觉得太长不想看可以直接拉到结尾
有一步到位的方法哦~
效果图:
html:
1<canvas id="sakura"></canvas>
2<div class="btnbg">
3<button type="button" onclick="toggleAnimation(this)">Stop</button>
4</div>
5
6
7<!-- sakura shader -->
8<script id="sakura_point_vsh" type="x-shader/x_vertex">
9uniform mat4 uProjection;
10uniform mat4 uModelview;
11uniform vec3 uResolution;
12uniform vec3 uOffset;
13uniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radius
14uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
15
16attribute vec3 aPosition;
17attribute vec3 aEuler;
18attribute vec2 aMisc; //x:size, y:fade
19
20varying vec3 pposition;
21varying float psize;
22varying float palpha;
23varying float pdist;
24
25//varying mat3 rotMat;
26varying vec3 normX;
27varying vec3 normY;
28varying vec3 normZ;
29varying vec3 normal;
30
31varying float diffuse;
32varying float specular;
33varying float rstop;
34varying float distancefade;
35
36void main(void) {
37 // Projection is based on vertical angle
38 vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
39 gl_Position = uProjection * pos;
40 gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;
41
42 pposition = pos.xyz;
43 psize = aMisc.x;
44 pdist = length(pos.xyz);
45 palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);
46
47 vec3 elrsn = sin(aEuler);
48 vec3 elrcs = cos(aEuler);
49 mat3 rotx = mat3(
50 1.0, 0.0, 0.0,
51 0.0, elrcs.x, elrsn.x,
52 0.0, -elrsn.x, elrcs.x
53 );
54 mat3 roty = mat3(
55 elrcs.y, 0.0, -elrsn.y,
56 0.0, 1.0, 0.0,
57 elrsn.y, 0.0, elrcs.y
58 );
59 mat3 rotz = mat3(
60 elrcs.z, elrsn.z, 0.0,
61 -elrsn.z, elrcs.z, 0.0,
62 0.0, 0.0, 1.0
63 );
64 mat3 rotmat = rotx * roty * rotz;
65 normal = rotmat[2];
66
67 mat3 trrotm = mat3(
68 rotmat[0][0], rotmat[1][0], rotmat[2][0],
69 rotmat[0][1], rotmat[1][1], rotmat[2][1],
70 rotmat[0][2], rotmat[1][2], rotmat[2][2]
71 );
72 normX = trrotm[0];
73 normY = trrotm[1];
74 normZ = trrotm[2];
75
76 const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);
77
78 float tmpdfs = dot(lit, normal);
79 if(tmpdfs < 0.0) {
80 normal = -normal;
81 tmpdfs = dot(lit, normal);
82 }
83 diffuse = 0.4 + tmpdfs;
84
85 vec3 eyev = normalize(-pos.xyz);
86 if(dot(eyev, normal) > 0.0) {
87 vec3 hv = normalize(eyev + lit);
88 specular = pow(max(dot(hv, normal), 0.0), 20.0);
89 }
90 else {
91 specular = 0.0;
92 }
93
94 rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
95 rstop = pow(rstop, 0.5);
96 //-0.69315 = ln(0.5)
97 distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
98}
99</script>
100<script id="sakura_point_fsh" type="x-shader/x_fragment">
101#ifdef GL_ES
102//precision mediump float;
103precision highp float;
104#endif
105
106uniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radius
107uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
108
109const vec3 fadeCol = vec3(0.08, 0.03, 0.06);
110
111varying vec3 pposition;
112varying float psize;
113varying float palpha;
114varying float pdist;
115
116//varying mat3 rotMat;
117varying vec3 normX;
118varying vec3 normY;
119varying vec3 normZ;
120varying vec3 normal;
121
122varying float diffuse;
123varying float specular;
124varying float rstop;
125varying float distancefade;
126
127float ellipse(vec2 p, vec2 o, vec2 r) {
128 vec2 lp = (p - o) / r;
129 return length(lp) - 1.0;
130}
131
132void main(void) {
133 vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
134 vec3 d = vec3(0.0, 0.0, -1.0);
135 float nd = normZ.z; //dot(-normZ, d);
136 if(abs(nd) < 0.0001) discard;
137
138 float np = dot(normZ, p);
139 vec3 tp = p + d * np / nd;
140 vec2 coord = vec2(dot(normX, tp), dot(normY, tp));
141
142 //angle = 15 degree
143 const float flwrsn = 0.258819045102521;
144 const float flwrcs = 0.965925826289068;
145 mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
146 vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
147
148 float r;
149 if(flwrp.x < 0.0) {
150 r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
151 }
152 else {
153 r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
154 }
155
156 if(r > rstop) discard;
157
158 vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
159 float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
160 col *= vec3(1.0, grady, grady);
161 col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
162 col = col * diffuse + specular;
163
164 col = mix(fadeCol, col, distancefade);
165
166 float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
167 alpha = smoothstep(0.0, 1.0, alpha) * palpha;
168
169 gl_FragColor = vec4(col * 0.5, alpha);
170}
171</script>
172<!-- effects -->
173<script id="fx_common_vsh" type="x-shader/x_vertex">
174uniform vec3 uResolution;
175attribute vec2 aPosition;
176
177varying vec2 texCoord;
178varying vec2 screenCoord;
179
180void main(void) {
181 gl_Position = vec4(aPosition, 0.0, 1.0);
182 texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
183 screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
184}
185</script>
186<script id="bg_fsh" type="x-shader/x_fragment">
187#ifdef GL_ES
188//precision mediump float;
189precision highp float;
190#endif
191
192uniform vec2 uTimes;
193
194varying vec2 texCoord;
195varying vec2 screenCoord;
196
197void main(void) {
198 vec3 col;
199 float c;
200 vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);
201 c = exp(-pow(length(tmpv) * 1.8, 2.0));
202 col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);
203 gl_FragColor = vec4(col * 0.5, 1.0);
204}
205</script>
206<script id="fx_brightbuf_fsh" type="x-shader/x_fragment">
207#ifdef GL_ES
208//precision mediump float;
209precision highp float;
210#endif
211uniform sampler2D uSrc;
212uniform vec2 uDelta;
213
214varying vec2 texCoord;
215varying vec2 screenCoord;
216
217void main(void) {
218 vec4 col = texture2D(uSrc, texCoord);
219 gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);
220}
221</script>
222<script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">
223#ifdef GL_ES
224//precision mediump float;
225precision highp float;
226#endif
227uniform sampler2D uSrc;
228uniform vec2 uDelta;
229uniform vec4 uBlurDir; //dir(x, y), stride(z, w)
230
231varying vec2 texCoord;
232varying vec2 screenCoord;
233
234void main(void) {
235 vec4 col = texture2D(uSrc, texCoord);
236 col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);
237 col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);
238 col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);
239 col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);
240 gl_FragColor = col / 5.0;
241}
242</script>
243<!-- effect fragment shader template -->
244<script id="fx_common_fsh" type="x-shader/x_fragment">
245#ifdef GL_ES
246//precision mediump float;
247precision highp float;
248#endif
249uniform sampler2D uSrc;
250uniform vec2 uDelta;
251
252varying vec2 texCoord;
253varying vec2 screenCoord;
254
255void main(void) {
256 gl_FragColor = texture2D(uSrc, texCoord);
257}
258</script>
259<!-- post processing -->
260<script id="pp_final_vsh" type="x-shader/x_vertex">
261uniform vec3 uResolution;
262attribute vec2 aPosition;
263varying vec2 texCoord;
264varying vec2 screenCoord;
265void main(void) {
266 gl_Position = vec4(aPosition, 0.0, 1.0);
267 texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
268 screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
269}
270</script>
271<script id="pp_final_fsh" type="x-shader/x_fragment">
272#ifdef GL_ES
273//precision mediump float;
274precision highp float;
275#endif
276uniform sampler2D uSrc;
277uniform sampler2D uBloom;
278uniform vec2 uDelta;
279varying vec2 texCoord;
280varying vec2 screenCoord;
281void main(void) {
282 vec4 srccol = texture2D(uSrc, texCoord) * 2.0;
283 vec4 bloomcol = texture2D(uBloom, texCoord);
284 vec4 col;
285 col = srccol + bloomcol * (vec4(1.0) + srccol);
286 col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);
287 col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)
288
289 gl_FragColor = vec4(col.rgb, 1.0);
290 gl_FragColor.a = 1.0;
291}
292</script>
js:
1var Vector3 = {};
2var Matrix44 = {};
3Vector3.create = function(x, y, z) {
4 return {'x':x, 'y':y, 'z':z};
5};
6Vector3.dot = function (v0, v1) {
7 return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
8};
9Vector3.cross = function (v, v0, v1) {
10 v.x = v0.y * v1.z - v0.z * v1.y;
11 v.y = v0.z * v1.x - v0.x * v1.z;
12 v.z = v0.x * v1.y - v0.y * v1.x;
13};
14Vector3.normalize = function (v) {
15 var l = v.x * v.x + v.y * v.y + v.z * v.z;
16 if(l > 0.00001) {
17 l = 1.0 / Math.sqrt(l);
18 v.x *= l;
19 v.y *= l;
20 v.z *= l;
21 }
22};
23Vector3.arrayForm = function(v) {
24 if(v.array) {
25 v.array[0] = v.x;
26 v.array[1] = v.y;
27 v.array[2] = v.z;
28 }
29 else {
30 v.array = new Float32Array([v.x, v.y, v.z]);
31 }
32 return v.array;
33};
34Matrix44.createIdentity = function () {
35 return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);
36};
37Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {
38 var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;
39 var w = h * aspect;
40
41 m[0] = 2.0 * near / w;
42 m[1] = 0.0;
43 m[2] = 0.0;
44 m[3] = 0.0;
45
46 m[4] = 0.0;
47 m[5] = 2.0 * near / h;
48 m[6] = 0.0;
49 m[7] = 0.0;
50
51 m[8] = 0.0;
52 m[9] = 0.0;
53 m[10] = -(far + near) / (far - near);
54 m[11] = -1.0;
55
56 m[12] = 0.0;
57 m[13] = 0.0;
58 m[14] = -2.0 * far * near / (far - near);
59 m[15] = 0.0;
60};
61Matrix44.loadLookAt = function (m, vpos, vlook, vup) {
62 var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);
63 Vector3.normalize(frontv);
64 var sidev = Vector3.create(1.0, 0.0, 0.0);
65 Vector3.cross(sidev, vup, frontv);
66 Vector3.normalize(sidev);
67 var topv = Vector3.create(1.0, 0.0, 0.0);
68 Vector3.cross(topv, frontv, sidev);
69 Vector3.normalize(topv);
70
71 m[0] = sidev.x;
72 m[1] = topv.x;
73 m[2] = frontv.x;
74 m[3] = 0.0;
75
76 m[4] = sidev.y;
77 m[5] = topv.y;
78 m[6] = frontv.y;
79 m[7] = 0.0;
80
81 m[8] = sidev.z;
82 m[9] = topv.z;
83 m[10] = frontv.z;
84 m[11] = 0.0;
85
86 m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);
87 m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);
88 m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);
89 m[15] = 1.0;
90};
91
92//
93var timeInfo = {
94 'start':0, 'prev':0, // Date
95 'delta':0, 'elapsed':0 // Number(sec)
96};
97
98//
99var gl;
100var renderSpec = {
101 'width':0,
102 'height':0,
103 'aspect':1,
104 'array':new Float32Array(3),
105 'halfWidth':0,
106 'halfHeight':0,
107 'halfArray':new Float32Array(3)
108 // and some render targets. see setViewport()
109};
110renderSpec.setSize = function(w, h) {
111 renderSpec.width = w;
112 renderSpec.height = h;
113 renderSpec.aspect = renderSpec.width / renderSpec.height;
114 renderSpec.array[0] = renderSpec.width;
115 renderSpec.array[1] = renderSpec.height;
116 renderSpec.array[2] = renderSpec.aspect;
117
118 renderSpec.halfWidth = Math.floor(w / 2);
119 renderSpec.halfHeight = Math.floor(h / 2);
120 renderSpec.halfArray[0] = renderSpec.halfWidth;
121 renderSpec.halfArray[1] = renderSpec.halfHeight;
122 renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;
123};
124
125function deleteRenderTarget(rt) {
126 gl.deleteFramebuffer(rt.frameBuffer);
127 gl.deleteRenderbuffer(rt.renderBuffer);
128 gl.deleteTexture(rt.texture);
129}
130
131function createRenderTarget(w, h) {
132 var ret = {
133 'width':w,
134 'height':h,
135 'sizeArray':new Float32Array([w, h, w / h]),
136 'dtxArray':new Float32Array([1.0 / w, 1.0 / h])
137 };
138 ret.frameBuffer = gl.createFramebuffer();
139 ret.renderBuffer = gl.createRenderbuffer();
140 ret.texture = gl.createTexture();
141
142 gl.bindTexture(gl.TEXTURE_2D, ret.texture);
143 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
144 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
145 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
146 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
147 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
148
149 gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);
150 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);
151
152 gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);
153 gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);
154 gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);
155
156 gl.bindTexture(gl.TEXTURE_2D, null);
157 gl.bindRenderbuffer(gl.RENDERBUFFER, null);
158 gl.bindFramebuffer(gl.FRAMEBUFFER, null);
159
160 return ret;
161}
162
163function compileShader(shtype, shsrc) {
164 var retsh = gl.createShader(shtype);
165
166 gl.shaderSource(retsh, shsrc);
167 gl.compileShader(retsh);
168
169 if(!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {
170 var errlog = gl.getShaderInfoLog(retsh);
171 gl.deleteShader(retsh);
172 console.error(errlog);
173 return null;
174 }
175 return retsh;
176}
177
178function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {
179 var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);
180 var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);
181
182 if(vsh == null || fsh == null) {
183 return null;
184 }
185
186 var prog = gl.createProgram();
187 gl.attachShader(prog, vsh);
188 gl.attachShader(prog, fsh);
189
190 gl.deleteShader(vsh);
191 gl.deleteShader(fsh);
192
193 gl.linkProgram(prog);
194 if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
195 var errlog = gl.getProgramInfoLog(prog);
196 console.error(errlog);
197 return null;
198 }
199
200 if(uniformlist) {
201 prog.uniforms = {};
202 for(var i = 0; i < uniformlist.length; i++) {
203 prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);
204 }
205 }
206
207 if(attrlist) {
208 prog.attributes = {};
209 for(var i = 0; i < attrlist.length; i++) {
210 var attr = attrlist[i];
211 prog.attributes[attr] = gl.getAttribLocation(prog, attr);
212 }
213 }
214
215 return prog;
216}
217
218function useShader(prog) {
219 gl.useProgram(prog);
220 for(var attr in prog.attributes) {
221 gl.enableVertexAttribArray(prog.attributes[attr]);;
222 }
223}
224
225function unuseShader(prog) {
226 for(var attr in prog.attributes) {
227 gl.disableVertexAttribArray(prog.attributes[attr]);;
228 }
229 gl.useProgram(null);
230}
231
232/
233var projection = {
234 'angle':60,
235 'nearfar':new Float32Array([0.1, 100.0]),
236 'matrix':Matrix44.createIdentity()
237};
238var camera = {
239 'position':Vector3.create(0, 0, 100),
240 'lookat':Vector3.create(0, 0, 0),
241 'up':Vector3.create(0, 1, 0),
242 'dof':Vector3.create(10.0, 4.0, 8.0),
243 'matrix':Matrix44.createIdentity()
244};
245
246var pointFlower = {};
247var meshFlower = {};
248var sceneStandBy = false;
249
250var BlossomParticle = function () {
251 this.velocity = new Array(3);
252 this.rotation = new Array(3);
253 this.position = new Array(3);
254 this.euler = new Array(3);
255 this.size = 1.0;
256 this.alpha = 1.0;
257 this.zkey = 0.0;
258};
259
260BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {
261 this.velocity[0] = vx;
262 this.velocity[1] = vy;
263 this.velocity[2] = vz;
264};
265
266BlossomParticle.prototype.setRotation = function (rx, ry, rz) {
267 this.rotation[0] = rx;
268 this.rotation[1] = ry;
269 this.rotation[2] = rz;
270};
271
272BlossomParticle.prototype.setPosition = function (nx, ny, nz) {
273 this.position[0] = nx;
274 this.position[1] = ny;
275 this.position[2] = nz;
276};
277
278BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {
279 this.euler[0] = rx;
280 this.euler[1] = ry;
281 this.euler[2] = rz;
282};
283
284BlossomParticle.prototype.setSize = function (s) {
285 this.size = s;
286};
287
288BlossomParticle.prototype.update = function (dt, et) {
289 this.position[0] += this.velocity[0] * dt;
290 this.position[1] += this.velocity[1] * dt;
291 this.position[2] += this.velocity[2] * dt;
292
293 this.euler[0] += this.rotation[0] * dt;
294 this.euler[1] += this.rotation[1] * dt;
295 this.euler[2] += this.rotation[2] * dt;
296};
297
298function createPointFlowers() {
299 // get point sizes
300 var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
301 renderSpec.pointSize = {'min':prm[0], 'max':prm[1]};
302
303 var vtxsrc = document.getElementById("sakura_point_vsh").textContent;
304 var frgsrc = document.getElementById("sakura_point_fsh").textContent;
305
306 pointFlower.program = createShader(
307 vtxsrc, frgsrc,
308 ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],
309 ['aPosition', 'aEuler', 'aMisc']
310 );
311
312 useShader(pointFlower.program);
313 pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);
314 pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);
315
316 // paramerters: velocity[3], rotate[3]
317 pointFlower.numFlowers = 1600;
318 pointFlower.particles = new Array(pointFlower.numFlowers);
319 // vertex attributes {position[3], euler_xyz[3], size[1]}
320 pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));
321 pointFlower.positionArrayOffset = 0;
322 pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;
323 pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;
324
325 pointFlower.buffer = gl.createBuffer();
326 gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
327 gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
328 gl.bindBuffer(gl.ARRAY_BUFFER, null);
329
330 unuseShader(pointFlower.program);
331
332 for(var i = 0; i < pointFlower.numFlowers; i++) {
333 pointFlower.particles[i] = new BlossomParticle();
334 }
335}
336
337function initPointFlowers() {
338 //area
339 pointFlower.area = Vector3.create(20.0, 20.0, 20.0);
340 pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;
341
342 pointFlower.fader.x = 10.0; //env fade start
343 pointFlower.fader.y = pointFlower.area.z; //env fade half
344 pointFlower.fader.z = 0.1; //near fade start
345
346 //particles
347 var PI2 = Math.PI * 2.0;
348 var tmpv3 = Vector3.create(0, 0, 0);
349 var tmpv = 0;
350 var symmetryrand = function() {return (Math.random() * 2.0 - 1.0);};
351 for(var i = 0; i < pointFlower.numFlowers; i++) {
352 var tmpprtcl = pointFlower.particles[i];
353
354 //velocity
355 tmpv3.x = symmetryrand() * 0.3 + 0.8;
356 tmpv3.y = symmetryrand() * 0.2 - 1.0;
357 tmpv3.z = symmetryrand() * 0.3 + 0.5;
358 Vector3.normalize(tmpv3);
359 tmpv = 2.0 + Math.random() * 1.0;
360 tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);
361
362 //rotation
363 tmpprtcl.setRotation(
364 symmetryrand() * PI2 * 0.5,
365 symmetryrand() * PI2 * 0.5,
366 symmetryrand() * PI2 * 0.5
367 );
368
369 //position
370 tmpprtcl.setPosition(
371 symmetryrand() * pointFlower.area.x,
372 symmetryrand() * pointFlower.area.y,
373 symmetryrand() * pointFlower.area.z
374 );
375
376 //euler
377 tmpprtcl.setEulerAngles(
378 Math.random() * Math.PI * 2.0,
379 Math.random() * Math.PI * 2.0,
380 Math.random() * Math.PI * 2.0
381 );
382
383 //size
384 tmpprtcl.setSize(0.9 + Math.random() * 0.1);
385 }
386}
387
388function renderPointFlowers() {
389 //update
390 var PI2 = Math.PI * 2.0;
391 var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];
392 var repeatPos = function (prt, cmp, limit) {
393 if(Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {
394 //out of area
395 if(prt.position[cmp] > 0) {
396 prt.position[cmp] -= limit * 2.0;
397 }
398 else {
399 prt.position[cmp] += limit * 2.0;
400 }
401 }
402 };
403 var repeatEuler = function (prt, cmp) {
404 prt.euler[cmp] = prt.euler[cmp] % PI2;
405 if(prt.euler[cmp] < 0.0) {
406 prt.euler[cmp] += PI2;
407 }
408 };
409
410 for(var i = 0; i < pointFlower.numFlowers; i++) {
411 var prtcl = pointFlower.particles[i];
412 prtcl.update(timeInfo.delta, timeInfo.elapsed);
413 repeatPos(prtcl, 0, pointFlower.area.x);
414 repeatPos(prtcl, 1, pointFlower.area.y);
415 repeatPos(prtcl, 2, pointFlower.area.z);
416 repeatEuler(prtcl, 0);
417 repeatEuler(prtcl, 1);
418 repeatEuler(prtcl, 2);
419
420 prtcl.alpha = 1.0;//(pointFlower.area.z - prtcl.position[2]) * 0.5;
421
422 prtcl.zkey = (camera.matrix[2] * prtcl.position[0]
423 + camera.matrix[6] * prtcl.position[1]
424 + camera.matrix[10] * prtcl.position[2]
425 + camera.matrix[14]);
426 }
427
428 // sort
429 pointFlower.particles.sort(function(p0, p1){return p0.zkey - p1.zkey;});
430
431 // update data
432 var ipos = pointFlower.positionArrayOffset;
433 var ieuler = pointFlower.eulerArrayOffset;
434 var imisc = pointFlower.miscArrayOffset;
435 for(var i = 0; i < pointFlower.numFlowers; i++) {
436 var prtcl = pointFlower.particles[i];
437 pointFlower.dataArray[ipos] = prtcl.position[0];
438 pointFlower.dataArray[ipos + 1] = prtcl.position[1];
439 pointFlower.dataArray[ipos + 2] = prtcl.position[2];
440 ipos += 3;
441 pointFlower.dataArray[ieuler] = prtcl.euler[0];
442 pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];
443 pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];
444 ieuler += 3;
445 pointFlower.dataArray[imisc] = prtcl.size;
446 pointFlower.dataArray[imisc + 1] = prtcl.alpha;
447 imisc += 2;
448 }
449
450 //draw
451 gl.enable(gl.BLEND);
452 //gl.disable(gl.DEPTH_TEST);
453 gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
454
455 var prog = pointFlower.program;
456 useShader(prog);
css:
1body {
2 padding:0;
3 margin:0;
4 overflow:hidden;
5 height: 600px;
6}
7canvas {
8 padding:0;
9 margin:0;
10}
11div.btnbg {
12 position:fixed;
13 left:0;
14 top:0;
15 box-shadow: 0px 0px 15px #ccc;
16}
17div.btnbg:hover{
18 text-shadow: 0px 0px 3px #ccc;
19 box-shadow: 0px 0px 20px #ccc;
20}
小编:原文不能直接打开需要进行以下操作:
1. 把js文件保存 自定义命名.js(js.js)
2. 把css文件保存 自定义命名.css(css.css)
3. 把html文件保存 加如下两行代码:
1<script src="js.js" ></script>
2<link rel="stylesheet" type="text/css" href="css.css"/>
4.双击后缀名为.html的文件
作者:java_icat
转载自:blog.csdn.net/qq_39066501…
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