three+gsap实现带音乐三维爱心表白动画效果代码

代码语言:html

所属分类:表白

代码描述:three+gsap实现带音乐webgl三维爱心表白动画效果代码,点击爱心播放音乐动画开始。

代码标签: three webgl gsap

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>

 
<meta charset="UTF-8">

 
<meta name="viewport" content="width=device-width, initial-scale=1">

 
 
 
<style>
* {
 
margin: 0;
 
padding: 0;
 
box-sizing: border-box;
}

html
,
body
{
 
overflow: hidden;
 
background: #16000a;
}
body
{
 
-webkit-font-smoothing: antialiased;
 
color: #ffdada;
}
.webgl {
 
position: fixed;
 
width: 100vw;
 
height: 100vh;
 
top: 0;
 
left: 0;
 
outline: none;
}

body::before {
 
content: "";
 
position: absolute;
 
border: 8px solid;
 
inset: 1rem;
 
z-index: 100;
 
pointer-events: none;
}

h1
{
 
position: absolute;
 
top: 10vh;
 
left: 2.5rem;
 
right: 1rem;
 
text-align: center;
 
font-family: ador-hairline, sans-serif;
 
font-weight: 900;
 
font-size: max(1rem, 3vh);
}

button
{
 
position: absolute;
 
left: 0;
 
top: 0;
 
bottom: 0;
 
height: 12vh;
 
width: 12vh;
 
transform: translateY(2vh);
 
right: 0;
 
margin: auto;
 
-webkit-appearance: none;
 
background: transparent;
 
color: inherit;
 
border: none;
 
cursor: pointer;
}

svg
{
 
width: 3.5vh;
}
</style>



</head>

<body >
 
<canvas class="webgl"></canvas>
<h1>
  With Love
</h1>
<button id="play-music" type="button" aria-label="Play music"><svg fill="currentColor" viewBox="0 0 512 512" width="100" title="music">
   
<path d="M470.38 1.51L150.41 96A32 32 0 0 0 128 126.51v261.41A139 139 0 0 0 96 384c-53 0-96 28.66-96 64s43 64 96 64 96-28.66 96-64V214.32l256-75v184.61a138.4 138.4 0 0 0-32-3.93c-53 0-96 28.66-96 64s43 64 96 64 96-28.65 96-64V32a32 32 0 0 0-41.62-30.49z" />
 
</svg></button>
<script type="x-shader/x-vertex" id="vertexShader">
 
#define M_PI 3.1415926535897932384626433832795
uniform
float uTime;
uniform
float uSize;
attribute
float aScale;
attribute vec3 aColor
;
attribute
float random;
attribute
float random1;
attribute
float aSpeed;
varying vec3 vColor
;
varying vec2 vUv
;

void main() {
 
float sign = 2.0* (step(random, 0.5) -.5);
 
float t = sign*mod(-uTime *  aSpeed* 0.005  + 10.0*aSpeed*aSpeed, M_PI);
 
float a = pow(t, 2.1) * pow((t - sign * M_PI), 2.3);
 
float radius = 0.14;
  vec3 myOffset
=
      vec3
(t,  t, 0.0);
  myOffset
= vec3(radius *16.0 * pow(sin(t), 2.0) * sin(t), radius *                                           (13.0 * cos(t) - 5.0 * cos(2.0 * t) - 2.0 * cos(3.0 * t) - cos(4.0 * t)), .15*(a*(random1 - .5))*sin(abs(10.0*(sin(.2*uTime + .2*random)))*t));
  vec3 displacedPosition
= myOffset;
  vec4 modelPosition
= modelMatrix * vec4(displacedPosition.xyz, 1.0);

  vec4 viewPosition
= viewMatrix * modelPosition;
  viewPosition
.xyz += position * aScale * uSize * pow(a, .5) * .5;
  gl_Position
= projectionMatrix * viewPosition;

  vColor
= aColor;
  vUv
= uv;
}
</script>

<script type="x-shader/x-fragment" id="fragmentShader">
  varying vec3 vColor
;
varying vec2 vUv
;

void main() {
  vec2 uv
= vUv;
  vec3 color
= vColor;
 
float strength = distance(uv, vec2(0.5));
  strength
*= 2.0;
  strength
= 1.0 - strength;
  gl_FragColor
= vec4(strength * color, 1.0);
}
</script>
<script type="x-shader/x-vertex" id="vertexShader1">
 
#define M_PI 3.1415926535897932384626433832795


uniform
float uTime;
uniform
float uSize;
attribute
float aScale;
attribute vec3 aColor
;
attribute
float phi;
attribute
float random;
attribute
float random1;
varying vec3 vColor
;
varying vec2 vUv
;

void main() {
 
float t = 0.01 * uTime + 12.0;
 
float angle = phi;
 
  t
= mod((-uTime + 100.0) * 0.06* random1 + random *2.0 * M_PI , 2.0 * M_PI);
  vec3 myOffset
= vec3(5.85*cos(angle * (t )), 2.0*(t - M_PI), 3.0*sin(angle * (t )/t));
vec4 modelPosition
= modelMatrix * vec4(myOffset, 1.0);
  vec4 viewPosition
= viewMatrix * modelPosition;
  viewPosition
.xyz += position * aScale * uSize;
  gl_Position
= projectionMatrix * viewPosition;

  vColor
= aColor;
  vUv
= uv;
}
</script>

<script type="x-shader/x-fragment" id="fragmentShader1">
  uniform sampler2D uTex
;
varying vec3 vColor
;
varying vec2 vUv
;

void main() {
  vec2 uv
= vUv;
  vec3 color
= vColor;
 
float strength = distance(uv, vec2(0.5, .65));
  strength
*= 2.0;
  strength
= 1.0 - strength;
  vec3 texture
= texture2D(uTex, uv).rgb;
  gl_FragColor
= vec4(texture * color * (strength + .3), 1.);
}
</script>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.133.js"></script>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/gsap.3.8.0.js"></script>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/GLTFLoader.133.js"></script>
     
<script  >

class World {
  constructor({
    canvas,
    width,
    height,
    cameraPosition,
    fieldOfView = 75,
    nearPlane = 0.1,
    farPlane = 100 })
  {
    this.parameters = {
      count: 1500,
      max: 12.5 * Math.PI,
      a: 2,
      c: 4.5 };

    this.textureLoader = new THREE.TextureLoader();
    this.scene = new THREE.Scene();
    this.scene.background = new THREE.Color(0x16000a);
    this.clock = new THREE.Clock();
    this.data = 0;
    this.time = { current: 0, t0: 0, t1: 0, t: 0, frequency: 0.0005 };
    this.angle = { x: 0, z: 0 };
    this.width = width || window.innerWidth;
    this.height = height || window.innerHeight;
    this.aspectRatio = this.width / this.height;
    t.........完整代码请登录后点击上方下载按钮下载查看

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