HTML5 Canvas 3D Sphere
In the end, you should to get something like this:

Here are our demo and downloadable package:
Live Demodownload in package
Ok, download the source files and let's start coding !
Step 1. HTML
This is the markup of our page.
index.html<div class="container">
<canvas id="slideshow" width="1024" height="631"></canvas>
<canvas id="obj" width="256" height="256"></canvas>
</div>I prepared 2 canvas objects here: the first for the source image, and the second one for our Sphere.
Step 2. CSS
css/main.css.container {
height: 631px;
margin: 50px auto;
position: relative;
width: 1024px;
z-index: 1;
}
#obj {
position: absolute;
z-index: 2;
}We should put our Sphere object above our main canvas.
Step 3. JS
js/script.jsvar canvas, ctx;
var canvasObj, ctxObj;
var iDstW = 256;
var iDstH = 256;
var iXSpeed = 4;
var iYSpeed = 3;
var iLastX = iDstW / 2;
var iLastY = iDstH / 2;
var oImage;
var aMap = [];
var aBitmap;
var mathSphere = function(px, py) {
var x = px - iDstW / 2;
var y = py - iDstH / 2;
var r = Math.sqrt(x * x + y * y);
var maxR = iDstW / 2;
if (r > maxR) return {'x':px, 'y':py};
var a = Math.atan2(y, x);
var k = (r / maxR) * (r / maxR) * 0.5 + 0.5;
var dx = Math.cos(a) * r * k;
var dy = Math.sin(a) * r * k;
return {'x': dx + iDstW / 2, 'y': dy + iDstH / 2};
}
window.onload = function(){
// load background
oImage = new Image();
oImage.src="images/bg.jpg";
oImage.onload = function () {
// creating canvas and context objects
canvas = document.getElementById('slideshow');
ctx = canvas.getContext('2d');
canvasObj = document.getElementById('obj');
ctxObj = canvasObj.getContext('2d');
// clear context
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
// and draw source image
ctx.drawImage(oImage, 0, 0);
aBitmap = ctx.getImageData(0, 0, iDstW, iDstH);
for (var y = 0; y < iDstH; y++) {
for (var x = 0; x < iDstW; x++) {
var t = mathSphere(x, y);
aMap[(x + y * iDstH) * 2 + 0] = Math.max(Math.min(t.x, iDstW - 1), 0);
aMap[(x + y * iDstH) * 2 + 1] = Math.max(Math.min(t.y, iDstH - 1), 0);
}
}
// begin updating scene
updateScene();
};
function updateScene() {
// update last coordinates
iLastX = iLastX + iXSpeed;
iLastY = iLastY + iYSpeed;
// reverse speed
if (iLastX > ctx.canvas.width - iDstW/2) {
iXSpeed = -3;
}
if (iLastX < iDstW/2) {
iXSpeed = 3;
}
if (iLastY > ctx.canvas.height - iDstH/2) {
iYSpeed = -3;
}
if (iLastY < iDstH/2) {
iYSpeed = 3;
}
// shifting of the second object
canvasObj.style.left = iLastX - Math.floor(iDstW / 2) + 'px';
canvasObj.style.top = iLastY - (Math.floor(iDstH / 2)) + 'px';
// draw result Sphere
var aData = ctx.getImageData(iLastX - Math.ceil(iDstW / 2), iLastY - Math.ceil(iDstH / 2), iDstW, iDstH + 1);
for (var j = 0; j < iDstH; j++) {
for (var i = 0; i < iDstW; i++) {
var u = aMap[(i + j * iDstH) * 2];
var v = aMap[(i + j * iDstH) * 2 + 1];
var x = Math.floor(u);
var y = Math.floor(v);
var kx = u - x;
var ky = v - y;
for (var c = 0; c < 4; c++) {
aBitmap.data[(i + j * iDstH) * 4 + c] =
(aData.data[(x + y * iDstH) * 4 + c] * (1 - kx) + aData.data[((x + 1) + y * iDstH) * 4 + c] * kx) * (1-ky) +
(aData.data[(x + (y + 1) * iDstH) * 4 + c] * (1 - kx) + aData.data[((x + 1) + (y + 1) * iDstH) * 4 + c] * kx) * (ky);
}
}
}
ctxObj.putImageData(aBitmap,0,0);
// update timer
setTimeout(updateScene, 16);
}
};During initialization, the script prepares two canvas objects and two contexts. Then, it loads our main background image, and draws it as our first context. Then it prepares a hash table of sphere transformations: aMap. And, in the end – it starts the timer, which updates the main scene. In this function (updateScene) we update the coordinates of our Sphere object, and draw the updated sphere at our second location.
Live Demodownload in package
Conclusion
I hope that today’s 3D HTML5 Sphere lesson has been interesting for you. We have done another nice html5 example. I will be glad to see your thanks and comments. Good luck!
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