欢迎来到DIVCSS5查找CSS资料与学习DIV CSS布局技术!

 

<!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;

 

}

 

</style>

 

<body>

 

<canvas id="sakura"></canvas>

 

<div class="btnbg">

        

</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>

 

如需转载,请注明文章出处和来源网址:http://www.divcss5.com/html5/h18577.shtml