ogl webgl实现全屏图片旋转轮换轮播效果代码

代码语言:html

所属分类:幻灯片

代码描述:ogl webgl实现全屏图片旋转轮换轮播效果代码

代码标签: 全屏 图片 旋转 轮换 轮播 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


<!DOCTYPE html>
<html lang="en" >

<head>

  <meta charset="UTF-8">
  

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

html, body {
  margin: 0;
  padding: 0;
}

.font-display {
  font-family: "Playfair Display", serif;
}

.font-body {
  font-family: "Chivo", sans-serif;
}

.tp-dfwv {
  z-index: 2;
}

#app {
  height: 100vh;
  position: relative;
  width: 100%;
}
#app canvas {
  height: 100%;
  position: absolute;
  width: 100%;
}

#controls {
  align-items: center;
  display: flex;
  justify-content: space-between;
  left: 0;
  mix-blend-mode: difference;
  padding: 0 4px;
  pointer-events: none;
  position: fixed;
  top: 50%;
  touch-action: none;
  transform: translateY(-50%);
  width: 100%;
  z-index: 2;
}
@media (min-width: 1024px) {
  #controls {
    padding: 0 30px;
  }
}
#controls button {
  background-color: transparent;
  border: none;
  color: white;
  cursor: pointer;
  font-size: 16px;
  outline: none;
  padding: 0;
  pointer-events: auto;
  position: relative;
  touch-action: auto;
}
#controls button[data-dir="-1"] {
  transform: rotate(-90deg);
}
#controls button[data-dir="1"] {
  transform: rotate(90deg);
}
#controls button::after {
  bottom: -0.5em;
  background-color: currentColor;
  content: "";
  display: block;
  height: 2px;
  left: 0;
  position: absolute;
  transform: scaleX(0);
  transform-origin: left center;
  transition: 0.35s transform;
  width: 100%;
}
#controls button:hover::after {
  transform: scaleX(1);
}
@media (min-width: 1024px) {
  #controls button {
    font-size: 16px;
  }
}

#slides {
  align-self: center;
  display: flex;
  height: 100%;
  justify-content: center;
  left: 0;
  mix-blend-mode: difference;
  padding: 0 60px;
  position: fixed;
  top: 0;
  width: 100%;
  z-index: 1;
}
@media (min-width: 1024px) {
  #slides {
    padding: 0 100px;
  }
}

.slide {
  align-items: center;
  color: white;
  display: flex;
  flex-direction: column;
  justify-content: center;
  text-align: center;
}
.slide__title {
  font-size: 34px;
  line-height: 0.7;
  margin-bottom: 0.85em;
}
@media (min-width: 1024px) {
  .slide__title {
    font-size: 80px;
    line-height: 1;
    margin-bottom: 0.25em;
  }
}
.slide__subtitle {
  letter-spacing: 0.1em;
}
@media (min-width: 1024px) {
  .slide__subtitle {
    font-size: 22px;
  }
}
.slide:not([data-current]) {
  display: none;
}
</style>



</head>

<body >
  <div id="app"></div>

<div id="slides" data-slides>
  <div class="slide" data-slide data-current>
    <span class="slide__title font-display" data-slide-title>
      From the depths of the sea
    </span>

    <span class="slide__subtitle font-body" data-slide-subtitle>
      you can't hear any sound, only your heartbeat
    </span>
  </div>

  <div class="slide" data-slide>
    <span class="slide__title font-display" data-slide-title>
      The real colors of nature
    </span>

    <span class="slide__subtitle font-body" data-slide-subtitle>
      come out in Autumn, when the leaves start falling
    </span>
  </div>

  <div class="slide" data-slide>
    <span class="slide__title font-display" data-slide-title>
      Kids are the future of our world
    </span>

    <span class="slide__subtitle font-body" data-slide-subtitle>
      It's our duty to preserve it
    </span>
  </div>

  <div class="slide" data-slide>
    <span class="slide__title font-display" data-slide-title>
      "I like trains"
    </span>

    <span class="slide__subtitle font-body" data-slide-subtitle>
      [dott. Sheldon Cooper]
    </span>
  </div>
</div>

<div id="controls">
  <button class="font-display" data-dir="-1">Previous</button>
  <button class="font-display" data-dir="1">Next</button>
</div>

<script type="x-shader/x-fragment" data-fragment-shader>
  precision mediump float;

  uniform vec2 uScreenSize;
  uniform float uProgress;
  uniform sampler2D uTexture0;
  uniform vec2 uTexture0Size;
  uniform sampler2D uTexture1;
  uniform vec2 uTexture1Size;
  uniform float uRotationDirection;

  varying vec2 vUv;

  #define PI 3.14159265359

  float Circle(in vec2 st, in float radius, in float blur){
    return 1. - smoothstep(radius - (radius*blur), radius+(radius*blur), dot(st,st) * 4.0);
  }

  mat2 Rotate(float angle) {
    return mat2(
      cos(angle), -sin(angle),
      sin(angle), cos(angle)
    );
  }

  vec2 calculateTextureUV(vec2 st, vec2 textureSize) {
    // An implementation of CSS `background-size: cover`
    // using http://stackoverflow.com/a/6565988 and my own crappy math
    vec2 s = uScreenSize; // Screen
    vec2 i = textureSize; // Image
    float rs = s.x / s.y;
    float ri = i.x / i.y;
    vec2 new = rs < ri ? vec2(i.x * s.y / i.y, s.y) : vec2(s.x, i.y * s.x / i.x);
    vec2 offset = (rs < ri ? vec2((new.x - s.x) / 2.0, 0.0) : vec2(0.0, (new.y - s.y) / 2.0)) / new;
    vec2 uv = st * s / new + offset;

    return uv;
  }

  void main() {
    vec2 st = vUv;

    // UVs used to align the circular masks at the center of the screen
    vec2 centeredST = vUv - 0.5;
    centeredST.x *= uScreenSize.x / uScreenSize.y;

    vec3 color = vec3(0.0);

    vec2 tex0UV = calculateTextureUV(st, uTexture0Size);
    vec2 tex1UV = calculateTextureUV(st, uTexture1Size);


    /*
     * Background
     */
    float scale = (1.0 - smoothstep(0.45, 0.9, uProgress)*0.1);
    vec2 uv0_A = (tex0UV - 0.5) * scale + 0.5;

    scale = (0.9 + smoothstep(0.3, 1.0, uProgress)*0.1);
    vec2 uv0_B = (tex1UV - 0.5) * scale + 0.5;

    float progress = smoothstep(1.0, 0.65, uProgress);

    vec3 t0_A  = texture2D(uTexture0, uv0_A).rgb;
    vec3 t0_B  = texture2D(uTexture1, uv0_B).rgb;
    vec3 t0 = mix(t0_B, t0_A, progress);

    color = t0;


    /*
     * Big circle
     */

    // Scaled UVs
    scale = (1.0 - smoothstep(0.3, 1.0, uProgress)*0.5);
    vec2 uv1_A = (tex0UV - 0.5) * scale + 0.5;

    scale = (0.2 + smoothstep(0.4, 0.8, uProgress)*0.8);
    vec2 uv1_B = (tex1UV - 0.5) * scale + 0.5;

    // Rotated UVs
    float rotation = PI*smoothstep(0.25, 0.95, uProgress)*uRotationDirection;
    uv1_A = (uv1_A - 0.5)*Rotate(rotation) + 0.5;
    uv1_B = (uv1_B - 0.5)*Rotate(PI+rotation) + 0.5;

    // Mask
    float c1 = Circle(centeredST, 2.4, 0.01);

    // Change the opacity of the texture
    progress = smoothstep(0.9, 0.5, uProgress);

    // Masked texture
    vec3 t1_A = texture2D(uTexture0, uv1_A).rgb;
    vec3 t1_B = texture2D(uTexture1, uv1_B).rgb;
    vec3 t1 = mix(t1_B, t1_A, progress);
    t1 *= c1;

    // Remove this mask from the previous layer
    t0 *= 1.0 - c1;


    /*
     * Medium circle
     */

    // Scaled UVs
    scale = (1.0 - smoothstep(0.2, 0.95, uProgress)*0.6);
    vec2 uv2_A = (tex0UV - 0.5) * scale + 0.5;

    scale = (0.2 + smoothstep(0.2, 0.95, uProgress)*0.8);
    vec2 uv2_B = (tex1UV - 0.5) * scale + 0.5;

    // Rotated UVs
    rotation = PI*smoothstep(0.2, 0.9, uProgress)*uRotationDirection;
    uv2_A = (uv2_A - 0.5)*Rotate(rotation) + 0.5;
    uv2_B = (uv2_B - 0.5)*Rotate(PI+ro.........完整代码请登录后点击上方下载按钮下载查看

网友评论0