抖音同款樱花飘落源码实现

771 阅读3分钟

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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