0


跳动爱心代码-李峋同款爱心代码1(完整代码)

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。

获取完整代码,公众号「先取个名字吧」 回复爱心代码。
或者直接复制粘贴文章的代码,可以直接运行!
友情提示:公众号内有更多好玩的代码,等待你的到来
在这里插入图片描述

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;}

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。

在这里插入图片描述

关注微信公众号「
先取个名字吧」

更多惊喜等待你的发掘
​ ​

标签: javascript 前端 html

本文转载自: https://blog.csdn.net/J_Jie_/article/details/127775260
版权归原作者 HelloCccc123 所有, 如有侵权,请联系我们删除。

“跳动爱心代码-李峋同款爱心代码1(完整代码)”的评论:

还没有评论