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index.php
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<?php
$user = null;
$id = null;
$title = 'Maratropa';
if (isset($_GET['user']) && $_GET['user'] != "") {
$user = strtolower(htmlspecialchars($_GET['user']));
$user = preg_replace("/[^A-Za-z0-9_]/", "", $user);
if (strlen($user) > 30)
$user = substr($user, 0, 30);
$title = 'Maratropa: ' . $user;
}else if (isset($_GET['id']) && $_GET['id'] != "") {
$id = $_GET['id'];
$id = preg_replace("/[^0-9]/", "", $id);
} else {
$user = 'maratropa';
$title = 'Maratropa';
}
?>
<!DOCTYPE html>
<html lang="en">
<head>
<title><?php echo $title; ?></title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<meta name="description" content="An endless personal landscape" />
<meta name="author" content="marpi" />
<meta itemprop="name" content="<?php echo $title; ?>">
<meta itemprop="description" content="An endless personal landscape">
<meta itemprop="image" content="https://maratropa.com/_screen/user/<?php echo $user; ?>.jpg">
<meta name="twitter:card" content="photo" />
<meta name="twitter:site" content="@maratropa" />
<meta name="twitter:title" content="<?php echo $title; ?>" />
<meta name="twitter:image" content="https://maratropa.com/_screen/user/<?php echo $user; ?>.jpg" />
<meta name="twitter:url" content="https://maratropa.com/<?php echo $user; ?>" />
<meta property="og:title" content="<?php echo $title; ?>" />
<meta property="og:type" content="website" />
<meta property="og:url" content="https://maratropa.com/<?php
if ($user != 'maratropa') {
echo $user;
}
?>" />
<meta property="og:image" content="https://maratropa.com/_screen/user/<?php echo $user; ?>.jpg" />
<meta property="og:description" content="An endless personal landscape" />
<!-- Origin Trial Token, feature = WebVR, origin = https://maratropa.com, expires = 2017-05-23 -->
<meta http-equiv="origin-trial" data-feature="WebVR" data-expires="2017-05-23" content="AllsQZNXgW+RjrpTaqPOOEGVewmQ5BY0GWmq07aFrOF/uE160DXT/fVpK2nyVxeNedNR1tDzXQQmsYQb3iS+kQwAAABfeyJvcmlnaW4iOiJodHRwczovL21hcmF0cm9wYS5jb206NDQzIiwiZmVhdHVyZSI6IldlYlZSIiwiZXhwaXJ5IjoxNDk1NTY4Njg4LCJpc1N1YmRvbWFpbiI6dHJ1ZX0=">
<link rel="apple-touch-icon" sizes="57x57" href="/apple-touch-icon-57x57.png">
<link rel="apple-touch-icon" sizes="114x114" href="/apple-touch-icon-114x114.png">
<link rel="apple-touch-icon" sizes="72x72" href="/apple-touch-icon-72x72.png">
<link rel="apple-touch-icon" sizes="144x144" href="/apple-touch-icon-144x144.png">
<link rel="apple-touch-icon" sizes="60x60" href="/apple-touch-icon-60x60.png">
<link rel="apple-touch-icon" sizes="120x120" href="/apple-touch-icon-120x120.png">
<link rel="apple-touch-icon" sizes="76x76" href="/apple-touch-icon-76x76.png">
<link rel="apple-touch-icon" sizes="152x152" href="/apple-touch-icon-152x152.png">
<link rel="apple-touch-icon" sizes="180x180" href="/apple-touch-icon-180x180.png">
<link rel="icon" type="image/png" href="/favicon-192x192.png" sizes="192x192">
<link rel="icon" type="image/png" href="/favicon-160x160.png" sizes="160x160">
<link rel="icon" type="image/png" href="/favicon-96x96.png" sizes="96x96">
<link rel="icon" type="image/png" href="/favicon-16x16.png" sizes="16x16">
<link rel="icon" type="image/png" href="/favicon-32x32.png" sizes="32x32">
<link href='https://fonts.googleapis.com/css?family=Jaldi' rel='stylesheet' type='text/css'>
<style>
body {
margin: 0px;
overflow: hidden;
font-family: 'Andale Mono', AndaleMono, monospace;
color: #fff
}
.fullscreen {
position: absolute;
bottom:10px;
right:10px;
cursor: pointer;
}
.fullscreen:hover{
-webkit-filter: invert(100%) !important;
}
#vr:hover{
-webkit-filter: invert(100%) !important;
}
.marpi {
position: absolute;
bottom:10px;
left:10px;
}
.logo {
position: absolute;
left:10px;
bottom:10px;
}
.grabbable {
cursor: move; /* fallback if grab cursor is unsupported */
cursor: grab;
cursor: -moz-grab;
cursor: -webkit-grab;
}
/* (Optional) Apply a "closed-hand" cursor during drag operation. */
.grabbable:active {
cursor: grabbing;
cursor: -moz-grabbing;
cursor: -webkit-grabbing;
}
.about {
margin: 5px;
background-color: #000;
position: absolute;
/* left: 38px; */
font-size: 12px;
width: 130px;
line-height: 32px;
text-align: center;
width: 80px;
right: 38px;
bottom: 5px;
}
.about{
color:#fff
}
.about:visited{
color:#fff
}
.about:hover{
color:#000;
background-color: #fff;
}
.inputBox {
margin: 5px;
background-color: #000;
position:absolute;
left:38px;
bottom:5px;
width: 160px;
/*width:107px;*/
}
.inputBox:hover{
-webkit-filter: invert(100%) !important;
}
.inputBox input {
outline: 0;
width: 120px;
height: 30px;
font-family: 'Andale Mono', AndaleMono, monospace;
background-color: #000;
font-size: 12px;
border: 0;
color: #fff;
margin-left: 8px;
line-height: 32px;
}
.search{
padding: 4px;
/* display: inline; */
position: absolute;
top: 4px;
left: 130px;
text-decoration: none;
color: #fff;
}
.search a{
text-decoration:none;
color: #fff;
}
.search a:hover{
text-decoration:none;
color: #fff;
}
.overlay{
position:fixed; top:0; left:0; background:rgba(0,0,0,0.6); z-index:5; width:100%; height:100%;
}
.info a{
color:#fff
}
.info a:hover{
text-decoration: none;
}
.popup{
position: absolute;
top: 50%;
left: 50%;
transform: translateX(-50%) translateY(-50%);
}
</style>
</head>
<body onkeypress="return myKeyPress(event)">
<script src="https://demo.marpi.pl/_/scripts/demo-ui.js"></script>
<script type="text/javascript">
MarpiDemoUI.init( "maratropa" );
</script>
<audio id="bgAudio" style="display:none;" autoplay="false" loop="loop" src="_music/inside.mp3"></audio>
<audio id="bgAudio2" style="display:none;" autoplay="false" loop="loop" src="_music/outside.mp3"></audio>
<audio id="clickAudio" style="display:none;" autoplay="false" src="_music/click.mp3"></audio>
<audio id="swooshAudio" style="display:none;" autoplay="false" src="_music/swoosh.mp3"></audio>
<!--display:none;-->
<div class="intro" style="display:none;"><div class="overlay"><div class="popup">
<h1>This is Maratropa</h1>
Visualize your Twitter account into
an abstract living and breathing city.
<br>
</div></div></div>
<div class="info" style="display:none;"><div class="overlay"><div class="popup">
<h1>This is Maratropa</h1>
An endless personal landscape of tweets.
Visualize and explore any Twitter account - and
all their connections - as an abstract living
and breathing city.<br><br>
Maratropa was created by <a href="http://marpi.pl">Marpi</a> with design by <a href="http://ahering.com">Angelique Hering</a>.
<br>
</div></div></div>
<div class="ui" style="display:none;">
<img src="_textures/logo.png" width="32" height="32" class="logo">
<div class="inputBox">
<input spellcheck="false" type="text" id="input" placeholder="@<?php echo $user; ?>" /><div class="search"><a href="javascript:goto($('#input').val())"><img src="_textures/search.png" width="16" height="16"></a></div>
</div>
<a href="#"><div class="about">about</div></a>
<img src="_textures/fullscreen.png" width="32" height="32" class="fullscreen">
<!--<a href="http://marpi.pl/">
<img src="_textures/marpi.png" width="32" height="31" class="marpi">
</a>-->
</div>
<script src="_js/libs/three.js"></script>
<script src="_js/libs/jquery-2.1.3.js"></script>
<script src="_js/libs/jquery-ui.js"></script>
<script src="_js/libs/stats.min.js"></script>
<script src="_js/libs/color-thief.min.js"></script>
<script src="_js/libs/text.js"></script>
<script src="_js/libs/TweenMax.min.js"></script>
<script src="_js/libs/dat.gui.js"></script>
<script src="_js/libs/seedrandom.js"></script>
<script src="_js/libs/SimulationRenderer.js"></script>
<script src="_js/controls/OrbitControls.js"></script>
<script src="_js/controls/DeviceOrientationControls.js"></script>
<script src="_js/libs/VRControls.js"></script>
<script src="_js/libs/VREffect.js"></script>
<script src="_js/libs/WebVR.js"></script>
<script src="_js/shaders/CopyShader.js"></script>
<script src="_js/shaders/ConvolutionShader.js"></script>
<script src="_js/shaders/RGBShiftShader.js"></script>
<script src="_js/shaders/BadTVShader.js"></script>
<script src="_js/shaders/SSAOShader.js"></script>
<script src="_js/shaders/HorizontalBlurShader.js"></script>
<script src="_js/shaders/VerticalBlurShader.js"></script>
<script src="_js/shaders/DustShader.js"></script>
<script src="_js/shaders/AdditiveBlendShader.js"></script>
<script src="_js/postprocessing/EffectComposer.js"></script>
<script src="_js/postprocessing/RenderPass.js"></script>
<script src="_js/postprocessing/ShaderPass.js"></script>
<script src="_js/postprocessing/MaskPass.js"></script>
<script src="_js/postprocessing/BloomPass.js"></script>
<script src="_js/postprocessing/EffectComposer.js"></script>
<script src="_js/postprocessing/RenderPass.js"></script>
<script src="_js/postprocessing/MaskPass.js"></script>
<script src="_js/objects.js"></script>
<script src="_js/events.js"></script>
<script src="_js/util.js"></script>
<script src="_js/mobile.js"></script>
<script src="_js/api.js"></script>
<script src="_js/engine.js"></script>
<script src="_js/config.js"></script>
<!-- pass through vertex shader -->
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = vec4( position, 1.0 );
}
</script>
<!-- pass through fragment shader -->
<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec2 resolution;
uniform float time;
uniform sampler2D texture;
void main() {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec3 color = texture2D( texture, uv ).xyz;
gl_FragColor = vec4( color, 1.0 );
}
</script>
<!-- end pass through shaders -->
<!-- shader for bird's position -->
<script id="fragmentShaderPosition" type="x-shader/x-fragment">
uniform vec2 resolution;
uniform float time;
uniform float delta;
uniform sampler2D textureVelocity;
uniform sampler2D texturePosition;
void main() {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 tmpPos = texture2D( texturePosition, uv );
vec3 position = tmpPos.xyz;
vec3 velocity = texture2D( textureVelocity, uv ).xyz;
float phase = tmpPos.w;
phase = mod( ( phase + delta +
length( velocity.xz ) * delta * 3. +
max( velocity.y, 0.0 ) * delta * 6. ), 62.83 );
gl_FragColor = vec4( position + velocity * delta * 15. , phase );
}
</script>
<!-- shader for bird's velocity -->
<script id="fragmentShaderVelocity" type="x-shader/x-fragment">
uniform vec2 resolution;
uniform float time;
uniform float testing;
uniform float delta; // about 0.016
uniform float seperationDistance; // 20
uniform float alignmentDistance; // 40
uniform float cohesionDistance; //
uniform float freedomFactor;
uniform vec3 predator;
uniform sampler2D textureVelocity;
uniform sampler2D texturePosition;
const float width = WIDTH;
const float height = WIDTH;
const float PI = 3.141592653589793;
const float PI_2 = PI * 2.0;
// const float VISION = PI * 0.55;
float zoneRadius = 40.0;
float zoneRadiusSquared = zoneRadius * zoneRadius;
float separationThresh = 0.45;
float alignmentThresh = 0.65;
const float UPPER_BOUNDS = 400.0;
const float LOWER_BOUNDS = -UPPER_BOUNDS;
const float SPEED_LIMIT = 9.0;
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main() {
zoneRadius = seperationDistance + alignmentDistance + cohesionDistance;
separationThresh = seperationDistance / zoneRadius;
alignmentThresh = ( seperationDistance + alignmentDistance ) / zoneRadius;
zoneRadiusSquared = zoneRadius * zoneRadius;
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec3 birdPosition, birdVelocity;
vec3 selfPosition = texture2D( texturePosition, uv ).xyz;
vec3 selfVelocity = texture2D( textureVelocity, uv ).xyz;
float dist;
vec3 dir; // direction
float distSquared;
float seperationSquared = seperationDistance * seperationDistance;
float cohesionSquared = cohesionDistance * cohesionDistance;
float f;
float percent;
vec3 velocity = selfVelocity;
float limit = SPEED_LIMIT;
dir = predator * UPPER_BOUNDS - selfPosition;
dir.z = 0.;
// dir.z *= 0.6;
dist = length( dir );
distSquared = dist * dist;
float preyRadius = 150.0;
float preyRadiusSq = preyRadius * preyRadius;
// move birds away from predator
if (dist < preyRadius) {
f = ( distSquared / preyRadiusSq - 1.0 ) * delta * 100.;
velocity += normalize( dir ) * f;
limit += 5.0;
}
// if (testing == 0.0) {}
// if ( rand( uv + time ) < freedomFactor ) {}
// Attract flocks to the center
vec3 central = vec3( 0., 0., 0. );
dir = selfPosition - central;
dist = length( dir );
dir.y *= 2.5;
velocity -= normalize( dir ) * delta * 5.;
for (float y=0.0;y<height;y++) {
for (float x=0.0;x<width;x++) {
vec2 ref = vec2( x + 0.5, y + 0.5 ) / resolution.xy;
birdPosition = texture2D( texturePosition, ref ).xyz;
dir = birdPosition - selfPosition;
dist = length(dir);
if (dist < 0.0001) continue;
distSquared = dist * dist;
if (distSquared > zoneRadiusSquared ) continue;
percent = distSquared / zoneRadiusSquared;
if ( percent < separationThresh ) { // low
// Separation - Move apart for comfort
f = (separationThresh / percent - 1.0) * delta;
velocity -= normalize(dir) * f;
} else if ( percent < alignmentThresh ) { // high
// Alignment - fly the same direction
float threshDelta = alignmentThresh - separationThresh;
float adjustedPercent = ( percent - separationThresh ) / threshDelta;
birdVelocity = texture2D( textureVelocity, ref ).xyz;
f = ( 0.5 - cos( adjustedPercent * PI_2 ) * 0.5 + 0.5 ) * delta;
velocity += normalize(birdVelocity) * f;
} else {
// Attraction / Cohesion - move closer
float threshDelta = 1.0 - alignmentThresh;
float adjustedPercent = ( percent - alignmentThresh ) / threshDelta;
f = ( 0.5 - ( cos( adjustedPercent * PI_2 ) * -0.5 + 0.5 ) ) * delta;
velocity += normalize(dir) * f;
}
}
}
// this make tends to fly around than down or up
// if (velocity.y > 0.) velocity.y *= (1. - 0.2 * delta);
// Speed Limits
if ( length( velocity ) > limit ) {
velocity = normalize( velocity ) * limit;
}
gl_FragColor = vec4( velocity, 1.0 );
}
</script>
<script type="x-shader/x-vertex" id="birdVS">
attribute vec2 reference;
attribute float birdVertex;
attribute vec3 birdColor;
uniform sampler2D texturePosition;
uniform sampler2D textureVelocity;
varying vec4 vColor;
varying float z;
uniform float time;
void main() {
vec4 tmpPos = texture2D( texturePosition, reference );
vec3 pos = tmpPos.xyz;
vec3 velocity = normalize(texture2D( textureVelocity, reference ).xyz);
vec3 newPosition = position;
if ( birdVertex == 4.0 || birdVertex == 7.0 ) {
// flap wings
newPosition.y = sin( tmpPos.w ) * 5.;
}
newPosition = mat3( modelMatrix ) * newPosition;
velocity.z *= -1.;
float xz = length( velocity.xz );
float xyz = 1.;
float x = sqrt( 1. - velocity.y * velocity.y );
float cosry = velocity.x / xz;
float sinry = velocity.z / xz;
float cosrz = x / xyz;
float sinrz = velocity.y / xyz;
mat3 maty = mat3(
cosry, 0, -sinry,
0 , 1, 0 ,
sinry, 0, cosry
);
mat3 matz = mat3(
cosrz , sinrz, 0,
-sinrz, cosrz, 0,
0 , 0 , 1
);
newPosition = maty * matz * newPosition;
newPosition += pos;
z = newPosition.z;
vColor = vec4( birdColor, 1.0 );
gl_Position = projectionMatrix * viewMatrix * vec4( newPosition, 1.0 );
}
</script>
<!-- bird geometry shader -->
<script type="x-shader/x-fragment" id="birdFS">
varying vec4 vColor;
varying float z;
uniform vec3 color;
void main() {
// Fake colors for now
float z2 = 0.2 + ( 1000. - z ) / 1000. * vColor.x;
gl_FragColor = vec4( z2, z2, z2, 1. );
}
</script>
<script id="vs" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="fs" type="x-shader/x-fragment">
uniform sampler2D map;
uniform vec3 fogColor;
uniform float fogNear;
uniform float fogFar;
varying vec2 vUv;
void main() {
float depth = gl_FragCoord.z / gl_FragCoord.w;
float fogFactor = smoothstep( fogNear, fogFar, depth );
gl_FragColor = texture2D( map, vUv );
gl_FragColor.w *= pow( gl_FragCoord.z, 20.0 );
gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
}
</script>
<script>
var user = "<?php echo $user; ?>";
var id = "<?php echo $id; ?>";
if (soundEnabled)
initAudio()
$(document).ready(function () {
init();
staticObjects()
//fakeCells(scene)
create(root, true)
});
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