<!DOCTYPE html> <html lang="zh-CN">
<head> <meta charset="UTF-8"/> <meta name="viewport" content="width=device-width, initial-scale=1.0"/> <title>Login Page</title> <style type="text/css"> body{ background-color: #A7CFFF; text-align: center; overflow: hidden; margin: 0; }
H1{ margin-top: 38px; }
H1,H2{ color: #1F2029; user-select: none; }
.switch{ background-color: #FCFBFA; width: 400px; height: 170px; position: absolute; left: 50%; margin-left: -200px; top: 73%; border-radius: 8px; }
#change:checked+label, #change:not(:checked)+label{ background-color: #ff5f99; color: #FCFBFA; width: 280px; position: absolute; padding: 8px 0; left: 50%; font-size: 24px; font-weight: 600; margin-left: -140px; top: 82%; border-radius: 25px; cursor: pointer; }
.turn{ width: 400px; height: 450px; top: 8%; position: absolute; perspective: 800px; left: 50%; margin-left: -200px; }
.over{ width: 100%; height: 100%; transition: all 1.6s ease; transform-style: preserve-3d; }
#change:checked ~ .turn .over{ transform: rotateY(180deg); }
form{ position: absolute; height: 100%; border-radius: 25px; background-color: #FCFBFA; transform-style: preserve-3d; }
.sign{ transform: rotateY(180deg); }
input{ background-color: #4E495D; width: 70%; height: 48px; border-radius: 8px; padding: 0 16px; margin-bottom: 20px; font-size: 18px; font-weight: 500; color: #ff5f99; outline: none; border: none; box-shadow: 0 4px 8px rgba(78, 73, 79, .5); transform-style: preserve-3d; transform: translate3d(0, 0, 1px); }
.login input:nth-child(-n+3){ margin: 20px 0; }
.btn{ background-color: #981E61; border: none; width: 280px; font-weight: 600; color: #FCFBFA; font-size: 24px; padding: 6px 0; border-radius: 25px; margin-top: 15px; cursor: pointer; } </style> </head>
<body>
<div class="switch"><H2>没有/已有账户?</H2></div> <input type="checkbox" style="display: none;" id="change"/> <label for="change">切 换</label>
<div class="turn"> <div class="over"> <form action="" class="login"> <H1>欢迎回来(^-^)</H1> <input type="text" placeholder="用户名"/> <input type="passwirld" placeholder="密码"/> <input type="submit" class="btn" value="登 录"/> </form>
<form action="" class="sign"> <H1>加入我们(^-^)</H1> <input type="text" placeholder="用户名"/> <input type="text" placeholder="邮箱"/> <input type="passwirld" placeholder="密码"/> <input type="passwirld" placeholder="确认密码"/> <input type="submit" class="btn" value="注册"/> </form> </div> </div>
<canvas id="sakura"></canvas>
<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; uniform vec3 uFade;
attribute vec3 aPosition; attribute vec3 aEuler; attribute vec2 aMisc;
varying vec3 pposition; varying float psize; varying float palpha; varying float pdist;
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) { 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); 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 highp float; #endif
uniform vec3 uDOF; uniform vec3 uFade;
const vec3 fadeCol = vec3(0.08, 0.03, 0.06);
varying vec3 pposition; varying float psize; varying float palpha; varying float pdist;
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; 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));
const float flwrsn = 0.258819045102521; 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;
vec3 col = mix(vec3(1.0, 0.8, 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(1.0, grady, grady); col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3)); 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 * 0.5, alpha); } </script>
<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 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) * 1.8, 2.0)); col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 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 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 highp float; #endif uniform sampler2D uSrc; uniform vec2 uDelta; uniform vec4 uBlurDir;
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 / 5.0; } </script>
<script id="fx_common_fsh" type="x-shader/x_fragment"> #ifdef GL_ES 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>
<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 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));
gl_FragColor = vec4(col.rgb, 1.0); gl_FragColor.a = 1.0; } </script>
<script type="text/javascript"> 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, 'delta':0, 'elapsed':0 };
var gl; var renderSpec = { 'width':0, 'height':0, 'aspect':1, 'array':new Float32Array(3), 'halfWidth':0, 'halfHeight':0, 'halfArray':new Float32Array(3) }; 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() { 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);
pointFlower.numFlowers = 1600; pointFlower.particles = new Array(pointFlower.numFlowers); 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() { pointFlower.area = Vector3.create(20.0, 20.0, 20.0); pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;
pointFlower.fader.x = 10.0; pointFlower.fader.y = pointFlower.area.z; pointFlower.fader.z = 0.1;
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];
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);
tmpprtcl.setRotation( symmetryrand() * PI2 * 0.5, symmetryrand() * PI2 * 0.5, symmetryrand() * PI2 * 0.5 );
tmpprtcl.setPosition( symmetryrand() * pointFlower.area.x, symmetryrand() * pointFlower.area.y, symmetryrand() * pointFlower.area.z );
tmpprtcl.setEulerAngles( Math.random() * Math.PI * 2.0, Math.random() * Math.PI * 2.0, Math.random() * Math.PI * 2.0 );
tmpprtcl.setSize(0.9 + Math.random() * 0.1); } }
function renderPointFlowers() { 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) { 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;
prtcl.zkey = (camera.matrix[2] * prtcl.position[0] + camera.matrix[6] * prtcl.position[1] + camera.matrix[10] * prtcl.position[2] + camera.matrix[14]); }
pointFlower.particles.sort(function(p0, p1){return p0.zkey - p1.zkey;});
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; }
gl.enable(gl.BLEND); 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);
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); }
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); }
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; }
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; var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;
frgsrc = document.getElementById("bg_fsh").textContent; effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);
frgsrc = document.getElementById("fx_brightbuf_fsh").textContent; effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);
frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent; effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);
vtxsrc = document.getElementById("pp_final_vsh").textContent; frgsrc = document.getElementById("pp_final_fsh").textContent; effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null); }
function createBackground() { } function initBackground() { } 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); }
var postProcess = {}; function createPostProcess() { } function initPostProcess() { }
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); } };
bindRT(renderSpec.wHalfRT0, true); useEffect(effectLib.mkBrightBuf, renderSpec.mainRT); drawEffect(effectLib.mkBrightBuf); unuseEffect(effectLib.mkBrightBuf);
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); }
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 = 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() { Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);
gl.enable(gl.DEPTH_TEST);
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 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; var fullw = Math.max(b.clientWidth , b.scrollWidth, d.scrollWidth, d.clientWidth); var 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(); });
(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'); </script>
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