首頁 > web前端 > H5教程 > 逼真的HTML5 3D水波動畫 可多視角瀏覽程式碼圖文介紹

逼真的HTML5 3D水波動畫 可多視角瀏覽程式碼圖文介紹

黄舟
發布: 2017-03-04 16:45:03
原創
3065 人瀏覽過

這是一款基於HTML5的3D水波動畫特效,它的效果非常逼真,水池中的石頭在水中沉浮,泛起了一層層水波。同時我們可以拖曳滑鼠從不同的視角來瀏覽水池,3D效果非常不錯。另外,我們可以按下「G」鍵來讓水池中的石頭上下浮動,按下「L」鍵添加燈光效果,設計相當完美。同時說明一下,這款3D水波動畫是基於WebGL渲染技術的,大家可以了解WebGL。

HTML程式碼

<img id="tiles" src="tiles.jpg">
<img id="xneg" src="xneg.jpg">
<img id="xpos" src="xpos.jpg">
<img id="ypos" src="ypos.jpg">
<img id="zneg" src="zneg.jpg">
<img id="zpos" src="zpos.jpg">
登入後複製

JavaScript程式碼

function Water() {
  var vertexShader = &#39;\
    varying vec2 coord;\
    void main() {\
      coord = gl_Vertex.xy * 0.5 + 0.5;\
      gl_Position = vec4(gl_Vertex.xyz, 1.0);\
    }\
  &#39;;
  this.plane = GL.Mesh.plane();
  if (!GL.Texture.canUseFloatingPointTextures()) {
    throw new Error(&#39;This demo requires the OES_texture_float extension&#39;);
  }
  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, &#39;\
    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;\
    }\
  &#39;);
  this.updateShader = new GL.Shader(vertexShader, &#39;\
    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;\
    }\
  &#39;);
  this.normalShader = new GL.Shader(vertexShader, &#39;\
    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;\
    }\
  &#39;);
  this.sphereShader = new GL.Shader(vertexShader, &#39;\
    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;\
    }\
  &#39;);
}

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);
};
登入後複製

 以上就是逼真的HTML5 3D水波動畫可多視角瀏覽程式碼圖文介紹的內容,更多相關內容請關注PHP中文網(www.php.cn)!


#

來源:php.cn
本網站聲明
本文內容由網友自願投稿,版權歸原作者所有。本站不承擔相應的法律責任。如發現涉嫌抄襲或侵權的內容,請聯絡admin@php.cn
熱門教學
更多>
最新下載
更多>
網站特效
網站源碼
網站素材
前端模板