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樱花飞舞

"document.getelementbyid(\"sakura_point_vsh\").textcontent"

<!doctype html>

<html>

<head>

<meta charset="utf-8">

<title>樱花漫天飞舞</title>

</head>

<style>

body {

padding:0;

margin:0;

overflow:hidden;

height: 600px;
position: relative;
}

canvas {

padding:0;

margin:0;

}

div.btnbg {

position:fixed;

left:0;

top:0;

}
.nihao{
position: fixed;
top:0;
}
.red{
color:red;
}

</style>

<body>

<canvas id="sakura"></canvas>

<div class="btnbg">

</div>
<div class="nihao">
<p>nihao</p>
<p class="red">这原来真的可以啊</p>
</div>

 

<!-- sakura shader -->

<script id="sakura_point_vsh" type="x-shader/x_vertex">

uniform mat4 uProjection;

uniform mat4 uModelview;

uniform vec3 uResolution;

uniform vec3 uOffset;

uniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radius

uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

 

attribute vec3 aPosition;

attribute vec3 aEuler;

attribute vec2 aMisc; //x:size, y:fade

 

varying vec3 pposition;

varying float psize;

varying float palpha;

varying float pdist;

 

//varying mat3 rotMat;

varying vec3 normX;

varying vec3 normY;

varying vec3 normZ;

varying vec3 normal;

 

varying float diffuse;

varying float specular;

varying float rstop;

varying float distancefade;

 

void main(void) {

// Projection is based on vertical angle

vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);

gl_Position = uProjection * pos;

gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;

 

pposition = pos.xyz;

psize = aMisc.x;

pdist = length(pos.xyz);

palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);

 

vec3 elrsn = sin(aEuler);

vec3 elrcs = cos(aEuler);

mat3 rotx = mat3(

1.0, 0.0, 0.0,

0.0, elrcs.x, elrsn.x,

0.0, -elrsn.x, elrcs.x

);

mat3 roty = mat3(

elrcs.y, 0.0, -elrsn.y,

0.0, 1.0, 0.0,

elrsn.y, 0.0, elrcs.y

);

mat3 rotz = mat3(

elrcs.z, elrsn.z, 0.0,

-elrsn.z, elrcs.z, 0.0,

0.0, 0.0, 1.0

);

mat3 rotmat = rotx * roty * rotz;

normal = rotmat[2];

 

mat3 trrotm = mat3(

rotmat[0][0], rotmat[1][0], rotmat[2][0],

rotmat[0][1], rotmat[1][1], rotmat[2][1],

rotmat[0][2], rotmat[1][2], rotmat[2][2]

);

normX = trrotm[0];

normY = trrotm[1];

normZ = trrotm[2];

 

const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);

 

float tmpdfs = dot(lit, normal);

if(tmpdfs < 0.0) {

normal = -normal;

tmpdfs = dot(lit, normal);

}

diffuse = 0.4 + tmpdfs;

 

vec3 eyev = normalize(-pos.xyz);

if(dot(eyev, normal) > 0.0) {

vec3 hv = normalize(eyev + lit);

specular = pow(max(dot(hv, normal), 0.0), 20.0);

}

else {

specular = 0.0;

}

 

rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);

rstop = pow(rstop, 0.5);

//-0.69315 = ln(0.5)

distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));

}

</script>

<script id="sakura_point_fsh" type="x-shader/x_fragment">

#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

 

uniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radius

uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

 

const vec3 fadeCol = vec3(0.08, 0.03, 0.06);

 

varying vec3 pposition;

varying float psize;

varying float palpha;

varying float pdist;

 

//varying mat3 rotMat;

varying vec3 normX;

varying vec3 normY;

varying vec3 normZ;

varying vec3 normal;

 

varying float diffuse;

varying float specular;

varying float rstop;

varying float distancefade;

 

float ellipse(vec2 p, vec2 o, vec2 r) {

vec2 lp = (p - o) / r;

return length(lp) - 1.0;

}

 

void main(void) {

vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;

vec3 d = vec3(0.0, 0.0, -1.0);

float nd = normZ.z; //dot(-normZ, d);

if(abs(nd) < 0.0001) discard;

 

float np = dot(normZ, p);

vec3 tp = p + d * np / nd;

vec2 coord = vec2(dot(normX, tp), dot(normY, tp));

 

//angle = 15 degree

const float flwrsn = 0.258819045102521;

const float flwrcs = 0.965925826289068;

mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);

vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;

 

float r;

if(flwrp.x < 0.0) {

r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);

}

else {

r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);

}

 

if(r > rstop) discard;

 

vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);

float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));

col *= vec3(1.0, grady, grady);

col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));

col = col * diffuse + specular;

 

col = mix(fadeCol, col, distancefade);

 

float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;

alpha = smoothstep(0.0, 1.0, alpha) * palpha;

 

gl_FragColor = vec4(col * 0.5, alpha);

}

</script>

<!-- effects -->

<script id="fx_common_vsh" type="x-shader/x_vertex">

uniform vec3 uResolution;

attribute vec2 aPosition;

 

varying vec2 texCoord;

varying vec2 screenCoord;

 

void main(void) {

gl_Position = vec4(aPosition, 0.0, 1.0);

texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);

screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);

}

</script>

<script id="bg_fsh" type="x-shader/x_fragment">

#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

 

uniform vec2 uTimes;

 

varying vec2 texCoord;

varying vec2 screenCoord;

 

void main(void) {

vec3 col;

float c;

vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);

c = exp(-pow(length(tmpv) * 1.8, 2.0));

col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);

gl_FragColor = vec4(col * 0.5, 1.0);

}

</script>

<script id="fx_brightbuf_fsh" type="x-shader/x_fragment">

#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

uniform sampler2D uSrc;

uniform vec2 uDelta;

 

varying vec2 texCoord;

varying vec2 screenCoord;

 

void main(void) {

vec4 col = texture2D(uSrc, texCoord);

gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);

}

</script>

<script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">

#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

uniform sampler2D uSrc;

uniform vec2 uDelta;

uniform vec4 uBlurDir; //dir(x, y), stride(z, w)

 

varying vec2 texCoord;

varying vec2 screenCoord;

 

void main(void) {

vec4 col = texture2D(uSrc, texCoord);

col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);

col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);

col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);

col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);

gl_FragColor = col / 5.0;

}

</script>

<!-- effect fragment shader template -->

<script id="fx_common_fsh" type="x-shader/x_fragment">

#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

uniform sampler2D uSrc;

uniform vec2 uDelta;

 

varying vec2 texCoord;

varying vec2 screenCoord;

 

void main(void) {

gl_FragColor = texture2D(uSrc, texCoord);

}

</script>

<!-- post processing -->

<script id="pp_final_vsh" type="x-shader/x_vertex">

uniform vec3 uResolution;

attribute vec2 aPosition;

varying vec2 texCoord;

varying vec2 screenCoord;

void main(void) {

gl_Position = vec4(aPosition, 0.0, 1.0);

texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);

screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);

}

</script>

<script id="pp_final_fsh" type="x-shader/x_fragment">

#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

uniform sampler2D uSrc;

uniform sampler2D uBloom;

uniform vec2 uDelta;

varying vec2 texCoord;

varying vec2 screenCoord;

void main(void) {

vec4 srccol = texture2D(uSrc, texCoord) * 2.0;

vec4 bloomcol = texture2D(uBloom, texCoord);

vec4 col;

col = srccol + bloomcol * (vec4(1.0) + srccol);

col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);

col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)

 

gl_FragColor = vec4(col.rgb, 1.0);

gl_FragColor.a = 1.0;

}

</script>

</body>

<script>

// Utilities

var Vector3 = {};

var Matrix44 = {};

Vector3.create = function(x, y, z) {

return {'x':x, 'y':y, 'z':z};

};

Vector3.dot = function (v0, v1) {

return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;

};

Vector3.cross = function (v, v0, v1) {

v.x = v0.y * v1.z - v0.z * v1.y;

v.y = v0.z * v1.x - v0.x * v1.z;

v.z = v0.x * v1.y - v0.y * v1.x;

};

Vector3.normalize = function (v) {

var l = v.x * v.x + v.y * v.y + v.z * v.z;

if(l > 0.00001) {

l = 1.0 / Math.sqrt(l);

v.x *= l;

v.y *= l;

v.z *= l;

}

};

Vector3.arrayForm = function(v) {

if(v.array) {

v.array[0] = v.x;

v.array[1] = v.y;

v.array[2] = v.z;

}

else {

v.array = new Float32Array([v.x, v.y, v.z]);

}

return v.array;

};

Matrix44.createIdentity = function () {

return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);

};

Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {

var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;

var w = h * aspect;

 

m[0] = 2.0 * near / w;

m[1] = 0.0;

m[2] = 0.0;

m[3] = 0.0;

 

m[4] = 0.0;

m[5] = 2.0 * near / h;

m[6] = 0.0;

m[7] = 0.0;

 

m[8] = 0.0;

m[9] = 0.0;

m[10] = -(far + near) / (far - near);

m[11] = -1.0;

 

m[12] = 0.0;

m[13] = 0.0;

m[14] = -2.0 * far * near / (far - near);

m[15] = 0.0;

};

Matrix44.loadLookAt = function (m, vpos, vlook, vup) {

var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);

Vector3.normalize(frontv);

var sidev = Vector3.create(1.0, 0.0, 0.0);

Vector3.cross(sidev, vup, frontv);

Vector3.normalize(sidev);

var topv = Vector3.create(1.0, 0.0, 0.0);

Vector3.cross(topv, frontv, sidev);

Vector3.normalize(topv);

 

m[0] = sidev.x;

m[1] = topv.x;

m[2] = frontv.x;

m[3] = 0.0;

 

m[4] = sidev.y;

m[5] = topv.y;

m[6] = frontv.y;

m[7] = 0.0;

 

m[8] = sidev.z;

m[9] = topv.z;

m[10] = frontv.z;

m[11] = 0.0;

 

m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);

m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);

m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);

m[15] = 1.0;

};

 

//

var timeInfo = {

'start':0, 'prev':0, // Date

'delta':0, 'elapsed':0 // Number(sec)

};

 

//

var gl;

var renderSpec = {

'width':0,

'height':0,

'aspect':1,

'array':new Float32Array(3),

'halfWidth':0,

'halfHeight':0,

'halfArray':new Float32Array(3)

// and some render targets. see setViewport()

};

renderSpec.setSize = function(w, h) {

renderSpec.width = w;

renderSpec.height = h;

renderSpec.aspect = renderSpec.width / renderSpec.height;

renderSpec.array[0] = renderSpec.width;

renderSpec.array[1] = renderSpec.height;

renderSpec.array[2] = renderSpec.aspect;

 

renderSpec.halfWidth = Math.floor(w / 2);

renderSpec.halfHeight = Math.floor(h / 2);

renderSpec.halfArray[0] = renderSpec.halfWidth;

renderSpec.halfArray[1] = renderSpec.halfHeight;

renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;

};

 

function deleteRenderTarget(rt) {

gl.deleteFramebuffer(rt.frameBuffer);

gl.deleteRenderbuffer(rt.renderBuffer);

gl.deleteTexture(rt.texture);

}

 

function createRenderTarget(w, h) {

var ret = {

'width':w,

'height':h,

'sizeArray':new Float32Array([w, h, w / h]),

'dtxArray':new Float32Array([1.0 / w, 1.0 / h])

};

ret.frameBuffer = gl.createFramebuffer();

ret.renderBuffer = gl.createRenderbuffer();

ret.texture = gl.createTexture();

 

gl.bindTexture(gl.TEXTURE_2D, ret.texture);

gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);

gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);

gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);

gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);

 

gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);

gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);

 

gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);

gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);

gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);

 

gl.bindTexture(gl.TEXTURE_2D, null);

gl.bindRenderbuffer(gl.RENDERBUFFER, null);

gl.bindFramebuffer(gl.FRAMEBUFFER, null);

 

return ret;

}

 

function compileShader(shtype, shsrc) {

var retsh = gl.createShader(shtype);

 

gl.shaderSource(retsh, shsrc);

gl.compileShader(retsh);

 

if(!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {

var errlog = gl.getShaderInfoLog(retsh);

gl.deleteShader(retsh);

console.error(errlog);

return null;

}

return retsh;

}

 

function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {

var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);

var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);

 

if(vsh == null || fsh == null) {

return null;

}

 

var prog = gl.createProgram();

gl.attachShader(prog, vsh);

gl.attachShader(prog, fsh);

 

gl.deleteShader(vsh);

gl.deleteShader(fsh);

 

gl.linkProgram(prog);

if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {

var errlog = gl.getProgramInfoLog(prog);

console.error(errlog);

return null;

}

 

if(uniformlist) {

prog.uniforms = {};

for(var i = 0; i < uniformlist.length; i++) {

prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);

}

}

 

if(attrlist) {

prog.attributes = {};

for(var i = 0; i < attrlist.length; i++) {

var attr = attrlist[i];

prog.attributes[attr] = gl.getAttribLocation(prog, attr);

}

}

 

return prog;

}

 

function useShader(prog) {

gl.useProgram(prog);

for(var attr in prog.attributes) {

gl.enableVertexAttribArray(prog.attributes[attr]);;

}

}

 

function unuseShader(prog) {

for(var attr in prog.attributes) {

gl.disableVertexAttribArray(prog.attributes[attr]);;

}

gl.useProgram(null);

}

 

/

var projection = {

'angle':60,

'nearfar':new Float32Array([0.1, 100.0]),

'matrix':Matrix44.createIdentity()

};

var camera = {

'position':Vector3.create(0, 0, 100),

'lookat':Vector3.create(0, 0, 0),

'up':Vector3.create(0, 1, 0),

'dof':Vector3.create(10.0, 4.0, 8.0),

'matrix':Matrix44.createIdentity()

};

 

var pointFlower = {};

var meshFlower = {};

var sceneStandBy = false;

 

var BlossomParticle = function () {

this.velocity = new Array(3);

this.rotation = new Array(3);

this.position = new Array(3);

this.euler = new Array(3);

this.size = 1.0;

this.alpha = 1.0;

this.zkey = 0.0;

};

 

BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {

this.velocity[0] = vx;

this.velocity[1] = vy;

this.velocity[2] = vz;

};

 

BlossomParticle.prototype.setRotation = function (rx, ry, rz) {

this.rotation[0] = rx;

this.rotation[1] = ry;

this.rotation[2] = rz;

};

 

BlossomParticle.prototype.setPosition = function (nx, ny, nz) {

this.position[0] = nx;

this.position[1] = ny;

this.position[2] = nz;

};

 

BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {

this.euler[0] = rx;

this.euler[1] = ry;

this.euler[2] = rz;

};

 

BlossomParticle.prototype.setSize = function (s) {

this.size = s;

};

 

BlossomParticle.prototype.update = function (dt, et) {

this.position[0] += this.velocity[0] * dt;

this.position[1] += this.velocity[1] * dt;

this.position[2] += this.velocity[2] * dt;

 

this.euler[0] += this.rotation[0] * dt;

this.euler[1] += this.rotation[1] * dt;

this.euler[2] += this.rotation[2] * dt;

};

 

function createPointFlowers() {

// get point sizes

var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);

renderSpec.pointSize = {'min':prm[0], 'max':prm[1]};

 

var vtxsrc = document.getElementById("sakura_point_vsh").textContent;

var frgsrc = document.getElementById("sakura_point_fsh").textContent;

 

pointFlower.program = createShader(

vtxsrc, frgsrc,

['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],

['aPosition', 'aEuler', 'aMisc']

);

 

useShader(pointFlower.program);

pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);

pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);

 

// paramerters: velocity[3], rotate[3]

pointFlower.numFlowers = 1600;

pointFlower.particles = new Array(pointFlower.numFlowers);

// vertex attributes {position[3], euler_xyz[3], size[1]}

pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));

pointFlower.positionArrayOffset = 0;

pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;

pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;

 

pointFlower.buffer = gl.createBuffer();

gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);

gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);

gl.bindBuffer(gl.ARRAY_BUFFER, null);

 

unuseShader(pointFlower.program);

 

for(var i = 0; i < pointFlower.numFlowers; i++) {

pointFlower.particles[i] = new BlossomParticle();

}

}

 

function initPointFlowers() {

//area

pointFlower.area = Vector3.create(20.0, 20.0, 20.0);

pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;

 

pointFlower.fader.x = 10.0; //env fade start

pointFlower.fader.y = pointFlower.area.z; //env fade half

pointFlower.fader.z = 0.1; //near fade start

 

//particles

var PI2 = Math.PI * 2.0;

var tmpv3 = Vector3.create(0, 0, 0);

var tmpv = 0;

var symmetryrand = function() {return (Math.random() * 2.0 - 1.0);};

for(var i = 0; i < pointFlower.numFlowers; i++) {

var tmpprtcl = pointFlower.particles[i];

 

//velocity

tmpv3.x = symmetryrand() * 0.3 + 0.8;

tmpv3.y = symmetryrand() * 0.2 - 1.0;

tmpv3.z = symmetryrand() * 0.3 + 0.5;

Vector3.normalize(tmpv3);

tmpv = 2.0 + Math.random() * 1.0;

tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);

 

//rotation

tmpprtcl.setRotation(

symmetryrand() * PI2 * 0.5,

symmetryrand() * PI2 * 0.5,

symmetryrand() * PI2 * 0.5

);

 

//position

tmpprtcl.setPosition(

symmetryrand() * pointFlower.area.x,

symmetryrand() * pointFlower.area.y,

symmetryrand() * pointFlower.area.z

);

 

//euler

tmpprtcl.setEulerAngles(

Math.random() * Math.PI * 2.0,

Math.random() * Math.PI * 2.0,

Math.random() * Math.PI * 2.0

);

 

//size

tmpprtcl.setSize(0.9 + Math.random() * 0.1);

}

}

 

function renderPointFlowers() {

//update

var PI2 = Math.PI * 2.0;

var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];

var repeatPos = function (prt, cmp, limit) {

if(Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {

//out of area

if(prt.position[cmp] > 0) {

prt.position[cmp] -= limit * 2.0;

}

else {

prt.position[cmp] += limit * 2.0;

}

}

};

var repeatEuler = function (prt, cmp) {

prt.euler[cmp] = prt.euler[cmp] % PI2;

if(prt.euler[cmp] < 0.0) {

prt.euler[cmp] += PI2;

}

};

 

for(var i = 0; i < pointFlower.numFlowers; i++) {

var prtcl = pointFlower.particles[i];

prtcl.update(timeInfo.delta, timeInfo.elapsed);

repeatPos(prtcl, 0, pointFlower.area.x);

repeatPos(prtcl, 1, pointFlower.area.y);

repeatPos(prtcl, 2, pointFlower.area.z);

repeatEuler(prtcl, 0);

repeatEuler(prtcl, 1);

repeatEuler(prtcl, 2);

 

prtcl.alpha = 1.0;//(pointFlower.area.z - prtcl.position[2]) * 0.5;

 

prtcl.zkey = (camera.matrix[2] * prtcl.position[0]

+ camera.matrix[6] * prtcl.position[1]

+ camera.matrix[10] * prtcl.position[2]

+ camera.matrix[14]);

}

 

// sort

pointFlower.particles.sort(function(p0, p1){return p0.zkey - p1.zkey;});

 

// update data

var ipos = pointFlower.positionArrayOffset;

var ieuler = pointFlower.eulerArrayOffset;

var imisc = pointFlower.miscArrayOffset;

for(var i = 0; i < pointFlower.numFlowers; i++) {

var prtcl = pointFlower.particles[i];

pointFlower.dataArray[ipos] = prtcl.position[0];

pointFlower.dataArray[ipos + 1] = prtcl.position[1];

pointFlower.dataArray[ipos + 2] = prtcl.position[2];

ipos += 3;

pointFlower.dataArray[ieuler] = prtcl.euler[0];

pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];

pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];

ieuler += 3;

pointFlower.dataArray[imisc] = prtcl.size;

pointFlower.dataArray[imisc + 1] = prtcl.alpha;

imisc += 2;

}

 

//draw

gl.enable(gl.BLEND);

//gl.disable(gl.DEPTH_TEST);

gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

 

var prog = pointFlower.program;

useShader(prog);

 

gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);

gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);

gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);

gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));

gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));

 

gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);

gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);

 

gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);

gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);

gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);

 

// doubler

for(var i = 1; i < 2; i++) {

var zpos = i * -2.0;

pointFlower.offset[0] = pointFlower.area.x * -1.0;

pointFlower.offset[1] = pointFlower.area.y * -1.0;

pointFlower.offset[2] = pointFlower.area.z * zpos;

gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

 

pointFlower.offset[0] = pointFlower.area.x * -1.0;

pointFlower.offset[1] = pointFlower.area.y * 1.0;

pointFlower.offset[2] = pointFlower.area.z * zpos;

gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

 

pointFlower.offset[0] = pointFlower.area.x * 1.0;

pointFlower.offset[1] = pointFlower.area.y * -1.0;

pointFlower.offset[2] = pointFlower.area.z * zpos;

gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

 

pointFlower.offset[0] = pointFlower.area.x * 1.0;

pointFlower.offset[1] = pointFlower.area.y * 1.0;

pointFlower.offset[2] = pointFlower.area.z * zpos;

gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

}

 

//main

pointFlower.offset[0] = 0.0;

pointFlower.offset[1] = 0.0;

pointFlower.offset[2] = 0.0;

gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

 

gl.bindBuffer(gl.ARRAY_BUFFER, null);

unuseShader(prog);

 

gl.enable(gl.DEPTH_TEST);

gl.disable(gl.BLEND);

}

 

// effects

//common util

function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {

var ret = {};

var unifs = ['uResolution', 'uSrc', 'uDelta'];

if(exunifs) {

unifs = unifs.concat(exunifs);

}

var attrs = ['aPosition'];

if(exattrs) {

attrs = attrs.concat(exattrs);

}

 

ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);

useShader(ret.program);

 

ret.dataArray = new Float32Array([

-1.0, -1.0,

1.0, -1.0,

-1.0, 1.0,

1.0, 1.0

]);

ret.buffer = gl.createBuffer();

gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);

gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);

 

gl.bindBuffer(gl.ARRAY_BUFFER, null);

unuseShader(ret.program);

 

return ret;

}

 

// basic usage

// useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize

// gl.uniform**(...); //additional uniforms

// drawEffect()

// unuseEffect(prog)

// TEXTURE0 makes src

function useEffect(fxobj, srctex) {

var prog = fxobj.program;

useShader(prog);

gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);

 

if(srctex != null) {

gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);

gl.uniform1i(prog.uniforms.uSrc, 0);

 

gl.activeTexture(gl.TEXTURE0);

gl.bindTexture(gl.TEXTURE_2D, srctex.texture);

}

}

function drawEffect(fxobj) {

gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);

gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);

gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

}

function unuseEffect(fxobj) {

unuseShader(fxobj.program);

}

 

var effectLib = {};

function createEffectLib() {

 

var vtxsrc, frgsrc;

//common

var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;

 

//background

frgsrc = document.getElementById("bg_fsh").textContent;

effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);

 

// make brightpixels buffer

frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;

effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);

 

// direction blur

frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;

effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);

 

//final composite

vtxsrc = document.getElementById("pp_final_vsh").textContent;

frgsrc = document.getElementById("pp_final_fsh").textContent;

effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);

}

 

// background

function createBackground() {

//console.log("create background");

}

function initBackground() {

//console.log("init background");

}

function renderBackground() {

gl.disable(gl.DEPTH_TEST);

 

useEffect(effectLib.sceneBg, null);

gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);

drawEffect(effectLib.sceneBg);

unuseEffect(effectLib.sceneBg);

 

gl.enable(gl.DEPTH_TEST);

}

 

// post process

var postProcess = {};

function createPostProcess() {

//console.log("create post process");

}

function initPostProcess() {

//console.log("init post process");

}

 

function renderPostProcess() {

gl.enable(gl.TEXTURE_2D);

gl.disable(gl.DEPTH_TEST);

var bindRT = function (rt, isclear) {

gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);

gl.viewport(0, 0, rt.width, rt.height);

if(isclear) {

gl.clearColor(0, 0, 0, 0);

gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

}

};

 

//make bright buff

bindRT(renderSpec.wHalfRT0, true);

useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);

drawEffect(effectLib.mkBrightBuf);

unuseEffect(effectLib.mkBrightBuf);

 

// make bloom

for(var i = 0; i < 2; i++) {

var p = 1.5 + 1 * i;

var s = 2.0 + 1 * i;

bindRT(renderSpec.wHalfRT1, true);

useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);

gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);

drawEffect(effectLib.dirBlur);

unuseEffect(effectLib.dirBlur);

 

bindRT(renderSpec.wHalfRT0, true);

useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);

gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);

drawEffect(effectLib.dirBlur);

unuseEffect(effectLib.dirBlur);

}

 

//display

gl.bindFramebuffer(gl.FRAMEBUFFER, null);

gl.viewport(0, 0, renderSpec.width, renderSpec.height);

gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

 

useEffect(effectLib.finalComp, renderSpec.mainRT);

gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);

gl.activeTexture(gl.TEXTURE1);

gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);

drawEffect(effectLib.finalComp);

unuseEffect(effectLib.finalComp);

 

gl.enable(gl.DEPTH_TEST);

}

 

/

var SceneEnv = {};

function createScene() {

createEffectLib();

createBackground();

createPointFlowers();

createPostProcess();

sceneStandBy = true;

}

 

function initScene() {

initBackground();

initPointFlowers();

initPostProcess();

 

//camera.position.z = 17.320508;

camera.position.z = pointFlower.area.z + projection.nearfar[0];

projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;

Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1]);

}

 

function renderScene() {

//draw

Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);

 

gl.enable(gl.DEPTH_TEST);

 

//gl.bindFramebuffer(gl.FRAMEBUFFER, null);

gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);

gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);

gl.clearColor(0.005, 0, 0.05, 0);

gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

 

renderBackground();

renderPointFlowers();

renderPostProcess();

}

 

/

function onResize(e) {

makeCanvasFullScreen(document.getElementById("sakura"));

setViewports();

if(sceneStandBy) {

initScene();

}

}

 

function setViewports() {

renderSpec.setSize(gl.canvas.width, gl.canvas.height);

 

gl.clearColor(0.2, 0.2, 0.5, 1.0);

gl.viewport(0, 0, renderSpec.width, renderSpec.height);

 

var rtfunc = function (rtname, rtw, rth) {

var rt = renderSpec[rtname];

if(rt) deleteRenderTarget(rt);

renderSpec[rtname] = createRenderTarget(rtw, rth);

};

rtfunc('mainRT', renderSpec.width, renderSpec.height);

rtfunc('wFullRT0', renderSpec.width, renderSpec.height);

rtfunc('wFullRT1', renderSpec.width, renderSpec.height);

rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);

rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);

}

 

function render() {

renderScene();

}

 

var animating = true;

function toggleAnimation(elm) {

animating ^= true;

if(animating) animate();

if(elm) {

elm.innerHTML = animating? "Stop":"Start";

}

}

 

function stepAnimation() {

if(!animating) animate();

}

 

function animate() {

var curdate = new Date();

timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;

timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;

timeInfo.prev = curdate;

 

if(animating) requestAnimationFrame(animate);

render();

}

 

function makeCanvasFullScreen(canvas) {

var b = document.body;

var d = document.documentElement;

fullw = Math.max(b.clientWidth , b.scrollWidth, d.scrollWidth, d.clientWidth);

fullh = Math.max(b.clientHeight , b.scrollHeight, d.scrollHeight, d.clientHeight);

canvas.width = fullw;

canvas.height = fullh;

}

 

window.addEventListener('load', function(e) {

var canvas = document.getElementById("sakura");

try {

makeCanvasFullScreen(canvas);

gl = canvas.getContext('experimental-webgl');

} catch(e) {

alert("WebGL not supported." + e);

console.error(e);

return;

}

 

window.addEventListener('resize', onResize);

 

setViewports();

createScene();

initScene();

 

timeInfo.start = new Date();

timeInfo.prev = timeInfo.start;

animate();

});

 

//set window.requestAnimationFrame

(function (w, r) {

w['r'+r] = w['r'+r] || w['webkitR'+r] || w['mozR'+r] || w['msR'+r] || w['oR'+r] || function(c){ w.setTimeout(c, 1000 / 60); };

})(window, 'equestAnimationFrame');

</script>

</html>

 

转载于:https://www.cnblogs.com/Yondo2016/p/yinghuaa.html

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