js实现一个canvas四色圆点转动背景效果代码

代码语言:html

所属分类:背景

代码描述:js实现一个canvas四色圆点转动背景效果代码

代码标签: canvas 四色 圆点 转动 背景 效果

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

<html lang="en">
<head>

    <meta charset="UTF-8">




    <style>
:root {
        --black: #101820;
    }

        body {
            align-content: start;
            box-sizing: border-box;
            display: grid;
            font-family: sans-serif;
            font-weight: bold;
            min-height: 100vh;
            grid-template-columns: minmax(280px, 485px) 1fr;
            letter-spacing: 0.03em;
            line-height: 1;
            padding: 16px;
            text-align: center;
        }
        body *:focus:not(:focus-visible) {
            outline: none;
        }

        canvas#webgl {
            left: 0;
            position: fixed;
            top: 0;
            z-index: 0;
        }

        button {
            appearance: none;
            background: white;
            border: none;
            border-radius: 0;
            color: var(--black);
            cursor: pointer;
            font-family: inherit;
            font-weight: inherit;
            font-size: inherit;
            letter-spacing: inherit;
            line-height: inherit;
        }

        .toggle {
            background: white;
            box-shadow: 0 0 32px rgba(17, 25, 33, 0.5);
            position: relative;
            z-index: 1;
        }
        .toggle[aria-expanded=true] .toggle__content {
            max-height: 800px;
            opacity: 1;
            transition-delay: 0.2s, 0s, 0s;
            transition-duration: 0.4s, 0.4s, 0s;
            visibility: visible;
        }

        .toggle__button {
            --space: 8px;
            align-items: center;
            display: flex;
            font-size: 1.2rem;
            justify-content: center;
            padding: calc(var(--space) *3);
            position: relative;
            width: 100%;
        }

        .toggle__icon {
            position: absolute;
            top: 50%;
            right: calc(var(--space) *2);
            transform: translateY(-50%);
        }

        .toggle__content {
            max-height: 0;
            opacity: 0;
            transition-delay: 0s, 0.2s, 0.6s;
            transition-duration: 0.2s, 0.4s, 0s;
            transition-property: opacity, max-height, visibility;
            visibility: hidden;
        }
        .toggle__content::before {
            background-color: var(--black);
            content: "";
            display: block;
            height: 1px;
            margin: auto;
            width: 94px;
        }

        .color-picker {
            display: grid;
            padding: 20px 20px 16px;
            position: relative;
            gap: 16px;
            z-index: 1;
        }

        .color-picker__canvas-wrap {
            justify-self: center;
            position: relative;
            touch-action: none;
            width: 73%;
        }

        .color-picker__canvas {
            cursor: grab;
            display: block;
            width: 100%;
        }
        .color-picker__canvas:active {
            cursor: grabbing;
        }

        .color-picker__selected {
            border: 1px solid #101820;
            color: #6F747B;
            padding: 20px;
        }

        .color-picker__inputs {
            margin: 0;
            padding: 0;
            line-height: 1;
            list-style-type: none;
        }

        .color-picker__item {
            display: flex;
            margin: 0;
        }

        .color-picker__input-wrap {
            align-items: center;
            background-color: var(--fill);
            display: flex;
            flex: 0 1 85%;
            height: 32px;
            position: relative;
        }
        .color-picker__input-wrap::before {
            background-image: linear-gradient(90deg, rgba(0, 0, 0, 0.9) 0%, rgba(0, 0, 0, 0) 50%, rgba(255, 255, 255, 0) 51%, rgba(255, 255, 255, 0.9) 100%);
            content: "";
            height: 100%;
            left: 0;
            position: absolute;
            top: 0;
            width: 100%;
        }

        .color-picker__input {
            --size: 14px;
            --scale: 1;
            --active-scale: 1.3;
            appearance: none;
            background: rgba(255, 255, 255, 0);
            flex: 1;
            height: 2px;
            margin: 0 16px;
            outline: none;
            padding: 0;
            position: relative;
        }
        .color-picker__input::-webkit-slider-thumb {
            appearance: none;
            background: var(--modified-fill);
            height: var(--size);
            border-radius: 50%;
            border: 2px solid white;
            box-shadow: 0 0 0 2px black;
            cursor: pointer;
            transform: scale(var(--scale));
            transition: transform 0.2s;
            width: var(--size);
        }
        .color-picker__input::-webkit-slider-thumb:hover {
            --scale: var(--active-scale);
        }
        .color-picker__input:hover, .color-picker__input:active, .color-picker__input:focus {
            background: white;
        }
        .color-picker__input:focus::-webkit-slider-thumb {
            --scale: 1.3;
        }
        .color-picker__input:focus::-moz-range-thumb {
            --scale: 1.3;
        }
        .color-picker__input::-moz-range-thumb {
            appearance: none;
            background: var(--modified-fill);
            height: var(--size);
            border-radius: 50%;
            border: 2px solid white;
            box-shadow: 0 0 0 2px black;
            cursor: pointer;
            transform: scale(var(--scale));
            transition: transform 0.2s;
            width: var(--size);
        }
        .color-picker__input::-moz-range-thumb:hover {
            --scale: var(--active-scale);
        }
        .color-picker__input:active::-moz-range-thumb {
            --scale: 1.3;
        }

        .color-picker__color-label {
            background-color: var(--modified-fill);
            flex: 1 1 auto;
            margin-left: 1px;
        }

        .color-picker__button {
            appearance: none;
            background-color: var(--black);
            color: white;
            padding: 24px 64px;
            justify-self: center;
            text-transform: uppercase;
        }
    </style>



</head>

<body>
    <div class="toggle" aria-expanded="true">
        <button class="toggle__button"><span class="toggle__text">Tetradic Color Picker</span>
            <svg class="toggle__icon" width="48" height="48" viewBox="0 0 48 48">
                <g fill="none" fill-rule="evenodd">
                    <circle cx="24" cy="24" r="24" fill="#E7E8E8"></circle>
                    <g stroke="#101820" stroke-width="3" transform="translate(14 14)">
                        <rect width="17" height="17" x="1.5" y="1.5"></rect>
                        <rect width="17" height="5" x="1.5" y="1.5"></rect>
                    </g>
                </g>
            </svg>
        </button>
        <div class="toggle__content">
            <div class="color-picker">
                <div class="color-picker__canvas-wrap">
                    <canvas class="color-picker__canvas" width="325" height="325"></canvas>
                </div>
                <ul class="color-picker__inputs">
                    <li class="color-picker__item" style="--fill:#27d8a6; --modified-fill:#27d8a6;">
                        <div class="color-picker__input-wrap">
                            <input class="color-picker__input" type="range" min="0" max="100" step="1">
                        </div>
                        <span class="color-picker__color-label"></span>
                    </li>
                    <li class="color-picker__item" style="--fill:#b1d827; --modified-fill:#b1d827;">
                        <div class="color-picker__input-wrap">
                            <input class="color-picker__input" type="range" min="0" max="100" step="1">
                        </div>
                        <span class="color-picker__color-label"></span>
                    </li>
                    <li class="color-picker__item" style="--fill:#d82759; --modified-fill:#d82759;">
                        <div class="color-picker__input-wrap">
                            <input class="color-picker__input" type="range" min="0" max="100" step="1">
                        </div>
                        <span class="color-picker__color-label"></span>
                    </li>
                    <li class="color-picker__item" style="--fill:#4e27d8; --modified-fill:#4e27d8;">
                        <div class="color-picker__input-wrap">
                            <input class="color-picker__input" type="range" min="0" max="100" step="1">
                        </div>
                        <span class="color-picker__color-label"></span>
                    </li>
                </ul>
                <button class="color-picker__button">Download!</button>
            </div>
        </div>
    </div>
    <canvas id="webgl" width="933" height="448" style="width: 747px; height: 359px;"></canvas>


    <script>
        /**
        * A basic Web GL class. This provides a very basic setup for GLSL shader code.
        * Currently it doesn't support anything except for clip-space 3d, but this was
        * done so that we could start writing fragments right out of the gate. My
        * Intention is to update it with particle and polygonal 3d support later on.
        *
        * @class WTCGL
        * @author Liam Egan <liam@wethecollective.com>
        * @version 0.0.8
        * @created Jan 16, 2019
        */
        class WTCGL {

            /**
            * The WTCGL Class constructor. If construction of the webGL context fails
            * for any reason this will return null.
            *
            * @TODO make the dimension properties properly optional
            * @TODO provide the ability to allow for programmable buffers
            *
            * @constructor
            * @param {HTMLElement} el The canvas element to use as the root
            * @param {string} vertexShaderSource The vertex shader source
            * @param {string} fragmentShaderSource The fragment shader source
            * @param {number} [width] The width of the webGL context. This will default to the canvas dimensions
            * @param {number} [height] The height of the webGL context. This will default to the canvas dimensions
            * @param {number} [pxratio=1] The pixel aspect ratio of the canvas
            * @param {boolean} [styleElement] A boolean indicating whether to apply a style property to the canvas (resizing the canvas by the inverse of the pixel ratio)
            * @param {boolean} [webgl2] A boolean indicating whether to try to create a webgl2 context instead of a regulart context
            */
            constructor(el, vertexShaderSource, fragmentShaderSource, width, height, pxratio, styleElement, webgl2, params = {}) {
                this.run = this.run.bind(this);

                this._onRun = () => {};

                // Destructure if an object is aprovided instead a series of parameters
                if (el instanceof Object && el.el) {
                    ({
                        el, vertexShaderSource, fragmentShaderSource, width, height, pxratio, webgl2, styleElement
                    } = el);
                }

                // If the HTML element isn't a canvas, return null
                if (!el instanceof HTMLElement || el.nodeName.toLowerCase() !== 'canvas') {
                    console.log('Provided element should be a canvas element');
                    return null;
                }

                this._el = el;
                // The context should be either webgl2, webgl or experimental-webgl
                if (webgl2 === true) {
                    this.isWebgl2 = true;
                    this._ctx = this._el.getContext("webgl2", this.webgl_params) || this._el.getContext("webgl", this.webgl_params) || this._el.getContext("experimental-webgl", this.webgl_params);
                } else {
                    this.isWebgl2 = false;
                    this._ctx = this._el.getContext("webgl", Object.assign({}, this.webgl_params, params)) || this._el.getContext("experimental-webgl", Object.assign({}, this.webgl_params, params));
                }

                // Set up the extensions
                this._ctx.getExtension('OES_standard_derivatives');
                this._ctx.getExtension('EXT_shader_texture_lod');
                this._ctx.getExtension('OES_texture_float');
                this._ctx.getExtension('WEBGL_color_buffer_float');
                this._ctx.getExtension('OES_texture_float_linear');
                this._ctx.getExtension('EXT_color_buffer_float');

                // We can't make the context so return an error
                if (!this._ctx) {
                    console.log('Browser doesn\'t support WebGL ');
                    return null;
                }

                // Create the shaders
                this._vertexShader = WTCGL.createShaderOfType(this._ctx, this._ctx.VERTEX_SHADER, vertexShaderSource);
                this._fragmentShader = WTCGL.createShaderOfType(this._ctx, this._ctx.FRAGMENT_SHADER, fragmentShaderSource);

                // Create the program and link the shaders
                this._program = this._ctx.createProgram();
                this._ctx.attachShader(this._program, this._vertexShader);
                this._ctx.attachShader(this._program, this._fragmentShader);
                this._ctx.linkProgram(this._program);

                // If we can't set up the params, this means the shaders have failed for some reason
                if (!this._ctx.getProgramParameter(this._program, this._ctx.LINK_STATUS)) {
                    console.log('Unable to initialize the shader program: ' + this._ctx.getProgramInfoLog(this._program));
                    return null;
                }

                // Initialise the vertex buffers
                this.initBuffers([
                    -1.0, 1.0, -1.,
                    1.0, 1.0, -1.,
                    -1.0, -1.0, -1.,
                    1.0, -1.0, -1.]);


                // Initialise the frame buffers
                this.frameBuffers = [];

                // The program information object. This is essentially a state machine for the webGL instance
                this._programInfo = {
                    attribs: {
                        vertexPosition: this._ctx.getAttribLocation(this._program, 'a_position')
                    },

                    uniforms: {
                        projectionMatrix: this._ctx.getUniformLocation(this._program, 'u_projectionMatrix'),
                        modelViewMatrix: this._ctx.getUniformLocation(this._program, 'u_modelViewMatrix'),
                        resolution: this._ctx.getUniformLocation(this._program, 'u_resolution'),
                        time: this._ctx.getUniformLocation(this._program, 'u_time')
                    }
                };



                // Tell WebGL to use our program when drawing
                this._ctx.useProgram(this._program);

                this.pxratio = pxratio;

                this.styleElement = styleElement !== true;

                this.resize(width, height);
            }


            /**
            * Public methods
            */

            addFrameBuffer(w, h, tiling = 0, buffertype = 0) {
                // create to render to
                const gl = this._ctx;
                const targetTextureWidth = w * this.pxratio;
                const targetTextureHeight = h * this.pxratio;
                const targetTexture = gl.createTexture();
                gl.bindTexture(gl.TEXTURE_2D, targetTexture);
                {
                    // define size and format of level 0
                    const level = 0;
                    let internalFormat = gl.RGBA;
                    const border = 0;
                    let format = gl.RGBA;
                    let t;
                    if (buffertype & WTCGL.TEXTYPE_FLOAT) {
                        const e = gl.getExtension('OES_texture_float');
                        window.extension = e;
                        t = e.FLOAT;
                        // internalFormat = gl.RGBA32F;
                    } else if (buffertype & WTCGL.TEXTYPE_HALF_FLOAT_OES) {
                        // t = gl.renderer.isWebgl2 ? e.HALF_FLOAT : e.HALF_FLOAT_OES;
                        //     gl.renderer.extensions['OES_texture_half_float'] ? gl.renderer.extensions['OES_texture_half_float'].HALF_FLOAT_OES :
                        //     gl.UNSIGNED_BYTE;
                        const e = gl.getExtension('OES_texture_half_float');
                        t = this.isWebgl2 ? gl.HALF_FLOAT: e.HALF_FLOAT_OES;
                        // format = gl.RGBA;
                        if (this.isWebgl2) {
                            internalFormat = gl.RGBA16F;
                        }
                        // internalFormat = gl.RGB32F;
                        // format = gl.RGB32F;
                        // window.gl = gl
                        // t = e.HALF_FLOAT_OES;
                    } else {
                        t = gl.UNSIGNED_BYTE;
                    }
                    const type = t;
                    const data = null;
                    gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
                        targetTextureWidth, targetTextureHeight, border,
                        format, type, data);
                    // gl.generateMipmap(gl.TEXTURE_2D);

                    // set the filtering so we don't need mips
                    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
                    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);

                    // Set the parameters based on the passed type
                    if (tiling === WTCGL.IMAGETYPE_TILE) {
                        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
                        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
                    } else if (tiling === WTCGL.IMAGETYPE_MIRROR) {
                        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT);
                        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT);
                    } else if (tiling === WTCGL.IMAGETYPE_REGULAR) {
                        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);
                    }
                }

                // Create and bind the framebuffer
                const fb = gl.createFramebuffer();
                gl.bindFramebuffer(gl.FRAMEBUFFER, fb);

                // attach the texture as the first color attachment
                const attachmentPoint = gl.COLOR_ATTACHMENT0;
                const level = 0;
                gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentPoint, gl.TEXTURE_2D, targetTexture, level);

                return {
                    w: w * this.pxratio,
                    h: h * this.pxratio,
                    fb: fb,
                    frameTexture: targetTexture
                };

            }


            /**
            * Resizes the canvas to a specified width and height, respecting the pixel ratio
            *
            * @param  {number} w The width of the canvas
            * @param  {number} h The height of the canvas
            * @return {Void}
            */
            resize(w, h) {
                this.width = w;
                this.height = h;
                this._el.width = w * this.pxratio;
                this._el.height = h * this.pxratio;
                this._size = [w * this.pxratio,
                    h * this.pxratio];
                if (this.styleElement) {
                    this._el.style.width = w + 'px';
                    this._el.style.height = h + 'px';
                }

                this._ctx.viewportWidth = w * this.pxratio;
                this._ctx.viewportHeight = h * this.pxratio;

                this._ctx.uniform2fv(this._programInfo.uniforms.resolution, this._size);

                this.initBuffers(this._positions);
            }

            /**
            * Initialise a provided vertex buffer
            *
            * @param  {array} positions The vertex positions to initialise
            * @return {Void}
            */
            initBuffers(positions) {
                this._positions = positions;
                this._positionBuffer = this._ctx.createBuffer();

                this._ctx.bindBuffer(this._ctx.ARRAY_BUFFER, this._positionBuffer);

                this._ctx.bufferData(this._ctx.ARRAY_BUFFER,
                    new Float32Array(positions),
                    this._ctx.STATIC_DRAW);
            }

            /**
            * Add a uniform to the program. At this time the following types are supported:
            * - Float - WTCGL.TYPE_FLOAT
            * - Vector 2 - WTCGL.TYPE_V2
            * - Vector 3 - WTCGL.TYPE_V3
            * - Vector 4 - WTCGL.TYPE_V4
            *
            * @param  {string} name The name of the uniform. N.B. your name will be prepended with a `u_` in your shaders. So providing a name of `foo` here will result in a uniform named `u_foo`
            * @param  {WTCGL.UNIFORM_TYPE} type The unfiform type
            * @param  {number|array} value The unfiform value. The type depends on the uniform type being created
            * @return {WebGLUniformLocation} The uniform location for later reference
            */
            addUniform(name, type, value) {
                let uniform = this._programInfo.uniforms[name];
                uniform = this._ctx.getUniformLocation(this._program, `u_${name}`);
                switch (type) {
                    case WTCGL.TYPE_INT:
                        if (!isNaN(value)) this._ctx.uniform1i(uniform, value);
                        break;
                    case WTCGL.TYPE_FLOAT:
                        if (!isNaN(value)) this._ctx.uniform1f(uniform, value);
                        break;
                    case WTCGL.TYPE_V2:
                        if (value instanceof Array && value.length === 2.) this._ctx.uniform2fv(uniform, value);
                        break;
                    case WTCGL.TYPE_V3:
                        if (value instanceof Array && value.length === 3.) this._ctx.uniform3fv(uniform, value);
                        break;
                    case WTCGL.TYPE_V4:
                        if (value instanceof Array && value.length === 4.) this._ctx.uniform4fv(uniform, value);
                        break;
                    case WTCGL.TYPE_BOOL:
                        if (!isNaN(value)) this._ctx.uniform1i(uniform, value);
                        break;
                }

                this._programInfo.uniforms[name] = uniform;
                return uniform;
            }

            /**
            * Adds a texture to the program and links it to a named uniform. Providing the type changes the tiling properties of the texture. Possible values for type:
            * - WTCGL.IMAGETYPE_REGULAR - No tiling, clamp to edges and doesn't need to be power of 2.
            * - WTCGL.IMAGETYPE_TILE - full x and y tiling, needs to be power of 2.
            * - WTCGL.IMAGETYPE_MIRROR - mirror tiling, needs to be power of 2.
            *
            * @public
            * @param  {string} name The name of the uniform. N.B. your name will be prepended with a `u_` in your shaders. So providing a name of `foo` here will result in a uniform named `u_foo`
            * @param  {WTCGL.TYPE_IMAGETYPE} type The type of texture to create. This is basically the tiling behaviour of the texture as described above
            * @param  {Image} image The image object to add to the texture
            * @return {WebGLTexture} The texture object
            */
            addTexture(name, type, image, liveUpdate = false) {

                var texture = this._ctx.createTexture();
                this._ctx.pixelStorei(this._ctx.UNPACK_FLIP_Y_WEBGL, true);
                this._ctx.bindTexture(this._ctx.TEXTURE_2D, texture);

                // this._ctx.generateMipmap(this._ctx.TEXTURE_2D);

                // Set the parameters based on the passed type
                if (type === WTCGL.IMAGETYPE_MIRROR) {
                    this._ctx.texParameteri(this._ctx.TEXTURE_2D, this._ctx.TEXTURE_WRAP_S, this._ctx.MIRRORED_REPEAT);
                    this._ctx.texParameteri(this._ctx.TEXTURE_2D, this._ctx.TEXTURE_WRAP_T, this._ctx.MIRRORED_REPEAT);
                } else if (type === WTCGL.IMAGETYPE_REGULAR) {
                    this._ctx.texParameteri(this._ctx.TEXTURE_2D, this._ctx.TEXTURE_WRAP_S, this._ctx.CLAMP_TO_EDGE);
                    this._ctx.texParameteri(this._ctx.TEXTURE_2D, this._ctx.TEXTURE_WRAP_T, this._ctx.CLAMP_TO_EDGE);
                }

                this._ctx.texParameteri(this._ctx.TEXTURE_2D, this._ctx.TEXTURE_MIN_FILTER, this._ctx.LINEAR);
                // this._ctx.texParameteri(this._ctx.TEXTURE_2D, this._ctx.TEXTURE_MAG_FILTER, this._ctx.LINEAR);

                // Upload the image into the texture.
                this._ctx.texImage2D(this._ctx.TEXTURE_2D, 0, this._ctx.RGBA, this._ctx.RGBA, this._ctx.UNSIGNED_BYTE, image);

                // add the texture to the array of textures.
                this.pushTexture(name, texture, image, this._ctx.TEXTURE_2D, liveUpdate);


                return texture;
            }

            pushTexture(name, texture, image, target, liveUpdate = false) {
                let textures = this.textures;

                textures.push({
                    name: name, tex: texture, liveUpdate: liveUpdate, image: image, target: target
            });

            // Finally set the this.textures (this is just to get around the funnyness of default getters)
            this.textures = textures;
        }

        /**
        * Updates a texture location for a given WebGLTexture with an image
        *
        * @param  {WebGLTexture} texture The texture location to update
        * @param  {Image} image The image object to add to the texture
        * @return {Void}
        */
        updateTexture(texture, image, name) {

            let uniform = this._ctx.getUniformLocation(this._program, `u_${name}`);
            // Set the texture unit to the uniform
            this._ctx.uniform1i(uniform, 0);
            this._ctx.activeTexture(this._ctx.TEXTURE0);

            this._ctx.bindTexture(this._ctx.TEXTURE_2D, texture);
            // Upload the image into the texture.
            this._ctx.texImage2D(this._ctx.TEXTURE_2D, 0, this._ctx.RGBA, this._ctx.RGBA, this._ctx.UNSIGNED_BYTE, image);
        }

        /**
        * Initialise texture locations in the program
        *
        * @return {Void}
        */
        initTextures() {
            for (let i = 0; i < this.textures.length; i++) {
                let name = this.textures[i].name;
                let uniform = this._programInfo.uniforms[name];
                uniform = this._ctx.getUniformLocation(this._program, `u_${name}`);

                // Se.........完整代码请登录后点击上方下载按钮下载查看

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