add: PASSAGE V1 COM OFFICIELLE
préparation du template intégration du fond animé fusion du style background et style pcp
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// Toggle play/pause
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function togglePlayPause() {
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if (isPlaying) {
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cancelAnimationFrame(animationID);
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isPlaying = false;
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} else {
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isPlaying = true;
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animationID = requestAnimationFrame(render);
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}
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}
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// Function to refresh the pattern with a new random seed
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const selectedSeeds = [53, 118, 506];
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var seedCount = 2;
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function refreshPattern() {
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timeOffset = performance.now();
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//randomSeed = Math.floor(Math.random() * 1000,0);
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randomSeed = selectedSeeds[seedCount];
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gl.uniform1f(seedLocation, randomSeed);
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if(!isPlaying){
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isPlaying = true;
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animationID = requestAnimationFrame(render);
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}
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console.log('seed:', randomSeed);
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}
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function startFromZeroTime(){
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console.log("Restarting animation from time = 0");
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// Cancel current animation if running
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if (animationID) {
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cancelAnimationFrame(animationID);
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}
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// Set the time offset to the current time
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// This will be subtracted in the render function
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timeOffset = performance.now();
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// Reset frame counter for FPS calculation
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frameCount = 0;
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lastTime = performance.now();
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// Make sure all other uniforms are updated
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updateUniforms();
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// Ensure animation is playing
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isPlaying = true;
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// Start the animation loop from the beginning
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animationID = requestAnimationFrame(render);
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}
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// Add this function to handle canvas resizing
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function updateCanvasSize() {
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// Update canvas dimensions to window size
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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// Update the WebGL viewport to match
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gl.viewport(0, 0, canvas.width, canvas.height);
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// Re-render if not already playing
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if (!isPlaying) {
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drawScene();
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}
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// If recording is active, we need to handle that
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if (recordVideoState) {
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stopRecording();
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startRecording();
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}
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}
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//intro overlay info screen
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let musicPlaying = false;
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let isZenMode = false;
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