这是一款基于HT ML 5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
XM L/HTML Code@H_ 360 _12@ 复制内容到剪贴板
< img &nbs p; id = "tiles" src = "tiles. jpg " > < img id = "xneg" src = "xneg.jpg" > < img id = " xp os" 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  ;m ai n() {\ coord = gl_Vertex.xy * 0.5 + 0.5;\ gl_Pos IT ion = vec4(gl_Vertex.xyz, 1.0);\ }\ ' ; this .plane = GL.Mesh.plane(); if (!GL.Texture.canUseFloatingPointTextures()) { t hr ow 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, { ty PE : 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 s am pler2D 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 h ei ght */\ 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 li TTL e so waves do not last fo rev er */\ 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);\ \ /* su BT ract the new volume */\ info.r -= volumeInSphere(newCenter);\ \ gl_FragColor = info;\ }\ ' ); } Water. PR ototype.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。
总结
以上是 为你收集整理的 多视角3D逼真HTML5水波动画 全部内容,希望文章能够帮你解决 多视角3D逼真HTML5水波动画 所遇到的问题。
如果觉得 网站内容还不错, 推荐好友。
查看更多关于多视角3D逼真HTML5水波动画的详细内容...