<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <meta content=" initial-scale=1.0, maximum-scale=1.0, user-scalable=no"> <meta content="telephone=no"> <title>HTML5/WebGL高性能烟花绽放动画</title> <meta content="HTML5/WebGL高性能烟花绽放动画"> <meta 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="https://www.jb51.net/jquery-1.11.1.min.js"></script> <canvas></canvas><script src="https://www.jb51.net/prefixfree.min.js"></script><script src="https://www.jb51.net/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>
jQuery+HTML5实现WebGL高性能烟花绽放动画效果【附
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