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| // 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; | |
| // console.log(vtxsrc); | |
| // console.log(frgsrc); | |
| 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 = 1600; | |
| pointFlower.particles = new Array(pointFlower.numFlowers); | |
| // vertex attributes {position[3], euler_xyz[3], size[1]} | |
| pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2)); | |
| 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, 'requestAnimationFrame'); |