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June 28, 2016 03:48
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<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> |
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// 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'); |
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body { | |
padding:0; | |
margin:0; | |
overflow:hidden; | |
height: 600px; | |
} | |
canvas { | |
padding:0; | |
margin:0; | |
} | |
div.btnbg { | |
position:fixed; | |
left:0; | |
top:0; | |
} |
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