2023-12-16 05:52:52 +01:00
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/*
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* SPDX-FileCopyrightText: syuilo and other misskey contributors
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* SPDX-License-Identifier: AGPL-3.0-only
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*/
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export class SnowfallEffect {
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private VERTEX_SOURCE = `#version 300 es
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in vec4 a_position;
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in vec4 a_color;
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in vec3 a_rotation;
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in vec3 a_speed;
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in float a_size;
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out vec4 v_color;
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out float v_rotation;
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uniform float u_time;
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uniform mat4 u_projection;
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uniform vec3 u_worldSize;
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uniform float u_gravity;
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uniform float u_wind;
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void main() {
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v_color = a_color;
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v_rotation = a_rotation.x + u_time * a_rotation.y;
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vec3 pos = a_position.xyz;
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float turbulence = 1.0;
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pos.x = mod(pos.x + u_time + u_wind * a_speed.x, u_worldSize.x * 2.0) - u_worldSize.x;
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pos.y = mod(pos.y - u_time * a_speed.y * u_gravity, u_worldSize.y * 2.0) - u_worldSize.y;
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pos.x += sin(u_time * a_speed.z * turbulence) * a_rotation.z;
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pos.z += cos(u_time * a_speed.z * turbulence) * a_rotation.z;
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gl_Position = u_projection * vec4(pos.xyz, a_position.w);
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gl_PointSize = (a_size / gl_Position.w) * 100.0;
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}
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`;
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private FRAGMENT_SOURCE = `#version 300 es
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precision highp float;
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in vec4 v_color;
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in float v_rotation;
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uniform sampler2D u_texture;
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out vec4 out_color;
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void main() {
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vec2 rotated = vec2(
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cos(v_rotation) * (gl_PointCoord.x - 0.5) + sin(v_rotation) * (gl_PointCoord.y - 0.5) + 0.5,
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cos(v_rotation) * (gl_PointCoord.y - 0.5) - sin(v_rotation) * (gl_PointCoord.x - 0.5) + 0.5
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);
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vec4 snowflake = texture(u_texture, rotated);
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out_color = vec4(snowflake.rgb * v_color.xyz, snowflake.a * v_color.a);
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}
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`;
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private gl: WebGLRenderingContext;
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private program: WebGLProgram;
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private canvas: HTMLCanvasElement;
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private buffers: Record<string, {
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size: number;
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value: number[] | Float32Array;
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location: number;
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ref: WebGLBuffer;
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}>;
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private uniforms: Record<string, {
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type: string;
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value: number[] | Float32Array;
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location: WebGLUniformLocation;
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}>;
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private texture: WebGLTexture;
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private camera: {
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fov: number;
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near: number;
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far: number;
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aspect: number;
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z: number;
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};
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private wind: {
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current: number;
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force: number;
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target: number;
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min: number;
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max: number;
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easing: number;
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};
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private time: {
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start: number;
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previous: number;
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} = {
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start: 0,
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previous: 0,
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};
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private raf = 0;
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private density: number = 1 / 90;
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private depth = 100;
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private count = 1000;
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private gravity = 100;
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private speed: number = 1 / 10000;
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private color: number[] = [1, 1, 1];
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private opacity = 1;
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private size = 4;
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private snowflake = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEAAAABACAYAAACqaXHeAAAAAXNSR0IArs4c6QAAAAlwSFlzAAALEwAACxMBAJqcGAAAAVlpVFh0WE1MOmNvbS5hZG9iZS54bXAAAAAAADx4OnhtcG1ldGEgeG1sbnM6eD0iYWRvYmU6bnM6bWV0YS8iIHg6eG1wdGs9IlhNUCBDb3JlIDUuNC4wIj4KICAgPHJkZjpSREYgeG1sbnM6cmRmPSJodHRwOi8vd3d3LnczLm9yZy8xOTk5LzAyLzIyLXJkZi1zeW50YXgtbnMjIj4KICAgICAgPHJkZjpEZXNjcmlwdGlvbiByZGY6YWJvdXQ9IiIKICAgICAgICAgICAgeG1sbnM6dGlmZj0iaHR0cDovL25zLmFkb2JlLmNvbS90aWZmLzEuMC8iPgogICAgICAgICA8dGlmZjpPcmllbnRhdGlvbj4xPC90aWZmOk9yaWVudGF0aW9uPgogICAgICA8L3JkZjpEZXNjcmlwdGlvbj4KICAgPC9yZGY6UkRGPgo8L3g6eG1wbWV0YT4KTMInWQAAErRJREFUeAHdmgnYlmPax5MShaxRKRElPmXJXpaSsRxDU0bTZ+kt65RloiRDltEMQsxYKmS+zzYjxCCamCzV2LchResMIxFRQ1G93+93Pdf5dL9v7zuf4/hm0fc/jt9znddy3/e1nNd53c/7vHXq/AtVWVnZA/bzkaQjoWG298DeMdvrmP6/EIOqC4fBsbAx7Arz4TaYBPXgWVDnO2jSBrB2T0IMIA9mCmmoE8aonPkR6WPZHlp9xSlfeyeBzq9bHBD5feEdUGfDXBgBqnde+a2wvw/dYdNctvZNAp1PnTaFttA6JgP7eVgBM0CNzgO9HNvy0AcYDda6SaDTdXOnz8X+IkZDugAGQmOYA+ob6Ah/MIOMDRPhJjgJ6uV7pXtWt81/50SnY/Wvwn4ZDHAvwJ9ATYcxyaqsnEnqZCyCPaE80BgYZXG/5A3VyyP/b08LHa11z9KmFUwA5eqruRBHYX1s8WSI1Xcbme8Mt8PWUCU+kF8XbFN+dtH+p06OD4IU8EjD/VOZ5bnezq0XHcHuC2oV7BDlkVIWq56uIX8UjAO31GRIMYW0Vo/xXtSXJyTuXVO6xk1qalRTmQ9AfqzEvog2XYpllnsd6Qr4unCPT7NtByu0uU7vuAaOoy1JuvfXpJdTvSX0gI1gCXwGZdFmEFxoQb7Wid8s7lNu+I8wuHGsTqz2zpQ9DAa5R6HC55A2gvCMXthvwi25bjx26H0M9/9f4Rnok9s0zulFlC2HzzP9cnld8nH/p7DVrbmuIfYs6JLz9U3/z+KGadDeCDsmwre7GyEifn/su8HVSsL2HeBn8CK8AW+B7u9R5yrPgyOjvSn5DWAaXAG2UU7CE9Ayt4k4sR1lX4LaLdd9gn2ftsL+Vtuh1Dp/elH1C8lvCdUj8kDK3gbP8XdhCnSC86rcsNSR9pQvhc/gVlB9bUfqoFNAy/mLrUROrpMwCtpBxBbTtLqkF4K6IF9rf57I9pnYekx5AS0P1VhopXso9pR5buC7+kewU86nFcB+BT4EXdIvNO73sRBubGTXLZtTtgp+DEb++bACdqBuJOlAaMMzLVM3whegNznQDtCb+pW5b8YY76euB5+7pxm0IbzCfS8m3Zf2q4T8/+4JNArXGoptpxz8LqDmQJq0Qnostt/sfIn5GygD4/Zeq7B7wljQO2yjB/QGj0Pjxz4wGdqXrkjXtCT/ISyDa6EPpHrSraFjvnecFpMoMx40Br3xSlD262rYObevddHTs2kYwWUG9uP5It/f1eU5Xw9btwoXPALbwYXcg+unG/KB3Rq8n9ddAOpn4Kr8BAaBcltcDo9D7Ouavig1o34x7F94xqPk74eLQH0MH8HvwS3SLPe9iheEG6f70KiuLpZv6sxG/Va5bFJOabaO7ucAvGEbeAH+AN1hV7iDOidQFz4A2oJb6D1YDhXZHkTqpL8EbqHDYRtwW20AsdIb8syl5N2e6dTAPB2mWYa+hE4Qk7I59iMwFZ70GlJlfyuTVfygs7Hyw7HbwI0w3Tak14BqEtdg7wVdIx8pZbtBUbrjZeA3vUPBANkU+sEehev8O4Db6QpwYm+D8II0KPKHwUFeQ3oLDIMN4WgID1yOPQ+MAXMhNAtju3ztmtuAypiAw7EXwo/Am+0NfUG5mknYc6GfGVIjsoFNuyuoh8COuDcd2LmwA9jWE8bB3Q7N4XrwWAz5XOXR+Tx4n6FgdHeB6sF/w2QwhlSXdXvl/jixx4NH8GW5LDzb7GrR4ES4F5QddB99CieAwStOAPegdUZ2B71F3AXbQSn3vJ1bYaYWrayh3NUPTcbYFExVW3CfXwlvgfoavMbnDAY9dxGo6dCt0LeaB54H4UydDEPA2R4PDlrFLB9XuNmTlO+Xr7X9ZNBr9J4+EN8AMcv6ButpMND9FM6EnTOHkLrSnvtzwbbq3vwMB2ow/qWFSC8ZC++ZQaldbquH2afQWbl8TdcvVtC6LtipifAuOKt6gA9Tzqgzb5R2gP1hX3DVtZVHVvdklY5DA5beIkVPuZn8LOgAnWEfeAaUkxCan/voBNkfF+U5cFu5z5XlxZU20OmZtgm1K45VO4naNCukrcBZVk/CD+E/YBjoYjXJY8Zg9DxsDrbbBHTRotxOrug4eBs+hHgWZtKzfHrdXHBi9gDvqzxFHNA5KVfyBCf0ExgB7nkXStLLEKkniNf0AzUs5+ublkVFKiC9FBZAvGxshT0NnN3zoSUYSJQPcjAvm0HmjcIPemNS96F6E36drFLwugx7EEzNZV/l9IjoEPkW4B7eFtYH9QKcBcfA/aCWgpPQOT+zMbb9fS3nDbYR2MdgV0S5aVlUhLs0w45IHi7sqnnGJ2E7CXqHWgZXgJ1y8KqpDUmfSLmSV5yB/XrpDqVP8ofmehNdOv7I0ShfP4yyJdl2a4SchI1gCXgkHgljYfvc1i3cs/SU1A9jQRpfri/b0Sal1RrtSj4ULyHprY5C6+6E1+EBULq0E+DK7A96iwqX0z4td8B3dCdob5gD3UB3j9fUcNuDKFOvgc+bZAZFf4Zgu/q/AGPMgfm+5ShPWay+k6I31BwAvVDRYL2cuqfUVTkfnTqvVFx5ai7/MXn3tp1UrtRkDWRsaAMjzaD08uJ1irz7+8ps/6ZYj90V3FKrQBkvmubULbN7vs7tZRyJV9w0ePLbQ4PcJspqXnkbhbgoGk/AVptZRxpB0hU7Mpc1x34cdgKPm1dzeTts9XPwlFAO5Au4BDbO7ZycO7J9A/Zh2b4A2+ucALefWpTrflDKVq4kHQBOoi9PO1qvsDeGd6AxXAJbQ5VxlFrW8EnDcJlTsOPcjElxL7WNy7AduC4f2+A/rSN/Hyg7YMBTxgqPUT3F2HAqtIb58GvQW86GqyG+ff4UWz0FBuH4UhaTal1vmAGfg98dfP4d4HPGwmwYAg+D2/J7uU0ap/YaolHZVbBj5d1DaSK8ADsmqiH2JIhgNRhbPZrbhSdZ5heVJGw7477VfYuaagMK2sM8iMloga1HXAt/AeWELgQnR/0Z7k3W6pe3xTn/JamTFPGnPMZSj6p90rA8YOziwHcnH/EgTovJlJ0LPSHkyrTKmZNJ+8KrYKBsCQeB0pWdBFNleieMgzjL44jejTK1CPSY0CiMdyOT09g6ni5O3Ceg51U4VNLaPSA3SDNEwwiKFdgHgANNrpjb7UVejYTYCuZ92DR42HYh8gfDJfAMqBi4dqxk+RrKGkD0YXNsA6AT5qCUXhBe5CR0gPCC4dhqKFwI1m1qX0hr94CotDE4aAd3PCyBX4Jyn+sNL5tBDsRAp3S7b5KVYwa2A0nHaO5AXBeDtnlMxizsW+HomLh8zX9R5sTeBSEn/cqc2Tvak9eDXCyP2PgbYWzn2gefHxT7+0Qu/h18DO7XmPWYcYqSXuHz2myb6G7RNs7meLgeMxXugbiPA3clQx0xtgNPGN819L7+oCzvm6zSx+EkI+Du3Pe0LbOd/jqc7dhG9Wib+mJ5jaJ
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private INITIAL_BUFFERS = () => ({
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position: { size: 3, value: [] },
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color: { size: 4, value: [] },
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size: { size: 1, value: [] },
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rotation: { size: 3, value: [] },
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speed: { size: 3, value: [] },
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});
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private INITIAL_UNIFORMS = () => ({
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time: { type: 'float', value: 0 },
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worldSize: { type: 'vec3', value: [0, 0, 0] },
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gravity: { type: 'float', value: this.gravity },
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wind: { type: 'float', value: 0 },
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projection: {
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type: 'mat4',
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value: [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1],
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},
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});
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private UNIFORM_SETTERS = {
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int: 'uniform1i',
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float: 'uniform1f',
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vec2: 'uniform2fv',
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vec3: 'uniform3fv',
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vec4: 'uniform4fv',
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mat2: 'uniformMatrix2fv',
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mat3: 'uniformMatrix3fv',
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mat4: 'uniformMatrix4fv',
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};
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private CAMERA = {
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fov: 60,
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near: 5,
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far: 10000,
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aspect: 1,
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z: 100,
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};
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private WIND = {
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current: 0,
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force: 0.01,
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target: 0.01,
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min: 0,
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max: 0.125,
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easing: 0.0005,
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};
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constructor() {
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const canvas = this.initCanvas();
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const gl = canvas.getContext('webgl2', { antialias: true });
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if (gl == null) throw new Error('Failed to get WebGL context');
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document.body.append(canvas);
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this.canvas = canvas;
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this.gl = gl;
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this.program = this.initProgram();
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this.buffers = this.initBuffers();
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this.uniforms = this.initUniforms();
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this.texture = this.initTexture();
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this.camera = this.initCamera();
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this.wind = this.initWind();
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this.resize = this.resize.bind(this);
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this.update = this.update.bind(this);
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window.addEventListener('resize', () => this.resize());
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}
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private initCanvas(): HTMLCanvasElement {
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const canvas = document.createElement('canvas');
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Object.assign(canvas.style, {
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position: 'fixed',
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top: 0,
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left: 0,
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width: '100vw',
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height: '100vh',
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background: 'transparent',
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'pointer-events': 'none',
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'z-index': 2147483647,
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});
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return canvas;
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}
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private initCamera() {
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return { ...this.CAMERA };
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}
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private initWind() {
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return { ...this.WIND };
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}
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private initShader(type, source): WebGLShader {
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const { gl } = this;
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const shader = gl.createShader(type);
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if (shader == null) throw new Error('Failed to create shader');
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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return shader;
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}
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private initProgram(): WebGLProgram {
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const { gl } = this;
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const vertex = this.initShader(gl.VERTEX_SHADER, this.VERTEX_SOURCE);
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const fragment = this.initShader(gl.FRAGMENT_SHADER, this.FRAGMENT_SOURCE);
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const program = gl.createProgram();
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if (program == null) throw new Error('Failed to create program');
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gl.attachShader(program, vertex);
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gl.attachShader(program, fragment);
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gl.linkProgram(program);
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gl.useProgram(program);
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return program;
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}
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private initBuffers(): SnowfallEffect['buffers'] {
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const { gl, program } = this;
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const buffers = this.INITIAL_BUFFERS() as unknown as SnowfallEffect['buffers'];
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for (const [name, buffer] of Object.entries(buffers)) {
|
|
|
|
buffer.location = gl.getAttribLocation(program, `a_${name}`);
|
|
|
|
buffer.ref = gl.createBuffer()!;
|
|
|
|
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffer.ref);
|
|
|
|
gl.enableVertexAttribArray(buffer.location);
|
|
|
|
gl.vertexAttribPointer(
|
|
|
|
buffer.location,
|
|
|
|
buffer.size,
|
|
|
|
gl.FLOAT,
|
|
|
|
false,
|
|
|
|
0,
|
|
|
|
0,
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
return buffers;
|
|
|
|
}
|
|
|
|
|
|
|
|
private updateBuffers() {
|
|
|
|
const { buffers } = this;
|
|
|
|
|
|
|
|
for (const name of Object.keys(buffers)) {
|
|
|
|
this.setBuffer(name);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private setBuffer(name: string, value?) {
|
|
|
|
const { gl, buffers } = this;
|
|
|
|
const buffer = buffers[name];
|
|
|
|
|
|
|
|
buffer.value = new Float32Array(value ?? buffer.value);
|
|
|
|
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffer.ref);
|
|
|
|
gl.bufferData(gl.ARRAY_BUFFER, buffer.value, gl.STATIC_DRAW);
|
|
|
|
}
|
|
|
|
|
|
|
|
private initUniforms(): SnowfallEffect['uniforms'] {
|
|
|
|
const { gl, program } = this;
|
|
|
|
const uniforms = this.INITIAL_UNIFORMS() as unknown as SnowfallEffect['uniforms'];
|
|
|
|
|
|
|
|
for (const [name, uniform] of Object.entries(uniforms)) {
|
|
|
|
uniform.location = gl.getUniformLocation(program, `u_${name}`)!;
|
|
|
|
}
|
|
|
|
|
|
|
|
return uniforms;
|
|
|
|
}
|
|
|
|
|
|
|
|
private updateUniforms() {
|
|
|
|
const { uniforms } = this;
|
|
|
|
|
|
|
|
for (const name of Object.keys(uniforms)) {
|
|
|
|
this.setUniform(name);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private setUniform(name: string, value?) {
|
|
|
|
const { gl, uniforms } = this;
|
|
|
|
const uniform = uniforms[name];
|
|
|
|
const setter = this.UNIFORM_SETTERS[uniform.type];
|
|
|
|
const isMatrix = /^mat[2-4]$/i.test(uniform.type);
|
|
|
|
|
|
|
|
uniform.value = value ?? uniform.value;
|
|
|
|
|
|
|
|
if (isMatrix) {
|
|
|
|
gl[setter](uniform.location, false, uniform.value);
|
|
|
|
} else {
|
|
|
|
gl[setter](uniform.location, uniform.value);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private initTexture() {
|
|
|
|
const { gl } = this;
|
|
|
|
const texture = gl.createTexture();
|
|
|
|
if (texture == null) throw new Error('Failed to create texture');
|
|
|
|
const image = new Image();
|
|
|
|
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
|
|
|
gl.texImage2D(
|
|
|
|
gl.TEXTURE_2D,
|
|
|
|
0,
|
|
|
|
gl.RGBA,
|
|
|
|
1,
|
|
|
|
1,
|
|
|
|
0,
|
|
|
|
gl.RGBA,
|
|
|
|
gl.UNSIGNED_BYTE,
|
|
|
|
new Uint8Array([0, 0, 0, 0]),
|
|
|
|
);
|
|
|
|
|
|
|
|
image.onload = () => {
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
|
|
|
gl.texImage2D(
|
|
|
|
gl.TEXTURE_2D,
|
|
|
|
0,
|
|
|
|
gl.RGBA,
|
|
|
|
gl.RGBA,
|
|
|
|
gl.UNSIGNED_BYTE,
|
|
|
|
image,
|
|
|
|
);
|
|
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
|
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
|
|
|
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);
|
|
|
|
};
|
|
|
|
|
|
|
|
image.src = this.snowflake;
|
|
|
|
|
|
|
|
return texture;
|
|
|
|
}
|
|
|
|
|
|
|
|
private initSnowflakes(vw: number, vh: number, dpi: number) {
|
|
|
|
const position: number[] = [];
|
|
|
|
const color: number[] = [];
|
|
|
|
const size: number[] = [];
|
|
|
|
const rotation: number[] = [];
|
|
|
|
const speed: number[] = [];
|
|
|
|
|
|
|
|
const height = 1 / this.density;
|
|
|
|
const width = (vw / vh) * height;
|
|
|
|
const depth = this.depth;
|
|
|
|
const count = this.count;
|
|
|
|
const length = (vw / vh) * count;
|
|
|
|
|
|
|
|
for (let i = 0; i < length; ++i) {
|
|
|
|
position.push(
|
|
|
|
-width + Math.random() * width * 2,
|
|
|
|
-height + Math.random() * height * 2,
|
|
|
|
Math.random() * depth * 2,
|
|
|
|
);
|
|
|
|
|
|
|
|
speed.push(1 + Math.random(), 1 + Math.random(), Math.random() * 10);
|
|
|
|
|
|
|
|
rotation.push(
|
|
|
|
Math.random() * 2 * Math.PI,
|
|
|
|
Math.random() * 20,
|
|
|
|
Math.random() * 10,
|
|
|
|
);
|
|
|
|
|
|
|
|
color.push(...this.color, 0.1 + Math.random() * this.opacity);
|
|
|
|
//size.push((this.size * Math.random() * this.size * vh * dpi) / 1000);
|
|
|
|
size.push((this.size * vh * dpi) / 1000);
|
|
|
|
}
|
|
|
|
|
|
|
|
this.setUniform('worldSize', [width, height, depth]);
|
|
|
|
|
|
|
|
this.setBuffer('position', position);
|
|
|
|
this.setBuffer('color', color);
|
|
|
|
this.setBuffer('rotation', rotation);
|
|
|
|
this.setBuffer('size', size);
|
|
|
|
this.setBuffer('speed', speed);
|
|
|
|
}
|
|
|
|
|
|
|
|
private setProjection(aspect: number) {
|
|
|
|
const { camera } = this;
|
|
|
|
|
|
|
|
camera.aspect = aspect;
|
|
|
|
|
|
|
|
const fovRad = (camera.fov * Math.PI) / 180;
|
|
|
|
const f = Math.tan(Math.PI * 0.5 - 0.5 * fovRad);
|
|
|
|
const rangeInv = 1.0 / (camera.near - camera.far);
|
|
|
|
|
|
|
|
const m0 = f / camera.aspect;
|
|
|
|
const m5 = f;
|
|
|
|
const m10 = (camera.near + camera.far) * rangeInv;
|
|
|
|
const m11 = -1;
|
|
|
|
const m14 = camera.near * camera.far * rangeInv * 2 + camera.z;
|
|
|
|
const m15 = camera.z;
|
|
|
|
|
|
|
|
return [m0, 0, 0, 0, 0, m5, 0, 0, 0, 0, m10, m11, 0, 0, m14, m15];
|
|
|
|
}
|
|
|
|
|
|
|
|
public render() {
|
|
|
|
const { gl } = this;
|
|
|
|
|
|
|
|
gl.enable(gl.BLEND);
|
|
|
|
gl.enable(gl.CULL_FACE);
|
|
|
|
gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
|
|
|
|
gl.disable(gl.DEPTH_TEST);
|
|
|
|
|
|
|
|
this.updateBuffers();
|
|
|
|
this.updateUniforms();
|
|
|
|
this.resize(true);
|
|
|
|
|
|
|
|
this.time = {
|
|
|
|
start: window.performance.now(),
|
|
|
|
previous: window.performance.now(),
|
|
|
|
};
|
|
|
|
|
|
|
|
if (this.raf) window.cancelAnimationFrame(this.raf);
|
|
|
|
this.raf = window.requestAnimationFrame(this.update);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
|
|
|
|
private resize(updateSnowflakes = false) {
|
|
|
|
const { canvas, gl } = this;
|
|
|
|
const vw = canvas.offsetWidth;
|
|
|
|
const vh = canvas.offsetHeight;
|
|
|
|
const aspect = vw / vh;
|
|
|
|
const dpi = window.devicePixelRatio;
|
|
|
|
|
|
|
|
canvas.width = vw * dpi;
|
|
|
|
canvas.height = vh * dpi;
|
|
|
|
|
|
|
|
gl.viewport(0, 0, vw * dpi, vh * dpi);
|
|
|
|
gl.clearColor(0, 0, 0, 0);
|
|
|
|
|
|
|
|
if (updateSnowflakes === true) {
|
|
|
|
this.initSnowflakes(vw, vh, dpi);
|
|
|
|
}
|
|
|
|
|
|
|
|
this.setUniform('projection', this.setProjection(aspect));
|
|
|
|
}
|
|
|
|
|
|
|
|
private update(timestamp: number) {
|
|
|
|
const { gl, buffers, wind } = this;
|
|
|
|
const elapsed = (timestamp - this.time.start) * this.speed;
|
|
|
|
const delta = timestamp - this.time.previous;
|
|
|
|
|
|
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
|
|
gl.drawArrays(
|
|
|
|
gl.POINTS,
|
|
|
|
0,
|
|
|
|
buffers.position.value.length / buffers.position.size,
|
|
|
|
);
|
|
|
|
|
|
|
|
if (Math.random() > 0.995) {
|
|
|
|
wind.target =
|
|
|
|
(wind.min + Math.random() * (wind.max - wind.min)) *
|
|
|
|
(Math.random() > 0.5 ? -1 : 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
wind.force += (wind.target - wind.force) * wind.easing;
|
|
|
|
wind.current += wind.force * (delta * 0.2);
|
|
|
|
|
|
|
|
this.setUniform('wind', wind.current);
|
|
|
|
this.setUniform('time', elapsed);
|
|
|
|
|
|
|
|
this.time.previous = timestamp;
|
|
|
|
|
|
|
|
this.raf = window.requestAnimationFrame(this.update);
|
|
|
|
}
|
|
|
|
}
|