本文作者:淡

HTML5 3D花瓣飘落效果

1年前 ( 2019-07-06 ) 1976 抢沙发
HTML5 3D花瓣飘落效果摘要: 1这是一款基于HTML5实现唯美的3D花瓣飘落效果源码。在明亮的背景下呈现出大量花瓣不规则飘落的视觉效果,且花瓣飘落中呈现出3D立体翻转的效果。是一款非常经典的HTML5动画特效代...

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这是一款基于HTML5实现唯美的3D花瓣飘落效果源码。在明亮的背景下呈现出大量花瓣不规则飘落的视觉效果,且花瓣飘落中呈现出3D立体翻转的效果。是一款非常经典的HTML5动画特效代码。建议使用支持HTML5与css3效果较好的火狐(Firefox)或谷歌(Chrome)等浏览器预览本源码。

效果预览

代码如下

<!doctype html>  <html>  <head>  <meta charset="utf-8">  <title>HTML5 3D花瓣飘落效果</title>  </head>  <style>  body {      padding:0;      margin:0;      overflow:hidden;      height: 600px;  }  canvas {      padding:0;      margin:0;  }  div.btnbg {      position:fixed;      left:0;      top:0;  }  </style>  <body>  <canvas id="sakura"></canvas>  <div class="btnbg">  </div>    <!-- sakura shader -->  <script id="sakura_point_vsh" type="x-shader/x_vertex">  uniform mat4 uProjection;  uniform mat4 uModelview;  uniform vec3 uResolution;  uniform vec3 uOffset;  uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius  uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start    attribute vec3 aPosition;  attribute vec3 aEuler;  attribute vec2 aMisc; //x:size, y:fade    varying vec3 pposition;  varying float psize;  varying float palpha;  varying float pdist;    //varying mat3 rotMat;  varying vec3 normX;  varying vec3 normY;  varying vec3 normZ;  varying vec3 normal;    varying float diffuse;  varying float specular;  varying float rstop;  varying float distancefade;    void main(void) {      // Projection is based on vertical angle      vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);      gl_Position = uProjection * pos;      gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;            pposition = pos.xyz;      psize = aMisc.x;      pdist = length(pos.xyz);      palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);            vec3 elrsn = sin(aEuler);      vec3 elrcs = cos(aEuler);      mat3 rotx = mat3(          1.0, 0.0, 0.0,          0.0, elrcs.x, elrsn.x,          0.0, -elrsn.x, elrcs.x      );      mat3 roty = mat3(          elrcs.y, 0.0, -elrsn.y,          0.0, 1.0, 0.0,          elrsn.y, 0.0, elrcs.y      );      mat3 rotz = mat3(          elrcs.z, elrsn.z, 0.0,           -elrsn.z, elrcs.z, 0.0,          0.0, 0.0, 1.0      );      mat3 rotmat = rotx * roty * rotz;      normal = rotmat[2];            mat3 trrotm = mat3(          rotmat[0][0], rotmat[1][0], rotmat[2][0],          rotmat[0][1], rotmat[1][1], rotmat[2][1],          rotmat[0][2], rotmat[1][2], rotmat[2][2]      );      normX = trrotm[0];      normY = trrotm[1];      normZ = trrotm[2];            const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);            float tmpdfs = dot(lit, normal);      if(tmpdfs < 0.0) {          normal = -normal;          tmpdfs = dot(lit, normal);      }      diffuse = 0.4 + tmpdfs;            vec3 eyev = normalize(-pos.xyz);      if(dot(eyev, normal) > 0.0) {          vec3 hv = normalize(eyev + lit);          specular = pow(max(dot(hv, normal), 0.0), 20.0);      }      else {          specular = 0.0;      }            rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);      rstop = pow(rstop, 0.5);      //-0.69315 = ln(0.5)      distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));  }  </script>  <script id="sakura_point_fsh" type="x-shader/x_fragment">  #ifdef GL_ES  //precision mediump float;  precision highp float;  #endif    uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius  uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start    const vec3 fadeCol = vec3(0.08, 0.03, 0.06);    varying vec3 pposition;  varying float psize;  varying float palpha;  varying float pdist;    //varying mat3 rotMat;  varying vec3 normX;  varying vec3 normY;  varying vec3 normZ;  varying vec3 normal;    varying float diffuse;  varying float specular;  varying float rstop;  varying float distancefade;    float ellipse(vec2 p, vec2 o, vec2 r) {      vec2 lp = (p - o) / r;      return length(lp) - 1.0;  }    void main(void) {      vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;      vec3 d = vec3(0.0, 0.0, -1.0);      float nd = normZ.z; //dot(-normZ, d);      if(abs(nd) < 0.0001) discard;            float np = dot(normZ, p);      vec3 tp = p + d * np / nd;      vec2 coord = vec2(dot(normX, tp), dot(normY, tp));            //angle = 15 degree      const float flwrsn = 0.258819045102521;      const float flwrcs = 0.965925826289068;      mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);      vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;            float r;      if(flwrp.x < 0.0) {          r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);      }      else {          r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);      }            if(r > rstop) discard;            vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);      float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));      col *= vec3(1.0, grady, grady);      col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));      col = col * diffuse + specular;            col = mix(fadeCol, col, distancefade);            float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;      alpha = smoothstep(0.0, 1.0, alpha) * palpha;            gl_FragColor = vec4(col * 0.5, alpha);  }  </script>  <!-- effects -->  <script id="fx_common_vsh" type="x-shader/x_vertex">  uniform vec3 uResolution;  attribute vec2 aPosition;    varying vec2 texCoord;  varying vec2 screenCoord;    void main(void) {      gl_Position = vec4(aPosition, 0.0, 1.0);      texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);      screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);  }  </script>  <script id="bg_fsh" type="x-shader/x_fragment">  #ifdef GL_ES  //precision mediump float;  precision highp float;  #endif    uniform vec2 uTimes;    varying vec2 texCoord;  varying vec2 screenCoord;    void main(void) {      vec3 col;      float c;      vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);      c = exp(-pow(length(tmpv) * 1.8, 2.0));      col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);      gl_FragColor = vec4(col * 0.5, 1.0);  }  </script>  <script id="fx_brightbuf_fsh" type="x-shader/x_fragment">  #ifdef GL_ES  //precision mediump float;  precision highp float;  #endif  uniform sampler2D uSrc;  uniform vec2 uDelta;    varying vec2 texCoord;  varying vec2 screenCoord;    void main(void) {      vec4 col = texture2D(uSrc, texCoord);      gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);  }  </script>  <script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">  #ifdef GL_ES  //precision mediump float;  precision highp float;  #endif  uniform sampler2D uSrc;  uniform vec2 uDelta;  uniform vec4 uBlurDir; //dir(x, y), stride(z, w)    varying vec2 texCoord;  varying vec2 screenCoord;    void main(void) {      vec4 col = texture2D(uSrc, texCoord);      col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);      col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);      col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);      col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);      gl_FragColor = col / 5.0;  }  </script>  <!-- effect fragment shader template -->  <script id="fx_common_fsh" type="x-shader/x_fragment">  #ifdef GL_ES  //precision mediump float;  precision highp float;  #endif  uniform sampler2D uSrc;  uniform vec2 uDelta;    varying vec2 texCoord;  varying vec2 screenCoord;    void main(void) {      gl_FragColor = texture2D(uSrc, texCoord);  }  </script>  <!-- post processing -->  <script id="pp_final_vsh" type="x-shader/x_vertex">  uniform vec3 uResolution;  attribute vec2 aPosition;  varying vec2 texCoord;  varying vec2 screenCoord;  void main(void) {      gl_Position = vec4(aPosition, 0.0, 1.0);      texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);      screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);  }  </script>  <script id="pp_final_fsh" type="x-shader/x_fragment">  #ifdef GL_ES  //precision mediump float;  precision highp float;  #endif  uniform sampler2D uSrc;  uniform sampler2D uBloom;  uniform vec2 uDelta;  varying vec2 texCoord;  varying vec2 screenCoord;  void main(void) {      vec4 srccol = texture2D(uSrc, texCoord) * 2.0;      vec4 bloomcol = texture2D(uBloom, texCoord);      vec4 col;      col = srccol + bloomcol * (vec4(1.0) + srccol);      col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);      col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)            gl_FragColor = vec4(col.rgb, 1.0);      gl_FragColor.a = 1.0;  }  </script>  </body>  <script>  // 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');  </script>  </html>


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