今天是2024年11月24日 第47周 星期日

代人,时大变了。

我们生活在大地上,但我们的梦想超越天空。

“User:残叶无影/common.js”的版本间的差异

来自Akarin
跳到导航 跳到搜索
(创建页面,内容为“// Utilities var Vector3 = {}; var Matrix44 = {}; Vector3.create = function(x, y, z) { return {'x':x, 'y':y, 'z':z}; }; Vector3.dot = function (v0, v1) { ret…”)
标签移动网页编辑 移动版编辑
 
(清空页面)
标签清空
 
第1行: 第1行:
// 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, 'requestAnimationFrame');
 

2020年8月21日 (五) 11:27的最新版本