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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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