In diesem Artikel wird hauptsächlich jQuery + HTML5 vorgestellt, um den leistungsstarken WebGL-Animationseffekt für Feuerwerkskörper zu realisieren, der den wunderschönen Animationseffekt des Abhebens und Explodierens von Feuerwerkskörpern realisieren kann. Ich hoffe, dass es jedem helfen kann, es zu meistern jQuery und HTML5 zur Realisierung leistungsstarker Feuerwerks-Animationseffekte.
Betriebseffekt:
Der vollständige Code lautet wie folgt:
<!DOCTYPE html> <html class=" -webkit- js flexbox canvas canvastext webgl no-touch geolocation postmessage websqldatabase indexeddb hashchange history draganddrop websockets rgba hsla multiplebgs backgroundsize borderimage borderradius boxshadow textshadow opacity cssanimations csscolumns cssgradients cssreflections csstransforms csstransforms3d csstransitions fontface generatedcontent video audio localstorage sessionstorage webworkers applicationcache svg inlinesvg smil svgclippaths"> <head> <meta charset="UTF-8"> <meta name="viewport" content=" initial-scale=1.0, maximum-scale=1.0, user-scalable=no"> <meta name="format-detection" content="telephone=no"> <title>HTML5/WebGL高性能烟花绽放动画</title> <meta name="description" content="HTML5/WebGL高性能烟花绽放动画"> <meta name="keywords" content="HTML5/WebGL高性能烟花绽放动画"> <style> canvas { position: absolute; top: 0; left: 0; background-color: #111; } </style> </head> <body> <script src="jquery-1.11.1.min.js"></script> <canvas id="c" width="1440" height="304"></canvas><script src="prefixfree.min.js"></script><script src="modernizr.js"></script><script>var gl = c.getContext('webgl', { preserveDrawingBuffer: true }), w = c.width = window.innerWidth, h = c.height = window.innerHeight , webgl = {}, opts = { projectileAlpha: .8, projectileLineWidth: 1.3, fireworkAngleSpan: .5, baseFireworkVel: 3, addedFireworkVel: 3, gravity: .03, lowVelBoundary: -.2, xFriction: .995, baseShardVel: 1, addedShardVel: .2, fireworks: 1000, baseShardsParFirework: 10, addedShardsParFirework: 10, shardFireworkVelMultiplier: .3, initHueMultiplier: 1 / 360, runHueAdder: .1 / 360 } webgl.vertexShaderSource = ` uniform int u_mode; uniform vec2 u_res; attribute vec4 a_data; varying vec4 v_color; vec3 h2rgb( float h ){ return clamp( abs( mod( h * 6. + vec3( 0, 4, 2 ), 6. ) - 3. ) -1., 0., 1. ); } void clear(){ gl_Position = vec4( a_data.xy, 0, 1 ); v_color = vec4( 0, 0, 0, a_data.w ); } void draw(){ gl_Position = vec4( vec2( 1, -1 ) * ( ( a_data.xy / u_res ) * 2. - 1. ), 0, 1 ); v_color = vec4( h2rgb( a_data.z ), a_data.w ); } void main(){ if( u_mode == 0 ) draw(); else clear(); } `; webgl.fragmentShaderSource = ` precision mediump float; varying vec4 v_color; void main(){ gl_FragColor = v_color; } `; webgl.vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(webgl.vertexShader, webgl.vertexShaderSource); gl.compileShader(webgl.vertexShader); webgl.fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(webgl.fragmentShader, webgl.fragmentShaderSource); gl.compileShader(webgl.fragmentShader); webgl.shaderProgram = gl.createProgram(); gl.attachShader(webgl.shaderProgram, webgl.vertexShader); gl.attachShader(webgl.shaderProgram, webgl.fragmentShader); gl.linkProgram(webgl.shaderProgram); gl.useProgram(webgl.shaderProgram); webgl.dataAttribLoc = gl.getAttribLocation(webgl.shaderProgram, 'a_data'); webgl.dataBuffer = gl.createBuffer(); gl.enableVertexAttribArray(webgl.dataAttribLoc); gl.bindBuffer(gl.ARRAY_BUFFER, webgl.dataBuffer); gl.vertexAttribPointer(webgl.dataAttribLoc, 4, gl.FLOAT, false, 0, 0); webgl.resUniformLoc = gl.getUniformLocation(webgl.shaderProgram, 'u_res'); webgl.modeUniformLoc = gl.getUniformLocation(webgl.shaderProgram, 'u_mode'); gl.viewport(0, 0, w, h); gl.uniform2f(webgl.resUniformLoc, w, h); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); gl.enable(gl.BLEND); gl.lineWidth(opts.projectileLineWidth); webgl.data = []; webgl.clear = function() { gl.uniform1i(webgl.modeUniformLoc, 1); var a = .1; webgl.data = [-1, -1, 0, a, 1, -1, 0, a, -1, 1, 0, a, -1, 1, 0, a, 1, -1, 0, a, 1, 1, 0, a ]; webgl.draw(gl.TRIANGLES); gl.uniform1i(webgl.modeUniformLoc, 0); webgl.data.length = 0; } webgl.draw = function(glType) { gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(webgl.data), gl.STATIC_DRAW); gl.drawArrays(glType, 0, webgl.data.length / 4); } var fireworks = [], tick = 0, sins = [], coss = [], maxShardsParFirework = opts.baseShardsParFirework + opts.addedShardsParFirework, tau = 6.283185307179586476925286766559; for (var i = 0; i < maxShardsParFirework; ++i) { sins[i] = Math.sin(tau * i / maxShardsParFirework); coss[i] = Math.cos(tau * i / maxShardsParFirework); } function Firework() { this.reset(); this.shards = []; for (var i = 0; i < maxShardsParFirework; ++i) this.shards.push(new Shard(this)); } Firework.prototype.reset = function() { var angle = -Math.PI / 2 + (Math.random() - .5) * opts.fireworkAngleSpan, vel = opts.baseFireworkVel + opts.addedFireworkVel * Math.random(); this.mode = 0; this.vx = vel * Math.cos(angle); this.vy = vel * Math.sin(angle); this.x = Math.random() * w; this.y = h; this.hue = tick * opts.initHueMultiplier; } Firework.prototype.step = function() { if (this.mode === 0) { var ph = this.hue, px = this.x, py = this.y; this.hue += opts.runHueAdder; this.x += this.vx *= opts.xFriction; this.y += this.vy += opts.gravity; webgl.data.push( px, py, ph, opts.projectileAlpha * .2, this.x, this.y, this.hue, opts.projectileAlpha * .2); if (this.vy >= opts.lowVelBoundary) { this.mode = 1; this.shardAmount = opts.baseShardsParFirework + opts.addedShardsParFirework * Math.random() | 0; var baseAngle = Math.random() * tau, x = Math.cos(baseAngle), y = Math.sin(baseAngle), sin = sins[this.shardAmount], cos = coss[this.shardAmount]; for (var i = 0; i < this.shardAmount; ++i) { var vel = opts.baseShardVel + opts.addedShardVel * Math.random(); this.shards[i].reset(x * vel, y * vel) var X = x; x = x * cos - y * sin; y = y * cos + X * sin; } } } else if (this.mode === 1) { this.ph = this.hue this.hue += opts.runHueAdder; var allDead = true; for (var i = 0; i < this.shardAmount; ++i) { var shard = this.shards[i]; if (!shard.dead) { shard.step(); allDead = false; } } if (allDead) this.reset(); } } function Shard(parent) { this.parent = parent; } Shard.prototype.reset = function(vx, vy) { this.x = this.parent.x; this.y = this.parent.y; this.vx = this.parent.vx * opts.shardFireworkVelMultiplier + vx; this.vy = this.parent.vy * opts.shardFireworkVelMultiplier + vy; this.starty = this.y; this.dead = false; this.tick = 1; } Shard.prototype.step = function() { this.tick += .05; var px = this.x, py = this.y; this.x += this.vx *= opts.xFriction; this.y += this.vy += opts.gravity; var proportion = 1 - (this.y - this.starty) / (h - this.starty); webgl.data.push( px, py, this.parent.ph, opts.projectileAlpha / this.tick, this.x, this.y, this.parent.hue, opts.projectileAlpha / this.tick); if (this.y > h) this.dead = true; } function anim() { window.requestAnimationFrame(anim) webgl.clear(); ++tick; if (fireworks.length < opts.fireworks) fireworks.push(new Firework); fireworks.map(function(firework) { firework.step(); }); webgl.draw(gl.LINES); } anim(); window.addEventListener('resize', function() { w = c.width = window.innerWidth; h = c.height = window.innerHeight; gl.viewport(0, 0, w, h); gl.uniform2f(webgl.resUniformLoc, w, h); }) window.addEventListener('click', function(e) { var firework = new Firework(); firework.x = e.clientX; firework.y = e.clientY; firework.vx = 0; firework.vy = 0; fireworks.push(firework); }); </script> </body> </html>
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Das obige ist der detaillierte Inhalt vonDetailliertes Beispiel für die Implementierung des hochleistungsfähigen WebGL-Feuerwerks-Blütenanimationseffekts durch jQuery und HTML5. Für weitere Informationen folgen Sie bitte anderen verwandten Artikeln auf der PHP chinesischen Website!