逼真的HTML5 3D水波动画 可多视角浏览

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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,水池中的石头在水中沉浮,泛起了一层层水波。同时我们可以拖拽鼠标从不同的视角来浏览水池,3D效果非常不错。另外,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。

HTML代码

<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

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);};
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