sakura.js 24 KB

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  1. let Vector3 = {};
  2. let Matrix44 = {};
  3. Vector3.create = function(x, y, z) {
  4. return {'x':x, 'y':y, 'z':z};
  5. };
  6. Vector3.dot = function (v0, v1) {
  7. return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
  8. };
  9. Vector3.cross = function (v, v0, v1) {
  10. v.x = v0.y * v1.z - v0.z * v1.y;
  11. v.y = v0.z * v1.x - v0.x * v1.z;
  12. v.z = v0.x * v1.y - v0.y * v1.x;
  13. };
  14. Vector3.normalize = function (v) {
  15. let l = v.x * v.x + v.y * v.y + v.z * v.z;
  16. if(l > 0.00001) {
  17. l = 1.0 / Math.sqrt(l);
  18. v.x *= l;
  19. v.y *= l;
  20. v.z *= l;
  21. }
  22. };
  23. Vector3.arrayForm = function(v) {
  24. if(v.array) {
  25. v.array[0] = v.x;
  26. v.array[1] = v.y;
  27. v.array[2] = v.z;
  28. }
  29. else {
  30. v.array = new Float32Array([v.x, v.y, v.z]);
  31. }
  32. return v.array;
  33. };
  34. Matrix44.createIdentity = function () {
  35. return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);
  36. };
  37. Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {
  38. let h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;
  39. let w = h * aspect;
  40. m[0] = 2.0 * near / w;
  41. m[1] = 0.0;
  42. m[2] = 0.0;
  43. m[3] = 0.0;
  44. m[4] = 0.0;
  45. m[5] = 2.0 * near / h;
  46. m[6] = 0.0;
  47. m[7] = 0.0;
  48. m[8] = 0.0;
  49. m[9] = 0.0;
  50. m[10] = -(far + near) / (far - near);
  51. m[11] = -1.0;
  52. m[12] = 0.0;
  53. m[13] = 0.0;
  54. m[14] = -2.0 * far * near / (far - near);
  55. m[15] = 0.0;
  56. };
  57. Matrix44.loadLookAt = function (m, vpos, vlook, vup) {
  58. let frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);
  59. Vector3.normalize(frontv);
  60. let sidev = Vector3.create(1.0, 0.0, 0.0);
  61. Vector3.cross(sidev, vup, frontv);
  62. Vector3.normalize(sidev);
  63. let topv = Vector3.create(1.0, 0.0, 0.0);
  64. Vector3.cross(topv, frontv, sidev);
  65. Vector3.normalize(topv);
  66. m[0] = sidev.x;
  67. m[1] = topv.x;
  68. m[2] = frontv.x;
  69. m[3] = 0.0;
  70. m[4] = sidev.y;
  71. m[5] = topv.y;
  72. m[6] = frontv.y;
  73. m[7] = 0.0;
  74. m[8] = sidev.z;
  75. m[9] = topv.z;
  76. m[10] = frontv.z;
  77. m[11] = 0.0;
  78. m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);
  79. m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);
  80. m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);
  81. m[15] = 1.0;
  82. };
  83. //
  84. let timeInfo = {
  85. 'start':0, 'prev':0, // Date
  86. 'delta':0, 'elapsed':0 // Number(sec)
  87. };
  88. //
  89. let gl;
  90. let renderSpec = {
  91. 'width':0,
  92. 'height':0,
  93. 'aspect':1,
  94. 'array':new Float32Array(3),
  95. 'halfWidth':0,
  96. 'halfHeight':0,
  97. 'halfArray':new Float32Array(3)
  98. // and some render targets. see setViewport()
  99. };
  100. renderSpec.setSize = function(w, h) {
  101. renderSpec.width = w;
  102. renderSpec.height = h;
  103. renderSpec.aspect = renderSpec.width / renderSpec.height;
  104. renderSpec.array[0] = renderSpec.width;
  105. renderSpec.array[1] = renderSpec.height;
  106. renderSpec.array[2] = renderSpec.aspect;
  107. renderSpec.halfWidth = Math.floor(w / 2);
  108. renderSpec.halfHeight = Math.floor(h / 2);
  109. renderSpec.halfArray[0] = renderSpec.halfWidth;
  110. renderSpec.halfArray[1] = renderSpec.halfHeight;
  111. renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;
  112. };
  113. function deleteRenderTarget(rt) {
  114. gl.deleteFramebuffer(rt.frameBuffer);
  115. gl.deleteRenderbuffer(rt.renderBuffer);
  116. gl.deleteTexture(rt.texture);
  117. }
  118. function createRenderTarget(w, h) {
  119. let ret = {
  120. 'width':w,
  121. 'height':h,
  122. 'sizeArray':new Float32Array([w, h, w / h]),
  123. 'dtxArray':new Float32Array([1.0 / w, 1.0 / h])
  124. };
  125. ret.frameBuffer = gl.createFramebuffer();
  126. ret.renderBuffer = gl.createRenderbuffer();
  127. ret.texture = gl.createTexture();
  128. gl.bindTexture(gl.TEXTURE_2D, ret.texture);
  129. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  130. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  131. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  132. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  133. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  134. gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);
  135. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);
  136. gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);
  137. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);
  138. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);
  139. gl.bindTexture(gl.TEXTURE_2D, null);
  140. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  141. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  142. return ret;
  143. }
  144. function compileShader(shtype, shsrc) {
  145. let retsh = gl.createShader(shtype);
  146. gl.shaderSource(retsh, shsrc);
  147. gl.compileShader(retsh);
  148. if(!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {
  149. let errlog = gl.getShaderInfoLog(retsh);
  150. gl.deleteShader(retsh);
  151. console.error(errlog);
  152. return null;
  153. }
  154. return retsh;
  155. }
  156. function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {
  157. let vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);
  158. let fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);
  159. if(vsh == null || fsh == null) {
  160. return null;
  161. }
  162. let prog = gl.createProgram();
  163. gl.attachShader(prog, vsh);
  164. gl.attachShader(prog, fsh);
  165. gl.deleteShader(vsh);
  166. gl.deleteShader(fsh);
  167. gl.linkProgram(prog);
  168. if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
  169. let errlog = gl.getProgramInfoLog(prog);
  170. console.error(errlog);
  171. return null;
  172. }
  173. if(uniformlist) {
  174. prog.uniforms = {};
  175. for(let i = 0; i < uniformlist.length; i++) {
  176. prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);
  177. }
  178. }
  179. if(attrlist) {
  180. prog.attributes = {};
  181. for(let i = 0; i < attrlist.length; i++) {
  182. let attr = attrlist[i];
  183. prog.attributes[attr] = gl.getAttribLocation(prog, attr);
  184. }
  185. }
  186. return prog;
  187. }
  188. function useShader(prog) {
  189. gl.useProgram(prog);
  190. for(let attr in prog.attributes) {
  191. gl.enableVertexAttribArray(prog.attributes[attr]);;
  192. }
  193. }
  194. function unuseShader(prog) {
  195. for(let attr in prog.attributes) {
  196. gl.disableVertexAttribArray(prog.attributes[attr]);;
  197. }
  198. gl.useProgram(null);
  199. }
  200. let projection = {
  201. 'angle':60,
  202. 'nearfar':new Float32Array([0.1, 100.0]),
  203. 'matrix':Matrix44.createIdentity()
  204. };
  205. let camera = {
  206. 'position':Vector3.create(0, 0, 100),
  207. 'lookat':Vector3.create(0, 0, 0),
  208. 'up':Vector3.create(0, 1, 0),
  209. 'dof':Vector3.create(10.0, 4.0, 8.0),
  210. 'matrix':Matrix44.createIdentity()
  211. };
  212. let pointFlower = {};
  213. let meshFlower = {};
  214. let sceneStandBy = false;
  215. let BlossomParticle = function () {
  216. this.velocity = new Array(3);
  217. this.rotation = new Array(3);
  218. this.position = new Array(3);
  219. this.euler = new Array(3);
  220. this.size = 1.0;
  221. this.alpha = 1.0;
  222. this.zkey = 0.0;
  223. };
  224. BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {
  225. this.velocity[0] = vx;
  226. this.velocity[1] = vy;
  227. this.velocity[2] = vz;
  228. };
  229. BlossomParticle.prototype.setRotation = function (rx, ry, rz) {
  230. this.rotation[0] = rx;
  231. this.rotation[1] = ry;
  232. this.rotation[2] = rz;
  233. };
  234. BlossomParticle.prototype.setPosition = function (nx, ny, nz) {
  235. this.position[0] = nx;
  236. this.position[1] = ny;
  237. this.position[2] = nz;
  238. };
  239. BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {
  240. this.euler[0] = rx;
  241. this.euler[1] = ry;
  242. this.euler[2] = rz;
  243. };
  244. BlossomParticle.prototype.setSize = function (s) {
  245. this.size = s;
  246. };
  247. BlossomParticle.prototype.update = function (dt, et) {
  248. this.position[0] += this.velocity[0] * dt;
  249. this.position[1] += this.velocity[1] * dt;
  250. this.position[2] += this.velocity[2] * dt;
  251. this.euler[0] += this.rotation[0] * dt;
  252. this.euler[1] += this.rotation[1] * dt;
  253. this.euler[2] += this.rotation[2] * dt;
  254. };
  255. function createPointFlowers() {
  256. // get point sizes
  257. let prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
  258. renderSpec.pointSize = {'min':prm[0], 'max':prm[1]};
  259. let vtxsrc = document.getElementById("sakura_point_vsh").textContent;
  260. let frgsrc = document.getElementById("sakura_point_fsh").textContent;
  261. pointFlower.program = createShader(
  262. vtxsrc, frgsrc,
  263. ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],
  264. ['aPosition', 'aEuler', 'aMisc']
  265. );
  266. useShader(pointFlower.program);
  267. pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);
  268. pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);
  269. // paramerters: velocity[3], rotate[3]
  270. pointFlower.numFlowers = 1600;
  271. pointFlower.particles = new Array(pointFlower.numFlowers);
  272. // vertex attributes {position[3], euler_xyz[3], size[1]}
  273. pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));
  274. pointFlower.positionArrayOffset = 0;
  275. pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;
  276. pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;
  277. pointFlower.buffer = gl.createBuffer();
  278. gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
  279. gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
  280. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  281. unuseShader(pointFlower.program);
  282. for(let i = 0; i < pointFlower.numFlowers; i++) {
  283. pointFlower.particles[i] = new BlossomParticle();
  284. }
  285. }
  286. function initPointFlowers() {
  287. //area
  288. pointFlower.area = Vector3.create(20.0, 20.0, 20.0);
  289. pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;
  290. pointFlower.fader.x = 10.0; //env fade start
  291. pointFlower.fader.y = pointFlower.area.z; //env fade half
  292. pointFlower.fader.z = 0.1; //near fade start
  293. //particles
  294. let PI2 = Math.PI * 2.0;
  295. let tmpv3 = Vector3.create(0, 0, 0);
  296. let tmpv = 0;
  297. let symmetryrand = function() {return (Math.random() * 2.0 - 1.0);};
  298. for(let i = 0; i < pointFlower.numFlowers; i++) {
  299. let tmpprtcl = pointFlower.particles[i];
  300. //velocity
  301. tmpv3.x = symmetryrand() * 0.3 + 0.8;
  302. tmpv3.y = symmetryrand() * 0.2 - 1.0;
  303. tmpv3.z = symmetryrand() * 0.3 + 0.5;
  304. Vector3.normalize(tmpv3);
  305. tmpv = 2.0 + Math.random() * 1.0;
  306. tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);
  307. //rotation
  308. tmpprtcl.setRotation(
  309. symmetryrand() * PI2 * 0.5,
  310. symmetryrand() * PI2 * 0.5,
  311. symmetryrand() * PI2 * 0.5
  312. );
  313. //position
  314. tmpprtcl.setPosition(
  315. symmetryrand() * pointFlower.area.x,
  316. symmetryrand() * pointFlower.area.y,
  317. symmetryrand() * pointFlower.area.z
  318. );
  319. //euler
  320. tmpprtcl.setEulerAngles(
  321. Math.random() * Math.PI * 2.0,
  322. Math.random() * Math.PI * 2.0,
  323. Math.random() * Math.PI * 2.0
  324. );
  325. //size
  326. tmpprtcl.setSize(0.9 + Math.random() * 0.1);
  327. }
  328. }
  329. function renderPointFlowers() {
  330. //update
  331. let PI2 = Math.PI * 2.0;
  332. let limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];
  333. let repeatPos = function (prt, cmp, limit) {
  334. if(Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {
  335. //out of area
  336. if(prt.position[cmp] > 0) {
  337. prt.position[cmp] -= limit * 2.0;
  338. }
  339. else {
  340. prt.position[cmp] += limit * 2.0;
  341. }
  342. }
  343. };
  344. let repeatEuler = function (prt, cmp) {
  345. prt.euler[cmp] = prt.euler[cmp] % PI2;
  346. if(prt.euler[cmp] < 0.0) {
  347. prt.euler[cmp] += PI2;
  348. }
  349. };
  350. for(let i = 0; i < pointFlower.numFlowers; i++) {
  351. let prtcl = pointFlower.particles[i];
  352. prtcl.update(timeInfo.delta, timeInfo.elapsed);
  353. repeatPos(prtcl, 0, pointFlower.area.x);
  354. repeatPos(prtcl, 1, pointFlower.area.y);
  355. repeatPos(prtcl, 2, pointFlower.area.z);
  356. repeatEuler(prtcl, 0);
  357. repeatEuler(prtcl, 1);
  358. repeatEuler(prtcl, 2);
  359. prtcl.alpha = 1.0;//(pointFlower.area.z - prtcl.position[2]) * 0.5;
  360. prtcl.zkey = (camera.matrix[2] * prtcl.position[0]
  361. + camera.matrix[6] * prtcl.position[1]
  362. + camera.matrix[10] * prtcl.position[2]
  363. + camera.matrix[14]);
  364. }
  365. // sort
  366. pointFlower.particles.sort(function(p0, p1){return p0.zkey - p1.zkey;});
  367. // update data
  368. let ipos = pointFlower.positionArrayOffset;
  369. let ieuler = pointFlower.eulerArrayOffset;
  370. let imisc = pointFlower.miscArrayOffset;
  371. for(let i = 0; i < pointFlower.numFlowers; i++) {
  372. let prtcl = pointFlower.particles[i];
  373. pointFlower.dataArray[ipos] = prtcl.position[0];
  374. pointFlower.dataArray[ipos + 1] = prtcl.position[1];
  375. pointFlower.dataArray[ipos + 2] = prtcl.position[2];
  376. ipos += 3;
  377. pointFlower.dataArray[ieuler] = prtcl.euler[0];
  378. pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];
  379. pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];
  380. ieuler += 3;
  381. pointFlower.dataArray[imisc] = prtcl.size;
  382. pointFlower.dataArray[imisc + 1] = prtcl.alpha;
  383. imisc += 2;
  384. }
  385. //draw
  386. gl.enable(gl.BLEND);
  387. //gl.disable(gl.DEPTH_TEST);
  388. gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
  389. let prog = pointFlower.program;
  390. useShader(prog);
  391. gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);
  392. gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);
  393. gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
  394. gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));
  395. gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));
  396. gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
  397. gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
  398. gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);
  399. gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);
  400. gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);
  401. // doubler
  402. for(let i = 1; i < 2; i++) {
  403. let zpos = i * -2.0;
  404. pointFlower.offset[0] = pointFlower.area.x * -1.0;
  405. pointFlower.offset[1] = pointFlower.area.y * -1.0;
  406. pointFlower.offset[2] = pointFlower.area.z * zpos;
  407. gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
  408. gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
  409. pointFlower.offset[0] = pointFlower.area.x * -1.0;
  410. pointFlower.offset[1] = pointFlower.area.y * 1.0;
  411. pointFlower.offset[2] = pointFlower.area.z * zpos;
  412. gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
  413. gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
  414. pointFlower.offset[0] = pointFlower.area.x * 1.0;
  415. pointFlower.offset[1] = pointFlower.area.y * -1.0;
  416. pointFlower.offset[2] = pointFlower.area.z * zpos;
  417. gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
  418. gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
  419. pointFlower.offset[0] = pointFlower.area.x * 1.0;
  420. pointFlower.offset[1] = pointFlower.area.y * 1.0;
  421. pointFlower.offset[2] = pointFlower.area.z * zpos;
  422. gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
  423. gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
  424. }
  425. //main
  426. pointFlower.offset[0] = 0.0;
  427. pointFlower.offset[1] = 0.0;
  428. pointFlower.offset[2] = 0.0;
  429. gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
  430. gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
  431. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  432. unuseShader(prog);
  433. gl.enable(gl.DEPTH_TEST);
  434. gl.disable(gl.BLEND);
  435. }
  436. // effects
  437. //common util
  438. function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {
  439. let ret = {};
  440. let unifs = ['uResolution', 'uSrc', 'uDelta'];
  441. if(exunifs) {
  442. unifs = unifs.concat(exunifs);
  443. }
  444. let attrs = ['aPosition'];
  445. if(exattrs) {
  446. attrs = attrs.concat(exattrs);
  447. }
  448. ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);
  449. useShader(ret.program);
  450. ret.dataArray = new Float32Array([
  451. -1.0, -1.0,
  452. 1.0, -1.0,
  453. -1.0, 1.0,
  454. 1.0, 1.0
  455. ]);
  456. ret.buffer = gl.createBuffer();
  457. gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);
  458. gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);
  459. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  460. unuseShader(ret.program);
  461. return ret;
  462. }
  463. // basic usage
  464. // useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize
  465. // gl.uniform**(...); //additional uniforms
  466. // drawEffect()
  467. // unuseEffect(prog)
  468. // TEXTURE0 makes src
  469. function useEffect(fxobj, srctex) {
  470. let prog = fxobj.program;
  471. useShader(prog);
  472. gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
  473. if(srctex != null) {
  474. gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);
  475. gl.uniform1i(prog.uniforms.uSrc, 0);
  476. gl.activeTexture(gl.TEXTURE0);
  477. gl.bindTexture(gl.TEXTURE_2D, srctex.texture);
  478. }
  479. }
  480. function drawEffect(fxobj) {
  481. gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);
  482. gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);
  483. gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
  484. }
  485. function unuseEffect(fxobj) {
  486. unuseShader(fxobj.program);
  487. }
  488. let effectLib = {};
  489. function createEffectLib() {
  490. let vtxsrc, frgsrc;
  491. //common
  492. let cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;
  493. //background
  494. frgsrc = document.getElementById("bg_fsh").textContent;
  495. effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);
  496. // make brightpixels buffer
  497. frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;
  498. effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);
  499. // direction blur
  500. frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;
  501. effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);
  502. //final composite
  503. vtxsrc = document.getElementById("pp_final_vsh").textContent;
  504. frgsrc = document.getElementById("pp_final_fsh").textContent;
  505. effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);
  506. }
  507. // background
  508. function createBackground() {
  509. //console.log("create background");
  510. }
  511. function initBackground() {
  512. //console.log("init background");
  513. }
  514. function renderBackground() {
  515. gl.disable(gl.DEPTH_TEST);
  516. useEffect(effectLib.sceneBg, null);
  517. gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);
  518. drawEffect(effectLib.sceneBg);
  519. unuseEffect(effectLib.sceneBg);
  520. gl.enable(gl.DEPTH_TEST);
  521. }
  522. // post process
  523. let postProcess = {};
  524. function createPostProcess() {
  525. //console.log("create post process");
  526. }
  527. function initPostProcess() {
  528. //console.log("init post process");
  529. }
  530. function renderPostProcess() {
  531. // gl.enable(gl.TEXTURE_2D);
  532. gl.disable(gl.DEPTH_TEST);
  533. let bindRT = function (rt, isclear) {
  534. gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);
  535. gl.viewport(0, 0, rt.width, rt.height);
  536. if(isclear) {
  537. gl.clearColor(0, 0, 0, 0);
  538. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  539. }
  540. };
  541. //make bright buff
  542. bindRT(renderSpec.wHalfRT0, true);
  543. useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);
  544. drawEffect(effectLib.mkBrightBuf);
  545. unuseEffect(effectLib.mkBrightBuf);
  546. // make bloom
  547. for(let i = 0; i < 2; i++) {
  548. let p = 1.5 + 1 * i;
  549. let s = 2.0 + 1 * i;
  550. bindRT(renderSpec.wHalfRT1, true);
  551. useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);
  552. gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);
  553. drawEffect(effectLib.dirBlur);
  554. unuseEffect(effectLib.dirBlur);
  555. bindRT(renderSpec.wHalfRT0, true);
  556. useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);
  557. gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);
  558. drawEffect(effectLib.dirBlur);
  559. unuseEffect(effectLib.dirBlur);
  560. }
  561. //display
  562. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  563. gl.viewport(0, 0, renderSpec.width, renderSpec.height);
  564. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  565. useEffect(effectLib.finalComp, renderSpec.mainRT);
  566. gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);
  567. gl.activeTexture(gl.TEXTURE1);
  568. gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);
  569. drawEffect(effectLib.finalComp);
  570. unuseEffect(effectLib.finalComp);
  571. gl.enable(gl.DEPTH_TEST);
  572. }
  573. let SceneEnv = {};
  574. function createScene() {
  575. createEffectLib();
  576. createBackground();
  577. createPointFlowers();
  578. createPostProcess();
  579. sceneStandBy = true;
  580. }
  581. function initScene() {
  582. initBackground();
  583. initPointFlowers();
  584. initPostProcess();
  585. //camera.position.z = 17.320508;
  586. camera.position.z = pointFlower.area.z + projection.nearfar[0];
  587. projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;
  588. Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1]);
  589. }
  590. function renderScene() {
  591. //draw
  592. Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);
  593. gl.enable(gl.DEPTH_TEST);
  594. //gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  595. gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);
  596. gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);
  597. gl.clearColor(0.005, 0, 0.05, 0);
  598. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  599. renderBackground();
  600. renderPointFlowers();
  601. renderPostProcess();
  602. }
  603. function onResize(e) {
  604. makeCanvasFullScreen(document.querySelector("canvas"));
  605. setViewports();
  606. if(sceneStandBy) {
  607. initScene();
  608. }
  609. }
  610. function setViewports() {
  611. renderSpec.setSize(gl.canvas.width, gl.canvas.height);
  612. gl.clearColor(0.2, 0.2, 0.5, 1.0);
  613. gl.viewport(0, 0, renderSpec.width, renderSpec.height);
  614. let rtfunc = function (rtname, rtw, rth) {
  615. let rt = renderSpec[rtname];
  616. if(rt) deleteRenderTarget(rt);
  617. renderSpec[rtname] = createRenderTarget(rtw, rth);
  618. };
  619. rtfunc('mainRT', renderSpec.width, renderSpec.height);
  620. rtfunc('wFullRT0', renderSpec.width, renderSpec.height);
  621. rtfunc('wFullRT1', renderSpec.width, renderSpec.height);
  622. rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);
  623. rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);
  624. }
  625. function render() {
  626. renderScene();
  627. }
  628. let animating = true;
  629. function toggleAnimation(elm) {
  630. animating ^= true;
  631. if(animating) animate();
  632. if(elm) {
  633. elm.innerHTML = animating? "Stop":"Start";
  634. }
  635. }
  636. function stepAnimation() {
  637. if(!animating) animate();
  638. }
  639. function animate() {
  640. let curdate = new Date();
  641. timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;
  642. timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;
  643. timeInfo.prev = curdate;
  644. if(animating) requestAnimationFrame(animate);
  645. render();
  646. }
  647. function makeCanvasFullScreen(canvas) {
  648. let b = document.body;
  649. let d = document.documentElement;
  650. fullw = Math.max(b.clientWidth , b.scrollWidth, d.scrollWidth, d.clientWidth);
  651. fullh = Math.max(b.clientHeight , b.scrollHeight, d.scrollHeight, d.clientHeight);
  652. canvas.width = fullw;
  653. canvas.height = fullh;
  654. }
  655. window.addEventListener('load', function(e) {
  656. let canvas = document.querySelector("canvas");
  657. try {
  658. makeCanvasFullScreen(canvas);
  659. gl = canvas.getContext('experimental-webgl');
  660. } catch(e) {
  661. alert("WebGL not supported." + e);
  662. console.error(e);
  663. return;
  664. }
  665. window.addEventListener('resize', onResize);
  666. setViewports();
  667. createScene();
  668. initScene();
  669. timeInfo.start = new Date();
  670. timeInfo.prev = timeInfo.start;
  671. animate();
  672. });
  673. //set window.requestAnimationFrame
  674. (function (w, r) {
  675. 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); };
  676. })(window, 'requestAnimationFrame');