Initial Release
This commit is contained in:
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document.querySelector("div.layout-background").appendChild((() => {
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const COLOR_PARTICLE = 0x363636
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const COLOR_FOREGROUND = 0x282828
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const COLOR_BACKGROUND = 0x000000
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const PARTICLE_COUNT = 320
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const FRAME_TIME = 1000 / 15
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let gl, canvas
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let planeProg, particleProg
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let planeBuf, planeIdxBuf, planeOrigBuf
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let particlePosBuf, particleColorBuf
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let planeVerts, planeOrig, planeIdx
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let particlePos, particleColor, particleData = []
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let lastTime = 0, lastFrame = 0, time = 0
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let planeW, planeH, planeSegX, planeSegY
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let uTimePlane, uMVPPlane, uFogColorPlane, uFogNearPlane, uFogFarPlane
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let uMVPParticle, uFogColorParticle, uFogNearParticle, uFogFarParticle
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// --- Math helpers ---
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function mat4() { return new Float32Array(16) }
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function mat4Identity(m) {
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m[0] = 1; m[1] = 0; m[2] = 0; m[3] = 0;
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m[4] = 0; m[5] = 1; m[6] = 0; m[7] = 0;
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m[8] = 0; m[9] = 0; m[10] = 1; m[11] = 0;
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m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1;
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return m
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}
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function mat4Multiply(out, a, b) {
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for (let i = 0; i < 4; i++)
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for (let j = 0; j < 4; j++) {
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out[j * 4 + i] = 0
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for (let k = 0; k < 4; k++) out[j * 4 + i] += a[k * 4 + i] * b[j * 4 + k]
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}
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return out
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}
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function mat4Perspective(m, fovY, aspect, near, far) {
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const f = 1.0 / Math.tan(fovY / 2)
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m[0] = f / aspect; m[1] = 0; m[2] = 0; m[3] = 0
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m[4] = 0; m[5] = f; m[6] = 0; m[7] = 0
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m[8] = 0; m[9] = 0; m[10] = (far + near) / (near - far); m[11] = -1
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m[12] = 0; m[13] = 0; m[14] = (2 * far * near) / (near - far); m[15] = 0
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return m
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}
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function mat4RotateX(m, angle) {
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const c = Math.cos(angle), s = Math.sin(angle)
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const t = mat4Identity(mat4())
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t[5] = c; t[6] = s; t[9] = -s; t[10] = c
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return mat4Multiply(mat4(), t, m)
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}
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function mat4Translate(m, x, y, z) {
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const t = mat4Identity(mat4())
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t[12] = x; t[13] = y; t[14] = z
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return mat4Multiply(mat4(), t, m)
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}
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function randFloat(lo, hi) { return lo + Math.random() * (hi - lo) }
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function randFloatSpread(range) { return randFloat(-range / 2, range / 2) }
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function degToRad(d) { return d * Math.PI / 180 }
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function intToRGB(i) {
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return [
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((i >> 16) & 0xFF) / 255,
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((i >> 8) & 0xFF) / 255,
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((i >> 0) & 0xFF) / 255
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]
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}
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// --- Shader sources ---
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const PLANE_VERT = `
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attribute vec3 aPosition;
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uniform mat4 uMVP;
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uniform float uTime;
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varying float vDist;
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void main() {
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float dist = sqrt(aPosition.x*aPosition.x + aPosition.z*aPosition.z);
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float wave = sin(dist * 0.5 - uTime);
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float cave = -exp(-dist * 0.1) * 3.5;
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vec3 pos = vec3(aPosition.x, aPosition.y + wave + cave, aPosition.z);
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vDist = length((uMVP * vec4(pos, 1.0)).xyz);
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gl_Position = uMVP * vec4(pos, 1.0);
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}
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`
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const PLANE_FRAG = `
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precision mediump float;
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uniform vec3 uFogColor;
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uniform float uFogNear;
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uniform float uFogFar;
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varying float vDist;
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void main() {
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float fog = clamp((vDist - uFogNear) / (uFogFar - uFogNear), 0.0, 1.0);
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vec3 color = mix(vec3(${intToRGB(COLOR_FOREGROUND).join(',')}), uFogColor, fog);
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gl_FragColor = vec4(color, 1.0);
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}
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`
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const PARTICLE_VERT = `
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attribute vec3 aPosition;
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attribute vec4 aColor;
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uniform mat4 uMVP;
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varying vec4 vColor;
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varying float vDist;
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void main() {
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vec4 pos = uMVP * vec4(aPosition, 1.0);
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vDist = length(pos.xyz);
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vColor = aColor;
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gl_PointSize = 3.0;
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gl_Position = pos;
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}
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`
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const PARTICLE_FRAG = `
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precision mediump float;
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uniform vec3 uFogColor;
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uniform float uFogNear;
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uniform float uFogFar;
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varying vec4 vColor;
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varying float vDist;
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void main() {
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float fog = clamp((vDist - uFogNear) / (uFogFar - uFogNear), 0.0, 1.0);
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float alpha = vColor.a * (1.0 - fog);
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gl_FragColor = vec4(mix(vColor.rgb, uFogColor, fog), alpha);
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}
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`
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function compileShader(src, type) {
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const s = gl.createShader(type)
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gl.shaderSource(s, src)
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gl.compileShader(s)
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return s
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}
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function createProgram(vert, frag) {
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const p = gl.createProgram()
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gl.attachShader(p, compileShader(vert, gl.VERTEX_SHADER))
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gl.attachShader(p, compileShader(frag, gl.FRAGMENT_SHADER))
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gl.linkProgram(p)
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return p
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}
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function buildPlane(ratio) {
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const scale = 24
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planeSegX = Math.round(12 * ratio)
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planeSegY = 12
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planeW = scale * ratio
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planeH = scale
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const nx = planeSegX + 1, ny = planeSegY + 1
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planeVerts = new Float32Array(nx * ny * 3)
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planeOrig = new Float32Array(nx * ny * 3)
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let vi = 0
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for (let iy = 0; iy < ny; iy++) {
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for (let ix = 0; ix < nx; ix++) {
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const x = (ix / planeSegX - 0.5) * planeW
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const z = (iy / planeSegY - 0.5) * planeH
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planeVerts[vi] = x
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planeVerts[vi + 1] = 0
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planeVerts[vi + 2] = z
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planeOrig[vi] = x
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planeOrig[vi + 1] = 0
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planeOrig[vi + 2] = z
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vi += 3
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}
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}
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// Wireframe indices — two triangles per quad
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const lines = []
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for (let iy = 0; iy < ny; iy++) {
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for (let ix = 0; ix < nx; ix++) {
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const idx = iy * nx + ix
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if (ix < planeSegX) { lines.push(idx, idx + 1) }
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if (iy < planeSegY) { lines.push(idx, idx + nx) }
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if (ix < planeSegX && iy < planeSegY) { lines.push(idx, idx + nx + 1) }
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}
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}
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planeIdx = new Uint16Array(lines)
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}
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function spawnParticle(i) {
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const x = randFloat(-planeW, planeW)
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const z = randFloat(-planeH, planeH)
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particleData[i] = {
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x, y: 0, z,
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vx: randFloatSpread(0.05),
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vy: randFloat(0.02, 0.05),
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vz: randFloatSpread(0.05),
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life: randFloat(3.0, 6.0),
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maxLife: 0
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}
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particleData[i].maxLife = particleData[i].life
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const p = i * 3
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particlePos[p] = x; particlePos[p + 1] = 0; particlePos[p + 2] = z
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const c = i * 4
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const [r, g, b] = intToRGB(COLOR_PARTICLE)
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particleColor[c + 0] = r
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particleColor[c + 1] = g
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particleColor[c + 2] = b
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particleColor[c + 3] = 0
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}
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function init() {
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canvas.width = Math.floor(window.innerWidth * 0.25)
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canvas.height = Math.floor(window.innerHeight * 0.25)
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canvas.style.width = window.innerWidth + 'px'
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canvas.style.height = window.innerHeight + 'px'
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canvas.style.imageRendering = 'pixelated'
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const ratio = canvas.width / canvas.height
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gl.viewport(0, 0, canvas.width, canvas.height)
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gl.clearColor(...intToRGB(COLOR_BACKGROUND), 1)
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gl.enable(gl.BLEND)
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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buildPlane(ratio)
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// Upload plane buffers
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gl.bindBuffer(gl.ARRAY_BUFFER, planeBuf)
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gl.bufferData(gl.ARRAY_BUFFER, planeVerts, gl.DYNAMIC_DRAW)
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gl.bindBuffer(gl.ARRAY_BUFFER, planeOrigBuf)
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gl.bufferData(gl.ARRAY_BUFFER, planeOrig, gl.STATIC_DRAW)
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, planeIdxBuf)
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, planeIdx, gl.STATIC_DRAW)
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// Init particles if first time
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if (particleData.length === 0) {
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particlePos = new Float32Array(PARTICLE_COUNT * 3)
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particleColor = new Float32Array(PARTICLE_COUNT * 4)
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for (let i = 0; i < PARTICLE_COUNT; i++) spawnParticle(i)
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}
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gl.bindBuffer(gl.ARRAY_BUFFER, particlePosBuf)
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gl.bufferData(gl.ARRAY_BUFFER, particlePos, gl.DYNAMIC_DRAW)
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gl.bindBuffer(gl.ARRAY_BUFFER, particleColorBuf)
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gl.bufferData(gl.ARRAY_BUFFER, particleColor, gl.DYNAMIC_DRAW)
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// Build MVP
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const proj = mat4Perspective(mat4(), degToRad(70), ratio, 0.1, 100)
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let view = mat4Identity(mat4())
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view = mat4Translate(view, 0, -7.5, -15)
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view = mat4RotateX(view, degToRad(33.75))
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const mvp = mat4Multiply(mat4(), proj, view)
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gl.useProgram(planeProg)
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gl.uniformMatrix4fv(uMVPPlane, false, mvp)
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gl.uniform3f(uFogColorPlane, ...intToRGB(COLOR_BACKGROUND))
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gl.uniform1f(uFogNearPlane, 2)
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gl.uniform1f(uFogFarPlane, 22)
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gl.useProgram(particleProg)
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gl.uniformMatrix4fv(uMVPParticle, false, mvp)
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gl.uniform3f(uFogColorParticle, ...intToRGB(COLOR_BACKGROUND))
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gl.uniform1f(uFogNearParticle, 6)
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gl.uniform1f(uFogFarParticle, 22)
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}
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function updatePlane() {
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for (let i = 0; i < planeVerts.length; i += 3) {
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const x = planeOrig[i], z = planeOrig[i + 2]
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const dist = Math.sqrt(x * x + z * z)
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planeVerts[i] = x
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planeVerts[i + 1] = Math.sin(dist * 0.5 - time) * 0.5 + (-Math.exp(-dist * 0.1) * 3.5)
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planeVerts[i + 2] = z
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}
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gl.bindBuffer(gl.ARRAY_BUFFER, planeBuf)
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, planeVerts)
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}
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function updateParticles(delta) {
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for (let i = 0; i < PARTICLE_COUNT; i++) {
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const p = particleData[i]
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p.life -= delta
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if (p.life <= 0) { spawnParticle(i); continue }
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const t = p.life / p.maxLife
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p.x += p.vx * delta * 20
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p.y += p.vy * delta * 20
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p.z += p.vz * delta * 20
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const pi = i * 3
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particlePos[pi] = p.x; particlePos[pi + 1] = p.y; particlePos[pi + 2] = p.z
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particleColor[i * 4 + 3] = Math.min(t * 1.2, 1)
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}
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gl.bindBuffer(gl.ARRAY_BUFFER, particlePosBuf)
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, particlePos)
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gl.bindBuffer(gl.ARRAY_BUFFER, particleColorBuf)
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, particleColor)
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}
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function drawPlane() {
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gl.useProgram(planeProg)
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gl.uniform1f(uTimePlane, time)
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const aPos = gl.getAttribLocation(planeProg, 'aPosition')
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gl.bindBuffer(gl.ARRAY_BUFFER, planeBuf)
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gl.enableVertexAttribArray(aPos)
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gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 0, 0)
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, planeIdxBuf)
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gl.drawElements(gl.LINES, planeIdx.length, gl.UNSIGNED_SHORT, 0)
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}
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function drawParticles() {
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gl.useProgram(particleProg)
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const aPos = gl.getAttribLocation(particleProg, 'aPosition')
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const aCol = gl.getAttribLocation(particleProg, 'aColor')
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gl.bindBuffer(gl.ARRAY_BUFFER, particlePosBuf)
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gl.enableVertexAttribArray(aPos)
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gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 0, 0)
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gl.bindBuffer(gl.ARRAY_BUFFER, particleColorBuf)
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gl.enableVertexAttribArray(aCol)
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gl.vertexAttribPointer(aCol, 4, gl.FLOAT, false, 0, 0)
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gl.drawArrays(gl.POINTS, 0, PARTICLE_COUNT)
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}
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function animate(now) {
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requestAnimationFrame(animate)
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if (now - lastFrame < FRAME_TIME) return
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const delta = (now - lastTime) * 0.00008 || 0
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lastFrame = now; lastTime = now; time += delta
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gl.clear(gl.COLOR_BUFFER_BIT)
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updatePlane()
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updateParticles(delta)
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drawPlane()
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drawParticles()
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}
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// --- Bootstrap ---
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canvas = document.createElement('canvas')
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gl = canvas.getContext('webgl')
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planeProg = createProgram(PLANE_VERT, PLANE_FRAG)
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particleProg = createProgram(PARTICLE_VERT, PARTICLE_FRAG)
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planeBuf = gl.createBuffer()
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planeOrigBuf = gl.createBuffer()
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planeIdxBuf = gl.createBuffer()
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particlePosBuf = gl.createBuffer()
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particleColorBuf = gl.createBuffer()
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uTimePlane = gl.getUniformLocation(planeProg, 'uTime')
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uMVPPlane = gl.getUniformLocation(planeProg, 'uMVP')
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uFogColorPlane = gl.getUniformLocation(planeProg, 'uFogColor')
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uFogNearPlane = gl.getUniformLocation(planeProg, 'uFogNear')
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uFogFarPlane = gl.getUniformLocation(planeProg, 'uFogFar')
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uMVPParticle = gl.getUniformLocation(particleProg, 'uMVP')
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uFogColorParticle = gl.getUniformLocation(particleProg, 'uFogColor')
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uFogNearParticle = gl.getUniformLocation(particleProg, 'uFogNear')
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uFogFarParticle = gl.getUniformLocation(particleProg, 'uFogFar')
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if (window.outerWidth >= 1024) {
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window.addEventListener('resize', init)
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init()
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animate(0)
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} else {
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init()
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}
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return canvas
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})())
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Reference in New Issue
Block a user