webgl实现燃烧的火圈鼠标悬浮点击交互动画效果代码

代码语言:html

所属分类:动画

代码描述:webgl实现燃烧的火圈鼠标悬浮点击交互动画效果代码,鼠标悬浮和点击会出现炫酷的动画效果。

代码标签: webgl 燃烧 火圈 鼠标 悬浮 点击 交互 动画

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

.page {
    background: radial-gradient(#ACB6E5, #74ebd5);
    font-family: sans-serif;
    color: #eeeeee;
}

canvas#ring_shape-canvas {
    display: block;
    z-index: 2;
}

.title {
    position: absolute;
    top: 50%;
    left: 50%;
    transform: translate(-50%, -50%);
    font-size: 2vh;
    text-align: center;
    z-index: 2;
}

.control {
    position: absolute;
    top: 0;
    right: 0;
    padding: 10px;
    display: flex;
    align-items: center;
    font-size: .9em;
    opacity: .8;
}
</style>
</head>
<body>
<!-- partial:index.partial.html -->
<div class="page">
    <div class="title">
       
        <div>hover & click</div>
    </div>
    <canvas id="ring_shape-canvas"></canvas>
    <div class="control">
        <label for="transparency-switch">shader transparency</label>
        <input type="checkbox" id="transparency-switch">
    </div>
</div>


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

    varying vec2 vUv;
    attribute vec2 a_position;

    void main() {
        vUv = .5 * (a_position + 1.);
        gl_Position = vec4(a_position, 0.0, 1.0);
    }
</script>


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

    varying vec2 vUv;
    uniform float u_time;
    uniform float u_ratio;
    uniform float u_click_time;
    uniform vec2 u_pointer;
    uniform vec2 u_click;
    uniform float u_transparency;

    #define TWO_PI 6.28318530718
    #define PI 3.14159265358979323846

    // ------------------------------------------------
    // Generic fractional Brownian motion (fBm) noise

    float rand(vec2 n) {
        return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
    }
    float noise(vec2 n) {
        const vec2 d = vec2(0.0, 1.0);
        vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));
        return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
    }
    float fbm(vec2 n) {
        float total = 0.0, amplitude = .4;
        for (int i = 0; i < 4; i++) {
            total += noise(n) * amplitude;
            n += n;
            amplitude *= 0.6;
        }
        return total;
    }

    // ------------------------------------------------

    float get_ring_shape(vec2 uv, float innerRadius, float outerRadius) {
        float distance = length(uv);
        float line_width = outerRadius - innerRadius;
        float ringValue = smoothstep(innerRadius, innerRadius + line_width, distance);
        ringValue -= smoothstep(outerRadius, outerRadius + line_width, distance);
        return clamp(ringValue, 0., 1.);
    }

    float get_dot_shape(vec2 uv, vec2 center, float pwr) {
        float mouse_center_dist = length(center);
        float pointer_shape = 1. - length(uv - center);
        pointer_shape = clamp(pointer_shape, 0., 1.);
        pointer_shape = pow(pointer_shape, pwr);
        pointer_shape *= .18;
        return pointer_shape;
    }

    float get_sym_impulse(float v, float pwr) {
        return 1. - pow(1. - pow(2. * v - 1., 4.), pwr);
    }


    // ------------------------------------------------

    void main() {
        vec2 uv = vUv * 2. - 1.;
        uv.x *= u_ratio;

        float noise_scale = 6.;

        // overall speed
        float t = .0003 * u_time;
        float t_click = .001 * u_click_time;

        // timing
        float expl_duration = 3.5;
        float t_click_explosion = (1. - step(expl_duration, t_click)) * t_click;
        t_click_explosion = pow(t_click_explosion, .6);

        //
        float atg = atan(uv.y, uv.x);
        float angle = (atg + PI) / TWO_PI;

        // radial noise
        vec2 polar_uv = vec2(atg, t + 2. / pow(length(uv), .5));
        polar_uv *= noise_scale;
        float noise_left = fbm(polar_uv);
        polar_uv.x = mod(polar_uv.x, noise_scale * TWO_PI);
        float noise_right = fbm(polar_uv);
        float noise = mix(noise_right, noise_left, smoothstep(-.2, .2, uv.x));

        // cursor coordinates
        vec2 point = u_pointer * 2. - 1.;
        point.x *= u_ratio;
        vec2 click = u_click * 2. - 1.;
        click.x *= u_ratio;

        // pointer following the cursor
        float pointer_shape = 0.;
        const int points_num = 5;
        // split it to 5 points on click
        for (int i = 0; i < points_num; i++) {
            float a = float(i) / float(points_num) * TWO_PI;
            a += 4. * t;
            float sp = 6. * t_click_explosion * max(.2, rand(vec2(float(i))));
            float x = sp * cos(a);
            float y = -sp * sin(a);
            pointer_shape += get_dot_shape(uv, click + vec2(x, y), 2.);
        }
        // keep the constant point size 
        pointer_shape /= float(points_num);
        pointer_shape *= min(5., 14. * t_click_explosion);
        pointer_shape += get_dot_shape(uv, point, 4.);

        // darken in the enter
        float center_shape = 1. - pow(smoothstep(2., .0, length(uv)), 50.);
        pointer_shape *= center_shape;

        // draw ring 
        float radius = .7 + .5 * pointer_shape;
        float thickness = .1;
        thickness += .75 * pow(pointer_shape, .6);
        float ring_shape = get_ring_shape(uv * (.9 + .4 * noise), radius - .8 * thickness, radius + .2 * thickness);

        // radial gradient to be used for pointer
        vec3 radial_color = vec3(0.);
        radial_color.r = .5 + get_sym_impulse(fract(angle + .2 * t), 4.);
        radial_color.g = 2. * get_sym_impulse(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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