主頁 > 後端開發 > 【python】待君有余暇,看春賞櫻花,這不得來一場浪漫的櫻花旅~

【python】待君有余暇,看春賞櫻花,這不得來一場浪漫的櫻花旅~

2022-10-26 08:08:19 後端開發

?? 前言

嗨嘍~大家好呀,這里是魔王吶 !

半世櫻花無礙,緣來過往再生,

在我們看動漫的時候,總少不了被一些唯美的場景所吸引

請添加圖片描述
請添加圖片描述

其中,就有不少櫻花的場景,雖然,現在不能在線下看櫻花~

但是,我還是能用代碼畫畫來解解饞的(難不倒我)

?? 婆娑紅塵苦,櫻花自綻放

? 一期一會的絢爛·櫻花 ?

點擊 藍色字體 領取原始碼、解答

每一次運行都會有不一樣的結果,不一樣的驚喜~

(1)代碼展示 ??

import turtle
import random
from turtle import *
from time import sleep


# 畫櫻花的軀干(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():
    # 繪圖區域
    t = turtle.Turtle()
    # 畫布大小
    w = turtle.Screen()
    t.hideturtle()  # 隱藏畫筆
    getscreen().tracer(5, 0)
    w.screensize(bg='wheat')  # wheat小麥
    t.left(90)
    t.up()
    t.backward(150)
    t.down()
    t.color('sienna')

    # 畫櫻花的軀干
    tree(60, t)
    # 掉落的花瓣
    petal(200, t)
    w.exitonclick()


main()

 

(2)效果展示 ??

(3)小文案 ??

請添加圖片描述
 

? 櫻花即便不被欣賞也會長大悄悄的綻放光芒,

? 當滿樹櫻花全部褪去,綠葉浪漫便藏起了花期,

? 下一次,一起去看櫻花的文案我都想好了:鬼怪心動了,

? 一晃兩三年,匆匆又初春,綻放的櫻花是春天最好的文案,

? 遇見你的那天,櫻花開滿南山,

? 把風光交給霧月,把櫻花交給春天,

? 不必憂愁,不必煩惱,櫻花盛開,必將好運連綿,

? 富士山終究留不住欲落的櫻花,我終究敗給了你的溫柔,

?? 櫻花開燦如云霞,櫻花落滿地成詩

? 一期一會的絢爛·櫻花 ?

(1) 效果展示 ??

這個也是和上面一樣哦~每次運行都是隨機的呢

這個我就沒發動圖拉~

點擊 藍色字體 領取原始碼、解答

(2)代碼展示 ??

==點擊 藍色字體 加入交流探討吖~==

import turtle

from random import random
from random import randint


def draw_petal(turtle_obj, flower):
    # 繪制掉落的花瓣
    for i in range(int(flower)):
        # 有正有負就可以讓畫筆往二個方向走
        x = flower - 4 * flower * random()

        # 花瓣整體寬度(-10, 10)
        y = 10 - 20 * random()

        # 提筆,向前y,左轉90,走x,落筆
        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")
        # 畫圓
        turtle_obj.circle(1)

        # 回到起點
        # 提筆,后退x,右轉90,后退y,落筆
        turtle_obj.penup()
        turtle_obj.backward(x)
        turtle_obj.right(90)
        turtle_obj.backward(y)
        turtle_obj.pendown()


# 畫樹枝部分
def draw_tree(turtle_obj, branch, tree_color):
    # 設定一個最小分支長度
    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:
                # 左為白色
                turtle_obj.pencolor("snow")
            else:
                # 右為珊瑚色
                turtle_obj.pencolor("lightcoral")
            # 枝干
            turtle_obj.pensize(branch / 2)
        elif 8 <= branch <= 16:
            # 以0.33的概率,分為左、中、右分支
            if randint(0, 2) == 0:
                # 左為白色
                turtle_obj.pencolor("snow")
            else:
                # 中、右為珊瑚色
                turtle_obj.pencolor("lightcoral")
            # 樹枝
            turtle_obj.pensize(branch / 4)
        else:
            # 褐色
            turtle_obj.pencolor(tree_color)
            # 細枝
            turtle_obj.pensize(branch / 10)

        # 最開始的樹干長度
        turtle_obj.forward(branch)

        # 隨機度數因子
        a = 1.5 * random()
        # 順時針旋轉隨機角度(0~30度)
        turtle_obj.right(20 * a)

        # 隨機長度因子
        b = 1.5 * random()
        # 往右畫,直到畫不動為止
        draw_tree(turtle_obj, branch - 10 * b, tree_color)

        # 左轉隨機角度
        turtle_obj.left(40 * a)
        # 往左畫,直到畫不動位置
        draw_tree(turtle_obj, branch - 10 * b, tree_color)

        # 右轉一定角度
        turtle_obj.right(20 * a)
        # 提筆
        turtle_obj.penup()

        # 遞回結束回到起點
        turtle_obj.backward(branch)
        turtle_obj.pendown()


def get_screen(width, height, color, speed):
    # 創建畫幕
    screen_obj = turtle.Screen()
    # 畫布大小:(width, height),顏色: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):
    # 顏色
    color = ['brown', 'tan', 'black']

    for j in range(tree_num):
        # 樹干顏色
        tree_color = color[randint(0, len(color) - 1)]

        # 畫筆大小
        pensize = randint(2, 5)
        # 前進像素
        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)

        # 創建畫筆
        turtle_obj = turtle.Turtle()
        # 畫筆粗細
        turtle_obj.pensize(pensize)
        # 提筆,向前forward,左轉90,backward,落筆
        turtle_obj.penup()
        turtle_obj.forward(forward)
        turtle_obj.left(90)
        turtle_obj.backward(backward)
        turtle_obj.pendown()
        # 畫筆顏色:褐色
        turtle_obj.pencolor(tree_color)

        # 枝干粗細
        branch = pensize * 15
        # 落花數
        flowers = branch
        # 第j棵樹
        draw_tree(turtle_obj, branch, tree_color)
        # 花瓣
        draw_petal(turtle_obj, flowers)


if __name__ == '__main__':
    # 創建畫幕
    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,)


    # 櫻花樹
    # 棵數
    my_tree_num = 10
    trees(my_tree_num)

    # 點擊關倍訓布
    my_screen_obj.exitonclick()

 

(3)可修改小效果 ??

這里面枝干是有三個色噠,如果你不喜歡可以修改下圖話紅圈地方哦~

比如,只留下 black(黑色),刪掉其他兩種顏色

又或者只留下 tan(棕褐色)

如果,你想要修改樹木的數量,那么修改下面這個引數

改變后方的數字即可~

(4)小文案 ??

? 十里櫻花醉金徽,不負春光不負卿,

? 我踏碎萬家燈火來尋你,山櫻璀璨做聘禮

? 我栽一段櫻色贈你,好讓你不遜色于這人間錯落煙火,

? 浪漫櫻花隨風飄落,幻如仙境;愛情不期而遇、絢爛多彩,

? 神明把光風交給霽月,把櫻花交給春天,把黑夜交給星光,把心跳交給臉紅,把你交給我,

?? 意飛揚的櫻花,明媚著一春的柔軟

(1)代碼展示 ??

點擊 藍色字體 領取原始碼、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()#下筆
    pencolor('sienna')
    pensize(0.7*n)#樹枝逐漸變細
    forward(l)#畫樹枝

    if n>0:
        b = random()*15+10 #右分支偏轉角度
        c = random()*15+10 #左分支偏轉角度
        d = l*(random()*0.25+0.7) #下一個分支的長度
        #右轉一定角度,畫右分支
        right(b)
        tree(n-1,d)
        #左轉一定角度,畫左分支
        left(b+c)
        tree(n-1,d)
        if n<=5:
            flower('lightcoral')
        #轉回來
        right(c)
    else:
        #畫末端
        flower('pink')

    pu()
    backward(l)#退回

ht()#隱藏turtle
tracer(0,0)
left(90)#左轉90度
pu()#抬筆
backward(300)#后退下移300
tree(10,100)#遞回作畫
done()

 

(2)效果展示 ??

?? 且聽風吟,靜待花開

(1)效果展示 ??

(2)代碼展示 ??

import turtle as t
import random

from copy import deepcopy

brance = 65
BRANCE = 65


def draw_tree(brance):  # 畫樹枝部分  分支量
    if brance > 4:  # 設定一個最小分支量 可以自己改
        if 8 <= brance <= 16:  # 分支量在這個范圍內,畫筆大小縮小四倍,畫中等細小的樹枝
            t.pencolor("red")  # 珊瑚色
            # t.pencolor("green")
            t.pensize(brance / 4)
        elif brance < 8:  # 分支量在這個范圍內,畫筆大小縮小二倍 , 畫細小的樹枝
            t.pencolor("red")  # 珊瑚色
            # t.pencolor("green")
            t.pensize(brance / 2)
        else:  # 其他范圍內,我們讓程式畫樹干部分
            t.pencolor("Tan")  # 褐色
            t.pensize(brance / 10)  # 縮小支柱

        t.fd(brance)  # 最開始的樹干部分
        a = 1.5 * random.random()  # 隨機度數因子

        t.right(20 * a)  # 右轉隨機角度

        b = 1.5 * random.random()  # 隨機長度因子
        draw_tree(brance - 10 * b)  # 往右畫,直到畫不動為止,然后左轉隨機度數

        t.left(40 * a)  # 左轉隨機角度
        draw_tree(brance - 10 * b)  # 往左畫,直到畫不動位置,然后右轉隨機度數

        t.right(20 * a)  # 右轉一定角度

        t.penup()
        t.backward(brance)  # 遞回結束回到上一個節點
        t.pendown()


def draw_fallenflower(brance):
    for i in range(150):  # 回圈150次 繪制 掉落的花瓣
        a = 250 - 500 * random.random()  # 花瓣整體長度,有正有負就可以讓海龜往二個方向走
        b = 10 - 20 * random.random()  # 花瓣整體寬度,正負道理一致,數值可以根據實際輸入

        t.penup()  # 抬筆向前隨機走b個寬度,左轉90,隨機走a個長度,落筆,跟我畫一個小圈圈
        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()  # 跟我左邊抬個筆,后退個a的長度,右邊轉個90,后退個b的寬度,這樣可以
        t.backward(a)  # 讓海龜回到和剛出發位置差不多的水平線上,所以上面的b設定最好小一點
        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 ??

修改樹干顏色,大家可添加自己喜歡的顏色

效果出來美丑大家自行負責哈,反正博主是不會負責的~


當然了,修改上面的花和落花也是同理,這里博主久不截出來了~

代碼都有注釋的,完全可以看出并修改~

背景圖片也是可以修改的,大家可以自行找圖


?? 櫻花雪月,落櫻繽紛

? ?櫻花和你一一一一我都想念·櫻花 ?

點擊 藍色字體 領取原始碼、解答

這個不是python的代碼哦~是我從別處看見的,也分享給你們哦

復制代碼后桌面新建文本,粘貼代碼保存,在后文本后綴改為html就可以拉~

(1)代碼展示 ??

<!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 = https://www.cnblogs.com/Qqun261823976/archive/2022/10/25/document.getElementById("sakura_point_vsh").textContent;
    var frgsrc = https://www.cnblogs.com/Qqun261823976/archive/2022/10/25/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 = https://www.cnblogs.com/Qqun261823976/archive/2022/10/25/document.getElementById("fx_common_vsh").textContent;
    
    //background
    frgsrc = https://www.cnblogs.com/Qqun261823976/archive/2022/10/25/document.getElementById("bg_fsh").textContent;
    effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);
    
    // make brightpixels buffer
    frgsrc = https://www.cnblogs.com/Qqun261823976/archive/2022/10/25/document.getElementById("fx_brightbuf_fsh").textContent;
    effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);
    
    // direction blur
    frgsrc = https://www.cnblogs.com/Qqun261823976/archive/2022/10/25/document.getElementById("fx_dirblur_r4_fsh").textContent;
    effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);
    
    //final composite
    vtxsrc = https://www.cnblogs.com/Qqun261823976/archive/2022/10/25/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 ??

它是運動的,不過我就沒有做成GIF圖上傳拉~(博主懶hhhhhh)


(3)小文案 ??

請添加圖片描述
請添加圖片描述

?? 年年櫻瓣飛,花屑化作肥,

?? 鸛巢高,山風外櫻花鬧,

?? 一束花的儀式感,永遠不會過時,

?? 一樹櫻花映碧天,拂風弄月雨飛簾,

?? "櫻如云霞晚鐘遠,上野淺草孰打點”,

?? 櫻瓣片片飛舞飄落,伏于傘面,棲息于腳邊;落于肩頭,沉睡于湖畔,

?? 櫻花,一種浪漫的象征,一片片花瓣小得可憐,總讓人說不出的美妙,

?? 動漫櫻花美圖





尾語

要成功,先發瘋,下定決心往前沖!

學習是需要長期堅持的,一步一個腳印地走向未來!

未來的你一定會感謝今天學習的你,

—— 心靈雞湯

本文章到這里就結束啦~感興趣的小伙伴可以復制代碼去試試哦 ??

轉載請註明出處,本文鏈接:https://www.uj5u.com/houduan/519266.html

標籤:其他

上一篇:從改一個老專案開始的PHP踩坑記

下一篇:rest_framework認證原始碼分析

標籤雲
其他(157675) Python(38076) JavaScript(25376) Java(17977) C(15215) 區塊鏈(8255) C#(7972) AI(7469) 爪哇(7425) MySQL(7132) html(6777) 基礎類(6313) sql(6102) 熊猫(6058) PHP(5869) 数组(5741) R(5409) Linux(5327) 反应(5209) 腳本語言(PerlPython)(5129) 非技術區(4971) Android(4554) 数据框(4311) css(4259) 节点.js(4032) C語言(3288) json(3245) 列表(3129) 扑(3119) C++語言(3117) 安卓(2998) 打字稿(2995) VBA(2789) Java相關(2746) 疑難問題(2699) 细绳(2522) 單片機工控(2479) iOS(2429) ASP.NET(2402) MongoDB(2323) 麻木的(2285) 正则表达式(2254) 字典(2211) 循环(2198) 迅速(2185) 擅长(2169) 镖(2155) 功能(1967) .NET技术(1958) Web開發(1951) python-3.x(1918) HtmlCss(1915) 弹簧靴(1913) C++(1909) xml(1889) PostgreSQL(1872) .NETCore(1853) 谷歌表格(1846) Unity3D(1843) for循环(1842)

熱門瀏覽
  • 【C++】Microsoft C++、C 和匯編程式檔案

    ......

    uj5u.com 2020-09-10 00:57:23 more
  • 例外宣告

    相比于斷言適用于排除邏輯上不可能存在的狀態,例外通常是用于邏輯上可能發生的錯誤。 例外宣告 Item 1:當函式不可能拋出例外或不能接受拋出例外時,使用noexcept 理由 如果不打算拋出例外的話,程式就會認為無法處理這種錯誤,并且應當盡早終止,如此可以有效地阻止例外的傳播與擴散。 示例 //不可 ......

    uj5u.com 2020-09-10 00:57:27 more
  • Codeforces 1400E Clear the Multiset(貪心 + 分治)

    鏈接:https://codeforces.com/problemset/problem/1400/E 來源:Codeforces 思路:給你一個陣列,現在你可以進行兩種操作,操作1:將一段沒有 0 的區間進行減一的操作,操作2:將 i 位置上的元素歸零。最終問:將這個陣列的全部元素歸零后操作的最少 ......

    uj5u.com 2020-09-10 00:57:30 more
  • UVA11610 【Reverse Prime】

    本人看到此題沒有翻譯,就附帶了一個自己的翻譯版本 思考 這一題,它的第一個要求是找出所有 $7$ 位反向質數及其質因數的個數。 我們應該需要質數篩篩選1~$10^{7}$的所有數,這里就不慢慢介紹了。但是,重讀題,我們突然發現反向質數都是 $7$ 位,而將它反過來后的數字卻是 $6$ 位數,這就說明 ......

    uj5u.com 2020-09-10 00:57:36 more
  • 統計區間素數數量

    1 #pragma GCC optimize(2) 2 #include <bits/stdc++.h> 3 using namespace std; 4 bool isprime[1000000010]; 5 vector<int> prime; 6 inline int getlist(int ......

    uj5u.com 2020-09-10 00:57:47 more
  • C/C++編程筆記:C++中的 const 變數詳解,教你正確認識const用法

    1、C中的const 1、區域const變數存放在堆疊區中,會分配記憶體(也就是說可以通過地址間接修改變數的值)。測驗代碼如下: 運行結果: 2、全域const變數存放在只讀資料段(不能通過地址修改,會發生寫入錯誤), 默認為外部聯編,可以給其他源檔案使用(需要用extern關鍵字修飾) 運行結果: ......

    uj5u.com 2020-09-10 00:58:04 more
  • 【C++犯錯記錄】VS2019 MFC添加資源不懂如何修改資源宏ID

    1. 首先在資源視圖中,添加資源 2. 點擊新添加的資源,復制自動生成的ID 3. 在解決方案資源管理器中找到Resource.h檔案,編輯,使用整個專案搜索和替換的方式快速替換 宏宣告 4. Ctrl+Shift+F 全域搜索,點擊查找全部,然后逐個替換 5. 為什么使用搜索替換而不使用屬性視窗直 ......

    uj5u.com 2020-09-10 00:59:11 more
  • 【C++犯錯記錄】VS2019 MFC不懂的批量添加資源

    1. 打開資源頭檔案Resource.h,在其中預先定義好宏 ID(不清楚其實ID值應該設定多少,可以先新建一個相同的資源項,再在這個資源的ID值的基礎上遞增即可) 2. 在資源視圖中選中專案資源,按F7編輯資源檔案,按 ID 型別 相對路徑的形式添加 資源。(別忘了先把檔案拷貝到專案中的res檔案 ......

    uj5u.com 2020-09-10 01:00:19 more
  • C/C++編程筆記:關于C++的參考型別,專供新手入門使用

    今天要講的是C++中我最喜歡的一個用法——參考,也叫別名。 參考就是給一個變數名取一個變數名,方便我們間接地使用這個變數。我們可以給一個變數創建N個參考,這N + 1個變數共享了同一塊記憶體區域。(參考型別的變數會占用記憶體空間,占用的記憶體空間的大小和指標型別的大小是相同的。雖然參考是一個物件的別名,但 ......

    uj5u.com 2020-09-10 01:00:22 more
  • 【C/C++編程筆記】從頭開始學習C ++:初學者完整指南

    眾所周知,C ++的學習曲線陡峭,但是花時間學習這種語言將為您的職業帶來奇跡,并使您與其他開發人員區分開。您會更輕松地學習新語言,形成真正的解決問題的技能,并在編程的基礎上打下堅實的基礎。 C ++將幫助您養成良好的編程習慣(即清晰一致的編碼風格,在撰寫代碼時注釋代碼,并限制類內部的可見性),并且由 ......

    uj5u.com 2020-09-10 01:00:41 more
最新发布
  • Rust中的智能指標:Box<T> Rc<T> Arc<T> Cell<T> RefCell<T> Weak

    Rust中的智能指標是什么 智能指標(smart pointers)是一類資料結構,是擁有資料所有權和額外功能的指標。是指標的進一步發展 指標(pointer)是一個包含記憶體地址的變數的通用概念。這個地址參考,或 ” 指向”(points at)一些其 他資料 。參考以 & 符號為標志并借用了他們所 ......

    uj5u.com 2023-04-20 07:24:10 more
  • Java的值傳遞和參考傳遞

    值傳遞不會改變本身,參考傳遞(如果傳遞的值需要實體化到堆里)如果發生修改了會改變本身。 1.基本資料型別都是值傳遞 package com.example.basic; public class Test { public static void main(String[] args) { int ......

    uj5u.com 2023-04-20 07:24:04 more
  • [2]SpinalHDL教程——Scala簡單入門

    第一個 Scala 程式 shell里面輸入 $ scala scala> 1 + 1 res0: Int = 2 scala> println("Hello World!") Hello World! 檔案形式 object HelloWorld { /* 這是我的第一個 Scala 程式 * 以 ......

    uj5u.com 2023-04-20 07:23:58 more
  • 理解函式指標和回呼函式

    理解 函式指標 指向函式的指標。比如: 理解函式指標的偽代碼 void (*p)(int type, char *data); // 定義一個函式指標p void func(int type, char *data); // 宣告一個函式func p = func; // 將指標p指向函式func ......

    uj5u.com 2023-04-20 07:23:52 more
  • Django筆記二十五之資料庫函式之日期函式

    本文首發于公眾號:Hunter后端 原文鏈接:Django筆記二十五之資料庫函式之日期函式 日期函式主要介紹兩個大類,Extract() 和 Trunc() Extract() 函式作用是提取日期,比如我們可以提取一個日期欄位的年份,月份,日等資料 Trunc() 的作用則是截取,比如 2022-0 ......

    uj5u.com 2023-04-20 07:23:45 more
  • 一天吃透JVM面試八股文

    什么是JVM? JVM,全稱Java Virtual Machine(Java虛擬機),是通過在實際的計算機上仿真模擬各種計算機功能來實作的。由一套位元組碼指令集、一組暫存器、一個堆疊、一個垃圾回收堆和一個存盤方法域等組成。JVM屏蔽了與作業系統平臺相關的資訊,使得Java程式只需要生成在Java虛擬機 ......

    uj5u.com 2023-04-20 07:23:31 more
  • 使用Java接入小程式訂閱訊息!

    更新完微信服務號的模板訊息之后,我又趕緊把微信小程式的訂閱訊息給實作了!之前我一直以為微信小程式也是要企業才能申請,沒想到小程式個人就能申請。 訊息推送平臺🔥推送下發【郵件】【短信】【微信服務號】【微信小程式】【企業微信】【釘釘】等訊息型別。 https://gitee.com/zhongfuch ......

    uj5u.com 2023-04-20 07:22:59 more
  • java -- 緩沖流、轉換流、序列化流

    緩沖流 緩沖流, 也叫高效流, 按照資料型別分類: 位元組緩沖流:BufferedInputStream,BufferedOutputStream 字符緩沖流:BufferedReader,BufferedWriter 緩沖流的基本原理,是在創建流物件時,會創建一個內置的默認大小的緩沖區陣列,通過緩沖 ......

    uj5u.com 2023-04-20 07:22:49 more
  • Java-SpringBoot-Range請求頭設定實作視頻分段傳輸

    老實說,人太懶了,現在基本都不喜歡寫筆記了,但是網上有關Range請求頭的文章都太水了 下面是抄的一段StackOverflow的代碼...自己大修改過的,寫的注釋挺全的,應該直接看得懂,就不解釋了 寫的不好...只是希望能給視頻網站開發的新手一點點幫助吧. 業務場景:視頻分段傳輸、視頻多段傳輸(理 ......

    uj5u.com 2023-04-20 07:22:42 more
  • Windows 10開發教程_編程入門自學教程_菜鳥教程-免費教程分享

    教程簡介 Windows 10開發入門教程 - 從簡單的步驟了解Windows 10開發,從基本到高級概念,包括簡介,UWP,第一個應用程式,商店,XAML控制元件,資料系結,XAML性能,自適應設計,自適應UI,自適應代碼,檔案管理,SQLite資料庫,應用程式到應用程式通信,應用程式本地化,應用程式 ......

    uj5u.com 2023-04-20 07:22:35 more