js实现创意液体融合波纹动画效果代码
代码语言:html
所属分类:动画
代码描述:js实现创意液体融合波纹动画效果代码
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> <meta charset="UTF-8"> <style> body { background-color: #000; margin: 0; overflow: hidden; background-repeat: no-repeat; } canvas { position : absolute; } </style> </head> <body > <script > "use strict"; let canv, gl; let animState; let maxx, maxy; let midx, midy; let widthHandle, heightHandle; let pHandle, f; let p = []; const ORDER = 10; const mrandom = Math.random; const mfloor = Math.floor; const mround = Math.round; const mceil = Math.ceil; const mabs = Math.abs; const mmin = Math.min; const mmax = Math.max; const mPI = Math.PI; const mPIS2 = Math.PI / 2; const m2PI = Math.PI * 2; const msin = Math.sin; const mcos = Math.cos; const matan2 = Math.atan2; const mhypot = Math.hypot; const msqrt = Math.sqrt; //----------------------------------------------------------------------------- // miscellaneous functions //----------------------------------------------------------------------------- function alea(min, max) { // random number [min..max[ . If no max is provided, [0..min[ if (typeof max == 'undefined') return min * mrandom(); return min + (max - min) * mrandom(); } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - function intAlea(min, max) { // random integer number [min..max[ . If no max is provided, [0..min[ if (typeof max == 'undefined') { max = min;min = 0; } return mfloor(min + (max - min) * mrandom()); } // intAlea // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - function distance(p0, p1) { /* distance between points */ return mhypot(p0[0] - p1[0], p0[1] - p1[1]); } // function distance /* ============================================================================ This is based upon Johannes Baagoe's carefully designed and efficient hash function for use with JavaScript. It has a proven "avalanche" effect such that every bit of the input affects every bit of the output 50% of the time, which is good. See: http://baagoe.com/en/RandomMusings/hash/avalanche.xhtml ============================================================================ */ /* This function returns a hash function depending on a seed. if no seed is provided (or a falsy value), Math.random() is used. The returned function always returns the same number in the range [0..1[ for the same value of the argument. This argument may be a String or a Number or anything else which can be 'toStringed' Two returned functions obtained with two equal seeds are equivalent. */ function hashFunction(seed) { let n0 = 0xefc8249d; let n = n0; mash(seed || Math.random()); // pre-compute n for seed n0 = n; // function mash(data) { data = data.toString() + 'U'; n = n0; for (let i = 0; i < data.length; i++) { n += data.charCodeAt(i); var h = 0.02519603282416938 * n; n = h >>> 0; h -= n; h *= n; n = h >>> 0; h -= n; n += h * 0x100000000; // 2^32 } // for return (n >>> 0) * 2.3283064365386963e-10; // 2^-32 } // mash return mash; } // hashFunction(seed) // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - function Noise1D(period, min = 0, max = 1, hash) { /* returns a 1D noise function. the (mandatory) hash function must return a value between 0 and 1. The hash function will be called with an integer number for a parameter. the returned function takes one parameter, and will always return the same value if called with the same parameter period should be > 1. The bigger period is, the smoother the output noise is suggestion : the hash parameter could be a function returned from a call to hashFunction above */ let currx, y0, y1; // cached valued, to reduce number of calls to 'hash' let phase = hash(0); // to shift the phase of different generators between each other; return function (x) { let xx = x / period + phase; let intx = mfloor(xx); if (intx - 1 === currx) {// next integer interval ++currx; y0 = y1; y1 = min + (max - min) * hash(currx + 1); } else if (intx !== currx) {// unrelated interval currx = intx; y0 = min + (max - min) * hash(currx); y1 = min + (max - min) * hash(currx + 1); } let frac = xx - currx; let z = (3 - 2 * frac) * frac * frac; return z * y1 + (1 - z) * y0; }; } // Noise1D //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //************** Shader sources ************** let vertexSource = ` attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } `; let fragmentSource = ` precision mediump float; #define ORDER ${2 * ORDER} uniform float width; uniform float height; uniform vec2 p[ORDER]; vec2 iResolution; vec2 z, znum, zden; vec2 mult(vec2 z1, vec2 z2) { return vec2(z1.x * z2.x - z1.y * z2.y, z1.x * z2.y + z1.y * z2.x); } // dmult vec2 div( vec2 z1, vec2 z2) { return vec2(z1.x * z2.x + z1.y * z2.y, z1.y * z2.x - z1.x * z2.y) / (z2.x * z2.x + z2.y * z2.y); } // div void main(){ iResolution = vec2(width, height); // z = -1...+1 on shortest dimension z = (gl_FragCoord.xy - 0.5 * iResolution ) / min(width, height) * 2.0 ; // calculate (z-p1) / (z-p2) * (z-p3) / (z-p4)... znum = z - p[0]; zden = z - p[1]; for (int k = 2; k < ORDER; k += 2) { znum = mult(znum, z - p[k]); zden = mult(zden, z - p[k + 1]); } z = div(znum, zden); // take imaginary part of log : float s = atan(z.x + length(z), z.y) / 3.14159265; // thanks to wikipedia! gl_F.........完整代码请登录后点击上方下载按钮下载查看
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