<!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 > |
初级程序员
by: 云代码会员 发表于:2023-01-12 19:38:47 顶(0) | 踩(0) 回复
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