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A picture glass fragment special effect implemented by html5 canvas_html5 tutorial skills

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Release: 2016-05-16 15:47:32
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Today I will bring you a picture glass fragment special effect implemented in html5 canvas. The picture appears in the interface in the form of glass fragments, and then the effect of broken glass gradually fades. The rendering is as follows:


HTML code:

The code is as follows:

<img src="city_copy.jpg" id="src_img" class="hidden"> 
<p id="container" style="-webkit-perspective: 500px;"> 
<p> 
<script src="delaunay.js?1.1.5"></script> 
<script src="TweenMax.min.js?1.1.5"></script>
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JS code:

The code is as follows:

// canvas settings 
var imageWidth = 768, 
imageHeight = 485; 
var vertices = [], 
indices, 
boxes = []; 
var image, 
fragments = [], 
container = document.getElementById(&#39;container&#39;); 
window.onload = function () { 
image = document.getElementById(&#39;src_img&#39;); 
triangulate(); 
makeBoxes(); 
makeFragments(); 
}; 
function triangulate() { 
var x, 
y, 
dx = imageWidth / 8, 
dy = imageHeight / 8, 
offset = 0.5; 
for (var i = 0; i <= imageWidth; i += dx) { 
for (var j = 0; j <= imageHeight; j += dy) { 
if (i && (i !== imageWidth)) x = i + randomRange(-dx * offset, dx * offset); 
else x = i; 
if (j && (j !== imageHeight)) y = j + randomRange(-dy * offset, dy * offset); 
else y = j; 
vertices.push([x, y]); 
} 
} 
indices = Delaunay.triangulate(vertices); 
} 
function makeBoxes() { 
var p0, p1, p2, 
xMin, xMax, 
yMin, yMax; 
for (var i = 0; i < indices.length; i += 3) { 
p0 = vertices[indices[i + 0]]; 
p1 = vertices[indices[i + 1]]; 
p2 = vertices[indices[i + 2]]; 
xMin = Math.min(p0[0], p1[0], p2[0]); 
xMax = Math.max(p0[0], p1[0], p2[0]); 
yMin = Math.min(p0[1], p1[1], p2[1]); 
yMax = Math.max(p0[1], p1[1], p2[1]); 
boxes.push({ 
x: xMin, 
y: yMin, 
w: xMax - xMin, 
h: yMax - yMin 
}); 
} 
} 
function makeFragments() { 
var p0, p1, p2, 
box, 
fragment; 
TweenMax.set(container, { perspective: 500 }); 
var tl0 = new TimelineMax({ repeat: -1 }); 
for (var i = 0; i < indices.length; i += 3) { 
p0 = vertices[indices[i + 0]]; 
p1 = vertices[indices[i + 1]]; 
p2 = vertices[indices[i + 2]]; 
box = boxes[i / 3]; 
fragment = new Fragment(p0, p1, p2, box); 
var rx = randomRange(30, 60) * ((i % 2) ? 1 : -1); 
var ry = randomRange(30, 60) * ((i % 2) ? -1 : 1); 
var tl1 = new TimelineMax(); 
TweenMax.set(fragment.canvas, { 
y: box.y - 1000 
}); 
tl1.to(fragment.canvas, randomRange(0.9, 1.1), { 
y: box.y, 
ease: Back.easeOut 
}); 
tl1.to(fragment.canvas, 0.5, { 
z: -100, 
ease: Cubic.easeIn, 
delay: 0.4 
}); 
tl1.to(fragment.canvas, randomRange(1, 1.2), { 
rotationX: rx, 
rotationY: ry, 
z: 250, 
alpha: 0, 
ease: Cubic.easeOut 
}); 
tl0.insert(tl1); 
fragments.push(fragment); 
container.appendChild(fragment.canvas); 
} 
} 
function randomRange(min, max) { 
return min + (max - min) * Math.random(); 
} 
Fragment = function (v0, v1, v2, box) { 
this.v0 = v0; 
this.v1 = v1; 
this.v2 = v2; 
this.box = box; 
this.canvas = document.createElement(&#39;canvas&#39;); 
this.canvas.width = this.box.w; 
this.canvas.height = this.box.h; 
this.canvas.style.width = this.box.w + &#39;px&#39;; 
this.canvas.style.height = this.box.h + &#39;px&#39;; 
this.ctx = this.canvas.getContext(&#39;2d&#39;); 
TweenMax.set(this.canvas, { 
x: this.box.x, 
y: this.box.y 
}); 
this.ctx.translate(-this.box.x, -this.box.y); 
this.ctx.beginPath(); 
this.ctx.moveTo(this.v0[0], this.v0[1]); 
this.ctx.lineTo(this.v1[0], this.v1[1]); 
this.ctx.lineTo(this.v2[0], this.v2[1]); 
this.ctx.closePath(); 
this.ctx.clip(); 
this.ctx.drawImage(image, 0, 0); 
}; //@ sourceURL=pen.js
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