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如何制作多视角3D逼真HTML5水波动画

发表于:2025-01-21 作者:千家信息网编辑
千家信息网最后更新 2025年01月21日,如何制作多视角3D逼真HTML5水波动画 ,针对这个问题,这篇文章详细介绍了相对应的分析和解答,希望可以帮助更多想解决这个问题的小伙伴找到更简单易行的方法。这是一款基于HTML5的3D水波动画特效,它
千家信息网最后更新 2025年01月21日如何制作多视角3D逼真HTML5水波动画

如何制作多视角3D逼真HTML5水波动画 ,针对这个问题,这篇文章详细介绍了相对应的分析和解答,希望可以帮助更多想解决这个问题的小伙伴找到更简单易行的方法。

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

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JavaScript代码

JavaScript Code复制内容到剪贴板

  1. 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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