
}
// pre-compute color styles that will be used for color cycling
function populate_colors(color_speed, color_styles, branch_opacity) {
// used in calculation of RGB values
var two_thirds_pi = Math.PI * 2 / 3;
var four_thirds_pi = Math.PI * 4 / 3;
var two_pi = Math.PI * 2;
// hue does represent hue, but not in the conventional HSL scheme
for(var hue = 0; hue < two_pi; hue += color_speed) {
var r = Math.floor(Math.sin(hue) * 128 + 128);
var g = Math.floor(Math.sin(hue + two_thirds_pi) * 128 + 128);
var b = Math.floor(Math.sin(hue + four_thirds_pi) * 128 + 128);
color = "rgba(" + [r, g, b, branch_opacity].join() + ")";
color_styles.push(color);
}
}
// apply initial settings to canvas object
function setup_canvas() {
paper = canvas.graphicsContext2D;
paper.setFill(Paint.valueOf('rgb(0, 0, 0)'));
paper.fillRect(0, 0, WIDTH, HEIGHT);
paper.setFill(Paint.valueOf("rgba(0, 0, 0, 0.005)"));
paper.setStroke(Paint.valueOf("rgba(128, 128, 64, " + String(branch_opacity) + ")"));
}
populate_colors(color_speed, color_styles, branch_opacity);
setup_canvas();
var stack = new StackPane();
var pane = new BorderPane();
pane.setCenter(canvas);
stack.getChildren().add(pane);
$STAGE.scene = new Scene(stack);
var timer = new AnimationTimerExtend() {
handle: function handle(now) {
if (frame < 200) {
draw_frame();
} else {
checkImageAndExit();
timer.stop();
}
}
};
timer.start();