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 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*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.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/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;}
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