上面的是效果图
首先建立一个文件夹,然后我们的操作在里面完成,十分简单
1.建立一个css文件夹,里面建立一个名为index.css的文件,
注意:记得修改后缀名的时候,要把后缀名显示出来,文件扩展名要打勾哦
代码如下
html{background: #000;height: 100%;
}
/*最外层容器样式*/
.wrap{position: relative;position: absolute;top: 0;right: 0;bottom: 0;left: 0;width: 200px;height: 200px;margin: auto;/*改变左右上下,图片方块移动*/}
/*包裹所有容器样式*/
.cube{width: 200px;height: 200px;margin: 0 auto;transform-style: preserve-3d;transform: rotateX(-30deg) rotateY(-80deg);-webkit-animation: rotate 20s infinite;/*匀速*/animation-timing-function: linear;
}
@-webkit-keyframes rotate{from{transform: rotateX(0deg) rotateY(0deg);}to{transform: rotateX(360deg) rotateY(360deg);}
}
.cube div{position: absolute;width: 200px;height: 200px;opacity: 0.8;transition: all .4s;
}
/*定义所有图片样式*/
.pic{width: 200px;height: 200px;
}
.cube .out_front{transform: rotateY(0deg) translateZ(100px);
}
.cube .out_back{transform: translateZ(-100px) rotateY(180deg);
}
.cube .out_left{transform: rotateY(90deg) translateZ(100px);
}
.cube .out_right{transform: rotateY(-90deg) translateZ(100px);
}
.cube .out_top{transform: rotateX(90deg) translateZ(100px);
}
.cube .out_bottom{transform: rotateX(-90deg) translateZ(100px);
}
/*定义小正方体样式*/
.cube span{display: bloack;width: 100px;height: 100px;position: absolute;top: 50px;left: 50px;
}
.cube .in_pic{width: 100px;height: 100px;
}
.cube .in_front{transform: rotateY(0deg) translateZ(50px);
}
.cube .in_back{transform: translateZ(-50px) rotateY(180deg);
}
.cube .in_left{transform: rotateY(90deg) translateZ(50px);
}
.cube .in_right{transform: rotateY(-90deg) translateZ(50px);
}
.cube .in_top{transform: rotateX(90deg) translateZ(50px);
}
.cube .in_bottom{transform: rotateX(-90deg) translateZ(50px);
}
/*鼠标移入后样式*/
.cube:hover .out_front{transform: rotateY(0deg) translateZ(200px);
}
.cube:hover .out_back{transform: translateZ(-200px) rotateY(180deg);
}
.cube:hover .out_left{transform: rotateY(90deg) translateZ(200px);
}
.cube:hover .out_right{transform: rotateY(-90deg) translateZ(200px);
}
.cube:hover .out_top{transform: rotateX(90deg) translateZ(200px);
}
.cube:hover .out_bottom{transform: rotateX(-90deg) translateZ(200px);
}
建立一个index.html文件里面的代码如下`
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD><meta charset="gbk2312" /><TITLE> 最爱的糖 </TITLE><link rel="stylesheet" href="css/index.css" /><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;font-family: Arial, Helvetica, sans-serif;
}
#container{position: relative;
}
#wrapper{width: 100%;position: absolute;text-align: center;
}
#words{pointer-events:none;font-family: 'Calligraffitti', cursive;position: absolute;width: 100%;padding: 200px 0 0 0;font-size: 2.8em;color: white;text-align: center;
}
#words p{display: none;
}
#words p#w1{display: block;
}
#words p span{display: block;font-size: .4em;
}
#UI{color: white;width: 200px;cursor: pointer;position: relative;display: none;
}
#behaviours{margin-top: 10px;
}
#behaviours label span{display: inline-block;font-size: .7em;
}
#behaviours input{width: 50px;margin-bottom: 10px;margin-top: -20px;
}
canvas {padding:0;margin:0;
}
div.btnbg {position:fixed;left:0;top:0;
}</style></HEAD><BODY>
<canvas id="sakura"></canvas>
<div class="btnbg">
</div>
<!--/*����������*/-->
<div class="wrap"><!-- /*��������Ԫ�ص�����*/--><div class="cube"><!--ǰ��ͼƬ --><div class="out_front"><img src="img/1.jpg" class="pic"/></div><!--����ͼƬ --><div class="out_back"><img src="img/2.jpg" class="pic"/></div><!--��ͼƬ --><div class="out_left"><img src="img/3.jpg" class="pic"/></div><div class="out_right"><img src="img/4.jpg" class="pic"/></div><div class="out_top"><img src="img/5.jpg" class="pic"/></div><div class="out_bottom"><img src="img/6.jpg" class="pic"/></div><!--С������ --> <span class="in_front"><img src="img/7.jpg" class="in_pic" /></span><span class="in_back"><img src="img/8.jpg" class="in_pic" /></span><span class="in_left"><img src="img/9.jpg" class="in_pic" /></span><span class="in_right"><img src="img/10.jpg" class="in_pic" /></span><span class="in_top"><img src="img/11.jpg" class="in_pic" /></span><span class="in_bottom"><img src="img/12.jpg" class="in_pic" /></span></div></div><div id=container><div id="wrapper"></div><div id="words"><p id="w1">My Sensitive Heart</p><p id="w2">you are my guiding star</p><p id="w3">my heart</p><p id="w4">beats for you</p><p id="w5">you send me</p><p id="w6">into the sun</p><p id="w7">into chaos</p><p id="w8">i am all a'quiver!</p><p id="w9">Play with me!<span>move your mouse</span></p></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 startattribute vec3 aPosition;
attribute vec3 aEuler;
attribute vec2 aMisc; //x:size, y:fadevarying 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 anglevec4 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;
#endifuniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade startconst 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 degreeconst 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;
#endifuniform 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 sizesvar 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() {//areapointFlower.area = Vector3.create(20.0, 20.0, 20.0);pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;pointFlower.fader.x = 10.0; //env fade startpointFlower.fader.y = pointFlower.area.z; //env fade halfpointFlower.fader.z = 0.1; //near fade start//particlesvar 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];//velocitytmpv3.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);//rotationtmpprtcl.setRotation(symmetryrand() * PI2 * 0.5,symmetryrand() * PI2 * 0.5,symmetryrand() * PI2 * 0.5);//positiontmpprtcl.setPosition(symmetryrand() * pointFlower.area.x,symmetryrand() * pointFlower.area.y,symmetryrand() * pointFlower.area.z);//eulertmpprtcl.setEulerAngles(Math.random() * Math.PI * 2.0,Math.random() * Math.PI * 2.0,Math.random() * Math.PI * 2.0);//sizetmpprtcl.setSize(0.9 + Math.random() * 0.1);}
}function renderPointFlowers() {//updatevar 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 areaif(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]);}// sortpointFlower.particles.sort(function(p0, p1){return p0.zkey - p1.zkey;});// update datavar 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;}//drawgl.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);// doublerfor(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);}//mainpointFlower.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;//commonvar cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;//backgroundfrgsrc = document.getElementById("bg_fsh").textContent;effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);// make brightpixels bufferfrgsrc = document.getElementById("fx_brightbuf_fsh").textContent;effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);// direction blurfrgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);//final compositevtxsrc = 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 buffbindRT(renderSpec.wHalfRT0, true);useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);drawEffect(effectLib.mkBrightBuf);unuseEffect(effectLib.mkBrightBuf);// make bloomfor(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);}//displaygl.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() {//drawMatrix44.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>
里面建立一个名为img的文件夹,然后依次放入12张img格式的图片每张图片的名字为1.jpg,2.jpg。。。。12.jpg
4.双击HTML文件就可以在浏览器运行看到