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推荐整理分享漫天花雨HTML特效+3D相册(漫天花雨异闻),希望有所帮助,仅作参考,欢迎阅读内容。
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本篇文章主要讲述漫天花雨HTML特效。
展示效果视频:漫天花雨HTML+3D相册特效
什么是HTML特效?HTML特效是指在网页中使用各种技术和代码来实现动态效果的一种方式。这些效果可以是动画、过渡、交互和其他视觉效果。HTML特效可以在不影响网页性能的同时增强用户体验。
HTML特效的作用是什么?HTML特效可以增强网页的视觉吸引力,使其更加生动有趣。通过使用HTML特效,可以使网页更具有交互性,从而提高用户的参与度和留存率。此外,HTML特效还可以帮助网站吸引更多的访问者,从而提高网站的流量。
如何使用HTML特效?(1)使用CSS3过渡效果
CSS3过渡效果可以使元素从一种状态平滑地过渡到另一种状态。这种效果可以用于按钮、菜单和其他元素。当用户将鼠标悬停在按钮上时,可以使用过渡效果使按钮的颜色或大小发生变化。
(2)使用CSS3动画
CSS3动画可以使元素在网页中以动画的形式移动或改变形状。这种效果可以用于图片、标题和其他元素。可以使用CSS3动画使图片在用户滚动页面时缓慢地淡入或淡出。
(3)使用JavaScript交互效果
JavaScript交互效果可以使用户与网页进行交互。这种效果可以用于表单、按钮和其他元素。在用户提交表单时,可以使用JavaScript交互效果显示一个弹出窗口,以便用户确认其输入是否正确。
(4)使用SVG图像
SVG图像可以使网页中的图像更加生动有趣。这种效果可以用于徽标、图标和其他图像。可以使用SVG图像使徽标在用户滚动页面时缓慢地旋转。
总结HTML特效HTML特效可以使网页更加生动有趣,从而提高用户体验和留存率。通过使用CSS3过渡效果、CSS3动画、JavaScript交互效果和SVG图像等技术,可以使网页更加炫酷。但是,需要注意的是,过多使用HTML特效可能会影响网页性能,因此需要谨慎使用。
源码<!doctype html><html><head> <meta charset="utf-8"> <title>漫天花雨</title> <link type="text/css"href="css/style.css"rel="stylesheet"/></head><style> body { padding: 0; margin: 0; overflow: hidden; height: 600px; } canvas { padding: 0; margin: 0; } div.btnbg { position: fixed; left: 0; top: 0; }</style><body> <canvas id="sakura"></canvas> <div class="btnbg"> </div> <script id="sakura_point_vsh" type="x-shader/x_vertex">uniform mat4 uProjection;uniform mat4 uModelview;uniform vec3 uResolution;uniform vec3 uOffset;uniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radiusuniform vec3 uFade; //x:start distance, y:half distance, z:near fade startattribute vec3 aPosition;attribute vec3 aEuler;attribute vec2 aMisc; //x:size, y:fadevarying vec3 pposition;varying float psize;varying float palpha;varying float pdist;//varying mat3 rotMat;varying vec3 normX;varying vec3 normY;varying vec3 normZ;varying vec3 normal;varying float diffuse;varying float specular;varying float rstop;varying float distancefade;void main(void) { // Projection is based on vertical angle vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0); gl_Position = uProjection * pos; gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5; pposition = pos.xyz; psize = aMisc.x; pdist = length(pos.xyz); palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z); vec3 elrsn = sin(aEuler); vec3 elrcs = cos(aEuler); mat3 rotx = mat3( 1.0, 0.0, 0.0, 0.0, elrcs.x, elrsn.x, 0.0, -elrsn.x, elrcs.x ); mat3 roty = mat3( elrcs.y, 0.0, -elrsn.y, 0.0, 1.0, 0.0, elrsn.y, 0.0, elrcs.y ); mat3 rotz = mat3( elrcs.z, elrsn.z, 0.0, -elrsn.z, elrcs.z, 0.0, 0.0, 0.0, 1.0 ); mat3 rotmat = rotx * roty * rotz; normal = rotmat[2]; mat3 trrotm = mat3( rotmat[0][0], rotmat[1][0], rotmat[2][0], rotmat[0][1], rotmat[1][1], rotmat[2][1], rotmat[0][2], rotmat[1][2], rotmat[2][2] ); normX = trrotm[0]; normY = trrotm[1]; normZ = trrotm[2]; const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237); float tmpdfs = dot(lit, normal); if(tmpdfs < 0.0) { normal = -normal; tmpdfs = dot(lit, normal); } diffuse = 0.4 + tmpdfs; vec3 eyev = normalize(-pos.xyz); if(dot(eyev, normal) > 0.0) { vec3 hv = normalize(eyev + lit); specular = pow(max(dot(hv, normal), 0.0), 20.0); } else { specular = 0.0; } rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0); rstop = pow(rstop, 0.5); //-0.69315 = ln(0.5) distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));}</script> <script id="sakura_point_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radiusuniform vec3 uFade; //x:start distance, y:half distance, z:near fade startconst vec3 fadeCol = vec3(0.08, 0.03, 0.06);varying vec3 pposition;varying float psize;varying float palpha;varying float pdist;//varying mat3 rotMat;varying vec3 normX;varying vec3 normY;varying vec3 normZ;varying vec3 normal;varying float diffuse;varying float specular;varying float rstop;varying float distancefade;float ellipse(vec2 p, vec2 o, vec2 r) { vec2 lp = (p - o) / r; return length(lp) - 1.0;}void main(void) { vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0; vec3 d = vec3(0.0, 0.0, -1.0); float nd = normZ.z; //dot(-normZ, d); if(abs(nd) < 0.0001) discard; float np = dot(normZ, p); vec3 tp = p + d * np / nd; vec2 coord = vec2(dot(normX, tp), dot(normY, tp)); //angle = 15 degree const float flwrsn = 0.258819045102521; const float flwrcs = 0.965925826289068; mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs); vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm; float r; if(flwrp.x < 0.0) { r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5); } else { r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5); } if(r > rstop) discard; vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r); float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35)); col *= vec3(1.0, grady, grady); col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3)); col = col * diffuse + specular; col = mix(fadeCol, col, distancefade); float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0; alpha = smoothstep(0.0, 1.0, alpha) * palpha; gl_FragColor = vec4(col * 0.5, alpha);}</script> <!-- effects --> <script id="fx_common_vsh" type="x-shader/x_vertex">uniform vec3 uResolution;attribute vec2 aPosition;varying vec2 texCoord;varying vec2 screenCoord;void main(void) { gl_Position = vec4(aPosition, 0.0, 1.0); texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5); screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);}</script> <script id="bg_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform vec2 uTimes;varying vec2 texCoord;varying vec2 screenCoord;void main(void) { vec3 col; float c; vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0); c = exp(-pow(length(tmpv) * 1.8, 2.0)); col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c); gl_FragColor = vec4(col * 0.5, 1.0);}</script> <script id="fx_brightbuf_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform sampler2D uSrc;uniform vec2 uDelta;varying vec2 texCoord;varying vec2 screenCoord;void main(void) { vec4 col = texture2D(uSrc, texCoord); gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);}</script> <script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform sampler2D uSrc;uniform vec2 uDelta;uniform vec4 uBlurDir; //dir(x, y), stride(z, w)varying vec2 texCoord;varying vec2 screenCoord;void main(void) { vec4 col = texture2D(uSrc, texCoord); col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta); col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta); col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta); col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta); gl_FragColor = col / 5.0;}</script> <!-- effect fragment shader template --> <script id="fx_common_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform sampler2D uSrc;uniform vec2 uDelta;varying vec2 texCoord;varying vec2 screenCoord;void main(void) { gl_FragColor = texture2D(uSrc, texCoord);}</script> <!-- post processing --> <script id="pp_final_vsh" type="x-shader/x_vertex">uniform vec3 uResolution;attribute vec2 aPosition;varying vec2 texCoord;varying vec2 screenCoord;void main(void) { gl_Position = vec4(aPosition, 0.0, 1.0); texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5); screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);}</script> <script id="pp_final_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform sampler2D uSrc;uniform sampler2D uBloom;uniform vec2 uDelta;varying vec2 texCoord;varying vec2 screenCoord;void main(void) { vec4 srccol = texture2D(uSrc, texCoord) * 2.0; vec4 bloomcol = texture2D(uBloom, texCoord); vec4 col; col = srccol + bloomcol * (vec4(1.0) + srccol); col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5); col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2) gl_FragColor = vec4(col.rgb, 1.0); gl_FragColor.a = 1.0;}</script></body><script> // Utilities var Vector3 = {}; var Matrix44 = {}; Vector3.create = function (x, y, z) { return { 'x': x, 'y': y, 'z': z }; }; Vector3.dot = function (v0, v1) { return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z; }; Vector3.cross = function (v, v0, v1) { v.x = v0.y * v1.z - v0.z * v1.y; v.y = v0.z * v1.x - v0.x * v1.z; v.z = v0.x * v1.y - v0.y * v1.x; }; Vector3.normalize = function (v) { var l = v.x * v.x + v.y * v.y + v.z * v.z; if (l > 0.00001) { l = 1.0 / Math.sqrt(l); v.x *= l; v.y *= l; v.z *= l; } }; Vector3.arrayForm = function (v) { if (v.array) { v.array[0] = v.x; v.array[1] = v.y; v.array[2] = v.z; } else { v.array = new Float32Array([v.x, v.y, v.z]); } return v.array; }; Matrix44.createIdentity = function () { return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]); }; Matrix44.loadProjection = function (m, aspect, vdeg, near, far) { var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0; var w = h * aspect; m[0] = 2.0 * near / w; m[1] = 0.0; m[2] = 0.0; m[3] = 0.0; m[4] = 0.0; m[5] = 2.0 * near / h; m[6] = 0.0; m[7] = 0.0; m[8] = 0.0; m[9] = 0.0; m[10] = -(far + near) / (far - near); m[11] = -1.0; m[12] = 0.0; m[13] = 0.0; m[14] = -2.0 * far * near / (far - near); m[15] = 0.0; }; Matrix44.loadLookAt = function (m, vpos, vlook, vup) { var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z); Vector3.normalize(frontv); var sidev = Vector3.create(1.0, 0.0, 0.0); Vector3.cross(sidev, vup, frontv); Vector3.normalize(sidev); var topv = Vector3.create(1.0, 0.0, 0.0); Vector3.cross(topv, frontv, sidev); Vector3.normalize(topv); m[0] = sidev.x; m[1] = topv.x; m[2] = frontv.x; m[3] = 0.0; m[4] = sidev.y; m[5] = topv.y; m[6] = frontv.y; m[7] = 0.0; m[8] = sidev.z; m[9] = topv.z; m[10] = frontv.z; m[11] = 0.0; m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]); m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]); m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]); m[15] = 1.0; }; // var timeInfo = { 'start': 0, 'prev': 0, // Date 'delta': 0, 'elapsed': 0 // Number(sec) }; // var gl; var renderSpec = { 'width': 0, 'height': 0, 'aspect': 1, 'array': new Float32Array(3), 'halfWidth': 0, 'halfHeight': 0, 'halfArray': new Float32Array(3) // and some render targets. see setViewport() }; renderSpec.setSize = function (w, h) { renderSpec.width = w; renderSpec.height = h; renderSpec.aspect = renderSpec.width / renderSpec.height; renderSpec.array[0] = renderSpec.width; renderSpec.array[1] = renderSpec.height; renderSpec.array[2] = renderSpec.aspect; renderSpec.halfWidth = Math.floor(w / 2); renderSpec.halfHeight = Math.floor(h / 2); renderSpec.halfArray[0] = renderSpec.halfWidth; renderSpec.halfArray[1] = renderSpec.halfHeight; renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight; }; function deleteRenderTarget(rt) { gl.deleteFramebuffer(rt.frameBuffer); gl.deleteRenderbuffer(rt.renderBuffer); gl.deleteTexture(rt.texture); } function createRenderTarget(w, h) { var ret = { 'width': w, 'height': h, 'sizeArray': new Float32Array([w, h, w / h]), 'dtxArray': new Float32Array([1.0 / w, 1.0 / h]) }; ret.frameBuffer = gl.createFramebuffer(); ret.renderBuffer = gl.createRenderbuffer(); ret.texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, ret.texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0); gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer); gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer); gl.bindTexture(gl.TEXTURE_2D, null); gl.bindRenderbuffer(gl.RENDERBUFFER, null); gl.bindFramebuffer(gl.FRAMEBUFFER, null); return ret; } function compileShader(shtype, shsrc) { var retsh = gl.createShader(shtype); gl.shaderSource(retsh, shsrc); gl.compileShader(retsh); if (!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) { var errlog = gl.getShaderInfoLog(retsh); gl.deleteShader(retsh); console.error(errlog); return null; } return retsh; } function createShader(vtxsrc, frgsrc, uniformlist, attrlist) { var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc); var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc); if (vsh == null || fsh == null) { return null; } var prog = gl.createProgram(); gl.attachShader(prog, vsh); gl.attachShader(prog, fsh); gl.deleteShader(vsh); gl.deleteShader(fsh); gl.linkProgram(prog); if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) { var errlog = gl.getProgramInfoLog(prog); console.error(errlog); return null; } if (uniformlist) { prog.uniforms = {}; for (var i = 0; i < uniformlist.length; i++) { prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]); } } if (attrlist) { prog.attributes = {}; for (var i = 0; i < attrlist.length; i++) { var attr = attrlist[i]; prog.attributes[attr] = gl.getAttribLocation(prog, attr); } } return prog; } function useShader(prog) { gl.useProgram(prog); for (var attr in prog.attributes) { gl.enableVertexAttribArray(prog.attributes[attr]);; } } function unuseShader(prog) { for (var attr in prog.attributes) { gl.disableVertexAttribArray(prog.attributes[attr]);; } gl.useProgram(null); } / var projection = { 'angle': 60, 'nearfar': new Float32Array([0.1, 100.0]), 'matrix': Matrix44.createIdentity() }; var camera = { 'position': Vector3.create(0, 0, 100), 'lookat': Vector3.create(0, 0, 0), 'up': Vector3.create(0, 1, 0), 'dof': Vector3.create(10.0, 4.0, 8.0), 'matrix': Matrix44.createIdentity() }; var pointFlower = {}; var meshFlower = {}; var sceneStandBy = false; var BlossomParticle = function () { this.velocity = new Array(3); this.rotation = new Array(3); this.position = new Array(3); this.euler = new Array(3); this.size = 1.0; this.alpha = 1.0; this.zkey = 0.0; }; BlossomParticle.prototype.setVelocity = function (vx, vy, vz) { this.velocity[0] = vx; this.velocity[1] = vy; this.velocity[2] = vz; }; BlossomParticle.prototype.setRotation = function (rx, ry, rz) { this.rotation[0] = rx; this.rotation[1] = ry; this.rotation[2] = rz; }; BlossomParticle.prototype.setPosition = function (nx, ny, nz) { this.position[0] = nx; this.position[1] = ny; this.position[2] = nz; }; BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) { this.euler[0] = rx; this.euler[1] = ry; this.euler[2] = rz; }; BlossomParticle.prototype.setSize = function (s) { this.size = s; }; BlossomParticle.prototype.update = function (dt, et) { this.position[0] += this.velocity[0] * dt; this.position[1] += this.velocity[1] * dt; this.position[2] += this.velocity[2] * dt; this.euler[0] += this.rotation[0] * dt; this.euler[1] += this.rotation[1] * dt; this.euler[2] += this.rotation[2] * dt; }; function createPointFlowers() { // get point sizes var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE); renderSpec.pointSize = { 'min': prm[0], 'max': prm[1] }; var vtxsrc = document.getElementById("sakura_point_vsh").textContent; var frgsrc = document.getElementById("sakura_point_fsh").textContent; pointFlower.program = createShader( vtxsrc, frgsrc, ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'], ['aPosition', 'aEuler', 'aMisc'] ); useShader(pointFlower.program); pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]); pointFlower.fader = Vector3.create(0.0, 10.0, 0.0); // paramerters: velocity[3], rotate[3] pointFlower.numFlowers = 1600; pointFlower.particles = new Array(pointFlower.numFlowers); // vertex attributes {position[3], euler_xyz[3], size[1]} pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2)); pointFlower.positionArrayOffset = 0; pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3; pointFlower.miscArrayOffset = pointFlower.numFlowers * 6; pointFlower.buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer); gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, null); unuseShader(pointFlower.program); for (var i = 0; i < pointFlower.numFlowers; i++) { pointFlower.particles[i] = new BlossomParticle(); } } function initPointFlowers() { //area pointFlower.area = Vector3.create(20.0, 20.0, 20.0); pointFlower.area.x = pointFlower.area.y * renderSpec.aspect; pointFlower.fader.x = 10.0; //env fade start pointFlower.fader.y = pointFlower.area.z; //env fade half pointFlower.fader.z = 0.1; //near fade start //particles var PI2 = Math.PI * 2.0; var tmpv3 = Vector3.create(0, 0, 0); var tmpv = 0; var symmetryrand = function () { return (Math.random() * 2.0 - 1.0); }; for (var i = 0; i < pointFlower.numFlowers; i++) { var tmpprtcl = pointFlower.particles[i]; //velocity tmpv3.x = symmetryrand() * 0.3 + 0.8; tmpv3.y = symmetryrand() * 0.2 - 1.0; tmpv3.z = symmetryrand() * 0.3 + 0.5; Vector3.normalize(tmpv3); tmpv = 2.0 + Math.random() * 1.0; tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv); //rotation tmpprtcl.setRotation( symmetryrand() * PI2 * 0.5, symmetryrand() * PI2 * 0.5, symmetryrand() * PI2 * 0.5 ); //position tmpprtcl.setPosition( symmetryrand() * pointFlower.area.x, symmetryrand() * pointFlower.area.y, symmetryrand() * pointFlower.area.z ); //euler tmpprtcl.setEulerAngles( Math.random() * Math.PI * 2.0, Math.random() * Math.PI * 2.0, Math.random() * Math.PI * 2.0 ); //size tmpprtcl.setSize(0.9 + Math.random() * 0.1); } } function renderPointFlowers() { //update var PI2 = Math.PI * 2.0; var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z]; var repeatPos = function (prt, cmp, limit) { if (Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) { //out of area if (prt.position[cmp] > 0) { prt.position[cmp] -= limit * 2.0; } else { prt.position[cmp] += limit * 2.0; } } }; var repeatEuler = function (prt, cmp) { prt.euler[cmp] = prt.euler[cmp] % PI2; if (prt.euler[cmp] < 0.0) { prt.euler[cmp] += PI2; } }; for (var i = 0; i < pointFlower.numFlowers; i++) { var prtcl = pointFlower.particles[i]; prtcl.update(timeInfo.delta, timeInfo.elapsed); repeatPos(prtcl, 0, pointFlower.area.x); repeatPos(prtcl, 1, pointFlower.area.y); repeatPos(prtcl, 2, pointFlower.area.z); repeatEuler(prtcl, 0); repeatEuler(prtcl, 1); repeatEuler(prtcl, 2); prtcl.alpha = 1.0;//(pointFlower.area.z - prtcl.position[2]) * 0.5; prtcl.zkey = (camera.matrix[2] * prtcl.position[0] + camera.matrix[6] * prtcl.position[1] + camera.matrix[10] * prtcl.position[2] + camera.matrix[14]); } // sort pointFlower.particles.sort(function (p0, p1) { return p0.zkey - p1.zkey; }); // update data var ipos = pointFlower.positionArrayOffset; var ieuler = pointFlower.eulerArrayOffset; var imisc = pointFlower.miscArrayOffset; for (var i = 0; i < pointFlower.numFlowers; i++) { var prtcl = pointFlower.particles[i]; pointFlower.dataArray[ipos] = prtcl.position[0]; pointFlower.dataArray[ipos + 1] = prtcl.position[1]; pointFlower.dataArray[ipos + 2] = prtcl.position[2]; ipos += 3; pointFlower.dataArray[ieuler] = prtcl.euler[0]; pointFlower.dataArray[ieuler + 1] = prtcl.euler[1]; pointFlower.dataArray[ieuler + 2] = prtcl.euler[2]; ieuler += 3; pointFlower.dataArray[imisc] = prtcl.size; pointFlower.dataArray[imisc + 1] = prtcl.alpha; imisc += 2; } //draw gl.enable(gl.BLEND); //gl.disable(gl.DEPTH_TEST); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); var prog = pointFlower.program; useShader(prog); gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix); gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix); gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array); gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof)); gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader)); gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer); gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW); gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT); gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT); gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT); // doubler for (var i = 1; i < 2; i++) { var zpos = i * -2.0; pointFlower.offset[0] = pointFlower.area.x * -1.0; pointFlower.offset[1] = pointFlower.area.y * -1.0; pointFlower.offset[2] = pointFlower.area.z * zpos; gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset); gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers); pointFlower.offset[0] = pointFlower.area.x * -1.0; pointFlower.offset[1] = pointFlower.area.y * 1.0; pointFlower.offset[2] = pointFlower.area.z * zpos; gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset); gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers); pointFlower.offset[0] = pointFlower.area.x * 1.0; pointFlower.offset[1] = pointFlower.area.y * -1.0; pointFlower.offset[2] = pointFlower.area.z * zpos; gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset); gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers); pointFlower.offset[0] = pointFlower.area.x * 1.0; pointFlower.offset[1] = pointFlower.area.y * 1.0; pointFlower.offset[2] = pointFlower.area.z * zpos; gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset); gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers); } //main pointFlower.offset[0] = 0.0; pointFlower.offset[1] = 0.0; pointFlower.offset[2] = 0.0; gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset); gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers); gl.bindBuffer(gl.ARRAY_BUFFER, null); unuseShader(prog); gl.enable(gl.DEPTH_TEST); gl.disable(gl.BLEND); } // effects //common util function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) { var ret = {}; var unifs = ['uResolution', 'uSrc', 'uDelta']; if (exunifs) { unifs = unifs.concat(exunifs); } var attrs = ['aPosition']; if (exattrs) { attrs = attrs.concat(exattrs); } ret.program = createShader(vtxsrc, frgsrc, unifs, attrs); useShader(ret.program); ret.dataArray = new Float32Array([ -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0 ]); ret.buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer); gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, null); unuseShader(ret.program); return ret; } // basic usage // useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize // gl.uniform**(...); //additional uniforms // drawEffect() // unuseEffect(prog) // TEXTURE0 makes src function useEffect(fxobj, srctex) { var prog = fxobj.program; useShader(prog); gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array); if (srctex != null) { gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray); gl.uniform1i(prog.uniforms.uSrc, 0); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, srctex.texture); } } function drawEffect(fxobj) { gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer); gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); } function unuseEffect(fxobj) { unuseShader(fxobj.program); } var effectLib = {}; function createEffectLib() { var vtxsrc, frgsrc; //common var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent; //background frgsrc = document.getElementById("bg_fsh").textContent; effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null); // make brightpixels buffer frgsrc = document.getElementById("fx_brightbuf_fsh").textContent; effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null); // direction blur frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent; effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null); //final composite vtxsrc = document.getElementById("pp_final_vsh").textContent; frgsrc = document.getElementById("pp_final_fsh").textContent; effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null); } // background function createBackground() { //console.log("create background"); } function initBackground() { //console.log("init background"); } function renderBackground() { gl.disable(gl.DEPTH_TEST); useEffect(effectLib.sceneBg, null); gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta); drawEffect(effectLib.sceneBg); unuseEffect(effectLib.sceneBg); gl.enable(gl.DEPTH_TEST); } // post process var postProcess = {}; function createPostProcess() { //console.log("create post process"); } function initPostProcess() { //console.log("init post process"); } function renderPostProcess() { gl.enable(gl.TEXTURE_2D); gl.disable(gl.DEPTH_TEST); var bindRT = function (rt, isclear) { gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer); gl.viewport(0, 0, rt.width, rt.height); if (isclear) { gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); } }; //make bright buff bindRT(renderSpec.wHalfRT0, true); useEffect(effectLib.mkBrightBuf, renderSpec.mainRT); drawEffect(effectLib.mkBrightBuf); unuseEffect(effectLib.mkBrightBuf); // make bloom for (var i = 0; i < 2; i++) { var p = 1.5 + 1 * i; var s = 2.0 + 1 * i; bindRT(renderSpec.wHalfRT1, true); useEffect(effectLib.dirBlur, renderSpec.wHalfRT0); gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0); drawEffect(effectLib.dirBlur); unuseEffect(effectLib.dirBlur); bindRT(renderSpec.wHalfRT0, true); useEffect(effectLib.dirBlur, renderSpec.wHalfRT1); gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s); drawEffect(effectLib.dirBlur); unuseEffect(effectLib.dirBlur); } //display gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.viewport(0, 0, renderSpec.width, renderSpec.height); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); useEffect(effectLib.finalComp, renderSpec.mainRT); gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1); gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture); drawEffect(effectLib.finalComp); unuseEffect(effectLib.finalComp); gl.enable(gl.DEPTH_TEST); } / var SceneEnv = {}; function createScene() { createEffectLib(); createBackground(); createPointFlowers(); createPostProcess(); sceneStandBy = true; } function initScene() { initBackground(); initPointFlowers(); initPostProcess(); //camera.position.z = 17.320508; camera.position.z = pointFlower.area.z + projection.nearfar[0]; projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0; Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1]); } function renderScene() { //draw Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up); gl.enable(gl.DEPTH_TEST); //gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer); gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height); gl.clearColor(0.005, 0, 0.05, 0); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); renderBackground(); renderPointFlowers(); renderPostProcess(); } / function onResize(e) { makeCanvasFullScreen(document.getElementById("sakura")); setViewports(); if (sceneStandBy) { initScene(); } } function setViewports() { renderSpec.setSize(gl.canvas.width, gl.canvas.height); gl.clearColor(0.2, 0.2, 0.5, 1.0); gl.viewport(0, 0, renderSpec.width, renderSpec.height); var rtfunc = function (rtname, rtw, rth) { var rt = renderSpec[rtname]; if (rt) deleteRenderTarget(rt); renderSpec[rtname] = createRenderTarget(rtw, rth); }; rtfunc('mainRT', renderSpec.width, renderSpec.height); rtfunc('wFullRT0', renderSpec.width, renderSpec.height); rtfunc('wFullRT1', renderSpec.width, renderSpec.height); rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight); rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight); } function render() { renderScene(); } var animating = true; function toggleAnimation(elm) { animating ^= true; if (animating) animate(); if (elm) { elm.innerHTML = animating ? "Stop" : "Start"; } } function stepAnimation() { if (!animating) animate(); } function animate() { var curdate = new Date(); timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0; timeInfo.delta = (curdate - timeInfo.prev) / 1000.0; timeInfo.prev = curdate; if (animating) requestAnimationFrame(animate); render(); } function makeCanvasFullScreen(canvas) { var b = document.body; var d = document.documentElement; fullw = Math.max(b.clientWidth, b.scrollWidth, d.scrollWidth, d.clientWidth); fullh = Math.max(b.clientHeight, b.scrollHeight, d.scrollHeight, d.clientHeight); canvas.width = fullw; canvas.height = fullh; } window.addEventListener('load', function (e) { var canvas = document.getElementById("sakura"); try { makeCanvasFullScreen(canvas); gl = canvas.getContext('experimental-webgl'); } catch (e) { alert("WebGL not supported." + e); console.error(e); return; } window.addEventListener('resize', onResize); setViewports(); createScene(); initScene(); timeInfo.start = new Date(); timeInfo.prev = timeInfo.start; animate(); }); //set window.requestAnimationFrame (function (w, r) { w['r' + r] = w['r' + r] || w['webkitR' + r] || w['mozR' + r] || w['msR' + r] || w['oR' + r] || function (c) { w.setTimeout(c, 1000 / 60); }; })(window, 'equestAnimationFrame');</script></html>加相册特效html: <div class="box"> <ul class="minbox"> <li></li> <li></li> <li></li> <li></li> <li></li> <li></li> </ul> <ol class="maxbox"> <li></li> <li></li> <li></li> <li></li> <li></li> <li></li> </ol></div>css:@charset "utf-8";*{margin:0;padding:0;}body{background-image:url(../img/1.png);/*background: url(../img/1.png) ;*/max-width: 100%;/* 最大宽度 */min-width: 100%;/* 最小宽度 */height: 100%;/* 高度 */background-size: cover;/* 背景大小:覆盖 */background-repeat: no-repeat;/* 北京重复:不重复 */background-attachment: fixed;/* 背景图片滚动属性:固定 */background-size:100% 100%;/* 背景大小 */position: absolute;/* 位置:绝对 */margin-left: auto;/* 与左边距:自动 */margin-right: auto;/* 与右边距:自动 */}li{list-style: none;/* 列表样式:无 */}.box{width:200px;height:200px;background-size: cover;/* 背景大小:覆盖 */background-repeat: no-repeat;/* 背景重复:不重复 */background-attachment: fixed;/* 背景图片滚动属性:固定 */background-size:100% 100%;position: absolute;/* 位置:绝对 */margin-left: 42%;/* 与左边距:42% */margin-top: 22%;/* 与上边距:22% */-webkit-transform-style:preserve-3d;/* 被嵌套的元素在3D空间采用何种渲染方式:保存3d效果 有两个值:1.flat(默认)不带任何3d效果2.preserve-3d:保存3d效果 */-webkit-transform:rotateX(13deg);/* 元素变换:- `scale`:缩放,1 为原始大小。参数正数时放大,负数缩小。属性值为一个时,`x/y` 轴同时缩放;属性值为两个值时,分别控制 `x`、`y` 轴的缩放。- `rotate`:水平旋转,属性值格式为 `Xdeg`。`X` 为正数时,顺时针旋转;为负数时,逆时针旋转- `translate`:平移,基于 `XY` 轴重新定位元素。属性值为一个时,`x`、`y` 轴参数相同;为两个时,`x`、`y` 轴分别定位- `skew`:将元素沿水平方向倾斜变形。属性值为一个时,`x/y` 轴参数相同;为两个时,`x`、`y` 轴各自倾斜 */-webkit-animation:move 5s linear infinite;}.minbox{width:100px;height:100px;position: absolute;left:50px;top:30px;-webkit-transform-style:preserve-3d;}.minbox li{width:100px;height:100px;position: absolute;left:0;top:0;}.minbox li:nth-child(1){background: url(../img/9.jpg) no-repeat 0 0;-webkit-transform:translateZ(50px);}.minbox li:nth-child(2){background: url(../img/99.jpg) no-repeat 0 0;-webkit-transform:rotateX(180deg) translateZ(50px);}.minbox li:nth-child(3){background: url(../img/999.jpg) no-repeat 0 0;-webkit-transform:rotateX(-90deg) translateZ(50px);}.minbox li:nth-child(4){background: url(../img/9999.jpg) no-repeat 0 0;-webkit-transform:rotateX(90deg) translateZ(50px);}.minbox li:nth-child(5){background: url(../img/99999.jpg) no-repeat 0 0;-webkit-transform:rotateY(-90deg) translateZ(50px);}.minbox li:nth-child(6){background: url(../img/999999.jpg) no-repeat 0 0;-webkit-transform:rotateY(90deg) translateZ(50px);}.maxbox li:nth-child(1){background: url(../img/0.jpg) no-repeat 0 0;-webkit-transform:translateZ(50px);}.maxbox li:nth-child(2){background: url(../img/00.jpg) no-repeat 0 0;-webkit-transform:translateZ(50px);}.maxbox li:nth-child(3){background: url(../img/000.jpg) no-repeat 0 0;-webkit-transform:rotateX(-90deg) translateZ(50px);}.maxbox li:nth-child(4){background: url(../img/0000.jpg) no-repeat 0 0;-webkit-transform:rotateX(90deg) translateZ(50px);}.maxbox li:nth-child(5){background: url(../img/00000.jpg) no-repeat 0 0;-webkit-transform:rotateY(-90deg) translateZ(50px);}.maxbox li:nth-child(6){background: url(../img/000000.jpg) no-repeat 0 0;-webkit-transform:rotateY(90deg) translateZ(50px);}.maxbox{width: 800px;height: 400px;position: absolute;left: 0;top: -20px;-webkit-transform-style: preserve-3d;}.maxbox li{width: 200px;height: 200px;background: #fff;border:1px solid #ccc;position: absolute;left: 0;top: 0;opacity: 0.2;-webkit-transition:all 1s ease;}.maxbox li:nth-child(1){-webkit-transform:translateZ(100px);}.maxbox li:nth-child(2){-webkit-transform:rotateX(180deg) translateZ(100px);}.maxbox li:nth-child(3){-webkit-transform:rotateX(-90deg) translateZ(100px);}.maxbox li:nth-child(4){-webkit-transform:rotateX(90deg) translateZ(100px);}.maxbox li:nth-child(5){-webkit-transform:rotateY(-90deg) translateZ(100px);}.maxbox li:nth-child(6){-webkit-transform:rotateY(90deg) translateZ(100px);}.box:hover ol li:nth-child(1){-webkit-transform:translateZ(300px);width: 400px;height: 400px;opacity: 0.8;left: -100px;top: -100px;}.box:hover ol li:nth-child(2){-webkit-transform:rotateX(180deg) translateZ(300px);width: 400px;height: 400px;opacity: 0.8;left: -100px;top: -100px;}.box:hover ol li:nth-child(3){-webkit-transform:rotateX(-90deg) translateZ(300px);width: 400px;height: 400px;opacity: 0.8;left: -100px;top: -100px;}.box:hover ol li:nth-child(4){-webkit-transform:rotateX(90deg) translateZ(300px);width: 400px;height: 400px;opacity: 0.8;left: -100px;top: -100px;}.box:hover ol li:nth-child(5){-webkit-transform:rotateY(-90deg) translateZ(300px);width: 400px;height: 400px;opacity: 0.8;left: -100px;top: -100px;}.box:hover ol li:nth-child(6){-webkit-transform:rotateY(90deg) translateZ(300px);width: 400px;height: 400px;opacity: 0.8;left: -100px;top: -100px;}@keyframes move{0%{-webkit-transform: rotateX(13deg) rotateY(0deg);}100%{-webkit-transform:rotateX(13deg) rotateY(360deg);}}下面的代码自定义图片:.minbox li:nth-child(1){ background: url(../img/9.jpg) no-repeat 0 0; -webkit-transform:translateZ(50px); } .minbox li:nth-child(2){ background: url(../img/99.jpg) no-repeat 0 0; -webkit-transform:rotateX(180deg) translateZ(50px); } .minbox li:nth-child(3){ background: url(../img/999.jpg) no-repeat 0 0; -webkit-transform:rotateX(-90deg) translateZ(50px); } .minbox li:nth-child(4){ background: url(../img/9999.jpg) no-repeat 0 0; -webkit-transform:rotateX(90deg) translateZ(50px); } .minbox li:nth-child(5){ background: url(../img/99999.jpg) no-repeat 0 0; -webkit-transform:rotateY(-90deg) translateZ(50px); } .minbox li:nth-child(6){ background: url(../img/999999.jpg) no-repeat 0 0; -webkit-transform:rotateY(90deg) translateZ(50px); } .maxbox li:nth-child(1){ background: url(../img/0.jpg) no-repeat 0 0; -webkit-transform:translateZ(50px); } .maxbox li:nth-child(2){ background: url(../img/00.jpg) no-repeat 0 0; -webkit-transform:translateZ(50px); } .maxbox li:nth-child(3){ background: url(../img/000.jpg) no-repeat 0 0; -webkit-transform:rotateX(-90deg) translateZ(50px); } .maxbox li:nth-child(4){ background: url(../img/0000.jpg) no-repeat 0 0; -webkit-transform:rotateX(90deg) translateZ(50px); } .maxbox li:nth-child(5){ background: url(../img/00000.jpg) no-repeat 0 0; -webkit-transform:rotateY(-90deg) translateZ(50px); } .maxbox li:nth-child(6){ background: url(../img/000000.jpg) no-repeat 0 0; -webkit-transform:rotateY(90deg) translateZ(50px); }
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