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ps 矢量素材网站,百度网站联盟推广,网站做流量是怎么回事,网站规划与设计h5文章目录 序号目录1HTML满屏跳动的爱心#xff08;可写字#xff09;2HTML五彩缤纷的爱心3HTML满屏漂浮爱心4HTML情人节快乐5HTML蓝色爱心射线6HTML跳动的爱心#xff08;简易版#xff09;7HTML粒子爱心8HTML蓝色动态爱心9HTML跳动的爱心#xff08;双心版#xff09;1… 文章目录 序号目录1HTML满屏跳动的爱心可写字2HTML五彩缤纷的爱心3HTML满屏漂浮爱心4HTML情人节快乐5HTML蓝色爱心射线6HTML跳动的爱心简易版7HTML粒子爱心8HTML蓝色动态爱心9HTML跳动的爱心双心版10HTML橙色动态粒子爱心11HTML旋转爱心12HTML爱情树13HTML3D相册14HTML旋转相册15HTML基础烟花秀16HTML炫酷烟花秀17HTML粉色烟花秀18HTML新春烟花19HTML龙年大吉20HTML圣诞树21HTML大雪纷飞22HTML想见你23HTML元素周期表24HTML飞舞的花瓣25HTML星空特效26HTML黑客帝国字母雨27HTML哆啦A梦28HTML流星雨29HTML沙漏爱心30HTML爱心字母雨31HTML爱心流星雨32HTML生日蛋糕33HTML流光爱心 写在前面 本期博主给大家推荐一个由HTML代码实现的、红蓝色线条组成的流光爱心一起来看看吧。 完整代码 !DOCTYPE html !–div classmenu__subheaderbr微信公众号雁卿雁卿呀– html langenheadmeta charsetUTF-8 /title流光爱心/titlemeta nameauthor contentLogical Digit/head!– css部分 –stylebody {background-color: #000;margin: 0;overflow: hidden;background-repeat: no-repeat; } /stylebody!– 绘画爱心 –canvas idcanvas width1400 height600/canvas!– js部分 –/bodyscript var canvas document.getElementById(canvas); canvas.width window.innerWidth; canvas.height window.innerHeight; // Initialize the GL context var gl canvas.getContext(webgl); if (!gl) {console.error(Unable to initialize WebGL.); } //Time step var dt 0.015; //Time var time 0.0; //************** Shader sources ************** var vertexSource
attribute vec2 position; void main() {gl_Position vec4(position, 0.0, 1.0); } ;var fragmentSource
precision highp float; uniform float width; uniform float height; vec2 resolution vec2(width, height); uniform float time; #define POINT_COUNT 8 vec2 points[POINT_COUNT]; const float speed -0.5; const float len 0.25; float intensity 0.9; float radius 0.015; //https://www.shadertoy.com/view/MlKcDD //Signed distance to a quadratic bezier float 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*pp;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.html vec2 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/3s3GDn float 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[i1]) / 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(0.94,0.14,0.4);//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(0.2,0.6,1.0);//Tone mappingcol 1.0 - exp(-col);//Output to screengl_FragColor vec4(col,1.0); } ;//************** Utility functions ***********window.addEventListener(resize, onWindowResize, false);function onWindowResize() {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 source function compileShader(shaderSource, shaderType) {var 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) {var attributeLocation gl.getAttribLocation(program, name);if (attributeLocation -1) {throw Cannot find attribute name .;}return attributeLocation; }function getUniformLocation(program, name) {var attributeLocation gl.getUniformLocation(program, name);if (attributeLocation -1) {throw Cannot find uniform name .;}return attributeLocation; }//*********** Create shaders **************//Create vertex and fragment shaders var vertexShader compileShader(vertexSource, gl.VERTEX_SHADER); var fragmentShader compileShader(fragmentSource, gl.FRAGMENT_SHADER);//Create shader programs var program gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program);gl.useProgram(program);//Set up rectangle covering entire canvas var vertexData new Float32Array([-1.0, 1.0, // top left-1.0, -1.0, // bottom left1.0, 1.0, // top right1.0, -1.0, // bottom right ]);//Create vertex buffer var vertexDataBuffer gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW);// Layout of our data in the vertex buffer var positionHandle 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, // dont 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 handle var timeHandle getUniformLocation(program, time); var widthHandle getUniformLocation(program, width); var heightHandle getUniformLocation(program, height);gl.uniform1f(widthHandle, window.innerWidth); gl.uniform1f(heightHandle, window.innerHeight);function draw() {//Update timetime dt;//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 /html 代码分析 这段代码通过HTML、CSS和WebGL结合实现了一个“流光爱心”效果以下是对其的详细分析。

  1. HTML结构 在HTML部分主要是一个canvas元素它是用于绘制心形动画的区域。canvas元素通过其ID属性canvas在JavaScript中被引用用于初始化WebGL上下文。 canvas idcanvas width1400 height600/canvas 在这里宽度和高度只是初始设置代码通过JavaScript调整canvas的大小以适应浏览器窗口。
  2. CSS部分 CSS的作用是设置整个网页的背景颜色为黑色并使画布占据整个窗口同时禁用滚动条以确保效果全屏展示。 body {background-color: #000;margin: 0;overflow: hidden;background-repeat: no-repeat; }
  3. WebGL上下文初始化 JavaScript部分通过getContext(webgl)获取WebGL绘图上下文这是一种用于在网页中绘制2D和3D图形的API。 var canvas document.getElementById(canvas); canvas.width window.innerWidth; canvas.height window.innerHeight; var gl canvas.getContext(webgl); if (!gl) {console.error(Unable to initialize WebGL.); } 这段代码确保WebGL能够正常运行如果无法初始化WebGL会在控制台输出错误信息。
  4. 着色器程序 代码中定义了顶点着色器和片段着色器用于处理图形的顶点和颜色计算。顶点着色器vertexSource负责定义绘制区域而片段着色器fragmentSource则负责生成心形动画的光效。 顶点着色器这个简单的顶点着色器只定义了矩形区域覆盖整个canvas。
    attribute vec2 position; void main() {gl_Position vec4(position, 0.0, 1.0); } 片段着色器这是核心部分计算并绘制了心形的流光效果。着色器使用了多种图形技术如二次贝塞尔曲线距离函数来生成心形轮廓getGlow函数实现光晕效果getHeartPosition函数计算心形轨迹。
    vec2 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))); } 这个公式是数学中的经典“心形曲线公式”通过调整时间参数t可以得到心形轨迹上的点。
  5. 动态渲染 在draw函数中程序使用requestAnimationFrame(draw)不断调用自己来实现帧动画逐帧更新time变量使得心形的流光效果随着时间变化而持续运行。 function draw() {time dt;gl.uniform1f(timeHandle, time);gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);requestAnimationFrame(draw); } 每一帧WebGL都会根据当前的时间time重新计算心形上每个点的位置进而生成流光效果。
  6. 响应窗口变化 代码监听了窗口大小的变化使用onWindowResize函数动态调整画布的大小确保动画始终适应窗口尺寸并且心形保持居中显示。 window.addEventListener(resize, onWindowResize, false); function onWindowResize() {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); } 总结 这段代码通过WebGL技术生成了一个心形流光效果。核心部分在于数学公式计算出的心形轨迹和光晕效果通过着色器来实现。WebGL的强大之处在于它能直接操控GPU生成高效的动画效果。 写在后面 我是一只有趣的兔子感谢你的喜欢