Heart Beat

The HTML file:

<html>
<head>

<script id="vertex-shader" type="x-shader/x-vertex" >
attribute vec4 vPosition;
uniform float percent;

varying vec4 f_Color;

void main() {

    float scale = 1.0+percent;

    //gl_Position.xyz *= scale;
    gl_Position = vec4(vPosition.x, vPosition.y,0.0,1.0/scale);
    f_Color = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>

<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 f_Color;

void main() {
    gl_FragColor = f_Color;
}
</script>

    <script type="text/javascript" src="../Common/webgl-utils.js"></script>
    <script type="text/javascript" src="../Common/initShaders.js"></script>
    <script type="text/javascript" src="../Common/MV.js"></script>
    <script type="text/javascript" src="heartBeat.js"></script>
    <script src="https://cdn.rawgit.com/google/code-prettify/master/loader/run_prettify.js"></script>

<style>
input {
    text-align: right;
}
</style>

</head>

<body>
     <h1>Heart Beat</h1>
<script>
    var canvas1 = new Canvas(500, 500);
    canvas1.Redisplay();
</script>
<button type="button" onclick="canvas1.ChangeAnimation()">Thump BIG</button>
<script>
    var canvas2 = new Canvas(200, 200);
    canvas2.Redisplay();
</script>
<button type="button" onclick="canvas2.ChangeAnimation()">Thump small</button>
<p>
</body>

The Javascript file:

function MakeCanvas(width, height, locID) {

    if (width == undefined || width < 0) {
       width = 300;
    }

    if (height == undefined || height < 0) {
       height = 300;
    }

    var canvas = document.createElement('canvas')
        canvas.height = height;
        canvas.width = width;

    if(locID == undefined) {
        document.body.appendChild(canvas);
    } else {
        div = document.getElementById(locID);
        if (null == div) {
            document.body.appendChild(canvas);
        } else {
            div.appendChild(canvas);
        }
    }

    document.body.appendChild(canvas);
    return canvas;
}

function InitGL(canvas) {
    var gl = WebGLUtils.setupWebGL(canvas);
    if (!gl) {
        alert ("WebGL isn't available");
    }

    return gl;
}

function Canvas(width, height, locID) {
    var canvas = MakeCanvas(width, height, locID);

    this.gl = InitGL(canvas);
    var gl = this.gl;
    gl.viewport(0,0, width, height);

    program = initShaders(gl, "vertex-shader","fragment-shader");
    gl.useProgram(program);

    // somewhat new code, two vertex buffers.
    this.vBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, this.vBuffer);

    var vPosition = gl.getAttribLocation(program, "vPosition");
    gl.vertexAttribPointer(vPosition,2,gl.FLOAT, false,0,0);
    gl.enableVertexAttribArray(vPosition);

    this.k = 5;
    this.MakePoints();
    gl.bufferData(gl.ARRAY_BUFFER,flatten(this.vertex),gl.STATIC_DRAW);

    // this is new.  Get the location to send pct
    this.pctLoc = gl.getUniformLocation(program, "percent");
    this.pct = 0;
    this.pctStep = 0.05;
    gl.uniform1f(this.pctLoc, this.pct);

    this.animationState = false;
    this.gl.clearColor(1.0, 1.0, 1.0, 1.0);

    return this;
}

Canvas.prototype = {

    MakePoints: function(){
        var theta, r = .6;
	
        var data = [];
	i = 0;
	for(theta = 0; theta < 2*Math.PI;  theta += Math.PI/100) {
	    var x = r*Math.cos(this.k*theta)*Math.cos(theta)
	    var y = r*Math.cos(this.k*theta)*Math.sin(theta);
	    vertex = [x,y];
	    data.push(vertex);
	}
	this.vertex = data;

	return;
    },

    ChangeAnimation: function() {
	this.animationState = !this.animationState; 
	if (this.animationState) {
	   this.timerID = setInterval(this.AutomatedAnimationStep,1,this);
	} else {
	   clearInterval(this.timerID);
	}
    },

    IsAnimating: function() {
        return this.animationState;
    },

    AutomatedAnimationStep: function(me) {
        me.AnimationStep();
    },

    AnimationStep: function() {
        this.pct += this.pctStep;

	if (this.pct >= 1.0) {
	   this.pct = 1.0;
	   this.pctStep *= -1;
	}

	if (this.pct <= 0.0) {
	   this.pct = 0.0;
	   this.pctStep *= -1;
	}

	if (this.pct == 0) {
	   this.ChangeAnimation();
	}

        this.gl.uniform1f(this.pctLoc, this.pct);
	this.Redisplay();
    },

    Redisplay: function() {
        this.gl.clear(this.gl.COLOR_BUFFER_BIT);

	this.gl.drawArrays(this.gl.LINE_LOOP, 0, this.vertex.length);
        return;
    }
};