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添加Typecho网站引导页教程

  • VKJIA 2023年01月02日 1.1k阅读 1评论
  • 前言

    由于本站首页未采用大图布局,所以略显单调,降低首页代码容量是为了加快网站页面的加载速度,平衡之选,想到了增加引导页面这种方式,有了今天的文章。

    准备工作

    • 引导页压缩文件包
    • 需要使用的一级或二级域名做解析

    操作教程

    1.登陆你的虚拟主机或服务器,我是在宝塔进行添加。

    2.本站采用的是顶级域名vkjia.com作为首页,我也不想改为二级域名,所以我将计就计,把引导页放在二级域名www.vkjia.com

    3.宝塔面板-网站-添加站点-填写域名-填写PHP版本(同主站)-提交。

    4.由于我之前已经添加并做了301重定向,所以我需要先关闭重定向。如果是新添加可忽略这步。

    5.站点修改-SSL-部署申请Let's Encrypt证书-开启强制HTTPS-保存。

    6.宝塔面板-网站-上面新建的域名-点击进入域名根目录-全选-删除所有文件。最后只会剩下下图这个文件。

    7.点击上传,上传你准备好的引导页压缩包,点击开始上传。

    8.解压上传的引导页压缩包。

    9.下图是解压出来的引导页文件,双击打开index.html

    10.修改需要调整的内容和链接并保存。奉上完整源码。

    <!DOCTYPE html>
    <html>
     <head> 
      <title>vkjia卫记の网站导航</title> 
      <meta name="description" content="那些暗潮汹涌的 见不得人的 无法诉之于口的才是我真正的生活|关键词:Suinian,Nianbroken" /> 
      <meta charset="utf-8" /> 
      <meta http-equiv="content-language" content="zh-cn" /> 
      <link rel="shortcut icon" href="images/favicon.ico" /> 
      <meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no" /> 
      <link rel="stylesheet" href="assets/css/main.css" /> 
      <noscript> 
       <link rel="stylesheet" href="assets/css/noscript.css" /> 
      </noscript>
     </head> 
     <body class="is-preload"> 
      <!-- Wrapper --> 
      <div id="wrapper"> 
       <!-- Header --> 
       <header id="header"> 
        <div class="icon"> 
         <img src="images/vkjiaguidanglogo.png" alt="vkjia卫记の网站导航" title="vkjia卫记の网站导航" class="logo" /> 
        </div> 
        <div class="content"> 
         <div class="inner"> 
          <h1>vkjia卫记の网站导航</h1> 
          <p>你所做的事情,也许暂时看不到成果, 但不要灰心或焦虑,你不是没有成长,而是在扎根。</p>
         </div> 
        </div> 
        <nav> 
         <ul> 
          <li> <a href="https://vkjia.com/">VKJIA卫记</a></li> 
          <li> <a href="https://vkjia.com/about.html/">About</a></li> 
          <!--<li><a href="#elements">Elements</a></li>--> 
         </ul> 
        </nav> 
       </header> 
       <!-- Footer --> 
       <footer id="footer"> 
    
        <p class="copyright"><script>
            var mydate = new Date();
            document.writeln("Copyright © 2022 - "+mydate.getFullYear()+' vkjia<br />All Rights Reserved');</script></p> 
        <p class="copyright">纵有千古,横有八方;前途似海,来日方长</p> 
       </footer> 
      </div> 
      <canvas id="sakura" style="z-index: 2;
        position: fixed;
        left: 0;
        top: 0;
        height: 100vh;
        width: 100vw;"> 
      </canvas> 
      <!-- BG --> 
      <!-- <div id="bg"> --> 
      <!-- Scripts --> 
      <script src="assets/js/jquery.min.js"></script> 
      <script src="assets/js/browser.min.js"></script> 
      <script src="assets/js/breakpoints.min.js"></script> 
      <script src="assets/js/util.js"></script> 
      <script src="assets/js/main.js"></script> 
      <style>canvas { padding:0; margin:0; }</style> 
      <!-- 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 = document.getElementById("sakura_point_vsh").textContent;
        var frgsrc = document.getElementById("sakura_point_fsh").textContent;
    
        pointFlower.program = createShader(
            vtxsrc, frgsrc,
            ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],
            ['aPosition', 'aEuler', 'aMisc']
        );
    
        useShader(pointFlower.program);
        pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);
        pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);
    
        // paramerters: velocity[3], rotate[3]
        pointFlower.numFlowers = 1600;
        pointFlower.particles = new Array(pointFlower.numFlowers);
        // vertex attributes {position[3], euler_xyz[3], size[1]}
        pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));
        pointFlower.positionArrayOffset = 0;
        pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;
        pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;
    
        pointFlower.buffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
        gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
        gl.bindBuffer(gl.ARRAY_BUFFER, null);
    
        unuseShader(pointFlower.program);
    
        for(var i = 0; i < pointFlower.numFlowers; i++) {
            pointFlower.particles[i] = new BlossomParticle();
        }
    }
    
    function initPointFlowers() {
        //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 = document.getElementById("fx_common_vsh").textContent;
    
        //background
        frgsrc = document.getElementById("bg_fsh").textContent;
        effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);
    
        // make brightpixels buffer
        frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;
        effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);
    
        // direction blur
        frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;
        effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);
    
        //final composite
        vtxsrc = 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>

    10.输入域名测试页面运行情况。一般就是一次成。

    效果展示

    动态效果请查看www.vkjia.com

    结语

    生命不息,折腾不止。

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      huiiikl
      Windows 10   Firefox
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