多视角3D逼真HTML5水波动画
来源: 阅读:1059 次 日期:2016-07-07 13:50:54
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这是一款基于HTML5的3D水波动画特效,它的效果非常逼真,我们可以按“G”键来让水池中的石头上下浮动,按“L”键添加灯光效果,设计相当完美。同时说明一下,这款3D水波动画是基于WebGL渲染技术的,大家可以了解一下WebGL。

名单

HTML代码

XML/HTML Code

JavaScript代码

JavaScript Code

function Water() {

var vertexShader = '\

varying vec2 coord;\

void main() {\

coord = gl_Vertex.xy * 0.5 + 0.5;\

gl_Position = vec4(gl_Vertex.xyz, 1.0);\

}\

';

this.plane = GL.Mesh.plane();

if (!GL.Texture.canUseFloatingPointTextures()) {

throw new Error('This demo requires the OES_texture_float extension');

}

var filter = GL.Texture.canUseFloatingPointLinearFiltering() ? gl.LINEAR : gl.NEAREST;

this.textureA = new GL.Texture(256, 256, { type: gl.FLOAT, filter: filter });

this.textureB = new GL.Texture(256, 256, { type: gl.FLOAT, filter: filter });

this.dropShader = new GL.Shader(vertexShader, '\

const float PI = 3.141592653589793;\

uniform sampler2D texture;\

uniform vec2 center;\

uniform float radius;\

uniform float strength;\

varying vec2 coord;\

void main() {\

/* get vertex info */\

vec4 info = texture2D(texture, coord);\

\

/* add the drop to the height */\

float drop = max(0.0, 1.0 - length(center * 0.5 + 0.5 - coord) / radius);\

drop = 0.5 - cos(drop * PI) * 0.5;\

info.r += drop * strength;\

\

gl_FragColor = info;\

}\

');

this.updateShader = new GL.Shader(vertexShader, '\

uniform sampler2D texture;\

uniform vec2 delta;\

varying vec2 coord;\

void main() {\

/* get vertex info */\

vec4 info = texture2D(texture, coord);\

\

/* calculate average neighbor height */\

vec2 dx = vec2(delta.x, 0.0);\

vec2 dy = vec2(0.0, delta.y);\

float average = (\

texture2D(texture, coord - dx).r +\

texture2D(texture, coord - dy).r +\

texture2D(texture, coord + dx).r +\

texture2D(texture, coord + dy).r\

) * 0.25;\

\

/* change the velocity to move toward the average */\

info.g += (average - info.r) * 2.0;\

\

/* attenuate the velocity a little so waves do not last forever */\

info.g *= 0.995;\

\

/* move the vertex along the velocity */\

info.r += info.g;\

\

gl_FragColor = info;\

}\

');

this.normalShader = new GL.Shader(vertexShader, '\

uniform sampler2D texture;\

uniform vec2 delta;\

varying vec2 coord;\

void main() {\

/* get vertex info */\

vec4 info = texture2D(texture, coord);\

\

/* update the normal */\

vec3 dx = vec3(delta.x, texture2D(texture, vec2(coord.x + delta.x, coord.y)).r - info.r, 0.0);\

vec3 dy = vec3(0.0, texture2D(texture, vec2(coord.x, coord.y + delta.y)).r - info.r, delta.y);\

info.ba = normalize(cross(dy, dx)).xz;\

\

gl_FragColor = info;\

}\

');

this.sphereShader = new GL.Shader(vertexShader, '\

uniform sampler2D texture;\

uniform vec3 oldCenter;\

uniform vec3 newCenter;\

uniform float radius;\

varying vec2 coord;\

\

float volumeInSphere(vec3 center) {\

vec3 toCenter = vec3(coord.x * 2.0 - 1.0, 0.0, coord.y * 2.0 - 1.0) - center;\

float t = length(toCenter) / radius;\

float dy = exp(-pow(t * 1.5, 6.0));\

float ymin = min(0.0, center.y - dy);\

float ymax = min(max(0.0, center.y + dy), ymin + 2.0 * dy);\

return (ymax - ymin) * 0.1;\

}\

\

void main() {\

/* get vertex info */\

vec4 info = texture2D(texture, coord);\

\

/* add the old volume */\

info.r += volumeInSphere(oldCenter);\

\

/* subtract the new volume */\

info.r -= volumeInSphere(newCenter);\

\

gl_FragColor = info;\

}\

');

}

Water.prototype.addDrop = function(x, y, radius, strength) {

var this_ = this;

this.textureB.drawTo(function() {

this_.textureA.bind();

this_.dropShader.uniforms({

center: [x, y],

radius: radius,

strength: strength

}).draw(this_.plane);

});

this.textureB.swapWith(this.textureA);

};

Water.prototype.moveSphere = function(oldCenter, newCenter, radius) {

var this_ = this;

this.textureB.drawTo(function() {

this_.textureA.bind();

this_.sphereShader.uniforms({

oldCenter: oldCenter,

newCenter: newCenter,

radius: radius

}).draw(this_.plane);

});

this.textureB.swapWith(this.textureA);

};

Water.prototype.stepSimulation = function() {

var this_ = this;

this.textureB.drawTo(function() {

this_.textureA.bind();

this_.updateShader.uniforms({

delta: [1 / this_.textureA.width, 1 / this_.textureA.height]

}).draw(this_.plane);

});

this.textureB.swapWith(this.textureA);

};

Water.prototype.updateNormals = function() {

var this_ = this;

this.textureB.drawTo(function() {

this_.textureA.bind();

this_.normalShader.uniforms({

delta: [1 / this_.textureA.width, 1 / this_.textureA.height]

}).draw(this_.plane);

});

this.textureB.swapWith(this.textureA);

};

以上就是本文的全部内容,希望对大家的学习有所帮助。

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