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多视角3D逼真HTML5水波动画

2016-03-03 10:39 731 查看
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。



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HTML代码

<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

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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