Files
homepage/site/assets/js/main.js
T
2026-08-18 09:57:55 +08:00

1404 lines
54 KiB
JavaScript

(() => {
const year = document.querySelector("#year");
if (year) year.textContent = String(new Date().getFullYear());
const navigation = document.querySelector("#site-navigation");
function setMetaContent(selector, content) {
const element = document.querySelector(selector);
if (element && content) element.setAttribute("content", content);
}
function applySiteMetadata(config) {
const site = config && config.site;
if (!site || typeof site.name !== "string" || typeof site.url !== "string") return;
const homepageTitle = document.querySelector('meta[property="og:title"]');
if (!homepageTitle) return;
const name = site.name.trim();
const description = typeof site.description === "string" ? site.description.trim() : "";
let siteUrl;
try {
siteUrl = new URL(site.url.trim());
if (siteUrl.protocol !== "https:" && siteUrl.protocol !== "http:") return;
} catch (error) {
return;
}
if (!name || !siteUrl) return;
siteUrl.pathname = siteUrl.pathname.replace(/\/+$/, "") + "/";
siteUrl.search = "";
siteUrl.hash = "";
const canonicalUrl = siteUrl.href;
const imageUrl = new URL("assets/images/avatar.jpg", canonicalUrl).href;
document.title = name;
setMetaContent('meta[name="description"]', description);
setMetaContent('meta[property="og:site_name"]', name);
homepageTitle.setAttribute("content", name);
setMetaContent('meta[property="og:description"]', description);
setMetaContent('meta[property="og:url"]', canonicalUrl);
setMetaContent('meta[property="og:image"]', imageUrl);
const canonical = document.querySelector('link[rel="canonical"]');
if (canonical) canonical.setAttribute("href", canonicalUrl);
}
function renderConfiguredLinks(config) {
if (!navigation || !config || !Array.isArray(config.links)) return;
const fragment = document.createDocumentFragment();
config.links.forEach((item) => {
if (!item || typeof item.name !== "string" || typeof item.url !== "string") return;
const name = item.name.trim();
const url = item.url.trim();
if (!name || !/^https?:\/\//i.test(url)) return;
const link = document.createElement("a");
link.className = "destination";
link.href = url;
link.target = "_blank";
link.rel = "noopener noreferrer";
link.title = "在新标签页打开";
link.setAttribute("aria-label", `${name}(新标签页打开)`);
const label = document.createElement("span");
label.className = "destination-label";
label.textContent = name;
const icon = document.createElement("span");
icon.className = "external-icon";
icon.setAttribute("aria-hidden", "true");
icon.textContent = "↗";
link.append(label, icon);
fragment.append(link);
});
navigation.replaceChildren(fragment);
}
if (navigation && window.XMLHttpRequest) {
try {
const request = new XMLHttpRequest();
request.open("GET", "assets/js/site-config.json", true);
request.responseType = "json";
request.timeout = 3000;
request.onload = function() {
if (request.status >= 200 && request.status < 300) {
applySiteMetadata(request.response);
renderConfiguredLinks(request.response);
}
};
request.send();
} catch (error) {
// Keep the links embedded in the HTML when local-file or network access fails.
}
}
const shaderSources = {
"sakura_point_vsh": "uniform mat4 uProjection;\nuniform mat4 uModelview;\nuniform vec3 uResolution;\nuniform vec3 uOffset;\nuniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radius\nuniform vec3 uFade; //x:start distance, y:half distance, z:near fade start\n\n\nattribute vec3 aPosition;\nattribute vec3 aEuler;\nattribute vec2 aMisc; //x:size, y:fade\n\n\nvarying vec3 pposition;\nvarying float psize;\nvarying float palpha;\nvarying float pdist;\n\n\n//varying mat3 rotMat;\nvarying vec3 normX;\nvarying vec3 normY;\nvarying vec3 normZ;\nvarying vec3 normal;\n\n\nvarying float diffuse;\nvarying float specular;\nvarying float rstop;\nvarying float distancefade;\n\n\nvoid main(void) {\n // Projection is based on vertical angle\n vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);\n gl_Position = uProjection * pos;\n gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;\n \n pposition = pos.xyz;\n psize = aMisc.x;\n pdist = length(pos.xyz);\n palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);\n \n vec3 elrsn = sin(aEuler);\n vec3 elrcs = cos(aEuler);\n mat3 rotx = mat3(\n 1.0, 0.0, 0.0,\n 0.0, elrcs.x, elrsn.x,\n 0.0, -elrsn.x, elrcs.x\n );\n mat3 roty = mat3(\n elrcs.y, 0.0, -elrsn.y,\n 0.0, 1.0, 0.0,\n elrsn.y, 0.0, elrcs.y\n );\n mat3 rotz = mat3(\n elrcs.z, elrsn.z, 0.0, \n -elrsn.z, elrcs.z, 0.0,\n 0.0, 0.0, 1.0\n );\n mat3 rotmat = rotx * roty * rotz;\n normal = rotmat[2];\n \n mat3 trrotm = mat3(\n rotmat[0][0], rotmat[1][0], rotmat[2][0],\n rotmat[0][1], rotmat[1][1], rotmat[2][1],\n rotmat[0][2], rotmat[1][2], rotmat[2][2]\n );\n normX = trrotm[0];\n normY = trrotm[1];\n normZ = trrotm[2];\n \n const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);\n \n float tmpdfs = dot(lit, normal);\n if(tmpdfs < 0.0) {\n normal = -normal;\n tmpdfs = dot(lit, normal);\n }\n diffuse = 0.4 + tmpdfs;\n \n vec3 eyev = normalize(-pos.xyz);\n if(dot(eyev, normal) > 0.0) {\n vec3 hv = normalize(eyev + lit);\n specular = pow(max(dot(hv, normal), 0.0), 20.0);\n }\n else {\n specular = 0.0;\n }\n \n rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);\n rstop = pow(rstop, 0.5);\n //-0.69315 = ln(0.5)\n distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));\n}",
"sakura_point_fsh": "#ifdef GL_ES\n//precision mediump float;\nprecision highp float;\n#endif\n\n\nuniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radius\nuniform vec3 uFade; //x:start distance, y:half distance, z:near fade start\n\n\nconst vec3 fadeCol = vec3(0.08, 0.03, 0.06);\n\n\nvarying vec3 pposition;\nvarying float psize;\nvarying float palpha;\nvarying float pdist;\n\n\n//varying mat3 rotMat;\nvarying vec3 normX;\nvarying vec3 normY;\nvarying vec3 normZ;\nvarying vec3 normal;\n\n\nvarying float diffuse;\nvarying float specular;\nvarying float rstop;\nvarying float distancefade;\n\n\nfloat ellipse(vec2 p, vec2 o, vec2 r) {\n vec2 lp = (p - o) / r;\n return length(lp) - 1.0;\n}\n\n\nvoid main(void) {\n vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;\n vec3 d = vec3(0.0, 0.0, -1.0);\n float nd = normZ.z; //dot(-normZ, d);\n if(abs(nd) < 0.0001) discard;\n \n float np = dot(normZ, p);\n vec3 tp = p + d * np / nd;\n vec2 coord = vec2(dot(normX, tp), dot(normY, tp));\n \n //angle = 15 degree\n const float flwrsn = 0.258819045102521;\n const float flwrcs = 0.965925826289068;\n mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);\n vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;\n \n float r;\n if(flwrp.x < 0.0) {\n r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);\n }\n else {\n r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);\n }\n \n if(r > rstop) discard;\n \n vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);\n float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));\n col *= vec3(1.0, grady, grady);\n col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));\n col = col * diffuse + specular;\n \n col = mix(fadeCol, col, distancefade);\n \n float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;\n alpha = smoothstep(0.0, 1.0, alpha) * palpha;\n \n gl_FragColor = vec4(col * 0.5, alpha);\n}",
"fx_common_vsh": "uniform vec3 uResolution;\nattribute vec2 aPosition;\n\n\nvarying vec2 texCoord;\nvarying vec2 screenCoord;\n\n\nvoid main(void) {\n gl_Position = vec4(aPosition, 0.0, 1.0);\n texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);\n screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);\n}",
"bg_fsh": "#ifdef GL_ES\n//precision mediump float;\nprecision highp float;\n#endif\n\n\nuniform vec2 uTimes;\n\n\nvarying vec2 texCoord;\nvarying vec2 screenCoord;\n\n\nvoid main(void) {\n vec3 col;\n float c;\n vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);\n c = exp(-pow(length(tmpv) * 1.8, 2.0));\n col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);\n gl_FragColor = vec4(col * 0.5, 1.0);\n}",
"fx_brightbuf_fsh": "#ifdef GL_ES\n//precision mediump float;\nprecision highp float;\n#endif\nuniform sampler2D uSrc;\nuniform vec2 uDelta;\n\n\nvarying vec2 texCoord;\nvarying vec2 screenCoord;\n\n\nvoid main(void) {\n vec4 col = texture2D(uSrc, texCoord);\n gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);\n}",
"fx_dirblur_r4_fsh": "#ifdef GL_ES\n//precision mediump float;\nprecision highp float;\n#endif\nuniform sampler2D uSrc;\nuniform vec2 uDelta;\nuniform vec4 uBlurDir; //dir(x, y), stride(z, w)\n\n\nvarying vec2 texCoord;\nvarying vec2 screenCoord;\n\n\nvoid main(void) {\n vec4 col = texture2D(uSrc, texCoord);\n col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);\n col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);\n col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);\n col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);\n gl_FragColor = col / 5.0;\n}",
"fx_common_fsh": "#ifdef GL_ES\n//precision mediump float;\nprecision highp float;\n#endif\nuniform sampler2D uSrc;\nuniform vec2 uDelta;\n\n\nvarying vec2 texCoord;\nvarying vec2 screenCoord;\n\n\nvoid main(void) {\n gl_FragColor = texture2D(uSrc, texCoord);\n}",
"pp_final_vsh": "uniform vec3 uResolution;\nattribute vec2 aPosition;\nvarying vec2 texCoord;\nvarying vec2 screenCoord;\nvoid main(void) {\n gl_Position = vec4(aPosition, 0.0, 1.0);\n texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);\n screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);\n}",
"pp_final_fsh": "#ifdef GL_ES\n//precision mediump float;\nprecision highp float;\n#endif\nuniform sampler2D uSrc;\nuniform sampler2D uBloom;\nuniform vec2 uDelta;\nvarying vec2 texCoord;\nvarying vec2 screenCoord;\nvoid main(void) {\n vec4 srccol = texture2D(uSrc, texCoord) * 2.0;\n vec4 bloomcol = texture2D(uBloom, texCoord);\n vec4 col;\n col = srccol + bloomcol * (vec4(1.0) + srccol);\n col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);\n col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)\n \n gl_FragColor = vec4(col.rgb, 1.0);\n gl_FragColor.a = 1.0;\n}",
};
// WebGL ES leaves smoothstep with reversed edges undefined. Keep the
// original vignette curve while expressing it with a defined operation.
shaderSources["pp_final_fsh"] = shaderSources["pp_final_fsh"].replace(
"smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5)",
"1.0 - smoothstep(0.0, 1.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5)"
);
// 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, // performance.now() milliseconds
'delta':0, 'elapsed':0 // Number(sec)
};
function currentTime() {
return (window.performance && window.performance.now) ? window.performance.now() : Date.now();
}
//
var gl;
var renderSpec = {
'width':0,
'height':0,
'aspect':1,
'array':new Float32Array(3),
'halfWidth':0,
'halfHeight':0,
'halfArray':new Float32Array(3),
'pixelRatio':1
// and some render targets. see setViewport()
};
renderSpec.setSize = function(w, h) {
renderSpec.width = w;
renderSpec.height = h;
renderSpec.aspect = renderSpec.width / Math.max(1, renderSpec.height);
renderSpec.array[0] = renderSpec.width;
renderSpec.array[1] = renderSpec.height;
renderSpec.array[2] = renderSpec.aspect;
renderSpec.halfWidth = Math.max(1, Math.floor(w / 2));
renderSpec.halfHeight = Math.max(1, Math.floor(h / 2));
renderSpec.halfArray[0] = renderSpec.halfWidth;
renderSpec.halfArray[1] = renderSpec.halfHeight;
renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;
};
function deleteRenderTarget(rt) {
if(!rt) return;
if(rt.frameBuffer) gl.deleteFramebuffer(rt.frameBuffer);
if(rt.renderBuffer) gl.deleteRenderbuffer(rt.renderBuffer);
if(rt.texture) gl.deleteTexture(rt.texture);
rt.frameBuffer = null;
rt.renderBuffer = null;
rt.texture = null;
}
function createRenderTarget(w, h, withDepth) {
w = Math.max(1, Math.floor(w));
h = Math.max(1, Math.floor(h));
var ret = {
'width':w,
'height':h,
'hasDepth':!!withDepth,
'sizeArray':new Float32Array([w, h, w / h]),
'dtxArray':new Float32Array([1.0 / w, 1.0 / h])
};
for(var errorIndex = 0; errorIndex < 16; errorIndex++) {
if(gl.getError() === gl.NO_ERROR) break;
}
ret.frameBuffer = gl.createFramebuffer();
ret.texture = gl.createTexture();
if(!ret.frameBuffer || !ret.texture) {
deleteRenderTarget(ret);
throw new Error("Unable to allocate WebGL render target.");
}
try {
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);
if(ret.hasDepth) {
ret.renderBuffer = gl.createRenderbuffer();
if(!ret.renderBuffer) throw new Error("Unable to allocate WebGL depth buffer.");
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);
}
var allocationError = gl.getError();
if(allocationError !== gl.NO_ERROR) {
throw new Error("WebGL render target allocation failed with error 0x" + allocationError.toString(16) + ".");
}
if(gl.checkFramebufferStatus(gl.FRAMEBUFFER) !== gl.FRAMEBUFFER_COMPLETE) {
throw new Error("Incomplete WebGL framebuffer.");
}
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
return ret;
} catch(error) {
unbindRenderTargetState();
deleteRenderTarget(ret);
throw error;
}
}
function deleteRenderTargetSet(targets) {
if(!targets) return;
deleteRenderTarget(targets.mainRT);
deleteRenderTarget(targets.wHalfRT0);
deleteRenderTarget(targets.wHalfRT1);
}
function unbindRenderTargetState() {
// The previous frame can leave these textures bound while a resize is
// being committed. Unbind both sampling units before deleting them.
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.activeTexture(gl.TEXTURE0);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
function estimateRenderTargetSetBytes(width, height) {
var halfWidth = Math.max(1, Math.floor(width / 2));
var halfHeight = Math.max(1, Math.floor(height / 2));
// RGBA8 main color + DEPTH_COMPONENT16 + two RGBA8 half targets, with
// headroom for driver alignment and internal depth-buffer padding.
var formatBytes = width * height * 6 + halfWidth * halfHeight * 8;
return Math.ceil(formatBytes * 1.25);
}
function createRenderTargetSet(width, height) {
var halfWidth = Math.max(1, Math.floor(width / 2));
var halfHeight = Math.max(1, Math.floor(height / 2));
var targets = {};
try {
targets.mainRT = createRenderTarget(width, height, true);
targets.wHalfRT0 = createRenderTarget(halfWidth, halfHeight, false);
targets.wHalfRT1 = createRenderTarget(halfWidth, halfHeight, false);
return targets;
} catch(error) {
unbindRenderTargetState();
deleteRenderTargetSet(targets);
throw error;
}
}
function compileShader(shtype, shsrc) {
var retsh = gl.createShader(shtype);
if(!retsh) {
console.error("Unable to create WebGL shader.");
return null;
}
if(shtype === gl.FRAGMENT_SHADER && gl.getShaderPrecisionFormat) {
try {
var highp = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);
if(!highp || highp.precision === 0) {
shsrc = shsrc.replace(/precision\s+highp\s+float\s*;/g, "precision mediump float;");
}
} catch(precisionError) {
shsrc = shsrc.replace(/precision\s+highp\s+float\s*;/g, "precision mediump float;");
}
}
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) {
if(vsh) gl.deleteShader(vsh);
if(fsh) gl.deleteShader(fsh);
return null;
}
var prog = gl.createProgram();
if(!prog) {
gl.deleteShader(vsh);
gl.deleteShader(fsh);
return null;
}
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);
gl.deleteProgram(prog);
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) {
if(!prog) return false;
gl.useProgram(prog);
for(var attr in prog.attributes) {
if(prog.attributes[attr] >= 0) gl.enableVertexAttribArray(prog.attributes[attr]);
}
return true;
}
function unuseShader(prog) {
if(!prog) return;
for(var attr in prog.attributes) {
if(prog.attributes[attr] >= 0) 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 = shaderSources["sakura_point_vsh"];
var frgsrc = shaderSources["sakura_point_fsh"];
pointFlower.program = createShader(
vtxsrc, frgsrc,
['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],
['aPosition', 'aEuler', 'aMisc']
);
if(!pointFlower.program) throw new Error("Unable to create Sakura shader program.");
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);
pointFlower.initialized = false;
// 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
// A resize changes the camera envelope, not the simulation. Keep the
// existing particles so responsive resizes do not visibly restart it.
if(pointFlower.initialized) return;
//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);
}
pointFlower.initialized = true;
}
function repeatParticlePosition(prt, cmp, limit) {
if(Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {
// Modulo wrapping also handles a resumed tab or a large time step.
var span = limit * 2.0;
var wrapped = (prt.position[cmp] + limit) % span;
if(wrapped < 0.0) wrapped += span;
prt.position[cmp] = wrapped - limit;
}
}
function repeatParticleEuler(prt, cmp, PI2) {
prt.euler[cmp] = prt.euler[cmp] % PI2;
if(prt.euler[cmp] < 0.0) {
prt.euler[cmp] += PI2;
}
}
function compareParticleDepth(p0, p1) {
return p0.zkey - p1.zkey;
}
function renderPointFlowers() {
//update
var PI2 = Math.PI * 2.0;
for(var i = 0; i < pointFlower.numFlowers; i++) {
var prtcl = pointFlower.particles[i];
prtcl.update(timeInfo.delta, timeInfo.elapsed);
repeatParticlePosition(prtcl, 0, pointFlower.area.x);
repeatParticlePosition(prtcl, 1, pointFlower.area.y);
repeatParticlePosition(prtcl, 2, pointFlower.area.z);
repeatParticleEuler(prtcl, 0, PI2);
repeatParticleEuler(prtcl, 1, PI2);
repeatParticleEuler(prtcl, 2, PI2);
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(compareParticleDepth);
// 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.POINTS, 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.POINTS, 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.POINTS, 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.POINTS, 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.POINTS, 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);
if(!ret.program) throw new Error("Unable to create post-process shader program.");
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 = shaderSources["fx_common_vsh"];
//background
frgsrc = shaderSources["bg_fsh"];
effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);
// make brightpixels buffer
frgsrc = shaderSources["fx_brightbuf_fsh"];
effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);
// direction blur
frgsrc = shaderSources["fx_dirblur_r4_fsh"];
effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);
//final composite
vtxsrc = shaderSources["pp_final_vsh"];
frgsrc = shaderSources["pp_final_fsh"];
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 bindRenderTarget(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 | (rt.hasDepth ? gl.DEPTH_BUFFER_BIT : 0));
}
}
function renderPostProcess() {
gl.disable(gl.DEPTH_TEST);
//make bright buff
bindRenderTarget(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;
bindRenderTarget(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);
bindRenderTarget(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();
}
/////
var sakuraCanvas = null;
var resizeTimer = null;
var resizeRequestVersion = 0;
var resizeDebounceMs = 140;
var normalRenderPixelBudget = 10000000;
var constrainedRenderPixelBudget = 6000000;
var transactionalPeakByteLimit = 128 * 1024 * 1024;
var constrainedPeakByteLimit = 96 * 1024 * 1024;
var minimumFallbackPixelRatio = 0.5;
function hasCompleteRenderTargetSet() {
return !!(renderSpec.mainRT && renderSpec.wHalfRT0 && renderSpec.wHalfRT1);
}
function getRenderPixelBudget() {
var deviceMemory = Number(navigator.deviceMemory);
if(isFinite(deviceMemory) && deviceMemory > 0 && deviceMemory <= 4) {
return constrainedRenderPixelBudget;
}
return normalRenderPixelBudget;
}
function getRenderDimensionLimit() {
if(!gl || !gl.getParameter) return Infinity;
var maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE) || Infinity;
var maxRenderbufferSize = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE) || Infinity;
return Math.min(maxTextureSize, maxRenderbufferSize);
}
function createCanvasSize(cssWidth, cssHeight, pixelRatio, requestedPixelRatio) {
var width = Math.max(1, Math.round(cssWidth * pixelRatio));
var height = Math.max(1, Math.round(cssHeight * pixelRatio));
return {
'cssWidth':cssWidth,
'cssHeight':cssHeight,
'width':width,
'height':height,
'pixels':width * height,
'pixelRatio':pixelRatio,
'requestedPixelRatio':requestedPixelRatio
};
}
function measureCanvasSize() {
var d = document.documentElement;
var cssWidth = Math.max(1, window.innerWidth || d.clientWidth || 1);
var cssHeight = Math.max(1, window.innerHeight || d.clientHeight || 1);
var requestedPixelRatio = Math.min(Math.max(window.devicePixelRatio || 1, 1), 2);
var budgetRatio = Math.sqrt(getRenderPixelBudget() / (cssWidth * cssHeight));
var dimensionLimit = getRenderDimensionLimit();
var dimensionRatio = Math.min(dimensionLimit / cssWidth, dimensionLimit / cssHeight);
var pixelRatio = Math.min(requestedPixelRatio, budgetRatio, dimensionRatio);
if(!isFinite(pixelRatio) || pixelRatio <= 0) pixelRatio = 0.25;
return createCanvasSize(cssWidth, cssHeight, pixelRatio, requestedPixelRatio);
}
function getResizeCandidates(canvasSize) {
var ratios = [];
var floorRatio = canvasSize.pixelRatio < minimumFallbackPixelRatio ?
canvasSize.pixelRatio * 0.5 : minimumFallbackPixelRatio;
var factors = [1.0, 0.8, 0.6, 0.5];
for(var i = 0; i < factors.length; i++) {
var ratio = Math.max(floorRatio, canvasSize.pixelRatio * factors[i]);
var duplicate = false;
for(var j = 0; j < ratios.length; j++) {
if(Math.abs(ratios[j] - ratio) < 0.0001) {
duplicate = true;
break;
}
}
if(!duplicate) ratios.push(ratio);
}
return ratios.map(function(ratio) {
return createCanvasSize(canvasSize.cssWidth, canvasSize.cssHeight, ratio, canvasSize.requestedPixelRatio);
});
}
function shouldReleaseBeforeAllocate(previousTargets, width, height) {
if(!previousTargets || !previousTargets.mainRT) return false;
var deviceMemory = Number(navigator.deviceMemory);
var peakLimit = isFinite(deviceMemory) && deviceMemory > 0 && deviceMemory <= 4 ?
constrainedPeakByteLimit : transactionalPeakByteLimit;
var oldBytes = estimateRenderTargetSetBytes(previousTargets.mainRT.width, previousTargets.mainRT.height);
var nextBytes = estimateRenderTargetSetBytes(width, height);
return oldBytes + nextBytes > peakLimit;
}
function commitCanvasSize(canvas, canvasSize) {
if(canvas.width !== canvasSize.width) canvas.width = canvasSize.width;
if(canvas.height !== canvasSize.height) canvas.height = canvasSize.height;
}
function onResize() {
if(!sakuraCanvas || contextLost) return;
if(resizeTimer !== null) window.clearTimeout(resizeTimer);
var requestVersion = ++resizeRequestVersion;
resizeTimer = window.setTimeout(function() {
resizeTimer = null;
window.requestAnimationFrame(function() {
if(contextLost || requestVersion !== resizeRequestVersion) return;
var canvasSize = measureCanvasSize();
if(hasCompleteRenderTargetSet() && renderSpec.width === canvasSize.width && renderSpec.height === canvasSize.height) {
renderSpec.pixelRatio = canvasSize.pixelRatio;
return;
}
try {
setViewports(canvasSize);
if(sceneStandBy) initScene();
if(prefersReducedMotion && sceneStandBy) render();
else if(animating) scheduleAnimationFrame();
} catch(error) {
// The canvas backing size was not changed, so its last
// composited frame remains visible while a later retry is
// requested by another resize or context restoration.
console.error("Unable to resize Sakura render targets.", error);
if(prefersReducedMotion && sceneStandBy && hasCompleteRenderTargetSet()) render();
}
});
}, resizeDebounceMs);
}
function setViewports(canvasSize) {
var width = Math.max(1, canvasSize.width);
var height = Math.max(1, canvasSize.height);
if(hasCompleteRenderTargetSet() && renderSpec.width === width && renderSpec.height === height) {
renderSpec.pixelRatio = canvasSize.pixelRatio;
gl.viewport(0, 0, width, height);
return false;
}
var previousTargets = {
'mainRT':renderSpec.mainRT,
'wHalfRT0':renderSpec.wHalfRT0,
'wHalfRT1':renderSpec.wHalfRT1
};
var releaseBeforeAllocate = shouldReleaseBeforeAllocate(previousTargets, width, height);
if(releaseBeforeAllocate) {
// This path deliberately trades allocation rollback for a bounded
// peak. The default framebuffer is kept at its old size until the
// replacement set is ready, so the last composited frame remains on
// screen during the short resize transaction.
gl.finish();
unbindRenderTargetState();
deleteRenderTargetSet(previousTargets);
renderSpec.mainRT = null;
renderSpec.wHalfRT0 = null;
renderSpec.wHalfRT1 = null;
}
var nextTargets = null;
var lastError = null;
var candidates = getResizeCandidates(canvasSize);
for(var i = 0; i < candidates.length; i++) {
try {
nextTargets = createRenderTargetSet(candidates[i].width, candidates[i].height);
canvasSize = candidates[i];
break;
} catch(error) {
lastError = error;
if(gl.isContextLost && gl.isContextLost()) throw error;
}
}
if(!nextTargets) {
if(!releaseBeforeAllocate) {
unbindRenderTargetState();
}
throw lastError || new Error("Unable to allocate Sakura render targets.");
}
commitCanvasSize(sakuraCanvas, canvasSize);
renderSpec.mainRT = nextTargets.mainRT;
renderSpec.wHalfRT0 = nextTargets.wHalfRT0;
renderSpec.wHalfRT1 = nextTargets.wHalfRT1;
renderSpec.setSize(canvasSize.width, canvasSize.height);
renderSpec.pixelRatio = canvasSize.pixelRatio;
gl.clearColor(0.2, 0.2, 0.5, 1.0);
gl.viewport(0, 0, renderSpec.width, renderSpec.height);
if(!releaseBeforeAllocate) {
unbindRenderTargetState();
deleteRenderTargetSet(previousTargets);
}
return true;
}
function render() {
if(!hasCompleteRenderTargetSet() || contextLost) return false;
renderScene();
return true;
}
var animating = true;
var contextLost = false;
var sakuraInitialized = false;
var pageVisible = !document.hidden;
var framePending = false;
var frameRequestId = null;
var frameRequestGeneration = 0;
var maximumFrameRate = 120;
var minimumFrameInterval = 1000.0 / maximumFrameRate;
var frameIntervalTolerance = 0.01;
var frameAccumulator = 0;
var previousAnimationFrameTime = 0;
var reducedMotionQuery = window.matchMedia ? window.matchMedia('(prefers-reduced-motion: reduce)') : null;
var prefersReducedMotion = !!(reducedMotionQuery && reducedMotionQuery.matches);
function resetFrameLimiter(now) {
previousAnimationFrameTime = now;
frameAccumulator = 0;
timeInfo.prev = now;
timeInfo.delta = 0;
}
function shouldRenderFrame(now) {
var animationFrameDelta = Math.min(Math.max(now - previousAnimationFrameTime, 0), 250);
previousAnimationFrameTime = now;
frameAccumulator += animationFrameDelta;
if(frameAccumulator + frameIntervalTolerance < minimumFrameInterval) return false;
// Preserve fractional time so 144/165 Hz displays converge to 120 FPS
// instead of falling to a coarse refresh-rate divisor.
frameAccumulator -= minimumFrameInterval;
if(frameAccumulator < 0) frameAccumulator = 0;
if(frameAccumulator >= minimumFrameInterval) frameAccumulator %= minimumFrameInterval;
if(minimumFrameInterval - frameAccumulator < frameIntervalTolerance) frameAccumulator = 0;
return true;
}
function cancelScheduledAnimationFrame() {
frameRequestGeneration++;
if(frameRequestId !== null && window.cancelAnimationFrame) {
window.cancelAnimationFrame(frameRequestId);
}
frameRequestId = null;
framePending = false;
}
function scheduleAnimationFrame() {
if(framePending || !animating || !pageVisible || contextLost || prefersReducedMotion || !hasCompleteRenderTargetSet()) return;
framePending = true;
var requestGeneration = frameRequestGeneration;
frameRequestId = window.requestAnimationFrame(function(timestamp) {
if(requestGeneration !== frameRequestGeneration) return;
framePending = false;
frameRequestId = null;
animate(timestamp);
});
}
function readPageVisibility() {
if(typeof document.hidden === "boolean") return !document.hidden;
return document.visibilityState !== "hidden";
}
function synchronizeAnimationState(reducedMotionOverride) {
pageVisible = readPageVisibility();
if(typeof reducedMotionOverride === "boolean") {
prefersReducedMotion = reducedMotionOverride;
} else if(reducedMotionQuery) {
prefersReducedMotion = !!reducedMotionQuery.matches;
}
if(!pageVisible || contextLost || !animating) {
cancelScheduledAnimationFrame();
return;
}
if(!sceneStandBy || !hasCompleteRenderTargetSet()) return;
// A browser can discard a queued frame while a page is hidden or being
// restored. Replace any pending request so cold starts cannot retain a
// stale framePending flag. Generation guards isolate the old callback.
if(framePending) cancelScheduledAnimationFrame();
resetFrameLimiter(currentTime());
if(prefersReducedMotion) {
timeInfo.delta = 0;
render();
} else {
scheduleAnimationFrame();
}
}
function onReducedMotionChange(event) {
var nextPreference = !!event.matches;
if(nextPreference === prefersReducedMotion) return;
synchronizeAnimationState(nextPreference);
}
function onPageHide() {
pageVisible = false;
cancelScheduledAnimationFrame();
}
function toggleAnimation(elm) {
animating = !animating;
if(animating) {
synchronizeAnimationState();
} else {
cancelScheduledAnimationFrame();
}
if(elm) {
elm.innerHTML = animating? "Stop":"Start";
}
}
function stepAnimation() {
if(!animating && pageVisible && !contextLost) animate(currentTime(), true);
}
function animate(timestamp, singleStep) {
if(contextLost || !pageVisible || (prefersReducedMotion && !singleStep) || (!animating && !singleStep)) return;
var now = typeof timestamp === "number" ? timestamp : currentTime();
if(!timeInfo.start) timeInfo.start = now;
if(!singleStep && !shouldRenderFrame(now)) {
scheduleAnimationFrame();
return;
}
timeInfo.elapsed = (now - timeInfo.start) / 1000.0;
timeInfo.delta = Math.min(Math.max((now - timeInfo.prev) / 1000.0, 0.0), 0.05);
timeInfo.prev = now;
render();
if(animating && !prefersReducedMotion) scheduleAnimationFrame();
}
function initializeSakura() {
if(sakuraInitialized) return;
sakuraCanvas = document.getElementById("sakura");
if(!sakuraCanvas) return;
sakuraInitialized = true;
var initialCanvasSize = null;
try {
gl = sakuraCanvas.getContext('webgl', {
alpha: true,
antialias: false,
depth: true,
powerPreference: 'high-performance'
}) || sakuraCanvas.getContext('experimental-webgl');
if(!gl) throw new Error("WebGL is unavailable.");
initialCanvasSize = measureCanvasSize();
} catch(e) {
console.error(e);
sakuraCanvas.hidden = true;
return;
}
window.addEventListener('resize', onResize);
sakuraCanvas.addEventListener('webglcontextlost', function(event) {
event.preventDefault();
contextLost = true;
cancelScheduledAnimationFrame();
resizeRequestVersion++;
if(resizeTimer !== null) {
window.clearTimeout(resizeTimer);
resizeTimer = null;
}
}, false);
sakuraCanvas.addEventListener('webglcontextrestored', function() {
contextLost = false;
sceneStandBy = false;
pointFlower = {};
effectLib = {};
renderSpec.mainRT = null;
renderSpec.wHalfRT0 = null;
renderSpec.wHalfRT1 = null;
try {
var restoredCanvasSize = measureCanvasSize();
setViewports(restoredCanvasSize);
createScene();
initScene();
timeInfo.start = currentTime();
resetFrameLimiter(timeInfo.start);
synchronizeAnimationState();
} catch(error) {
contextLost = true;
console.error(error);
sakuraCanvas.hidden = true;
}
}, false);
try {
setViewports(initialCanvasSize);
createScene();
initScene();
timeInfo.start = currentTime();
resetFrameLimiter(timeInfo.start);
synchronizeAnimationState();
} catch(error) {
console.error(error);
sakuraCanvas.hidden = true;
}
}
// Set animation-frame fallbacks for older embedded browsers.
(function(w) {
w.requestAnimationFrame = w.requestAnimationFrame || w.webkitRequestAnimationFrame || w.mozRequestAnimationFrame ||
function(callback) { return w.setTimeout(callback, 1000 / 60); };
w.cancelAnimationFrame = w.cancelAnimationFrame || w.webkitCancelAnimationFrame || w.mozCancelAnimationFrame ||
function(requestId) { w.clearTimeout(requestId); };
})(window);
if(reducedMotionQuery) {
if(reducedMotionQuery.addEventListener) reducedMotionQuery.addEventListener('change', onReducedMotionChange);
else if(reducedMotionQuery.addListener) reducedMotionQuery.addListener(onReducedMotionChange);
}
document.addEventListener('visibilitychange', synchronizeAnimationState);
window.addEventListener('pagehide', onPageHide);
window.addEventListener('pageshow', synchronizeAnimationState);
if(document.readyState === "loading") {
document.addEventListener('DOMContentLoaded', initializeSakura, { once:true });
} else {
initializeSakura();
}
})();