电视剧 点燃我,温暖你 打火机与公主裙 李洵同款爱心跳动效果。
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简介
代码实现电视剧 点燃我,温暖你 打火机与公主裙 李洵爱心跳动效果。跳动的爱心❤真的超级好看,程序员的浪漫,真的好炫酷啊!
以下为代码内容|关注微信公众号「先取个名字吧」
1.先建立一个html文件(mian.html)
代码如下:
<!DOCTYPEhtml><htmllang="en"><head><metacharset="UTF-8"/><title>流动爱心表白</title><linkrel="stylesheet"href="mian.css"/></head><body><!-- 绘画爱心 --><canvasid="canvas"width="1400"height="600"></canvas><!-- js部分 --><scriptsrc="main.js"></script></body></html>
2.然后建立一个js文件(mian.js)
代码如下:
var canvas = document.getElementById("canvas");canvas.width = window.innerWidth;canvas.height = window.innerHeight;// Initialize the GL contextvar gl = canvas.getContext('webgl');if(!gl){ console.error("Unable to initialize WebGL.");}//Time stepvar dt =0.015;//Timevar 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 8vec2 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 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 root vec2 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 roots vec2 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/y2htbwkm c_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 heart pos.y += 0.02; float scale = 0.000015 * height; float t = time; //Get first segment float dist = getSegment(t, pos, 0.0, scale); float glow = getGlow(dist, radius, intensity); vec3 col = vec3(0.0); //White core col += 10.0*vec3(smoothstep(0.003, 0.001, dist)); //Pink glow col += glow * vec3(0.94,0.14,0.4); //Get second segment dist = getSegment(t, pos, 3.4, scale); glow = getGlow(dist, radius, intensity); //White core col += 10.0*vec3(smoothstep(0.003, 0.001, dist)); //Blue glow col += glow * vec3(0.2,0.6,1.0); //Tone mapping col = 1.0 - exp(-col); //Output to screen gl_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){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/uniformfunctiongetAttribLocation(program, name){var attributeLocation = gl.getAttribLocation(program, name);if(attributeLocation ===-1){throw'Cannot find attribute '+ name +'.';}return attributeLocation;}functiongetUniformLocation(program, name){var attributeLocation = gl.getUniformLocation(program, name);if(attributeLocation ===-1){throw'Cannot find uniform '+ name +'.';}return attributeLocation;}//************** Create shaders **************//Create vertex and fragment shadersvar vertexShader =compileShader(vertexSource, gl.VERTEX_SHADER);var fragmentShader =compileShader(fragmentSource, gl.FRAGMENT_SHADER);//Create shader programsvar 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 =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 buffervar 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 buffervar 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,// 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 handlevar timeHandle =getUniformLocation(program,'time');var widthHandle =getUniformLocation(program,'width');var heightHandle =getUniformLocation(program,'height'); gl.uniform1f(widthHandle, window.innerWidth);gl.uniform1f(heightHandle, window.innerHeight);functiondraw(){//Update time time += dt;//Send uniforms to program gl.uniform1f(timeHandle, time);//Draw a triangle strip connecting vertices 0-4 gl.drawArrays(gl.TRIANGLE_STRIP,0,4);requestAnimationFrame(draw);}draw();
3.再建立一个css文件(mian.css)
代码如下:
body{background-color: #000;margin: 0;overflow: hidden;background-repeat: no-repeat;}
友情提示:文件都要建立在一个目录下,负责会找不到文件路径。