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// Utilities |
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var Vector3 = {}; |
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var Matrix44 = {}; |
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Vector3.create = function(x, y, z) { |
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return {'x':x, 'y':y, 'z':z}; |
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}; |
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Vector3.dot = function (v0, v1) { |
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return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z; |
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}; |
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Vector3.cross = function (v, v0, v1) { |
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v.x = v0.y * v1.z - v0.z * v1.y; |
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v.y = v0.z * v1.x - v0.x * v1.z; |
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v.z = v0.x * v1.y - v0.y * v1.x; |
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}; |
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Vector3.normalize = function (v) { |
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var l = v.x * v.x + v.y * v.y + v.z * v.z; |
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if(l > 0.00001) { |
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l = 1.0 / Math.sqrt(l); |
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v.x *= l; |
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v.y *= l; |
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v.z *= l; |
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} |
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}; |
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Vector3.arrayForm = function(v) { |
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if(v.array) { |
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v.array[0] = v.x; |
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v.array[1] = v.y; |
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v.array[2] = v.z; |
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} |
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else { |
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v.array = new Float32Array([v.x, v.y, v.z]); |
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} |
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return v.array; |
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}; |
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Matrix44.createIdentity = function () { |
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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]); |
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}; |
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Matrix44.loadProjection = function (m, aspect, vdeg, near, far) { |
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var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0; |
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var w = h * aspect; |
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|
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m[0] = 2.0 * near / w; |
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m[1] = 0.0; |
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m[2] = 0.0; |
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m[3] = 0.0; |
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|
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m[4] = 0.0; |
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m[5] = 2.0 * near / h; |
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m[6] = 0.0; |
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m[7] = 0.0; |
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|
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m[8] = 0.0; |
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m[9] = 0.0; |
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m[10] = -(far + near) / (far - near); |
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m[11] = -1.0; |
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|
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m[12] = 0.0; |
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m[13] = 0.0; |
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m[14] = -2.0 * far * near / (far - near); |
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m[15] = 0.0; |
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}; |
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Matrix44.loadLookAt = function (m, vpos, vlook, vup) { |
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var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z); |
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Vector3.normalize(frontv); |
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var sidev = Vector3.create(1.0, 0.0, 0.0); |
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Vector3.cross(sidev, vup, frontv); |
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Vector3.normalize(sidev); |
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var topv = Vector3.create(1.0, 0.0, 0.0); |
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Vector3.cross(topv, frontv, sidev); |
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Vector3.normalize(topv); |
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|
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m[0] = sidev.x; |
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m[1] = topv.x; |
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m[2] = frontv.x; |
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m[3] = 0.0; |
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|
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m[4] = sidev.y; |
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m[5] = topv.y; |
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m[6] = frontv.y; |
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m[7] = 0.0; |
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|
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m[8] = sidev.z; |
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m[9] = topv.z; |
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m[10] = frontv.z; |
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m[11] = 0.0; |
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|
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m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]); |
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m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]); |
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m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]); |
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m[15] = 1.0; |
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}; |
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|
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// |
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var timeInfo = { |
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'start':0, 'prev':0, // Date |
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'delta':0, 'elapsed':0 // Number(sec) |
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}; |
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|
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// |
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var gl; |
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var renderSpec = { |
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'width':0, |
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'height':0, |
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'aspect':1, |
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'array':new Float32Array(3), |
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'halfWidth':0, |
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'halfHeight':0, |
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'halfArray':new Float32Array(3) |
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// and some render targets. see setViewport() |
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}; |
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renderSpec.setSize = function(w, h) { |
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renderSpec.width = w; |
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renderSpec.height = h; |
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renderSpec.aspect = renderSpec.width / renderSpec.height; |
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renderSpec.array[0] = renderSpec.width; |
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renderSpec.array[1] = renderSpec.height; |
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renderSpec.array[2] = renderSpec.aspect; |
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|
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renderSpec.halfWidth = Math.floor(w / 2); |
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renderSpec.halfHeight = Math.floor(h / 2); |
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renderSpec.halfArray[0] = renderSpec.halfWidth; |
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renderSpec.halfArray[1] = renderSpec.halfHeight; |
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renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight; |
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}; |
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|
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function deleteRenderTarget(rt) { |
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gl.deleteFramebuffer(rt.frameBuffer); |
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gl.deleteRenderbuffer(rt.renderBuffer); |
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gl.deleteTexture(rt.texture); |
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} |
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|
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function createRenderTarget(w, h) { |
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var ret = { |
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'width':w, |
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'height':h, |
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'sizeArray':new Float32Array([w, h, w / h]), |
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'dtxArray':new Float32Array([1.0 / w, 1.0 / h]) |
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}; |
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ret.frameBuffer = gl.createFramebuffer(); |
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ret.renderBuffer = gl.createRenderbuffer(); |
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ret.texture = gl.createTexture(); |
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|
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gl.bindTexture(gl.TEXTURE_2D, ret.texture); |
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); |
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); |
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
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gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer); |
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0); |
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gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer); |
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gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h); |
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer); |
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gl.bindTexture(gl.TEXTURE_2D, null); |
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gl.bindRenderbuffer(gl.RENDERBUFFER, null); |
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gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
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return ret; |
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} |
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|
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function compileShader(shtype, shsrc) { |
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var retsh = gl.createShader(shtype); |
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|
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gl.shaderSource(retsh, shsrc); |
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gl.compileShader(retsh); |
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|
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if(!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) { |
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var errlog = gl.getShaderInfoLog(retsh); |
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gl.deleteShader(retsh); |
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console.error(errlog); |
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return null; |
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} |
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return retsh; |
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} |
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|
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function createShader(vtxsrc, frgsrc, uniformlist, attrlist) { |
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var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc); |
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var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc); |
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|
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if(vsh == null || fsh == null) { |
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return null; |
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} |
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var prog = gl.createProgram(); |
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gl.attachShader(prog, vsh); |
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gl.attachShader(prog, fsh); |
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|
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gl.deleteShader(vsh); |
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gl.deleteShader(fsh); |
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|
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gl.linkProgram(prog); |
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if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) { |
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var errlog = gl.getProgramInfoLog(prog); |
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console.error(errlog); |
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return null; |
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} |
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|
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if(uniformlist) { |
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prog.uniforms = {}; |
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for(var i = 0; i < uniformlist.length; i++) { |
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prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]); |
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} |
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} |
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|
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if(attrlist) { |
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prog.attributes = {}; |
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for(var i = 0; i < attrlist.length; i++) { |
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var attr = attrlist[i]; |
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prog.attributes[attr] = gl.getAttribLocation(prog, attr); |
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} |
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} |
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return prog; |
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} |
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|
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function useShader(prog) { |
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gl.useProgram(prog); |
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for(var attr in prog.attributes) { |
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gl.enableVertexAttribArray(prog.attributes[attr]);; |
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} |
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} |
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function unuseShader(prog) { |
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for(var attr in prog.attributes) { |
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gl.disableVertexAttribArray(prog.attributes[attr]);; |
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} |
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gl.useProgram(null); |
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} |
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///// |
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var projection = { |
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'angle':60, |
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'nearfar':new Float32Array([0.1, 100.0]), |
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'matrix':Matrix44.createIdentity() |
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}; |
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var camera = { |
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'position':Vector3.create(0, 0, 100), |
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'lookat':Vector3.create(0, 0, 0), |
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'up':Vector3.create(0, 1, 0), |
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'dof':Vector3.create(10.0, 4.0, 8.0), |
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'matrix':Matrix44.createIdentity() |
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}; |
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|
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var pointFlower = {}; |
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var meshFlower = {}; |
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var sceneStandBy = false; |
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|
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var BlossomParticle = function () { |
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this.velocity = new Array(3); |
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this.rotation = new Array(3); |
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this.position = new Array(3); |
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this.euler = new Array(3); |
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this.size = 1.0; |
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this.alpha = 1.0; |
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this.zkey = 0.0; |
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}; |
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|
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BlossomParticle.prototype.setVelocity = function (vx, vy, vz) { |
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this.velocity[0] = vx; |
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this.velocity[1] = vy; |
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this.velocity[2] = vz; |
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}; |
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BlossomParticle.prototype.setRotation = function (rx, ry, rz) { |
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this.rotation[0] = rx; |
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this.rotation[1] = ry; |
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this.rotation[2] = rz; |
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}; |
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BlossomParticle.prototype.setPosition = function (nx, ny, nz) { |
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this.position[0] = nx; |
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this.position[1] = ny; |
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this.position[2] = nz; |
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}; |
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|
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BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) { |
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this.euler[0] = rx; |
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this.euler[1] = ry; |
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this.euler[2] = rz; |
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}; |
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BlossomParticle.prototype.setSize = function (s) { |
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this.size = s; |
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}; |
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BlossomParticle.prototype.update = function (dt, et) { |
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this.position[0] += this.velocity[0] * dt; |
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this.position[1] += this.velocity[1] * dt; |
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this.position[2] += this.velocity[2] * dt; |
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|
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this.euler[0] += this.rotation[0] * dt; |
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this.euler[1] += this.rotation[1] * dt; |
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this.euler[2] += this.rotation[2] * dt; |
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}; |
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|
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function createPointFlowers() { |
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// get point sizes |
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var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE); |
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renderSpec.pointSize = {'min':prm[0], 'max':prm[1]}; |
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|
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var vtxsrc = document.getElementById("sakura_point_vsh").textContent; |
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var frgsrc = document.getElementById("sakura_point_fsh").textContent; |
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|
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pointFlower.program = createShader( |
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vtxsrc, frgsrc, |
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['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'], |
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['aPosition', 'aEuler', 'aMisc'] |
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); |
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|
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useShader(pointFlower.program); |
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pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]); |
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pointFlower.fader = Vector3.create(0.0, 10.0, 0.0); |
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|
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// paramerters: velocity[3], rotate[3] |
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pointFlower.numFlowers = 1600; |
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pointFlower.particles = new Array(pointFlower.numFlowers); |
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// vertex attributes {position[3], euler_xyz[3], size[1]} |
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pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2)); |
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pointFlower.positionArrayOffset = 0; |
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pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3; |
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pointFlower.miscArrayOffset = pointFlower.numFlowers * 6; |
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|
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pointFlower.buffer = gl.createBuffer(); |
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gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer); |
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gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW); |
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gl.bindBuffer(gl.ARRAY_BUFFER, null); |
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|
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unuseShader(pointFlower.program); |
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|
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for(var i = 0; i < pointFlower.numFlowers; i++) { |
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pointFlower.particles[i] = new BlossomParticle(); |
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} |
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} |
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|
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function initPointFlowers() { |
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//area |
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pointFlower.area = Vector3.create(20.0, 20.0, 20.0); |
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pointFlower.area.x = pointFlower.area.y * renderSpec.aspect; |
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|
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pointFlower.fader.x = 10.0; //env fade start |
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pointFlower.fader.y = pointFlower.area.z; //env fade half |
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pointFlower.fader.z = 0.1; //near fade start |
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|
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//particles |
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var PI2 = Math.PI * 2.0; |
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var tmpv3 = Vector3.create(0, 0, 0); |
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var tmpv = 0; |
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var symmetryrand = function() {return (Math.random() * 2.0 - 1.0);}; |
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for(var i = 0; i < pointFlower.numFlowers; i++) { |
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var tmpprtcl = pointFlower.particles[i]; |
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|
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//velocity |
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tmpv3.x = symmetryrand() * 0.3 + 0.8; |
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tmpv3.y = symmetryrand() * 0.2 - 1.0; |
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tmpv3.z = symmetryrand() * 0.3 + 0.5; |
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Vector3.normalize(tmpv3); |
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tmpv = 2.0 + Math.random() * 1.0; |
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tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv); |
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|
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//rotation |
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tmpprtcl.setRotation( |
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symmetryrand() * PI2 * 0.5, |
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symmetryrand() * PI2 * 0.5, |
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symmetryrand() * PI2 * 0.5 |
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); |
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|
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//position |
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tmpprtcl.setPosition( |
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symmetryrand() * pointFlower.area.x, |
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symmetryrand() * pointFlower.area.y, |
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symmetryrand() * pointFlower.area.z |
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); |
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|
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//euler |
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tmpprtcl.setEulerAngles( |
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Math.random() * Math.PI * 2.0, |
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Math.random() * Math.PI * 2.0, |
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Math.random() * Math.PI * 2.0 |
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); |
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|
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//size |
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tmpprtcl.setSize(0.9 + Math.random() * 0.1); |
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} |
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} |
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|
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function renderPointFlowers() { |
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//update |
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var PI2 = Math.PI * 2.0; |
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var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z]; |
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var repeatPos = function (prt, cmp, limit) { |
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if(Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) { |
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//out of area |
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if(prt.position[cmp] > 0) { |
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prt.position[cmp] -= limit * 2.0; |
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} |
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else { |
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prt.position[cmp] += limit * 2.0; |
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} |
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} |
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}; |
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var repeatEuler = function (prt, cmp) { |
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prt.euler[cmp] = prt.euler[cmp] % PI2; |
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if(prt.euler[cmp] < 0.0) { |
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prt.euler[cmp] += PI2; |
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} |
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}; |
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|
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for(var i = 0; i < pointFlower.numFlowers; i++) { |
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var prtcl = pointFlower.particles[i]; |
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prtcl.update(timeInfo.delta, timeInfo.elapsed); |
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repeatPos(prtcl, 0, pointFlower.area.x); |
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repeatPos(prtcl, 1, pointFlower.area.y); |
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repeatPos(prtcl, 2, pointFlower.area.z); |
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repeatEuler(prtcl, 0); |
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repeatEuler(prtcl, 1); |
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repeatEuler(prtcl, 2); |
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|
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prtcl.alpha = 1.0;//(pointFlower.area.z - prtcl.position[2]) * 0.5; |
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|
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prtcl.zkey = (camera.matrix[2] * prtcl.position[0] |
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+ camera.matrix[6] * prtcl.position[1] |
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+ camera.matrix[10] * prtcl.position[2] |
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+ camera.matrix[14]); |
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} |
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|
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// sort |
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pointFlower.particles.sort(function(p0, p1){return p0.zkey - p1.zkey;}); |
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|
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// update data |
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var ipos = pointFlower.positionArrayOffset; |
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var ieuler = pointFlower.eulerArrayOffset; |
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var imisc = pointFlower.miscArrayOffset; |
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for(var i = 0; i < pointFlower.numFlowers; i++) { |
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var prtcl = pointFlower.particles[i]; |
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pointFlower.dataArray[ipos] = prtcl.position[0]; |
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pointFlower.dataArray[ipos + 1] = prtcl.position[1]; |
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pointFlower.dataArray[ipos + 2] = prtcl.position[2]; |
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ipos += 3; |
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pointFlower.dataArray[ieuler] = prtcl.euler[0]; |
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pointFlower.dataArray[ieuler + 1] = prtcl.euler[1]; |
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pointFlower.dataArray[ieuler + 2] = prtcl.euler[2]; |
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ieuler += 3; |
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pointFlower.dataArray[imisc] = prtcl.size; |
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pointFlower.dataArray[imisc + 1] = prtcl.alpha; |
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imisc += 2; |
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} |
|
|
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//draw |
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gl.enable(gl.BLEND); |
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//gl.disable(gl.DEPTH_TEST); |
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); |
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|
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var prog = pointFlower.program; |
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useShader(prog); |
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|
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gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix); |
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gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix); |
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gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array); |
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gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof)); |
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gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader)); |
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|
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gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer); |
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gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW); |
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|
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gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT); |
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gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT); |
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gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT); |
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|
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// doubler |
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for(var i = 1; i < 2; i++) { |
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var zpos = i * -2.0; |
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pointFlower.offset[0] = pointFlower.area.x * -1.0; |
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pointFlower.offset[1] = pointFlower.area.y * -1.0; |
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pointFlower.offset[2] = pointFlower.area.z * zpos; |
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gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset); |
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gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers); |
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|
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pointFlower.offset[0] = pointFlower.area.x * -1.0; |
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pointFlower.offset[1] = pointFlower.area.y * 1.0; |
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pointFlower.offset[2] = pointFlower.area.z * zpos; |
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gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset); |
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gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers); |
|
|
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pointFlower.offset[0] = pointFlower.area.x * 1.0; |
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pointFlower.offset[1] = pointFlower.area.y * -1.0; |
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pointFlower.offset[2] = pointFlower.area.z * zpos; |
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gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset); |
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gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers); |
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|
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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'); |