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。
在线预览 源码下载
HTML代码
XML/HTML Code复制内容到剪贴板
- img id="tiles" src="tiles.jpg">
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img id="xneg" src="xneg.jpg">
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img id="xpos" src="xpos.jpg">
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img id="ypos" src="ypos.jpg">
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img id="zneg" src="zneg.jpg">
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img id="zpos" src="zpos.jpg">
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JavaScript代码
JavaScript Code复制内容到剪贴板
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function Water() {
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var vertexShader = '\
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varying vec2 coord;\
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void main() {\
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coord = gl_Vertex.xy * 0.5 + 0.5;\
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gl_Position = vec4(gl_Vertex.xyz, 1.0);\
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}\
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';
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this.plane = GL.Mesh.plane();
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if (!GL.Texture.canUseFloatingPointTextures()) {
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throw new Error('This demo requires the OES_texture_float extension');
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}
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var filter = GL.Texture.canUseFloatingPointLinearFiltering() ? gl.LINEAR : gl.NEAREST;
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this.textureA = new GL.Texture(256, 256, { type: gl.FLOAT, filter: filter });
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this.textureB = new GL.Texture(256, 256, { type: gl.FLOAT, filter: filter });
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this.dropShader = new GL.Shader(vertexShader, '\
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const float PI = 3.141592653589793;\
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uniform sampler2D texture;\
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uniform vec2 center;\
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uniform float radius;\
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uniform float strength;\
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varying vec2 coord;\
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void main() {\
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/* get vertex info */\
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vec4 info = texture2D(texture, coord);\
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\
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/* add the drop to the height */\
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float drop = max(0.0, 1.0 - length(center * 0.5 + 0.5 - coord) / radius);\
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drop = 0.5 - cos(drop * PI) * 0.5;\
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info.r += drop * strength;\
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\
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gl_FragColor = info;\
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}\
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');
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this.updateShader = new GL.Shader(vertexShader, '\
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uniform sampler2D texture;\
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uniform vec2 delta;\
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varying vec2 coord;\
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void main() {\
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/* get vertex info */\
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vec4 info = texture2D(texture, coord);\
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\
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/* calculate average neighbor height */\
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vec2 dx = vec2(delta.x, 0.0);\
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vec2 dy = vec2(0.0, delta.y);\
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float average = (\
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texture2D(texture, coord - dx).r +\
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texture2D(texture, coord - dy).r +\
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texture2D(texture, coord + dx).r +\
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texture2D(texture, coord + dy).r\
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) * 0.25;\
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\
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/* change the velocity to move toward the average */\
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info.g += (average - info.r) * 2.0;\
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\
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/* attenuate the velocity a little so waves do not last forever */\
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info.g *= 0.995;\
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\
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/* move the vertex along the velocity */\
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info.r += info.g;\
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\
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gl_FragColor = info;\
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}\
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');
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this.normalShader = new GL.Shader(vertexShader, '\
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uniform sampler2D texture;\
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uniform vec2 delta;\
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varying vec2 coord;\
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void main() {\
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/* get vertex info */\
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vec4 info = texture2D(texture, coord);\
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\
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/* update the normal */\
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vec3 dx = vec3(delta.x, texture2D(texture, vec2(coord.x + delta.x, coord.y)).r - info.r, 0.0);\
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vec3 dy = vec3(0.0, texture2D(texture, vec2(coord.x, coord.y + delta.y)).r - info.r, delta.y);\
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info.ba = normalize(cross(dy, dx)).xz;\
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\
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gl_FragColor = info;\
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}\
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');
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this.sphereShader = new GL.Shader(vertexShader, '\
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uniform sampler2D texture;\
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uniform vec3 oldCenter;\
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uniform vec3 newCenter;\
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uniform float radius;\
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varying vec2 coord;\
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\
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float volumeInSphere(vec3 center) {\
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vec3 toCenter = vec3(coord.x * 2.0 - 1.0, 0.0, coord.y * 2.0 - 1.0) - center;\
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float t = length(toCenter) / radius;\
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float dy = exp(-pow(t * 1.5, 6.0));\
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float ymin = min(0.0, center.y - dy);\
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float ymax = min(max(0.0, center.y + dy), ymin + 2.0 * dy);\
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return (ymax - ymin) * 0.1;\
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}\
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\
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void main() {\
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/* get vertex info */\
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vec4 info = texture2D(texture, coord);\
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\
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/* add the old volume */\
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info.r += volumeInSphere(oldCenter);\
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\
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/* subtract the new volume */\
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info.r -= volumeInSphere(newCenter);\
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\
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gl_FragColor = info;\
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}\
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');
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}
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Water.prototype.addDrop = function(x, y, radius, strength) {
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var this_ = this;
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this.textureB.drawTo(function() {
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this_.textureA.bind();
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this_.dropShader.uniforms({
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center: [x, y],
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radius: radius,
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strength: strength
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}).draw(this_.plane);
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});
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this.textureB.swapWith(this.textureA);
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};
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Water.prototype.moveSphere = function(oldCenter, newCenter, radius) {
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var this_ = this;
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this.textureB.drawTo(function() {
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this_.textureA.bind();
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this_.sphereShader.uniforms({
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oldCenter: oldCenter,
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newCenter: newCenter,
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radius: radius
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}).draw(this_.plane);
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});
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this.textureB.swapWith(this.textureA);
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};
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Water.prototype.stepSimulation = function() {
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var this_ = this;
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this.textureB.drawTo(function() {
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this_.textureA.bind();
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this_.updateShader.uniforms({
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delta: [1 / this_.textureA.width, 1 / this_.textureA.height]
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}).draw(this_.plane);
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});
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this.textureB.swapWith(this.textureA);
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};
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Water.prototype.updateNormals = function() {
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var this_ = this;
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this.textureB.drawTo(function() {
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this_.textureA.bind();
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this_.normalShader.uniforms({
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delta: [1 / this_.textureA.width, 1 / this_.textureA.height]
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}).draw(this_.plane);
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});
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this.textureB.swapWith(this.textureA);
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};
以上就是本文的全部内容,希望对大家的学习有所帮助。