This is a 3D water wave animation special effect based on HTML5. Its effect is very realistic. 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.
XML/HTML CodeCopy content to clipboard
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<img id="tiles" src="tiles.jpg">
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<img id="xneg" src="xneg.jpg">
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<img id="xpos" src="xpos.jpg">
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<img id="ypos" src="ypos.jpg">
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<img id="zneg" src="zneg.jpg">
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<img id="zpos" src="zpos.jpg">
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JavaScript CodeCopy content to clipboard
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function Water() {
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var vertexShader = '
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varying vec2 coord;
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void main() {
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coord = gl_Vertex.xy * 0.5 0.5;
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gl_Position = vec4(gl_Vertex.xyz, 1.0);
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}
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';
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this.plane = GL.Mesh.plane();
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if (!GL.Texture.canUseFloatingPointTextures()) {
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throw new Error('This demo requires the OES_texture_float extension');
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}
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var filter = GL.Texture.canUseFloatingPointLinearFiltering() ? gl.LINEAR : gl.NEAREST;
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this.textureA = new GL.Texture(256, 256, { type: gl.FLOAT, filter: filter });
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this.textureB = new GL.Texture(256, 256, { type: gl.FLOAT, filter: filter });
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this.dropShader = new GL.Shader(vertexShader, '
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const float PI = 3.141592653589793;
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uniform sampler2D texture;
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uniform vec2 center;
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uniform float radius;
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uniform float strength;
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varying vec2 coord;
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void main() {
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/* get vertex info */
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vec4 info = texture2D(texture, coord);
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/* add the drop to the height */
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float drop = max(0.0, 1.0 - length(center * 0.5 0.5 - coord) / radius);
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drop = 0.5 - cos(drop * PI) * 0.5;
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info.r = drop * strength;
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gl_FragColor = info;
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}
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');
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this.updateShader = new GL.Shader(vertexShader, '
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uniform sampler2D texture;
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uniform vec2 delta;
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varying vec2 coord;
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void main() {
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/* get vertex info */
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vec4 info = texture2D(texture, coord);
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/* calculate average neighbor height */
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vec2 dx = vec2(delta.x, 0.0);
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vec2 dy = vec2(0.0, delta.y);
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float average = (
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texture2D(texture, coord - dx).r
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texture2D(texture, coord - dy).r
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texture2D(texture, coord dx).r
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texture2D(texture, coord dy).r
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) * 0.25;
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/* change the velocity to move toward the average */
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info.g = (average - info.r) * 2.0;
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/* attenuate the velocity a little so waves do not last forever */
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info.g *= 0.995;
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/* move the vertex along the velocity */
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info.r = info.g;
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gl_FragColor = info;
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}
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');
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this.normalShader = new GL.Shader(vertexShader, '
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uniform sampler2D texture;
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uniform vec2 delta;
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varying vec2 coord;
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void main() {
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/* get vertex info */
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vec4 info = texture2D(texture, coord);
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/* update the normal */
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vec3 dx = vec3(delta.x, texture2D(texture, vec2(coord.x delta.x, coord.y)).r - info.r, 0.0);
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vec3 dy = vec3(0.0, texture2D(texture, vec2(coord.x, coord.y delta.y)).r - info.r, delta.y);
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info.ba = normalize(cross(dy, dx)).xz;
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gl_FragColor = info;
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}
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');
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this.sphereShader = new GL.Shader(vertexShader, '
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uniform sampler2D texture;
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uniform vec3 oldCenter;
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uniform vec3 newCenter;
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uniform float radius;
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varying vec2 coord;
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float volumeInSphere(vec3 center) {
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vec3 toCenter = vec3(coord.x * 2.0 - 1.0, 0.0, coord.y * 2.0 - 1.0) - center;
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float t = length(toCenter) / radius;
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float dy = exp(-pow(t * 1.5, 6.0));
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float ymin = min(0.0, center.y - dy);
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float ymax = min(max(0.0, center.y dy), ymin 2.0 * dy);
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return (ymax - ymin) * 0.1;
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}
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void main() {
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/* get vertex info */
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vec4 info = texture2D(texture, coord);
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/* add the old volume */
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info.r = volumeInSphere(oldCenter);
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/* subtract the new volume */
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info.r -= volumeInSphere(newCenter);
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gl_FragColor = info;
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}
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');
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}
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Water.prototype.addDrop = function(x, y, radius, strength) {
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var this_ = this;
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this.textureB.drawTo(function() {
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this_.textureA.bind();
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this_.dropShader.uniforms({
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center: [x, y],
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radius: radius,
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strength: strength
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}).draw(this_.plane);
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});
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this.textureB.swapWith(this.textureA);
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};
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Water.prototype.moveSphere = function(oldCenter, newCenter, radius) {
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var this_ = this;
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this.textureB.drawTo(function() {
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this_.textureA.bind();
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this_.sphereShader.uniforms({
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oldCenter: oldCenter,
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newCenter: newCenter,
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radius: radius
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}).draw(this_.plane);
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});
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this.textureB.swapWith(this.textureA);
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};
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Water.prototype.stepSimulation = function() {
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var this_ = this;
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this.textureB.drawTo(function() {
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this_.textureA.bind();
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this_.updateShader.uniforms({
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delta: [1 / this_.textureA.width, 1 / this_.textureA.height]
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}).draw(this_.plane);
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});
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this.textureB.swapWith(this.textureA);
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};
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Water.prototype.updateNormals = function() {
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var this_ = this;
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this.textureB.drawTo(function() {
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this_.textureA.bind();
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this_.normalShader.uniforms({
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delta: [1 / this_.textureA.width, 1 / this_.textureA.height]
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}).draw(this_.plane);
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});
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this.textureB.swapWith(this.textureA);
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};