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【python】待君有余暇,看春赏樱花,这不得来一场浪漫的樱花旅~

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🌸 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)

🌸 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(030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90pu()#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,我们让程序画树干部分
            t.pencolor("Tan")  # 褐色
            t.pensize(brance / 10)  # 缩小支柱

        t.fd(brance)  # 最开始的树干部分
        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 😝

👇问题解答 · 源码获取 · 技术交流 · 抱团学习请联系👇

转载:https://blog.csdn.net/python56123/article/details/127503150
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