效果图:
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js:
1var Vector3 = {};
2var Matrix44 = {};
3Vector3.create = function(x, y, z) {
4 return {'x':x, 'y':y, 'z':z};
5};
6Vector3.dot = function (v0, v1) {
7 return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
8};
9Vector3.cross = function (v, v0, v1) {
10 v.x = v0.y * v1.z - v0.z * v1.y;
11 v.y = v0.z * v1.x - v0.x * v1.z;
12 v.z = v0.x * v1.y - v0.y * v1.x;
13};
14Vector3.normalize = function (v) {
15 var l = v.x * v.x + v.y * v.y + v.z * v.z;
16 if(l > 0.00001) {
17 l = 1.0 / Math.sqrt(l);
18 v.x *= l;
19 v.y *= l;
20 v.z *= l;
21 }
22};
23Vector3.arrayForm = function(v) {
24 if(v.array) {
25 v.array[0] = v.x;
26 v.array[1] = v.y;
27 v.array[2] = v.z;
28 }
29 else {
30 v.array = new Float32Array([v.x, v.y, v.z]);
31 }
32 return v.array;
33};
34Matrix44.createIdentity = function () {
35 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]);
36};
37Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {
38 var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;
39 var w = h * aspect;
40
41 m[0] = 2.0 * near / w;
42 m[1] = 0.0;
43 m[2] = 0.0;
44 m[3] = 0.0;
45
46 m[4] = 0.0;
47 m[5] = 2.0 * near / h;
48 m[6] = 0.0;
49 m[7] = 0.0;
50
51 m[8] = 0.0;
52 m[9] = 0.0;
53 m[10] = -(far + near) / (far - near);
54 m[11] = -1.0;
55
56 m[12] = 0.0;
57 m[13] = 0.0;
58 m[14] = -2.0 * far * near / (far - near);
59 m[15] = 0.0;
60};
61Matrix44.loadLookAt = function (m, vpos, vlook, vup) {
62 var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);
63 Vector3.normalize(frontv);
64 var sidev = Vector3.create(1.0, 0.0, 0.0);
65 Vector3.cross(sidev, vup, frontv);
66 Vector3.normalize(sidev);
67 var topv = Vector3.create(1.0, 0.0, 0.0);
68 Vector3.cross(topv, frontv, sidev);
69 Vector3.normalize(topv);
70
71 m[0] = sidev.x;
72 m[1] = topv.x;
73 m[2] = frontv.x;
74 m[3] = 0.0;
75
76 m[4] = sidev.y;
77 m[5] = topv.y;
78 m[6] = frontv.y;
79 m[7] = 0.0;
80
81 m[8] = sidev.z;
82 m[9] = topv.z;
83 m[10] = frontv.z;
84 m[11] = 0.0;
85
86 m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);
87 m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);
88 m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);
89 m[15] = 1.0;
90};
91
92//
93var timeInfo = {
94 'start':0, 'prev':0, // Date
95 'delta':0, 'elapsed':0 // Number(sec)
96};
97
98//
99var gl;
100var renderSpec = {
101 'width':0,
102 'height':0,
103 'aspect':1,
104 'array':new Float32Array(3),
105 'halfWidth':0,
106 'halfHeight':0,
107 'halfArray':new Float32Array(3)
108 // and some render targets. see setViewport()
109};
110renderSpec.setSize = function(w, h) {
111 renderSpec.width = w;
112 renderSpec.height = h;
113 renderSpec.aspect = renderSpec.width / renderSpec.height;
114 renderSpec.array[0] = renderSpec.width;
115 renderSpec.array[1] = renderSpec.height;
116 renderSpec.array[2] = renderSpec.aspect;
117
118 renderSpec.halfWidth = Math.floor(w / 2);
119 renderSpec.halfHeight = Math.floor(h / 2);
120 renderSpec.halfArray[0] = renderSpec.halfWidth;
121 renderSpec.halfArray[1] = renderSpec.halfHeight;
122 renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;
123};
124
125function deleteRenderTarget(rt) {
126 gl.deleteFramebuffer(rt.frameBuffer);
127 gl.deleteRenderbuffer(rt.renderBuffer);
128 gl.deleteTexture(rt.texture);
129}
130
131function createRenderTarget(w, h) {
132 var ret = {
133 'width':w,
134 'height':h,
135 'sizeArray':new Float32Array([w, h, w / h]),
136 'dtxArray':new Float32Array([1.0 / w, 1.0 / h])
137 };
138 ret.frameBuffer = gl.createFramebuffer();
139 ret.renderBuffer = gl.createRenderbuffer();
140 ret.texture = gl.createTexture();
141
142 gl.bindTexture(gl.TEXTURE_2D, ret.texture);
143 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
144 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
145 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
146 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
147 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
148
149 gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);
150 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);
151
152 gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);
153 gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);
154 gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);
155
156 gl.bindTexture(gl.TEXTURE_2D, null);
157 gl.bindRenderbuffer(gl.RENDERBUFFER, null);
158 gl.bindFramebuffer(gl.FRAMEBUFFER, null);
159
160 return ret;
161}
162
163function compileShader(shtype, shsrc) {
164 var retsh = gl.createShader(shtype);
165
166 gl.shaderSource(retsh, shsrc);
167 gl.compileShader(retsh);
168
169 if(!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {
170 var errlog = gl.getShaderInfoLog(retsh);
171 gl.deleteShader(retsh);
172 console.error(errlog);
173 return null;
174 }
175 return retsh;
176}
177
178function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {
179 var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);
180 var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);
181
182 if(vsh == null || fsh == null) {
183 return null;
184 }
185
186 var prog = gl.createProgram();
187 gl.attachShader(prog, vsh);
188 gl.attachShader(prog, fsh);
189
190 gl.deleteShader(vsh);
191 gl.deleteShader(fsh);
192
193 gl.linkProgram(prog);
194 if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
195 var errlog = gl.getProgramInfoLog(prog);
196 console.error(errlog);
197 return null;
198 }
199
200 if(uniformlist) {
201 prog.uniforms = {};
202 for(var i = 0; i < uniformlist.length; i++) {
203 prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);
204 }
205 }
206
207 if(attrlist) {
208 prog.attributes = {};
209 for(var i = 0; i < attrlist.length; i++) {
210 var attr = attrlist[i];
211 prog.attributes[attr] = gl.getAttribLocation(prog, attr);
212 }
213 }
214
215 return prog;
216}
217
218function useShader(prog) {
219 gl.useProgram(prog);
220 for(var attr in prog.attributes) {
221 gl.enableVertexAttribArray(prog.attributes[attr]);;
222 }
223}
224
225function unuseShader(prog) {
226 for(var attr in prog.attributes) {
227 gl.disableVertexAttribArray(prog.attributes[attr]);;
228 }
229 gl.useProgram(null);
230}
231
232/////
233var projection = {
234 'angle':60,
235 'nearfar':new Float32Array([0.1, 100.0]),
236 'matrix':Matrix44.createIdentity()
237};
238var camera = {
239 'position':Vector3.create(0, 0, 100),
240 'lookat':Vector3.create(0, 0, 0),
241 'up':Vector3.create(0, 1, 0),
242 'dof':Vector3.create(10.0, 4.0, 8.0),
243 'matrix':Matrix44.createIdentity()
244};
245
246var pointFlower = {};
247var meshFlower = {};
248var sceneStandBy = false;
249
250var BlossomParticle = function () {
251 this.velocity = new Array(3);
252 this.rotation = new Array(3);
253 this.position = new Array(3);
254 this.euler = new Array(3);
255 this.size = 1.0;
256 this.alpha = 1.0;
257 this.zkey = 0.0;
258};
259
260BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {
261 this.velocity[0] = vx;
262 this.velocity[1] = vy;
263 this.velocity[2] = vz;
264};
265
266BlossomParticle.prototype.setRotation = function (rx, ry, rz) {
267 this.rotation[0] = rx;
268 this.rotation[1] = ry;
269 this.rotation[2] = rz;
270};
271
272BlossomParticle.prototype.setPosition = function (nx, ny, nz) {
273 this.position[0] = nx;
274 this.position[1] = ny;
275 this.position[2] = nz;
276};
277
278BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {
279 this.euler[0] = rx;
280 this.euler[1] = ry;
281 this.euler[2] = rz;
282};
283
284BlossomParticle.prototype.setSize = function (s) {
285 this.size = s;
286};
287
288BlossomParticle.prototype.update = function (dt, et) {
289 this.position[0] += this.velocity[0] * dt;
290 this.position[1] += this.velocity[1] * dt;
291 this.position[2] += this.velocity[2] * dt;
292
293 this.euler[0] += this.rotation[0] * dt;
294 this.euler[1] += this.rotation[1] * dt;
295 this.euler[2] += this.rotation[2] * dt;
296};
297
298function createPointFlowers() {
299 // get point sizes
300 var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
301 renderSpec.pointSize = {'min':prm[0], 'max':prm[1]};
302
303 var vtxsrc = document.getElementById("sakura_point_vsh").textContent;
304 var frgsrc = document.getElementById("sakura_point_fsh").textContent;
305
306 pointFlower.program = createShader(
307 vtxsrc, frgsrc,
308 ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],
309 ['aPosition', 'aEuler', 'aMisc']
310 );
311
312 useShader(pointFlower.program);
313 pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);
314 pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);
315
316 // paramerters: velocity[3], rotate[3]
317 pointFlower.numFlowers = 1600;
318 pointFlower.particles = new Array(pointFlower.numFlowers);
319 // vertex attributes {position[3], euler_xyz[3], size[1]}
320 pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));
321 pointFlower.positionArrayOffset = 0;
322 pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;
323 pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;
324
325 pointFlower.buffer = gl.createBuffer();
326 gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
327 gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
328 gl.bindBuffer(gl.ARRAY_BUFFER, null);
329
330 unuseShader(pointFlower.program);
331
332 for(var i = 0; i < pointFlower.numFlowers; i++) {
333 pointFlower.particles[i] = new BlossomParticle();
334 }
335}
336
337function initPointFlowers() {
338 //area
339 pointFlower.area = Vector3.create(20.0, 20.0, 20.0);
340 pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;
341
342 pointFlower.fader.x = 10.0; //env fade start
343 pointFlower.fader.y = pointFlower.area.z; //env fade half
344 pointFlower.fader.z = 0.1; //near fade start
345
346 //particles
347 var PI2 = Math.PI * 2.0;
348 var tmpv3 = Vector3.create(0, 0, 0);
349 var tmpv = 0;
350 var symmetryrand = function() {return (Math.random() * 2.0 - 1.0);};
351 for(var i = 0; i < pointFlower.numFlowers; i++) {
352 var tmpprtcl = pointFlower.particles[i];
353
354 //velocity
355 tmpv3.x = symmetryrand() * 0.3 + 0.8;
356 tmpv3.y = symmetryrand() * 0.2 - 1.0;
357 tmpv3.z = symmetryrand() * 0.3 + 0.5;
358 Vector3.normalize(tmpv3);
359 tmpv = 2.0 + Math.random() * 1.0;
360 tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);
361
362 //rotation
363 tmpprtcl.setRotation(
364 symmetryrand() * PI2 * 0.5,
365 symmetryrand() * PI2 * 0.5,
366 symmetryrand() * PI2 * 0.5
367 );
368
369 //position
370 tmpprtcl.setPosition(
371 symmetryrand() * pointFlower.area.x,
372 symmetryrand() * pointFlower.area.y,
373 symmetryrand() * pointFlower.area.z
374 );
375
376 //euler
377 tmpprtcl.setEulerAngles(
378 Math.random() * Math.PI * 2.0,
379 Math.random() * Math.PI * 2.0,
380 Math.random() * Math.PI * 2.0
381 );
382
383 //size
384 tmpprtcl.setSize(0.9 + Math.random() * 0.1);
385 }
386}
387
388function renderPointFlowers() {
389 //update
390 var PI2 = Math.PI * 2.0;
391 var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];
392 var repeatPos = function (prt, cmp, limit) {
393 if(Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {
394 //out of area
395 if(prt.position[cmp] > 0) {
396 prt.position[cmp] -= limit * 2.0;
397 }
398 else {
399 prt.position[cmp] += limit * 2.0;
400 }
401 }
402 };
403 var repeatEuler = function (prt, cmp) {
404 prt.euler[cmp] = prt.euler[cmp] % PI2;
405 if(prt.euler[cmp] < 0.0) {
406 prt.euler[cmp] += PI2;
407 }
408 };
409
410 for(var i = 0; i < pointFlower.numFlowers; i++) {
411 var prtcl = pointFlower.particles[i];
412 prtcl.update(timeInfo.delta, timeInfo.elapsed);
413 repeatPos(prtcl, 0, pointFlower.area.x);
414 repeatPos(prtcl, 1, pointFlower.area.y);
415 repeatPos(prtcl, 2, pointFlower.area.z);
416 repeatEuler(prtcl, 0);
417 repeatEuler(prtcl, 1);
418 repeatEuler(prtcl, 2);
419
420 prtcl.alpha = 1.0;//(pointFlower.area.z - prtcl.position[2]) * 0.5;
421
422 prtcl.zkey = (camera.matrix[2] * prtcl.position[0]
423 + camera.matrix[6] * prtcl.position[1]
424 + camera.matrix[10] * prtcl.position[2]
425 + camera.matrix[14]);
426 }
427
428 // sort
429 pointFlower.particles.sort(function(p0, p1){return p0.zkey - p1.zkey;});
430
431 // update data
432 var ipos = pointFlower.positionArrayOffset;
433 var ieuler = pointFlower.eulerArrayOffset;
434 var imisc = pointFlower.miscArrayOffset;
435 for(var i = 0; i < pointFlower.numFlowers; i++) {
436 var prtcl = pointFlower.particles[i];
437 pointFlower.dataArray[ipos] = prtcl.position[0];
438 pointFlower.dataArray[ipos + 1] = prtcl.position[1];
439 pointFlower.dataArray[ipos + 2] = prtcl.position[2];
440 ipos += 3;
441 pointFlower.dataArray[ieuler] = prtcl.euler[0];
442 pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];
443 pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];
444 ieuler += 3;
445 pointFlower.dataArray[imisc] = prtcl.size;
446 pointFlower.dataArray[imisc + 1] = prtcl.alpha;
447 imisc += 2;
448 }
449
450 //draw
451 gl.enable(gl.BLEND);
452 //gl.disable(gl.DEPTH_TEST);
453 gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
454
455 var prog = pointFlower.program;
456 useShader(prog);
457
458 gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);
459 gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);
460 gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
461 gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));
462 gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));
463
464 gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
465 gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
466
467 gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);
468 gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);
469 gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);
470
471 // doubler
472 for(var i = 1; i < 2; i++) {
473 var zpos = i * -2.0;
474 pointFlower.offset[0] = pointFlower.area.x * -1.0;
475 pointFlower.offset[1] = pointFlower.area.y * -1.0;
476 pointFlower.offset[2] = pointFlower.area.z * zpos;
477 gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
478 gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
479
480 pointFlower.offset[0] = pointFlower.area.x * -1.0;
481 pointFlower.offset[1] = pointFlower.area.y * 1.0;
482 pointFlower.offset[2] = pointFlower.area.z * zpos;
483 gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
484 gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
485
486 pointFlower.offset[0] = pointFlower.area.x * 1.0;
487 pointFlower.offset[1] = pointFlower.area.y * -1.0;
488 pointFlower.offset[2] = pointFlower.area.z * zpos;
489 gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
490 gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
491
492 pointFlower.offset[0] = pointFlower.area.x * 1.0;
493 pointFlower.offset[1] = pointFlower.area.y * 1.0;
494 pointFlower.offset[2] = pointFlower.area.z * zpos;
495 gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
496 gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
497 }
498
499 //main
500 pointFlower.offset[0] = 0.0;
501 pointFlower.offset[1] = 0.0;
502 pointFlower.offset[2] = 0.0;
503 gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
504 gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
505
506 gl.bindBuffer(gl.ARRAY_BUFFER, null);
507 unuseShader(prog);
508
509 gl.enable(gl.DEPTH_TEST);
510 gl.disable(gl.BLEND);
511}
512
513// effects
514//common util
515function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {
516 var ret = {};
517 var unifs = ['uResolution', 'uSrc', 'uDelta'];
518 if(exunifs) {
519 unifs = unifs.concat(exunifs);
520 }
521 var attrs = ['aPosition'];
522 if(exattrs) {
523 attrs = attrs.concat(exattrs);
524 }
525
526 ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);
527 useShader(ret.program);
528
529 ret.dataArray = new Float32Array([
530 -1.0, -1.0,
531 1.0, -1.0,
532 -1.0, 1.0,
533 1.0, 1.0
534 ]);
535 ret.buffer = gl.createBuffer();
536 gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);
537 gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);
538
539 gl.bindBuffer(gl.ARRAY_BUFFER, null);
540 unuseShader(ret.program);
541
542 return ret;
543}
544
545// basic usage
546// useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize
547// gl.uniform**(...); //additional uniforms
548// drawEffect()
549// unuseEffect(prog)
550// TEXTURE0 makes src
551function useEffect(fxobj, srctex) {
552 var prog = fxobj.program;
553 useShader(prog);
554 gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
555
556 if(srctex != null) {
557 gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);
558 gl.uniform1i(prog.uniforms.uSrc, 0);
559
560 gl.activeTexture(gl.TEXTURE0);
561 gl.bindTexture(gl.TEXTURE_2D, srctex.texture);
562 }
563}
564function drawEffect(fxobj) {
565 gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);
566 gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);
567 gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
568}
569function unuseEffect(fxobj) {
570 unuseShader(fxobj.program);
571}
572
573var effectLib = {};
574function createEffectLib() {
575
576 var vtxsrc, frgsrc;
577 //common
578 var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;
579
580 //background
581 frgsrc = document.getElementById("bg_fsh").textContent;
582 effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);
583
584 // make brightpixels buffer
585 frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;
586 effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);
587
588 // direction blur
589 frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;
590 effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);
591
592 //final composite
593 vtxsrc = document.getElementById("pp_final_vsh").textContent;
594 frgsrc = document.getElementById("pp_final_fsh").textContent;
595 effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);
596}
597
598// background
599function createBackground() {
600 //console.log("create background");
601}
602function initBackground() {
603 //console.log("init background");
604}
605function renderBackground() {
606 gl.disable(gl.DEPTH_TEST);
607
608 useEffect(effectLib.sceneBg, null);
609 gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);
610 drawEffect(effectLib.sceneBg);
611 unuseEffect(effectLib.sceneBg);
612
613 gl.enable(gl.DEPTH_TEST);
614}
615
616// post process
617var postProcess = {};
618function createPostProcess() {
619 //console.log("create post process");
620}
621function initPostProcess() {
622 //console.log("init post process");
623}
624
625function renderPostProcess() {
626 gl.enable(gl.TEXTURE_2D);
627 gl.disable(gl.DEPTH_TEST);
628 var bindRT = function (rt, isclear) {
629 gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);
630 gl.viewport(0, 0, rt.width, rt.height);
631 if(isclear) {
632 gl.clearColor(0, 0, 0, 0);
633 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
634 }
635 };
636
637 //make bright buff
638 bindRT(renderSpec.wHalfRT0, true);
639 useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);
640 drawEffect(effectLib.mkBrightBuf);
641 unuseEffect(effectLib.mkBrightBuf);
642
643 // make bloom
644 for(var i = 0; i < 2; i++) {
645 var p = 1.5 + 1 * i;
646 var s = 2.0 + 1 * i;
647 bindRT(renderSpec.wHalfRT1, true);
648 useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);
649 gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);
650 drawEffect(effectLib.dirBlur);
651 unuseEffect(effectLib.dirBlur);
652
653 bindRT(renderSpec.wHalfRT0, true);
654 useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);
655 gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);
656 drawEffect(effectLib.dirBlur);
657 unuseEffect(effectLib.dirBlur);
658 }
659
660 //display
661 gl.bindFramebuffer(gl.FRAMEBUFFER, null);
662 gl.viewport(0, 0, renderSpec.width, renderSpec.height);
663 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
664
665 useEffect(effectLib.finalComp, renderSpec.mainRT);
666 gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);
667 gl.activeTexture(gl.TEXTURE1);
668 gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);
669 drawEffect(effectLib.finalComp);
670 unuseEffect(effectLib.finalComp);
671
672 gl.enable(gl.DEPTH_TEST);
673}
674
675/////
676var SceneEnv = {};
677function createScene() {
678 createEffectLib();
679 createBackground();
680 createPointFlowers();
681 createPostProcess();
682 sceneStandBy = true;
683}
684
685function initScene() {
686 initBackground();
687 initPointFlowers();
688 initPostProcess();
689
690 //camera.position.z = 17.320508;
691 camera.position.z = pointFlower.area.z + projection.nearfar[0];
692 projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;
693 Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1]);
694}
695
696function renderScene() {
697 //draw
698 Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);
699
700 gl.enable(gl.DEPTH_TEST);
701
702 //gl.bindFramebuffer(gl.FRAMEBUFFER, null);
703 gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);
704 gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);
705 gl.clearColor(0.005, 0, 0.05, 0);
706 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
707
708 renderBackground();
709 renderPointFlowers();
710 renderPostProcess();
711}
712
713
714function onResize(e) {
715 makeCanvasFullScreen(document.getElementById("sakura"));
716 setViewports();
717 if(sceneStandBy) {
718 initScene();
719 }
720}
721
722function setViewports() {
723 renderSpec.setSize(gl.canvas.width, gl.canvas.height);
724
725 gl.clearColor(0.2, 0.2, 0.5, 1.0);
726 gl.viewport(0, 0, renderSpec.width, renderSpec.height);
727
728 var rtfunc = function (rtname, rtw, rth) {
729 var rt = renderSpec[rtname];
730 if(rt) deleteRenderTarget(rt);
731 renderSpec[rtname] = createRenderTarget(rtw, rth);
732 };
733 rtfunc('mainRT', renderSpec.width, renderSpec.height);
734 rtfunc('wFullRT0', renderSpec.width, renderSpec.height);
735 rtfunc('wFullRT1', renderSpec.width, renderSpec.height);
736 rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);
737 rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);
738}
739
740function render() {
741 renderScene();
742}
743
744var animating = true;
745function toggleAnimation(elm) {
746 animating ^= true;
747 if(animating) animate();
748 if(elm) {
749 elm.innerHTML = animating? "Stop":"Start";
750 }
751}
752
753function stepAnimation() {
754 if(!animating) animate();
755}
756
757function animate() {
758 var curdate = new Date();
759 timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;
760 timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;
761 timeInfo.prev = curdate;
762
763 if(animating) requestAnimationFrame(animate);
764 render();
765}
766
767function makeCanvasFullScreen(canvas) {
768 var b = document.body;
769 var d = document.documentElement;
770 fullw = Math.max(b.clientWidth , b.scrollWidth, d.scrollWidth, d.clientWidth);
771 fullh = Math.max(b.clientHeight , b.scrollHeight, d.scrollHeight, d.clientHeight);
772 canvas.width = fullw;
773 canvas.height = fullh;
774}
775
776window.addEventListener('load', function(e) {
777 var canvas = document.getElementById("sakura");
778 try {
779 makeCanvasFullScreen(canvas);
780 gl = canvas.getContext('experimental-webgl');
781 } catch(e) {
782 alert("WebGL not supported." + e);
783 console.error(e);
784 return;
785 }
786
787 window.addEventListener('resize', onResize);
788
789 setViewports();
790 createScene();
791 initScene();
792
793 timeInfo.start = new Date();
794 timeInfo.prev = timeInfo.start;
795 animate();
796});
797
798//set window.requestAnimationFrame
799(function (w, r) {
800 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); };
801})(window, 'requestAnimationFrame');
css:
1body {
2 padding:0;
3 margin:0;
4 overflow:hidden;
5 height: 600px;
6}
7canvas {
8 padding:0;
9 margin:0;
10}
11div.btnbg {
12 position:fixed;
13 left:0;
14 top:0;
15 box-shadow: 0px 0px 15px #ccc;
16}
17div.btnbg:hover{
18 text-shadow: 0px 0px 3px #ccc;
19 box-shadow: 0px 0px 20px #ccc;
20}
小编:原文不能直接打开需要进行以下操作:
1. 把js文件保存 自定义命名.js(js.js)
2. 把css文件保存 自定义命名.css(css.css)
3. 把html文件保存 加如下两行代码:
1
2
4.双击后缀名为.html的文件
作者:AYJCSGM
转载自:https://blog.csdn.net/weixin_43664418/article/details/102797739
一步到位的方法关注下方公众号:“java小白逆袭之路”, 回复:樱花飘落 直接领取现成源码