多视角3D逼真HTML5水波动画
2016-07-07来源:易贤网

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。

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