???? 前言
嗨喽~大家好呀,这里是魔王呐 !
半世樱花无碍,缘来过往再生。
在我们看动漫的时候,总少不了被一些唯美的场景所吸引
其中,就有不少樱花的场景,虽然,现在不能在线下看樱花~
但是,我还是能用代码画画来解解馋的(难不倒我)
目录标题
???? 婆娑红尘苦,樱花自绽放
❀ 一期一会的绚烂·樱花 ❀
点击 蓝色字体 领取源码、解答
每一次运行都会有不一样的结果,不一样的惊喜~
(1)代码展示 ????
import turtle
import random
from turtle import *
from time import sleep
# 画樱花的躯干(60,t)
def tree(branchLen, t):
sleep(0.0005)
if branchLen > 3:
if 8 <= branchLen <= 12:
if random.randint(0, 2) == 0:
t.color('snow') # 白
else:
t.color('lightcoral') # 淡珊瑚色
t.pensize(branchLen / 3)
elif branchLen < 8:
if random.randint(0, 1) == 0:
t.color('snow')
else:
t.color('lightcoral') # 淡珊瑚色
t.pensize(branchLen / 2)
else:
t.color('sienna') # 赭(zhě)色
t.pensize(branchLen / 10) # 6
t.forward(branchLen)
a = 1.5 * random.random()
t.right(20 * a)
b = 1.5 * random.random()
tree(branchLen - 10 * b, t)
t.left(40 * a)
tree(branchLen - 10 * b, t)
t.right(20 * a)
t.up()
t.backward(branchLen)
t.down()
# 掉落的花瓣
def petal(m, t):
for i in range(m):
a = 200 - 400 * random.random()
b = 10 - 20 * random.random()
t.up()
t.forward(b)
t.left(90)
t.forward(a)
t.down()
t.color('lightcoral') # 淡珊瑚色
t.circle(1)
t.up()
t.backward(a)
t.right(90)
t.backward(b)
def main():
# 绘图区域
t = turtle.Turtle()
# 画布大小
w = turtle.Screen()
t.hideturtle() # 隐藏画笔
getscreen().tracer(5, 0)
w.screensize(bg='wheat') # wheat小麦
t.left(90)
t.up()
t.backward(150)
t.down()
t.color('sienna')
# 画樱花的躯干
tree(60, t)
# 掉落的花瓣
petal(200, t)
w.exitonclick()
main()
(2)效果展示 ????
(3)小文案 ????
❀ 樱花即便不被欣赏也会长大悄悄的绽放光芒。
❀ 当满树樱花全部褪去,绿叶浪漫便藏起了花期。
❀ 下一次,一起去看樱花的文案我都想好了:鬼怪心动了。
❀ 一晃两三年,匆匆又初春。绽放的樱花是春天最好的文案。
❀ 遇见你的那天,樱花开满南山。
❀ 把风光交给雾月,把樱花交给春天。
❀ 不必忧愁,不必烦恼,樱花盛开,必将好运连绵。
❀ 富士山终究留不住欲落的樱花,我终究败给了你的温柔。
???? 樱花开灿如云霞,樱花落满地成诗
❀ 一期一会的绚烂·樱花 ❀
(1) 效果展示 ????
这个也是和上面一样哦~每次运行都是随机的呢
这个我就没发动图拉~
点击 蓝色字体 领取源码、解答
(2)代码展示 ????
点击 蓝色字体 加入交流探讨吖~
import turtle
from random import random
from random import randint
def draw_petal(turtle_obj, flower):
# 绘制掉落的花瓣
for i in range(int(flower)):
# 有正有负就可以让画笔往二个方向走
x = flower - 4 * flower * random()
# 花瓣整体宽度(-10, 10)
y = 10 - 20 * random()
# 提笔,向前y,左转90,走x,落笔
turtle_obj.penup()
turtle_obj.forward(y)
turtle_obj.left(90)
turtle_obj.forward(x)
turtle_obj.pendown()
# 珊瑚色
turtle_obj.pencolor("lightcoral")
# 画圆
turtle_obj.circle(1)
# 回到起点
# 提笔,后退x,右转90,后退y,落笔
turtle_obj.penup()
turtle_obj.backward(x)
turtle_obj.right(90)
turtle_obj.backward(y)
turtle_obj.pendown()
# 画树枝部分
def draw_tree(turtle_obj, branch, tree_color):
# 设置一个最小分支长度
min_branch = 4
if branch > min_branch:
if branch < 8:
# 以0.5的概率,向左、右分支
if randint(0, 1) == 0:
# 左为白色
turtle_obj.pencolor("snow")
else:
# 右为珊瑚色
turtle_obj.pencolor("lightcoral")
# 枝干
turtle_obj.pensize(branch / 2)
elif 8 <= branch <= 16:
# 以0.33的概率,分为左、中、右分支
if randint(0, 2) == 0:
# 左为白色
turtle_obj.pencolor("snow")
else:
# 中、右为珊瑚色
turtle_obj.pencolor("lightcoral")
# 树枝
turtle_obj.pensize(branch / 4)
else:
# 褐色
turtle_obj.pencolor(tree_color)
# 细枝
turtle_obj.pensize(branch / 10)
# 最开始的树干长度
turtle_obj.forward(branch)
# 随机度数因子
a = 1.5 * random()
# 顺时针旋转随机角度(0~30度)
turtle_obj.right(20 * a)
# 随机长度因子
b = 1.5 * random()
# 往右画,直到画不动为止
draw_tree(turtle_obj, branch - 10 * b, tree_color)
# 左转随机角度
turtle_obj.left(40 * a)
# 往左画,直到画不动位置
draw_tree(turtle_obj, branch - 10 * b, tree_color)
# 右转一定角度
turtle_obj.right(20 * a)
# 提笔
turtle_obj.penup()
# 递归结束回到起点
turtle_obj.backward(branch)
turtle_obj.pendown()
def get_screen(width, height, color, speed):
# 创建画幕
screen_obj = turtle.Screen()
# 画布大小:(width, height),颜色:color
screen_obj.screensize(width, height, bg=color)
screen_obj.setup(1.0, 1.0)
# speed倍加速
screen_obj.tracer(speed)
return screen_obj
def trees(tree_num):
# 颜色
color = ['brown', 'tan', 'black']
for j in range(tree_num):
# 树干颜色
tree_color = color[randint(0, len(color) - 1)]
# 画笔大小
pensize = randint(2, 5)
# 前进像素
forward = ((-1) ** pensize) * pensize * randint(20, 50)
# 后退像素
if pensize <= 3:
backward = ((-1) ** pensize) * (5 - pensize) * randint(10, 15)
else:
backward = pensize * randint(45, 50)
# 创建画笔
turtle_obj = turtle.Turtle()
# 画笔粗细
turtle_obj.pensize(pensize)
# 提笔,向前forward,左转90,backward,落笔
turtle_obj.penup()
turtle_obj.forward(forward)
turtle_obj.left(90)
turtle_obj.backward(backward)
turtle_obj.pendown()
# 画笔颜色:褐色
turtle_obj.pencolor(tree_color)
# 枝干粗细
branch = pensize * 15
# 落花数
flowers = branch
# 第j棵树
draw_tree(turtle_obj, branch, tree_color)
# 花瓣
draw_petal(turtle_obj, flowers)
if __name__ == '__main__':
# 创建画幕
my_screen_width = 800
my_screen_height = 600
my_screen_color = 'wheat'
my_screen_speed = 5
my_screen_obj = get_screen(my_screen_width, my_screen_height,
my_screen_color, my_screen_speed,)
# 樱花树
# 棵数
my_tree_num = 10
trees(my_tree_num)
# 点击关闭画布
my_screen_obj.exitonclick()
(3)可修改小效果 ????
这里面枝干是有三个色哒,如果你不喜欢可以修改下图话红圈地方哦~
比如,只留下 black(黑色),删掉其他两种颜色
又或者只留下 tan(棕褐色)
如果,你想要修改树木的数量,那么修改下面这个参数
改变后方的数字即可~
(4)小文案 ????
❀ 十里樱花醉金徽,不负春光不负卿。
❀ 我踏碎万家灯火来寻你,山樱璀璨做聘礼
❀ 我栽一段樱色赠你,好让你不逊色于这人间错落烟火。
❀ 浪漫樱花随风飘落,幻如仙境;爱情不期而遇、绚烂多彩。
❀ 神明把光风交给霁月,把樱花交给春天,把黑夜交给星光,把心跳交给脸红,把你交给我。
???? 意飞扬的樱花,明媚着一春的柔软
(1)代码展示 ????
点击 蓝色字体 领取源码、解答
from turtle import *
from random import *
from math import *
def flower(c):
color(c)
begin_fill()
circle(randint(2,4))
end_fill()
def tree(n,l):
pd()#下笔
pencolor('sienna')
pensize(0.7*n)#树枝逐渐变细
forward(l)#画树枝
if n>0:
b = random()*15+10 #右分支偏转角度
c = random()*15+10 #左分支偏转角度
d = l*(random()*0.25+0.7) #下一个分支的长度
#右转一定角度,画右分支
right(b)
tree(n-1,d)
#左转一定角度,画左分支
left(b+c)
tree(n-1,d)
if n<=5:
flower('lightcoral')
#转回来
right(c)
else:
#画末端
flower('pink')
pu()
backward(l)#退回
ht()#隐藏turtle
tracer(0,0)
left(90)#左转90度
pu()#抬笔
backward(300)#后退下移300
tree(10,100)#递归作画
done()
(2)效果展示 ????
???? 且听风吟,静待花开
(1)效果展示 ????
(2)代码展示 ????
import turtle as t
import random
from copy import deepcopy
brance = 65
BRANCE = 65
def draw_tree(brance): # 画树枝部分 分支量
if brance > 4: # 设置一个最小分支量 可以自己改
if 8 <= brance <= 16: # 分支量在这个范围内,画笔大小缩小四倍,画中等细小的树枝
t.pencolor("red") # 珊瑚色
# t.pencolor("green")
t.pensize(brance / 4)
elif brance < 8: # 分支量在这个范围内,画笔大小缩小二倍 , 画细小的树枝
t.pencolor("red") # 珊瑚色
# t.pencolor("green")
t.pensize(brance / 2)
else: # 其他范围内,我们让程序画树*分
t.pencolor("Tan") # 褐色
t.pensize(brance / 10) # 缩小支柱
t.fd(brance) # 最开始的树*分
a = 1.5 * random.random() # 随机度数因子
t.right(20 * a) # 右转随机角度
b = 1.5 * random.random() # 随机长度因子
draw_tree(brance - 10 * b) # 往右画,直到画不动为止,然后左转随机度数
t.left(40 * a) # 左转随机角度
draw_tree(brance - 10 * b) # 往左画,直到画不动位置,然后右转随机度数
t.right(20 * a) # 右转一定角度
t.penup()
t.backward(brance) # 递归结束回到上一个节点
t.pendown()
def draw_fallenflower(brance):
for i in range(150): # 循环150次 绘制 掉落的花瓣
a = 250 - 500 * random.random() # 花瓣整体长度,有正有负就可以让海龟往二个方向走
b = 10 - 20 * random.random() # 花瓣整体宽度,正负道理一致,数值可以根据实际输入
t.penup() # 抬笔向前随机走b个宽度,左转90,随机走a个长度,落笔,跟我画一个小圈圈
t.fd(b)
t.left(90)
t.fd(a)
t.pendown()
t.pencolor("lightcoral") # 珊瑚色
# t.pencolor("green")
t.circle(1)
t.penup() # 跟我左边抬个笔,后退个a的长度,右边转个90,后退个b的宽度,这样可以
t.backward(a) # 让海龟回到和刚出发位置差不多的水平线上,所以上面的b设置最好小一点
t.right(90)
t.backward(b)
def main():
t.bgpic(r'04.gif')
t.screensize(500, 500, "black")
t.speed(0)
t.penup()
t.backward(4 * BRANCE)
t.right(90)
t.fd(3*BRANCE)
t.pendown()
t.left(180)
draw_tree(brance)
draw_fallenflower(brance)
t.done()
main()
(3)可修改小效果 ????
修改树干颜色,大家可添加自己喜欢的颜色
效果出来美丑大家自行负责哈,反正博主是不会负责的~
当然了,修改上面的花和落花也是同理,这里博主久不截出来了~
代码都有注释的,完全可以看出并修改~
背景图片也是可以修改的,大家可以自行找图
???? 樱花雪月,落樱缤纷
❀ 樱花和你一一一一我都想念·樱花 ❀
点击 蓝色字体 领取源码、解答
这个不是python的代码哦~是我从别处看见的,也分享给你们哦
复制代码后桌面新建文本,粘贴代码保存,在后文本后缀改为html就可以拉~
(1)代码展示 ????
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE> New Document </TITLE>
<META NAME="Generator" CONTENT="EditPlus">
<META NAME="Author" CONTENT="">
<META NAME="Keywords" CONTENT="">
<META NAME="Description" CONTENT="">
<style>body {
padding:0;
margin:0;
overflow:hidden;
height: 600px;
}
canvas {
padding:0;
margin:0;
}
div.btnbg {
position:fixed;
left:0;
top:0;
}</style>
</HEAD>
<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>
<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>
</BODY>
</HTML>
(2)效果展示 ????
它是运动的,不过我就没有做成GIF图上传拉~(博主懒hhhhhh)
(3)小文案 ????
???? 年年樱瓣飞,花屑化作肥。
???? 鹳巢高,山风外樱花闹。
???? 一束花的仪式感,永远不会过时。
???? 一树樱花映碧天,拂风弄月雨飞帘。
???? "樱如云霞晚钟远,上野浅草孰打点”。
???? 樱瓣片片飞舞飘落,伏于伞面,栖息于脚边;落于肩头,沉睡于湖畔。
???? 樱花,一种浪漫的象征,一片片花瓣小得可怜,总让人说不出的美妙。
???? 动漫樱花美图
尾语
要成功,先发疯,下定决心往前冲!
学习是需要长期坚持的,一步一个脚印地走向未来!
未来的你一定会感谢今天学习的你。
—— 心灵鸡汤
本文章到这里就结束啦~感兴趣的小伙伴可以复制代码去试试哦 ????