逼真的HTML5 3D水波动画 可多视角浏览

作者: 45a7192a6d1f | 来源:发表于2019-08-27 22:08 被阅读0次

    这是一款基于HTML5的3D水波动画特效,它的效果非常逼真,水池中的石头在水中沉浮,泛起了一层层水波。同时我们可以拖拽鼠标从不同的视角来浏览水池,3D效果非常不错。另外,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。

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    HTML代码

    <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">
    
    

    JavaScript代码

    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);
    };
    
    

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        本文标题:逼真的HTML5 3D水波动画 可多视角浏览

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