webgl实现三维爱心樱花飘落动画效果代码

代码语言:html

所属分类:表白

代码描述:webgl实现三维爱心樱花飘落动画效果代码

代码标签: webgl 爱心 樱花 三维 飘落

下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开

<!DOCTYPE html>
<html lang="en" >
<head>
  <meta charset="UTF-8">
<style>
    /*Sakura animation using WebGL. No images are used. The framerate might be slow or the demo might not play at all in some older systems so you can watch this video: http://www.screenr.com/BFZ8. Let me make it clear that I did not make this and just thought is was very cool and wanted to share it.
*/

body {
    padding:0;
    margin:0;
    overflow:hidden;
	  height: 600px;
}
canvas {
    padding:0;
    margin:0;
}
div.btnbg {
    position:fixed;
    left:0;
    top:0;
    box-shadow: 0px 0px 15px #ccc;
}
div.btnbg:hover{
    text-shadow: 0px 0px 3px #ccc;
    box-shadow: 0px 0px 20px #ccc;
}
</style>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/prefixfree.js"></script>

</head>
<body>
<!-- partial:index.partial.html -->
<canvas id="sakura"></canvas>
<div class="btnbg">
<button type="button" onclick="toggleAnimation(this)">Stop</button>
</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>
<!-- partial -->
  <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.eule.........完整代码请登录后点击上方下载按钮下载查看

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