效果演示
源码使用说明
主要源码如下
package;
import lime.graphics.opengl.GLBuffer;
import lime.graphics.opengl.GLProgram;
import lime.graphics.opengl.GLShader;
import lime.graphics.opengl.GLUniformLocation;
import lime.utils.Float32Array;
import openfl.display.OpenGLRenderer;
import openfl.display.Sprite;
import openfl.events.Event;
import openfl.events.RenderEvent;
import openfl.geom.Matrix3D;
import openfl.geom.Rectangle;
import openfl.utils.ByteArray;
import openfl.Assets;
import openfl.Lib;
#if (lime >= "7.0.0")
import lime.graphics.WebGLRenderContext;
#else
import lime.graphics.opengl.WebGLContext in WebGLRenderContext;
#end
class Main extends Sprite {
private static var glFragmentShaders = [ #if mobile "6284.1", "6238", "6147.1", "5891.5", "5805.18", "5492", "5398.8" #else "6286", "6288.1", "6284.1", "6238", "6223.2", "6175", "6162", "6147.1", "6049", "6043.1", "6022", "5891.5", "5805.18", "5812", "5733", "5454.21", "5492", "5359.8", "5398.8", "4278.1" #end ];
private static var maxTime = 7000;
private var currentIndex:Int;
private var glBackbufferUniform:GLUniformLocation;
private var glBuffer:GLBuffer;
private var glCurrentProgram:GLProgram;
private var glMouseUniform:GLUniformLocation;
private var glPositionAttribute:Int;
private var glResolutionUniform:GLUniformLocation;
private var glSurfaceSizeUniform:GLUniformLocation;
private var glTimeUniform:GLUniformLocation;
private var glVertexPosition:Int;
private var initialized:Bool;
private var startTime:Int;
public function new () {
super ();
glFragmentShaders = randomizeArray (glFragmentShaders);
currentIndex = 0;
addEventListener (RenderEvent.RENDER_OPENGL, render);
addEventListener (Event.ENTER_FRAME, enterFrame);
}
private function enterFrame (event:Event):Void {
#if !flash
invalidate ();
#end
}
private function glCompile (gl:WebGLRenderContext):Void {
var program = gl.createProgram ();
var vertex = Assets.getText ("assets/heroku.vert");
#if desktop
var fragment = "";
#else
var fragment = "precision mediump float;";
#end
fragment += Assets.getText ("assets/" + glFragmentShaders[currentIndex] + ".frag");
var vs = glCreateShader (gl, vertex, gl.VERTEX_SHADER);
var fs = glCreateShader (gl, fragment, gl.FRAGMENT_SHADER);
if (vs == null || fs == null) return;
gl.attachShader (program, vs);
gl.attachShader (program, fs);
gl.deleteShader (vs);
gl.deleteShader (fs);
gl.linkProgram (program);
if (gl.getProgramParameter (program, gl.LINK_STATUS) == 0) {
trace (gl.getProgramInfoLog (program));
trace ("VALIDATE_STATUS: " + gl.getProgramParameter (program, gl.VALIDATE_STATUS));
trace ("ERROR: " + gl.getError ());
return;
}
if (glCurrentProgram != null) {
if (glPositionAttribute > -1) gl.disableVertexAttribArray (glPositionAttribute);
gl.disableVertexAttribArray (glVertexPosition);
gl.deleteProgram (glCurrentProgram);
}
glCurrentProgram = program;
glPositionAttribute = gl.getAttribLocation (glCurrentProgram, "surfacePosAttrib");
if (glPositionAttribute > -1) gl.enableVertexAttribArray (glPositionAttribute);
glVertexPosition = gl.getAttribLocation (glCurrentProgram, "position");
gl.enableVertexAttribArray (glVertexPosition);
glTimeUniform = gl.getUniformLocation (program, "time");
glMouseUniform = gl.getUniformLocation (program, "mouse");
glResolutionUniform = gl.getUniformLocation (program, "resolution");
glBackbufferUniform = gl.getUniformLocation (program, "backglBuffer");
glSurfaceSizeUniform = gl.getUniformLocation (program, "surfaceSize");
startTime = Lib.getTimer ();
}
private function glCreateShader (gl:WebGLRenderContext, source:String, type:Int):GLShader {
var shader = gl.createShader (type);
gl.shaderSource (shader, source);
gl.compileShader (shader);
if (gl.getShaderParameter (shader, gl.COMPILE_STATUS) == 0) {
trace (gl.getShaderInfoLog (shader));
return null;
}
return shader;
}
private function glInitialize (gl:WebGLRenderContext):Void {
if (!initialized) {
glBuffer = gl.createBuffer ();
gl.bindBuffer (gl.ARRAY_BUFFER, glBuffer);
var glBufferArray = new Float32Array ([ -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0 ]);
var size = Float32Array.BYTES_PER_ELEMENT * glBufferArray.length;
gl.bufferData (gl.ARRAY_BUFFER, glBufferArray, gl.STATIC_DRAW);
gl.bindBuffer (gl.ARRAY_BUFFER, null);
glCompile (gl);
initialized = true;
}
}
private function randomizeArray<T> (array:Array<T>):Array<T> {
var arrayCopy = array.copy ();
var randomArray = new Array<T> ();
while (arrayCopy.length > 0) {
var randomIndex = Math.round (Math.random () * (arrayCopy.length - 1));
randomArray.push (arrayCopy.splice (randomIndex, 1)[0]);
}
return randomArray;
}
private function render (event:RenderEvent):Void {
var renderer:OpenGLRenderer = cast event.renderer;
renderer.setShader (null);
var gl:WebGLRenderContext = renderer.gl;
glInitialize (gl);
if (glCurrentProgram == null) return;
var time = Lib.getTimer () - startTime;
gl.useProgram (glCurrentProgram);
gl.uniform1f (glTimeUniform, time / 1000);
gl.uniform2f (glMouseUniform, 0.1, 0.1); //gl.uniform2f (glMouseUniform, (stage.mouseX / stage.stageWidth) * 2 - 1, (stage.mouseY / stage.stageHeight) * 2 - 1);
gl.uniform2f (glResolutionUniform, stage.stageWidth, stage.stageHeight);
gl.uniform1i (glBackbufferUniform, 0 );
gl.uniform2f (glSurfaceSizeUniform, stage.stageWidth, stage.stageHeight);
gl.bindBuffer (gl.ARRAY_BUFFER, glBuffer);
if (glPositionAttribute > -1) gl.vertexAttribPointer (glPositionAttribute, 2, gl.FLOAT, false, 0, 0);
gl.vertexAttribPointer (glVertexPosition, 2, gl.FLOAT, false, 0, 0);
gl.clearColor (0, 0, 0, 1);
gl.clear (gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
gl.drawArrays (gl.TRIANGLES, 0, 6);
gl.bindBuffer (gl.ARRAY_BUFFER, null);
if (time > maxTime && glFragmentShaders.length > 1) {
currentIndex++;
if (currentIndex > glFragmentShaders.length - 1) {
currentIndex = 0;
}
glCompile (gl);
}
}
}