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index.html
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index.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>Handy</title>
<!--<script src="external_lib/glMatrix.min.js"></script>-->
<script src="lib/Background.js"></script>
<script src="lib/Bubble.js"></script>
<script src="lib/Color.js"></script>
<script src="lib/CanvasManager.js"></script>
<script src="lib/Element.js"></script>
<script src="lib/ElementPicker.js"></script>
<script src="lib/Helper.js"></script>
<script src="lib/Sound.js"></script>
<script src="lib/Visualization.js"></script>
<script src="lib/Webcam.js"></script>
<script src="lib/Game.js"></script>
<link rel="stylesheet" href="style.css" />
</head>
<body onload="">
<video id ="video">Your browser is not compatible with HTML5 video, please upgrade it</video>
<canvas id="myCanvas" width="320" height="240"></canvas>
<div id="infos"></div>
<canvas id="my3dCanvas" width="320" height="240"></canvas>
</body>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 vTextureCoord;
uniform sampler2D background;
uniform sampler2D webcam;
uniform float tolExtraction; // Between 0 and 1
float tolBG = 0.3;
uniform vec4 col0;
uniform vec4 col1;
vec4 col;
vec4 colbg;
vec4 newCol;
bool findCol(vec4 colcomp, float tol){
if(
(col.x <= colcomp.x + tol) && (col.x >= colcomp.x - tol) &&
(col.y <= colcomp.y + tol) && (col.y >= colcomp.y - tol) &&
(col.z <= colcomp.z + tol) && (col.z >= colcomp.z - tol)
){
// newCol = colcomp; // Line commented for debug
return true;
}
return false;
}
void main(void) {
col = texture2D(webcam, vec2(vTextureCoord.s, vTextureCoord.t));
colbg = texture2D(background, vec2(vTextureCoord.s, vTextureCoord.t));
if(findCol(col0, tolExtraction)){
newCol = col0;
}
else if(findCol(col1, tolExtraction)){
newCol = col1;
}
else{
if(
(col.x <= colbg.x + tolBG) && (col.x >= colbg.x - tolBG) &&
(col.y <= colbg.y + tolBG) && (col.y >= colbg.y - tolBG) &&
(col.z <= colbg.z + tolBG) && (col.z >= colbg.z - tolBG)
){
newCol = vec4(0.0, 0.0, 0.0, 1.0);
}
else{
newCol = vec4(1.0, 1.0, 1.0, 1.0);
}
}
if((col0.r == 0.) && (col0.g == 0.) && (col0.b == 0.)){
gl_FragColor = col;
}
/*else if((colbg.r == 0.) && (colbg.g == 0.) && (colbg.b == 0.)){
gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
}*/
else{
gl_FragColor = newCol;
}
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
/*
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
*/
varying vec2 vTextureCoord;
void main(void) {
/*gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);*/
gl_Position = vec4(aVertexPosition, 0.0, 1.0);
vTextureCoord = aTextureCoord;
}
</script>
<script>
function relMouseCoords(event){
var totalOffsetX = 0;
var totalOffsetY = 0;
var canvasX = 0;
var canvasY = 0;
var currentElement = this;
do{
totalOffsetX += currentElement.offsetLeft - currentElement.scrollLeft;
totalOffsetY += currentElement.offsetTop - currentElement.scrollTop;
}
while(currentElement = currentElement.offsetParent)
canvasX = event.pageX - totalOffsetX;
canvasY = event.pageY - totalOffsetY;
return {x:canvasX, y:canvasY}
}
HTMLCanvasElement.prototype.relMouseCoords = relMouseCoords;
g = new Game()
</script>
</html>