View
Theme
Font Style
7pt
8pt
9pt
10pt
11pt
Line Style
100%
110%
120%
130%
140%
Bold Keyword
Default
Inspector
Kkaefer
Eclipse
SQ Light
Lesser
Dark
Cobalt
Monokai
Rubyblue
Night
SQ Dark
Ambiance
Blackboard
Line Num.
Wrap Lines
Preview
Redraw
JS Tab
HTML Tab
CSS Tab
Live Tab
Prev. Tab
Next Tab
Browser
History…
Help
Edit
Settings
Auto Complete
Match Brackets
Match Highlight
Strip Whitespace
Auto Close Brackets
Auto Close Quotes
Show Print Margin
Undo
Redo
Delete
Select Line
Select All
Find & Replace
Find
Find in Repo.
Find Next
Find Previous
Replace Single
Replace All
Wrap Search
Revert
As Template
Diff Revision
Format
Compress
Text
Zen Coding
Indent
Tab Width
1
2
3
4
5
6
7
8
Indent Unit
1
2
3
4
5
6
7
8
Smart Indent
Use Tabs
Visible Tabs
Shift Left
Shift Right
Put Indent
Number
Increment by 1
Decrement by 1
Increment by 0.1
Decrement by 0.1
Increment by 10
Decrement by 10
Simple Math
Comment
Line
Move Up
Move Down
Copy Up
Copy Down
Go to Line…
Remove Line
Next Point
Prev. Point
Help
Share
Login
You can jump to the latest bin by adding
/latest
to your URL
×
z
Find
→
←
⟲
Replace
⊗
All
Replace
// forked from gryng02's "SAKURA" http://jsdo.it/gryng02/vWCA /* コーディングコンテスト Q vol.2 のエントリー用コードです。 このコードをフォークするとコンテストに参加できます。 http://jsdo.it/event/q/vol2 */ // 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 = 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, 'equestAnimationFrame');
JS Bin
Stop
body { padding:0; margin:0; overflow:hidden; } canvas { padding:0; margin:0; } div.btnbg { position:fixed; left:0; top:0; }
Pop out
Help
About
×
×