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标题 多视角3D逼真HTML5水波动画
内容
    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。
    名单
    HTML代码
    XML/HTML Code
    <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
    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。
随便看

 

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更新时间:2025/5/18 23:27:29