温馨提示×

温馨提示×

您好,登录后才能下订单哦!

密码登录×
登录注册×
其他方式登录
点击 登录注册 即表示同意《亿速云用户服务条款》

html如何实现酷炫动态登录页面

发布时间:2022-03-11 16:00:13 来源:亿速云 阅读:138 作者:iii 栏目:web开发

本篇内容介绍了“html如何实现酷炫动态登录页面”的有关知识,在实际案例的操作过程中,不少人都会遇到这样的困境,接下来就让小编带领大家学习一下如何处理这些情况吧!希望大家仔细阅读,能够学有所成!

代码如下:

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">

<HTML>

 <HEAD>

  <TITLE> 叶子 </TITLE>

  <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />

  <META NAME="Generator" CONTENT="EditPlus">

  <META NAME="Author" CONTENT="">

  <META NAME="Keywords" CONTENT="">

  <META NAME="Description" CONTENT="">

  <style>body {

    padding:0;

    margin:0;

    overflow:hidden;

    height: 600px;

}

canvas {

    padding:0;

    margin:0;

}

div.btnbg {

    position:fixed;

    left:0;

    top:0;

}</style>

<style>

html{

    width: 100%;

    height: 100%;

    overflow: hidden;

    font-style: sans-serif;

}

body{

    width: 100%;

    height: 100%;

    font-family: 'Open Sans',sans-serif;

    margin: 0;

}

#login{

    position: absolute;

    top: 50%;

    left:50%;

    margin: -150px 0 0 -150px;

    width: 300px;

    height: 300px;

}

#login h2{

    color: #fff;

    text-shadow:0 0 10px;

    letter-spacing: 1px;

    text-align: center;

}

h2{

    font-size: 2em;

    margin: 0.67em 0;

}

input{

    width: 300px;

    height: 40px;

    margin-bottom: 10px;

    outline: none;

    padding: 10px;

    font-size: 13px;

    color: #fff;

    text-shadow:1px 1px 1px;

    border-top: 1px solid #312E3D;

    border-left: 1px solid #312E3D;

    border-right: 1px solid #312E3D;

    border-bottom: 1px solid #56536A;

    border-radius: 4px;

    background-color: #2D2D3F;

}

.but{

    width: 300px;

    min-height: 20px;

    display: block;

    background-color: #4a77d4;

    border: 1px solid #3762bc;

    color: #fff;

    padding: 9px 14px;

    font-size: 15px;

    line-height: normal;

    border-radius: 5px;

    margin: 0;

}

</style>

 </HEAD>

 <BODY>

    <div id="login">

        <h2>Login</h2>

        <form method="post">

            <input type="text" required="required" placeholder="用户名" name="u"></input>

            <input type="password" required="required" placeholder="密码" name="p"></input>

            <button class="but" type="submit">登录</button>

        </form>

    </div>

<canvas id="sakura"></canvas>

<div class="btnbg">

</div>

<!-- sakura shader -->

<script id="sakura_point_vsh" type="x-shader/x_vertex">

uniform mat4 uProjection;

uniform mat4 uModelview;

uniform vec3 uResolution;

uniform vec3 uOffset;

uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius

uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

attribute vec3 aPosition;

attribute vec3 aEuler;

attribute vec2 aMisc; //x:size, y:fade

varying vec3 pposition;

varying float psize;

varying float palpha;

varying float pdist;

//varying mat3 rotMat;

varying vec3 normX;

varying vec3 normY;

varying vec3 normZ;

varying vec3 normal;

varying float diffuse;

varying float specular;

varying float rstop;

varying float distancefade;

void main(void) {

    // Projection is based on vertical angle

    vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);

    gl_Position = uProjection * pos;

    gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;

    pposition = pos.xyz;

    psize = aMisc.x;

    pdist = length(pos.xyz);

    palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);

    vec3 elrsn = sin(aEuler);

    vec3 elrcs = cos(aEuler);

    mat3 rotx = mat3(

        1.0, 0.0, 0.0,

        0.0, elrcs.x, elrsn.x,

        0.0, -elrsn.x, elrcs.x

    );

    mat3 roty = mat3(

        elrcs.y, 0.0, -elrsn.y,

        0.0, 1.0, 0.0,

        elrsn.y, 0.0, elrcs.y

    );

    mat3 rotz = mat3(

        elrcs.z, elrsn.z, 0.0, 

        -elrsn.z, elrcs.z, 0.0,

        0.0, 0.0, 1.0

    );

    mat3 rotmat = rotx * roty * rotz;

    normal = rotmat[2];

    mat3 trrotm = mat3(

        rotmat[0][0], rotmat[1][0], rotmat[2][0],

        rotmat[0][1], rotmat[1][1], rotmat[2][1],

        rotmat[0][2], rotmat[1][2], rotmat[2][2]

    );

    normX = trrotm[0];

    normY = trrotm[1];

    normZ = trrotm[2];

    const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);

    float tmpdfs = dot(lit, normal);

    if(tmpdfs < 0.0) {

        normal = -normal;

        tmpdfs = dot(lit, normal);

    }

    diffuse = 0.4 + tmpdfs;

    vec3 eyev = normalize(-pos.xyz);

    if(dot(eyev, normal) > 0.0) {

        vec3 hv = normalize(eyev + lit);

        specular = pow(max(dot(hv, normal), 0.0), 20.0);

    }

    else {

        specular = 0.0;

    }

    rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);

    rstop = pow(rstop, 0.5);

    //-0.69315 = ln(0.5)

    distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));

}

</script>

<script id="sakura_point_fsh" type="x-shader/x_fragment">

#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius

uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

const vec3 fadeCol = vec3(0.08, 0.03, 0.06);

varying vec3 pposition;

varying float psize;

varying float palpha;

varying float pdist;

//varying mat3 rotMat;

varying vec3 normX;

varying vec3 normY;

varying vec3 normZ;

varying vec3 normal;

varying float diffuse;

varying float specular;

varying float rstop;

varying float distancefade;

float ellipse(vec2 p, vec2 o, vec2 r) {

    vec2 lp = (p - o) / r;

    return length(lp) - 1.0;

}

void main(void) {

    vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;

    vec3 d = vec3(0.0, 0.0, -1.0);

    float nd = normZ.z; //dot(-normZ, d);

    if(abs(nd) < 0.0001) discard;

    float np = dot(normZ, p);

    vec3 tp = p + d * np / nd;

    vec2 coord = vec2(dot(normX, tp), dot(normY, tp));

    //angle = 15 degree

    const float flwrsn = 0.258819045102521;

    const float flwrcs = 0.965925826289068;

    mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);

    vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;

    float r;

    if(flwrp.x < 0.0) {

        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);

    }

    else {

        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);

    }

    if(r > rstop) discard;

    vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);

    float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));

    col *= vec3(1.0, grady, grady);

    col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));

    col = col * diffuse + specular;

    col = mix(fadeCol, col, distancefade);

    float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;

    alpha = smoothstep(0.0, 1.0, alpha) * palpha;

    gl_FragColor = vec4(col * 0.5, alpha);

}

</script>

<!-- effects -->

<script id="fx_common_vsh" type="x-shader/x_vertex">

uniform vec3 uResolution;

attribute vec2 aPosition;

varying vec2 texCoord;

varying vec2 screenCoord;

void main(void) {

    gl_Position = vec4(aPosition, 0.0, 1.0);

    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);

    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);

}

</script>

<script id="bg_fsh" type="x-shader/x_fragment">

#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

uniform vec2 uTimes;

varying vec2 texCoord;

varying vec2 screenCoord;

void main(void) {

    vec3 col;

    float c;

    vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);

    c = exp(-pow(length(tmpv) * 1.8, 2.0));

    col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);

    gl_FragColor = vec4(col * 0.5, 1.0);

}

</script>

<script id="fx_brightbuf_fsh" type="x-shader/x_fragment">

#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

uniform sampler2D uSrc;

uniform vec2 uDelta;

varying vec2 texCoord;

varying vec2 screenCoord;

void main(void) {

    vec4 col = texture2D(uSrc, texCoord);

    gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);

}

</script>

<script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">

#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

uniform sampler2D uSrc;

uniform vec2 uDelta;

uniform vec4 uBlurDir; //dir(x, y), stride(z, w)

varying vec2 texCoord;

varying vec2 screenCoord;

void main(void) {

    vec4 col = texture2D(uSrc, texCoord);

    col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);

    col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);

    col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);

    col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);

    gl_FragColor = col / 5.0;

}

</script>

<!-- effect fragment shader template -->

<script id="fx_common_fsh" type="x-shader/x_fragment">

#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

uniform sampler2D uSrc;

uniform vec2 uDelta;

varying vec2 texCoord;

varying vec2 screenCoord;

void main(void) {

    gl_FragColor = texture2D(uSrc, texCoord);

}

</script>

<!-- post processing -->

<script id="pp_final_vsh" type="x-shader/x_vertex">

uniform vec3 uResolution;

attribute vec2 aPosition;

varying vec2 texCoord;

varying vec2 screenCoord;

void main(void) {

    gl_Position = vec4(aPosition, 0.0, 1.0);

    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);

    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);

}

</script>

<script id="pp_final_fsh" type="x-shader/x_fragment">

#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

uniform sampler2D uSrc;

uniform sampler2D uBloom;

uniform vec2 uDelta;

varying vec2 texCoord;

varying vec2 screenCoord;

void main(void) {

    vec4 srccol = texture2D(uSrc, texCoord) * 2.0;

    vec4 bloomcol = texture2D(uBloom, texCoord);

    vec4 col;

    col = srccol + bloomcol * (vec4(1.0) + srccol);

    col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);

    col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)

    gl_FragColor = vec4(col.rgb, 1.0);

    gl_FragColor.a = 1.0;

}

</script>

  <script>

  // Utilities

var Vector3 = {};

var Matrix44 = {};

Vector3.create = function(x, y, z) {

    return {'x':x, 'y':y, 'z':z};

};

Vector3.dot = function (v0, v1) {

    return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;

};

Vector3.cross = function (v, v0, v1) {

    v.x = v0.y * v1.z - v0.z * v1.y;

    v.y = v0.z * v1.x - v0.x * v1.z;

    v.z = v0.x * v1.y - v0.y * v1.x;

};

Vector3.normalize = function (v) {

    var l = v.x * v.x + v.y * v.y + v.z * v.z;

    if(l > 0.00001) {

        l = 1.0 / Math.sqrt(l);

        v.x *= l;

        v.y *= l;

        v.z *= l;

    }

};

Vector3.arrayForm = function(v) {

    if(v.array) {

        v.array[0] = v.x;

        v.array[1] = v.y;

        v.array[2] = v.z;

    }

    else {

        v.array = new Float32Array([v.x, v.y, v.z]);

    }

    return v.array;

};

Matrix44.createIdentity = function () {

    return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);

};

Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {

    var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;

    var w = h * aspect;

    m[0] = 2.0 * near / w;

    m[1] = 0.0;

    m[2] = 0.0;

    m[3] = 0.0;

    m[4] = 0.0;

    m[5] = 2.0 * near / h;

    m[6] = 0.0;

    m[7] = 0.0;

    m[8] = 0.0;

    m[9] = 0.0;

    m[10] = -(far + near) / (far - near);

    m[11] = -1.0;

    m[12] = 0.0;

    m[13] = 0.0;

    m[14] = -2.0 * far * near / (far - near);

    m[15] = 0.0;

};

Matrix44.loadLookAt = function (m, vpos, vlook, vup) {

    var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);

    Vector3.normalize(frontv);

    var sidev = Vector3.create(1.0, 0.0, 0.0);

    Vector3.cross(sidev, vup, frontv);

    Vector3.normalize(sidev);

    var topv = Vector3.create(1.0, 0.0, 0.0);

    Vector3.cross(topv, frontv, sidev);

    Vector3.normalize(topv);

    m[0] = sidev.x;

    m[1] = topv.x;

    m[2] = frontv.x;

    m[3] = 0.0;

    m[4] = sidev.y;

    m[5] = topv.y;

    m[6] = frontv.y;

    m[7] = 0.0;

    m[8] = sidev.z;

    m[9] = topv.z;

    m[10] = frontv.z;

    m[11] = 0.0;

    m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);

    m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);

    m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);

    m[15] = 1.0;

};

//

var timeInfo = {

    'start':0, 'prev':0, // Date

    'delta':0, 'elapsed':0 // Number(sec)

};

//

var gl;

var renderSpec = {

    'width':0,

    'height':0,

    'aspect':1,

    'array':new Float32Array(3),

    'halfWidth':0,

    'halfHeight':0,

    'halfArray':new Float32Array(3)

    // and some render targets. see setViewport()

};

renderSpec.setSize = function(w, h) {

    renderSpec.width = w;

    renderSpec.height = h;

    renderSpec.aspect = renderSpec.width / renderSpec.height;

    renderSpec.array[0] = renderSpec.width;

    renderSpec.array[1] = renderSpec.height;

    renderSpec.array[2] = renderSpec.aspect;

    renderSpec.halfWidth = Math.floor(w / 2);

    renderSpec.halfHeight = Math.floor(h / 2);

    renderSpec.halfArray[0] = renderSpec.halfWidth;

    renderSpec.halfArray[1] = renderSpec.halfHeight;

    renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;

};

function deleteRenderTarget(rt) {

    gl.deleteFramebuffer(rt.frameBuffer);

    gl.deleteRenderbuffer(rt.renderBuffer);

    gl.deleteTexture(rt.texture);

}

function createRenderTarget(w, h) {

    var ret = {

        'width':w,

        'height':h,

        'sizeArray':new Float32Array([w, h, w / h]),

        'dtxArray':new Float32Array([1.0 / w, 1.0 / h])

    };

    ret.frameBuffer = gl.createFramebuffer();

    ret.renderBuffer = gl.createRenderbuffer();

    ret.texture = gl.createTexture();

    gl.bindTexture(gl.TEXTURE_2D, ret.texture);

    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);

    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);

    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);

    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);

    gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);

    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);

    gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);

    gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);

    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);

    gl.bindTexture(gl.TEXTURE_2D, null);

    gl.bindRenderbuffer(gl.RENDERBUFFER, null);

    gl.bindFramebuffer(gl.FRAMEBUFFER, null);

    return ret;

}

function compileShader(shtype, shsrc) {

    var retsh = gl.createShader(shtype);

    gl.shaderSource(retsh, shsrc);

    gl.compileShader(retsh);

    if(!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {

        var errlog = gl.getShaderInfoLog(retsh);

        gl.deleteShader(retsh);

        console.error(errlog);

        return null;

    }

    return retsh;

}

function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {

    var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);

    var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);

    if(vsh == null || fsh == null) {

        return null;

    }

    var prog = gl.createProgram();

    gl.attachShader(prog, vsh);

    gl.attachShader(prog, fsh);

    gl.deleteShader(vsh);

    gl.deleteShader(fsh);

    gl.linkProgram(prog);

    if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {

        var errlog = gl.getProgramInfoLog(prog);

        console.error(errlog);

        return null;

    }

    if(uniformlist) {

        prog.uniforms = {};

        for(var i = 0; i < uniformlist.length; i++) {

            prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);

        }

    }

    if(attrlist) {

        prog.attributes = {};

        for(var i = 0; i < attrlist.length; i++) {

            var attr = attrlist[i];

            prog.attributes[attr] = gl.getAttribLocation(prog, attr);

        }

    }

    return prog;

}

function useShader(prog) {

    gl.useProgram(prog);

    for(var attr in prog.attributes) {

        gl.enableVertexAttribArray(prog.attributes[attr]);;

    }

}

function unuseShader(prog) {

    for(var attr in prog.attributes) {

        gl.disableVertexAttribArray(prog.attributes[attr]);;

    }

    gl.useProgram(null);

}

/////

var projection = {

    'angle':60,

    'nearfar':new Float32Array([0.1, 100.0]),

    'matrix':Matrix44.createIdentity()

};

var camera = {

    'position':Vector3.create(0, 0, 100),

    'lookat':Vector3.create(0, 0, 0),

    'up':Vector3.create(0, 1, 0),

    'dof':Vector3.create(10.0, 4.0, 8.0),

    'matrix':Matrix44.createIdentity()

};

var pointFlower = {};

var meshFlower = {};

var sceneStandBy = false;

var BlossomParticle = function () {

    this.velocity = new Array(3);

    this.rotation = new Array(3);

    this.position = new Array(3);

    this.euler = new Array(3);

    this.size = 1.0;

    this.alpha = 1.0;

    this.zkey = 0.0;

};

BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {

    this.velocity[0] = vx;

    this.velocity[1] = vy;

    this.velocity[2] = vz;

};

BlossomParticle.prototype.setRotation = function (rx, ry, rz) {

    this.rotation[0] = rx;

    this.rotation[1] = ry;

    this.rotation[2] = rz;

};

BlossomParticle.prototype.setPosition = function (nx, ny, nz) {

    this.position[0] = nx;

    this.position[1] = ny;

    this.position[2] = nz;

};

BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {

    this.euler[0] = rx;

    this.euler[1] = ry;

    this.euler[2] = rz;

};

BlossomParticle.prototype.setSize = function (s) {

    this.size = s;

};

BlossomParticle.prototype.update = function (dt, et) {

    this.position[0] += this.velocity[0] * dt;

    this.position[1] += this.velocity[1] * dt;

    this.position[2] += this.velocity[2] * dt;

    this.euler[0] += this.rotation[0] * dt;

    this.euler[1] += this.rotation[1] * dt;

    this.euler[2] += this.rotation[2] * dt;

};

function createPointFlowers() {

    // get point sizes

    var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);

    renderSpec.pointSize = {'min':prm[0], 'max':prm[1]};

    var vtxsrc = document.getElementById("sakura_point_vsh").textContent;

    var frgsrc = document.getElementById("sakura_point_fsh").textContent;

    pointFlower.program = createShader(

        vtxsrc, frgsrc,

        ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],

        ['aPosition', 'aEuler', 'aMisc']

    );

    useShader(pointFlower.program);

    pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);

    pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);

    // paramerters: velocity[3], rotate[3]

    pointFlower.numFlowers = 1600;

    pointFlower.particles = new Array(pointFlower.numFlowers);

    // vertex attributes {position[3], euler_xyz[3], size[1]}

    pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));

    pointFlower.positionArrayOffset = 0;

    pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;

    pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;

    pointFlower.buffer = gl.createBuffer();

    gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);

    gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);

    gl.bindBuffer(gl.ARRAY_BUFFER, null);

    unuseShader(pointFlower.program);

    for(var i = 0; i < pointFlower.numFlowers; i++) {

        pointFlower.particles[i] = new BlossomParticle();

    }

}

function initPointFlowers() {

    //area

    pointFlower.area = Vector3.create(20.0, 20.0, 20.0);

    pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;

    pointFlower.fader.x = 10.0; //env fade start

    pointFlower.fader.y = pointFlower.area.z; //env fade half

    pointFlower.fader.z = 0.1;  //near fade start

    //particles

    var PI2 = Math.PI * 2.0;

    var tmpv3 = Vector3.create(0, 0, 0);

    var tmpv = 0;

    var symmetryrand = function() {return (Math.random() * 2.0 - 1.0);};

    for(var i = 0; i < pointFlower.numFlowers; i++) {

        var tmpprtcl = pointFlower.particles[i];

        //velocity

        tmpv3.x = symmetryrand() * 0.3 + 0.8;

        tmpv3.y = symmetryrand() * 0.2 - 1.0;

        tmpv3.z = symmetryrand() * 0.3 + 0.5;

        Vector3.normalize(tmpv3);

        tmpv = 2.0 + Math.random() * 1.0;

        tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);

        //rotation

        tmpprtcl.setRotation(

            symmetryrand() * PI2 * 0.5,

            symmetryrand() * PI2 * 0.5,

            symmetryrand() * PI2 * 0.5

        );

        //position

        tmpprtcl.setPosition(

            symmetryrand() * pointFlower.area.x,

            symmetryrand() * pointFlower.area.y,

            symmetryrand() * pointFlower.area.z

        );

        //euler

        tmpprtcl.setEulerAngles(

            Math.random() * Math.PI * 2.0,

            Math.random() * Math.PI * 2.0,

            Math.random() * Math.PI * 2.0

        );

        //size

        tmpprtcl.setSize(0.9 + Math.random() * 0.1);

    }

}

function renderPointFlowers() {

    //update

    var PI2 = Math.PI * 2.0;

    var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];

    var repeatPos = function (prt, cmp, limit) {

        if(Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {

            //out of area

            if(prt.position[cmp] > 0) {

                prt.position[cmp] -= limit * 2.0;

            }

            else {

                prt.position[cmp] += limit * 2.0;

            }

        }

    };

    var repeatEuler = function (prt, cmp) {

        prt.euler[cmp] = prt.euler[cmp] % PI2;

        if(prt.euler[cmp] < 0.0) {

            prt.euler[cmp] += PI2;

        }

    };

    for(var i = 0; i < pointFlower.numFlowers; i++) {

        var prtcl = pointFlower.particles[i];

        prtcl.update(timeInfo.delta, timeInfo.elapsed);

        repeatPos(prtcl, 0, pointFlower.area.x);

        repeatPos(prtcl, 1, pointFlower.area.y);

        repeatPos(prtcl, 2, pointFlower.area.z);

        repeatEuler(prtcl, 0);

        repeatEuler(prtcl, 1);

        repeatEuler(prtcl, 2);

        prtcl.alpha = 1.0;//(pointFlower.area.z - prtcl.position[2]) * 0.5;

        prtcl.zkey = (camera.matrix[2] * prtcl.position[0]

                    + camera.matrix[6] * prtcl.position[1]

                    + camera.matrix[10] * prtcl.position[2]

                    + camera.matrix[14]);

    }

    // sort

    pointFlower.particles.sort(function(p0, p1){return p0.zkey - p1.zkey;});

    // update data

    var ipos = pointFlower.positionArrayOffset;

    var ieuler = pointFlower.eulerArrayOffset;

    var imisc = pointFlower.miscArrayOffset;

    for(var i = 0; i < pointFlower.numFlowers; i++) {

        var prtcl = pointFlower.particles[i];

        pointFlower.dataArray[ipos] = prtcl.position[0];

        pointFlower.dataArray[ipos + 1] = prtcl.position[1];

        pointFlower.dataArray[ipos + 2] = prtcl.position[2];

        ipos += 3;

        pointFlower.dataArray[ieuler] = prtcl.euler[0];

        pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];

        pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];

        ieuler += 3;

        pointFlower.dataArray[imisc] = prtcl.size;

        pointFlower.dataArray[imisc + 1] = prtcl.alpha;

        imisc += 2;

    }

    //draw

    gl.enable(gl.BLEND);

    //gl.disable(gl.DEPTH_TEST);

    gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

    var prog = pointFlower.program;

    useShader(prog);

    gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);

    gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);

    gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);

    gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));

    gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));

    gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);

    gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);

    gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);

    gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);

    gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);

    // doubler

    for(var i = 1; i < 2; i++) {

        var zpos = i * -2.0;

        pointFlower.offset[0] = pointFlower.area.x * -1.0;

        pointFlower.offset[1] = pointFlower.area.y * -1.0;

        pointFlower.offset[2] = pointFlower.area.z * zpos;

        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

        pointFlower.offset[0] = pointFlower.area.x * -1.0;

        pointFlower.offset[1] = pointFlower.area.y *  1.0;

        pointFlower.offset[2] = pointFlower.area.z * zpos;

        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

        pointFlower.offset[0] = pointFlower.area.x *  1.0;

        pointFlower.offset[1] = pointFlower.area.y * -1.0;

        pointFlower.offset[2] = pointFlower.area.z * zpos;

        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

        pointFlower.offset[0] = pointFlower.area.x *  1.0;

        pointFlower.offset[1] = pointFlower.area.y *  1.0;

        pointFlower.offset[2] = pointFlower.area.z * zpos;

        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

    }

    //main

    pointFlower.offset[0] = 0.0;

    pointFlower.offset[1] = 0.0;

    pointFlower.offset[2] = 0.0;

    gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

    gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

    gl.bindBuffer(gl.ARRAY_BUFFER, null);

    unuseShader(prog);

    gl.enable(gl.DEPTH_TEST);

    gl.disable(gl.BLEND);

}

// effects

//common util

function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {

    var ret = {};

    var unifs = ['uResolution', 'uSrc', 'uDelta'];

    if(exunifs) {

        unifs = unifs.concat(exunifs);

    }

    var attrs = ['aPosition'];

    if(exattrs) {

        attrs = attrs.concat(exattrs);

    }

    ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);

    useShader(ret.program);

    ret.dataArray = new Float32Array([

        -1.0, -1.0,

         1.0, -1.0,

        -1.0,  1.0,

         1.0,  1.0

    ]);

    ret.buffer = gl.createBuffer();

    gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);

    gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);

    gl.bindBuffer(gl.ARRAY_BUFFER, null);

    unuseShader(ret.program);

    return ret;

}

// basic usage

// useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize

// gl.uniform**(...); //additional uniforms

// drawEffect()

// unuseEffect(prog)

// TEXTURE0 makes src

function useEffect(fxobj, srctex) {

    var prog = fxobj.program;

    useShader(prog);

    gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);

    if(srctex != null) {

        gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);

        gl.uniform1i(prog.uniforms.uSrc, 0);

        gl.activeTexture(gl.TEXTURE0);

        gl.bindTexture(gl.TEXTURE_2D, srctex.texture);

    }

}

function drawEffect(fxobj) {

    gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);

    gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);

    gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

}

function unuseEffect(fxobj) {

    unuseShader(fxobj.program);

}

var effectLib = {};

function createEffectLib() {

    var vtxsrc, frgsrc;

    //common

    var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;

    //background

    frgsrc = document.getElementById("bg_fsh").textContent;

    effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);

    // make brightpixels buffer

    frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;

    effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);

    // direction blur

    frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;

    effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);

    //final composite

    vtxsrc = document.getElementById("pp_final_vsh").textContent;

    frgsrc = document.getElementById("pp_final_fsh").textContent;

    effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);

}

// background

function createBackground() {

    //console.log("create background");

}

function initBackground() {

    //console.log("init background");

}

function renderBackground() {

    gl.disable(gl.DEPTH_TEST);

    useEffect(effectLib.sceneBg, null);

    gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);

    drawEffect(effectLib.sceneBg);

    unuseEffect(effectLib.sceneBg);

    gl.enable(gl.DEPTH_TEST);

}

// post process

var postProcess = {};

function createPostProcess() {

    //console.log("create post process");

}

function initPostProcess() {

    //console.log("init post process");

}

function renderPostProcess() {

    gl.enable(gl.TEXTURE_2D);

    gl.disable(gl.DEPTH_TEST);

    var bindRT = function (rt, isclear) {

        gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);

        gl.viewport(0, 0, rt.width, rt.height);

        if(isclear) {

            gl.clearColor(0, 0, 0, 0);

            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

        }

    };

    //make bright buff

    bindRT(renderSpec.wHalfRT0, true);

    useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);

    drawEffect(effectLib.mkBrightBuf);

    unuseEffect(effectLib.mkBrightBuf);

    // make bloom

    for(var i = 0; i < 2; i++) {

        var p = 1.5 + 1 * i;

        var s = 2.0 + 1 * i;

        bindRT(renderSpec.wHalfRT1, true);

        useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);

        gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);

        drawEffect(effectLib.dirBlur);

        unuseEffect(effectLib.dirBlur);

        bindRT(renderSpec.wHalfRT0, true);

        useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);

        gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);

        drawEffect(effectLib.dirBlur);

        unuseEffect(effectLib.dirBlur);

    }

    //display

    gl.bindFramebuffer(gl.FRAMEBUFFER, null);

    gl.viewport(0, 0, renderSpec.width, renderSpec.height);

    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    useEffect(effectLib.finalComp, renderSpec.mainRT);

    gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);

    gl.activeTexture(gl.TEXTURE1);

    gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);

    drawEffect(effectLib.finalComp);

    unuseEffect(effectLib.finalComp);

    gl.enable(gl.DEPTH_TEST);

}

/////

var SceneEnv = {};

function createScene() {

    createEffectLib();

    createBackground();

    createPointFlowers();

    createPostProcess();

    sceneStandBy = true;

}

function initScene() {

    initBackground();

    initPointFlowers();

    initPostProcess();

    //camera.position.z = 17.320508;

    camera.position.z = pointFlower.area.z + projection.nearfar[0];

    projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;

    Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1]);

}

function renderScene() {

    //draw

    Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);

    gl.enable(gl.DEPTH_TEST);

    //gl.bindFramebuffer(gl.FRAMEBUFFER, null);

    gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);

    gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);

    gl.clearColor(0.005, 0, 0.05, 0);

    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    renderBackground();

    renderPointFlowers();

    renderPostProcess();

}

/////

function onResize(e) {

    makeCanvasFullScreen(document.getElementById("sakura"));

    setViewports();

    if(sceneStandBy) {

        initScene();

    }

}

function setViewports() {

    renderSpec.setSize(gl.canvas.width, gl.canvas.height);

    gl.clearColor(0.2, 0.2, 0.5, 1.0);

    gl.viewport(0, 0, renderSpec.width, renderSpec.height);

    var rtfunc = function (rtname, rtw, rth) {

        var rt = renderSpec[rtname];

        if(rt) deleteRenderTarget(rt);

        renderSpec[rtname] = createRenderTarget(rtw, rth);

    };

    rtfunc('mainRT', renderSpec.width, renderSpec.height);

    rtfunc('wFullRT0', renderSpec.width, renderSpec.height);

    rtfunc('wFullRT1', renderSpec.width, renderSpec.height);

    rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);

    rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);

}

function render() {

    renderScene();

}

var animating = true;

function toggleAnimation(elm) {

    animating ^= true;

    if(animating) animate();

    if(elm) {

        elm.innerHTML = animating? "Stop":"Start";

    }

}

function stepAnimation() {

    if(!animating) animate();

}

function animate() {

    var curdate = new Date();

    timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;

    timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;

    timeInfo.prev = curdate;

    if(animating) requestAnimationFrame(animate);

    render();

}

function makeCanvasFullScreen(canvas) {

    var b = document.body;

    var d = document.documentElement;

    fullw = Math.max(b.clientWidth , b.scrollWidth, d.scrollWidth, d.clientWidth);

    fullh = Math.max(b.clientHeight , b.scrollHeight, d.scrollHeight, d.clientHeight);

    canvas.width = fullw;

    canvas.height = fullh;

}

window.addEventListener('load', function(e) {

    var canvas = document.getElementById("sakura");

    try {

        makeCanvasFullScreen(canvas);

        gl = canvas.getContext('experimental-webgl');

    } catch(e) {

        alert("WebGL not supported." + e);

        console.error(e);

        return;

    }

    window.addEventListener('resize', onResize);

    setViewports();

    createScene();

    initScene();

    timeInfo.start = new Date();

    timeInfo.prev = timeInfo.start;

    animate();

});

//set window.requestAnimationFrame

(function (w, r) {

    w['r'+r] = w['r'+r] || w['webkitR'+r] || w['mozR'+r] || w['msR'+r] || w['oR'+r] || function(c){ w.setTimeout(c, 1000 / 60); };

})(window, 'equestAnimationFrame');

  </script>

 </BODY>

</HTML>

“html如何实现酷炫动态登录页面”的内容就介绍到这里了,感谢大家的阅读。如果想了解更多行业相关的知识可以关注亿速云网站,小编将为大家输出更多高质量的实用文章!

向AI问一下细节

免责声明:本站发布的内容(图片、视频和文字)以原创、转载和分享为主,文章观点不代表本网站立场,如果涉及侵权请联系站长邮箱:is@yisu.com进行举报,并提供相关证据,一经查实,将立刻删除涉嫌侵权内容。

AI