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                                这是一款基于HTML5的3D水波动画特效,它的效果非常逼真,我们可以按“G”键来让水池中的石头上下浮动,按“L”键添加灯光效果,设计相当完美。同时说明一下,这款3D水波动画是基于WebGL渲染技术的,大家可以了解一下WebGL。
在线预览 源码下载
HTML代码
XML/HTML Code复制内容到剪贴板- <img id="tiles" src="tiles.jpg">
 - <img id="xneg" src="xneg.jpg">
 - <img id="xpos" src="xpos.jpg">
 - <img id="ypos" src="ypos.jpg">
 - <img id="zneg" src="zneg.jpg">
 - <img id="zpos" src="zpos.jpg">
 
JavaScript代码
JavaScript Code复制内容到剪贴板- function Water() {
 - var vertexShader = '\
 - varying vec2 coord;\
 - void main() {\
 - coord = gl_Vertex.xy * 0.5 + 0.5;\
 - gl_Position = vec4(gl_Vertex.xyz, 1.0);\
 - }\
 - ';
 - this.plane = GL.Mesh.plane();
 - if (!GL.Texture.canUseFloatingPointTextures()) {
 - throw new Error('This demo requires the OES_texture_float extension');
 - }
 - var filter = GL.Texture.canUseFloatingPointLinearFiltering() ? gl.LINEAR : gl.NEAREST;
 - this.textureA = new GL.Texture(256, 256, { type: gl.FLOAT, filter: filter });
 - this.textureB = new GL.Texture(256, 256, { type: gl.FLOAT, filter: filter });
 - this.dropShader = new GL.Shader(vertexShader, '\
 - const float PI = 3.141592653589793;\
 - uniform sampler2D texture;\
 - uniform vec2 center;\
 - uniform float radius;\
 - uniform float strength;\
 - varying vec2 coord;\
 - void main() {\
 - /* get vertex info */\
 - vec4 info = texture2D(texture, coord);\
 - \
 - /* add the drop to the height */\
 - float drop = max(0.0, 1.0 - length(center * 0.5 + 0.5 - coord) / radius);\
 - drop = 0.5 - cos(drop * PI) * 0.5;\
 - info.r += drop * strength;\
 - \
 - gl_FragColor = info;\
 - }\
 - ');
 - this.updateShader = new GL.Shader(vertexShader, '\
 - uniform sampler2D texture;\
 - uniform vec2 delta;\
 - varying vec2 coord;\
 - void main() {\
 - /* get vertex info */\
 - vec4 info = texture2D(texture, coord);\
 - \
 - /* calculate average neighbor height */\
 - vec2 dx = vec2(delta.x, 0.0);\
 - vec2 dy = vec2(0.0, delta.y);\
 - float average = (\
 - texture2D(texture, coord - dx).r +\
 - texture2D(texture, coord - dy).r +\
 - texture2D(texture, coord + dx).r +\
 - texture2D(texture, coord + dy).r\
 - ) * 0.25;\
 - \
 - /* change the velocity to move toward the average */\
 - info.g += (average - info.r) * 2.0;\
 - \
 - /* attenuate the velocity a little so waves do not last forever */\
 - info.g *= 0.995;\
 - \
 - /* move the vertex along the velocity */\
 - info.r += info.g;\
 - \
 - gl_FragColor = info;\
 - }\
 - ');
 - this.normalShader = new GL.Shader(vertexShader, '\
 - uniform sampler2D texture;\
 - uniform vec2 delta;\
 - varying vec2 coord;\
 - void main() {\
 - /* get vertex info */\
 - vec4 info = texture2D(texture, coord);\
 - \
 - /* update the normal */\
 - vec3 dx = vec3(delta.x, texture2D(texture, vec2(coord.x + delta.x, coord.y)).r - info.r, 0.0);\
 - vec3 dy = vec3(0.0, texture2D(texture, vec2(coord.x, coord.y + delta.y)).r - info.r, delta.y);\
 - info.ba = normalize(cross(dy, dx)).xz;\
 - \
 - gl_FragColor = info;\
 - }\
 - ');
 - this.sphereShader = new GL.Shader(vertexShader, '\
 - uniform sampler2D texture;\
 - uniform vec3 oldCenter;\
 - uniform vec3 newCenter;\
 - uniform float radius;\
 - varying vec2 coord;\
 - \
 - float volumeInSphere(vec3 center) {\
 - vec3 toCenter = vec3(coord.x * 2.0 - 1.0, 0.0, coord.y * 2.0 - 1.0) - center;\
 - float t = length(toCenter) / radius;\
 - float dy = exp(-pow(t * 1.5, 6.0));\
 - float ymin = min(0.0, center.y - dy);\
 - float ymax = min(max(0.0, center.y + dy), ymin + 2.0 * dy);\
 - return (ymax - ymin) * 0.1;\
 - }\
 - \
 - void main() {\
 - /* get vertex info */\
 - vec4 info = texture2D(texture, coord);\
 - \
 - /* add the old volume */\
 - info.r += volumeInSphere(oldCenter);\
 - \
 - /* subtract the new volume */\
 - info.r -= volumeInSphere(newCenter);\
 - \
 - gl_FragColor = info;\
 - }\
 - ');
 - }
 - Water.prototype.addDrop = function(x, y, radius, strength) {
 - var this_ = this;
 - this.textureB.drawTo(function() {
 - this_.textureA.bind();
 - this_.dropShader.uniforms({
 - center: [x, y],
 - radius: radius,
 - strength: strength
 - }).draw(this_.plane);
 - });
 - this.textureB.swapWith(this.textureA);
 - };
 - Water.prototype.moveSphere = function(oldCenter, newCenter, radius) {
 - var this_ = this;
 - this.textureB.drawTo(function() {
 - this_.textureA.bind();
 - this_.sphereShader.uniforms({
 - oldCenter: oldCenter,
 - newCenter: newCenter,
 - radius: radius
 - }).draw(this_.plane);
 - });
 - this.textureB.swapWith(this.textureA);
 - };
 - Water.prototype.stepSimulation = function() {
 - var this_ = this;
 - this.textureB.drawTo(function() {
 - this_.textureA.bind();
 - this_.updateShader.uniforms({
 - delta: [1 / this_.textureA.width, 1 / this_.textureA.height]
 - }).draw(this_.plane);
 - });
 - this.textureB.swapWith(this.textureA);
 - };
 - Water.prototype.updateNormals = function() {
 - var this_ = this;
 - this.textureB.drawTo(function() {
 - this_.textureA.bind();
 - this_.normalShader.uniforms({
 - delta: [1 / this_.textureA.width, 1 / this_.textureA.height]
 - }).draw(this_.plane);
 - });
 - this.textureB.swapWith(this.textureA);
 - };
 
以上就是本文的全部内容,希望对大家的学习有所帮助。
                                    标签:
                                        
                                HTML5,3D,水波动画
杰网资源 Design By www.escxy.com
                            
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杰网资源 Design By www.escxy.com
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                                    稳了!魔兽国服回归的3条重磅消息!官宣时间再确认!
昨天有一位朋友在大神群里分享,自己亚服账号被封号之后居然弹出了国服的封号信息对话框。
这里面让他访问的是一个国服的战网网址,com.cn和后面的zh都非常明白地表明这就是国服战网。
而他在复制这个网址并且进行登录之后,确实是网易的网址,也就是我们熟悉的停服之后国服发布的暴雪游戏产品运营到期开放退款的说明。这是一件比较奇怪的事情,因为以前都没有出现这样的情况,现在突然提示跳转到国服战网的网址,是不是说明了简体中文客户端已经开始进行更新了呢?
                        



