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<!doctypehtml><html><head><metacharset="utf-8"><title>酷炫爱心表白</title><style>body { background-color: #000; margin: 0; overflow: hidden; background-repeat: no-repeat; }</style></head><body><canvasid="canvas"width="1400"height="600"></canvas><script>varcanvas=document.getElementById("canvas"); canvas.width=window.innerWidth; canvas.height=window.innerHeight; // Initialize the GL contextvargl=canvas.getContext('webgl'); if(!gl){ console.error("Unable to initialize WebGL."); } //Timevartime=0.0; //************** Shader sources **************varvertexSource=`attribute vec2 position;void main() {gl_Position = vec4(position, 0.0, 1.0);}`; varfragmentSource=`precision highp float;uniform float width;uniform float height;vec2 resolution = vec2(width, height);uniform float time;#define POINT_COUNT 8vec2 points[POINT_COUNT];const float speed = -0.5;const float len = 0.25;float intensity = 1.3;float radius = 0.008;//https://www.shadertoy.com/view/MlKcDD//Signed distance to a quadratic bezierfloat sdBezier(vec2 pos, vec2 A, vec2 B, vec2 C){ vec2 a = B - A;vec2 b = A - 2.0*B + C;vec2 c = a * 2.0;vec2 d = A - pos;float kk = 1.0 / dot(b,b);float kx = kk * dot(a,b);float ky = kk * (2.0*dot(a,a)+dot(d,b)) / 3.0;float kz = kk * dot(d,a); float res = 0.0;float p = ky - kx*kx;float p3 = p*p*p;float q = kx*(2.0*kx*kx - 3.0*ky) + kz;float h = q*q + 4.0*p3;if(h >= 0.0){ h = sqrt(h);vec2 x = (vec2(h, -h) - q) / 2.0;vec2 uv = sign(x)*pow(abs(x), vec2(1.0/3.0));float t = uv.x + uv.y - kx;t = clamp( t, 0.0, 1.0 );// 1 rootvec2 qos = d + (c + b*t)*t;res = length(qos);}else{float z = sqrt(-p);float v = acos( q/(p*z*2.0) ) / 3.0;float m = cos(v);float n = sin(v)*1.732050808;vec3 t = vec3(m + m, -n - m, n - m) * z - kx;t = clamp( t, 0.0, 1.0 );// 3 rootsvec2 qos = d + (c + b*t.x)*t.x;float dis = dot(qos,qos);res = dis;qos = d + (c + b*t.y)*t.y;dis = dot(qos,qos);res = min(res,dis);qos = d + (c + b*t.z)*t.z;dis = dot(qos,qos);res = min(res,dis);res = sqrt( res );}return res;}//http://mathworld.wolfram.com/HeartCurve.htmlvec2 getHeartPosition(float t){return vec2(16.0 * sin(t) * sin(t) * sin(t),-(13.0 * cos(t) - 5.0 * cos(2.0*t)- 2.0 * cos(3.0*t) - cos(4.0*t)));}//https://www.shadertoy.com/view/3s3GDnfloat getGlow(float dist, float radius, float intensity){return pow(radius/dist, intensity);}float getSegment(float t, vec2 pos, float offset, float scale){for(int i = 0; i < POINT_COUNT; i++){points[i] = getHeartPosition(offset + float(i)*len + fract(speed * t) * 6.28);}vec2 c = (points[0] + points[1]) / 2.0;vec2 c_prev;float dist = 10000.0;for(int i = 0; i < POINT_COUNT-1; i++){//https://tinyurl.com/y2htbwkmc_prev = c;c = (points[i] + points[i+1]) / 2.0;dist = min(dist, sdBezier(pos, scale * c_prev, scale * points[i], scale * c));}return max(0.0, dist);}void main(){vec2 uv = gl_FragCoord.xy/resolution.xy;float widthHeightRatio = resolution.x/resolution.y;vec2 centre = vec2(0.5, 0.5);vec2 pos = centre - uv;pos.y /= widthHeightRatio;//Shift upwards to centre heartpos.y += 0.02;float scale = 0.000015 * height;float t = time;//Get first segmentfloat dist = getSegment(t, pos, 0.0, scale);float glow = getGlow(dist, radius, intensity);vec3 col = vec3(0.0);//White corecol += 10.0*vec3(smoothstep(0.003, 0.001, dist));//Pink glowcol += glow * vec3(1.0,0.05,0.3);//Get second segmentdist = getSegment(t, pos, 3.4, scale);glow = getGlow(dist, radius, intensity);//White corecol += 10.0*vec3(smoothstep(0.003, 0.001, dist));//Blue glowcol += glow * vec3(0.1,0.4,1.0);//Tone mappingcol = 1.0 - exp(-col);//Gammacol = pow(col, vec3(0.4545));//Output to screengl_FragColor = vec4(col,1.0);}`; //************** Utility functions **************window.addEventListener('resize', onWindowResize, false); functiononWindowResize(){ canvas.width=window.innerWidth; canvas.height=window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); gl.uniform1f(widthHandle, window.innerWidth); gl.uniform1f(heightHandle, window.innerHeight); } //Compile shader and combine with sourcefunctioncompileShader(shaderSource, shaderType){ varshader=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); } returnshader; } //From https://codepen.io/jlfwong/pen/GqmroZ//Utility to complain loudly if we fail to find the attribute/uniformfunctiongetAttribLocation(program, name) { varattributeLocation=gl.getAttribLocation(program, name); if (attributeLocation===-1) { throw'Cannot find attribute '+name+'.'; } returnattributeLocation; } functiongetUniformLocation(program, name) { varattributeLocation=gl.getUniformLocation(program, name); if (attributeLocation===-1) { throw'Cannot find uniform '+name+'.'; } returnattributeLocation; } //************** Create shaders **************//Create vertex and fragment shadersvarvertexShader=compileShader(vertexSource, gl.VERTEX_SHADER); varfragmentShader=compileShader(fragmentSource, gl.FRAGMENT_SHADER); //Create shader programsvarprogram=gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); //Set up rectangle covering entire canvas varvertexData=newFloat32Array([ -1.0, 1.0, // top left-1.0, -1.0, // bottom left1.0, 1.0, // top right1.0, -1.0, // bottom right]); //Create vertex buffervarvertexDataBuffer=gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW); // Layout of our data in the vertex buffervarpositionHandle=getAttribLocation(program, 'position'); gl.enableVertexAttribArray(positionHandle); gl.vertexAttribPointer(positionHandle, 2, // position is a vec2 (2 values per component)gl.FLOAT, // each component is a floatfalse, // don't normalize values2*4, // two 4 byte float components per vertex (32 bit float is 4 bytes)0// how many bytes inside the buffer to start from ); //Set uniform handlevartimeHandle=getUniformLocation(program, 'time'); varwidthHandle=getUniformLocation(program, 'width'); varheightHandle=getUniformLocation(program, 'height'); gl.uniform1f(widthHandle, window.innerWidth); gl.uniform1f(heightHandle, window.innerHeight); varlastFrame=Date.now(); varthisFrame; functiondraw(){ //Update timethisFrame=Date.now(); time+= (thisFrame-lastFrame)/1000; lastFrame=thisFrame; //Send uniforms to programgl.uniform1f(timeHandle, time); //Draw a triangle strip connecting vertices 0-4gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); requestAnimationFrame(draw); } draw(); </script></body></html>