canvas可调节Florent变换动画效果代码
代码语言:html
所属分类:其他
代码描述:canvas可调节Florent变换动画效果代码
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<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <style> body { font-family: Arial, Helvetica, "Liberation Sans", FreeSans, sans-serif; background-color: #000; margin: 0; overflow: hidden; background-repeat: no-repeat; } canvas { position : absolute; } #menu { font-size: 80%; margin: 0; padding: 5px; position: absolute; left: 5px; top: 5px; border-radius: 10px; background-color: rgba(255, 255, 128, 0.9); color: black; z-index: 10 } #menu.hidden #showhide{ display: none; } #controls { margin-top: 4px; margin-bottom: 4px; } #menu button { margin-right: 5px; margin-left: 5px; } /* #menu input[type=range] { width : 15em; } */ #huesample { display: inline-block; margin-left: 1em; width: 3em; height:1em; background-color: #f00; border: 1px solid black; } </style> </head> <body> <div id="menu"> <p id="controls">close controls</p> <div id="showhide"> <hr> <p><input type="range" min=1 max=2 0 value=5 id="order"> order</p> <p><input type="range" min=0 .1 max=3 value=1 step="any" id="frequency"> frequency</p> <p><input type="range" min=0 max=4 step="any" value=1 id="speed"> speed</p> <p><input type="checkbox" id="interact"> mouse / touch interaction</p> </div> <!-- showhide --> </div> <script> "use strict"; /* based on complex 07a */ let canv, gl; let animState; let maxx, maxy; let midx, midy; let order; let speed; let frequency; let widthHandle, heightHandle; let frequencyHandle, freq; let pHandle, orderHandle, f; let p = []; let st; // smooth transition let ui, uiv; // unser interface elements and values const MAXORDER = 20; // timing for mouse interaction const CATCHTIME = 2000; const RELEASETIME = 5000; //let timeHandle; let mousePos = {}; 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; uniform float width; uniform float height; uniform int order; uniform float frequency; // uniform vec2 mousePos; uniform vec2 p[${MAXORDER}]; 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); float r,g,b; // z = -1...+1 on shortest dimension z = (gl_FragCoord.xy - 0.5 * iResolution ) / min(width, height) * 2.0 ; zden = vec2(1.0, 0); znum = z - p[0]; if (order > 1) zden = z - p[1]; for (int k = 2; k < ${MAXORDER}; k += 2) { if (k >= order) break; znum = mult(znum, z - p[k]); if (k + 1 < order) { zden = mult(zden, z - p[k + 1]); } if (k + 2 >= order) break; } z = div(znum, zden); // r = atan(z.x + length(z), z.y) / 3.14159265; // thanks to wikipedia! r = mod(log(length(z))*frequency * 1.0,1.0); g = mod(log(length(z))*frequency * 1.3333,1.0); b = mod(log(length(z))*frequency * 1.6667,1.0); gl_FragColor = vec4(r,g,b, 1.0); } `; //************** Utility functions ************** //Compile shader and combine with source function compileShader(shaderSource, shaderType) { let shader = gl.createShader(shaderType); gl.shaderSource(shader, shaderSource); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { throw "Shader compile failed with: " + gl.getShaderInfoLog(shader); } return shader; } //From https://codepen.io/jlfwong/pen/GqmroZ //Utility to complain loudly if we fail to find the attribute/uniform function getAttribLocation(program, name) { let attributeLocation = gl.getAttribLocation(program, name); if (attributeLocation === -1) { throw 'Cannot find attribute ' + name + '.'; } return attributeLocation; } function getUniformLocation(program, name) { let attributeLocation = gl.getUniformLocation(program, name); if (attributeLocation === null) { throw 'Cannot find uniform ' + name + '.'; } return attributeLocation; } //-------------------------------------------------------------------- // used to switch softly beetween free and controle positions // 0 for free function SmoothTransition(startValue = 0, defaultDuration = 2000) { this.startValue = this.targetValue = this.currentValue = startValue; this.startTime = performance.now(); this.defaultDuration = defaultDuration; this.duration = 1; } // SmoothTransition SmoothTransition.prototype.setValue = function (value, duration = this.defaultDuration) { // duration MUST be > 0 this.startValue = this.currentValue; this.targetValue = value; this.duration = duration; this.startTime = performance.now(); }; SmoothTransition.prototype.getValue = function () { let alpha = mmin(1, mmax(0, (performance.now() - this.startTime) / this.duration)); // 0..1 alpha = (2 - alpha) * alpha; // ease function - starts fast, ends slowly .........完整代码请登录后点击上方下载按钮下载查看
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