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云代码 - html代码库

樱花漫天飞舞

2020-05-31 作者: 陨落之弓举报

[html]代码库

<!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>

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