canvas+webgl实现鼠标交互变形动画效果代码
代码语言:html
所属分类:动画
代码描述:canvas+webgl实现鼠标交互变形动画效果代码
代码标签: canvas webgl 鼠标 交互 变形 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 {
background-color: #000;
margin: 0;
overflow: hidden;
background-repeat: no-repeat;
}
canvas {
position: absolute;
}
</style>
</head>
<body>
<script >
"use strict";
let canv, gl;
let maxx, maxy;
let midx, midy;
let widthHandle, heightHandle;
let c0Handle;
let mousePos = {};
let algo, algoHandle;
let orb, orbHandle;
let auto = false,
autoLevel = 0; // 0: mouse driven, 1 : automatic motion
let timeLastMove;
let reqCoords;
let animState = 0;
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 lerp(p0, p1, alpha) {
return {
x: (1 - alpha) * p0.x + alpha * p1.x,
y: (1 - alpha) * p0.y + alpha * p1.y };
} // function lerp
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//************** Shader sources **************
const R = 0.2;
const A = -3.0; // < 0; heart tip is at (0, A *R);
// values used by shader but easier to calculate in JS
// junction point between circle and straight line
const X0 = 2 * A * A / (A * A + 1) * R;
const Y0 = X0 / A;
const PA = 2 * A / (A * A - 1); // slope of perp. to straight line
const PB = -1 / PA; // slope of straight Line
const LNG = mhypot(X0, A * R - Y0); // length of straight line
let vertexSource = `
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
let fragmentSource = `
precision mediump float;
#define ITER_MAX 100
uniform float width;
uniform float height;
uniform vec2 c0; // constant in Julia iterative formula
uniform int algo;
uniform vec2 orb;
vec2 iResolution;
vec2 z;
void main(){
iResolution = vec2(width, height);
float dist, thismin;
float zoom = 1.0; // defines width of displayed area in the complex plane
float factor = 4.0; // this factor changes the thickness of displayed patterns
if (algo == 1) {
/* it would be smarter to use uniforms for zoom and factor, and set their values in JS. */
zoom = 1.5;
factor = 5.0;
} else if (algo == 2) {
factor = 12.0;
}
dist = 10000.;
z = (gl_FragCoord.xy - 0.5 * iResolution.xy ) / min(width, height) * 2.0 * zoom ;
int k = 0;
for (int kk = 0; kk < ITER_MAX; ++kk) {
z = vec2 (z.x * z.x - z.y * z.y, 2.0 * z.x * z.y) + c0; // Julia formula, normal
// here comes the orbit trap algorithm, as descriped in Wikipedia : https://en.wikipedia.org/wiki/Orbit_trap
// algo #0 uses point orb as a trap; algo #1 uses x and y axes
if (algo == 0) {
thismin = length(z - orb);
} else if (algo == 1) {
thismin = min(abs(z.x), abs(z.y));
} else {
float rx = abs(z.x);
if ((z.y > 0.0) || (z.y > (rx - ${R}) * ${PA})) {
thismin = abs(length(vec2(rx, z.y)-vec2(${R}, 0))-${R});
} else {
if (z.y < ${A * R} + rx * ${PA}) { // beyond heart tip
thismin = length(z - vec2(0, ${A * R}));
} else {
thismin = abs(${X0} * (z.y - ${Y0}) - ${
Y0 - A * R
}*(rx - ${X0})) / ${LNG};
thismin = min(thismin, length(z));
}
}
}
if (thismin < dist) {
dist = thismin;
k = kk - (kk / 6) * 6;
}
};
vec3 s;
if (k == 0) s = vec3(1.0, 0.0, 0.0);
else if (k == 1) s = vec3(1.0, 1.0, 0.0);
else if (k == 2) s = vec3(0.0, 1.0, 0.0);
else if (k == 3) s = vec3(0.0, 1.0, 1.0);
else if (k == 4) s = vec3(0.0, 0.0, 1.0);
else s = vec3(1.0, 0.0, 1.0);
float lum = (1.0-clamp(dist * factor , 0.0, 1.0));
lum = sqrt(lum);
gl_FragColor = vec4(s*lum, 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;
}
//---------------------------------------------------------
function initShadersStuff() {
//************** Create shaders **************
//Create vertex and fragment shaders
let vertexShader = compileShader(vertexSource, gl.VERTEX_SHADER);
let fragmentShader = compileShader(fragmentSource, gl.FRAGMENT_SHADER);
//Create .........完整代码请登录后点击上方下载按钮下载查看
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