多视角3D逼真HTML5水波动画
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2023-11-28 22:08:04
这篇文章主要介绍了多视角3D逼真HTML5水波动画,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,感兴... 16-03-03...
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。
html代码
xml/html code复制内容到剪贴板
- <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">
javascript代码
javascript code复制内容到剪贴板
- 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。