js+canvas+html实现抖音同款樱花特效_js 樱花雨图片-程序员宅基地

技术标签: canvas  html5  css3  javascript  

效果传送门
最开始这个效果我是在steam的一款壁纸软件wallpaper engine上看到的,我是18年就看到了,溯源的话可能还得往前。有一部分动态墙纸是js+css+html实现的,其中便有樱花飘落的。
说起来,抖音上面应该都是盗用的,几行代码一个txt就运行起来了。
在这里插入图片描述

拉下资源后整理js,css出来合并到一起的源码如下,直接复制粘贴到新建的HTML文件便可使用了,觉得有用的小伙伴给个赞支持一下噢~

<!DOCTYPE html
    PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">

<head>

    <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
    <meta name="description" content="Change OR Die" />

    <div class="topl"></div>










<body>

    <style type="text/css">
        * {
      
            margin: 0;
            padding: 0;
            list-style-type: none;
        }

        a,
        img {
      
            border: 0;
        }

        body {
      
            font: 12px/180% Arial, Helvetica, sans-serif, "新宋体";
        }

        body {
      
            display: block;
            padding: 0;
            margin: 0;
            overflow: hidden;
            /* background-image: url(http://m.qpic.cn/psb?/fa3d9744-75c1-4da7-a1f3-ff21702d9381/lqTahQgT7KCWX6XRUZL.xWALcY6s5qNKslgtIORKxys!/b/dAUBAAAAAAAA&bo=gAc4BIAHOAQRBzA!&rf=viewer_4); */
            background-image: url(http://shp.qpic.cn/ishow/2735020717/1517994115_84828260_10060_sProdImgNo_7.jpg/0);
            background-position: center center;
            background-repeat: no-repeat;
            background-size: cover;
        }

        canvas {
      
            padding: 0;
            margin: 0;
            opacity: 0.3;
        }

        div.btnbg {
      
            position: fixed;
            left: 0;
            top: 0;
        }
    </style>
    </head>


    <canvas id="sakura"></canvas>
    <!-- sakura shader -->
    <script id="sakura_point_vsh" type="x-shader/x_vertex">
        uniform mat4 uProjection;
        uniform mat4 uModelview;
        uniform vec3 uResolution;
uniform vec3 uOffset;
uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

attribute vec3 aPosition;
attribute vec3 aEuler;
attribute vec2 aMisc; //x:size, y:fade

varying vec3 pposition;
varying float psize;
varying float palpha;
varying float pdist;

//varying mat3 rotMat;
varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;
varying vec3 normal;

varying float diffuse;
varying float specular;
varying float rstop;
varying float distancefade;

void main(void) {
      
    // Projection is based on vertical angle
    vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
    gl_Position = uProjection * pos;
    gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;

    pposition = pos.xyz;
    psize = aMisc.x;
    pdist = length(pos.xyz);
    palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);

    vec3 elrsn = sin(aEuler);
    vec3 elrcs = cos(aEuler);
    mat3 rotx = mat3(
        1.0, 0.0, 0.0,
        0.0, elrcs.x, elrsn.x,
        0.0, -elrsn.x, elrcs.x
    );
    mat3 roty = mat3(
        elrcs.y, 0.0, -elrsn.y,
        0.0, 1.0, 0.0,
        elrsn.y, 0.0, elrcs.y
    );
    mat3 rotz = mat3(
        elrcs.z, elrsn.z, 0.0, 
        -elrsn.z, elrcs.z, 0.0,
        0.0, 0.0, 1.0
    );
    mat3 rotmat = rotx * roty * rotz;
    normal = rotmat[2];

    mat3 trrotm = mat3(
        rotmat[0][0], rotmat[1][0], rotmat[2][0],
        rotmat[0][1], rotmat[1][1], rotmat[2][1],
        rotmat[0][2], rotmat[1][2], rotmat[2][2]
    );
    normX = trrotm[0];
    normY = trrotm[1];
    normZ = trrotm[2];

    const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);

    float tmpdfs = dot(lit, normal);
    if(tmpdfs < 0.0) {
      
        normal = -normal;
        tmpdfs = dot(lit, normal);
    }
    diffuse = 0.4 + tmpdfs;

    vec3 eyev = normalize(-pos.xyz);
    if(dot(eyev, normal) > 0.0) {
      
        vec3 hv = normalize(eyev + lit);
        specular = pow(max(dot(hv, normal), 0.0), 20.0);
    }
    else {
      
        specular = 0.0;
    }

    rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
    rstop = pow(rstop, 0.5);
    //-0.69315 = ln(0.5)
    distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
}
</script>
    <script id="sakura_point_fsh" type="x-shader/x_fragment">
        #ifdef GL_ES
//precision mediump float;
precision highp float;
#endif

uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

const vec3 fadeCol = vec3(0.08, 0.03, 0.06);

varying vec3 pposition;
varying float psize;
varying float palpha;
varying float pdist;

//varying mat3 rotMat;
varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;
varying vec3 normal;

varying float diffuse;
varying float specular;
varying float rstop;
varying float distancefade;

float ellipse(vec2 p, vec2 o, vec2 r) {
      
    vec2 lp = (p - o) / r;
    return length(lp) - 1.0;
}

void main(void) {
      
    vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
    vec3 d = vec3(0.0, 0.0, -1.0);
    float nd = normZ.z; //dot(-normZ, d);
    if(abs(nd) < 0.0001) discard;

    float np = dot(normZ, p);
    vec3 tp = p + d * np / nd;
    vec2 coord = vec2(dot(normX, tp), dot(normY, tp));

    //angle = 15 degree
    const float flwrsn = 0.28819045102521;
    const float flwrcs = 0.965925826289068;
    mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
    vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;

    float r;
    if(flwrp.x < 0.0) {
      
        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
    }
    else {
      
        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
    }

    if(r > rstop) discard;
	//花瓣颜色
    vec3 col = mix(vec3(1.0, 0.9, 0.75), vec3(1.0, 0.9, 0.87), r);
    float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
    col *= vec3(3.0, grady, grady);
    col *= mix(0.9, 1.0, pow(abs(coord.x), 1.0));
    col = col * diffuse + specular;

    col = mix(fadeCol, col, distancefade);

    float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
    alpha = smoothstep(0.0, 1.0, alpha) * palpha;

    gl_FragColor = vec4(col * 3.0, alpha);
}
</script>
    <!-- effects -->
    <script id="fx_common_vsh" type="x-shader/x_vertex">
        uniform vec3 uResolution;
attribute vec2 aPosition;

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
      
    gl_Position = vec4(aPosition, 0.0, 1.0);
    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
}
</script>
    <script id="bg_fsh" type="x-shader/x_fragment">
        #ifdef GL_ES
//precision mediump float;
precision highp float;
#endif

uniform vec2 uTimes;

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
      
    vec3 col;
    float c;
    vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);
    c = exp(-pow(length(tmpv) * 1.2, 2.0));
    col = mix(vec3(0.05, 0.0, 0.03), vec3(0.96,0.91, 1.0) * 1.5, c);
    gl_FragColor = vec4(col * 0.5, 1.0);
}
</script>
    <script id="fx_brightbuf_fsh" type="x-shader/x_fragment">
        #ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
      
    vec4 col = texture2D(uSrc, texCoord);
    gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);
}
</script>
    <script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">
        #ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;
uniform vec4 uBlurDir; //dir(x, y), stride(z, w)

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
      
    vec4 col = texture2D(uSrc, texCoord);
    col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);
    col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);
    col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);
    col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);
    gl_FragColor = col / 7.5;
}
</script>
    <!-- effect fragment shader template -->
    <script id="fx_common_fsh" type="x-shader/x_fragment">
        #ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
      
    gl_FragColor = texture2D(uSrc, texCoord);
}
</script>
    <!-- post processing -->
    <script id="pp_final_vsh" type="x-shader/x_vertex">
        uniform vec3 uResolution;
attribute vec2 aPosition;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
      
    gl_Position = vec4(aPosition, 0.0, 1.0);
    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
}
</script>
    <script id="pp_final_fsh" type="x-shader/x_fragment">
        #ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform sampler2D uBloom;
uniform vec2 uDelta;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
      
    vec4 srccol = texture2D(uSrc, texCoord) * 2.0;
    vec4 bloomcol = texture2D(uBloom, texCoord);
    vec4 col;
    col = srccol + bloomcol * (vec4(1.0) + srccol);
    col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);
    col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)

    gl_FragColor = vec4(col.rgb, 1.0);
    gl_FragColor.a = 1.0;
}
</script>
    <script>
        // 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 = 300;
            pointFlower.particles = new Array(pointFlower.numFlowers);
            // vertex attributes {position[3], euler_xyz[3], size[1]}
            pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));
            pointFlower.positionArrayOffset = 0;
            pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;
            pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;

            pointFlower.buffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
            gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
            gl.bindBuffer(gl.ARRAY_BUFFER, null);

            unuseShader(pointFlower.program);

            for (var i = 0; i < pointFlower.numFlowers; i++) {
      
                pointFlower.particles[i] = new BlossomParticle();
            }
        }

        function initPointFlowers() {
      
            //area
            pointFlower.area = Vector3.create(20.0, 20.0, 20.0);
            pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;

            pointFlower.fader.x = 10.0; //env fade start
            pointFlower.fader.y = pointFlower.area.z; //env fade half
            pointFlower.fader.z = 0.1; //near fade start

            //particles
            var PI2 = Math.PI * 2.0;
            var tmpv3 = Vector3.create(0, 0, 0);
            var tmpv = 0;
            var symmetryrand = function () {
      
                return (Math.random() * 2.0 - 1.0);
            };
            for (var i = 0; i < pointFlower.numFlowers; i++) {
      
                var tmpprtcl = pointFlower.particles[i];

                //velocity
                tmpv3.x = symmetryrand() * 0.3 - 0.8;
                tmpv3.y = symmetryrand() * 0.2 - 1.0;
                tmpv3.z = symmetryrand() * 0.3 - 0.5;
                Vector3.normalize(tmpv3);
                tmpv = 2.0 + Math.random() * 1.0;
                tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);

                //rotation
                tmpprtcl.setRotation(
                    symmetryrand() * PI2 * 0.5,
                    symmetryrand() * PI2 * 0.5,
                    symmetryrand() * PI2 * 0.5
                );

                //position
                tmpprtcl.setPosition(
                    symmetryrand() * pointFlower.area.x,
                    symmetryrand() * pointFlower.area.y,
                    symmetryrand() * pointFlower.area.z
                );

                //euler
                tmpprtcl.setEulerAngles(
                    Math.random() * Math.PI * 2.0,
                    Math.random() * Math.PI * 2.0,
                    Math.random() * Math.PI * 2.0
                );

                //size
                tmpprtcl.setSize(0.9 + Math.random() * 0.1);
            }
        }

        function renderPointFlowers() {
      
            //update
            var PI2 = Math.PI * 2.0;
            var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];
            var repeatPos = function (prt, cmp, limit) {
      
                if (Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {
      
                    //out of area
                    if (prt.position[cmp] > 0) {
      
                        prt.position[cmp] -= limit * 2.0;
                    } else {
      
                        prt.position[cmp] += limit * 2.0;
                    }
                }
            };
            var repeatEuler = function (prt, cmp) {
      
                prt.euler[cmp] = prt.euler[cmp] % PI2;
                if (prt.euler[cmp] < 0.0) {
      
                    prt.euler[cmp] += PI2;
                }
            };

            for (var i = 0; i < pointFlower.numFlowers; i++) {
      
                var prtcl = pointFlower.particles[i];
                prtcl.update(timeInfo.delta, timeInfo.elapsed);
                repeatPos(prtcl, 0, pointFlower.area.x);
                repeatPos(prtcl, 1, pointFlower.area.y);
                repeatPos(prtcl, 2, pointFlower.area.z);
                repeatEuler(prtcl, 0);
                repeatEuler(prtcl, 1);
                repeatEuler(prtcl, 2);

                prtcl.alpha = 1.0; //(pointFlower.area.z - prtcl.position[2]) * 0.5;

                prtcl.zkey = (camera.matrix[2] * prtcl.position[0] +
                    camera.matrix[6] * prtcl.position[1] +
                    camera.matrix[10] * prtcl.position[2] +
                    camera.matrix[14]);
            }

            // sort
            pointFlower.particles.sort(function (p0, p1) {
      
                return p0.zkey - p1.zkey;
            });

            // update data
            var ipos = pointFlower.positionArrayOffset;
            var ieuler = pointFlower.eulerArrayOffset;
            var imisc = pointFlower.miscArrayOffset;
            for (var i = 0; i < pointFlower.numFlowers; i++) {
      
                var prtcl = pointFlower.particles[i];
                pointFlower.dataArray[ipos] = prtcl.position[0];
                pointFlower.dataArray[ipos + 1] = prtcl.position[1];
                pointFlower.dataArray[ipos + 2] = prtcl.position[2];
                ipos += 3;
                pointFlower.dataArray[ieuler] = prtcl.euler[0];
                pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];
                pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];
                ieuler += 3;
                pointFlower.dataArray[imisc] = prtcl.size;
                pointFlower.dataArray[imisc + 1] = prtcl.alpha;
                imisc += 2;
            }

            //draw
            gl.enable(gl.BLEND);
            //gl.disable(gl.DEPTH_TEST);
            gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

            var prog = pointFlower.program;
            useShader(prog);

            gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);
            gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);
            gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
            gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));
            gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));

            gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
            gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);

            gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset *
                Float32Array.BYTES_PER_ELEMENT);
            gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset *
                Float32Array.BYTES_PER_ELEMENT);
            gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset *
                Float32Array.BYTES_PER_ELEMENT);

            // doubler
            for (var i = 1; i < 2; i++) {
      
                var zpos = i * -2.0;
                pointFlower.offset[0] = pointFlower.area.x * -1.0;
                pointFlower.offset[1] = pointFlower.area.y * -1.0;
                pointFlower.offset[2] = pointFlower.area.z * zpos;
                gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
                gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

                pointFlower.offset[0] = pointFlower.area.x * -1.0;
                pointFlower.offset[1] = pointFlower.area.y * 1.0;
                pointFlower.offset[2] = pointFlower.area.z * zpos;
                gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
                gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

                pointFlower.offset[0] = pointFlower.area.x * 1.0;
                pointFlower.offset[1] = pointFlower.area.y * -1.0;
                pointFlower.offset[2] = pointFlower.area.z * zpos;
                gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
                gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

                pointFlower.offset[0] = pointFlower.area.x * 1.0;
                pointFlower.offset[1] = pointFlower.area.y * 1.0;
                pointFlower.offset[2] = pointFlower.area.z * zpos;
                gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
                gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
            }

            //main
            pointFlower.offset[0] = 0.0;
            pointFlower.offset[1] = 0.0;
            pointFlower.offset[2] = 0.0;
            gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
            gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

            gl.bindBuffer(gl.ARRAY_BUFFER, null);
            unuseShader(prog);

            gl.enable(gl.DEPTH_TEST);
            gl.disable(gl.BLEND);
        }

        // effects
        //common util
        function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {
      
            var ret = {
      };
            var unifs = ['uResolution', 'uSrc', 'uDelta'];
            if (exunifs) {
      
                unifs = unifs.concat(exunifs);
            }
            var attrs = ['aPosition'];
            if (exattrs) {
      
                attrs = attrs.concat(exattrs);
            }

            ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);
            useShader(ret.program);

            ret.dataArray = new Float32Array([
                -1.0, -1.0,
                1.0, -1.0,
                -1.0, 1.0,
                1.0, 1.0
            ]);
            ret.buffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);
            gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);

            gl.bindBuffer(gl.ARRAY_BUFFER, null);
            unuseShader(ret.program);

            return ret;
        }

        // basic usage
        // useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize
        // gl.uniform**(...); //additional uniforms
        // drawEffect()
        // unuseEffect(prog)
        // TEXTURE0 makes src
        function useEffect(fxobj, srctex) {
      
            var prog = fxobj.program;
            useShader(prog);
            gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);

            if (srctex != null) {
      
                gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);
                gl.uniform1i(prog.uniforms.uSrc, 0);

                gl.activeTexture(gl.TEXTURE0);
                gl.bindTexture(gl.TEXTURE_2D, srctex.texture);
            }
        }

        function drawEffect(fxobj) {
      
            gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);
            gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);
            gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
        }

        function unuseEffect(fxobj) {
      
            unuseShader(fxobj.program);
        }

        var effectLib = {
      };

        function createEffectLib() {
      

            var vtxsrc, frgsrc;
            //common
            var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;

            //background
            frgsrc = document.getElementById("bg_fsh").textContent;
            effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);

            // make brightpixels buffer
            frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;
            effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);

            // direction blur
            frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;
            effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);

            //final composite
            vtxsrc = document.getElementById("pp_final_vsh").textContent;
            frgsrc = document.getElementById("pp_final_fsh").textContent;
            effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);
        }

        // background
        function createBackground() {
      
            //console.log("create background");
        }

        function initBackground() {
      
            //console.log("init background");
        }

        function renderBackground() {
      
            gl.disable(gl.DEPTH_TEST);

            useEffect(effectLib.sceneBg, null);
            gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);
            drawEffect(effectLib.sceneBg);
            unuseEffect(effectLib.sceneBg);

            gl.enable(gl.DEPTH_TEST);
        }

        // post process
        var postProcess = {
      };

        function createPostProcess() {
      
            //console.log("create post process");
        }

        function initPostProcess() {
      
            //console.log("init post process");
        }

        function renderPostProcess() {
      
            gl.enable(gl.TEXTURE_2D);
            gl.disable(gl.DEPTH_TEST);
            var bindRT = function (rt, isclear) {
      
                gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);
                gl.viewport(0, 0, rt.width, rt.height);
                if (isclear) {
      
                    gl.clearColor(0, 0, 0, 0);
                    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
                }
            };

            //make bright buff
            bindRT(renderSpec.wHalfRT0, true);
            useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);
            drawEffect(effectLib.mkBrightBuf);
            unuseEffect(effectLib.mkBrightBuf);

            // make bloom
            for (var i = 0; i < 2; i++) {
      
                var p = 1.5 + 1 * i;
                var s = 2.0 + 1 * i;
                bindRT(renderSpec.wHalfRT1, true);
                useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);
                gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);
                drawEffect(effectLib.dirBlur);
                unuseEffect(effectLib.dirBlur);

                bindRT(renderSpec.wHalfRT0, true);
                useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);
                gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);
                drawEffect(effectLib.dirBlur);
                unuseEffect(effectLib.dirBlur);
            }

            //display
            gl.bindFramebuffer(gl.FRAMEBUFFER, null);
            gl.viewport(0, 0, renderSpec.width, renderSpec.height);
            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

            useEffect(effectLib.finalComp, renderSpec.mainRT);
            gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);
            gl.activeTexture(gl.TEXTURE1);
            gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);
            drawEffect(effectLib.finalComp);
            unuseEffect(effectLib.finalComp);

            gl.enable(gl.DEPTH_TEST);
        }

        //
        var SceneEnv = {
      };

        function createScene() {
      
            createEffectLib();
            createBackground();
            createPointFlowers();
            createPostProcess();
            sceneStandBy = true;
        }

        function initScene() {
      
            initBackground();
            initPointFlowers();
            initPostProcess();

            //camera.position.z = 17.320508;
            camera.position.z = pointFlower.area.z + projection.nearfar[0];
            projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math
                .PI * 2.0;
            Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0],
                projection.nearfar[1]);
        }

        function renderScene() {
      
            //draw
            Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);

            gl.enable(gl.DEPTH_TEST);

            //gl.bindFramebuffer(gl.FRAMEBUFFER, null);
            gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);
            gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);
            gl.clearColor(0.005, 0, 0.05, 0);
            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

            renderBackground();
            renderPointFlowers();
            renderPostProcess();
        }

        //
        function onResize(e) {
      
            makeCanvasFullScreen(document.getElementById("sakura"));
            setViewports();
            if (sceneStandBy) {
      
                initScene();
            }
        }

        function setViewports() {
      
            renderSpec.setSize(gl.canvas.width, gl.canvas.height);

            gl.clearColor(0.2, 0.2, 0.5, 1.0);
            gl.viewport(0, 0, renderSpec.width, renderSpec.height);

            var rtfunc = function (rtname, rtw, rth) {
      
                var rt = renderSpec[rtname];
                if (rt) deleteRenderTarget(rt);
                renderSpec[rtname] = createRenderTarget(rtw, rth);
            };
            rtfunc('mainRT', renderSpec.width, renderSpec.height);
            rtfunc('wFullRT0', renderSpec.width, renderSpec.height);
            rtfunc('wFullRT1', renderSpec.width, renderSpec.height);
            rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);
            rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);
        }

        function render() {
      
            renderScene();
        }

        var animating = true;

        function toggleAnimation(elm) {
      
            animating ^= true;
            if (animating) animate();
            if (elm) {
      
                elm.innerHTML = animating ? "Stop" : "Start";
            }
        }

        function stepAnimation() {
      
            if (!animating) animate();
        }

        function animate() {
      
            var curdate = new Date();
            timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;
            timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;
            timeInfo.prev = curdate;

            if (animating) requestAnimationFrame(animate);
            render();
        }

        function makeCanvasFullScreen(canvas) {
      
            var b = document.body;
            var d = document.documentElement;
            fullw = Math.max(b.clientWidth, b.scrollWidth, d.scrollWidth, d.clientWidth);
            fullh = Math.max(b.clientHeight, b.scrollHeight, d.scrollHeight, d.clientHeight);
            canvas.width = fullw;
            canvas.height = fullh;
        }

        window.addEventListener('load', function (e) {
      
            var canvas = document.getElementById("sakura");
            try {
      
                makeCanvasFullScreen(canvas);
                gl = canvas.getContext('experimental-webgl');
            } catch (e) {
      
                alert("WebGL not supported." + e);
                console.error(e);
                return;
            }

            window.addEventListener('resize', onResize);

            setViewports();
            createScene();
            initScene();

            timeInfo.start = new Date();
            timeInfo.prev = timeInfo.start;
            animate();
        });

        //set window.requestAnimationFrame
        (function (w, r) {
      
            w['r' + r] = w['r' + r] || w['webkitR' + r] || w['mozR' + r] || w['msR' + r] || w['oR' + r] ||
                function (c) {
      
                    w.setTimeout(c, 1000 / 60);
                };
        })(window, 'equestAnimationFrame');
    </script>
    <div style="text-align:center;">
    </div>
</body>

</html>
<br></br>
版权声明:本文为博主原创文章,遵循 CC 4.0 BY-SA 版权协议,转载请附上原文出处链接和本声明。
本文链接:https://blog.csdn.net/weixin_43807981/article/details/115350115

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