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代码如下
- <!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>
- <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>
- 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,
- 'delta': 0, 'elapsed': 0
- };
- var gl;
- var renderSpec = {
- 'width': 0,
- 'height': 0,
- 'aspect': 1,
- 'array': new Float32Array(3),
- 'halfWidth': 0,
- 'halfHeight': 0,
- 'halfArray': new Float32Array(3)
- };
- 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() {
- 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);
- pointFlower.numFlowers = 1600;
- pointFlower.particles = new Array(pointFlower.numFlowers);
- 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() {
- pointFlower.area = Vector3.create(20.0, 20.0, 20.0);
- pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;
- pointFlower.fader.x = 10.0;
- pointFlower.fader.y = pointFlower.area.z;
- pointFlower.fader.z = 0.1;
- 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];
- 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);
- tmpprtcl.setRotation(
- symmetryrand() * PI2 * 0.5,
- symmetryrand() * PI2 * 0.5,
- symmetryrand() * PI2 * 0.5
- );
- tmpprtcl.setPosition(
- symmetryrand() * pointFlower.area.x,
- symmetryrand() * pointFlower.area.y,
- symmetryrand() * pointFlower.area.z
- );
- tmpprtcl.setEulerAngles(
- Math.random() * Math.PI * 2.0,
- Math.random() * Math.PI * 2.0,
- Math.random() * Math.PI * 2.0
- );
- tmpprtcl.setSize(0.9 + Math.random() * 0.1);
- }
- }
-
- function renderPointFlowers() {
- 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) {
- 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;
- prtcl.zkey = (camera.matrix[2] * prtcl.position[0]
- + camera.matrix[6] * prtcl.position[1]
- + camera.matrix[10] * prtcl.position[2]
- + camera.matrix[14]);
- }
- pointFlower.particles.sort(function (p0, p1) {
- return p0.zkey - p1.zkey;
- });
- 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;
- }
- gl.enable(gl.BLEND);
- 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);
- 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);
- }
- 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);
- }
-
- 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;
- }
-
- 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;
- var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;
- frgsrc = document.getElementById("bg_fsh").textContent;
- effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);
- frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;
- effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);
- frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;
- effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);
- vtxsrc = document.getElementById("pp_final_vsh").textContent;
- frgsrc = document.getElementById("pp_final_fsh").textContent;
- effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);
- }
-
- function createBackground() {
- }
-
- function initBackground() {
- }
-
- 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);
- }
-
- var postProcess = {};
-
- function createPostProcess() {
- }
-
- function initPostProcess() {
- }
-
- 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);
- }
- };
- bindRT(renderSpec.wHalfRT0, true);
- useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);
- drawEffect(effectLib.mkBrightBuf);
- unuseEffect(effectLib.mkBrightBuf);
- 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);
- }
- 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 = 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() {
- Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);
- gl.enable(gl.DEPTH_TEST);
- 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();
- });
- (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>
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