哈喽,大家好,我是木易巷!
爱情,是每个人都在追求的东西。身为一个IT行业人士,我也会追求爱情,我也会像心爱的人表达感情,只是我所表达的方式与他人有所不同。我的主要战场在计算机上,所以我就想到了用计算机来表达感情,在网页上做爱心,还是会动的爱心给她~
这次给大家带来炫酷的流动爱心,有三种效果,大家自行领取~
目录
第一种效果图
代码部分
第二种效果图(有弹幕)
代码部分
第三种效果图
HTML部分
JS部分
CSS部分
第一种效果图:
代码部分
代码如下仅供参考,可以直接拿去复制粘贴!
New Document html, body {height: 100%;padding: 0;margin: 0;background: #000;}canvas {position: absolute;width: 100%;height: 100%;} /* * Settings */var settings = {particles: {length: 500, // maximum amount of particlesduration: 2, // particle duration in secvelocity: 100, // particle velocity in pixels/seceffect: -0.75, // play with this for a nice effectsize:30, // particle size in pixels},};/* * RequestAnimationFrame polyfill by Erik Möller */(function(){var b=0;var c=["ms","moz","webkit","o"];for(var a=0;a第二种效果图(有弹幕): 代码部分
代码如下仅供参考,可以直接拿去复制粘贴!
给王总的大爱心 html,body {height: 100%;padding: 0;margin: 0;background: #000;}canvas {position: absolute;width: 100%;height: 100%;}.down {position: absolute;top: 50%;}爱琦琦爱宝贝爱老婆爱琦琦爱宝贝爱老婆爱老婆爱琦琦爱宝贝爱老婆爱老婆爱琦琦爱宝贝爱老婆var settings = {particles: {length: 500,duration: 2,velocity: 100,effect: -0.75,size: 30,},};(function () { var b = 0; var c = ["ms", "moz", "webkit", "o"]; for (var a = 0; a 第三种效果图: HTML部分:
流动爱心表白
JS部分:
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 8vec2 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 bezierfloat 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 rootvec2 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 rootsvec2 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.htmlvec2 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/3s3GDnfloat 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/y2htbwkmc_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 heartpos.y += 0.02;float scale = 0.000015 * height;float t = time;//Get first segmentfloat dist = getSegment(t, pos, 0.0, scale);float glow = getGlow(dist, radius, intensity);vec3 col = vec3(0.0);//White corecol += 10.0*vec3(smoothstep(0.003, 0.001, dist));//Pink glowcol += glow * vec3(0.94,0.14,0.4);//Get second segmentdist = getSegment(t, pos, 3.4, scale);glow = getGlow(dist, radius, intensity);//White corecol += 10.0*vec3(smoothstep(0.003, 0.001, dist));//Blue glowcol += glow * vec3(0.2,0.6,1.0);//Tone mappingcol = 1.0 - exp(-col);//Output to screen gl_FragColor = vec4(col,1.0);}`; //************** Utility functions ************** window.addEventListener('resize', onWindowResize, false); function onWindowResize() {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 sourcefunction compileShader(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/uniformfunction getAttribLocation(program, name) {var attributeLocation = gl.getAttribLocation(program, name);if (attributeLocation === -1) {throw 'Cannot find attribute ' + name + '.';}return attributeLocation;} function getUniformLocation(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 = new Float32Array([-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); function draw() {//Update timetime += dt; //Send uniforms to programgl.uniform1f(timeHandle, time);//Draw a triangle strip connecting vertices 0-4gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); requestAnimationFrame(draw);} draw();
CSS部分:
body {background-color: #000;margin: 0;overflow: hidden;background-repeat: no-repeat;}
好啦,本次分享就到这里,祝大家开心~