jQuery+HTML5实现WebGL高性能烟花绽放动画效果【附demo源码下载】


Posted in jQuery onAugust 18, 2017

本文实例讲述了jQuery+HTML5实现WebGL高性能烟花绽放动画效果。分享给大家供大家参考,具体如下:

运行效果:

jQuery+HTML5实现WebGL高性能烟花绽放动画效果【附demo源码下载】

完整代码如下:

<!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>

附:完整实例代码点击此处本站下载

希望本文所述对大家jQuery程序设计有所帮助。

jQuery 相关文章推荐
jQuery编写textarea输入字数限制代码
Mar 23 jQuery
jQuery插件FusionCharts绘制的2D帕累托图效果示例【附demo源码】
Mar 28 jQuery
jQuery+PHP+Mysql实现抽奖程序
Apr 12 jQuery
JQuery 获取Dom元素的实例讲解
Jul 08 jQuery
JQuery EasyUI 结合ztrIee的后台页面开发实例
Sep 01 jQuery
jQuery实现为table表格动态添加或删除tr功能示例
Feb 19 jQuery
JQuery获取元素尺寸、位置及页面滚动事件应用示例
May 14 jQuery
如何使用CSS3和JQuery easing 插件制作绚丽菜单
Jun 18 jQuery
使用jquery-easyui的布局layout写后台管理页面的代码详解
Jun 19 jQuery
jQuery子选择器与可见性选择器实例分析
Jun 28 jQuery
Jquery 获取相同NAME 或者id删除行操作
Aug 24 jQuery
jQuery编写QQ简易聊天框
Aug 27 jQuery
简单实现jQuery轮播效果
Aug 18 #jQuery
简单实现jQuery手风琴效果
Aug 18 #jQuery
jQuery Layer弹出层传值到父页面的实现代码
Aug 17 #jQuery
jQuery条件分页 代替离线查询(附代码)
Aug 17 #jQuery
使用jquery的jsonp如何发起跨域请求及其原理详解
Aug 17 #jQuery
jQuery的时间datetime控件在AngularJs中的使用实例(分享)
Aug 17 #jQuery
jQuery实现全选、反选和不选功能
Aug 16 #jQuery
You might like
smarty高级特性之对象的使用方法
2015/12/25 PHP
PHP的邮件群发系统phplist配置方法详细总结
2016/03/30 PHP
php实现微信扫码支付
2017/03/26 PHP
excel操作之Add Data to a Spreadsheet Cell
2007/06/12 Javascript
分享20款好玩的jQuery游戏
2011/04/17 Javascript
15款优秀的jQuery导航菜单插件分享
2011/07/19 Javascript
利用js的Node遍历找到repeater的一个字段实例介绍
2013/04/25 Javascript
js日期对象兼容性的处理方法
2014/01/28 Javascript
jquery实现简单文字提示效果
2015/12/02 Javascript
js+html5实现canvas绘制椭圆形图案的方法
2016/05/21 Javascript
使用JQuery选择HTML遍历函数的方法
2016/09/17 Javascript
jquery实现表单获取短信验证码代码
2017/03/13 Javascript
jquery请求servlet实现ajax异步请求的示例
2017/06/03 jQuery
react以create-react-app为基础创建项目
2018/03/14 Javascript
Angular4学习笔记router的简单使用
2018/03/30 Javascript
基于ant design日期控件使用_仅月份的操作
2020/10/27 Javascript
微信小程序对图片进行canvas压缩的方法示例详解
2020/11/12 Javascript
python urllib爬取百度云连接的实例代码
2017/06/19 Python
Pyqt实现无边框窗口拖动以及窗口大小改变
2018/04/19 Python
Python实现的求解最小公倍数算法示例
2018/05/03 Python
django中ORM模型常用的字段的使用方法
2019/03/05 Python
python如何制作缩略图
2019/04/30 Python
在python中利用numpy求解多项式以及多项式拟合的方法
2019/07/03 Python
Python一键查找iOS项目中未使用的图片、音频、视频资源
2019/08/12 Python
Python 日期的转换及计算的具体使用详解
2020/01/16 Python
python下对hsv颜色空间进行量化操作
2020/06/04 Python
Python中Selenium库使用教程详解
2020/07/23 Python
Python sqlalchemy时间戳及密码管理实现代码详解
2020/08/01 Python
python 常见的排序算法实现汇总
2020/08/21 Python
Python 3.9的到来到底是意味着什么
2020/10/14 Python
简单整理HTML5的基本特性和语法
2016/02/18 HTML / CSS
DJI美国:消费类无人机领域的领导者
2018/04/27 全球购物
咖啡馆创业计划书
2014/01/26 职场文书
家长对孩子评语
2014/01/30 职场文书
婚宴父母致辞
2015/07/27 职场文书
Python 居然可以在 Excel 中画画你知道吗
2022/02/15 Python