


This is a 3D water wave animation special effect based on HTML5. Its effect is very realistic. The stones in the pool are sinking and floating in the water, creating layers of water waves. At the same time, we can drag the mouse to browse the pool from different perspectives, and the 3D effect is very good. In addition, we can press the "G" key to make the stones in the pool float up and down, and press the "L" key to add lighting effects. The design is quite perfect. At the same time, please note that this 3D water wave animation is based on WebGL rendering technology. You can learn about WebGL.
Online demo source code download
HTML code
<img src="/static/imghwm/default1.png" data-src="tiles.jpg" class="lazy" id="tiles" alt="Realistic HTML5 3D water wave animation, code graphic introduction can be browsed from multiple perspectives" > <img src="/static/imghwm/default1.png" data-src="xneg.jpg" class="lazy" id="xneg" alt="Realistic HTML5 3D water wave animation, code graphic introduction can be browsed from multiple perspectives" > <img src="/static/imghwm/default1.png" data-src="xpos.jpg" class="lazy" id="xpos" alt="Realistic HTML5 3D water wave animation, code graphic introduction can be browsed from multiple perspectives" > <img src="/static/imghwm/default1.png" data-src="ypos.jpg" class="lazy" id="ypos" alt="Realistic HTML5 3D water wave animation, code graphic introduction can be browsed from multiple perspectives" > <img src="/static/imghwm/default1.png" data-src="zneg.jpg" class="lazy" id="zneg" alt="Realistic HTML5 3D water wave animation, code graphic introduction can be browsed from multiple perspectives" > <img src="/static/imghwm/default1.png" data-src="zpos.jpg" class="lazy" id="zpos" alt="Realistic HTML5 3D water wave animation, code graphic introduction can be browsed from multiple perspectives" >
JavaScript code
function Water() { var vertexShader = '\ varying vec2 coord;\ void main() {\ coord = gl_Vertex.xy * 0.5 + 0.5;\ gl_Position = vec4(gl_Vertex.xyz, 1.0);\ }\ '; this.plane = GL.Mesh.plane(); if (!GL.Texture.canUseFloatingPointTextures()) { throw new Error('This demo requires the OES_texture_float extension'); } var filter = GL.Texture.canUseFloatingPointLinearFiltering() ? gl.LINEAR : gl.NEAREST; this.textureA = new GL.Texture(256, 256, { type: gl.FLOAT, filter: filter }); this.textureB = new GL.Texture(256, 256, { type: gl.FLOAT, filter: filter }); this.dropShader = new GL.Shader(vertexShader, '\ const float PI = 3.141592653589793;\ uniform sampler2D texture;\ uniform vec2 center;\ uniform float radius;\ uniform float strength;\ varying vec2 coord;\ void main() {\ /* get vertex info */\ vec4 info = texture2D(texture, coord);\ \ /* add the drop to the height */\ float drop = max(0.0, 1.0 - length(center * 0.5 + 0.5 - coord) / radius);\ drop = 0.5 - cos(drop * PI) * 0.5;\ info.r += drop * strength;\ \ gl_FragColor = info;\ }\ '); this.updateShader = new GL.Shader(vertexShader, '\ uniform sampler2D texture;\ uniform vec2 delta;\ varying vec2 coord;\ void main() {\ /* get vertex info */\ vec4 info = texture2D(texture, coord);\ \ /* calculate average neighbor height */\ vec2 dx = vec2(delta.x, 0.0);\ vec2 dy = vec2(0.0, delta.y);\ float average = (\ texture2D(texture, coord - dx).r +\ texture2D(texture, coord - dy).r +\ texture2D(texture, coord + dx).r +\ texture2D(texture, coord + dy).r\ ) * 0.25;\ \ /* change the velocity to move toward the average */\ info.g += (average - info.r) * 2.0;\ \ /* attenuate the velocity a little so waves do not last forever */\ info.g *= 0.995;\ \ /* move the vertex along the velocity */\ info.r += info.g;\ \ gl_FragColor = info;\ }\ '); this.normalShader = new GL.Shader(vertexShader, '\ uniform sampler2D texture;\ uniform vec2 delta;\ varying vec2 coord;\ void main() {\ /* get vertex info */\ vec4 info = texture2D(texture, coord);\ \ /* update the normal */\ vec3 dx = vec3(delta.x, texture2D(texture, vec2(coord.x + delta.x, coord.y)).r - info.r, 0.0);\ vec3 dy = vec3(0.0, texture2D(texture, vec2(coord.x, coord.y + delta.y)).r - info.r, delta.y);\ info.ba = normalize(cross(dy, dx)).xz;\ \ gl_FragColor = info;\ }\ '); this.sphereShader = new GL.Shader(vertexShader, '\ uniform sampler2D texture;\ uniform vec3 oldCenter;\ uniform vec3 newCenter;\ uniform float radius;\ varying vec2 coord;\ \ float volumeInSphere(vec3 center) {\ vec3 toCenter = vec3(coord.x * 2.0 - 1.0, 0.0, coord.y * 2.0 - 1.0) - center;\ float t = length(toCenter) / radius;\ float dy = exp(-pow(t * 1.5, 6.0));\ float ymin = min(0.0, center.y - dy);\ float ymax = min(max(0.0, center.y + dy), ymin + 2.0 * dy);\ return (ymax - ymin) * 0.1;\ }\ \ void main() {\ /* get vertex info */\ vec4 info = texture2D(texture, coord);\ \ /* add the old volume */\ info.r += volumeInSphere(oldCenter);\ \ /* subtract the new volume */\ info.r -= volumeInSphere(newCenter);\ \ gl_FragColor = info;\ }\ '); } Water.prototype.addDrop = function(x, y, radius, strength) { var this_ = this; this.textureB.drawTo(function() { this_.textureA.bind(); this_.dropShader.uniforms({ center: [x, y], radius: radius, strength: strength }).draw(this_.plane); }); this.textureB.swapWith(this.textureA); }; Water.prototype.moveSphere = function(oldCenter, newCenter, radius) { var this_ = this; this.textureB.drawTo(function() { this_.textureA.bind(); this_.sphereShader.uniforms({ oldCenter: oldCenter, newCenter: newCenter, radius: radius }).draw(this_.plane); }); this.textureB.swapWith(this.textureA); }; Water.prototype.stepSimulation = function() { var this_ = this; this.textureB.drawTo(function() { this_.textureA.bind(); this_.updateShader.uniforms({ delta: [1 / this_.textureA.width, 1 / this_.textureA.height] }).draw(this_.plane); }); this.textureB.swapWith(this.textureA); }; Water.prototype.updateNormals = function() { var this_ = this; this.textureB.drawTo(function() { this_.textureA.bind(); this_.normalShader.uniforms({ delta: [1 / this_.textureA.width, 1 / this_.textureA.height] }).draw(this_.plane); }); this.textureB.swapWith(this.textureA); };
The above is realistic HTML5 3D water wave animation allows you to browse the graphic and text introduction of the code from multiple perspectives. For more related content, please pay attention to the PHP Chinese website (www.php.cn)!

H5 is HTML5, the fifth version of HTML. HTML5 improves the expressiveness and interactivity of web pages, introduces new features such as semantic tags, multimedia support, offline storage and Canvas drawing, and promotes the development of Web technology.

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The difference between H5 and HTML5 is: 1) HTML5 is a web page standard that defines structure and content; 2) H5 is a mobile web application based on HTML5, suitable for rapid development and marketing.

The core features of HTML5 include semantic tags, multimedia support, form enhancement, offline storage and local storage. 1. Semantic tags such as, improve code readability and SEO effect. 2. Multimedia support simplifies the process of embedding media content through and tags. 3. Form Enhancement introduces new input types and verification properties, simplifying form development. 4. Offline storage and local storage improve web page performance and user experience through ApplicationCache and localStorage.


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