three+bas实现图片漏斗动画切换图片效果代码
代码语言:html
所属分类:幻灯片
代码描述:three+bas实现图片漏斗动画切换图片效果代码
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html> <html lang="en" > <head> <style> html, body { height: 100%; } body { overflow: hidden; margin: 0; background-color: #000; } canvas { position: absolute; top: 0; left: 50%; -webkit-transform: translate(-50%, 0); transform: translate(-50%, 0); } </style> </head> <body> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.88.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/bas.js"></script> <script > var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); function _toConsumableArray(arr) { if (Array.isArray(arr)) { for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) { arr2[i] = arr[i]; } return arr2; } else { return Array.from(arr); } } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } var TEXTURE_SRC_BEFORE = '//repo.bfw.wiki/bfwrepo/image/5d653a3d2a1fe.png'; // https://unsplash.com/photos/dcp4hnQY-z0 var TEXTURE_SRC_AFTER = '//repo.bfw.wiki/bfwrepo/image/5d6539613d08b.png'; // https://unsplash.com/photos/weuWmzv7xnU var PREFAB = { WIDTH: 1, HEIGHT: 1 }; var START_DELAY = 500; var INTERVAL = '10.'; var DURATION_START = '1.2'; var DURATION_END = '1.2'; function init(textureBefore, textureAfter) { var image = textureBefore.image; var width = image.width; var height = image.height; var intervalX = width / PREFAB.WIDTH; var intervalY = height / PREFAB.HEIGHT; var root = new THREERoot({ cameraPosition: [0, 0, width * 2.5], aspect: 0.6 / 1, autoStart: false }); var prefab = new THREE.PlaneGeometry(PREFAB.WIDTH, PREFAB.HEIGHT); var geometry = new BAS.PrefabBufferGeometry(prefab, intervalX * intervalY); var aPosition = geometry.createAttribute('aPosition', 4); var i = 0; for (var x = 0; x < intervalX; x++) { for (var y = 0; y < intervalY; y++) { geometry.setPrefabData(aPosition, i++, [x * PREFAB.WIDTH - width / 2, y * PREFAB.HEIGHT - height / 2, 0, Math.random() // random coefficient ]); } } textureBefore.minFilter = THREE.LinearFilter; textureAfter.minFilter = THREE.LinearFilter; var material = new BAS.BasicAnimationMaterial({ side: THREE.DoubleSide, vertexColors: THREE.VertexColors, uniforms: { uTime: { type: 'f', value: 0 }, uSize: { type: 'vf2', value: [width, height] }, mapBefore: { type: 't', value: textureBefore }, mapAfter: { type: 't', value: textureAfter } }, vertexFunctions: [BAS.ShaderChunk['ease_quad_in_out'], BAS.ShaderChunk['ease_quad_in'], BAS.ShaderChunk['ease_quad_out']], vertexParameters: '\n uniform float uTime;\n uniform vec2 uSize;\n uniform sampler2D mapBefore;\n uniform sampler2D mapAfter;\n attribute vec4 aPosition;\n const float interval = ' + INTERVAL + ';\n const float durationStart = ' + DURATION_START + ';\n const float durationEnd = ' + DURATION_END + ';\n const float totalTime = durationStart + interval + durationEnd;\n const float speed = 60.;\n const float minWeight = 0.3;\n const float fallSpeed = 4.;\n const float xSpeed = 0.03;\n const float spreadPosition = 0.03;\n ', vertexInit: '\n vec2 texelCoord = (aPosition.xy + uSize / 2.) / uSize;\n vec4 texelBefore = texture2D(mapBefore, texelCoord);\n vec4 texelAfter = texture2D(mapAfter, texelCoord);\n float bottom = aPosition.y - uSize.y * 1.8;\n float time = uTime / 50.;\n float tTime = mod(time, totalTime);\n float doubleTime = mod(time, totalTime * 2.);\n float isReverse = step(totalTime, doubleTime);\n float progress = max(tTime - durationStart, 0.);\n float nProgress = progress / interval;\n float move = progress * speed;\n float weightBefore = pow(1. - texelBefore.r * texelBefore.g * texelBefore.b, 2.) * (1. - minWeight) + minWeight;\n float weightAfter = pow(1. - texelAfter.r * texelAfter.g * texelAfter.b, 2.) * (1. - minWeight) + minWeight;\n float order = pow(abs(aPosition.x) / (uSize.x * 0.5), 2.) * 40.;\n float fall = max(-aPosition.y - uSize.y / 2. + move - order, 0.) * (aPosition.w * 0.2 + 1.) * (0.3 + nProgress) * fallSpeed;\n float y = aPosition.y - fall * mix(weightBefore, weightAfter, easeQuadIn(min(fall, -bottom) / -bottom)) - move + order * clamp(progress, 0., 1.);\n float offsetY = easeQuadOut(clamp(tTime / durationStart, 0., 1.)) * uSize.y * 0.9;\n float endOffsetY = easeQuadIn(clamp((tTime.........完整代码请登录后点击上方下载按钮下载查看
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