HTML5+WebGL酷炫粒子爆炸动画特效,先来看看效果:
部分核心的代码如下(全部代码在文章末尾):
window.onload = loadScene;
var canvas, gl,
ratio,
vertices,
velocities,
freqArr,
cw,
ch,
colorLoc,
thetaArr,
velThetaArr,
velRadArr,
boldRateArr,
drawType,
numLines = 40000;
var target = [];
var randomTargetXArr = [], randomTargetYArr = [];
drawType = 2;
/**
* Initialises WebGL and creates the 3D scene.
*/
function loadScene() {
// Get the canvas element
canvas = document.getElementById("c");
// Get the WebGL context
gl = canvas.getContext("experimental-webgl");
// Check whether the WebGL context is available or not
// if it's not available exit
if (!gl) {
alert("There's no WebGL context available.");
return;
}
// Set the viewport to the canvas width and height
cw = window.innerWidth;
ch = window.innerHeight;
canvas.width = cw;
canvas.height = ch;
gl.viewport(0, 0, canvas.width, canvas.height);
// Load the vertex shader that's defined in a separate script
// block at the top of this page.
// More info about shaders: http://en.wikipedia.org/wiki/Shader_Model
// More info about GLSL: http://en.wikipedia.org/wiki/GLSL
// More info about vertex shaders: http://en.wikipedia.org/wiki/Vertex_shader
// Grab the script element
var vertexShaderScript = document.getElementById("shader-vs");
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderScript.text);
gl.compileShader(vertexShader);
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
alert("Couldn't compile the vertex shader");
gl.deleteShader(vertexShader);
return;
}
// Load the fragment shader that's defined in a separate script
// More info about fragment shaders: http://en.wikipedia.org/wiki/Fragment_shader
var fragmentShaderScript = document.getElementById("shader-fs");
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderScript.text);
gl.compileShader(fragmentShader);
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
alert("Couldn't compile the fragment shader");
gl.deleteShader(fragmentShader);
return;
}
// Create a shader program.
gl.program = gl.createProgram();
gl.attachShader(gl.program, vertexShader);
gl.attachShader(gl.program, fragmentShader);
gl.linkProgram(gl.program);
if (!gl.getProgramParameter(gl.program, gl.LINK_STATUS)) {
alert("Unable to initialise shaders");
gl.deleteProgram(gl.program);
gl.deleteProgram(vertexShader);
gl.deleteProgram(fragmentShader);
return;
}
// Install the program as part of the current rendering state
gl.useProgram(gl.program);
// Get the vertexPosition attribute from the linked shader program
var vertexPosition = gl.getAttribLocation(gl.program, "vertexPosition&#