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第一步:在电脑桌面上新建一个txt文本文档;
第二步:把代码粘贴进去并保存;
第三步:把文件后缀名txt改成html;
第四步:双击文件打开即可。
代码一↓
- <!DOCTYPE html>
- <html lang="en"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
-
- <title>Love1</title>
- <style type="text/css">
- body {
- background-color: #000;
- margin: 0;
- overflow: hidden;
- background-repeat: no-repeat;
- }
- </style>
- </head>
-
- <body>
-
- <canvas id="canvas" width="805" height="946">
-
- </canvas>
-
- <script>
- var canvas = document.getElementById("canvas");
- canvas.width = window.innerWidth;
- canvas.height = window.innerHeight;
- // Initialize the GL context
- var gl = canvas.getContext('webgl');
- if (!gl) {
- console.error("Unable to initialize WebGL.");
- }
- //Time step
- var dt = 0.015;
- //Time
- var 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 8
-
- vec2 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 bezier
- float 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 root
- vec2 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 roots
- vec2 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.html
- vec2 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/3s3GDn
- float 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/y2htbwkm
- c_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 heart
- pos.y += 0.02;
- float scale = 0.000015 * height;
-
- float t = time;
-
- //Get first segment
- float dist = getSegment(t, pos, 0.0, scale);
- float glow = getGlow(dist, radius, intensity);
-
- vec3 col = vec3(0.0);
-
- //White core
- col += 10.0*vec3(smoothstep(0.003, 0.001, dist));
- //Pink glow
- col += glow * vec3(0.94,0.14,0.4);
-
- //Get second segment
- dist = getSegment(t, pos, 3.4, scale);
- glow = getGlow(dist, radius, intensity);
-
- //White core
- col += 10.0*vec3(smoothstep(0.003, 0.001, dist));
- //Blue glow
- col += glow * vec3(0.2,0.6,1.0);
-
- //Tone mapping
- col = 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 source
- function 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/uniform
- function 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 shaders
- var vertexShader = compileShader(vertexSource, gl.VERTEX_SHADER);
- var fragmentShader = compileShader(fragmentSource, gl.FRAGMENT_SHADER);
-
- //Create shader programs
- var 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 left
- 1.0, 1.0, // top right
- 1.0, -1.0, // bottom right
- ]);
-
- //Create vertex buffer
- var 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 buffer
- var 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 float
- false, // don't normalize values
- 2 * 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 handle
- var 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 time
- time += dt;
- //Send uniforms to program
- gl.uniform1f(timeHandle, time);
- //Draw a triangle strip connecting vertices 0-4
- gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
- requestAnimationFrame(draw);
- }
- draw();
- </script>
-
- </body></html>
效果图如下↓
代码二↓
- <!DOCTYPE html>
- <html lang="en">
-
- <head>
- <meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
-
- <title>Love2</title>
- <style>
- html,
- body {
- height: 100%;
- padding: 0;
- margin: 0;
- }
-
- canvas {
- position: absolute;
- width: 100%;
- height: 100%;
- background-color: black;
- }
-
- .heart {
- width: 20px;
- height: 20px;
- position: absolute;
- }
-
- .heart img {
- width: 20px;
- height: 20px;
- }
- .main {
- text-align: center;
- border-radius: 20px;
- width: 100%;
- height: 60px;
- margin: auto;
- position: absolute;
- top: 0;
- left: 0;
- right: 0;
- bottom: 0;
- }
- .main h1{
- color: pink;
- }
- </style>
- </head>
-
- <body>
- <canvas id="pinkboard" width="805" height="946">
- Canvas Not Support
- </canvas>
- <div class="main"><h1>Name</h1>></div>
- <div class="heart"><img src="Heart.png" /></div>
- <div class="heart"><img src="Heart.png" /></div>
- <div class="heart"><img src="Heart.png" /></div>
- <div class="heart"><img src="Heart.png" /></div>
- <div class="heart"><img src="Heart.png" /></div>
- <div class="heart"><img src="Heart.png" /></div>
- <div class="heart"><img src="Heart.png" /></div>
- <div class="heart"><img src="Heart.png" /></div>
- <script>
- var oDivs = document.querySelectorAll(".heart")
- document.onmousemove = function (event) {
- var event = event || window.event;
- oDivs[0].style.top = event.clientY + "px";
- oDivs[0].style.left = event.clientX + "px";
- for (var i = oDivs.length - 1; i > 0; i--) {
- oDivs[i].style.top = oDivs[i - 1].offsetTop + "px";
- oDivs[i].style.left = oDivs[i - 1].offsetLeft + "px";
- }
- }
- document.onmousedown = function (event) {
- console.log(new Date().getSeconds());
- }
- </script>
- <script>
- /*
- * Settings
- */
- var settings = {
- particles: {
- length: 500, // maximum amount of particles
- duration: 2, // particle duration in sec
- velocity: 100, // particle velocity in pixels/sec
- effect: -0.75, // play with this for a nice effect
- size: 50, // particle size in pixels
- },
- };
-
- /*
- * RequestAnimationFrame polyfill by Erik M?ller
- */
- (function () {
- var b = 0; var c = ["ms", "moz", "webkit", "o"];
- for (var a = 0; a < c.length && !window.requestAnimationFrame; ++a) {
- window.requestAnimationFrame = window[c[a] + "RequestAnimationFrame"];
- window.cancelAnimationFrame = window[c[a] + "CancelAnimationFrame"] || window[c[a] + "CancelRequestAnimationFrame"]
- } if (!window.requestAnimationFrame) { window.requestAnimationFrame = function (h, e) { var d = new Date().getTime(); var f = Math.max(0, 16 - (d - b)); var g = window.setTimeout(function () { h(d + f) }, f); b = d + f; return g } }
- if (!window.cancelAnimationFrame) {
- window.cancelAnimationFrame = function (d) {
- clearTimeout(d)
- }
- }
- }()
- );
-
- /*
- * Point class
- */
- var Point = (function () {
- function Point(x, y) {
- this.x = (typeof x !== 'undefined') ? x : 0;
- this.y = (typeof y !== 'undefined') ? y : 0;
- }
- Point.prototype.clone = function () {
- return new Point(this.x, this.y);
- };
- Point.prototype.length = function (length) {
- if (typeof length == 'undefined')
- return Math.sqrt(this.x * this.x + this.y * this.y);
- this.normalize();
- this.x *= length;
- this.y *= length;
- return this;
- };
- Point.prototype.normalize = function () {
- var length = this.length();
- this.x /= length;
- this.y /= length;
- return this;
- };
- return Point;
- })();
-
- /*
- * Particle class
- */
- var Particle = (function () {
- function Particle() {
- this.position = new Point();
- this.velocity = new Point();
- this.acceleration = new Point();
- this.age = 0;
- }
- Particle.prototype.initialize = function (x, y, dx, dy) {
- this.position.x = x;
- this.position.y = y;
- this.velocity.x = dx;
- this.velocity.y = dy;
- this.acceleration.x = dx * settings.particles.effect;
- this.acceleration.y = dy * settings.particles.effect;
- this.age = 0;
- };
- Particle.prototype.update = function (deltaTime) {
- this.position.x += this.velocity.x * deltaTime;
- this.position.y += this.velocity.y * deltaTime;
- this.velocity.x += this.acceleration.x * deltaTime;
- this.velocity.y += this.acceleration.y * deltaTime;
- this.age += deltaTime;
- };
- Particle.prototype.draw = function (context, image) {
- function ease(t) {
- return (--t) * t * t + 1;
- }
- var size = image.width * ease(this.age / settings.particles.duration);
- context.globalAlpha = 1 - this.age / settings.particles.duration;
- context.drawImage(image, this.position.x - size / 2, this.position.y - size / 2, size, size);
- };
- return Particle;
- })();
-
- /*
- * ParticlePool class
- */
- var ParticlePool = (function () {
- var particles,
- firstActive = 0,
- firstFree = 0,
- duration = settings.particles.duration;
-
- function ParticlePool(length) {
- // create and populate particle pool
- particles = new Array(length);
- for (var i = 0; i < particles.length; i++)
- particles[i] = new Particle();
- }
- ParticlePool.prototype.add = function (x, y, dx, dy) {
- particles[firstFree].initialize(x, y, dx, dy);
-
- // handle circular queue
- firstFree++;
- if (firstFree == particles.length) firstFree = 0;
- if (firstActive == firstFree) firstActive++;
- if (firstActive == particles.length) firstActive = 0;
- };
- ParticlePool.prototype.update = function (deltaTime) {
- var i;
-
- // update active particles
- if (firstActive < firstFree) {
- for (i = firstActive; i < firstFree; i++)
- particles[i].update(deltaTime);
- }
- if (firstFree < firstActive) {
- for (i = firstActive; i < particles.length; i++)
- particles[i].update(deltaTime);
- for (i = 0; i < firstFree; i++)
- particles[i].update(deltaTime);
- }
-
- // remove inactive particles
- while (particles[firstActive].age >= duration && firstActive != firstFree) {
- firstActive++;
- if (firstActive == particles.length) firstActive = 0;
- }
-
-
- };
- ParticlePool.prototype.draw = function (context, image) {
- // draw active particles
- if (firstActive < firstFree) {
- for (i = firstActive; i < firstFree; i++)
- particles[i].draw(context, image);
- }
- if (firstFree < firstActive) {
- for (i = firstActive; i < particles.length; i++)
- particles[i].draw(context, image);
- for (i = 0; i < firstFree; i++)
- particles[i].draw(context, image);
- }
- };
- return ParticlePool;
- })();
-
- /*
- * Putting it all together
- */
- (function (canvas) {
- var context = canvas.getContext('2d'),
- particles = new ParticlePool(settings.particles.length),
- particleRate = settings.particles.length / settings.particles.duration, // particles/sec
- time;
-
- // get point on heart with -PI <= t <= PI
- function pointOnHeart(t) {
- return new Point(
- 160 * Math.pow(Math.sin(t), 3),
- 130 * Math.cos(t) - 50 * Math.cos(2 * t) - 20 * Math.cos(3 * t) - 10 * Math.cos(4 * t) + 25
- );
- }
-
- // creating the particle image using a dummy canvas
- var image = (function () {
- var canvas = document.createElement('canvas'),
- context = canvas.getContext('2d');
- canvas.width = settings.particles.size;
- canvas.height = settings.particles.size;
- // helper function to create the path
- function to(t) {
- var point = pointOnHeart(t);
- point.x = settings.particles.size / 2 + point.x * settings.particles.size / 350;
- point.y = settings.particles.size / 2 - point.y * settings.particles.size / 350;
- return point;
- }
- // create the path
- context.beginPath();
- var t = -Math.PI;
- var point = to(t);
- context.moveTo(point.x, point.y);
- while (t < Math.PI) {
- t += 0.01; // baby steps!
- point = to(t);
- context.lineTo(point.x, point.y);
- }
- context.closePath();
- // create the fill
- context.fillStyle = '#ea80b0';
- context.fill();
- // create the image
- var image = new Image();
- image.src = canvas.toDataURL();
- return image;
- })();
-
- // render that thing!
- function render() {
- // next animation frame
- requestAnimationFrame(render);
-
- // update time
- var newTime = new Date().getTime() / 1000,
- deltaTime = newTime - (time || newTime);
- time = newTime;
-
- // clear canvas
- context.clearRect(0, 0, canvas.width, canvas.height);
-
- // create new particles
- var amount = particleRate * deltaTime;
- for (var i = 0; i < amount; i++) {
- var pos = pointOnHeart(Math.PI - 2 * Math.PI * Math.random());
- var dir = pos.clone().length(settings.particles.velocity);
- particles.add(canvas.width / 2 + pos.x, canvas.height / 2 - pos.y, dir.x, -dir.y);
- }
-
- // update and draw particles
- particles.update(deltaTime);
- particles.draw(context, image);
- }
-
- // handle (re-)sizing of the canvas
- function onResize() {
- canvas.width = canvas.clientWidth;
- canvas.height = canvas.clientHeight;
- }
- window.onresize = onResize;
-
- // delay rendering bootstrap
- setTimeout(function () {
- onResize();
- render();
- }, 10);
- })(document.getElementById('pinkboard'));
- </script>
-
-
- </body>
-
- </html>
效果图如下↓
上图中的“Name”可自定义,方法如下:
代码来自网络,感觉好多人想要,但博主又不能及时的一个一个回复,我拿到了,就分享给大家。
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