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。
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; this.fieldOfView = fieldOfView; this.camera = new THREE.PerspectiveCamera( fieldOfView, this.aspectRatio, nearPlane, farPlane); this.camera.position.set( cameraPosition.x, cameraPosition.y, cameraPosition.z); this.scene.add(this.camera); this.renderer = new THREE.WebGLRenderer({ canvas, antialias: true }); this.pixelRatio = Math.min(window.devicePixelRatio, 2); this.renderer.setPixelRatio(this.pixelRatio); this.renderer.setSize(this.width, this.height); this.timer = 0; this.addToScene(); this.addButton(); this.render(); this.listenToResize(); this.listenToMouseMove(); } start() {} render() { this.renderer.render(this.scene, this.camera); this.composer && this.composer.render(); } loop() { this.time.elapsed = this.clock.getElapsedTime(); this.time.delta = Math.min( 60, (this.time.current - this.time.elapsed) * 1000); if (this.analyser && this.isRunning) { this.time.t = this.time.elapsed - this.time.t0 + this.time.t1; this.data = this.analyser.getAverageFrequency(); this.data *= this.data / 2000; this.angle.x += this.time.delta * 0.001 * 0.63; this.angle.z += this.time.delta * 0.001 * 0.39; const justFinished = this.isRunning && !this.sound.isPlaying; if (justFinished) { this.time.t1 = this.time.t; this.audioBtn.disabled = false; this.isRunning = false; const tl = gsap.timeline(); this.angle.x = 0; this.angle.z = 0; tl.to(this.camera.position, { x: 0, z: 4.5, duration: 4, ease: "expo.in" }); tl.to(this.audioBtn, { opacity: () => 1, duration: 1, ease: "power1.out" }); } else { this.camera.position.x = Math.sin(this.angle.x) * this.parameters.a; this.camera.position.z = Math.min( Math.max(Math.cos(this.angle.z) * this.parameters.c, 1.75), 6.5); } } this.camera.lookAt(this.scene.position); if (this.heartMaterial) { this.heartMaterial.uniforms.uTime.value += this.time.delta * this.time.frequency * (1 + this.data * 0.2); } if (this.model) { this.model.rotation.y -= 0.0005 * this.time.delta * (1 + this.data); } if (this.snowMaterial) { this.snowMaterial.uniforms.uTime.value += this.time.delta * 0.0004 * (1 + this.data); } this.render(); this.time.current = this.time.elapsed; requestAnimationFrame(this.loop.bind(this)); } listenToResize() { window.addEventListener("resize", () => { // Update sizes this.width = window.innerWidth; this.height = window.innerHeight; // Update .........完整代码请登录后点击上方下载按钮下载查看
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