? 前言

嗨喽~大家好呀,这里是魔王呐 !

半世樱花无碍,缘来过往再生。

在我们看动漫的时候,总少不了被一些唯美的场景所吸引


请添加图片描述

其中,就有不少樱花的场景,虽然,现在不能在线下看樱花~

但是,我还是能用代码画画来解解馋的(难不倒我)

? 婆娑红尘苦,樱花自绽放

❀ 一期一会的绚烂·樱花 ❀

点击蓝色字体领取源码、解答

每一次运行都会有不一样的结果,不一样的惊喜~

(1)代码展示 ?

import turtleimport randomfrom turtle import *from time import sleep# 画樱花的躯干(60,t)def tree(branchLen, t):    sleep(0.0005)    if branchLen > 3:        if 8 <= branchLen <= 12:            if random.randint(0, 2) == 0:                t.color('snow')  # 白            else:                t.color('lightcoral')  # 淡珊瑚色            t.pensize(branchLen / 3)        elif branchLen < 8:            if random.randint(0, 1) == 0:                t.color('snow')            else:                t.color('lightcoral')  # 淡珊瑚色            t.pensize(branchLen / 2)        else:            t.color('sienna')  # 赭(zhě)色            t.pensize(branchLen / 10)  # 6        t.forward(branchLen)        a = 1.5 * random.random()        t.right(20 * a)        b = 1.5 * random.random()        tree(branchLen - 10 * b, t)        t.left(40 * a)        tree(branchLen - 10 * b, t)        t.right(20 * a)        t.up()        t.backward(branchLen)        t.down()# 掉落的花瓣def petal(m, t):    for i in range(m):        a = 200 - 400 * random.random()        b = 10 - 20 * random.random()        t.up()        t.forward(b)        t.left(90)        t.forward(a)        t.down()        t.color('lightcoral')  # 淡珊瑚色        t.circle(1)        t.up()        t.backward(a)        t.right(90)        t.backward(b)def main():    # 绘图区域    t = turtle.Turtle()    # 画布大小    w = turtle.Screen()    t.hideturtle()  # 隐藏画笔    getscreen().tracer(5, 0)    w.screensize(bg='wheat')  # wheat小麦    t.left(90)    t.up()    t.backward(150)    t.down()    t.color('sienna')    # 画樱花的躯干    tree(60, t)    # 掉落的花瓣    petal(200, t)    w.exitonclick()main()

(2)效果展示 ?(3)小文案 ?

❀ 樱花即便不被欣赏也会长大悄悄的绽放光芒。

❀ 当满树樱花全部褪去,绿叶浪漫便藏起了花期。

❀ 下一次,一起去看樱花的文案我都想好了:鬼怪心动了。

❀ 一晃两三年,匆匆又初春。绽放的樱花是春天最好的文案。

❀ 遇见你的那天,樱花开满南山。

❀ 把风光交给雾月,把樱花交给春天。

❀ 不必忧愁,不必烦恼,樱花盛开,必将好运连绵。

❀ 富士山终究留不住欲落的樱花,我终究败给了你的温柔。

? 樱花开灿如云霞,樱花落满地成诗

❀ 一期一会的绚烂·樱花 ❀

(1) 效果展示 ?

这个也是和上面一样哦~每次运行都是随机的呢

这个我就没发动图拉~

点击蓝色字体领取源码、解答

(2)代码展示 ?

==点击蓝色字体加入交流探讨吖~==

import turtlefrom random import randomfrom random import randintdef draw_petal(turtle_obj, flower):    # 绘制掉落的花瓣    for i in range(int(flower)):        # 有正有负就可以让画笔往二个方向走        x = flower - 4 * flower * random()        # 花瓣整体宽度(-10, 10)        y = 10 - 20 * random()        # 提笔,向前y,左转90,走x,落笔        turtle_obj.penup()        turtle_obj.forward(y)        turtle_obj.left(90)        turtle_obj.forward(x)        turtle_obj.pendown()        # 珊瑚色        turtle_obj.pencolor("lightcoral")        # 画圆        turtle_obj.circle(1)        # 回到起点        # 提笔,后退x,右转90,后退y,落笔        turtle_obj.penup()        turtle_obj.backward(x)        turtle_obj.right(90)        turtle_obj.backward(y)        turtle_obj.pendown()# 画树枝部分def draw_tree(turtle_obj, branch, tree_color):    # 设置一个最小分支长度    min_branch = 4    if branch > min_branch:        if branch < 8:            # 以0.5的概率,向左、右分支            if randint(0, 1) == 0:                # 左为白色                turtle_obj.pencolor("snow")            else:                # 右为珊瑚色                turtle_obj.pencolor("lightcoral")            # 枝干            turtle_obj.pensize(branch / 2)        elif 8 <= branch <= 16:            # 以0.33的概率,分为左、中、右分支            if randint(0, 2) == 0:                # 左为白色                turtle_obj.pencolor("snow")            else:                # 中、右为珊瑚色                turtle_obj.pencolor("lightcoral")            # 树枝            turtle_obj.pensize(branch / 4)        else:            # 褐色            turtle_obj.pencolor(tree_color)            # 细枝            turtle_obj.pensize(branch / 10)        # 最开始的树干长度        turtle_obj.forward(branch)        # 随机度数因子        a = 1.5 * random()        # 顺时针旋转随机角度(0~30度)        turtle_obj.right(20 * a)        # 随机长度因子        b = 1.5 * random()        # 往右画,直到画不动为止        draw_tree(turtle_obj, branch - 10 * b, tree_color)        # 左转随机角度        turtle_obj.left(40 * a)        # 往左画,直到画不动位置        draw_tree(turtle_obj, branch - 10 * b, tree_color)        # 右转一定角度        turtle_obj.right(20 * a)        # 提笔        turtle_obj.penup()        # 递归结束回到起点        turtle_obj.backward(branch)        turtle_obj.pendown()def get_screen(width, height, color, speed):    # 创建画幕    screen_obj = turtle.Screen()    # 画布大小:(width, height),颜色:color    screen_obj.screensize(width, height, bg=color)    screen_obj.setup(1.0, 1.0)    # speed倍加速    screen_obj.tracer(speed)    return screen_objdef trees(tree_num):    # 颜色    color = ['brown', 'tan', 'black']    for j in range(tree_num):        # 树干颜色        tree_color = color[randint(0, len(color) - 1)]        # 画笔大小        pensize = randint(2, 5)        # 前进像素        forward = ((-1) ** pensize) * pensize * randint(20, 50)        # 后退像素        if pensize <= 3:            backward = ((-1) ** pensize) * (5 - pensize) * randint(10, 15)        else:            backward = pensize * randint(45, 50)        # 创建画笔        turtle_obj = turtle.Turtle()        # 画笔粗细        turtle_obj.pensize(pensize)        # 提笔,向前forward,左转90,backward,落笔        turtle_obj.penup()        turtle_obj.forward(forward)        turtle_obj.left(90)        turtle_obj.backward(backward)        turtle_obj.pendown()        # 画笔颜色:褐色        turtle_obj.pencolor(tree_color)        # 枝干粗细        branch = pensize * 15        # 落花数        flowers = branch        # 第j棵树        draw_tree(turtle_obj, branch, tree_color)        # 花瓣        draw_petal(turtle_obj, flowers)if __name__ == '__main__':    # 创建画幕    my_screen_width = 800    my_screen_height = 600    my_screen_color = 'wheat'    my_screen_speed = 5    my_screen_obj = get_screen(my_screen_width, my_screen_height,                               my_screen_color, my_screen_speed,)    # 樱花树    # 棵数    my_tree_num = 10    trees(my_tree_num)    # 点击关闭画布    my_screen_obj.exitonclick()

(3)可修改小效果 ?

这里面枝干是有三个色哒,如果你不喜欢可以修改下图话红圈地方哦~

比如,只留下 black(黑色),删掉其他两种颜色

又或者只留下 tan(棕褐色)

如果,你想要修改树木的数量,那么修改下面这个参数

改变后方的数字即可~

(4)小文案 ?

❀ 十里樱花醉金徽,不负春光不负卿。

❀ 我踏碎万家灯火来寻你,山樱璀璨做聘礼

❀ 我栽一段樱色赠你,好让你不逊色于这人间错落烟火。

❀ 浪漫樱花随风飘落,幻如仙境;爱情不期而遇、绚烂多彩。

❀ 神明把光风交给霁月,把樱花交给春天,把黑夜交给星光,把心跳交给脸红,把你交给我。

? 意飞扬的樱花,明媚着一春的柔软(1)代码展示 ?

点击蓝色字体领取源码、解答

from turtle import *from random import *from math import *def flower(c):    color(c)    begin_fill()    circle(randint(2,4))    end_fill()    def tree(n,l):    pd()#下笔    pencolor('sienna')    pensize(0.7*n)#树枝逐渐变细    forward(l)#画树枝    if n>0:        b = random()*15+10 #右分支偏转角度        c = random()*15+10 #左分支偏转角度        d = l*(random()*0.25+0.7) #下一个分支的长度        #右转一定角度,画右分支        right(b)        tree(n-1,d)        #左转一定角度,画左分支        left(b+c)        tree(n-1,d)        if n<=5:            flower('lightcoral')        #转回来        right(c)    else:        #画末端        flower('pink')    pu()    backward(l)#退回ht()#隐藏turtletracer(0,0)left(90)#左转90度pu()#抬笔backward(300)#后退下移300tree(10,100)#递归作画done()

(2)效果展示 ?? 且听风吟,静待花开(1)效果展示 ?(2)代码展示 ?

import turtle as timport randomfrom copy import deepcopybrance = 65BRANCE = 65def draw_tree(brance):  # 画树枝部分  分支量    if brance > 4:  # 设置一个最小分支量 可以自己改        if 8 <= brance <= 16:  # 分支量在这个范围内,画笔大小缩小四倍,画中等细小的树枝            t.pencolor("red")  # 珊瑚色            # t.pencolor("green")            t.pensize(brance / 4)        elif brance < 8:  # 分支量在这个范围内,画笔大小缩小二倍 , 画细小的树枝            t.pencolor("red")  # 珊瑚色            # t.pencolor("green")            t.pensize(brance / 2)        else:  # 其他范围内,我们让程序画树干部分            t.pencolor("Tan")  # 褐色            t.pensize(brance / 10)  # 缩小支柱        t.fd(brance)  # 最开始的树干部分        a = 1.5 * random.random()  # 随机度数因子        t.right(20 * a)  # 右转随机角度        b = 1.5 * random.random()  # 随机长度因子        draw_tree(brance - 10 * b)  # 往右画,直到画不动为止,然后左转随机度数        t.left(40 * a)  # 左转随机角度        draw_tree(brance - 10 * b)  # 往左画,直到画不动位置,然后右转随机度数        t.right(20 * a)  # 右转一定角度        t.penup()        t.backward(brance)  # 递归结束回到上一个节点        t.pendown()def draw_fallenflower(brance):    for i in range(150):  # 循环150次 绘制 掉落的花瓣        a = 250 - 500 * random.random()  # 花瓣整体长度,有正有负就可以让海龟往二个方向走        b = 10 - 20 * random.random()  # 花瓣整体宽度,正负道理一致,数值可以根据实际输入        t.penup()  # 抬笔向前随机走b个宽度,左转90,随机走a个长度,落笔,跟我画一个小圈圈        t.fd(b)        t.left(90)        t.fd(a)        t.pendown()        t.pencolor("lightcoral")  # 珊瑚色        # t.pencolor("green")        t.circle(1)        t.penup()  # 跟我左边抬个笔,后退个a的长度,右边转个90,后退个b的宽度,这样可以        t.backward(a)  # 让海龟回到和刚出发位置差不多的水平线上,所以上面的b设置最好小一点        t.right(90)        t.backward(b)def main():    t.bgpic(r'04.gif')    t.screensize(500, 500, "black")    t.speed(0)    t.penup()    t.backward(4 * BRANCE)    t.right(90)    t.fd(3*BRANCE)    t.pendown()    t.left(180)    draw_tree(brance)    draw_fallenflower(brance)    t.done()main()

(3)可修改小效果 ?

修改树干颜色,大家可添加自己喜欢的颜色

效果出来美丑大家自行负责哈,反正博主是不会负责的~

当然了,修改上面的花和落花也是同理,这里博主久不截出来了~

代码都有注释的,完全可以看出并修改~

背景图片也是可以修改的,大家可以自行找图


? 樱花雪月,落樱缤纷

❀ ​樱花和你一一一一我都想念·樱花 ❀

点击蓝色字体领取源码、解答

这个不是python的代码哦~是我从别处看见的,也分享给你们哦

复制代码后桌面新建文本,粘贴代码保存,在后文本后缀改为html就可以拉~

(1)代码展示 ?

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">    New Document   <META NAME="Generator" CONTENT="EditPlus">  <META NAME="Author" CONTENT="">  <META NAME="Keywords" CONTENT="">  <META NAME="Description" CONTENT="">  body {    padding:0;    margin:0;    overflow:hidden;    height: 600px;}canvas {    padding:0;    margin:0;}div.btnbg {    position:fixed;    left:0;    top:0;}   <canvas id="sakura"><div class="btnbg"> <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 radiusuniform 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 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 radiusuniform 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 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 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 id="fx_brightbuf_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform 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 id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform 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 id="fx_common_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform sampler2D uSrc;uniform vec2 uDelta; varying vec2 texCoord;varying vec2 screenCoord; void main(void) {    gl_FragColor = texture2D(uSrc, texCoord);}<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 id="pp_final_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform 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;}    // Utilitiesvar 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 utilfunction 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 srcfunction 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);} // backgroundfunction 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 processvar 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');    

(2)效果展示 ?

它是运动的,不过我就没有做成GIF图上传拉~(博主懒hhhhhh)


(3)小文案 ?
请添加图片描述

?年年樱瓣飞,花屑化作肥。

?鹳巢高,山风外樱花闹。

?一束花的仪式感,永远不会过时。

?一树樱花映碧天,拂风弄月雨飞帘。

?”樱如云霞晚钟远,上野浅草孰打点”。

?樱瓣片片飞舞飘落,伏于伞面,栖息于脚边;落于肩头,沉睡于湖畔。

?樱花,一种浪漫的象征,一片片花瓣小得可怜,总让人说不出的美妙。

? 动漫樱花美图



尾语

要成功,先发疯,下定决心往前冲!

学习是需要长期坚持的,一步一个脚印地走向未来!

未来的你一定会感谢今天学习的你。

—— 心灵鸡汤

本文章到这里就结束啦~感兴趣的小伙伴可以复制代码去试试哦 ?