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行 1: |
− | // Utilities
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− | var Vector3 = {};
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− | var Matrix44 = {};
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− | Vector3.create = function(x, y, z) {
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− | return {'x':x, 'y':y, 'z':z};
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− | };
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− | Vector3.dot = function (v0, v1) {
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− | return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
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− | };
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− | Vector3.cross = function (v, v0, v1) {
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− | v.x = v0.y * v1.z - v0.z * v1.y;
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− | v.y = v0.z * v1.x - v0.x * v1.z;
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− | v.z = v0.x * v1.y - v0.y * v1.x;
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− | };
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− | Vector3.normalize = function (v) {
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− | var l = v.x * v.x + v.y * v.y + v.z * v.z;
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− | if(l > 0.00001) {
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− | l = 1.0 / Math.sqrt(l);
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− | v.x *= l;
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− | v.y *= l;
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− | v.z *= l;
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− | }
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− | };
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− | Vector3.arrayForm = function(v) {
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− | if(v.array) {
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− | v.array[0] = v.x;
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− | v.array[1] = v.y;
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− | v.array[2] = v.z;
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− | }
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− | else {
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− | v.array = new Float32Array([v.x, v.y, v.z]);
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− | }
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− | return v.array;
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− | };
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− | Matrix44.createIdentity = function () {
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− | 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]);
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− | };
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− | Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {
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− | var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;
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− | var w = h * aspect;
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− |
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− | m[0] = 2.0 * near / w;
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− | m[1] = 0.0;
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− | m[2] = 0.0;
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− | m[3] = 0.0;
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− |
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− | m[4] = 0.0;
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− | m[5] = 2.0 * near / h;
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− | m[6] = 0.0;
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− | m[7] = 0.0;
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− |
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− | m[8] = 0.0;
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− | m[9] = 0.0;
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− | m[10] = -(far + near) / (far - near);
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− | m[11] = -1.0;
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− |
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− | m[12] = 0.0;
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− | m[13] = 0.0;
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− | m[14] = -2.0 * far * near / (far - near);
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− | m[15] = 0.0;
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− | };
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− | Matrix44.loadLookAt = function (m, vpos, vlook, vup) {
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− | var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);
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− | Vector3.normalize(frontv);
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− | var sidev = Vector3.create(1.0, 0.0, 0.0);
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− | Vector3.cross(sidev, vup, frontv);
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− | Vector3.normalize(sidev);
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− | var topv = Vector3.create(1.0, 0.0, 0.0);
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− | Vector3.cross(topv, frontv, sidev);
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− | Vector3.normalize(topv);
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− |
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− | m[0] = sidev.x;
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− | m[1] = topv.x;
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− | m[2] = frontv.x;
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− | m[3] = 0.0;
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− |
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− | m[4] = sidev.y;
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− | m[5] = topv.y;
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− | m[6] = frontv.y;
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− | m[7] = 0.0;
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− |
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− | m[8] = sidev.z;
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− | m[9] = topv.z;
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− | m[10] = frontv.z;
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− | m[11] = 0.0;
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− |
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− | m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);
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− | m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);
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− | m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);
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− | m[15] = 1.0;
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− | };
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| | | |
− | //
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− | var timeInfo = {
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− | 'start':0, 'prev':0, // Date
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− | 'delta':0, 'elapsed':0 // Number(sec)
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− | };
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− |
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− | //
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− | var gl;
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− | var renderSpec = {
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− | 'width':0,
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− | 'height':0,
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− | 'aspect':1,
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− | 'array':new Float32Array(3),
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− | 'halfWidth':0,
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− | 'halfHeight':0,
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− | 'halfArray':new Float32Array(3)
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− | // and some render targets. see setViewport()
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− | };
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− | renderSpec.setSize = function(w, h) {
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− | renderSpec.width = w;
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− | renderSpec.height = h;
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− | renderSpec.aspect = renderSpec.width / renderSpec.height;
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− | renderSpec.array[0] = renderSpec.width;
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− | renderSpec.array[1] = renderSpec.height;
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− | renderSpec.array[2] = renderSpec.aspect;
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− |
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− | renderSpec.halfWidth = Math.floor(w / 2);
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− | renderSpec.halfHeight = Math.floor(h / 2);
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− | renderSpec.halfArray[0] = renderSpec.halfWidth;
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− | renderSpec.halfArray[1] = renderSpec.halfHeight;
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− | renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;
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− | };
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− |
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− | function deleteRenderTarget(rt) {
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− | gl.deleteFramebuffer(rt.frameBuffer);
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− | gl.deleteRenderbuffer(rt.renderBuffer);
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− | gl.deleteTexture(rt.texture);
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− | }
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− |
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− | function createRenderTarget(w, h) {
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− | var ret = {
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− | 'width':w,
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− | 'height':h,
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− | 'sizeArray':new Float32Array([w, h, w / h]),
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− | 'dtxArray':new Float32Array([1.0 / w, 1.0 / h])
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− | };
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− | ret.frameBuffer = gl.createFramebuffer();
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− | ret.renderBuffer = gl.createRenderbuffer();
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− | ret.texture = gl.createTexture();
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− |
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− | gl.bindTexture(gl.TEXTURE_2D, ret.texture);
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− | gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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− | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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− | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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− | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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− | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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− |
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− | gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);
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− | gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);
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− |
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− | gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);
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− | gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);
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− | gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);
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− |
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− | gl.bindTexture(gl.TEXTURE_2D, null);
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− | gl.bindRenderbuffer(gl.RENDERBUFFER, null);
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− | gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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− |
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− | return ret;
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− | }
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− |
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− | function compileShader(shtype, shsrc) {
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− | var retsh = gl.createShader(shtype);
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− |
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− | gl.shaderSource(retsh, shsrc);
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− | gl.compileShader(retsh);
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− |
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− | if(!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {
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− | var errlog = gl.getShaderInfoLog(retsh);
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− | gl.deleteShader(retsh);
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− | console.error(errlog);
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− | return null;
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− | }
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− | return retsh;
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− | }
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− |
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− | function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {
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− | var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);
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− | var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);
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− |
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− | if(vsh == null || fsh == null) {
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− | return null;
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− | }
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− |
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− | var prog = gl.createProgram();
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− | gl.attachShader(prog, vsh);
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− | gl.attachShader(prog, fsh);
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− |
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− | gl.deleteShader(vsh);
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− | gl.deleteShader(fsh);
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− |
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− | gl.linkProgram(prog);
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− | if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
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− | var errlog = gl.getProgramInfoLog(prog);
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− | console.error(errlog);
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− | return null;
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− | }
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− |
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− | if(uniformlist) {
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− | prog.uniforms = {};
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− | for(var i = 0; i < uniformlist.length; i++) {
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− | prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);
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− | }
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− | }
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− |
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− | if(attrlist) {
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− | prog.attributes = {};
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− | for(var i = 0; i < attrlist.length; i++) {
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− | var attr = attrlist[i];
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− | prog.attributes[attr] = gl.getAttribLocation(prog, attr);
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− | }
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− | }
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− |
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− | return prog;
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− | }
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− |
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− | function useShader(prog) {
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− | gl.useProgram(prog);
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− | for(var attr in prog.attributes) {
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− | gl.enableVertexAttribArray(prog.attributes[attr]);;
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− | }
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− | }
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− |
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− | function unuseShader(prog) {
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− | for(var attr in prog.attributes) {
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− | gl.disableVertexAttribArray(prog.attributes[attr]);;
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− | }
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− | gl.useProgram(null);
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− | }
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− |
| |
− | /
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− | var projection = {
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− | 'angle':60,
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− | 'nearfar':new Float32Array([0.1, 100.0]),
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− | 'matrix':Matrix44.createIdentity()
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− | };
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− | var camera = {
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− | 'position':Vector3.create(0, 0, 100),
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− | 'lookat':Vector3.create(0, 0, 0),
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− | 'up':Vector3.create(0, 1, 0),
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− | 'dof':Vector3.create(10.0, 4.0, 8.0),
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− | 'matrix':Matrix44.createIdentity()
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− | };
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− |
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− | var pointFlower = {};
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− | var meshFlower = {};
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− | var sceneStandBy = false;
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− |
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− | var BlossomParticle = function () {
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− | this.velocity = new Array(3);
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− | this.rotation = new Array(3);
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− | this.position = new Array(3);
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− | this.euler = new Array(3);
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− | this.size = 1.0;
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− | this.alpha = 1.0;
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− | this.zkey = 0.0;
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− | };
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− |
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− | BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {
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− | this.velocity[0] = vx;
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− | this.velocity[1] = vy;
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− | this.velocity[2] = vz;
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− | };
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− |
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− | BlossomParticle.prototype.setRotation = function (rx, ry, rz) {
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− | this.rotation[0] = rx;
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− | this.rotation[1] = ry;
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− | this.rotation[2] = rz;
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− | };
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− |
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− | BlossomParticle.prototype.setPosition = function (nx, ny, nz) {
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− | this.position[0] = nx;
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− | this.position[1] = ny;
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− | this.position[2] = nz;
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− | };
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− |
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− | BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {
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− | this.euler[0] = rx;
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− | this.euler[1] = ry;
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− | this.euler[2] = rz;
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− | };
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− |
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− | BlossomParticle.prototype.setSize = function (s) {
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− | this.size = s;
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− | };
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− |
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− | BlossomParticle.prototype.update = function (dt, et) {
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− | this.position[0] += this.velocity[0] * dt;
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− | this.position[1] += this.velocity[1] * dt;
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− | this.position[2] += this.velocity[2] * dt;
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− |
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− | this.euler[0] += this.rotation[0] * dt;
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− | this.euler[1] += this.rotation[1] * dt;
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− | this.euler[2] += this.rotation[2] * dt;
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− | };
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− |
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− | function createPointFlowers() {
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− | // get point sizes
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− | var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
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− | renderSpec.pointSize = {'min':prm[0], 'max':prm[1]};
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− |
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− | var vtxsrc = document.getElementById("sakura_point_vsh").textContent;
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− | var frgsrc = document.getElementById("sakura_point_fsh").textContent;
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− |
| |
− | pointFlower.program = createShader(
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− | vtxsrc, frgsrc,
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− | ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],
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− | ['aPosition', 'aEuler', 'aMisc']
| |
− | );
| |
− |
| |
− | useShader(pointFlower.program);
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− | pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);
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− | pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);
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− |
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− | // 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));
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− | pointFlower.positionArrayOffset = 0;
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− | pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;
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− | pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;
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− |
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− | pointFlower.buffer = gl.createBuffer();
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− | gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
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− | gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
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− | gl.bindBuffer(gl.ARRAY_BUFFER, null);
| |
− |
| |
− | unuseShader(pointFlower.program);
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− |
| |
− | for(var i = 0; i < pointFlower.numFlowers; i++) {
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− | 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;
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− |
| |
− | 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
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− | tmpprtcl.setRotation(
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− | 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');
| |